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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.
51

O uso de concerns conflitantes em projeto de design para emoção na experiência de economizar recursos financeiros

Grigoletto, Tania Mara 13 March 2017 (has links)
Submitted by JOSIANE SANTOS DE OLIVEIRA (josianeso) on 2017-08-09T16:17:38Z No. of bitstreams: 1 Tania Mara Grigoletto_.pdf: 20482181 bytes, checksum: be2f12743e1a4ff3a24bbb0c607a1b5d (MD5) / Made available in DSpace on 2017-08-09T16:17:38Z (GMT). No. of bitstreams: 1 Tania Mara Grigoletto_.pdf: 20482181 bytes, checksum: be2f12743e1a4ff3a24bbb0c607a1b5d (MD5) Previous issue date: 2017-03-13 / Nenhuma / O equilíbrio financeiro é a busca de muitos brasileiros que se acostumaram a viver em um país com constantes crises econômicas e grandes diferenças de renda. Essa questão, que pode impactar na qualidade de vida, envolve objetivos, atitudes e padrões de comportamento pessoais. A compreensão do comportamento humano, por sua vez, vem sendo uma das áreas de interesse do design. Diante desse panorama, o objetivo deste estudo foi compreender como o design pode contribuir para despertar emoções, melhorando a experiência entre poupadores, a partir da identificação de concerns conflitantes e o seu uso como insumo projetual. Concerns, na teoria dos Appraisals, é o termo utilizado para descrever interesses, objetivos, demandas, padrões e atitudes individuais os quais nem sempre, estão alinhados, podendo conflitar entre si. Para tanto, realizou-se uma pesquisa direta com usuários (dois grupos focais com poupadores e não poupadores) objetivando identificar os concerns e conflitos envolvidos nessa temática. A partir dos resultados construiu-se um perfil de concern em que 17 foram identificados como conflitantes e seis como significativos. Também foi possível gerar cinco personas. Esses dados foram organizados de forma visual e levados para um workshop, no qual quatro grupos de projetistas (designers e não designers) criaram conceitos para melhorar a experiência de poupar. Na primeira atividade foi solicitado que os grupos definissem, eles próprios, o seu conflito/problema. Posteriormente, criaram cinco conceitos: i) um aplicativo que determina um limite diário para gastos, ii) uma plataforma que conecta, estimula e auxilia as pessoas a pouparem, iii) um produto de investimento vinculado ao cartão de crédito para destinar um percentual da fatura à poupança, iv) uma forma de aconselhamento para as pessoas identificarem seus propósitos de economizar e, v) um aplicativo para a gestão financeira familiar. Algumas ideias focaram diretamente na melhoria da experiência de poupar, enquanto outras objetivaram tornar possível o ato de economizar. As atividades desenvolvidas ao longo da pesquisa geraram aprendizados sobre o uso de concerns conflitantes em projetos, os quais são explicitados nas considerações finais deste texto. / Financial balance is pursued by many Brazilians who became accustomed to living in a country with constant economic crises and astonishing income discrepancies. It is a subject that involves goals, postures and patterns of personal behavior and can have impact on life quality. The understanding of human behavior, in turn, became one of the areas that the Design grows interest in. Considering such context, this work aims at understanding how Design can contribute to arousing emotions, enhancing money savers’ experience, starting from the identification of conflicting concerns and their use as project input. In Appraisal Theory, concern is the term used for describing interests, goals, demands, patterns and individual postures which are frequently out of alignment and even conflicting with one another. First, a direct research was carried out among users (two focus groups, money savers and no money savers) in order to identify their concerns and conflicts. Based on the results, a concerns profile was built, 17 of them were qualified as conflicting and six as meaningful. It was also possible to generate five personas. These data were visually displayed and taken to a workshop, in which four groups of designers and no designers developed concepts that could enhance the experience of saving money. Along the first activity, the groups were asked to define, by themselves, the conflict/problem. Later, the groups created five concepts: i) an app that determines the amount of money one can spend a day; ii) a platform that connects, encourages and help people save money; iii) an investment product associated with one’s credit card bill (a percentage is saved); iv) counseling, so that people could set their money goals, establish the amount of money they want to save; and v) an app that would help families manage their own finances. Some of the ideas directly focused on the enhancement of the experience of saving money, others intended to make the whole act of saving money possible. The activities developed during the research generated learning about the use of conflicting concerns in projects, which are explained in the final considerations of this text.
52

Tangibilizar o imaterial através do design estratégico para auxiliar no tratamento da dependência química

Mello, Viviane Peçaibes de 26 March 2015 (has links)
Submitted by Maicon Juliano Schmidt (maicons) on 2015-07-17T17:13:52Z No. of bitstreams: 1 Viviane Peçaibes de Mello.pdf: 19378693 bytes, checksum: e3dcd8b20df79fcb473e869b230a2f89 (MD5) / Made available in DSpace on 2015-07-17T17:13:52Z (GMT). No. of bitstreams: 1 Viviane Peçaibes de Mello.pdf: 19378693 bytes, checksum: e3dcd8b20df79fcb473e869b230a2f89 (MD5) Previous issue date: 2015-03-26 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / FAPERGS - Fundação de Amparo à Pesquisa do Estado do Rio Grande do Sul / No Brasil, sabe-se da crescente necessidade de melhorias nos serviços públicos de saúde, com destaque, neste trabalho, para o âmbito do tratamento da dependência química. Para reverter o quadro dessa doença, existem tratamentos que abordam diferentes aspectos do usuário de substâncias psicoativas, sendo o mais usado a Terapia Cognitivo Comportamental (TCC). Neste ponto, o caráter interdisciplinar do Design pode auxiliar, projetando formas que facilitem o aprendizado que essa intervenção proporciona, pois o Design trabalha com a tangibilização do imaterial, nesse caso a informação, facilitando o engajamento com o tratamento. Através da utilização da abordagem do Design estratégico, foi desenvolvido um jogo, que é uma ferramenta que visa auxiliar o aprendizado de conteúdos sobre substâncias psicoativas e seus efeitos e facilitar a comunicação interpessoal e aproximação entre dependentes químicos e seus familiares. Dessa forma, o objetivo geral dessa pesquisa é compreender de que forma a tangibilização do conteúdo psicoeducativo sobre Dependência Química proposta no jogo terapêutico qualifica a experiência de aprendizado de tais conhecimentos na avaliação dos usuários. O projeto foi desenvolvido por meio de uma pesquisa exploratória que teve como objetivos específicos, compreender, através de entrevistas com pacientes e familiares, a avaliação dos usuários sobre os aspectos formais (peão, cartas e tabuleiro) do jogo no que se refere a sua proposta facilitadora para a experiência de aprendizagem dos conteúdos e também, entender, avaliação dos usuários sobre a dinâmica projetada para o jogo no que se refere a sua proposta de experiência para a aprendizagem dos conteúdos. Para tanto, foi utilizada, em conjunto com a literatura sobre o Design Estratégico, a Teoria dos Appraisals, oriunda da Psicologia, já que ela possibilita uma avaliação da conexão entre estímulos projetados (nesse caso, o jogo) e a experiência do usuário, resultante de sua interação com o estímulo (experiência emocional positiva pretendida e supostamente facilitadora da aprendizagem). Como principais resultados, os entrevistados demonstraram que os elementos físicos do jogo foram componentes importantes para a entrada das pessoas na atmosfera criativa da plataforma, favorecendo o aprendizado coletivo. Foi indicado, também, que houve uma resposta emocional positiva, que contribuiu de forma consistente para a experiência com o jogo e com a aprendizagem de conteúdos psicoeducativos. A troca de conhecimentos através da dinâmica criativa proposta pela ferramenta foi apontada como uma experiência marcante amplia o aprendizado, na avaliação dos participantes. A partir dos resultados, pode-se evidenciar que o Design oportunizou a construção de uma ferramenta inovadora. Nesse ponto, pode-se perceber o potencial da interdisciplinaridade do design estratégico, que aproximou duas áreas distantes como a saúde mental e o design. / In Brazil, it is known the growing need for improvements in public health services, especially in this work, the scope of addict treatment. To reverse the situation of the disease, there are treatments that approach different user aspects of psychoactive substances, being the most used the Cognitive Behavioral Therapy (CBT). At this point, the interdisciplinary design can help by designing ways to facilitate learning that this intervention provides, for the Design works with tangibilization immaterial, in which case the information, facilitating engagement with treatment. Through the use of strategic design approach, a game was developed, which is a tool to help the learning content on psychoactive substances and their effects and facilitate interpersonal communication and approach of drug addicts and their families. Thus, the general objective of this research is to understand how the tangibilization of psychoeducational content about addiction proposal in the therapeutic game qualifies the learning experience of such knowledge in the evaluation of users. The project was developed through an exploratory study had the specific objectives, understand, through interviews with patients and families, evaluation of users on the formal aspects (pawn, cards and board) of the game as regards its proposal facilitator for the content learning experience and also understanding, assessment of users on the dynamics designed for the game regarding the tender experience for learning the content. Therefore, it was used, together with the literature on the Strategic Design, Theory of Appraisals, arising from psychology, as it enables a connection between assessment designed stimuli (in this case the game) and the user experience, resulting their interaction with the stimulus (positive emotional experience desired and supposedly facilitator of learning). As main results, respondents demonstrated that the physical elements of the game were important components for the entry of people in the creative atmosphere of the platform, favoring collective learning. Also, it was indicated that there was a positive emotional response, which contributed consistently to the experience with the game and the learning psychoeducational content. The exchange of knowledge through creative dynamics proposed by the tool has been identified as a remarkable experience extends learning, assessment of participants. From the results, one can show that the Design provided an opportunity to build an innovative tool. At this point, one can realize the potential of interdisciplinary strategic design, which came two distant areas such as mental health and design.
53

EmoWheel : En metodutveckling för utvärdering av emotionellt engagemang / EmoWheel : A method development for evaluation of emotional engagement

Berger, Tony, Törnqvist, Carl January 2009 (has links)
<p>This is a study of how emotional engagement can be measured and be taken into account in the development of websites. We believe that emotions become relevant only when viewed in correlation to how users experiencing a webpage. In this study, we developed a tool for use together with user tests where the information about the user's emotional engagement can add new value to the evaluation. The tool allows the user to mark, on the website, his/her emotions and level of engagement represented by colored circles, generating quantiative data on how users <em>feel </em>about the website. The tool is part of a method for evaluating the emotional engagement that we have developed which consists of user testing supported by the tool and accompanied by interviews.</p> / <p>Detta är en studie och metodutveckling i hur emotionellt engagemang kan mätas och således tas till vara på i utvecklingen av webbplatser. Vi anser att känslor blir väsentliga först när de sätts i korrelation till hur användare i övrigt upplever en webbsida. I denna studie utvecklades ett verktyg avsett att användas i samband med användartester där information om användarens känslor och engagemang kan tillföra ett mervärde till användartestet. Verktyget låter användaren sätta ut markörer för känslor och engagemang representerade av färgcirklar på webbsidan vilket genererar kvantitativ data för hur användare <em>känner inför webbplatsen och interaktionen med den. Verktyget är en del av den metod för utvärdering av emotionellt engagemang som vi utvecklat vilket består av användartester stödda av verktyget vilket följs upp av intervjuer.</em></p>
54

Design, Technologie et Perception : Mise en relation du design sensoriel, sémantique et émotionnel avec la texture et les matériaux / Design, Technology and Perception : Definition of a linking model of emotional design with texture and materials

Amaral da silva, Everton Sidnei 30 November 2016 (has links)
Ce travail de recherche a pour objectif général de proposer un modèle de mise en relation du design émotionnel avec la macrotexture et les matériaux pour aider les concepteurs à la sélection de finitions pour les produits industriels. Cette modélisation vise à valoriser le produit à travers l’exploration des mécanismes sensoriels, sémantiques et émotionnels, qui interviennent lors de la perception du produit par le consommateur. Le processus perceptif est ainsi pris en compte à travers différents modalités sensorielles de manière à enrichir le processus de conception. Le secteur d’application de notre recherche a été le secteur automobile, avec le produit « volant ». Ce produit a été analysé dans la catégorie Grand Public. Dans cette catégorie, les matériaux ont été analysés sur un ensemble de 7 différents modèles de volants avec une population française et brésilienne. Par ailleurs, différents paramètres techniques tels que, la dureté, la rugosité et la dissipation thermique, ont été pris en compte dans la mise en relation pour renforcer la communication entre les domaines du Design et l’Ingénierie. / This research has the overall goal to propose a model linking emotional design with macrotexture and materials to help designers in the selection of finishes for industrial products. This model aims to promote the product through the exploration of sensory, semantic and emotional mechanisms, involved in the perception of the product by the consumer. The perceptive process is thus considered through different sensory modalities to enrich the design process. The application sector of our research was the automotive sector, with the product "steering wheel". This product was analyzed in the General Public category. In this category, the materials were analyzed within a set of 7 different steering wheels models by a population of French and Brazilian users. Moreover, different technical parameters such as, hardness, roughness and heat dissipation have been taken into account in the linking to strengthen communication between the fields of Design and Engineering.
55

EmoWheel : En metodutveckling för utvärdering av emotionellt engagemang / EmoWheel : A method development for evaluation of emotional engagement

Berger, Tony, Törnqvist, Carl January 2009 (has links)
This is a study of how emotional engagement can be measured and be taken into account in the development of websites. We believe that emotions become relevant only when viewed in correlation to how users experiencing a webpage. In this study, we developed a tool for use together with user tests where the information about the user's emotional engagement can add new value to the evaluation. The tool allows the user to mark, on the website, his/her emotions and level of engagement represented by colored circles, generating quantiative data on how users feel about the website. The tool is part of a method for evaluating the emotional engagement that we have developed which consists of user testing supported by the tool and accompanied by interviews. / Detta är en studie och metodutveckling i hur emotionellt engagemang kan mätas och således tas till vara på i utvecklingen av webbplatser. Vi anser att känslor blir väsentliga först när de sätts i korrelation till hur användare i övrigt upplever en webbsida. I denna studie utvecklades ett verktyg avsett att användas i samband med användartester där information om användarens känslor och engagemang kan tillföra ett mervärde till användartestet. Verktyget låter användaren sätta ut markörer för känslor och engagemang representerade av färgcirklar på webbsidan vilket genererar kvantitativ data för hur användare känner inför webbplatsen och interaktionen med den. Verktyget är en del av den metod för utvärdering av emotionellt engagemang som vi utvecklat vilket består av användartester stödda av verktyget vilket följs upp av intervjuer.
56

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

Vinícius Pereira Gonçalves 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.
57

The Production Mirror : How an interactive interface can boost motivation for industrial workers / Produktionsspegel : Hur ett interaktivt gränssnitt kan öka motivationen för industriarbetare

Adlén, Cecilia January 2019 (has links)
This master thesis concerns industrial workers’motivation and if it can be influenced by informationdissemination through an interactive interface. Focus hasbeen to research human motivators in theory to seehow these can be applied in an industrial environmentwith the hope of giving the workers a deeperknowledge of the company’s product and / or processand thus increasing her motivation. The project is basedon the assumption that an increased understanding intomore than what is limited by the worker’s tasks canhave a positive effect and strengthen his or her sense oftheir role in a wider context.The master thesis shows how a design process can beapplied to an organizational problem in industries,where the different phases of the process includeconcerned people repetitively to seek knowledge, ideasand solutions together with those who may be affectedby the results of the work.In industries today, the workload is usually distributedacross departments where staff are divided into teams.There is some circulation within the department but lesscommonly across departmental boundaries. This canlimit the worker’s perception of the entire process andresult in a detailed understanding of only a limited partof the process.Industry 4.0 is expected to be the solution for retrievingand retaining companies in Europe by building smartfactories with technology that allows the machines tocommunicate. Industry 4.0 is also expected to reduce thenumber who have work in industries, human interactionsand responsibilities. Which may have the negative effect offurther reinforcing one of today’s problems, the workerbeing further isolated from the process. Which are factorsthat, in theory, contribute to a reduced level of motivationand will therefore have a negative impact on their workaspirations.The work has been carried out with RISE Interactive inPiteå as client. RISE is part of our Swedish researchinstitute and works with user-centered technologicaldevelopment in many different industries.The degree project resulted in a large amount of ideas forhow work in industries could benefit from an interactiveinterface for disseminating information and knowledge.The final solution is presented in a stop motion movieshowing the solution that was chosen by industrialworkers. The solution shows how coloured lamps can beused to visualize progress-related information during thecourse of the work at the same time as it enables easycommunication between employees. / Detta examensarbete handlar om industriarbetaresmotivation kan påverkas av informationsspridning genomett interaktivt gränssnitt. Fokus i detta arbete har legat påatt undersöka mänskliga motivatorer i teorin för att sehur dessa kan appliceras i en industriell miljö medförhoppning om att ge arbetaren en djupare kunskap omföretagets produkt och/eller process och således ökadennes förståelse för det dagliga arbetet som bedrivs inomföretaget. Projektet bygger på ett antagande om att enökad insikt och insyn i mer än vad som begränsas avarbetarens arbetsuppgifter kan ha en positiv effekt ochförstärka dennes känsla för sin roll i ett störresammanhang och även ge en ökad motivation.Arbetet redovisar också hur en designprocess kanappliceras på ett organisatoriskt problem inom industrier,där de olika faserna i processen inkluderar berördamänniskor repetitivt för att söka kunskap, idéer ochlösningar tillsammans med dem som kan tänkas bliberörda av arbetets resultat.På industrier idag är det vanligt att arbetet är fördelat överavdelningar där personalen är indelad i olika team där detförekommer viss arbetscirkulation inom avdelning menmindre vanligt över avdelningsgränser. Detta kan limiteraarbetarens uppfattning för hela processen och resultera i endetaljerad förståelse endast för en begränsad del avprocessen.Industri 4.0 förväntas vara lösningen på att hämta hem ochbehålla företag i Europa genom att bygga smarta fabrikermed teknik som tillåter maskinerna att kommunicera.Industri 4.0 förväntas även att minska antalet som jobbatinom industrier, mänskliga interaktioner och ansvar. Vilketkan ha den negativa effekten att förstärka en av dagensproblem ytterligare, arbetaren blir ytterligare isolerad ifrånprocessen. Vilket är faktorer som enligt teorin bidrar till enminskad motivationsnivå och kommer därför ha en negativpåverkan på deras arbetsambitioner.Arbetet har genomförts med RISE Interactive i Piteå somuppdragsgivare. RISE är en del av vårt svenskaforskningsinstitut och jobbar med användarcentreradteknisk utveckling inom många olika branscher.Examensarbetet resulterade i en stor idémängd för hurarbetet inom industrier skulle kunna dra nytta av ettinteraktivt gränssnitt för att sprida information ochkunskap. Den slutliga lösningen är presenterad i enstopmotion film som visar den lösningen som blev framröstad av industriarbetare. Lösningen visar hur färgadelampor kan användas för att synliggöra progressrelateradinformation under arbetets gång samtligt som det möjliggörenkel kommunikation mellan medarbetarna.
58

Estetiskt långvarig design : Hur kan en som designer främja produktanknytning under designfasen? / Aesthetically prolonged design : How can you as a designer faciliate product attachment during the design phase?

Carlswärd, Emelie January 2021 (has links)
Syftet med studien har varit att ta reda på vad det är som gör att vissa möbler och inredning finns kvar hos oss en längre tid. Hur designers kan skapa hållbara produkter som konsumenten vill behålla en längre tid. På så sätt förlängs produktens livslängd och bidrar till en hållbarare konsumtion. Teorier som användes i studienvar produktanknytning, produktlivslängd, produktutbyte, tidlös design, estetik, form och material med ett övergripande fokus på hållbar design. Genom teorierna, möbelanalyser, intervjuer, skiss och prototypande har exempel för att designa för en lång livslängd tagits fram. Resultatet av studien blev en färgglad bordslampa med de typiska karaktäristiska dragen av en lampa och samtidigt en unik och skulptural design. / The purpose of the study has been to find out what it is that makes certain furniture and furnishings remain with us for a long time. How designers can create sustainable products that the consumer wants to keep for a longer period of time. In this way, the product lifetime is extended and contributes to more sustainable consumption. Theories used in the study have been product attachment, product longevity, product replacement, timeless design, aesthetics, form and materials with an overall focus on sustainable design. Through the theories and furniture analyzes, interviews, sketches and prototyping, examples for designing for an extended product life have been found. The result of the study was a colorfull table lamp with the typical characteristic features of a lamp and at the same time with a unique and sculptural design.
59

Ett designbidrag till minskad rädsla för att falla : Forskning genom design / A design proposal to ease the fear of falling : Research through design

Ekberg, Lottie January 2021 (has links)
Med bakgrund av fallolyckor som ett betydande folkhälsoproblem, med personligt lidande och omfattande samhällskostnader som följd, undersökte studien produktdesigners möjligheter att skapa en tillgänglig och användbar produkt värd att använda, för personer över 65år, som känner rädsla för att falla (FHM, 2021). I en generell kommentar till FN:s mål för hållbar utveckling, uttrycks vikten av tillämpning av Universell Design (UD) i design av alla nya produkter (UN, 2013). Genom den globalt växande och breda målgruppen, blev det därför centralt att parallellt undersöka hur man kan skapa en bredare tillämpning av UD i designbranschen (WHO, 2018). Designprocessen tog stöd av principerna för UD (Story, Mueller &amp; Mace, 1998) i kombination med Emotionell design och Normans (2004) tre nivåer av emotion. Studien tog även stöd i gerontologisk forskning om fenomenet Fear of falling (FoF), som pekar på att högst nivå av FoF uppmätts hos personer då man ställer rädslan i relation till en aktivitet (Lachman et al., 1998). Studiens empiri genererades huvudsakligen ur metoderna enkätundersökning och dagboksstudie, vilka visade en utbredd strategi bland användarna, att hantera rädsla för att falla genom aktivitetsbegränsning. Aktiviteten att nå högt placerade föremål i hemmet, blev central efter upptäckten att deltagarna i stor utsträckning använder annan utrustning och inredning än en avsedd stegpall. Studiens designbidrag resulterade i en stegpall, vars utformning inte ska motivera att använda en köksstol för aktiviteten. Studiens kunskapsbidrag till designbranschen är ett visuellt greppbart analysresultat, vars styrka är att kommunicera både konkret mätbara och känslomässiga värden i en produkt. / With the background in fall accidents as a significant public health issue, causing both individual suffering and a large social cost, the study examined product designers’ opportunities to create accessible, useful products worth using, for people over 65, who suffers from fear of falling (FHM, 2021). In a general comment to the UN’s sustainable development goal’s, the importance of practising Universal Design (UD) in design of all new products is clearly expressed (UN, 2013). With a globally ageing population and within a broad target group, it became central to explore how to reach a more common practice of UD in the industry of product design (WHO, 2018). The design process was supported by the principles of UD (Story, Mueller &amp; Mace, 1998) combined with Emotional Design and Norman’s (2004) three levels of emotion. The study also included theories from gerontological research on the phenomenon of Fear of falling (FoF), which indicates that a higher level of FoF is expressed by people when it is put in relation to an activity (Lachman et al., 1998). The study’s empirics were mainly generated from the methods Questionnaire and Diary study, which showed a widespread strategy among users, to handle FoF through activity restriction. The activity to reach highly placed objects at home became central after the discovering that the participants often use other equipment and furnishing than a designated step stool. The study’s design proposal resulted in a step stool, which should not justify using a kitchen chair for the activity. The study contributes closing a knowledge gap, which can benefit the design industry with a visually tangible analysis result of both measurable and emotional value in a product.
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Att öka status på second hand-inredning : Hur man gör second hand till något nytt och fräscht / To Raise the Status of Second Hand Home Furnishing : How to Make Second Hand Into Something New and Fresh

Svensson, Hanna January 2020 (has links)
Med pågående klimatförändringar och en fortsatt ökande konsumtion i Sverige, är det viktigt att söka lösningar på hur man kan påverka befolkningen till en mer hållbar livsstil. Den här studien undersöker hur produktdesign skulle kunna användas för att påverka konsumenter till att handla mer inredning second hand. Med hjälp av metoder inom emotionell design där användarens behov sätts i fokus, är målet att ta reda på vad man kan göra för att second hand ska anses mer attraktivt och få högre status. Teorier från cirkulär ekonomi och design för hållbar utveckling utgör basen för arbetsprocessen och bidrar med kunskaper om hur ett mer hållbart samhälle kan nås. Lösningen har till syfte att minska avfall och ge existerande produkter ett längre liv. Förstudien gav insikter kring nuvarande second hand-handel och identifierade behov. En följande behovsanalys och kravspecifikation utgjorde stommen i arbetsprocessen. Iterationer av idégenerering och användarstudier formade och utvecklade konceptet. Det slutgiltiga konceptet blev ett hjälpmedel riktat till icke-vinstdrivna second hand butiker. Hjälpmedlet är en app som är tänkt att användas som en instruktion- och inspirationsportal för hur man enkelt på olika sätt kan rusta upp och göra om inredning som annars skulle ha slängts. Detta då en stor del av inredning som skänks anses vara icke-säljbart och därför istället går direkt till återvinning eller brännbart avfall. Studiens resultat bidrar med idéer för nya koncept inom second hand-handeln. Det visar att personer utan tidigare erfarenhet av design kan använda sig av designmetoder för att arbeta cirkulärt och därmed bidra till ett mer hållbart samhälle. Det visar också möjligheter att använda design för att ändra konsumenters tankesätt och uppfattning om second hand. / With the current climate changes and a continual growth of consumption in Sweden, it is important to seek solutions on how we can influence to a more sustainable way of life. This study is examining how product design could be used in order to affect consumers to shop more home furnishing second hand. By using methods from emotional design, where the users’ needs are in focus, the goal is to find out what one can do to make second hand to be seen as more attractive and gain higher status. Theories from circular economy and design for sustainable development constitutes the base of the process and contributes with knowledge in how a more sustainable society can be reached. The solution’s purpose is to reduce waste and give existing products a prolonged life. The first part of the process gave insights in second hand-trading and identified needs. A following analysis of the users’ needs and concerns, plus specification of demands, became the framework of the following design process. Iterations of brainstorming sessions and user studies shaped and developed the result. The final concept was a tool for non-profit thrift shops. The tool is an app which should be used as an instruction and inspirational working portal on how to, in an easy way, fix home furnishing that otherwise would have been thrown away. This is because a major part of the home decoration that is donated is considered not possible to sell and therefore gets recycled or burnt up. The result is contributing with new ideas of concepts in the second hand-trade. It shows that people with no experience of design can be using methods from design to work in a circular way and threw that contribute to a more sustainable society. It also shows that there are possibilities to use design to change consumers mindset and perception of second hand.

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