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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

Design of a cozy and ergonomic workplace

Gutiérrez Rodríguez, Julia, Morales Salto-Weis, María January 2017 (has links)
The aim of this project is to develop an armchair for work, in collaboration with the furniture company Jooy. A background study was first performed to define the mission statement and to set the requirements. The background study includes a market research to know who the customers and the potential clients can be, a study of the Scandinavian design style and gathering data from customers to define the users’ needs. After the background study, potential users were delivered a questionnaire to clarify the objectives. The next step has been to set the specifications. At this point, the idea generation stage was carried out using creative and rational design methods, such as the Morphological Chart, until the final concept was chosen. Using the specifications and creative methods such as Brain drawing, different possible solutions were generated. When the product was defined, a study in materials and ergonomics was performed. In addition, a prototype was built to test by users at University of Skövde. Finally, 3D CAD model was implemented in PTC Creo Parametric. The design process followed is inspired by the front-end concept development process.   During the development of the project the collaboration with the company has been crucial in order to learn about materials, ergonomics and how to make a prototype. Also feedback from the supervisor and the company has been continuously considered to improve the project.
2

What makes a cozy game? : A study of three games considered cozy

Wäppling, Alva, Walchshofer, Lovisa, Lewin, Rebecka January 2022 (has links)
In recent years the video game industry has seen a rise of the term “cozy games”. In an attempt to explore this new term, this thesis closely looks into three games commonly associated with the label – A Short Hike, Unpacking, and GRIS – to find the essence of what makes them be perceived as cozy. By performing a qualitative analysis, where we played through all of the games two times each, deconstructing and analyzing the different components through the lens of gameplay, visuals, and narrative, we aimed to reach a further understanding of this new term. Our hope is to aid both players as well as developers to gain a better grip of this term, potentially supporting in the process of establishing cozy as a genre of its own. Reaching a concrete result proved difficult. These games that are perceived as cozy are seldom only cozy, the aesthetic being achieved by a combination of several components. These components could be things such as a compelling narrative and visual style, or simple gameplay embracing mundanity and nonviolence. / På senare år har den digitala spelindustrin sett en ökning av termen “cozy games” (“mysiga spel”). I ett försök att utforska denna nya term, tittar denna avhandling noggrant på tre spel som vanligtvis associeras med stämpeln – A Short Hike, Unpacking, och GRIS – för att hitta essensen i vad som gör att de uppfattas som mysiga. Genom att utföra en kvalitativ analys där vi spelar igenom alla spelen två gånger var, dekonstruerar och analyserar de olika komponenterna genom linsen av kontroller/spelupplägg, det visuella och narrativ, var vårt mål att nå en ytterligare förståelse av termen. Vi hoppas att kunna underlätta för både spelare som utvecklare att få ett bättre grepp av denna term, för att vidare kunna komma att hjälpa till i processen att etablera mysigt som sin egen genre. Ett konkret resultat visade sig vara svårt att nå. Dessa spel som uppfattas mysiga är sällan bara mysiga, med flertalet komponenter bidragande till estetiken. Dessa komponenter kan vara sådant som fängslande narrativ och visuell stil, eller enkla kontroller som omfamnar vardaglighet och ickevåld.
3

Investigation of lighting impact on customer satisfaction/ Proposing Lighting Solutions for a Restaurant Brand

Samareh Hashemi Shajareh, Fatemeh Sadat January 2023 (has links)
The concept of visiting a restaurant is no longer related to the consumption of a food. The total process of visiting a restaurant became a pleasant experience to elevate mood and satisfaction and create a memorable experience. In this thesis, we aim to case study three restaurants of the same brand using quantitative and qualitative measurements such as questionnaire, V/P theory, and measurements. Moreover, the results of the assessments will be used to investigate how lighting can improve the dining experience in the restaurant while taking into consideration reducing energy consumption. The results of the quantitative and qualitative analysis indicated the lighting in each of these restaurants differs from each other, and they require a redesign to enhance customer satisfaction and to be more energy efficient. The thesis presented a lighting solution which considers all the relevant factors for customer satisfaction from literature and standards. The solution can improve the customer experience in the restaurant and advance its compliance with the sustainability goals.
4

Exploring the impact of a "Time Acceleration" mechanic on player experience

Bhutani, Iver Adrian, Buhre, Mattias, Emriksson Apenitis, Adam, Möller, Oden, Petterson, Sarah January 2024 (has links)
This Bachelor's thesis explores the impact of a fast-forwarding mechanic on player experience within Liberty Land, an in-house developed casual farming game. The research question is: How do changes in the passage of time, facilitated by the time-altering mechanic in our developed game, Liberty Land, impact the player's experience? The authors researched the question through the creation of their game and then playtesting with two distinct groups. The authors used game-feel (Swink, 2009) and the MDA framework (Hunicke et al., 2004) to do the research.  Group A experienced the game with the time-accelerating mechanic, while Group B acted as the control group and did not have access to the mechanic. Players would then answer a survey that corresponded with which group they had. After the playtests, the authors reviewed the data and analyzed the results. Group A had the time-altering mechanic and did report finding it helpful in reducing waiting times. They believed it aided game progression, even though core balancing issues made some actively use the mechanic less than expected. The group found it enjoyable and easy to use, although some did express concerns about potential stress from optimizing time usage. The insights from Group B, who experienced the game without the time-altering mechanic, underscore the importance of game content and loop variations for immersion and engagement. The emotional responses from both groups analyzed through the MDA framework revealed notable themes of sensation, discovery, and submission. The study also identified challenges such as low survey participation rates, ongoing refinement in the game loop, and the state of the game. While there is evidence of a positive impact on the player’s experience, the heavy limitations and problems make the research largely inconclusive as a whole.

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