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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.
301

Redesigning the user experience : How Interaction design can be used to improve already existing form-based company services

Lundberg, Victor January 2021 (has links)
This study investigates whether interaction design principles can be used on already existing company services in order to improve the user experience and satisfaction, and how such a process should look like, and what lessons can be learned from it. The study uses an iterative approach where prototypes are created and evaluated to further improve the prototype in the next iteration. To test this a service from the company LeoVegas mobile gaming group called Antiloop is used. Firstly a literature study is conducted to find requirements on how similar services can be designed, then an interview is conducted with employers who use Antiloop in order to find out what can be improved. Then two different prototypes are created and evaluated with the same employees to find out which one is preferred. The results of that evaluation lead to a final prototype that is evaluated together with the existing service through quantitative and qualitative methods, to see whether the new prototype has a better user experience. The results of the final evaluation showed that the new prototype is preferred over the existing version. However, because the test only had 7 participants, it might not be enough to draw a general conclusion. A list of further improvements was also presented.
302

Barns leksaker och könsstereotyper : Hur produktdesign kan underlätta för föräldrar att göra varierande och normbrytande val av leksaker och lek / Childrens toys and gender stereotypes : How product design can facilitate parents to make more varied and norm breaking choices of toys and play

Carlzon, Oscar January 2021 (has links)
Könsnormerna bekräftas av föräldrar redan från barnets födsel, genom att välja könsstereotypiska leksaker, som enligt samhällets normer delar upp barnen mellan de biologiska könen. Detta påverkar inte endast barnets syn på sig själv utan även hur andra ser och behandlar barnet. Ett antal studier visar hur stereotypa leksaker ger barn en snäv syn på verkligheten och deras framtidsvisioner, något som påverkar jämställdheten mellan könen i framtiden. Det som saknas i litteraturen är föräldrars känslomässiga koppling till könsstereotypiska leksaker och problemen de står inför som resulterar i att de gör stereotypa leksaksval. I detta arbete blir det tydligt att föräldrar vill variera lek men att uppmuntra till detta tar för mycket tid och baserar då val av lek och leksaker framförallt på barnets egen vilja. För att exemplifiera en tänkbar lösning på detta problem utformades en produkt som underlättar för föräldrar att variera och göra normbrytande lek med barnets redan existerande leksaker. Detta arbete påpekar en viktig byggsten för ett framtida jämställt samhälle och hur detta lättare kan uppnås genom design. / Gender norms are validated by parents from the birth of a child by choosing gender stereotypical toys according to societal norms which divide children among the biological sexes. This affects not only the child's self-image but also how others judge and treat the child. A number of studies show how stereotypical toys give children a narrow world view and their visions for the future, something that affects gender equality. Parents' emotional bond to gender stereotypical toys and the difficulties they face that result in them making stereotypical toy choices is what is missing in the literature. In this project it becomes apparent that parents wants to vary play, but encouraging this takes too much time which leads the parents to make stereotypical choices of toys and play primarily based on their child's own will. To exemplify a possible solution to this problem, a product was designed, that makes it easier for parents to vary and make norm-breaking play with their child's already existing toys. This study points out an important building block for an equal future society and how this can be more easily achieved through design.
303

Raising Emerging Designers’ Awareness Of Their Own Implicit Biases So They Engage In More Equitable Design Approaches

Ordeman, Constance Campbell 25 April 2022 (has links)
No description available.
304

Project Publizebra.se : Development of a user-centered special digital library service for self-publishing authors in Sweden

Koort, Hannes January 2019 (has links)
The goal of this thesis is the development of Publizebra.se, a user-centered special digital library prototype for self-publishing authors. The service is aimed to provide valuable information, features and resources in the production, marketing and distribution of books.    Digital libraries have in recent years started to play a role in providing self-published authors with the tools, information and services required to publish independently with standardized quality. The focus has been to promote self-publishing and avoiding the pitfalls of appalling cover art, poor editorial work or zero marketing. In Sweden no such digital library initiative exists, combined with the problem of relatively few self-publishing services providing the possibility of independent publishing, without stepping into any of the pitfalls above.   The development of Publizebra.se seeks to fill the gap of digital library initiatives for self-publishing in Sweden, aggregating and distributing the value-adding features and user needs of independent authors. The applied research follows a five-step design process associated with the methodology of user-centered design, consisting of strategy, discovery, information architecture, design and prototyping. Every step of the process encompassed methodologies for taking the development forward, while further relying on fundamental research of the environment and user needs. Heuristic evaluation and expert evaluation were conducted on the prototype by LIS and usability experts to assess its functionality and user-centered design. The feedback concluded the prototype to be accessible and easy to use, while indicating the need for additional development and improvements to visual and interaction design features prior to further testing.
305

Design för små, kompakta bostäder : Viktiga egenskaper för produkter utvecklade för kompakta bostadsformer / Design for small, compact homes : Important properties in products intended for compact housing

Persson, Sara January 2020 (has links)
Jordens befolkning växer sig allt större och allt fler bor i små, kompakta bostäder. Studier indikerar att vår boendeyta i Sverige kommer bli avsevärt mindre i framtiden, vilket kommer bidra till en hög efterfrågan på yteffektiva produktlösningar i framtiden (Boverket, 2013). Syftet med arbetet har därmed varit att ta fram riktlinjer för designers som ska utveckla produkter för kompakta bostadsformer. Detta exemplifieras genom att designförslag på ett torkställ. Studiens teoretiska ramverk består av forskning och studier inom kompaktboende, ergonomi och inomhusklimat. Empirin består av insamlat material från observationer och samtal där informanterna bidrog både med material till problemformulering och utvärdering av idéer. Resultatet blev en lista med nio viktiga egenskaper för produkter utvecklade för kompakta boendeformer. Dessa egenskaper kan fungera som stöd för designers när hen designar produkter för mindre boenden. Utöver detta rekommenderas att en individuell kravspecifikation sammanställs för att komplettera med särskilda krav ifrån den specifika produkten som ska utformas.
306

Att formge för minskad nedskräpning i stadsmiljö / Designing for reduced littering in urban environment

Nicic, Marina January 2020 (has links)
The purpose of this study is to reduce littering in urban environments. This is done by using product design and sustainable development as main directions and thus being able to create a sustainable behavior change that can be used and further developed in the future. During the course of the study, it is found out how product design can contribute to reducing littering. With user-centered design and sustainable development as starting points, littering in urban environments, design for behavior change, nudging and emotional design are examined. This is in order to gain a deeper understanding of where this eind of environmental problem came from and why. Furthermore, a number of observations and interviews are performed that create a stable and clear basis for the final design's needs and requirements. These are tested and developed during the brainstorming process and concept development with the help of sketches and prototypes, which in turn leads to a final design concept. Based on all the research and method implementations, it is concluded that people repeat each other's behaviors (Håll Sverige Rent, etc.) while there is a great lack of communication and guidance to trashcan´s in urban environments. Simplicity, prompts, guidance, colors, entertainment and different concepts are the most important factors that can contribute to a positive behavior change and hopefully a solution to the environmental problem. The final design proposal was therefore developed into a design concept that represents a connection between existing trashcan´s in urban environments and individually designed accessories that can be attached to them, regardless of the shape or size. The purpose of the concept is therefore to guide and inform about the trashcan´s important function regarding the handling of all kinds of rubbish and where these are located in an urban environment.
307

Light It Up - Designproces af en spisebordslampe

Stigborg, Christina January 2018 (has links)
This thesis studies how to design a light to a target group based on different theories and methods. The aim has been to investigate what factors are needed to design a good lamp based on theories developed by Poul Henningsen. The problem definition for this study is as follows: How can you use the ACD methods and design process to design a dining table lamp based on Poul Henningsen's theories about light?In order to answer the problem definition, a choice was made to work with the theoretical field of User Centered Design. The study is based on empirical evidence of light and methods that will investigate and analyze the specific needs of a target group in regard to a dining table lamp. Using a design process consisting of idea generation, conceptualizing and prototyping, a lamp that meets both the needs of the target group and the requirements of Poul Henningsen has been designed. The result of this was the development of a dining table lamp that has several different adjustment options physically and technically and casts theoretically correct shadows.This study shows how little empiric evidence that currently exist about light and its use. Therefore, there is ample opportunity to do more research on this topic. Additionally, this task opens up the possibility of designing new lamps based on clarified guidelines.
308

Speculating Relationships

Czienskowski, Lennart January 2020 (has links)
In this thesis the idea of relationship-centered design is proposed based on a speculative design project which is grounded in an understanding of post-anthropocentrism. To facilitate post-anthropocentric human-artifact relationships, that don’t favor living actors over non-living actor, objects may appear to have a life-like agency based on needs and therefore must be empathized with which can be achieved through object characters. Through the discussion of materiality, object behaviors, and object characters, the philosophy of object-oriented ontology and the social-theory of actor-network theory are connected to concepts from interaction design and reveal that materiality, object characters, and object behaviors “meet” in the interaction of humans and artifacts. The phenomenological approach of the Research through Design methodology has shown how the applied methods, that were focussed on the perceived experience of the designer, helped to identify possible correlations of materiality, object behavior and object characters that might affect the human-artifact relationship. Further, the research identified possible implications of post-anthropocentric design, which suggests, that further investigation of how post-anthropocentrism as an approach to design might influence aspects as understandings of equality, consent, and consumption behavior which eventually might have an influence on socio-political structures.
309

LUGN - En prototyp närmare ett stressfritt studentliv

Lundblad, Caroline, Ahlstedt, Josefine January 2020 (has links)
Denna studie undersöker hur en applikation för mental hälsa skulle se ut om den var skapad utifrån studenternas behov med fokus på användbarhet. Syftet med denna studien var att förstå studenters behov och krav de har på en applikation som skulle kunna förbättra deras mentala hälsa och möta dessa krav genom att använda prototyper och modeller för användbarhet. Metoderna som använts i denna studie är kvalitativa intervjuer, användartester samt prototyputveckling som en metod. Intervjuerna utfördes med sex studenter och en kurator på Malmö universitet för att förstå studenters mentala hälsa och behov. Resultatet från intervjuerna implementerades i en första version av prototypen som fick namnet LUGN. LUGN fick därefter utvärderas genom användbarhetstestet som sex andra studenter deltog i, responsen från detta test resulterade i den sista versionen av LUGN. Den sista versionen av LUGN är inte komplett på det sättet att den inte kan illustrera fullt ut hur den slutgiltiga applikationen skulle se ut. Den presenterar dock ett viktigt resultat från denna studie vilket är att anpassa utefter studenters mångfald när det kommer till vad som får dem att må bra. För att få ett mer detaljerat resultat, behöver ett flertal tester och iterationer av prototypen utföras. / This study examined how a mental health application would look like if it was created together with students and focused on usability. The purpose of this study was to understand the needs and demands that students have of an application that could have the ability to improve their mental health while using prototyping and usability models to meet these demands. The methods used were qualitative interviews, usability testing and prototyping. The interviews were conducted with six students and a counselor at Malmö university to understand student’s mental health and their needs. The results from the interviews were implemented in a first version of the prototype the authors named LUGN. LUGN were evaluated through the usability test that six other students participated in, the feedback from this resulted in the final version of LUGN. The final version of LUGN is not complete in the sense that it is not an accurate portrayal of how the finished application would look like. It does however portray an important result from this study and that is to cater to student’s diversity when it comes to what makes them feel better. To achieve a more detailed result, further tests and iterations of the prototype has to be made.
310

Smart Glasses Applications Engineering: Konzeption und Implementierung von Anwendungssoftware für Datenbrillen zur Unterstützung der Logistik

Zobel, Benedikt Johannes 19 August 2020 (has links)
Der betriebliche Einsatz von Smart Glasses zur Unterstützung von manuellen Dienstleistungsprozessen bietet viele Vorteile, die mit anderen Technologien nicht erreicht werden können. Insbesondere im Bereich der Logistik kann von der Informationsversorgung bei gleichzeitiger Mobilität Gebrauch gemacht werden. Um dieses Potenzial auszunutzen, bedarf es allerdings Softwarelösungen, die auf die jeweiligen Anforderungen zugeschnitten sind. In dieser Forschungsarbeit wird daher untersucht, wie Smart-Glasses-basierte Informationssysteme zur Unterstützung der Logistik zu gestalten und zu implementieren sind. Die Forschungsarbeit folgt dabei zwei Zielen: (A) Die Unterstützung von Logistikprozessen durch Smart-Glasses-basierte Informationssysteme wird im Hinblick auf Anforderungen, Herausforderungen und Gestaltungsprinzipien untersucht, und (B) wird der Entwicklungsprozess zur Gestaltung und Implementierung von derartigen Informationssystemen im Rahmen eines Forschungsprojekts konzipiert und evaluiert. Das Vorgehen wird durch methodische Betrachtungen von Gestaltungsanforderungen und -prinzipien geleitet und entspricht so dem gestaltungsorientierten Forschungsansatz der Wirtschaftsinformatik. Die genauere Beantwortung der gestellten Forschungsfrage erfolgt in drei Schritten: (1) Methoden zur Initiierung von agilen Softwareprojekten und der Integration von Softwareentwicklung und -betrieb werden basierend auf der Wissensbasis agiler Methoden, Praktiken und Ansätze abgeleitet, (2) Grundlagen zur thematischen Fokussierung auf die Technologie Smart Glasses und die Anwendungsdomäne der Logistik werden durch multimethodische Studien geschaffen, und (3) werden entsprechende Systeme zur Mitarbeiterunterstützung instanziiert, evaluiert und die Forschungsergebnisse in ein Vorgehensframework zur Durchführung von Implementierungsprojekten überführt. Die vorliegende Dissertation trägt somit zur Wissensbasis der gestaltungsorientierten Wirtschaftsinformatik durch die erreichten Erkenntnisse zur Initiierung und Durchführung von Softwareentwicklungsprojekten zur Unterstützung von betrieblichen Prozessen durch Smart-Glasses-basierte Informationssysteme bei. Darüber hinaus bietet die Arbeit durch die bewusst praxisnahe Orientierung mit dem generierten Gestaltungswissen einen Mehrwert für Praktiker aus den betrachteten Bereichen, insbesondere für Stakeholder für die Einführung mobiler Informationssysteme in betrieblichen Umfeldern.

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