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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.
41

Portraying Empathy In Character Design

Hytönen, Alexandra January 2015 (has links)
This thesis examines possible improvement in evoking empathy through character design. The method used is research by design, by gathering information about emotions, emotional- and character design, and applying it during the design phase, two new characters were created based on an existing game character. The evaluation was done through a survey which concluded that the re-designed characters ability in evoking empathy was significantly stronger than the original characters. The characters ability in evoking empathy improved because they were more distinct when it came to expressing emotions through facial features and body language. / Det här arbetet undersöker möjliga förbättringar att väcka empati genom karaktärsdesign. Metoden som används är forskning genom design, genom att samla information om emotioner, emotionell- och karaktärsdesign, och applicera det under design fasen, två nya karaktärer är skapta baserat på en existerande spel karaktär. Utvärderingen görs med hjälp av en undersökning vars slutsats är att de nya karaktärernas förmåga att väcka empati ökade drastiskt till skillnad från original karaktären. Detta var huvudsakligen på grund av deras tydligare ansiktsuttryck och kroppspråk.
42

Reforming Consumption Habits Through Product Design : Design for Sustainable Development through prolonging product lifetime

Jonsson, Johanna January 2021 (has links)
This study, that is a research and product development process, is based on sustainable development and the negative impacts of the growing consumption, and wear-and-tear habits of today’s society. The way we handle our resources, from mine to landfill cause devastating effects on the climate. LAST, is a multi-functional table made from wooden waste materials, that represents product design that allows the user to build a strong, long-lasting relationship with the product. The table is versatile, allows easy dismantling and incorporates qualities that create an incentive for the user to build an attachment to it to increase its lifetime. This has been done through applying different strategies within emotional design, product attachment and design for sustainability as well as applying knowledge within timeless design, aesthetic nourishment. The Japanese philosophy of Wabi Sabi has acted as inspiration to help navigate the projects design proposal that could allow for the user to appreciate their product for longer and indorse product longevity. The research question for the study is as follows: How can you promote product longevity by means of product design for sustainable development?
43

Retired Objects : An exploration of our complex relationship to everyday things.

Xu, Fann January 2020 (has links)
Retired Objects is a project that explores the intimate relationship we humans form with everyday things. My investigation centers around the questions Can we begin to value objects as our equals, rather than as our servants? and What roles do objects play in our daily lives other than fulfilling a practical function?  As a theoretical framework I investigate different facets of our material culture and how we relate to objects, focusing on our emotional connection to them, how we use them as mirror and tools for self-creation, and how being a maker is an integral part of our human identity. Using speculative design methods, I wish to invite us to reimagine our relationship to objects. The result is a series of pre-owned chairs, that I have re-designed, reimagined to envision them in a new light, free from the burden of fulfilling a practical function. Who are they once they retire from their job of serving us? By using design fiction and presenting an alternative narrative I wish to invite us to reimagine the way we relate to everyday objects.
44

Att designa för digitaliseringens emotionella påverkan på människan : En kvalitativ studie med fokus på redovisning- och revisionsbranschen / Designing for the Emotional Impact of Digitalization on the Human Being : A Qualitative Study Focusing on the Accounting and Auditing Industry

Petersson, Felipe, Theodorsson, Sanna January 2021 (has links)
Digitaliseringen är en förändring som genomsyrar dagens samhälle och är inte bara enIT-fråga utan en utvecklingsfråga för hela samhället. Ny teknik ger möjligheter menskapar också utmaningar. Redovisning- och revisionsbranschen är en av de branschersom digitaliseras och förändringen påverkar tjänsteutbudet, yrkesrollen menframförallt människan. Teknik används i allt större utsträckning, arbetsuppgifterautomatiseras och kompetens kompletteras eller ersätts av teknik, vilket får enemotionell påverkan på människan. Denna studie undersöker vilken emotionellpåverkan digitaliseringen har på redovisningsbranschen, vilka känslor och faktorersom påverkar människan och undersöker om emotionell design av deras vardagligasystemstöd kan bidra till att främja den fortsatta digitaliseringen inom branschen. Först genomförs en teoretisk undersökning för att se vad tidigare forskning ochanvändarundersökningar säger samt analys av sekundärdata. Resultaten frånanvändarundersökningarna och sekundärdatan analyseras utifrån ett fritt tankesätt ochdetta summeras sedan genom faktorer som påverkar och känslor som uppstår hosmänniskor som arbetar inom branschen, i samband med digitaliseringen som sker.Dessa utvärderas sedan i den empiriska delen av studien där kvalitativa intervjuergenomförs. Inför intervjuerna genomfördes en workshop tillsammans med företagetsom vi samarbetade med, där syftet var att brainstorma och ta fram lösningar somsedan ligger till grund för de designförslag som under intervjuerna används för attexemplifiera emotionell design. Under intervjuerna utvärderades design-förslagenutifrån om en känslomässig reaktion kunde skapas. Intervjuerna avslutas med attverifiera om emotionell design kan ha en positiv inverkan på de känslor och faktorersom uppstår vid digitaliseringen, samt om emotionell design kan främja denkommande digitaliseringen. / Digitalization is a change that permeates today's society and is not just an IT issue buta development issue for the whole society. New technology provides opportunities butat the same time creates challenges. The accounting and auditing industry is one ofthe industries that is being digitized and the change affects the services that they offer,it affects the role of the accountants and auditors, but especially the effect on theindividual. Technology is being used to an increasing extent, tasks are automated, andskills are supplemented or replaced by technology, which has an emotional impact onthe human being. This study examines the emotional impact that the digitalization hason the accounting industry, the emotions and factors that affect the individuals andexamines if applying emotional design when developing their everyday used systemcan contribute to promoting the continued digitalization in the industry. First a theoretical study is done to examine what previous research and user surveyssay and an analysis of secondary data. The results from previous research are analyzedwith an open mind and the results are summarized in factors that affect and emotionsthat arise in individuals in the industry in connection with the digitalization that takesplace. The data is then evaluated in the empirical part of the study where qualitativeinterviews are conducted. Prior to the interviews, a workshop was conducted togetherwith the company we collaborated with, where the purpose was to brainstorm anddevelop solutions that form the basis for the design proposals and was used during theinterviews to exemplify emotional design. During the interviews, the design proposalswere evaluated based on whether an emotional reaction occurred. The end of theinterviews focused on verifying whether emotional design can have a positive impacton the individual's feelings and factors that arise during digitization, and whetheremotional design can promote future digitization.
45

Älskar, älskar inte : En studie om emotionell design från teori till praktik

Andersson, Paulina January 2021 (has links)
Detta examensarbete har gått ut på att utforska designbegreppet emotionell design i teori och praktik för att undersöka och exemplifiera hur emotionell design kan användas som ett strategiskt verktyg i syfte att förlänga produkters livslängd, och därmed dämpa konsumtionstakten av ekologiskt hållbarhetsmässiga skäl. Konsumtion är en vital del av den globala ekonomin, men med den höga konsumtionstakt vi idag håller så förbrukas jordens resurser i snabbare takt än de hinner återskapas. Många produkter ersätts långt innan deras tekniska livslängd är slut, vilket bidrar till växande avfallsmängder och överkonsumtion. Information har inhämtats genom teoretiska och kvalitativa studier, och två produktförslag som ska demonstrera hur emotionell design kan tillämpas i praktiken presenteras. Rapporten behandlar mervärdesskapande faktorer hos produkter, vilka har möjligheten att främja uppkomsten av emotionella band mellan användare och produkt, samt exemplifierar hur dessa faktorer kan se ut och verka i olika produkter. Rapporten behandlar även kort orsaker till förtida ersättande av produkter för att ge ledtrådar till vilka mekanismer som kan påverka användares beslut i ersättandeprocessen. Examensarbetet har även bidragit med ny kunskap inom emotionell design, i form av ytterligare identifierade mervärdesskapande faktorer, vilken kan vara till gagn för andra designers. / This thesis has focused on exploring the concept of emotionally durable design in theory and practice to investigate and exemplify how emotionally durable design can be used as a strategic tool in order to prolong product lifetime, and thus slow down the rapid consumption rate for ecological sustainability reasons. Consumption is a vital part of the global economy, but with the rapid consumption rate we maintain today, the earth’s resources are consumed at a faster pace than they have time to recreate. Many products are replaced long before their technical lifetime has come to an end, which contributes to growing waste volumes and overconsumption. Information has been gathered through theoretical and qualitative studies, and two product proposals that demonstrate how emotionally durable design can be applied in practice are presented. The report processes value-adding factors in products, which have the potential to promote the emergence of emotional bonds between user and product, and exemplifies how these factors can look like and work in different products. The report also briefly addresses the causes of early replacement of products to provide clues as to what mechanisms may influence users’decisions in the replacement process. The thesis has also contributed new knowledge in emotionally durable design, in the form of additional identified value-adding factors, which may be of benefit to other designers.
46

Toyota 0.25X

Hu, Ruien January 2022 (has links)
INSPIRATION The project is inspired by the deliberation on the significance of the vehicle’s physical movement in the future. Traditional transportation is committed to delivering people to destinations faster and more efficiently, which is a purpose-oriented result. However, with the impact of digital technology development, virtual moving (VR travel, remote work, online shopping) seems to be able to replace the need of achieving the destination physically. So, the author believes that the significance of future physical moving should pay more attention to the process, and the future vehicles are supposed to be passengers emotion-centered.The “trapped citizens” problem also inspired the author. Many citizens (including the author) in Chinese big cities suffer a full-speed regular but boring unhealthy lifestyle. They have a strong desire to travel and experience new things, but the city and their work become the border trapped them.The project aims to explore easy access to anywhere travel. And figure out how can the RV design help users enjoy more “on-road” happiness. And how to decrease the burden for both users and the environment. PROCESS Since TOYOTA is an innovative and considerate brand, which can explore new ground and aim to produce happiness for all. The author spent a lot of time on the exploration and verification of the project. After the first research and examination of relevant topics, the author planned a self-driving RV travel, so the results were further developed and worked out. The system of concept that takes place is defined in more detail based on further investigations such as scenario, benchmark, and target users. The project includes exterior design and UX design but concentrates more on interior design. In addition, an insight into the inspiration and the process of aesthetic design is described and illustrated in anime-style sketches and renderings. Then further development in 3D and VR verification was shown up in the final digital model. RESULT The result is TOYOTA QUARTER-SPEED (0.25X), which aims to explore a future shared RV service for Chinese citizens to slow down and enjoy the happiness which focuses more on the on-road journey instead of the destination. TOYOTA 0.25X system can provide a lightweight journey for citizens. The user can book the customized interior, furniture, electric appliances, and food through the app. And TOYOTA plays the role of energy supply and waste recycling. Mostly the vehicle is for short-term rent, but it also has the possibility to become a long-term motel. The TOYOTA 0.25X vehicle achieves waste-free, introduces the nature inside, and has a more compact dimension. The interior creates a quiet and peaceful atmosphere which can leave time for passengers to find happiness and connect to the world.This time no need to hurry, just slow down and enjoy the on-road happiness.
47

The Research and Design of an Inclusive Dishwashing Appliance

Prather, Evin Gamal 03 April 2007 (has links)
No description available.
48

Anthropomorphic design and anticipated user experience : A two-step provocational design study of the user experience of smart anthropomorphic products

Bahlenberg, Robin, Yan, Xing January 2019 (has links)
We often see anthropomorphic designs in movies as highly intelligent robots, created to make our lives easier, but anthropomorphic is far more common than that. From cameras that look like eyes to face and voice recognition technology and avatars used by companies to support their brands. Despite this, relatively little research has been made about anthropomorphism in smart everyday products, and how that affects the anticipated user experience. Two provocative studies were conducted, where the participants provided their first impressions to picture prototypes. This generated an understanding of the general opinion of anthropomorphic designs, and when added a smart daily product. These studies showed that people are open to the idea of anthropomorphic designs, but the practicality and functionality are crucial. Through identification of multiple themes and thorough analysis, this study can serve as a blueprint to aid future studies about the anticipated user experience of smart daily products with anthropomorphic elements.
49

Uma abordagem para indicar o estado emocional de usuários em tempo de interação / An approach to indicate the users\' emotional state at interaction time

Gonçalves, Vinícius Pereira 03 August 2016 (has links)
O estado emocional dos usuários influencia na tomada de decisão e é essencial para o conhecimento e explicação do comportamento dos usuários com aplicações computacionais. Sistemas computacionais fazem parte da vida cotidiana, influenciando o comportamento humano e estimulando mudanças nos estados emocionais. A avaliação das emoções dos usuários, durante a interação com aplicações computacionais, pode ajudar a fornecer interfaces flexíveis e melhores sistemas de recomendação. No entanto, as emoções são complexas e difíceis de identificar ou avaliar. Pesquisas anteriores demonstraram que o uso de sensores individuais, em um cenário do mundo real, não fornece uma avaliação emocional precisa. Acredita-se que somente uma visão holística pode permitir tirar conclusões significativas sobre o estado emocional dos usuários. Assim, nesta Tese, propõe-se uma abordagem chamada UserSense, que considera vários sensores para estimar os estados emocionais dos usuários em tempo de interação. A abordagem proposta, a partir de múltiplos sensores, considera várias entradas de usuários (como a fala, movimentos faciais, frequência cardíaca e atividades) e utiliza métodos de inteligência artificial para mapear essas diferentes respostas em um ou mais estados emocionais. Para a validação, os dados coletados pelos sensores durante a interação do usuário foram confrontados com os dos especialistas (psicólogos). A Teoria Componencial das Emoções e o Espaço Emocional Semântico de Scherer são utilizados na fundamentação teórica da abordagem UserSense que, baseada no Middleware Adaptativo OpenCom, incorpora funcionalidades para carregar e descarregar novos recursos, necessários a infraestrutura proposta. Os resultados experimentais mostram que a combinação de resultados gerados por vários sensores, fornece uma avaliação mais precisa dos estados emocionais do que considerar sensores individualmente. / Users emotional state influence decision making and is essential for the knowledge and explanation of users behavior with computer applications. Computer systems are part of everyday life, influencing human behavior and stimulating changes in users emotional states. The assessment of users emotions during interaction with computer applications can help to provide tailorable interfaces and better recommendations systems. However, emotions are complex and difficult to identify or assess. Previous studies have shown that the use of single sensors, in a real-world scenario, does not provide accurate emotional assessment. We believe that only this holistic view can allow us to draw significant conclusions about the users emotional states. Hence, in this Thesis we propose a approach called UserSense, that takes into account multiple sensors to estimate the users emotional states at interaction time. The proposed multi-sensing approach considers several inputs from users (such as speech, facial movements, heart rate and activities), and uses artificial intelligent methods to map these different responses into one or more emotional states; for validation, the data collected by the sensors during the user interaction were confronted with specialists (psychologists). Componential Emotion Theory and Scherers Emotional Semantic Space are used in the theoretical foundation of the UserSense approach, that takes into account Adaptive Middleware OpenCom to embed functionalities to load and unload new required features to proposed infrastructure. The experimental results show that the combination of outputs generated by multiple sensors provides a more accurate assessment of emotional states than considering sensors individually.
50

Design de triggers emocionais para experiências gastronômicas

Akiyoshi, Ricardo Yudi 16 March 2012 (has links)
Submitted by Flávio Nunes (fnunes) on 2015-03-17T17:47:22Z No. of bitstreams: 1 RicardoYudiAkiyoshi.pdf: 5610394 bytes, checksum: 770d27ce6a666376281ae12571f9a161 (MD5) / Made available in DSpace on 2015-03-17T17:47:22Z (GMT). No. of bitstreams: 1 RicardoYudiAkiyoshi.pdf: 5610394 bytes, checksum: 770d27ce6a666376281ae12571f9a161 (MD5) Previous issue date: 2012 / Nenhuma / O trabalho demonstra o estudo que teve como objetivo estudar o Design de triggers emocionais voltados às experiências gastronômicas. Mais especificamente, realizamos o estudo conjunto entre o Design Estratégico, o Design para Experiências, Design Emocional e o Food Design, tendo como objeto principal a avaliação do impacto das emoções evocadas em experiências alimentares nos usuários a partir da manipulação de gatilhos tangíveis ou intangíveis. Partimos do princípio que as mudanças socioeconômicas e o comportamento do consumidor são influenciados mutuamente e, sendo assim, uma das maneiras para consolidar-se dentro de tal contexto econômico seja justamente aprimorar o contexto das experiências envolvidas no consumo de um produto ou serviço. Um dos parâmetros que apresentaram-se favoráveis a tal incrementação foram os estímulos emocionais potenciais condicionadores para uma experiência memorável. Sendo assim, a pesquisa buscou através de dois experimentos e uma survey, coletar dados que pudessem auxiliar na obtenção das respostas ao objetivo geral do trabalho. Concluímos que a partir da manipulação de gatilhos seja possível condicionar uma experiência a intensificar emoções positivas. Sugerimos, ao final da pesquisa, que um dos papéis que o Design possa assumir, neste contexto, seja a articulação e design de projetos que incrementem a qualidade geral de uma experiência e, consequentemente, o bem-estar do indivíduo. Para futuras pesquisas, recomendamos questões sobre os seguintes tópicos: ampliação dos experimentos I e II; estudos referentes às etapas de experiência de usuário e temas como significados e valores identitários acerca de experiências alimentares. / This dissertation presents the study of emotional triggers for food experiences in a Design context. More specifically, we brought the fields of Strategic Design, Design Emotion, Design for Experiences and Food Design together. Our object of research consisted in dining experiences and other variables related to food and design services. The startup point of this study was the socioeconomic changes, consumer behavior and how one could maintain himself competitive in the current market. One way to stay competitive could be developing better products and services through innovative experiences. These types of experiences could be achieved developing emotional stimuli that could improve the flow and overall quality of a certain experience. In order to achieve this, the study collected data throughout a series of two experiments (experiment I and II) and a survey to answer the following main aspect: evaluation of emotional behavior in food experiences due to the manipulation of tangible and intangible triggers. We will conclude that it is possible to condition an experience and intensify positive emotions due to the manipulation of certain variables. The resulting emotions will always be, however, conditioned to the users? interpretation of the experience. We will suggest in the end of our research that one of the roles the Design field of study could take part in, is the articulation and design of projects that enhance the overall quality of an experience and well being of the user. To our future research we pointed out the need for more experiments; the careful study regarding the lifespan and chronology of user experiences and deepen our thoughts in themes like meaning and identity values regarding food experiences.

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