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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.
1

Involverande Platsgestaltning : En studie i ett bostadsområde i Sätra, Gävle

Jensfelt, Per January 2017 (has links)
Detta arbete handlar om att utforma en mötesplats för aktivitet i ett utvalt område i stadsdelen Sätra, Gävle. Som metod används participativa designmetoder som handlar om att involvera människor så mycket som möjligt. Participativa designmetoder är  socialt hållbara metoder för att utveckla stadsmiljön bl a därför att den tillkännager vikten av att engagera de personer som är närmast berörda. Metoderna tar också fasta på mjuka värden såsom platsidentitet, människors personliga drivkrafter och vilja att tillsammans etablera ett gemensamt område för alla. Sätra är en stadsdel i Gävle med över 10 000 invånare. I denna stadsdel finns ett område mellan Gråstensvägen och Jökelvägen som håller på att rustas upp av Gavlegårdarna. Lekplatserna och utomhusplatserna är i nuläget föråldrade samtidigt som det i området bor mycket barn och ungdomar som skulle kunna tänka sig att nyttja dessa om de var mer anpassade efter deras behov. I arbetet har jag därför undersökt denna problematik med hjälp av frågeställningen: Hur kan man med en designprocess som involverar medborgare utforma en plats? Hur kan man utforma denna plats på ett sådant sätt så att det lockar de boende att vistas och mötas och skapa inkluderande och trivsam miljö där platsidentitet uppehålls? I arbetet genomförs participativa designmetoder utefter frågeställningen på så sätt att djupintervjuer genomförs med de människor som bor i området för att få en djupare inblick i behov och problematik. Dessa leder i senare fas till workshops där mjuka värden etableras för att kunna jobba vidare med koncept. Platsobservationer och studie av relevant litteratur från både design och arkitekturområdet har använts för att utveckla syfte och metoder för workshops under arbetets gång.  Arbetets resultat är i form av en planlösning och en klätterställning som har utformats efter behov samt workshopmodeller som utformats och testats.
2

Designing technologies for unproductive citizens

Galán Nieto, Sergio Manuel January 2012 (has links)
This is a project to design digital technologies to promote uses of public spaces challenging the social religion of productivism + consumerism. Instead I celebrate participative leisure, free time, political involvement and social relationships. Digital artefacts for what I'm calling the "unproductive city". The goal is to incorporate a different set of values where the “paid work” is not as relevant in our life as it is today.The project is focused on life in cities and works with the integration of computing technologies into everyday urban settings and lifestyles. What it is called “urban informatics”.Participative processes as well as user center design have guided the design. It comprehends different services and activities: A collaborative urban jukebox, exercises with locative media, participative design as a leisure activity, technological infrastructures for meetings and game design for public spacesThese activities are examples and explorations to find future challenges and different ways to design technologies for the unproductive city.
3

Towards developing and improving effective interaction design tools

Bonner, John V. H. January 2002 (has links)
This research began by addressing the question: can effective interface design guidelines be produced for use in the design of future consumer product technologies (CPT)? A literature review explored published studies evaluating existing Human- Computer Interaction guidelines to establish their effectiveness in relation to CPT. Through this review, effectiveness was found to be limited but potentially could be improved using user-centred design methods. In response, six short studies were undertaken to produce user-centred CPT guidelines and to evaluate them using two sets of effectiveness criteria: specificity and applicability. These studies supported findings from the HCI literature. Despite improving the specificity and applicability of the CPT guidelines, passive, non-bespoke design guidelines have still been shown to have little impact on interaction design activity. Other links between research and practice needed to be identified. Two further field investigations indicated that, whilst the use of ergonomics methods was limited in commercial design consultancies, certain types of participative methods considering 'situated design in context' might be helpful. A second literature review was conducted to explore the importance of context-based design activity. As an outcome, design tools were proposed using participative design techniques involving games and role playing. Through a second series of five laboratory and field studies, the proposed design tools were developed and iteratively evaluated. It was demonstrated that the design tools could affect interaction design activity, but further work is still required on improving one of the applicability criteria - 'organisational survival'. These findings demonstrated that interaction designers can effectively produce their own design data using the design tools provided that this design activity is situated within the context of an interaction design problem. It has also been shown that if interaction design tools are to be effective they should satisfy all specificity and applicability criteria established in this inquiry.
4

Etude ergonomique de la modalité haptique comme soutien à l’activité de déplacement piéton urbain : un projet de conception de produit innovant / Ergonomic study of the haptic modality as support for the activity of urban pedestrian travel : a design project of innovative product

Brunet, Lucie 15 December 2014 (has links)
Qu’ils soient voyageurs occasionnels ou réguliers, les piétons se déplaçant en environnement urbain et en transport en commun ont à faire face à la complexité du réseau de transport des grandes villes. Les aides au déplacement sont nombreuses et variées. Elles peuvent être fixes (par exemple, panneaux de signalisation) ou mobiles (par exemple, applications sur smartphone). Ces aides utilisent principalement la modalité sensorielle visuelle, déjà fortement sollicitée lors d’un déplacement urbain. Une alternative intéressante serait d’utiliser l’haptique (sens du toucher). En effet, cette modalité permet de transmettre au porteur d’un dispositif haptique des informations de déplacement et de navigation, en attirant discrètement son attention par des messages délivrés tactilement.S’inscrivant dans une démarche d’ergonomie prospective, cette thèse vise à étudier l’apport de la modalité haptique comme soutien à l’activité de déplacement piéton urbain. L’objectif appliqué est la conception d’un dispositif haptique d’aide au déplacement innovant, efficace et accepté par les utilisateurs futurs. Ce projet de conception s’est déroulé dans le cadre du projet ANR Tictact, mené par le CEA-LIST de 2011 à 2014. L’utilisation de la modalité haptique étant posée comme un parti pris initial, l’objectif du projet était de déterminer la forme que devrait prendre l’assistance aux usagers et la technologie de l’outil d’aide.Pour répondre à ce défi, nous avons mis en œuvre trois études successives. La première visait à comprendre les activités cognitives élémentaires mobilisées pour consulter les supports d’informations nécessaires à la navigation piétonne. Pour cela, nous avons analysé le comportement d’un piéton effectuant un trajet urbain (en métro et à pied). Les résultats nous ont permis de spécifier les fonctions d’aide que devrait remplir un futur dispositif d’aide au déplacement. Complétées par une revue de la littérature sur les interfaces haptiques et leur utilisation pour l’aide au déplacement, ces résultats nous ont conduits à déterminer les fonctions éligibles à la modalité haptique. La seconde étude visait à concevoir l’interaction haptique avec le dispositif d’aide, en deux étapes : élaborer le concept d’interface et concevoir le langage d’interaction. Une démarche de conception participative a été mise en œuvre, étayée par l’utilisation d’un prototype et de méthodes créatives. Cette démarche a abouti à : (i) identifier un message informationnel approprié à chaque fonction de déplacement ; (ii) traduire ce message (par analogie) en métaphore ; (iii) transformer chaque métaphore en motifs vibratoires délivrés par un bracelet haptique. La troisième étude visait à évaluer le dispositif haptique (bracelet couplé à un Smartphone) en environnement réel. Une analyse d’activité de déplacement urbain a été menée, comparant un groupe disposant de notre prototype haptique d’aide à un groupe sans prototype. Les résultats confirment la potentialité de la modalité haptique pour améliorer les performances de déplacement et notamment une allure de déplacement plus fluide et une diminution du temps de consultation d’un support d’information. Notre étude ouvre des perspectives pour l’utilisation de la modalité haptique dans diverses interfaces mobiles (par exemple une smartwatch). / Whether they are occasional or regular travellers, the pedestrians travelling in an urban environment and using public transportation have to face the complexity of the transportation network of large cities. The travelling aids are numerous and varied. They can be stationary or mobile (for example, applications on smartphones). These aids rely mainly on the visual sensory modality, already heavily requested during urban travel. An interesting alternative would be to use haptics (sense of touch). Indeed, this modality enables to convey travel and navigational information to the owner of a haptic device, by drawing discreetly his attention with tactile messages. Joining an approach of prospective ergonomics, this thesis aims to study the contribution of the haptic modality as a support for the activity of urban pedestrian travel. The applied objective is the design of a haptic device as an innovative travel aid, effective and accepted by the future users. This design project took place within the framework of the ANR project Tictact, led by the CEA-LIST from 2011 till 2014. The use of the haptic modality being put as an initial bias, the objective of the project was to determine the form that the assistance and the technology of the travel aid should take.To tackle this challenge, we conducted three successive studies. The first one, aimed at understanding the elementary cognitive activities mobilized when consulting information necessary to the pedestrian navigation. For that purpose, we analysed the behaviour of a pedestrian undertaking an urban travel (in the subway and on foot). The results allowed us to specify the functions that a future device assisting in the travel should include. Completed by a review of the literature on haptic interfaces and their use for assisting travel, these results led us to determine the eligible functions of the haptic modality.The second study aimed at designing the haptic interaction with the haptic interface, in two stages: first develop the concept of the interface and second design the interaction language. An approach of participative design was implemented, supported by the use of a device prototype and creative methods. This approach succeeded in: i) identifying an informative message suitable for each function of the travel; ii) translating this message (using an analogy) into a metaphor; and iii) transforming every metaphor into vibrotactile patterns delivered by a haptic wristband.The third study aimed at evaluating the haptic device (a wristband coupled with a Smartphone) in a real environment. An analysis of the activity of urban travel was conducted, comparing a group having a prototype of our haptic assistant to a group without such prototype. The results confirm the potentiality of the haptic modality to improve the travel performance in particular to enable a more fluid speed of travel and a decrease in the consultation time of an information medium. Our study opens up perspectives for the use of the haptic modality in diverse mobile interfaces (for example a smartwatch).

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