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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

Age-ing Future Curious toolbox : Meta-design toolkit for activating elderly group and a sustainable ageing future

Shao, Xinyue January 2018 (has links)
In the beginning of the 20th century, there were 87 million elderly people aged 65 and older. However, by the years 2030 and 2050, elderly people in China will rapidly growth to 243–252 million and 352–398 million, respectively. (Zeng, Y., 2010) The population aging transition will take place in China with this staggering rapidity, compared to European societies. Predictably, as for this aging pressure, Chinese society still needs more time to react to it. Ageing is not only a challenge for the society but also a big challenge for design. Along with the increasing numbers of the elderly, they cannot be ignored by design any more. The discussion here aspires to move the design mindset beyond accessibility or in other words ‘Design for disability’, and introduce ‘Design for capability’ as a process of social innovation. In the paper, the design research will focus on meta-design, as well as participatory design and social innovation as auxiliary research, for designing a ‘seed’ as a change agent. The ‘seed’, as a meta-design solution, can be described as ‘a shared design endeavor aimed at sustaining emergence, evolution and adaptation’ (Giaccardi, E., 2005). It offers a framework for both designers and users to change original mindsets in the practice. (Giaccardi, E., 2005) Furthermore, the following question will be carried through the whole research: how to reposition ourselves as designers on the intersection of meta-design, design for social innovation and participatory design? What is the design approach to generate tools that can encourage inactive elderly citizens as ‘passive receivers’ to transform as ‘active participants’? How can the tools studied here contribute in a synergic relationship within stakeholders as a mean to make elderly citizens’ urban living more sustainable in terms of participating, learning and expressing actively?
2

Yn's Travels : A re-examination of the misguided viewpoints and societal benefits of Video Games

Kazlauskaite, Milda January 2021 (has links)
This project is about storytelling, community building & management, and altering preconceived negative notions surrounding video games as a whole. Originally starting off as an idea of creating a game alongside people coming from both gaming and non-gaming backgrounds, the focus was then shifted towards creating with the former to be then exposed to the latter. More specifically, non-gaming individuals exhibiting doubt and criticism on video games and their legitimacy as a creative/entertainment medium, by showcasing the benefits and debunking instigated stereotypes with the games’ story-rich narrative.
3

Modèles et outils pour la conception de jeux sérieux : une approche meta-design / Tools and models for serious games design : a meta-design approach

Marne, Bertrand 10 July 2014 (has links)
Cette thèse en informatique se situe dans le domaine des jeux sérieux destinés à l'apprentissage et s'intéresse à leur conception et aux outils auteurs d'adaptation. Les jeux sérieux sont des Environnements Informatiques Pour l'Apprentissage Humain dont la conception nécessite la collaboration d'experts variés parmi lesquels les enseignants. Pour faciliter la conception multi-expertise initiale des jeux sérieux métissant motivation et apprentissage, nous proposons un cadre conceptuel, les 6 facettes de la conception des jeux sérieux, qui aide les parties prenantes à collaborer à chaque étape de conception. Les 6 facettes sont enrichies par la bibliothèque de patrons de conception que nous proposons, et qui construit un vocabulaire favorisant la conception participative.Pour permettre la co-conception des jeux sérieux dans l'usage par les enseignants, nous avons prolongé l'approche de la conception participative à celle du meta-design. Nous proposons un modèle et un outil auteur permettant aux enseignants d'adapter les jeux sérieux à leurs contextes spécifiques d'enseignement. MoPPLiq est un modèle à la fois formel et graphique qui représente la scénarisation des jeux sérieux à étapes, de façon à la rendre compréhensible et manipulable. APPLiq est un outil auteur permettant de manipuler des modèles MoPPLiq, en maintenant leur cohérence grâce à une vérification et une compensation automatique de la planification. Nos outils conceptuels (6 facettes et patrons de conception) et logiciels (MoPPLiq et APPLiq) ont été mis à l'épreuve lors de travaux de conception de jeux sérieux avec des partenaires publics et privés et avec des jeux sérieux utilisés par des enseignants. / This thesis in computer science is in the field of Serious Games (SGs) for learning, and focuses on designand authoring tools for adaptation.SGs are Technology Enhanced Learning systems whose design requires collaboration of different types ofexperts among which teachers.To help the initial multi-expertise design of the SGs that mix fun and learning, we propose a conceptualframework named the 6 Facets of the Design of SGs, which helps stakeholders to collaborate at everystage of design. The 6 Facets are enhanced by the design pattern (Dps) library we offer, which builds avocabulary promoting participatory design.To enable teachers to co-design SGs during the use stage, we extend the participatory design approach tometa-design. We propose a model and an authoring tool that help teachers to adapt SGs to their specificteaching contexts.MoPPLiq is a model, both formal and visual, representing the several stages of an SG. It is meant to beexplicit and adaptable by teachers. APPLiq is an authoring tool meant to adapt instances of MoPPLiqmodels, and automatically check and compensate their inconsistencies.Our conceptual tools (6 Facets and DPs) and software tools (MoPPLiq and APPLiq) were tested whiledesigning SGs with public and private partners and with SGs used by teachers.
4

The LIKA Bracelet : A materialization of Swedish compulsory schools LIKA treatment plan. / LIKA-armbandet : En materialisation av svenska grundskolans likabehandlingsplan

Wallenberg Glimhester, Nadine January 2022 (has links)
No description available.
5

What do you think? Board games help newcomers integrate into local life in a socially and environmentally sustainable way. / What do you think? Board games help newcomers integrate into local life in a socially and environmentally sustainable way.

Xu, Wanying January 2023 (has links)
This report mainly introduces how I, as a designer, use the meta-design theoretical framework and design methods to explore my board game design. Introduction “The most important challenge today and in the future concerns sustainability – to create a world that is good for both people and the environment, locally and globally”. -Linnaeus University I am a design student from China studying in Sweden. It is a challenge for me to go abroad and come to a new country and city to study and live, but also an interesting change. This thesis was inspired by some of my experiences in Sweden. As a newcomer to another country. I have no particular knowledge of Swedish. Although I did some research before coming to Sweden, all I know is that Sweden is a neutral country. It is a country that likes to maintain social distance. It is a country that pays great attention to environmental protection and sustainable development. It is a country with a very lovely language. But just knowing these things cannot help me to study and live in Sweden well. I realized I needed some help from the locals. So here came my first question. How can I get in touch with the locals? For me as a student, the best connection resources are already in front of me. That is my classmates. But as a new student who just arrived in the class, I did not have enough courage to take the initiative to ask the local students about how to live in Sweden. However, I was lucky. Most of my classmates are very enthusiastic. From the conversations with them, I can feel their curiosity about me. Maybe it was because we are about to spend three years studying together, or maybe it was out of kindness to others. Compared with my luck, other friends around me who also came to Sweden to study felt a little bit lost. They found it difficult to integrate with local students. They did not know how to open the topic, and they did not know how to find a common language. They found that local students were more likely to hang out with friends from their own country. During the two years I spent in Sweden, I felt the warmth of the local people. Of course, there are also many cultural differences. I also heard from many friends around me that they think it is difficult to really integrate into Sweden. They could feel a sense of social powerlessness. So, I started thinking, as a design student, what design changes can I make for this? Is it possible to use design to make an experimental intervention game? For example, integrating the simple board games we used to play as children, and redesigning and integrating them into an activity that can be made and played together in a social place. Of course at the same time, I also discovered some small games that Swedish students like to play at parties. Like an icebreaker, everyone is happily participating. But the materials these games require are not particularly environmentally friendly. For example, disposable plastic cups, plastic ping pong balls. Especially during the epidemic, every time a party was held, some students were infected with the virus. So, I was thinking, what kind of games do not require close physical proximity, are interactive and are environmentally friendly and can be used sustainably? With this question, I started my game design journey.
6

Metaprojektavimo aspektų realizavimas pakartotinio naudojimo technologija grindžiamose informacinėse sistemose / Implementation of meta-design aspects for information systems based on reuse technology

Ridikaitė, Milda 16 August 2007 (has links)
Dokumento tikslas yra pristatyti pakartotinio panaudojimo technologijos, komponentais grįsto projektavimo ir metaprojektavimo aspektų simbiozės. Simbiozė realizuojama per programinės įrangos architektūros modelį ir rinkinį pakartotinio panaudojimo komponentų, kurie sukurti įtraukti galutinį vartotoją į programinės įrangos procesą kaip projektuotoją. / The aim of this paper is to present symbiosis of reuse technology, component based design and meta-project aspects. Symbiosis occurs through software architectural model and set of reusable components designed to involve end-user to software development process as designer. Theoretical background of specified model is delivered in the beginning sections of this thesis. As experimental solution information system was introduced. System provides a pack of highly configurable and customizable components designed to achieve common tasks. Unexpected or rare tasks are solved by providing extra components, which are developed and integrated to entire system according predefined rules. Several complete definitions and application areas of those components are given. Paper also includes statistics about reusable component life cycle in different software projects: how often they are reused and for what purpose. Thesis is concluded with pros and cons of suggested model.
7

Design estratégico e design para experiência: análise de uma aplicação metaprojetual no contexto de Ensino Superior de Moda gaúcho

Scherer, Camila Bisol Brum 15 August 2013 (has links)
Submitted by Maicon Juliano Schmidt (maicons) on 2015-07-03T16:53:39Z No. of bitstreams: 1 Camila Bisol Brum Scherer.pdf: 4348456 bytes, checksum: a0a8c3667596a3d2fe688161c7fa7e9c (MD5) / Made available in DSpace on 2015-07-03T16:53:39Z (GMT). No. of bitstreams: 1 Camila Bisol Brum Scherer.pdf: 4348456 bytes, checksum: a0a8c3667596a3d2fe688161c7fa7e9c (MD5) Previous issue date: 2013-08-15 / Nenhuma / A presente dissertação objetivou o estudo da relação entre Design Estratégico e Design para Experiência, por meio de uma aplicação metaprojetual. Enquanto abordagem voltada à decisão organizacional, o Design Estratégico é fundamentado na cultura de projeto, resultando em diferenciação e Efeitos de Sentido, pela proposição de Sistemas Produto-Serviço (PSS). Caracterizado como uma ferramenta do Design Estratégico, o conceito de Metaprojeto subsidia a cultura de projeto, pela geração de Concepts que impulsionam interações entre usuários e produto. O Design para Experiência, por sua vez, projeta as interfaces que proporcionam essas interações. Esse trabalho respondeu como uma aplicação metaprojetual, voltada ao Design para Experiência, promove novas interações entre um curso superior de Moda gaúcho e seus potenciais ingressantes. Como procedimento metodológico, desenvolveu-se investigação teórico-prática, sob forma de pesquisa-ação, na qual a realização de um workshop possibilitou a aplicação metaprojetual. Para tanto, fez-se o estudo no curso de graduação de Moda da UNISINOS, dado o seu enfoque em Design Estratégico. Já a determinação do contexto de pesquisa considerou a aproximação entre Moda e Design no ensino superior, bem como a crescente oferta de formação em Moda e similaridade dos cursos gaúchos. Essa pesquisa resultou no alinhamento teórico entre Design Estratégico e Design para Experiência, através da geração de Efeitos de Sentidos e tríade usuário, produto e mercado. De igual forma, possibilitou a proposição de Concepts de Sistema Produto-Serviço, para diferenciação do curso da UNISINOS. / This dissertation analyze Strategic Design and Experience Design through Metadesign. Considered one discipline focused on Decision Making, Strategic Design has based on project culture, resulting in differentiation and Effects of Meaning, by the proposition of Product-Service Systems (PSS). Characterized as an instrument of Strategic Design, Metadesign subsidizes the project culture through Concepts who promote interactions between users and products. In turn, Experience Design creates tools for these interactions occur. The problem of this study understand how Metadesign, focusing on Experience Design, promotes new interactions between an undergraduate degree of fashion and their prospects, in the state of Rio Grande do Sul. The research methodology includes a theory and practical investigation through action-research and a proposition of workshop. Therefore, the author studies the UNISINOS undergraduate degree of fashion because their focus on Strategic Design. The context of research considers the approach between fashion and Design in higher education and the increased supply of fashion courses and the lack of differentiation of them, in the state of Rio Grande do Sul. As a result, Strategic Design aligns to Experience Design, through the Effects of Meanings and the triad of user, product and market. Likewise, this dissertation proposes Concepts of Product-Service System to differentiate the course of UNISINOS from the others.
8

A framework for simulation-based integrated design of multiscale products and design processes

Panchal, Jitesh H. 23 November 2005 (has links)
The complexity in multiscale systems design is significantly greater than in conventional systems because in addition to interactions between components, couplings between physical phenomena and scales are also important. This complexity amplifies two design challenges: a) complexity of coupled simulation models prohibits design space exploration, and b) unavailability of complete simulation models that capture all the interactions. Hence, the challenge in design of multiscale systems lies in managing this complexity and utilizing the available simulation models and information in an efficient manner to support effective decision-making. In order to address this challenge, our primary hypothesis is that the information and computational resources can be utilized in an efficient manner by designing design-processes (meta-design) along with the products. The primary hypothesis is embodied in this dissertation as a framework for integrated design of products and design processes. The framework consists of three components 1) a Robust Multiscale Design Exploration Method (RMS-DEM), 2) information-economics based metrics and methods for simplification of complex design processes and refinement of simulation models, and 3) an information modeling strategy for implementation of the theoretical framework into a computational environment. The framework is validated using the validation-square approach that consists of theoretical and empirical validation. Empirical validation of the framework is carried out using various examples including: pressure vessel design, datacenter cooling system design, linear cellular alloy design, and multifunctional energetic structural materials design. The contributions from this dissertation are categorized in three research domains: a) multiscale design methodology, b) materials design, and c) computer-based support for collaborative, simulation-based multiscale design. In the domain of design methodology, new methods and metrics are developed for integrating the design of products and design processes. The methods and metrics are applied in the field of materials design to develop design-processes and specifications for Multifunctional Energetic Structural Materials. In the domain of computer-based support for design, an information modeling strategy is developed to provide computational support for meta-design. Although the framework is developed in the context of multiscale systems it is equally applicable to design of any other complex system.

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