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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

Patterns of Trust in Ubiquitous Environments

Biel, Bettina, Grill, Thomas, Gruhn, Volker 08 November 2018 (has links)
In ubiquitous environments, users are exposed to public spaces and places where they are supposed to interact and provide also private information. In order to enhance user acceptance of such ubiquitous appliances they have to be designed to consider trust and trustworthiness already in the design phase. We focus on regarding trust in early phases and provide tools for designers by describing trust issues through patterns which are made available through design repositories. Such patterns help designers of ubiquitous applications to create designs quicker based on the availability of already proven solutions they can rely on.
2

Towards the uncanny object : creating interactive craft with smart materials

Vones, Katharina Bianca January 2017 (has links)
The increasing prevalence of digital fabrication technologies and the emergence of a novel materiality in contemporary craft practice have created the need to redefine the critical context of digital jewellery and wearable futures. Previous research in this area, such as that presented by Sarah Kettley (2007a) and Jayne Wallace (2007), has provided the foundations for further enquiry but has not been advanced significantly since its inception. The artistic research presented in this thesis focuses on how smart materials and microelectronic components could be used to create synergetic digital jewellery objects and wearable futures that reflect changes in the body of their wearer and their environment through dynamic responses. Laying the foundations for a theory of <i>Interactive</i> <i>Craft</i> through evaluating different aspects of creative practice that relate to responsive objects with a close relationship to the human body is at the centre of this enquiry. Through identifying four distinct categories of wearable object, the <i>Taxonomy of the Wearable Object</i> is formulated and clearly delineates the current existing conceptual, technological and material perspectives that govern the relationships between different types of wearable objects. A particular focus is placed on exploring the concept of <i>Digital Enchantment</i> and how it could be utilised to progress towards developing the <i>Uncanny Object</i> that appears to possess biological characteristics and apparent agency, yet is a fully artificial construct. The potential for the practical application of a design methodology guided by playful engagement with novel materials, microelectronics and digital fabrication technologies is analysed, taking into account Ingold’s concept of the <i>textility of making </i>(Ingold, 2011). Through exploring the notion of the <i>Polymorphic</i> <i>Practitioner</i> in the context of <i>Alchemical Practice</i>, a model for experiential knowledge generation through engaging in cross-disciplinary collaboration is developed. This is supported by a qualitative survey of European materials libraries, including accounts of site visits that evaluate the usefulness of materials libraries for creative practitioners invested in novel materiality as well as visually documenting a selection of the visited libraries’ most intriguing material holdings. Utilising a scientific testing protocol, a practical body of work that centres on conducting extensive experiments with smart materials is developed, with a particular focus on testing the compatibility and colour outcomes of chromic pigments in silicone. The resulting chromic silicone samples are collated, together with sourced smart materials, in a customised materials library. Investigational prototypes and the <i>Microjewels</i> collection of digital jewellery and wearable futures that responds to external and bodily stimuli whilst engaging the wearer through playful interaction are presented as another outcome of this body of research.
3

Learning from Green Technology Designers

Friedberg, Earl January 2014 (has links)
This thesis presents results from a qualitative case study on environmentally minded technology designers, and provides an account of how these designers think, differ and behave. Through semi-structured interviews, we interview designers at a large mobile phone manufacturer. The responses of environmentally minded designers are contrasted with traditional designers. The findings lead to a discussion on the differing roles, tradeoffs and standards between these two groups of designers.
4

Kansei Engineering Experimental Research with University Websites

Bakaev, Maxim, Gaedke, Martin, Heil, Sebastian 18 October 2016 (has links)
This technical report presents the data and some results of the experimental research in the field of Human-Computer Interaction (Kansei Engineering), undertaken jointly by Technische Universität Chemnitz (Germany) and Novosibirsk State Technical University (Russia) in Feb- March 2016. In the experiment, 82 Master and Bachelor students of both universities evaluated 21 website of selected German and Russian universities per 10 emotional and 5 quality scales.
5

Designing the Publikvitto, a system to make government expenditure tangible / Design av Publikvittot, ett system för att synliggöra statens utgifter

Albrecht, Tomás January 2018 (has links)
Air transportation is essential to our society. It enables global trading, brings people together, and lets travelers explore distant parts of the world. However, flying is a highly unsustainable behavior and accounts for roughly 2% of all carbon emissions; with industry and research forecasting constant growth in the coming years. The economic benefits rhetoric often prevails over the environmental costs, though; motivating governments to give incentives to airports and airlines. The Swedish Government, despite its green goals and pro-sustainability actions, is no exception, and both municipal and federal funds support the air route network. This thesis reports on the development of the Publikvitto, a system designed to help citizen make sense of the government's incentives to the flying industry. The process is based on research through design and inspired by reflective practices. The primary outcome are insights into the relationship between designer, social issues, and government's actions; and how these elements can be approached in order to design artifacts that motivate people to engage in political discussions. / Att transportera sig med hjälp av flygplan är idag en självklarhet. Genom att flyga kan vi upptäcka andra delar av världen, träffa nya människor och få till internationella uppgörelser. Att flyga är dock ett mycket ohållbart sätt att transportera sig och svarar för ca 2% av all världens koldioxidutsläpp, där forskning och utveckling av industrin endast visar att dessa siffror kommer växa. Eftersom flygindustrin är en viktig del av samhället är dock de miljömässiga konsekvenserna förbisedda, där staterna snarare upprätthåller industrin genom bidrag och skattelättnader. Trots sina hållbara mål är Sveriges stat inget undantag. Denna studie handlar om utvecklingen av Publikvittot, ett system som är designat för att hjälpa oss som medborgare att förstå regeringens stöd och skattelättnader gentemot flygindustrin. Processen av utvecklandet är baserad på “forskning genom design” och inspirerad av reflekterande förhållningssätt. Slutsatser av denna studie handlar framför allt om insikter om relationen mellan designer, sociala problem och statens handlingar och hur dessa element kan bli bemötta för att designa produkter som motiverar människor att delta i politiska diskussioner.

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