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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.
141

En studie om typografiska designbeslut för personer med dyslexi : Tillgänglig typografisk design på mobilskärmar / Accessible typographic design on mobile screens

Persson, Tova, Swiatnicka, Ingrid January 2024 (has links)
Approximately 20–25 percent of the Swedish population experience difficulties with reading and writing, and 5–8 percent have dyslexia. Despite this and the widespread use of mobile phones, research on typographic design is primarily focused on the general population, creating a knowledge gap regarding how design decisions can affect individuals with dyslexia. Therefore the purpose of this study was to deepen the understanding of how different fonts and typographic elements on mobile screens affect readability for people with dyslexia. Participants were recruited from various Facebook groups using a subjective and snowball sampling method, including a group of individuals with dyslexia and a comparative control group. The survey was designed based on previous research and was conducted online, including a readability test. The readability test consisted of nine images with short texts presenting different typographic conditions, and respondents assessed the readability on a five-point scale. Subsequently, the data were processed to identify patterns and correlations. The study was based on theoretical perspectives on typography, dyslexia, and cognitive load theory. The results showed that sans-serif fonts, especially Verdana, performed bestand were considered the most readable by both respondents with and without dyslexia. Additionally, the study found that custom fonts designed for dyslexia do not necessarily improve readability. This underscores the importance of choosing simple, well-known fonts to facilitate reading for people with dyslexia. The conclusions emphasized the need to minimize cognitive load and select fonts with a simpler design to promote readability. Lastly, the study also identified increased letter spacing as a strategy to improve readability on mobile screens for people with dyslexia. / Cirka 20–25 procent av Sveriges befolkning upplever läs- och skrivsvårigheter, och 5–8procent har dyslexi. Trots detta och den breda användningen av mobiltelefoner är forskningen om typografisk design främst inriktad på den generella allmänheten, vilket skapar en kunskapslucka för hur designbeslut kan påverka personer med dyslexi. Syftet med studien är att fördjupa förståelsen för hur olika typsnitt och typografiska element på mobilskärmar påverkar läsbarheten för personer med dyslexi. Genom ett subjektivt och snöbollsurval rekryterades deltagare från olika Facebookgrupper, både personer med dyslexi och en jämförande kontrollgrupp. Enkäten utformades med hjälp av tidigare forskning och genomfördes online, vilken inkluderade ett läsbarhetstest. Läsbarhetstestet bestod av nio bilder med korta texter med olika typografiska förhållanden, där respondenterna bedömde läsbarheten på en femgradig skala. Därefter bearbetades data för att identifiera mönster och samband. Studien utgick från teoretiska perspektiv om typografi, dyslexi samt kognitiv belastningsteori. Resultaten visade att sans-serif typsnitt, särskilt Verdana, presterade bäst och ansågs vara mest lättlästa av både respondenter med och utan dyslexi. Dessutom visade studien att specialanpassade typsnitt för dyslexi inte nödvändigtvis förbättrar läsbarheten. Det understryker vikten av att välja enkla och välkända typsnitt för att underlätta läsning för personer med dyslexi. Slutsatserna betonade behovet av att minimera den kognitiva belastningen och att välja typsnitt med en enklare design för att främja läsbarhet. Slutligen identifierade även studien ökat bokstavsavstånd som en strategi för att förbättra läsbarheten på mobilskärmar för personer med dyslexi.
142

Sociotekniska ensembler i förskolan : En kvalitativ studie om förskollärares föreställningar om handlingsfriheten avseende den digitala teknikanvändningen / Sociotechnical ensembles in preschool : A qualitative study on preschool teachers' perceptions regarding the use of digital technology

Meh, Se January 2023 (has links)
Syftet med denna studie är att undersöka förskollärares föreställningar om sin handlingsfrihet att använda digitala teknik samt synliggöra deras syn på teknikens möjligheter och utmaningar i undervisningen. Studien utgår från Priestleys modell av Agency med illustration av tre huvudområden med iterationella, praktiskt utvärderande och projektiva dimensioner. Enligt Priestley innebär att uppnåendet av agens alltid sker i konkreta och specifika sammanhang och förståelse av ett fenomen är beroende av kontexten som är ständigt föränderliga över tid (Priestley et al., 2015). Studien tar sin utgångspunkt i den kvalitativ metod i form av semistrukturerade intervjuer. Det insamlade materialet från intervjuerna genomgått en tematisk analys genom att transkriberats, sorterats, reducerats och argumenterats. Studiens resultat presenterades genom tre huvudteman där tema belyser olika kontruktioner. Det första temat betonade förskollärarnas syn på teknikens användning för lärande, och digital teknik sågs som en pedagogisk resurs, främjar kreativitet och språkutveckling samt tekniken upplevde som okontrollerbara. I det andra temat framkom att förskollärare kände sig osäkra i sin interaktion med digital teknik, hade vaga digitala kompetenser och visade brist på intresse för digitalanvändningen. Det tredje temat handlade om förskollärare i samkonstruktion med tekniken kan det leda till skolifieringsagent, programmeringsagent, kritiska agent och dokumenteringsaktör. Slutsatser som kan dras från studien är att tekniken är föränderlig och det innebär att förskollärare bör kontinuerlig hålla sig uppdaterad i utvecklingen. Digital teknik är en integrerad del av samhället och det är viktig som förskollärare att känna till barns rätt till digitalt lärande.
143

Reimagining Mood Boards for Inspiration : An Exploration of Mood Boards that Support Creativity in Mixed Reality with AI

Zheng, Hao January 2024 (has links)
My thesis project explores a new paradigm of mood board tool that challenges the current paradigm of confining everything to 2D, flat interfaces. while investi- gating how AI can inspire and assist industrial designers during the form explora- tion process. Using a human-centered design approach, the project led to the development of COSMO, an AI-integrated, inspiration-triggering mood board tool for industrial designers. It addresses the issue of limited variety in current digital inspiration platforms, where similar content is often suggested due to AI algorithms. COSMO encourages using a variety of inspiration sources, including digital visuals and real-life experiences. This approach fosters creativity and personal connection, helping designers deeply resonate with the inspiration they collect and retrieve it at a more profound level. COSMO also utilizes Mixed Reality technology to offer an immersive, distrac- tion-free experience when organizing and internalizing inspiration sources. It offers a virtual meditative space that uses AI-assisted association loops to build associations. These loops create multiple layers of associations, assisting human designers in widening their initial associations. This leads to inspiration sources that are semantically different but insightful.
144

Intentional Spaces : As AI understands more of the physical world, it enables us to make sense of our surroundings in new and easier ways.

van den Aker, Kay January 2024 (has links)
Even though most of our life happens in the physical world, most applications of AI are digital. We have to explain our intention and context to chatbots for them to support us with things happening in the world around us. Archetype AI, the collaboration partner of this thesis, is developing a Large Behavior Model (LBM) that perceivesand reasons about the physical world in real time by fusing multimodal sensor data and natural language. This thesis is a side track to the technical development of this LBM, exploring the landscape of interactions enabled when AI understands the world around us. A series of interventions with physical AI as a design material is presented to illustrate what the relation with such intelligent systems could look like in the future. The research also highlights the evolving role of designers, which transitions from crafting explicit interactions to shaping the behaviour of intelligent and context-aware environments. Lastly, the research raises questions to start asking as AI, and its role in our lives is evolving.
145

Play Agents : Expanding possibilities, and inspiring purpose in play.

Knossen, Jelte January 2024 (has links)
This project looks at the future of play. Technology currently dominates kid’s leisure time. Digital distractions contribute to decreasing playtime, emphasizing passive media consumption over active engagement in play. The project proposes integrating digital interactivity into physical toys to enhance active play. Doing so by expanding play possibilities and inspiring purpose. Simultaneously it is addressing the challenges of designing toys for diverse preferences by designing adaptive play elements. This project is exploring what is important for a regulating entity in Digi-physical play experiences. Calling for a conceptual solution named a Play agent. The report dives into various prototypes exploring what a play agent could be, what its roles are and what aspects could make them successful in creating sustained play patterns. It proposes two play types synced to the use of a play agent.
146

It’s smart, but you know, it lacks that human touch! : Exploring and designing for dynamic user control in AI-driven automated systems / Den är smart, men du vet, den saknar den där mänskliga touchen! : Utforska och designa för dynamisk användarkontroll i AI-drivna automatiserade system

Åkerblom-Andersson, Christina, Tjernström, Linnéa January 2024 (has links)
As Artificial Intelligence (AI) and automation become more intertwined, understanding their impact on user control is essential. This study investigates dynamic user control in AI-driven automated systems, particularly in work environments. While adaptive automation (AA) has been extensively studied, there's a gap in research on adaptable and hybrid automation, where users control the level of automation (LOA). We bridge this gap with a design-oriented case study structured into three phases, evaluating one adaptable and one hybrid prototype. By understanding real-world perspectives of users and providers of an AI-driven automation system, we address the question: "How can we support users with dynamic control when designing for human-centred automation?”. Our findings are synthesized into insights that suggest a preference for a hybrid approach; one that balances user and AI-system collaboration, providing adaptive and personalized support, without overwhelming adaptability. Overall, our results conclude the importance of human involvement in the automation process, underscoring the need for "human touch” in the design of humancentred automation (HCAI).
147

Hello Trivia Friend: Understanding Human-Agent Dynamics Through Design Provocation

McNulty, Charlotte, Dalli, Kevin C January 2024 (has links)
This study leverages a critical provocation design approach to examine user interactions with intelligent agents, specifically focusing on how non-conventional agent behaviours impact user perceptions. By embedding playful, challenging, and mischievous elements into the user experience, the research aims to uncover insights that traditional methods might miss. The experimental design involved participants interacting with a trivia game agent named Trivia Friend, which intentionally provided false feedback to provoke reactions and gain insights on user perceptions. Key findings highlight the emotional spectrum elicited by the agent’s behaviour, ranging from frustration and mistrust to amusement and engagement. The study reveals that user perceptions of fairness and communication style are influenced by the agent’s provocations. Furthermore, the research underscores the importance of managing user expectations. A provocative design can stimulate engagement. However, real world implementations of intelligent agents must be designed with fairness and transparency to ensure positive user experiences. The study calls for incorporating efforts towards emotional understanding, clear communication, and ethical considerations when implementing socially capable intelligent agents. This research contributes to the development of adaptive, user-friendly, and ethically sound intelligent AI based agents by offering valuable insights into the complex dynamics of human-agent interactions.
148

Investigating the design features for cognitive support in mass casualty triage : Developing a design for a cognitive tool to support decision-making

Ehrling, Stella January 2024 (has links)
In response to the critical need for a national mass casualty triage system in Sweden, this design study presents an iterative approach to developing a cognitive support tool tailored for medical personnel. The study integrates user feedback garnered through interviews with potential end-users and thematic analysis to understand the needs, preferences, and challenges in triage situations. The themes derived work to inform the creation of two distinct design proposals, with one of them based on existing support material to support the recognition primed decision making (RPDM) theory. Subsequently, these proposals undergo rigorous evaluation via a questionnaire designed to assess various criteria crucial to effective decision-making in such high-pressure scenarios. This questionnaire measures multiple design criteria essential for effective decision-making, including clarity, ease of use, comprehensiveness, and usability. Participants also provide qualitative feedback, offering insights into the strengths and weaknesses of each design proposal.  Analysis of the questionnaire data reveals a clear preference for specific aspects of each proposal. Specifically, participants favour the front side of Proposal 2 for its simple design of the triage algorithm. The back side of Proposal 1 received higher scores for its recognition primed design and intuitive portray of the triage system. The findings of this study underscore the importance of iterative design processes informed by user feedback in the development of decision support tools for high-stakes scenarios such as mass casualty triage. Future iterations of the design will integrate these preferences to refine the tool further, ultimately aiming to enhance the effectiveness and efficiency of medical personnel in responding to mass casualty incidents and to investigate the cognitive theories supporting design.
149

Biofonia : A citizen science service to monitor biodiversity

Toriseva, Jenni January 2016 (has links)
An increasing amount of both physical and mental layers keep distancing urban dwellers from the biophysical envi- ronment that we often call nature. Environmental psycholo- gists have coined the term ‘extinction of experience’ to de- scribe the decreasing amount of encounters urban dwellers have with the natural environment. With the depletion of these experiences we have less relation to the natural world. And what we cannot relate to, we find hard to value. The intent has been to explore new ways urban dwelling adults could interact with the natural environment in order to help them relate to the abstract notion of biodiversity. The final concept is inspired by expert and user insights gathered through ethnographic research methods. The resulting design concept is a service and product eco- system that is based in the field of soundscape ecology.
150

Inclusive Design : A Concept for an Accessible City Map

Petermann, Felix-Marcel, Greczylo, Jennifer January 2019 (has links)
This thesis proposes a concept for exploring cities with an inclusive map. Most of current studies and projects only include one kind of user groups if creating systems for navigation and exploring new areas. Often, if creating a system for a very exclusive user group, e. g. visually impaired, other user groups are not considered. Though in order to create an accessible system, studies should include the user in the range of the most inclusive and most exclusive user groups. This is why we tried to create the concept of a design for an accessible city map under the approach of inclusive design. Since around 15 per cent of the world population suffer from some kind of disability, we decided to start with the most exclusive users of a city map – visually impaired. Therefore, theoretical and practical human-centred design methods are used to create a prototype hand in hand with the future user groups. The details used in the design process incorporates data from 10 survey answers from visually impaired people as well as data from 10 interviews with sighted people and a workshop with six people from different professions out of sociology, tourism marketing, HCI and language sciences. Additionally, at the end of the process, an evaluation with three visually impaired and two sighted people was used to prove the concept of the created prototype. The prototype was created with different digital fabrication and IoT tools and technologies. It should help to make public spaces more accessible and explorable. We hope to deliver a base idea of an accessible city map, which shows how to include inclusive design in the regular design process, in order to design without exceptions. The evaluation showed that our idea worked and that even though the users' groups are very different, they have a lot in common.

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