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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

StickyDesignSpace: Incorporating the Attachment Framework into Product Design Practice

Chu, Wanjun January 2015 (has links)
Creating and encouraging longer-lasting relationship between designed products and its users is one of the goals that researchers in Sustainable HCI trying to achieve. The attachment framework is proposed by previous study that aims to provide knowledge and insight for designers to create longer-lasting relationship between products and users. As arguments have been made that there is a gap between Sustainable HCI theory and design practice. The attachment framework is one of the well established theoretical frameworks that need effective knowledge transformation from theory to practice. The aim of the study is to design, develop and evaluate a web-based interactive tool -- StickyDesignSpace, which helps product designers to embed the attachment framework into their design background research process. The study employs a research through design approach which focuses on the creation of innovative artifacts to solve practical problems. A web-based tool was designed and developed through the grounding, ideation and iteration process. And a high-fidelity prototype was evaluated by four design participants. The results indicated that the web tool StickyDesignSpace fostered the participated designers' attachment-related thinking by providing attachment design principles and generic design properties in a two dimensional space for organizing design background research data. Furthermore, the tool promoted the participated designers' attachment design knowledge transformation from background research process to design ideation process. According to participants' design objectives and background research goals, the tool also showed flexibility to be applied in other design process such as design idea formation and design evaluation process. The study shed light on the possibility of creating interactive tools to communicate sustainable HCI design frameworks to design practitioners, and offer the insights of how design practitioners integrate the attachment framework into their design thinking and process.
2

Not (B)interested? Using Persuasive Technology to Promote Sustainable Household Recycling Behaviour : An Identification and Implementation of Key Elements with Focus on Young Adults in Sweden

Bremer, Christina January 2018 (has links)
As waste is separated at the source, the success of the Swedish recycling system largely depends on an active participation of households. However, especially young people were found to not consistently follow their local recycling schemes. A recent and promising approach to tackle such suboptimal household recycling behaviour (HRB) is the use of persuasive technology. To understand and further its context-specific potential, this research aims to explore the key elements of persuasive technology which aspires to promote sustainable household recycling behaviour among adults in Sweden. The chosen methodology is research through design. Based on the results of a literature review and online survey among target users (N=50), a mobile phone application was designed in an iterative manner. Through these activities, the following key elements were established: (1) easy access to information about optimal household recycling behaviour, (2) employment of several motivational strategies, (3) recognition of differences between local recycling schemes, (4) regard of users as equals and (5) use of a readily accessible technology channel. The impact of these elements depends on the users’ ability to carry out the target behaviour and therefore on a well-functioning recycling system. The technological format of persuasive technology interventions was found to spark the target users’ curiosity. Using this as a ‘carrot’, a well-designed content is argued to encourage repeated use and a reflection process to help break unsustainable household recycling habits. / Eftersom avfall separeras vid dess källa, beror Sveriges återvinningssystems framgång i stor utsträckning på aktivt deltagande hushåll. Studier har visat att särskilt unga inte följer lokala återvinningsrutiner på ett konsekvent sätt. Ett nytt och lovande tillvägagångssätt för att hantera detta suboptimala hushållsåtervinningsbeteende (English: household recycling behaviour (HRB)) är användningen av övertygande teknik. Syftet med denna studie är att utforska de viktigaste delarna av övertygande teknik som strävar till att främja ett hållbart hushållsåtervinningsbeteende hos vuxna i Sverige. Den valda metodiken är forskningsdriven design. Baserat på resultat från en litteraturstudie samt en online enkätundersökning fokuserad på målgruppen unga (N=50), designades en mobilapplikation genom ett iterativt tillvägagångssätt. Studien identifierade följande nyckelelement för en övertygande design i domänen: (1) Lättillgänglig information angående optimalt hushållsåtervinningsbeteende, (2) Användning av flera motivationsstrategier, (3) Identifiering av skillnader mellan lokala återvinningsrutiner, (4) Betrakta användare som jämställda och (5) Användning av lättillgänglig teknikkanal. Effekterna av dessa element är beroende av att användarna även har möjlighet att utföra den önskade sopsorteringen, och därför på ett välfungerande återvinningssystem. Designlösningen att använda sig av övertygande teknik i form av en app visade sig väcka målanvändarnas nyfikenhet. Studien visar att en väldesignad app kan fungera som en 'morot' för att uppmuntra användning över en längre tid, och skapa en reflektionsprocess som kan bryta ohållbara återvinningsvanor.
3

Musical hand shaker toward sustainable behavioral changes : Designing of persuasive interaction through emotion arousing

Bae, Eunjin January 2012 (has links)
Context. This paper aims to investigate the potential of sustainable interaction system by employing persuasive design process. Sustainable Human Computer Interaction community (HCI) strives to find effective ways to change human behavior toward pro-environment. The sustainable HCI community seems to propose ambient display interface as one of its major interaction methods, which have an impact in quiet and static surroundings. However, when it comes to crowded public places where public resources are heavily wasted, ambient interfaces hardly get people’s attention and provide timely information to people. Goals. The author proposes an embodied sound interface as an alternative in the crowded places. The embodied sound interface serves to alert people at the right moment in a fun and pleasant way to induce people to engage in an intended behavior spontaneously. A sensor system prototype embedding an embodied sound interface, musical hand shaker (MHS), was developed aiming at reducing the use of paper towels. The MHS is placed near the water tap in a restroom and it respond with a music to the hand shaking of the user in front of the MHS. The system encourages people to experience how easy it is to save paper towel and do a green activity in their daily life. Methods. This study is grounded on three HCI fields: ambient information systems, affective interaction, and persuasive technology. The MHS prototype went through the persuasive design process which includes iterative steps of prototype implementation and evaluation. This design process centered on the eight steps of design process and Fogg behavior model. The persuasive qualities of embodied sound interface such as understandability, recognition of the system goal, and persistency of raised awareness of sustainability were examined. Results. The final outdoor evaluation in the restroom of a mall confirmed the impact of the MHS on people’s habit of using paper towels as well as its effectiveness of persuasion. Since it is a pilot study, there remain some unresolved issues and open questions for researcher in HCI and psychology fields.

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