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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.
21

Towards Usable Transparency via Individualisation

Murmann, Patrick January 2019 (has links)
The General Data Protection Regulation grants data subjects the legal rights of transparency and intervenability. Ex post transparency provides users of data services with insight into how their personal data have been processed, and potentially clarifies what consequences will or may arise due to the processing of their data. Technological artefacts, ex post transparency-enhancing tools (TETs) convey such information to data subjects, provided the TETs are designed to suit the predisposition of their audience. Despite being a prerequisite for transparency, however, many of the TETs available to date lack usability in that their capabilities do not reflect the needs of their final users. The objective of this thesis is therefore to systematically apply the concept of human-centred design to ascertain design principles that demonstrably lead to the implementation of a TET that facilitates ex post transparency and supports intervenability. To this end, we classify the state of the art of usable ex post TETs published in the literature and discuss the gaps therein. Contextualising our findings in the domain of fitness tracking, we investigate to what extent individualisation can help accommodate the needs of users of online mobile health services. We introduce the notion of privacy notifications as a means to inform data subjects about incidences worthy of their attention and examine how far privacy personas reflect the preferences of distinctive groups of recipients. We suggest a catalogue of design guidelines that can serve as a basis for specifying context-sensitive requirements for the implementation of a TET that leverages privacy notifications to facilitate ex post transparency, and which also serve as criteria for the evaluation of a future prototype. / <p>Paper 2 ingick som manuskript i avhandlingen, nu publicerad.</p>
22

The impact of socio-cultural factors upon human-centred design in Botswana

Moalosi, Richie January 2007 (has links)
This thesis explores the relationship between culture and human-centred design in Botswana, a topic on which there is little previous research. The pinnacle of good product innovation is when it is grounded on sensitive cultural analysis of users' culture; however, it has been observed that designers have not yet been able to encode cultural phenomena to the same extent as cognitive and physical human factors. The study develops a theoretical framework of cultural analysis, comparing traditional with contemporary socio-cultural factors that can be applied to designing products. The content analysis method was used to extract and synthesise traditional and contemporary socio-cultural factors from Botswana's cultural sources. An experimental study was undertaken in Botswana to investigate how socio-cultural factors can be integrated in product design, and the participants' challenge was to transfer and apply these into product features that reflect Botswana's culture. This data was analysed using the qualitative method of textual and visual content analysis. A culture-orientated design model has been proposed to assist designers to consciously integrate culture in their design practice. The framework demonstrates how to specify, analyse and integrate socio-cultural factors in the early stages of the design process by advancing local thought, content and solutions. It advances a new approach to design education, theory, research and practice. It emerged that culture can be used as a resource of information and a source of inspiration for product innovation that connects with users' traditions. The research findings show that culture-orientated products have meaningful content that reflects users' lifestyles as well as providing them with symbolic personal, social and cultural values, and that these aspects facilitate product acceptance.
23

For the Creative Problem-Solver : An Integrated Process of Design Thinking and Strategic Sustainable Development

Ada, Ketchie, Meret, Nehe, Hila, Shapira January 2013 (has links)
Since the dawn of humanity design has influenced human life. Today, facing the depletion of the socio-ecological system, increasing complex problems threaten humanity’s existence. Design has been a contributor to creating such problems, yet with appropriate tools can become a source for solutions. Design Thinking (DT) was identified as a possible approach that could contribute to Strategic Sustainable Development (SSD). The purpose of this thesis is to examine potential contributors and hindrances of the DT process with regards to SSD, and create a prototype for an integrated process that could help achieve more strategic and sustainable outcomes. With the use of the Framework for Strategic Sustainable Development (FSSD) as a lens to examine the above, along with interviews, Action Research and expert feedback, an integrated process was created. Results of the interviews and FSSD analysis helped shape two prototypes that were examined through the mentioned methods. It was indicated by participants of the Action Research and by experts that the prototype could help reach a strategic and sustainable outcome, and further refinement should be pursued. The final prototype is presented as part of the discussion, suggesting additional tools and actions that if included could create a possible Sustainable DT (SDT) process.
24

Slag Hauler User Interface Design : Using human-centred design to create a user interface for heavy machinery

Rondahl, Robert, Larsson, Filip January 2017 (has links)
Within the field of heavy machinery, the driver environment and its user interface (UI) has not always been a high priority during product development. This is about to change since the user experience, especially of the driver, becomes more of a selling point. Kiruna Utility Vehicles (Kiruna UV), who manufactures slag haulers for the steel industry, has developed a new driver cabin to meet these future demands. The development has been conducted in collaboration with students at Luleå University of Technology. This master thesis aims to create a basis for the digital user interface of the Kiruna UV SH60 slag hauler. The needs of the users are very important in order to ensure a good user experience. This is why a human-centred design process was chosen for this project. Extensive research has been conducted with the drivers, mechanics, managers and manufacturer of the SH60 slag hauler. Research was conducted through field studies, where interviews, observations and eye tracking were used as the main tools.The slag hauler driver operates the vehicle in two positions, where the need for information differs. When the slag hauler is driven the driver is facing forward and in this position the slag hauler is similar to any other heavy machinery. The UI needs to display for example speed, gear and RPM. When loading or emptying slag pots, the driver turns around to manoeuvre the tipping system. In this position, information about the lockings, support legs and tipping system is the most important.Through brainstorming sessions and ideation workshops with the manufacturer and participants without connection to the slag hauler, ideas on how different types of information can be shown were generated. Ideas regarding layout of the UI were also produced. These ideas were then mapped onto four different concepts that were developed through several iterations. These were then evaluated through a survey study, a usability test and feedback sessions with slag hauler drivers, mechanics and the manufacturer.A final concept was created that accommodates all the information that is needed in order to operate and maintain the slag hauler in a safe and efficient way. That is for example speed, RPM, information about the tipping system and data from the engine, transmission and hydraulic system. The final concept contains the parts of the four previous concepts that proved to work the best in the concept evaluation. The user interface has a modern look that fits into the new driver cabin design. We have shown that the user experience of the driver and service personnel can be improved through the user interface, by adapting it to user needs. We have also shown what benefits can be achieved by using a human-centred design approach within the field of heavy machinery. / I tunga fordon har förarmiljön och dess användargränssnitt ofta varit lågt prioriterad under produktutvecklingen. Detta håller på att förändras då användarupplevelsen, i synnerhet för föraren, blir ett allt viktigare försäljningsargument. Kiruna Utility Vehicles (Kiruna UV), som tillverkar slaggtruckar för stålindustrin, har tagit fram en ny förarhytt för att möta dessa nya krav. Utvecklingen av förarhytten har skett i samarbete med studenter vid Luleå Tekniska Universitet. Detta examensarbete på masternivå har haft som syfte att skapa ett digitalt användargränssnitt för Kiruna UV:s slaggtruck modell SH60.Användarnas behov är viktiga för att kunna säkerställa en bra användarupplevelse. Därför valdes en människocentrerad designprocess för detta projekt. Omfattande användarstudier har genomförts tillsammans med förare, mekaniker, beslutsfattare och tillverkaren av slaggtrucken. Efterforskningarna har utförts i form av en fältstudier där intervjuer, observationer och eye-tracking användes som huvudsakliga verktyg.Slaggtrucksföraren manövrerar slaggtrucken i två olika positioner, där informationsbehovet skiljer sig åt. Vid körning av slaggtrucken är föraren vänd framåt och i detta läge är den ganska lik andra tunga maskiner. Användargränssnittet måste förmedla information om varvtal, hastighet, växel och bränslenivå.Vid lastning eller tömning av slaggdeglar vänder sig föraren om för att manövrera tippsystemet. I detta läge måste gränssnittet förmedla information om lyftarmarnas position, låsningar och stödben.Genom brainstorming och idéskapande workshops med intressenter och deltagare utan erfarenhet av slaggtruckar, skapades idéer om hur information kan presenteras. Även idéer för gränssnittets layout togs fram. Idéerna kopplades sedan till fyra olika koncept som utvecklades i flera iterationer. Dessa utvärderades genom en enkätundersökning, ett användartest samt återkopplingsmöten med slaggtrucksförare, mekaniker och tillverkare. Ett slutligt koncept skapades, som innehåller den information som behövs för att manövrera och underhålla slaggtrucken på ett säkert och effektivt sätt. Exempel på detta är varvtal, hastighet och information om tippsystemet. Konceptet innehåller de delar av de fyra koncepten som visade sig fungera bäst under konceptutvärderingen. Användargränssnittet har ett modernt utseende som passar in i den nya förarhytten. Vi har visat att användarupplevelsen för förare och servicepersonal kan förbättras genom att anpassa gränssnittet efter deras behov. Vi har också visat vilka fördelar som finns med att använda en människocentrerad designprocess för produktutveckling av tunga maskiner.
25

Känner du fjärilar i hagen? : Hur visuella rumsliga element kan signalera ett berättande kring ämnet biologisk mångfald situerat i en botanisk trädgård.

Källström, Malin January 2021 (has links)
Goal number 15 in United Nations Sustainable Development goals, is to halt the degradation of the ecosystems and increase the biodiversity (United Nations, 2015). This work explores the possibility of communicating the subject of biodiversity situated in a botanical garden.  Based in theories of landscape architechture, didactics and storytelling techniques, a user's intrepretations of designs are examined. The goal of the work is to facilitate a narrative around a complex topic using a spatsial elements. The work investigates wich forms of visual elements signal the topic of biodiveristy. / Delmål 15 i FN:s Agenda 2030 är att främja den biologiska mångfalden (FN, 2015). Detta arbete har som uppgift att ta reda på hur ett berättande kring ämnet ’Biologisk mångfald’ kan kommuniceras till en bred allmänhet situerat i en botanisk trädgård. Och mer konkret vilka visuella rumsliga element och symboler som kan signalera ämnet biologisk mångfald. Designförslaget är en prototyp eller modell för hur en kommunikation kring ämnet skulle kunna se ut, med grund i teorier som informationsdesign, didaktik, spatiala förhållanden och berättarteknik. Utifrån dessa teorier har sedan prototyper utformats och testats mot en tänkt målgrupp. Syftet med arbetet är att undersöka hur olika rumsliga element eller symboler kan signalera ett givet ämne, som i detta fall innebär biologisk mångfald. Målgruppen för själva designförslaget är invånare i Västerås stad som dagligdags passerar den botaniska trädgården. En tänkt målgrupp för rapporten är dock människor med undervisande uppdrag inom fältet hållbara ekosystem och biologisk mångfald i en rumslig kontext. Grunden för arbetet är en obsersation där ett fiktivt designförslag presenterats för respondenter som passerat botaniska trädgården. Men hjälp av illustrerade rumsliga elementinnefattande symboler, växter med mera, fick respondenterna möjlighet att berätta vilka kontotationer de upplevde. Då detta är ett arbete med en inriktning mot rumslig kommnuikation är det just dom rumsliga elementen som undersöks. Detta för att skapa en förståelse för elementens betydelse, gentemot andra områden inom informationsdesign. För att vidare kunna utnyttja värdena som en förstärkning och samklang till resurser såsom text och illustration.
26

A medical device for spinal motion restriction : Development of a device for safe and efficient patient handling

Jersenius, Ylva, Möller, Erika January 2020 (has links)
Prehospital emergency care is facing a paradigm shift. Spinal motion restriction (SMR) is a way to treat trauma patients with symptoms of spinal injury. It was earlier entitled as ‘routine SMR’, and included spine board and cervical collar. During the 2000s, it has been noted that there is a lack of scientific evidence that proves the benefits with ‘routine SMR’. This led an expert group to the development of the national guidelines, that were published in 2019. The national guidelines can be described as ‘selective SMR’, where the cervical collar and spine board is excluded. It means that the SMR shall be adapted to the patient and not the equipment. Furthermore, the patient should be involved as much as possible in the treatment. This master thesis has been conducted at the Luleå University of Technology (LTU), in collaboration with AB Germa. The objective was to enable paramedics (the users in this project) to provide trauma patients with safe and efficient SMR by improving the usability of available or future products for SMR. Therefore, the project aim was to deliver a conceptual suggestion with feedback from the users. Furthermore, a mapping with experienced problems was delivered, and a review of the available medical devices with recommendations on how the future product development of medical devices for SMR could head in a user-centred direction. The theoretical framework included both ergonomics, including anthropometry and anatomy, and semiotics to involve both the physical and cognitive aspects of good usability, as a complement to the contextual immersion to be able to develop a thought through conceptual suggestion. The contextual immersion involved contact with Sweden’s 21 regions, and 16 paramedics. Through visits, interviews, and observations information was gathered about available medical devices for SMR, and challenges that paramedics are facing with them where mapped. This was compiled in a user need specification, which formed the basis for the idea generation. The ideation resulted in over 200 ideas. Iterative feedback sessions together with the users generated five concepts, that by further feedback, and iterative work converged into one final concept. The project delivers a vest with vacuum technology that enables paramedics to perform safe and efficient SMR of trauma patients with various anatomy. The concept has the flexibility of a KED and the adaptability of a vacuum mattress. It enables ’selective SMR’ in confined spaces, and facilitates the patient to be more involved in the treatment. The project has generated insights about ’selective SMR’, and the meaning of it for future product development. Generally, we are moving towards medical devices for SMR that does not restrict movement as strictly as before. Many products in ambulance care have not been updated for a long time, and there is no doubt that there is a need for it. / Inom prehospital akutsjukvård pågår just nu ett paradigmskifte. Spinal rörelsebegränsning (SRB) är ett sätt att vårda patienter som varit utsatta för trauma och som uppvisar symtom på spinal skada. Det benämndes till en början som ’rutinmässig SRB’ och inkluderade användning av spineboard och nackkrage. Under 2000-talet visade det sig finnas en avsaknad av vetenskapliga bevis som talade för fördelarna med ’rutinmässig SRB’, vilket ledde till att nackkrage och spineboard exkluderades. Det här föranledde en expertgrupp att ta fram nya nationella riktlinjer som publicerades 2019. De nationella riktlinjerna kan beskrivas som ’selektiv SRB’, vilket handlar om att SRB ska anpassas utifrån patientens tillstånd och inte efter utrustningen. Patienten ska även involveras så mycket som möjligt i omhändertagandet. Det här examensarbetet har utförts vid Luleå Tekniska Universitet (LTU), tillsammans med AB Germa. Syftet var att underlätta för ambulanssjukvårdare (användarna i det här projektet) att utföra säker och effektiv SRB på traumapatienter, genom att förbättra användbarheten hos befintliga eller framtida produkter för SRB. Målet var därför att leverera ett konceptuellt förslag med feedback från användarna. Utöver detta skulle en kartläggning av dagens utrustning och problem med dessa undersökas, med rekommendationer om hur den framtida utvecklingen kan gå mot en mer användarcentrerad riktning. För att få med de fysiska såväl som de kognitiva aspekterna av en god användbarhet så inkluderades både ergonomi, inkluderande antropometri och anatomi, samt semiotik i den teoretiska referensramen. Det här användes som ett komplement till den kontextuella undersökningen för att försäkra sig om att det framtagna konceptet var väl genomtänkt. Den kontextuella undersökningen inkluderade kontakt med Sveriges 21 regioner och 16 ambulanssjukvårdare. Genom besök, intervjuer och observationer samlades information om dagens utrustning för SRB, som utgjorde underlag för en kartläggning av de upplevda problemen. Allt sammanställdes som användarbehov i en lista. Det här kom att ligga till grund för den kommande idégenereingen, som resulterade i över 200 idéer. Iterativa feedbacksessioner tillsammans med användarna resulterade i fem koncept, som genom ännu mer feedback och iterativt arbete resulterade i ett slutgiltigt koncept. Projektet levererar en väst med vakuumteknologi som möjliggör för användarna att utföra säker och effektiv SRB på traumapatienter med varierande anatomi. Konceptet har smidigheten av en KED och följsamheten av en vakuummadrass. Den möjliggör ’selektiv SRB’ i trånga utrymmen och underlättar för patienten att vara deltagande i omhändertagandet. Projektet har också levererat insikter om vad ’selektiv SRB’ kan innebära för framtida produktutveckling. Det har visat sig att trenden går mot att utrustningen inte ska rörelsebegränsa lika mycket som den gjort tidigare. Många produkter inom ambulansen har inte uppdaterats på länge och det finns inga tvivel om att det finns ett behov för detta.
27

The re-evaluation and rebranding of a public library from a Human Centred Design (HCD) point of view: a case study

Heenop, Danelle 10 1900 (has links)
This study attempts to gain an understanding of the responsibilities and place of the designer within his/her social, political and environmental context, a topic which is continuously being scrutinised. Graphic designers, as practitioners and researchers, have shifted towards principles found within Human-Centred Design (HCD) and problem-solving processes, primarily concerned with the community’s need and the voice of the community members within the problem and thus integrating the user into the design practice and problem-solving process. This practice-based research project reflects upon the integration of human-centred graphic design processes, analysing the brand and wayfinding design currently incorporated in the Sasolburg Public Library (SPL) through the implementation of HCD thinking and problem-solving processes, Participatory Action Research (PAR) and the HCD IDEO toolkit. The researcher critically and experientially questions and reflects upon HCD thinking: its problem-solving strategies, strengths and the ultimate result of its integration into the project, as she aimed to codesign a functional brand identity and way-finding system that resonates with the identified community need as well as the SPL’s current space and place ‘description’, essentially attempting to create a public library that is human-centred at heart. The integrated co-designed problem-solving processes, guided by the HCD IDEO toolkit, were applied within a focus group setting, and comprised out of seven focus group sessions referred to as HCD team meetings. The focus group sessions consisted out of six HCD team meeting and one member checking contact session, supported by various research phases. The team meetings all considered theoretical constructs within multiple HCD research approaches, including the HCD analysis model, PAR research cycles and the action research model, constantly re-considering existing assumptions and structures within the unique context of a public library setting, but specifically the SPL. Each focus group team meeting, and its subsequent research tools, were tailor-made for the SPL context, considering principles of the co-design process along with the expertise and perceived knowledge structures of the HCD team consisting of the designer (as specialist within practice), the researcher (as specialist academic) and the librarians (as specialists within the SPL and the identified problem). Arising from this complex construction of tools, and subsequent data collected, various findings were made identifying the value and strengths as well as the feasibility of HCD thinking processes and their integration within a ‘real life context’. Summarised findings include: the implementation of co-design processes, PAR repetitive cycles, and the creation of design deliverables answering to identified needs; tensions identified within the co-design process, sparking the beginning of what seems to be a continuous and endless ‘power/authority/expertise struggle’ throughout the problem-solving process; an aesthetic adjustment (with specific reference to graphic design executions identified within traditional design practices) as a result of the co-design process and lastly, a break in HCD co-design thinking, which argues for implementing democratic thinking practice and processes within the production and design application process. Considering the findings on the HCD research process within the context of this research, suggestions towards possible design solutions and future potential applications (within a theoretical context) are made, allowing the research in its specific, public library context, to contribute to HCD theoretical thinking processes and their integration within graphic design research and practice.
28

Streamline the ski rental process using RFID technology : Develop a solution that optimizes the ski rental process and is designed after the customer´s and staff´s needs. / Effektivisera skiduthyrningsprocessen med hjälp av RFID teknik. : Utveckla en lösning som optimerar skiduthyrningsprocessen och är utformad efter kundernas och personalens behov.

Lundgren, Hanna January 2022 (has links)
Imagine you have booked a trip to the mountains and want to experience nature and the slopes. But unfortunately, you do not own your equipment and need to rent from a ski rental. As a customer, you then hope the rental process goes quickly, smoothly, and efficiently to avoid standing in long queues. That is exactly what this master thesis is about, is it possible to make the ski rental process more efficient and design a solution or service that optimizes the flow. Bottlenecks are something that slows down the process and by improving the bottlenecks hopefully a more optimized ski rental can be achieved. This master thesis is a collaboration with the company No More Boots. They have developed a tool called SkiClicker which makes the ski binding adjustment easier. SkiClicker had optimized the ski renting process by 40% and this master thesis is about to examine if more solutions could streamline the flow.    This project is built on human-centred design and service design. IDEO (2015) explain that human-centred design is about designing solutions after the users´ needs and believing the users who face the problems every day have the answer and the key to the solution. Performed interviews, surveys, and observations to understand the staff and the customer’s problems, needs and what they experience in a ski rental. Translated the problems into needs and according to Patnaik &amp; Becker (1999) is better to build a project on the users´ needs because needs last longer than any specific solution. Further Patnaik &amp; Becker (1999) describes it is more likely that the end-user will use the solution if it is built on their needs. Stickdorn et.al (2018) describe service design is about designing a whole service/ process after all stakeholders that are affected by the system and giving valuable experience to all stakeholders.  Used the Design Thinking process from IDEO in this project, the process involves three main phases Understand, Explore, and Materialize. The first phase is about empathize whit the user and understand their problems. Then define the needs and narrow down the information from the empathize phase and pinpoint the work further. The next phase is about generate ideas and create prototypes, to then test the ideas with the user. Last phase is about to materialize and implement the solution.  Radio Frequency Identification, RFID is a technology that enables wireless transmission of data by using radiofrequency waves (Smiley, 2020).  The advantage of RFID is that the tags can be detected through objects and at distance (Smiley, 2020). The result of this project became a service of renting, trying, and returning ski equipment by using RFID technology. Through guidance and recommendations is the goal to let the customer pick and try the ski boots by themselves without help from the staff. The return process is also something that was improved in this project. With this new return station, the customer no longer needs to take a queue note for returning the equipment. The customer can quick and easy just place the equipment in a return station and then is the equipment returned. Directly after new items had been placed on the return shelf, an icon will appear on a screen that the equipment is returned. All skis and ski boots are marked with RFID tags and the return station involves RFID readers to detect the tags. The staff already has a lot to do in a rental, so by allowing customers to perform more tasks on their own, a more time-efficient flow can probably be achieved. / Föreställ dig att du har bokat en resa till fjällen och vill uppleva naturen och backarna. Men tyvärr har du ingen egen utrustning och behöver hyra från skiduthyrningen. Som kund hoppas du att uthyrningsprocessen går snabbt, smidigt och effektivt för att slippa stå i långa köer, då det enda du vill är att åka skidor. Det är precis vad det här examensarbetet handlar om, är det möjligt att effektivisera skiduthyrningsprocessen och designa en produktlösning eller tjänst som optimerar flödet. Flaskhalsar är något som stoppar upp och saktar ner en process. Genom att förbättra flaskhalsarna kan förhoppningsvis ett mer optimerat skiduthyrningsflöde uppnås. Det här examensarbetet är ett samarbete med företaget No More Boots. De har tagit fram ett verktyg som heter SkiClicker som gör det lättare att justera skidbindningar. SkiClicker har optimerat skiduthyrningsprocessen med 40 % och det här arbetet handlar om att undersöka om det finns fler lösningar som kan effektivisera skiduthyrningen.  Projektet bygger på människocentrerad design och tjänstedesign. IDEO (2015) förklarar att människocentrerad design handlar om att designa lösningar efter användarens behov och inse att användaren som möter problemen varje dag har svaret och nyckeln till lösningen. Utförde intervjuer, enkäter och observationer för att förstå vad personalen och kunderna upplever i en skiduthyrning samt förstå vad de har för problem och behov. Enligt Patnaik &amp; Becker (1999) bör man bygga ett projekt på användarens behov i stället för en specifik lösning eftersom behov varar längre. Vidare skriver Patnaik &amp; Becker (1999) att det också är mer troligt att slutanvändaren kommer att använda lösningen om projekt är byggt på användarens behov. Stickdorn et.al (2018) beskriver att tjänstedesign handlar om att designa en hel tjänst/process efter alla intressenter som berörs av systemet, och genom tjänsten ge värde till alla intressenter. Designprocessen Design Thinking från IDEO användes i det här projektet, processen har tre huvud faser att Understand, Explore och Materialize. Den första fasen handlar om att empatisera med användaren och förstå deras problem. Sedan definiera användarens behov och smalna av informationen samt skapa en fortsatt riktning för projekt. Nästa fas handlar om att generera idéer, skapa prototyper och testa idéerna med användarna. Den sista fasen handlar om att materialisera och implementera lösningen. Radio Frequency Identification, RFID är en teknik som möjliggör trådlös överföring av data av radiofrekvensvågor, fördelen med RFID är att taggarna kan upptäckas genom objekt och via ett avstånd (Smiley, 2020). Resultatet av det här projekt blev en tjänst för att hyra, prova och lämna tillbaka skidutrustning med hjälp av RFID-teknik. Genom vägledning och rekommendationer är målet att låta kunderna hitta och prova pjäxor själva utan personalens hjälp. Returprocessen är också något som förbättrades i det här projektet. Med den här nya returstation behöver inte kunderna längre ta en kölapp för att lämna tillbaka utrustningen. Kunden kan smidigt och enkelt bara placera utrustningen i returstation för att lämna tillbaka utrustningen. Direkt efter att någon ny utrustning har placerats på returhyllan kommer en ikon upp på en skärm som visar att utrustningen är återlämnad. Alla skidor och pjäxor är märkta med RFID-taggar och returstationen har RFID-läsare för att kunna upptäcka taggarna. Personalen har redan mycket att göra i en skiduthyrning, så genom att låta kunderna utföra fler uppgifter på egen hand kan förhoppningsvis ett mer tidseffektivt flöde uppnås.
29

Assembly station development by flow analysis and systematic layout planning : Mapping of the current state of production, evaluation of alternatives and development of concepts for improved flow and flexibility

Abrahamsson, Oskar January 2021 (has links)
Modul system HH deliver modular storage systems and electrical solutions that can be combined according to the customer's wishes. This thesis combines argues for the importance for companies to keep improving their organization and production to remain competitive. By relating to a holistic view of the development of production environments, the project focuses on improvements for efficiency and social sustainability in the development of production. The project became relevant as the company has discovered difficulties in balancing production in the event of capacity changes and wants to develop rational flows and increase its flexibility. The project is limited to exploring three assembly stations and the operations and flows that belong to the assembly. The project spiral's iterative 3-step development process was chosen for strategic planning. This methodology allowed the work to continue forward despite the lack of data. The first step deals with planning and processes where technology and users were examined. In this planning phase, a Gantt schedule was used in the ClickUp program to plan the project and to-do lists and deadlines could be set. A literature study was conducted to strengthen arguments and raise new ideas. The theoretical overview focuses on areas around production development with a focus on the development of layouts/assembly stations, psychosocial work environment and organizational management. In the second phase of the project, requirements and wishes were mapped. This was done together with the company, the results from this step were then used to evaluate concepts before detailed development. The project also has several parts of the framework that Muther &amp; Wheeler developed called Systematic layout planning. It provided the tools to understand important connections through relationships and proximity analysis. These methods were also used to evaluate the results. Interviews, observations, and 3D modelling were also performed in this phase to gather information and to understand different production structures. Semi-structured interviews were performed with product managers, production designers, production planners. From these methods, I was together with some employees able to conclude that customer order-driven product development is the focus. That production places demand on rapid implementations in production and that modularity means great flexibility needs and fast lead times. We also found opportunities to minimize repetitive and time-consuming steps through development based on the operator's point of view. Concepts were developed through a development process based on proximity analysis, time studies and results from more subjective interviews. The concepts were then evaluated through an evaluation matrix based on formulated future requirements and wishes. The winning concept was developed in more detail and developed iteratively together with staff from the company. The final concept combines a new, more compact layout that considers proximity requirements between stations as well as flows of materials and operators. The final layout also introduces new types of material buffers and action proposals for improved collaboration and communication for increased flexibility.
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[pt] AS TRANSFORMAÇÕES TECNOLÓGICAS E IDOSOS: CONSIDERAÇÕES PARA O DESENVOLVIMENTO DE PROPOSTAS DE DESIGN QUE ENVOLVEM TECNOLOGIAS NÃO FAMILIARES / [es] LAS TRANSFORMACIONES TECNOLÓGICAS Y LOS ADULTOS MAYORES: CONSIDERACIONES PARA EL DESARROLLO DE PROPUESTAS DE DISEÑO QUE INVOLUCRAN TECNOLOGÍAS NO FAMILIARES / [en] TECHNOLOGICAL TRANSFORMATIONS AND THE ELDERLY: CONSIDERATIONS FOR THE DEVELOPMENT OF DESIGN PROPOSALS INVOLVING NON-FAMILIAR TECHNOLOGIES

GEORGINA DURAN QUEZADA 28 July 2020 (has links)
[pt] O homem propõe e exposto a mudanças tecnológicas desde os primeiros dias da humanidade. No entanto, o XX e início do século XXI, apresentou uma aceleração no desenvolvimento de tecnologias que transformam a vida quotidiana. Os mesmos avanços tecnológicos, juntamente com a melhoria da qualidade de vida, têm gerado um acelerado processo de envelhecimento da população e propor um campo de ação que se torna indispensável a considerar para o Design. Este trabalho teve como ponto de partida as questões sobre como idosos interagem com novas tecnologias, qual é a relação que têm com os objetos e serviços que incluem tecnologias que são estranhas ou novas para eles, bem como o impacto e a importância elas têm em suas vidas diárias. Também é importante saber, quais são os fatores que lhes permitem se aproximar ou afastar destas novas tecnologias? Para responder a estas perguntas, foram utilizadas técnicas metodológicas voltadas para o ser humano, e de inspiração etnográfica, design empático e design emocional, como forma de reconhecer o usuário idoso e propor soluções que facilitam a interação entre as pessoas idosas e as novas tecnologias. Esta tese apresenta uma abordagem metodológica de aproximação e compreensão das características e necessidades do usuário idoso. Foi realizado em duas experiências imersivas em casas de convivência para idosos; uma no Rio de Janeiro e outra na Cidade do México. Em ambos os casos foi proposta uma experiência de aprendizagem do uso básico de tablets e computadores para pessoas acima de 70 anos. A experiência serviu como uma técnica de pesquisa e reconhecimento de as motivações, frustrações e desejos que este grupo da população tem com respeito de um tipo particular de tecnologia que era estranha para eles. A partir deste trabalho são apresentados conclusões e considerações que podem ser retomadas pelos designers quando eles enfrentem o desenvolvimento de propostas de design que envolvam novas tecnologias e cujo usuário final são aqueles que excedam os 70 anos. / [en] The human being, generates and exposes himself to technological changes from the earliest days of humanity; however, the 20th and 21st centuries have showed an acceleration in the development of technologies tha t transforms daily life. The same technological advances, added to an improvement in the quality of life, have generated an accelerated aging of the population. Both factors (technology and ageing combined) presents fundamental fields of action to consider for the Design. This work had as its starting points, questions about the way older adults interact and relate with objects and services that include technologies that are new to them, as well as the impact and importance that these artifacts have in their daily lives, or the factors that bring them closer or far away of these new technologies. To answer these questions, human-centered design, empathic and emotional design and ethnographic-inspired methods, were used. This thesis presents a proposal for an approximation and understanding of the characteristics and needs of the elderly adult user related to technologies that are strange to them. It was made in two immersion experiences in recreation centers for seniors; one in Rio de Janeiro and the other in Mexico City. / [es] El ser humano propone y se expone a los cambios tecnológicos desde los primeros días de la humanidad, sin embargo, los siglos XX y XXI, han presentado una aceleración en el desarrollo de tecnologías que transforman la vida diaria. Los mismos avances tecnológicos, sumados a una mejora en la calidad de vida, han generado un acelerado proceso de envejecimiento de la población y proponen un campo de acción que se vuelve indispensable de considerar para el Diseño. Este trabajo tuvo como punto de partida los cuestionamientos acerca de cómo es que los adultos mayores interactúan con los nuevos medios, cuál es la relac ión que tienen con los objetos y servicios que incluyen tecnologías que les son ajenas o nuevas así como el impacto e importancia que tienen en su vida diaria. También es importante reconocer ¿Cuáles son los factores que los acercan o alejan de estas nuevas tecnologías?. Para responder a estos cuestionamientos, fueron utilizadas técnicas metodológicas centradas en el ser humano, y de inspiración etnográfica, el diseño empático y el diseño emocional, como la forma de reconocer al usuario adulto mayor, así como para proyectar propuestas de solución que faciliten la interacción entre los adultos mayores y las nuevas tecnologías. Esta tesis presenta una propuesta de metodología de aproximación y de entendimiento de las características y necesidades del usuario adulto mayor realizada en dos experiencias de inmersión en casas de esparcimiento para adultos mayores; una en Río de Janeiro y otra en la Ciudad de México. En ambos casos, se realizó una experiencia de aprendizaje básico de uso de tabletas y computadoras de escritorio para mayores de 70 años que sirvió como técnica de investigación y reconocimiento de las motivaciones, frustraciones y deseos que este grupo de la población tiene con respecto a un tipo de tecnología en particular que les resultaba ajena. A partir de este trabajo, se presentan conclusiones y consideraciones que pueden ser retomadas por los diseñadores cuando se enfrenten al desarrollo de propuestas de Diseño que involucran nuevas tecnologías y cuyo usuario final sean aquellos que sobrepasan los 70 años.

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