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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.
61

Design Space Exploration : co-operative creation of proposals for desired interactions with future artefacts

Westerlund, Bo January 2009 (has links)
This thesis critically reflects on co-operative design workshops that I have conducted. The basic method used in these workshops draws on the participants’ embodied knowing. In the over twenty workshops that are analysed here a wide range of participants have been involved: family members, employees, persons with disabilities, and other stakeholders like manufacturers, service providers and civil servants. The topics have varied, but they have mostly been related to ICT products and services. Most of the workshops were conducted within various research projects. In order to analyse this diverse range of workshops I use several different theories and concepts. I articulate and analyse the design aspects of the activities by using established design theories and concepts. The conceptual tool design space, meaning all possible design proposals, is used for understanding the design process. I also use theories from other fields in order to analyse three different aspects of the workshops: the participants’ activities, the designers’ responsibility, and the process. To analyse the way that the participants co-operatively create knowledge, theories of interpersonal actions are used; to analyse the work done by the designer/conductor, theories of frames are used; and to analyse the process, the theory of actualisation and realisation is used. During the workshops the participants co-operatively make scenarios, props and video prototypes in order to create proposals for desired interactions with future artefacts. Contributions include accounts of critical situations during the workshops and suggested strategies for dealing with them. Some implications are relevant to the design field in general, for example the importance of a process where the participants trust each other, learn from each other and work effectively with difficult issues by creating multiple proposals that facilitate understanding of the design space. I also offer arguments about why it is better to see activities, props and prototypes as mainly constitutive rather than as only representative. Video prototypes on DVD and seven publications are included in the thesis.
62

Gestaltande av en mötesplats : Att förena visioner i Alby

Granefelt Laurén, Sofia January 2012 (has links)
Mitt examensarbete från Designprogrammet − hållbar utveckling, är en under- sökning av flera dimensioner. Det övergripande arbetet är ett platsspecifikt insamlande av framtida visioner hos invånare, kommun och kreatör. Visualiseringen involverar samtliga av de ovan nämnda parterna i skapandet av en ny mötes- plats i ett medialt kategoriserat miljonprogramsområde. Med denna vilja följer en diskussion om, hur och/eller på vilket sätt detta arbete knyter an till design och vilken roll jag iklätt den. Designlösningen är i sin tur en identitet och ett koncept till uppstarten av en existerande vision om Zero Waste Lab − ett hållbar center i Alby, norra Botkyrka. Konceptet går under namnet Pop-up park och syftar till att inbjuda medborgare och aktörer att ta del i byggandet av visionen.
63

Jordbro - världens finaste stad : en undersökning om involverande, design och involverande design med barn som deltagare

Roselli, Katja January 2009 (has links)
Detta är en undersökning kring sätt att arbeta involverande med barn. Inom en del av designfältet håller ett nytt förhållningssätt på att växa fram. Det är en designpraktik som utgår från brukarens position och som involverar brukaren som en fullvärdig deltagare i designprocessen redan från början. Området tillhör en engelskspråkig diskurs och benämns än så länge med sitt engelska namn: participatory design. Undersökningen utgår från frågeställningen Hur kan man, med utgångspunkt i teorier om participatory design, forma arbetssätt för att involvera barn i designprojekt som rör deras närmiljö? Och vidare, genom den frågeställningen kommer undersökningen även att närma sig frågan: Hur beskriver barnen på Jordbro parklek sin närmiljö ur ett designperspektiv? Informanterna i undersökningen är barn som alla är bosatta i Jordbro som är en förort till Stockholm. Området är till stor del byggt under de så kallade miljonprogramsåren. Jordbro parklek är en öppen fritidsverksamhet belägen i centrala Jordbro. Undersökningen tog plats på parkleken under tre veckor hösten 2009. Bostadsområdet och närmiljön är själva ramen för barns och ungdomars uppväxtvillkor, och barn har i jämförelse med vuxna långt mer begränsade möjligheter att förflytta sig utanför den miljön. Undersökningen diskuterar design och närmiljö med barn, vilket är av vikt eftersom barn genom att formulera sina uppfattningar, sina behov och önskemål ger uttryck för ett annat perspektiv än det de vuxna vanligtvis har. Det är tydligt att metoder att arbeta involverande med barn behöver utvecklas, der räcker inte med de elevråd och liknande organ som finns idag. Undersökningen på parkleken syftar till att inom designfältet vara ett led i det arbetet. Participatory design fokuserar oftast på vuxna aktörer, och behöver utformas på ett annat sätt för att på ett meningsfullt sätt kunna fungera i sammanhang där barn är deltagare. Undersökningen korsar fältena participatory design, etnografi samt designpedagogik. Ur en förståelse för barn och deras perspektiv som är möjlig att skapa genom etnografiska studier kan man med kunskaper om pedagogik och lärande utveckla metoder som hjälper barn att formulera och uttrycka upplevelser och önskemål. När barnen lyckats med detta kan de på ett meningsfullt sätt delta i designprocesser där de tillsammans med designer och designpedagoger kan medverka i samarbete.
64

User Workshops: A Procedure For Eliciting User Needs And User Defined Problems

Tore, Gulsen 01 September 2006 (has links) (PDF)
Not in every case, the designer is knowledgeable about the potential user. Users can be consulted, in order to obtain knowledge, which is required for the design process. However such a consultation process can be problematic, since users may have difficulty in expressing their needs and problems or they may not be aware of them. The study is devised originating from the idea that if appropriate tools are provided for users, they can express their needs and design related problems. The thesis involves a literature review on the necessity of user knowledge as an input for the design process, and methods, techniques and tools, which provide this knowledge. Based on the findings from the literature review, three fictional case studies were planned and performed by employing two techniques, namely mood boards and drawing and shaping ideal products. These two techniques are developed into a procedure step by step by carrying out the case studies. The thesis proposes guidelines for the procedure of &ldquo / user workshops&rdquo / as a way to elicit users&rsquo / tangible and intangible needs, and user defined problems by directing them to imagine and express a usage context and conceptualize solutions considering their design related problems through a concept development activity and additional creative activities.
65

Användarmedverkan i traditionella systemutvecklingsmetoder

Lundin, Susanna January 2001 (has links)
<p>De problem som följer den traditionella systemutvecklingen är att det är många informationssystem som inte blir implementerade eller använda på grund av att användarna inte accepterat det nya informationssystemet, likaså är ofta projekten överbudgeterade och tidsöverskridande. En av orsakerna till detta är att användarna inte deltar aktivt under utvecklingsprocessen, vilket gör att systemutvecklarna inte får all den information de behöver för att utveckla ett informationssystem som motsvarar förväntningarna.</p><p>I detta examensarbete undersöks om tillvägagångssättet participatory design (PD), som innebär att användaren aktivt deltar i hela utvecklingsprocessen, går att integrera med den traditionella systemutvecklingsansatsen, där utvecklingen sker med användarna som stöd till systemutvecklarna.</p><p>Integrationen har gjorts genom att dels byta ut tekniker i systemutvecklingsmetoden SSADM och dels genom att kombinera SSADMs tekniker med PD-tekniker. Detta resultat har används tillsammans med intervjuer för att avgöra om PD-tekniker kan användas i alla traditionella systemutvecklingsmetoder. Resultatet av integrationen visar att det är möjligt att integrera PD-tekniker med den traditionella systemutvecklingsansatsen.</p>
66

Understanding the Designing of Knowledge Work Support Tools as a Situated Practice / Erfarenhetsbaserat lärande perspektiv på design av IT-stöd för kunskapsarbete

Eberhagen, Niclas January 2011 (has links)
The aim of the thesis is twofold. First, a need is exposed for adopting a situated design perspective in designing computer-based tools that support knowledge work. Second, an examination is made of what this perspective may reveal concerning the nature of processes and relations within the design situation. This is done to understand better what it means for users and developers, as well as other stakeholders, to approach and capture the tacit knowing within the work context. The argument for adopting a situated design perspective is based on experience drawn from development projects, as well as literature reviews. In these projects, the design situations encountered are best characterized as explorative and iteratively interpreted. Here, approaching and understanding the work context, together with the users, has at best been a pursuit of the vision of the future system guided by local circumstances, and where the users had difficulties in expressing and understanding what it is they want and how they want it. This implies that formal engineering methods, where the development work is reduced to an engineering endeavor based on a rationalistic perspective, are not sufficient. The situated design perspective is presented in this thesis as a conceptual model of the design practice, highlighting its constituent worlds, processes, and relations. The model depicts designing as an explorative and sense-making process, navigating between what is wanted or envisioned and what may be negotiated and discovered. It emphasizes the importance of the artifact being designed as a means to capture, communicate, and discover what is possible in the work context. The model makes clear that the design process is highly situated, and that it cannot take place outside the work context because of interdependent relationships. It is designing within the living work context, not design for an objectified one. Thus, it cannot be planned as a pure engineering endeavor, but needs to be viewed as a situated practice.
67

Designing Work and IT Systems : A Participatory Process that Supports Usability and Sustainability

Hardenborg, Niklas January 2007 (has links)
Since the use of computers and IT systems has become an essential part of many people’s daily work, the quality of IT systems’ is becoming more important for efficient, healthy and sustainable work. It has often been argued that the full potential of a new, supportive IT system seldom is achieved, because – despite implementation of the new system - outdated work procedures are still being preserved. We can also see an increase in occupational health problems that are related to the use of poorly designed IT systems. This thesis addresses the questions of how to create a process for developing a sustainable, IT- supported work for the future and how to provide a solid foundation for the development of IT systems. What underlying perspectives should be applied and how can such a process be carried out in practice? Utilizing an action research approach inspired by participatory design methods, a user-centred seminar process called the Vision Seminar Process (VSP) has been developed to address these questions. Observations are presented from three cases in which the VSP has contributed to the organizations’ development and during which the Vision Seminar Process itself continued to evolve. The process provides a framework where practitioners and designers cooperate in the design of both sustainable work and usable IT systems. It is of central importance that a reflective in-depth analysis of users’ work practices is carried out, that their entire work situation and organization is questioned and discussed, and that the design process is carried out with a focus on healthy and sustainable work. Underlying perspectives that advocate a focus on a future work are essential for the successful implementation of the process, in that IT should be the engine that drives the development of work and creates the conditions for a healthy, sustainable work.
68

PLANNING FOR EMERGENCE: AN INFORMAL INTERVENTION ON THE OKANAGAN LAKE

Fuller, Kimberly Jane 25 November 2010 (has links)
Entering the informal domain may be considered contrary to a formal understanding of architecture yet it is within this context that many architectural strategies are being resolved. Unbound by law and tradition, informal settlements allow for creative solutions that would otherwise not be explored. Such unconventional solutions speak to the discourse of architecture and planning, challenging ideas of public space and private ownership. The goal of this thesis is to investigate how public space is achieved in established informal houseboat communities using off-grid systems and salvaged material. An investigation of the houseboat community in Yellowknife, Northwest Territories and the Narrow boats in London, England are case studies in this process. This thesis seeks to identify how the city of West Kelowna, the Westbank First Nation and the Central Okanagan Regional District of British Columbia can be agents of an informal intervention on the Okanagan Lake in British Columbia.
69

Designing for Food, Community and Multi-Use Space: Lessons Learned from Grassroots Urban Agriculture

Hurst, Katie 04 May 2012 (has links)
Grassroots urban agriculture projects are highly interactive spaces, allowing people from different socio-cultural and economic backgrounds to learn, play and work together. They offer unconventional urban greenspace and recreational opportunities and contribute to urbanites’ understanding of how food is grown. Landscape architects can contribute numerous professional strengths to the design of these food-oriented landscapes. Case study research at Hackney City Farm, UK, and Prinzessinnengarten, Germany, illustrates that grassroots projects could benefit from a strong spatial design and increased layering of on-site uses in order to serve a greater cross-section of the community than at present. This research culminates in the design of a multifunctional food-oriented landscape at Brant Avenue Public School, Guelph, and is shaped by the case study findings and literature on participatory design and facilitation. The research demonstrates how landscape architects can work with community groups to provide a high diversity of on-site uses and user experience.
70

Diggin’ Independence: Women Working Toward Self-Sufficiency

Meier, Stephanie, Nash, Kelly 01 May 2011 (has links)
Women with young children are a growing population experiencing homelessness. Transitional housing services provide shelter and educational programming aimed at fostering the development of skills necessary to attain and maintain basic needs. Adagio Health’s transitional home, Healthy Start House (HSH) served as a case study in which to explore the intersection of design, service and social innovation. The metrics of success outlined by the county for HSH include attaining permanent housing and employment or education. Using a co-creative process, exploratory and generative research uncovered that the service had no clear route to assist the women to develop core competencies to meet the county’s metrics of success. Rather than create a new extension of the current service, this design solution focuses on amplifying the resources and infrastructure already in place to improve the current service delivery. The solution includes an ideal plan for the HSH staff to work with the clients to comprehensively develop their core competencies, and an expanded view of how a money management system helps the clients meet the county’s metrics. We hypothesize, through this system, clients will re-enter society smoothly, armed with the skills and knowledge needed to provide for themselves and their children. While the design generated much enthusiasm from all stakeholders, the concept would benefit from further testing and iterations over a longer length of time to understand if it can, indeed, improve learning and performance outcomes and create sustained behavior change.

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