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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
121

God man i fickan : Involving people with cognitive impairments in participatory design activities

Nordh, Alexander January 2020 (has links)
Background: Technology can provide efficient and accessible solutions to manage private economy, taking into account user needs and experiences. People with disability are most likely to encounter challenges related to financial literacy and lack of access to their own money. The project God man i fickan in Sweden aims to develop an accessible application that supports people with difficulties handling their private economy. Purpose: The purpose of this study was to investigate basic functions and interactions in a digital tool used by people who cannot manage their own economy without some kind of assistance. Method: Participatory design activities involving people with cognitive impairments were utilized. The qualitative data collection included discussions, storyboarding and an online design session. Due to Covid- 19 we had to modify one workshop for online environments. The collected data was analyzed with a content theme analysis which then was visualized and refined iteratively through wireframes and a lo-fi prototype. Results: The study revealed a number of user values, reflecting user needs, and a number of key features that should be supported by the application. A heuristic evaluation of the lo-fi prototype showed that using a provocative object engaged the participants in critical reflections and discussions. Discussion: By involving people with cognitive impairments in the design process through participatory design activities, the methodology used in this study allowed them to influence the design and application functionalities. / Bakgrund: Teknik kan bidra med effektiva och tillgängliga lösningar för att hantera privatekonomi, med hänsyn till användarens behov och erfarenheter. Personer med funktionsnedsättningar är den grupp som möter störst utmaningar relaterade till ekonomisk förståelse och bristande tillgång till sina egna pengar. Syftet med projektet God man i fickan är att utveckla en applikation som stödjer personer med svårigheter att hantera sin privatekonomi. Syfte: Syftet med denna studie var att undersöka grundläggande funktionalitet och interaktion i ett digitalt verktyg för personer som inte kan hantera sin ekonomi utan någon form av assistans. Metoder: För att genomföra studies syfte användes deltagande design aktiviteter med personer med kognitiva funktionsnedsättningar. Kvalitativa data samlades in genom diskussioner, storyboarding och en designsession. På grund av Covid-19 var vi tvungna att anpassa en workshop för miljöer online. Data som samlades in analyserades i olika teman som visualiserades och gradvis förfinades genom wireframes och en lo-fi prototyp. Resultat: Studien kunde urskilja ett antal användarvärden, som reflekterar användarbehov, och ett antal nyckelfunktioner som borde vara inkluderade i applikationen. En heuristisk utvärdering av lo-fi prototypen visade på att användningen av ett provokativt objekt engagerade användarna i kritiska reflektioner och diskussioner. Diskussion: Genom att involvera personer med kognitiva funktionsnedsättningar i designprocessen och i deltagande design aktiviteter kunde studie ge dessa personer ett inflytande över designen och applikationens funktionalitet.
122

Designing and Evaluating a Visualization System for Log Data

Wang, Xiaohan January 2020 (has links)
In the engineering field, log data analysis has been conducted by most companies as it has become a significant step for discovering problems and obtaining insights into the system. Visualization which brings better comprehension of data could be used as an effective and intuitive method for data analysis. This study aims at applying a participatory design approach to develop a visualization system of log data, employed with design activities including interviews, prototyping, usability testing and questionnaires in the research process, along with a comparative study on the impacts of using narrative visualization techniques and storytelling on usability and user engagement with exploratory visualizations. The findings exposed that using storytelling and narrative visualization techniques seems to increase user engagement while it does not seem to increase usability. Definitive conclusions could not be drawn due to a low demographic diversity of participants; however, the results could be an initial insight to trigger further research on the impacts of storytelling and narrative visualization techniques on user experience. Future research is encouraged to recruit more participants in a wide diversity, pre-process log data and conduct a comparative study on selecting the best visualization for log data. / Inom teknikområdet har loggdata-analys genomförts av de flesta företag eftersom det har blivit ett viktigt steg for att upptäcka problem och fa insikt i systemet. Visualisering som ger bättre förståelse av data kan användas som en effektiv och intuitiv metod for dataanalys. Denna studie syftar till att tillämpa en deltagande designmetod for att utveckla ett visualiseringssystem av loggdata, anställda med designaktiviteter inklusive intervjuer, prototyper, användbarhetstest och frågeformulär i forskningsprocessen, tillsammans med en jämförande studie av effekterna av att använda berättande visualiseringstekniker och berättelse om användbarhet och användarengagemang med utforskande visualiseringar. Resultaten visade att användning av berättelser och berättande visualiseringstekniker verkar oka användarnas engagemang medan det inte verkar oka användbarheten. Definitiva slutsatser kunde inte dras på grund av en lag demografisk mångfald av deltagare; emellertid kan resultaten vara en första insikt for att utlösa ytterligare forskning om effekterna av berättelser och berättande visualiseringstekniker på användarupplevelsen. Framtida forskning uppmuntras att rekrytera fler deltagare i en stor mångfald, förbereda loggdata och genomföra en jämförande studie om att välja den basta visualiseringen for loggdata.
123

Co-Designing "Teenovate": An Intergenerational Online Safety Design Team

Davis, Arianna J 01 January 2020 (has links)
The Socio-Technical Interaction Research (STIR) Lab at UCF intends to create a new participatory design program, called "Teenovate," where teenagers and adults work together to design technologies that keep teens safe online. Previous participatory design projects, however, commonly focus on younger children under the age of 13. Teens differ significantly from young children in how they develop, socialize, and perceive the world. To inform the design of Teenovate, so that their unique needs are appropriately met, we conducted a participatory design study with 21 teens using polls, open-ended response questions, and subsequent group discussions. The teens were intrigued by the idea of participating in the Teenovate program as designers, with some expressing a desire to expand to co-researching. However, their established external obligations often took priority over their internal desires to participate in the program. Teens were also wary of working with and contributing ideas to adults, and wanted to ensure that their contributions were respected, listened to, and used to make an impact in online safety solutions. Based on these findings, we propose an approach to adolescent online safety participatory design research through Teenovate that places teens into the role of an end-to-end solution developer on dynamic project-based teams that result in a real-world impact. Our findings helped create a framework for the logistics of involving teens onto an adolescent co-design team.
124

The FlashdrawA Participatory Methodology for the Design of Icons and Pictograms

Lutz, Eva 30 June 2015 (has links)
No description available.
125

ARCHITECTURE FOR A COMMUNITY

KANNEL, CHRISTOPHER M. 02 July 2004 (has links)
No description available.
126

Show and Tell: Improving the transfer of knowledge through narrative, image, and built form

Hanna-Korpi, Chloe 04 August 2011 (has links)
No description available.
127

Community Ecology: Social Capital in Public Space

Bergh, Maria G. 17 September 2012 (has links)
No description available.
128

Framing Wicked Problems Using CoDesign and a Hybrid Design Toolset

Braun, Erika L. 27 September 2016 (has links)
No description available.
129

Prototyping with Co-designers to Imagine Future Experiences

McKenzie, David L., McKenzie 20 December 2016 (has links)
No description available.
130

Re-Thinking Consultant Participation: Participatory Design Methods in an Online Consultant Training Program

Vingum, Ryan 04 August 2016 (has links)
No description available.

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