• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 202
  • 56
  • 27
  • 7
  • 3
  • 3
  • 2
  • 2
  • 2
  • 1
  • 1
  • Tagged with
  • 336
  • 336
  • 74
  • 69
  • 66
  • 61
  • 60
  • 55
  • 55
  • 52
  • 50
  • 39
  • 38
  • 34
  • 34
  • 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.
51

How to be visionary: lessons from a participatory design process

MacLeod, Nathan Ellis 06 April 2017 (has links)
This practicum is an exploration of the role of the “visionary community designer” described by Randolph Hester in his recommended participatory design process “a refrain with a view.” The question of this practicum is simply this: what lessons can be learned about how to function as Hester’s visionary community designer while conducting a participatory design process as a service learning project? This practicum is both pragmatic and transformative in philosophy. It uses a subjectivist research strategy in which research outcomes are qualitative and the knowledge generated is subjective. This practicum includes a case study comparison of seminal approaches to the participatory design of public spaces in the United States; records a brief participatory design process conducted as a service learning research project in Port Hawkesbury, Nova Scotia; and culminates with lessons learned during the participatory design process with regard to acting as Hester’s visionary community designer. / May 2017
52

Modes of Participation: Co-creative Approaches to the Design Process

Henriques, Carissa 05 May 2009 (has links)
This project explores the notion of participation within the graphic design and problem-solving process. Through projects using generative tools and collaboration, I explore ways to instigate controlled participation from designers and non-designers. I observe and document how the methods and means of participation affect the creative process during these projects.
53

Northview Elementary School: an iterative participatory process in schoolyard planning & design

Addo-Atuah, Kweku January 1900 (has links)
Master of Regional and Community Planning / Department of Landscape Architecture/Regional & Community Planning / Mary Catherine (Katie) Kingery-Page / There is currently a dearth of planning literature concerning participatory processes relative to children, particularly in the planning and design of schoolyard or playground spaces. Through a local, place-based, participatory approach emphasizing local knowledge and active listening, this master's report seeks to confirm the value of children in the planning and design of a schoolyard space. The study took place at the Northview Elementary School in Manhattan, KS comprising students as primary stakeholders, teachers/administrative staff as secondary stakeholders and parents as tertiary stakeholders. Additionally, the study employed Piaget’s and Vygotsky’s childhood cognitive development theories and five operational play categories in guiding the development of a learning landscape design aimed at supporting and maximizing cognitive development, physical activity and recreation. The report concludes with a set of five (5) recommendations designed to equip prospective researchers in undertaking participatory processes within school settings. The implication of this study is that sustained stakeholder engagement during planning and design processes of schoolyards will result in spaces reflective of the target audience.
54

Comparative study of 4 exploratory human-centred design tools when deployed in participatory health service settings

Cervantes Luna, Andres Felipe January 2017 (has links)
The shift from traditional models of public service design to public-driven ones has been slow in the health service and particularly in the General Practice Consultation in the UK. This hesitation about fully adapting these design methods has been found to be motivated by a lack of evidence regarding the successful implementations of public involvement activities and the use of its tools, partial coverage of these tools, and failures to report on the use of alternative tools, among other reasons. This research therefore aimed to propose Human-Centred Design (HCD) as an underlying philosophy and a pragmatic set of methodologies to better understand the challenges related to the application of customer involvement activities and the use typical methods when deployed in the investigation of issues and opportunities for the design of healthcare settings. This research consisted of three stages. An exploration stage, in which it was identified and confirmed several research gaps as well as a specific case for study with a degree of complexity and known for supporting customer involvement approaches. These activities involved a literature review about customer involvement processes and a qualitative interview study (with 30 participants) in which it was identified that, a suitable case for study to perform a large ethnographic investigation using representative Human-Centred Design tools could be 'Communication and relationship between GPs and patients'. A development stage, in which it was investigated the design of public involvement activities as well as the identification and selection process of some ideal HCD tools (Focus Groups, Future Workshops / Rich Pictures. Love & Break-up Letters, and Crowdsourcing) to work with the selected case. For these activities, a total of 72 participants were recruited (n=18 per activity). Lastly, an evaluation and proposal phase, analysed these tools through a comparative study to identify several of their strengths and weakness in order to identify the best tool or combination of tools. The outcome from this comparison suggested that among the tools used for this research there was not a most optimal option or combination of options and that the success of an involvement activity relies in the careful and thorough preparation of such processes. This research concludes, that the most optimal form of helping health researchers to undertake public involvement research and to better understand the process of identifying and selecting ideal engagement tools, could be by providing a best practice informative guide containing a simplified and comprehensive version of the most commonly found steps embedded in this kind of design practices.
55

Discoverable Free Space Gesture Sets for Walk-Up-and-Use Interactions

January 2019 (has links)
abstract: Advances in technology are fueling a movement toward ubiquity for beyond-the-desktop systems. Novel interaction modalities, such as free space or full body gestures are becoming more common, as demonstrated by the rise of systems such as the Microsoft Kinect. However, much of the interaction design research for such systems is still focused on desktop and touch interactions. Current thinking in free-space gestures are limited in capability and imagination and most gesture studies have not attempted to identify gestures appropriate for public walk-up-and-use applications. A walk-up-and-use display must be discoverable, such that first-time users can use the system without any training, flexible, and not fatiguing, especially in the case of longer-term interactions. One mechanism for defining gesture sets for walk-up-and-use interactions is a participatory design method called gesture elicitation. This method has been used to identify several user-generated gesture sets and shown that user-generated sets are preferred by users over those defined by system designers. However, for these studies to be successfully implemented in walk-up-and-use applications, there is a need to understand which components of these gestures are semantically meaningful (i.e. do users distinguish been using their left and right hand, or are those semantically the same thing?). Thus, defining a standardized gesture vocabulary for coding, characterizing, and evaluating gestures is critical. This dissertation presents three gesture elicitation studies for walk-up-and-use displays that employ a novel gesture elicitation methodology, alongside a novel coding scheme for gesture elicitation data that focuses on features most important to users’ mental models. Generalizable design principles, based on the three studies, are then derived and presented (e.g. changes in speed are meaningful for scroll actions in walk up and use displays but not for paging or selection). The major contributions of this work are: (1) an elicitation methodology that aids users in overcoming biases from existing interaction modalities; (2) a better understanding of the gestural features that matter, e.g. that capture the intent of the gestures; and (3) generalizable design principles for walk-up-and-use public displays. / Dissertation/Thesis / Doctoral Dissertation Computer Science 2019
56

Designing For Interest: Heterogeneity as a Design Tool and a Catalyst in a Networked STEM Club

January 2019 (has links)
abstract: There has been growing interest among learning scientists in the design and study of out-of-school time (OST) learning environments to support equitable development of science, technology, engineering, and math (STEM) interests among youth from groups that are underrepresented in STEM fields. Most of these design studies assumed the youth came to the learning environments without well-developed STEM interests. I challenged this assumption by enacting a social design participatory study to engage youth (aged 11 to 14), from groups that are underrepresented in STEM fields, as partners in designing an OST networked club to support the youth in growing their own STEM interests. Based on longitudinal ethnographic data, I report a three-year iterative design of this networked club. I characterize the heterogeneity of STEM interests that emerged and grew across the networked club. Building on ecological theories of interest development, and leveraging the cultural assets of the nondominant community, I argue that heterogeneity of interests, resources, and practices served as a design tool and a catalyst for the development of STEM interest in the OST networked club. / Dissertation/Thesis / Doctoral Dissertation Learning, Literacies and Technologies 2019
57

Play-based design: participatory design method for developing technologies with 3 and 4 year-old children

Superti Pantoja, Luiza 01 August 2019 (has links)
Young children in the United States are widely using technology at ages 3 and 4, but to date there are no well documented participatory design methods for including this age group in the development of technologies. A few attempts at using methods designed for older children were unsuccessful. To address this gap in methods, this research developed Play-based Design, a novel participatory design method inspired by make-believe play in the style of Tools of the Mind, an evidence-based preschool curriculum. Play-based Design first sets the context for play and design through stories. It then enables children to plan play by selecting roles and contribute their ideas as they act and speak during make-believe play activities in which they interact with other children, voice agents, adult facilitators, and generic props. This research includes four sets of design sessions with 3-4 year old children. The first provided the design of StoryCarnival a web-based app to set up Tools of the Mind style play. The second set of design sessions led my research team through the development of voice agents to support Tools of the Mind style play as it happens. These two sets of sessions provided inspiration and insight for using StoryCarnival combined with voice agents to support design activities for technologies with physical and social components. The last two sets of sessions gave me an opportunity to understand whether Play-based Design could be applied to obtain design requirements from children for technology unrelated to make-believe play by focusing on obtaining ideas for Internet-of-Things applications in the home. The research presented in this dissertation required an interdisciplinary journey through child development theories, storytelling for children, graphic design, qualitative methods, software development, and related approaches from the literature. Participant observations, group discussions, and video analysis were used to collect and analyze data. Results from the last two sets of design sessions focused on obtaining ideas for Internet-of-Things technologies to provide evidence that Play-based Design can enable 3-4 year old children to contribute their ideas to the design of technologies. More specifically, in this dissertation, I provide supporting evidence for my thesis statement: “When applied to participatory design sessions with young children, Play-based Design can: (1) allow young children to express their ideas through make-believe play, which is a developmentally appropriate activity; (2) enable children to act out design ideas or verbally express them by conversing with researchers or voice agents; (3) support fluid communication between adult researchers and children; and (4) inform the design of technologies that facilitate activities that have social and physical components (e.g. tangible user interfaces, voice agents, IoT).”
58

Designing Together with the World Café: Inviting Community Ideas for an Idea Zone in a Science Center

Thompson, William Travis 07 April 2015 (has links)
This dissertation brings attention to the communication processes taking place during design of an Idea Zone at a science center. It focuses on the conceptual phase of design, during which designers seek to integrate the ideas and needs of stakeholders into design processes through such frameworks as Participatory Design (PD). In bringing a focus on communication process to conceptual design frameworks such as PD, I explore the assumed roles behind participatory design processes and the contexts created through those processes during actual design work. As these Idea Zone design efforts took place in a museum and also within the context of an ongoing action research program there, I explored the organizational challenges of cultivating spaces and conversations where designers, community members, researchers, and other participants cooperatively explored contexts and spaces for jointly designing together. A central assertion of this work is that the World Café, a designed discussion format, fits with the needs of a science center for inviting community participation in design processes. A related goal of this work was to test that assertion not as a success or failure but as an emergent and contingent process requiring changes and course adjustments through reflective practice. To do this, my central method was an ethnographic engagement in the spirit of action research where with the Museum of Science and Industry (MOSI) in Tampa, Florida I planned for and hosted a series of World Cafés revolving around design of an Idea Zone in the science center. Café participants included MOSI leadership and board members, designers, community members, University of South Florida (USF) students, museum staff, and other stakeholders. Data sources from the World Café included the Café planning efforts, conversations and other data generated during the Cafés themselves, as well as organizational outcomes from hosting the Cafés. Outcomes in this sense might include, for example, the potential for future Cafés around design of the Idea Zone or how what is learned in the Café becomes integrated into other Idea Zone design processes or everyday organizational contexts such as meetings at MOSI. In addition to the Café and as part of understanding Café outcomes, I also drew from data generated through follow-up interviews I conducted with Café participants including designers, community members, and others. Finally, I drew upon ethnographic data generated through my observations and interactions within the Idea Zone and the larger scene of MOSI, ranging from everyday conversations with museum visitors to the possibility of performances in the space. With this research we (MOSI, the MOSI community, and I) learned together 1) how assumptions and issues of participation play out during group communication processes in the conceptual phase of design, 2) about ways of engaging in ethically challenging work of designing group communication processes for design, 3) how generative metaphors for the group communication process might emerge from the World Café that foster flexible and inviting space for participatory design, and 4) how each of these local questions related to designing communication for design of the Idea Zone play out within the larger organizational context of MOSI specifically and science centers more broadly. Key outcomes from these four research questions include practical contributions to design for learning spaces in MOSI, how the World Café fits with Participatory Design processes at a science center and also potential redesigns for the future, how the World Café metaphor became a way to rapidly prototype new museum experiences, and how democratic invitations offered by MOSI to the community brought about creative possibilities for community design of the Idea Zone and for staff to engage in designing MOSI's broader organizational processes of change.
59

The knowledge commons in Victoria and Singapore: an exploration of community roles in the shaping of cultural institutions

Pang, Natalie January 2008 (has links)
‘The commons’ is a concept originating from the traditional shared use of land, but which now often refers to any social asset, physical or abstract, that is shared. This research concerns one aspect of the commons, namely the knowledge commons. The thesis explores community roles in developing and sustaining cultural institutions as key components of the knowledge commons. It focuses particularly on processes of participatory design, and on the capacity of digital technologies to support community engagement. The study takes place across the cultural contexts of the State of Victoria (Australia) and Singapore. The three key aims of the thesis are to explore in what ways and to what extent: I. The emerging concept of the knowledge commons relates to the role of cultural institutions as systems for the creation and sharing of sustainable knowledge resources by their communities. II. The notion of participative design may be applicable to the ongoing development of such systems as multi-stakeholder partnerships to meet community needs. III. Differences in national culture may affect the generality of such an analysis. The research design employs literature analysis and multiple case studies as a basis for proposing new theorisations and an analytical tool to assist future action by cultural institutions and relevant communities. The main perspective used in framing the literature analysis and case studies is Giddens’ structuration theory. Structuration sees the continuing interplay between social action and social structure as the means by which the cultural patternings known as institutions are recursively produced. A complementary perspective used is Hofstede’s model of cultural dimensions. Other theorists from a range of disciplines provide perspectives on particular concepts or aspects, such as the commons and participatory design. Five chapters are headed ‘Foundations’. These seek to explicate key dimensions of the research, namely the knowledge commons, community knowledge, cultural institutions, participatory design, and the cultural contexts of Victoria and Singapore. Four chapters are headed ‘Case Study’ and deal with individual cultural institutions, or clusters of institutions, which were the sites of exploratory enquiry (generally consisting of interviews and observation, but in the case of Museum Victoria also elements of action research). The cultural institutions covered by these chapters are Museum Victoria/Women on Farms Gathering, the Asian Civilisations Museum, Public Libraries in Victoria and Public Libraries in Singapore. These insights are analysed to propose a series of related typologies. The coverage of these typologies includes resource characteristics, collective processes, and cultural dimensions. The typologies come together as components of an integrated, explanatory conceptual model concerning the relationships between the commons, cultural institutions, communities, collective processes (including the role of information and communication technologies) and participatory design within cultural institutions. In the final chapter answers are formulated for the initiating research questions. Also the integrated model developed by the thesis is used as the basis for a proposed analytical tool to assist action towards enhanced community engagement in the development of cultural institutions. Use of the tool is illustrated by application to several examples of collective action encountered during the research.
60

A participatory design approach in the engineering of ubiquitous computing systems

Timothy Cederman-Haysom Unknown Date (has links)
Ubiquitous computing aims to make human-computer interaction as naturalistic and functionally invisible as possible through embedding computing potential within a particular context to support human activity. However, much of ubiquitous computing research is focussed on technical innovation due to the challenges involved with deploying embedded computing, thereby reducing the commitment to the philosophical ideals of ubiquitous computing in research. This dissertation describes the investigation of a participatory approach to technically-complex research in order to understand how our view of the engineering and human challenges changes when the two are approached hand-in-hand. The domain chosen for this system was a dental surgery. Dentistry involves a complex workspace with computer interaction constrained by surgery hygiene. Ubiquitous computing offers a compelling interaction alternative to the keyboard and mouse paradigm in such an environment. A multi-method approach that employed ethnographic research and design prototyping was undertaken with dentists from several different private practices. A series of field studies used ethnographic methods such as observation and interview. Design events explored prototypes with activities such as design games, contextual interviews, role-playing and contextual prototyping. Activities were devised with the aim of providing a level playing field, whereby both designers and participants feel they can contribute equally, with their respective disciplinary knowledge. It was found that methods needed to be carefully chosen, devised and managed, in order to communicate complex concepts with participants and to constrain the design to technically feasible options. The thesis examines the design problem from the perspectives of a variety of different stakeholders within a participatory design framework, reflected upon by means of human-centred action research. Data was gathered through design speculations and observation, and explored using methods such as the Video Card Game and Video Interaction Analysis. Fieldwork was analysed using a multi-stage qualitative analysis process which informed further design collaboration with participants. The analysis of data gathered during design studies with dentists also contributed to the development of a prototype system to validate methodological contributions. The resulting prototype utilised off-the-shelf hardware and software which allowed for innovative customisation and development. In-situ prototyping (defined by the author as “participatory bootstrapping”) and a comprehensive knowledge of the domain afforded the creative application of technology. In addition to contributing to the prototype design, the interpretive understandings drawn from analysis identified how technical ideas were presented and utilised by participants of the studies, and how best to engage busy professionals. The final outcomes of the research were a multimodal ubiquitous computing system for interacting within a dental surgery; the development and implementation of a variety of methods aimed at communicating technical concepts and eliciting user motivations, practices and concerns; and a set of design principles for engineers engaging in design of systems for human use. The research presented within this thesis is primarily part of the field of human-computer interaction, but provides evidence of how engineering development can be influenced by a user-centred participatory approach. The benefits that derive from inclusive methods of design are demonstrated by the evaluation of a prototype that employed such methods. The contribution of this thesis is to demonstrate and delineate methods for developing ubiquitous computing technologies for the context of human use. This led to a set of design principles for the engineering of systems for human use: 1. Technology needs to be robust and simple to appropriate. This allows users to give insights on technology developments and also to allow users to discover for themselves how they would use the technology. 2. An evolving and carefully considered set of methods are needed to elicit communication between practitioners and across disciplines. The gaps in understandings and the different representations that arise across the disciplines provide essential clues to next steps in design. These gaps and differences form tensions that can be exploited productively. 3. Context is important for determining which design steps to take. Rather than abstracting a problem in order to solve it, as is usual in engineering design, the problem should remain grounded in the context of use. It reveals what the real problems are that need to be solved rather than the imagined ones. This requires an appreciation of the situated nature of action and of the variability of work. In turn it also requires an appreciation of what the human can and does do and what the machine should support. 4. Accountability in design is required. There is a fundamental tension between trying to make something work and seeing what really does work; specifically it is necessary to understand when automation is worth it in human machine systems. While engaged in the design process, engineers should ask how much technology should reconfigure human practices because of a useful outcome, rather than attempting to automate and converge devices for its own sake. A clear understanding of the constraints and workings of the work space needs to be balanced with the understandings of the limitations of the technology in order to design a system that improves work practice and empowers the practitioner.

Page generated in 0.0419 seconds