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Ferrofaces : An Exploration of Unconventional Interfaces Using FerrofluidsAllendes, Leyla January 2021 (has links)
Interfaces have long been explored in Human-Computer Interaction and Interaction Design as the human-machine shared boundaries to exchange information. In the last years, we have seen increased interest in innovative materials that respond to their environment to design new types of interfaces. This study focuses on unconventional interfaces and aims to contribute to the interaction design practice by exploring the aesthetics qualities of interaction that ferrofluid can offer to the area. To fulfil this aim, a material exploration with ferrofluids is conducted guided by the four concepts of pliability, rhythm, dramaturgical structure, and fluency to discover the expressive potential of ferrofluid as a design material. The design processes are expected to conclude with a ferrofluid interface prototype according to the definition proposed by the research.
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Sensory Space : A new kind of resting roomFriberg, Alexandra January 2024 (has links)
Today’s society tends to value productivity and long working hours, where taking breaks and needing rest when at work can be perceived as signs of weakness or sickness rather than a necessity for wellbeing. According to The Swedish Work Environment Authority you must provide a resting room in workplaces with more than 50 employees. Job-related stress and burnout are growing problems, so I see the resting room as an important space with great potential to work preventively with this problem. Sensory Space focuses on resting rooms and explores ways to deal with stress and exhaustion through interior architecture and design and how it can promote rest and recovery. The aim is to integrate rest as a more natural part of the workplace by making resting rooms more attractive, inviting and restorative. I have been visiting and analyzing existing resting rooms, making field studies to other spaces for rest and contemplation, reading studies and research on the subject of restorative environments and interviewing a designer who works with creating health promoting environments based on neuro science. The project explores how atmosphere, material associations and a variety of sensory impressions can create a feeling of connection to nature. The result is an inviting resting room with objects that can be placed freely throughout the room for you to interact with materials which can enhance the experience of resting and make it more pleasant.
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Social SoulAlShammari, Norah 01 January 2018 (has links)
Twitter has over 313 million users, with 500 million tweets produced each day.
Society’s growing dependence on the internet for self-expression shows no
sign of abating. However, recent research warns that social media perpetuates
loneliness, caused by reduced face-to-face interaction. My thesis analyzes and
demonstrates the important role facial expressions play in a conversation’s
progress, impacting how people process and relate to what is being said. My
work critically assesses communication problems associated with Twitter. By
isolating and documenting expressive facial reactions to a curated selection
of tweets, the exhibition creates a commentary on our contemporary digital
existence, specifically articulating how use of social media limits basic social
interaction.
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Flex : Exploring flexibility through solid and soft materials in woven structuresHahn, Phyllis January 2018 (has links)
This work places itself in the field of textile design, weaving and interactive objects. It explores how the combination of solid and soft materials in a woven structure affect its flexibility and pliability. By integrating solid materials as a weaving material the work aims to propose an alternative context for woven structures, not necessarily becoming fabrics but rather objects that can be interacted with. The design process consisted of series of workshops where woven samples were made on a hand loom, weaving frame and by hand. The result are three woven structures each of which show of different flexibilities attained through the combination of solid and soft materials. The pieces are meant to be interacted with and can be shaped in various ways by folding, stacking or connecting parts of the structure. Combining solid and soft materials with the weaving technique shows the potential of interactive structures and objects which propose multiple functions, and can be developed further into products for interior design or play.
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Discovering the Properties, Aesthetics, and Concepts Related to Setting up Materials for ExplorationBroderick, Jane Tingle, Hong, Seong Bock 01 January 2016 (has links)
No description available.
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Newspaperless : Material explorations on written news in a post printing eraPla Vivoles, Joan January 2023 (has links)
The print newspaper has been a fundamental part of liberal democracies since their inception. Its origin lies in the invention of the moveable-type printing press by Gutenberg in the mid-15th century but, as other technological communication tools were developed, especially in the 20th century, it gradually lost its share in the media landscape. This master’s thesis explores the materiality of the newspaper as it is being replaced by digital counterparts. What does this shift entail from an Interaction Design perspective? A literature review, semi-structured interviews, and a material-centred interaction design process are used to delve into this question. The result is a Speculative Design artefact made of wood veneers that vindicates Slow Technology Design as an approach for a meaningful news-reading experience. Additionally, it is suggested the consideration of a holistic approach from the humanities and Media Ecology to enrich the critical approach of Interaction Design towards technology.
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Exploring the Potential of Virtual Reality to Promote Sustainable Behaviours: A Mixed-Methods Approach / Exploring the Potential of Virtual Reality to Promote Sustainable Behaviours: A Mixed-Methods ApproachBekiroglu, Kutman January 2023 (has links)
This thesis aims to explore the potential of virtual reality (VR) to promote sustainable behaviours. The literature review draws from various fields that discuss the advantages and limitations of VR in design experiences (Scurati, et al., 2021)and how VR can provide an overview on training and transfer, education, and procedural, cognitive and maintenance training (Psotka, 1995) In virtual reality and education and training paper Joseph Psotka provides a brief overview of existing VR research on. Contributing to this literature in VR and education for designing behaviour change with a sustainability focus, by utilizing VR technology, this research focuses on transforming a carbon calculator into an immersive VR environment with the goal of increasing users’ awareness of carbon emissions. Hence, this research allows individuals with little to no experience to create and be part of immersive experiences that effectively convey information and increase users’ awareness of carbon emissions. Adopting semi-structured interviews and digital material exploration as its research methodology, this study involves participants from different backgrounds and levels of knowledge about carbon emissions aiming to create an immersive experience that could effectively educate and engage users in understanding and addressing sustainability issues. Through the development of a hi-fi prototype, participants who tested the VR experience expressed an increased interest in learning about carbon emissions, indicating the potential of immersive VR in raising awareness and fostering behaviour change. The study was conducted in collaboration with Nordic Waves Group, a Denmark-based organization that focuses on UN’s 17 New World Goals, demonstrates the practical application of the research in a real-world context, aligning with their commitment to the Sustainable Development Goals. The findings of this study emphasize the potential of VR in promoting sustainable behaviours and highlight the importance of incorporating immersive experiences in sustainability education and awareness campaigns. Overall, this research provides insights into the use of VR as a tool for promoting sustainability and offers practical solutions for designing behaviour change interventions with a focus on carbon emissions. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
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Zombie textiles : Weaving with undead waste / Zombie textil : Att väva med levande dött materialElfström Berg, Henrietta January 2024 (has links)
The increasing ecological impact of textiles and textile overproduction creates both local and global environmental concerns. Through the theoretical framework of speculative realism and the concept of alienation this paper investigates how textile art can be used to discuss the dark emotions connected to climate change. The project uses a method of material exploration to find new life to waste material from textile industry in Sweden. Through the zombie metaphor the life and death of waste is discussed. The paper finds that by giving material new life, creating zombie weaves; the darkness within the topic can be reached. The tactile qualities of the work bridges to counteract the alienation created from the lack of insight and understanding of material values. The project finds that embracing the darkness and getting to know the monster can make room for new solutions to the ecological crisis.
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Soundscaping in the library : Interactive soundscape at the youth balconyZettergren, Joel January 2024 (has links)
This paper describes an exploration of interactive soundscapes at the Malmö city library and the effects it has on the space and its inhabitants. It investigates views of the library and it’s soundscape to conclude that the users view of the library correlates with their experience of the space. The project deployed an interactive soundscape installation that was active for the period of a month. Research done to inform the design of the installation grounds itself in soundscape studies and studies done in libraries. The fieldwork was conducted with a grounded theory and research by design approach. The Results suggests that sound can be an effective material to co-create the environment and highlight the way we move within a space. It shows that soundscaping can create new venues for interaction between humans and serve as a tool to create personal and interpersonal spaces.
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Achieving a Sense of Calm : Soma Design for Better Sleep through Seamless Technologies / Uppnå en Känsla av Lugn : Soma Design för Bättre Sömn genom Icke-Påträngande TeknologierBorg, Alice January 2023 (has links)
Sömnsvårigheter har blivit allt vanligare i takt med att samhället blir mer skyndsamt och teknologi-drivet. Även om orsakerna kan variera, finns det några allmänna faktorer som kan hjälpa kroppen att varva ner innan läggdags. Det här projektet syftar till att lindra det utbredda problemet med sömnbrist och de vanor som hindrar fysisk och mental beredskap för sömn genom att utveckla en prototyp som integrerar både fysiska och digitala element. Soma design valdes som metodologi, driven av ett Forskning-genom-Design tillvägagångssätt. Genom den explorativa designprocessen vidgades möjligheterna för att förbättra sömn genom enkla och icke-påträngande teknologier. Processen resulterade i fem teman som informerade de efterföljande materialutforskningarna och erbjöd riktlinjer för framtida insatser inom gränsområdet mellan design och sömn, som tillåter öppenhet och flexibilitet. Slutligen levererade projektet en första version av en prototyp som inkorporerar de insikter och kunskaper som erhållits under processen genom att använda ljud och ljus för att försiktigt guida användaren till en långsam andningsrytm som förbereder kroppen för sömn. Framtida iterationer kommer att informeras av återkoppling från användare och möjliggöra högre grad av anpassningsbarhet, vilket säkerställer att prototypen kan anpassas till individuella användares unika behov och preferenser. / Sleep-related issues have become more prevalent as our society becomes increasingly fast-paced and technology-dependent. While the causes may vary, some universal factors can help unwind before bed. This project aims to alleviate the widespread problem of sleep deprivation and associated habits that impede physical and mental readiness for sleep by developing a prototype incorporating physical and digital elements. Soma design was chosen as the methodology, driven by a Research through Design approach, combining a first-person perspective and collaboration with other designers and somatic connoisseurs. Through the exploratory design process, possibilities for enhancing sleep through seamless and non-intrusive technologies were expanded. The process further resulted in five themes that informed the subsequent material explorations and offered guidelines for future endeavors in the intersection of design and sleep that affords open-endedness. Ultimately, the project delivered a first version of a prototype that embodies the insights and knowledge acquired throughout the process by incorporating qualities of sound and light to gently guide the user to a slow breathing rhythm, preparing the body for sleep. Future iterations will be informed by user feedback and allow for a greater range of adaptability, ensuring that the prototype can accommodate individual users' unique needs and preferences.
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