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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.
91

Desenvolvimento de um jogo educativo para crianças com hemofilia : Developing an educational game for children with hemophilia / Developing an educational game for children with hemophilia

Matsunaga, Roberta Mayumi, 1985- 22 August 2018 (has links)
Orientadores: Marcos Augusto Francisco Borges, Regina Lúcia de Oliveira Moraes / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Tecnologia / Made available in DSpace on 2018-08-22T02:03:37Z (GMT). No. of bitstreams: 1 Matsunaga_RobertaMayumi_M.pdf: 3732769 bytes, checksum: 7473b0451c343a4a40d122deb213a2eb (MD5) Previous issue date: 2013 / Resumo: De acordo com o último levantamento do Ministério da Saúde, o número de indivíduos com hemofilia cadastrados no Brasil era de 9.978 em 2010 (Ministério da Saúde, 2013), o que torna o Brasil o país com o terceiro maior número de indivíduos identificados com doença. Sendo a hemofilia uma doença que acomete o indivíduo desde o nascimento, é fundamental que a criança conheça suas limitações para ter um desenvolvimento físico saudável. Isso requer cuidados especiais a fim de evitar episódios de traumatismos que podem comprometê-la quando adulta. As crianças com hemofilia carecem de material educativo de qualidade sobre a doença e suas problemáticas. Com o intuito de informar essas crianças de forma lúdica e motivadora, o presente trabalho propõe o desenvolvimento do protótipo de um jogo educativo, denominado Hemotion, que contém informações sobre a doença. A intenção é que o jogo seja um meio lúdico de informar, esclarecer e incentivar comportamentos adequados das crianças em relação à doença que irão enfrentar por toda a vida. Trata-se de um Projeto multidisciplinar que foi desenvolvido no Laboratório de Informática, Aprendizagem e Gestão da Faculdade de Tecnologia (LIAG-FT) em conjunto com a Unidade de Hemofilia do Hemocentro, ambos da Universidade Estadual de Campinas (UNICAMP). Os desenvolvedores contam com o apoio da equipe multidisciplinar do Hemocentro, que é composta por médicos, fisioterapeutas, enfermeiros, pedagogos e psicólogos / Abstract: The Ministério da Saúde published that in Brazil there are around 9.978 people with hemophilia in the country is the third with the largest number of individuals with this disease. Hemophilia is a disease that affects the individual from birth, so it is fundamental that the child learns his limitation in order to have a healthy physical development. This requires special care to avoid episodes of trauma that may compromise the child as an adult. However, children who suffer from hemophilia do not have quality educational material on hemophilia and it's problematic. In order to inform these children in a ludic and motivating way, this project aims to develop a prototype of an educational game, called Hemotion that will have information about the disease. The intention is that the works in an entertaining way to inform enlighten and encourage appropriate behaviors of children in relation to the disease they will face throughout life. It is a multidisciplinary project that was developed in the Laboratório de Informática, Aprendizagem e Gestão da Faculdade de Tecnologia together with the a Unidade de Hemofilia do Hemocentro, both from the Universidade de Campinas. To support the project, the developers will have the assistance of the multidisciplinary team of the Hemocentro that is composed by doctors, physiotherapists, nurses, educators and psychologists / Mestrado / Tecnologia e Inovação / Mestre em Tecnologia
92

Den grafiska designern i kollaboration med användare

Harrysson, Ian January 2019 (has links)
Utformningen av grafiska kommunikationshandlingar grundar sig ofta på en grafisk designers konstnärliga och intuitiva förmåga, vilket skapar litet till inget utrymme för inkludering av användaren i utvecklingen av en designlösning. Samtidigt tar användarcentrerade metoder en allt större plats inom design och designforskning, ett område där grafisk design verkar ligga efter andra designpraktiker. Denna uppsats bygger på frågeställningen: hur kan grafiska designers inkludera användare som medskapare i en designprocess? Uppsatsen utforskar tillämpningen av användarcentrerade designmetoder och syftar till att utveckla kunskap om hur en grafisk designer kan samarbeta med sina användare i utvecklingen av en grafisk designlösning. Genom tillvägagångsätt såsom Participatory Design och Co-design anordnades en sammankomst för gemensam utforskning av gränssnittsdesign. Designdrivna aktiviteter för kunskapsproduktion tillämpades i medskapandet med potentiella användare. Undersökningen visar på att användarna kunde känna sig som medskapare av information, men att ytterligare utveckling av workshopens aktiviteter är aktuellt för att de ska känna sig som medskapare av en artefakt. Undersökningen påvisar också att kunskapsutveckling krävs för att den grafiska designern ska ha den kompetens som behövs för att utforma och leda en sammankomst för gemensam utforskning, vilket kan ske om liknande användarcentrerade designmetoder introduceras redan under studietiden. / Graphic design concepts often seem to rely on the graphic designers’ artistic talent and intuitive abilities, offering little to no space for including end-users in the graphic design process. At the same time, human centered design is at a peak of interest within the field of design research, an aspect in which graphic design seems to be lagging behind. The research question in this essay is `how can graphic designers include end-users as co-creators in a design process?´. The essay explores the practice of human centered design and aims to develop knowledge about how graphic designers can collaborate with end-users in the development of graphic design concepts. Through approaches such as Participatory Design and Co-design a workshop within collaborative exploration was arranged and held. Design driven activities for the production of knowledge were explored. The study shows that the end-users were able to feel like co-creators of information, but that further development of the activities applied in the workshop is needed for the end-users to feel like co-creators of an artefact. The study also shows that in order for the graphic designer to be able to arrange and facilitate a workshop for collaborative exploration, the graphic designer needs further knowledge about human centered design. This knowledge could be provided during the time of study.
93

Echoing Awareness : Sound as a co-designing agent

Singh, Sarvjit January 2021 (has links)
This project is a site-specific ethnographic study of a culture around a community water tank that serves as a value-driven piece of architecture and has become an inconspicuous tourist attraction in the city of Växjö due to its peculiar acoustic property. At the onset, I draw parallels between an ancient underground temple called the Hypogeum located in Malta, where the physical dimensions of the space similarly shaped sensorial experiences in more nuanced ways than conventional architecture of its time. The core of my work here has three explorative angles. One, where I embark on interdisciplinary research approaches, to conduct field studies and investigate ways to empirically test how the physical properties of spaces shape cognitive impressions. A crucial need to express spirituality within an academic framework is proposed and a method of non-intentional design (NID) is introduced as my driving process for the study. Two, as a digital story, I conduct interviews and make the culture of this space visible to the public through an instagram account called #echoingawareness. And three, I present some of my experience building this slow and steady relation with the local municipality with a proposal to provide space on the urban planning table for bottom-up approaches where voices from such sacred spaces can be made more inclusive. I hope this could be a useful resource as a transdisciplinary study for future planning of urban architecture and design.
94

Urban Energy Sceneries : Reflecting on renewable energy through design

Ustinova, Valentina January 2021 (has links)
As growing environmental concerns reshape our view on planetary resources, including energy generated from them, it opens an exciting space for design interventions. This study applies Research through Design methodology and series of Participatory Design activities to explore how IxD may address human relations with energy and which characteristics of the interactive artefact might foster playful exploration of energy sources. The design process consisted of two main phases — design space exploration and final design development. The design concept emerging from this study is an interactive installation for public space meant to encourage more personal relationships with water.
95

Beyond human (self-) care : Exploring fermentation as a practice of caring with humans, non-humans and the planet Earth

Föhr, Stephanie January 2020 (has links)
The present thesis deals with the playful exploration of fermentation as a practice of care. Fermentation has a lot of positive impacts and can be seen as a practice of care in relation to human self-care, caring with human others, relationships to non-human beings, like microorganisms, and caring with the planet Earth. Based on the question ‘What can game design do to explore fermentation as a practice beyond human (self-) care?’ I developed an Online Fermentation Game. The game functioned as a conversational framework to explore together with co-creators the possibilities of more careful and sustainability-oriented food practices on the example of fermentation. The game involved the step by step and hands-on fermentation of fruits and vegetables while exploring the complexity of care in relation to fermentation.  With this project, I aimed to offer a co-learning space to explore together with co-learners the possibilities of more careful and sustainable food practices on the example of fermentation in a playful way. To create a dialogue about more than human care in relation to food, in particular fermentation. To inspire the co-learners to question their relationships around food and discover which actors to care with. Beyond this project and in a larger context, I aim for a paradigm shift from the individualistic human benefit towards a notion of more than human care. This shift can make a huge difference regarding a more sustainability-oriented future of food. With this thesis project, I strived to make a small contribution to this long term vision. Starting from the human need for healthy food, the blind spot of acknowledging fermentation as a sustainability-oriented practice beyond human care, that the majority of other fermentation workshops is missing, was explored in a playful way. The global Coronavirus (COVID-19) pandemic that this project happened to be situated in challenged me in creating a safe and comfortable co-learning space. Therefore, this project focused on creating a digital- and home-based game experience. To hand over, other design practitioners and change agents can apply and transform the game as part of their fermentation projects. On a broader perspective, the concept of this explorative design game can be adapted inside but also outside the food sector. The project serves as inspiration for a playful and at the same time careful approach to design and change-making. Moreover, it shows an example of shifting community spaces provoked by crises.
96

Co-design av prototyp på distans i hemmiljö : Deltagarnas upplevelser och interaktion / Remote Co-design of Prototype in Home Environment : Co-designers’ Experiences and Interplay

Bolinder, Erik Adrian January 2021 (has links)
Som studerande på webbutvecklarprogrammar har intresse skapats för co-design och i rådande situation med Covid-19-pandemi, co-designs tillämpning på distans i hemmiljö. Termen co-design förklaras som ett koncept som används av utvecklare där en extern aktör, oftaen representant från den tänkta användargruppen är med i utvecklingsprocessen. Co-design pådistans, men framför allt på distans i hemmiljö är relativt outforskat och studien syftar såledestill att undersöka hur co-design kan göras i hemmiljö. Syftet med undersökningen med co-design på distans i hemmiljö är att försöka svara på hurco-design kan göras på distans i hemmiljö. Undersökningen försöker också ta reda på hursamspelet mellan co-designers fungerar och huruvida co-designers upplever att deras behovav en applikation tydliggörs. Undersökningsfrågorna är formulerade för att ta reda på hur rollen som co-designer upplevs i deltagarens hemmiljö, samt hur deltagandet i co-design bidrartill en klarare bild av tänkta applikationer för att slutligen ta reda på hur det upplevs att varainkluderad i skapandeprocessen. Studien använder sig av redan etablerade metoder för co-design där deltagarna var med iskapandeprocessen av en prototyp. Vid utförande av denna studie har explorativ forskningmed insamling av kvalitativa data genom observationer gjorts utöver de metoder som finnsetablerade för co-design. Resultatet från undersökningen har delats upp i tabeller som illustrerar hur skiss-sessionen hargått till, scenarier vilka deltagarna tagit fram, omarbetning av scenarier för att passa det tänktasyftet med applikationen som skulle tas fram, genomförande av scenarier, applicering av idéerpå prototyp samt diskussion. Resultatet är framtaget genom analys av de inspelade sessionerna med deltagarna i co-designen. De viktigaste fynden som hittades är att användandet avscenarier är användbart då det genererar idéer och förslag som kan appliceras på prototypen,att samarbetet med andra co-designers är gynnsamt då det erbjuder perspektiv till enskilde codesignern och att upplägget erbjuder design i en svåråtkomlig miljö.
97

Co-design på distans : Att i hemmiljö utveckla applikationsprototyper för hemmabruk / Remote Co-Design : Developing Mobile Application Prototypes in Home Environment for Home Use

Wiklander, Christoffer January 2021 (has links)
Co-design är en systemutvecklingsmetod som går ut på att potentiella slutanvändare får vara med under designprocessen och designa produkter i samråd med övriga intressenter, exempelvis designers och utvecklare. En utmaning för dagens IT-utveckling är att den ökade digitaliseringen i vår vardag skapar nya kontexter av användningsområden där designarbeten måste anpassas för att kunna genomföras. Undersökningens syfte har varit att ta reda på hur man kan anpassa designtekniker och interaktiva verktyg för att kunna genomföra co-design på distans i hemmiljö. För att kunna svara på frågeställningen konstruerades en iterativ genomförandeprocess bestående av 3 digitala sessioner där 2 designers och 4 rekryterade co-designers träffades i grupp under 3 tillfällen. I genomförandet användes skisser, prototyper och scenarion som grund för att konstruera en mobil applikation för ett framtida smartkök. Undersökningen visade att distansutförande kan påverka tidsåtgången negativt för en del arbetsmoment och att det i vissa fall skulle vara fördelaktigt att i stället anordna fysiska träffar. Några av de svårigheter som identifierades var att digitala kommunikationsverktyg kan begränsa deltagarna och hindra dem från att yttra sina tankar och åsikter. Trots detta visar resultaten på att co-design på distans kan främja ömsesidigt lärande och att det är möjligt att anpassa både designtekniker och interaktiva verktyg för att fungera i olika miljöer. Distansutförande har fördelen att det möjliggör åtkomst till användningsmiljöer som vanligtvis skulle vara svåråtkomliga, däribland slutanvändarens egna hem.
98

Engaging Content Experience- Utilizing the Strossle recommendation capabilities, across publishers’ websites

Maes, Pauline January 2018 (has links)
The project aims at exploring the process of designing recommender systems from a users’ perspective. Recommendations are the systems that can help users navigate in the overload of information, that is currently available online. This project focuses on the recommender network of Strossle, which provides article recommendations across various publishers’ websites. User-centered research has been performed to understand the current system and how that influences the users’ perceived experience. The goal was to develop a more engaging content experience for the Strossle recommendation system. This is done by means of participatory design methods. As people tend to use recommendations very sporadic and they often do not really know what they are looking for. The emphasis was on finding the balance between exploratory browsing and navigating towards the users’ preferences. In order to achieve this, a more dynamic widget has been developed that offers navigation in various related topics.
99

EXPLORATION OF DIGITAL FEATURES FOR THE SOCIAL INTEGRATION OF IMMIGRANTS IN SWEDEN: A PARTICIPATORY DESIGN STUDY

Macotela, Carla January 2018 (has links)
This thesis looks to explore from a user-centered standpoint, which mobile application features are relevant in the social integration of new arrivals in Sweden. Mobiles are used by individuals who are moving away from home not only to stay connected to their close ones but also as a way for empowerment and adaption in their new homes. Access to information helps immigrants to face the new challenges new host societies present. Nowadays mobiles and more specifically smartphones are becoming the principal sources for new arrivals to obtain information. As mobiles become more common among immigration groups, governments and institutions are turning to them as new ways for addressing migration challenges such as integration. This thesis, through a participatory design study, explores possible mobile digital application features that could be relevant in the social integration of immigrants. The goal is to develop through a cooperative and co-design method a prototype of a mobile application that can fit better with the necessities of new arrivals and can also facilitate better ways for social integration. As a result, it could be determinate that features that provide users the ability to gather information from one source are the most important for immigrants. Additionally, users want to be able to have control over the information they are receiving according to what phase they are at the integration process. Also, digital features seem not to be enough and digital and offline cooperation are suggested. In the process, participants provided innovative ways on how integration challenges can be addressed.
100

Building experience for Seichi Junrei "Anime pilgrimage"

Axelsson, Edgar January 2020 (has links)
Despite growing as a new popular facet of tourism in Japan, Seichi junrei is still niche and largely undocumented, stifling both the experiences of participants as well as the opportunities in the tourism industry. The tourism industry is changing and always trying to improve but lacks a personal touch. According to studies, the tourism industry focuses more on mainstream tourism than it does on niche tourism. Seichi junrei community issues are not being heard by the tourism industry; There are no user-friendly platforms available for the subculture to contribute towards tourism. This text explores the development of tourism and improving the experiences of tourists participating in the phenomena known as seichi junrei. Seichi junrei is explored through ethnography to create bonds. Together as a team of voluntary participants, through participatory design challenges the current problems with tourist experiences and improves them through digital tourism. The thesis creates a community and a platform that solves the user experience problems of seichi junrei. Seichi junrei becomes a guide for new fans where everyone can work as a community and help evolve the tourism phenomena of seichi junrei.

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