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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.
11

Corporatization and Smart Cities: Creating a debate about economic interests in future urban infrastructure

Bücker, Dennis January 2016 (has links)
Smart cities are seen as the answer for specific problems, that we will face in the future: overpopulation, shortage of resources, demographic change, etc. At the same time more people than ever will live in cities. This creates huge difficulties for governmental institutions on the one side, but also profit promising opportunities for companies on the other. This thesis will have a close look at this tension and unpack the vision of the smart cities, as they are created with the help of integrators and service companies. Through the lens of Critical Design, it will result in a fictional artifact to trigger the imagination and a debate about a possible future in which corporate interests changed the relationship between the city and its citizens.
12

Den levande soptunnan : designfiktion, rörlig bild och återvinning

Meinoryte, Viktorija January 2017 (has links)
Det här kandidatarbetet handlar om rörlig bild med miljöförstöring som tema och hur designfiktion tillsammans med berättande kan användas för att skapa rörlig bild. För att undersöka hur berättande och val av gestaltningsmetod påverkar budskap har olika produktioner inom rörlig bild diskuterats. Utifrån undersökningen har designfiktion och stopmotion gjorts som metodval i skapandet av gestaltningen. Som resultat diskuteras designfiktion som designmetod för skapande av framtida världar med miljöförstöring som tema samt berättandets påverkan av budskap. / This bachelor’s thesis is about motion pictures with pollution as a theme and how designfiction together with narrative can be used to create motion pictures. To research how narrative and choice of designmethod affects silent messages, a research about other motion graphics has been discussed. Based on the research, design fiction and stop motion has been choosen as a method of creating design. As result of the thesis, design fiction is discussed as a design method for the creation of future worlds with pollution as a theme and the narrative's influence on silent messages.
13

The Mall: A world-building speculation on the future of privacy

Asif, Hazem 01 January 2018 (has links)
This thesis is a science fiction exploration of a future dystopian world where privacy becomes a dominant currency that is distributed according to social class and ranking mechanisms. It utilizes speculative world-building to study the unanticipated implications of technology on personal privacy, surveillance and social inequality on future societies. The project introduces The Mall, as a highly efficient and hyper-connected world, but also exposes its downfall as a society with heightened cultural and socio-political disparities. Inspired by past civilizations, the development of the modern nation-state as well as contemporary society, the design adapts, appropriates and reformulates existing cultures into new hybrid possibilities. This thesis project is presented as an illustrated coded tapestry that allows the viewer to explore and interact with various components of the narrative to speculate and critique an alternative future-world void of privacy.
14

From 2001 A Space Odyssey to Minority Report : Reflections of Imagining Future on Science Fiction

Erel, Sarper January 2012 (has links)
My Bachelor’s Thesis is a comparative analysis that identifies a paradigm shift based on how imagining and portraying futuristic technology and human - computer (or machine) interaction within science fiction works and explore how they depict the technology and the future thinking of their own era. I use two very popular and influential works from two different eras: 2001 A Space Odyssey from the late 1960s and Minority Report from the early 2000s. In the first part of this analysis, I analyze the technology and human interaction with technology in 2001: A Space Odyssey and argue what this tells about the technology thinking of the late 1960s, the high time of the Space Race. During the second part, the analysis continues with the other primary source, Minority Report. However, in this part I make direct comparisons with 2001: A Space Odyssey in order to illustrate the paradigm shift with clear examples.
15

Kriskommunikation i det digitala samhället

Jemth, Daniel, Silversnö, Ebba January 2020 (has links)
Detta kandidatarbete syftar till att påpeka några av de möjligheter som digitaliseringen bidrar till, genom att bland annat lyfta smartphones och sociala medier som en potentiell kanal för utökad kriskommunikation. I en krissituation är kommunikation av yttersta vikt. I Sverige har den traditionella kriskommunikationen länge kretsat kring ljudsignalen Hesa Fredrik och VMA (viktigt meddelande till allmänheten) i statligt ägda tv- och radiokanaler. På senare tid har stora delar av samhället kommit att digitaliseras, vilket även medför att förutsättningarna och möjligheterna för kriskommunikation utvecklas och förändras. Detta har visualiserats i en film med hjälp av designfiktion och diegetiska prototyper för att spekulera och testa vilka digitala lösningar som hade kunnat vara möjliga i en nära framtid. Vi har utgått från Bleeckers (2009) definition och beskrivning av designfiktion och som ett stöd i skapandet av detta användes metoder såsom Three Layered Model of design fiction av Lindley & Coulton (2014), scenarier som beskrivs av Nardi (1992) och framtida personas enligt Fergnani (2019). För filmens slutgiltiga resultat spelade framför allt de diegetiska prototyperna en betydande roll, men också den verklighetsbaserade grunden samt narrativet för att kunna sammanföra verkligheten med den spekulativa framtiden. I filmen visas dock endast ett fåtal av de oändliga möjligheter som digitaliseringen medför, men kan förhoppningsvis ses som inspiration till vidare utforskning av nya digitala lösningar för kriskommunikation. / This Bachelor Thesis aims to highlight some of the opportunities that the digitisation contributes to, by among other things, lifting smartphones and social media as a potential channel for increased crisis communication. In a crisis situation, communication is of utmost importance. In Sweden, the traditional crisis communication system has long revolved around the audio signal “Hesa Fredrik” and “VMA” (important announcement to the public) in state-owned television and radio stations. Recently, big parts of the society have been digitised which means that the conditions and opportunities for crisis communication both develop and change. This has been visualised in a film by using design fiction and diegetic prototypes as a way to help speculate and test which digital solutions may be possible in a near future. We have used the definition and explanation of design fiction as mentioned by Bleecker (2009), and methods such as the Three Layered Model of design fiction by Lindley & Coulton (2014), scenarios as described by Nardi (1992) and future personas according to Fergnani (2019) were supportive in the making of the film. For the final result of the film, the diegetic prototypes played a significant role, as well as the foundation based on reality and the narrative in order to connect the reality with the speculative future. Only a few of the endless opportunities that the digitisation brings is shown in the film, but may hopefully inspire further exploration of new, digital solutions for crisis communication.
16

Influencing identity through objects in ‘constructed realities’ : The role of a ‘diegetic prototype’ in influencing a person's sense of identity in relation to nature

Shu, Mia January 2020 (has links)
Human-nature connection is recognized for its importance for our well-being, development of our environmental identity, and potentially leading to pro-environmental behaviour due to the support of an individual’s intrinsic values. However, the fostering of this connection is not supported and being implemented within society at large. This research set out to explore the causes of the weak relation to nature and identify potential design interventions to enable the recuperation of nature as part of our identity.  For this exploration, Speculative Design and Transition Design were chosen. In particular, Design Fiction as a method was adopted, not only it allowed us to speculate the future, but also materialise and explore the human-nature connection in ‘objects’. Transition Design was used due to its flexibility to explore interdisciplinary research and solutions, providing ground for the 'constructed reality’ and enabling the built-up of a roadmap towards this preferable future.  Drivers that caused this problem were identified, and it showed how they are closely intertwined and influenced by, or are a result of, each other. One of these is how control and illusion of control plays a role in our weak human-nature connection. Through qualitative fieldwork, some of the ‘characteristics of nature’ and factors that influence human-nature connection were mapped, and they were embodied into objects situated in a ‘constructed reality’. These material objects have taken the form of home products in a product catalogue (‘diegetic prototype’) as human-nature connection can potentially be fostered at home as well as in nature.  The response showed a potential in how a speculative ‘diegetic prototype’ can influence a person's sense of identity in relation to nature. Proving that the ‘diegetic prototype’ has an actual effect on the sense of identity would be impossible due to the complex nature of identity development as many different factors play a role. This research also provided a list of factors for designers to explore with regards to enhancing our human-nature connection through design. It has also shown the potential role of food and home in establishing human-nature connection, on which further research is needed.
17

When Designers Ask, "What If?"

Denison, E. Scott 09 August 2013 (has links)
No description available.
18

Co-creating Futures for Integrating Generative AI into the Designers’ Workflow / Samskapa framtider för att integrera generativ AI i designers arbetsflöde

Popova, Victoria January 2023 (has links)
In recent years Generative AI tools have become increasingly ubiquitous and have given rise to much discussion concerning their impact on jobs, both in personal use and corporate settings. Despite Generative AI being a rapidly growing field, there is currently an existing research gap regarding the adoption of these tools across different domains. This study aims to fill this gap by contributing with knowledge on how designers might integrate Generative AI into their workflows. By adopting a Research through design (RtD) approach, three workshops were held where designers used generative AI tools to co-create design fictions envisioning how AI tools would permeate their future workflows. Thematic analysis of the workshop data revealed both desirable and undesirable futures from the designers’ perspectives situating AI at various stages of design – from assisting designers with mundane tasks to helping with ideation and testing. The futures brought up reflections on designers in control of the workflow, the dynamics of human-AI collaboration and the evolving role of the designer. The study contributes knowledge about different forms human-AI interactions could take in the near future, and highlights the importance of careful consideration when deploying these tools in a human-centric manner. / De senaste åren har generative AI-verktyg blivit alltmer vanliga, vilket har skapat många diskussioner angående deras påverkan på arbetet, både för personligt bruk och inom företagsmiljöer. Trots att generativ AI är ett snabbt växande fält, finns det en forskningslucka när det gäller anpassning av dessa verktyg inom olika domäner. Syftet med studien är att fylla detta gap genom att generera kunskap om hur designers kan integrera generativ AI i sina arbetsflöden. Genom att använda en forskning-genom-design (RtD) metod, hölls tre workshops där designers skulle använda generativa AIverktyg för att gemensamt skapa “designfiktioner” för att föreställa sig hur AI-verktyg skulle påverka deras arbetsflöden. Tematisk analys av workshopdata uppvisade både önskvärda och oönskade framtidsscenarier som placerade generativ AI i olika stadier av design — från att assistera designers med repetativa uppgifter till att hjälpa till med kreativitet och testning. Framtiderna inspirerade reflektioner över designers kontroll över processen, dynamiken i mänsklig-AIsamverkan och designers egna roller. Studien bidrar med kunskap om olika former av mänsklig-AI-interaktioner skulle kunna se ut i en nära framtid och belyser vikten av noggranna överväganden vid implementering av dessa verktyg på ett människocentrerat sätt.
19

Smarttelefonen: En blick mot framtiden : när vetenskapliga fakta, design och fiktion blir ett

Persson, Simon, Larsson, Simon January 2019 (has links)
I den här undersökningen utforskar vi hur användande av smarttelefoner skulle kunna se ut inom en nära framtid. Med designfiktion som grundpelare och förhållningssätt, verklighetsproducerar vi diegetiska prototyper som med sina utseendemässiga egenskaper och funktionaliteter, berättar om en möjlig framtida värld av smarttelefonanvändning. De diegetiska prototyperna är sprungna ur ett fiktivt scenario, baserad på tidigare forskning om aspekter kring användning av smarttelefoner, smarttelefonens tekniska utveckling och dess estimerade roll i en nära framtid. Med Scenariometoden, en egentillverkad metod som vi kallar “Lager-på-lager” och Bleeckers (2009) framställning av designfiktion, kan vi utgå från dessa aspekter för att fantisera och spekulera kring hur det en dag skulle kunna se ut. Löwgren och Stoltermans (2004) bok “Design av informationsteknik” bidrar med metodologi som bistår oss med verktyg för att realisera vår designfiktiva verklighetsproduktion, där fokuset ligger på idégenerering och ifrågasättande samt en abstrakt bild av hur designsituationer börjar, som vi använder som ett förhållningssätt under hela gestaltningsarbetet. Vi får inte bara inblick i hur smarttelefonanvändning skulle kunna se ut inom en snar framtid, men även hur designfiktion kan användas i en spekulerande undersökning, där vetenskapliga fakta, design och fiktion möts och blir ett. / In this Bachelor thesis we explore what smartphone usage could be like in the near future. With design fiction as the central method of approach, we create real life diegetic prototypes that, with their appearance and functionalities, tell of a possible future world of smartphone use. Our diegetic prototypes come from a fictitious scenario, based on aspects derived from science fact, containing smartphone use, the smartphone’s technological evolution and estimated role in the near future. With Scenariometoden (“The scenario method”), our own method Lager-på-lager (“Layer-on-layer”) and Bleecker’s (2009) interpretation of design fiction, we can base our fantasy and speculation on these aspects, to imagine what it one day could be like. Löwgren and Stolterman’s (2004) book “Design av informationsteknik” contributes methodology that assists us with tools for realizing our design-fictional reality production, where the focus is on idea generation and questioning as well as an abstract picture of how design situations begin which we use as an appliance throughout the design work. We not only get an insight into what smartphone use could be like in the near future, but also how design fiction can be used in speculative study, where science fact, design and fiction meet and become one.
20

Cyborg, How Queer Are You? Speculations on Technologically-Mediated Morality Towards Posthuman-Centered Design

Çerçi, Sena January 2018 (has links)
This research deals with the highly-relevant issue of paternalism within the discipline and practice of HCI with a particular focus on the autonomous decision-making AI technologies. It is an attempt to reframe the problem of paternalism as a basis for posthuman-centered design, as the emerging technologies have already started to redefine autonomy, morality and therefore what it means to be a human. Instead of following traditional design processes, queering as an analogy/method is used in order to speculate on the notion of technological mediation through design fictions. Relying on arguments drawn from the relevant theory on philosophy of technology and feminist technoscience studies as well as the insights from the fieldwork rather than conventional empirical design research for its conclusions, this research aims to provide a background for a possible ‘Design Thing’ to tackle the problem in multidisciplinary and democratic ways under the guidance of the ‘queer cyborg’ imagery.

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