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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.
81

Embodied Core Mechanics : Designing for movement-based co-located play

Márquez Segura, Elena January 2016 (has links)
Movement-based interactive systems for play came into the spotlight over a decade ago, and were met with enthusiasm by the general public as well as the Human-Computer Interaction research community. Yet a decade of research and practice has not fully addressed the challenge of designing for the moving body and play. This thesis argues that often, the role of the technology to sustain the play activity, and to drive the design process, has been over-emphasized, and has resulted in limited design possibilities. This thesis explores an alternative design approach to address the problem through combining the design of the technology with designing aspects of the social and spatial context where the play activity takes place. The work is grounded in an embodied perspective of experience, action, and design. Methodologically, it belongs to the Research through Design tradition (RtD). A core concept and a characterization of design practices are presented as key contributions. The concept of embodied core mechanics is introduced to frame desirable and repeatable movement-based play actions, paying attention to the way these are supported by design resources including rules, physical and digital artifacts, and the physical and spatial arrangement of players and artifacts. The concept was developed during the two main design cases: the Oriboo case, targeting dance games for children, and the PhySeEar case, targeting rehabilitative therapy for the elderly. It was further substantiated in subsequent external design collaborations. To support the design process, this thesis presents embodied sketching: a set of ideation design practices that leverage the embodied experience and enable designers to scrutinize the desired embodied experience early in the design process. Three forms of embodied sketching are presented: embodied sketching for bodystorming, co-designing with users, and sensitizing designers. Through reframing the design task as one of designing and studying embodied core mechanics, this thesis establishes an alternative approach to design for movement-based play in which significant aspects of the embodied play experience, lead, drive, and shape the design process and the design of the technology.
82

Pesquisa através do design e prática crítica : uma investigação sobre o desenvolvimento de artefatos críticos no processo de construção de problemas de pesquisa acadêmicos

Lorenz, Bruno Augusto 23 March 2018 (has links)
Submitted by JOSIANE SANTOS DE OLIVEIRA (josianeso) on 2018-05-28T12:50:39Z No. of bitstreams: 1 Bruno Augusto Lorenz_.pdf: 11301208 bytes, checksum: 8c50f8de2f0ed9b207ee727c647fc2ee (MD5) / Made available in DSpace on 2018-05-28T12:50:39Z (GMT). No. of bitstreams: 1 Bruno Augusto Lorenz_.pdf: 11301208 bytes, checksum: 8c50f8de2f0ed9b207ee727c647fc2ee (MD5) Previous issue date: 2018-03-23 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Nos últimos anos, o design também passou a ser considerado como uma abordagem de pesquisa acadêmica que se apropria da prática projetual como meio de construção de objetos a fim de alcançar novos conhecimentos – a pesquisa através do design (RtD). Levando e consideração que o processo de desenvolvimento de um trabalho de pesquisa acadêmico passa por uma etapa de identificação e construção do problema a ser investigado, o presente trabalho discute o impacto do desenvolvimento de artefatos críticos na construção de problemas de pesquisa acadêmicos. Artefatos críticos são aqueles criados a partir da prática crítica, uma abordagem de RtD que propõe a reflexão e o debate a partir de estratégias provocativas. Desenvolveu-se um método compreende três workshops, nas quais oito mestrandos exploraram seus próprios problemas de pesquisa através do desenvolvimento de artefatos críticos. Os 25 artefatos criados foram analisados a partir das ferramentas Matriz Crítica e Portfólio Annotations. Grupos focais foram realizados com os designers-pesquisadores e posteriormente analisados com a ferramenta Análise de Conteúdo. A partir dos resultados, concluiu-se que (i) artefatos críticos permitem aos pesquisadores que estes alcancem novas percepções sobre seus próprios temas de pesquisa, a partir de atitudes Exploratórias e Solucionadoras; (ii) o exercício da prática crítica pode ser localizado em três diferentes momentos de uma pesquisa acadêmica, com benefícios variados; (iii) artefatos críticos incorporam conhecimentos sobre as pesquisas que exploram, o que permite que eles funcionem como meios não usuais de popularização de conhecimento acadêmico. Por fim, diretrizes projetuais são propostas visando beneficiar futuros exercícios em contextos semelhantes. / In recent years, design has also come to be regarded as an academic research approach that appropriates design practice as a means of building objects in order to achieve new knowledge - known as research through design (RtD). Taking into consideration that the process of developing an academic research work goes through a stage of identification and construction of the problem to be investigated, this dissertation discusses the impact of the development of critical artifacts in the construction of academic research problems. Critical artifacts are those created from critical practice, an RtD approach that proposes reflection through provocative strategies. A method has been developed comprising three workshops, in which eight master students explored their own research problems through the development of critical artifacts. The 25 artifacts created were analyzed using the Matrix of Common Argument Types and the Portfolio Annotations methods. Focus groups were carried out with the designers-researchers and later analyzed through the Content Analysis tool. It was concluded that (i) critical artifacts allow researchers to reach new insights about their own research themes, through Exploratory and Solving Attitudes; (ii) the practice of the critical practice can be located in three different moments of an academic research, with varied benefits; (iii) critical artifacts incorporate knowledge about the research they explore, which allows them to function as unusual means of popularizing academic knowledge. Finally, design guidelines are proposed to benefit future exercises in similar contexts.
83

Metamorphosis : [a thesis presented in partial fulfilment of the requirements for the degree of Master of Design at Massey University, Wellington]

Kreft, Steffen January 2009 (has links)
No abstract available
84

Not (B)interested? Using Persuasive Technology to Promote Sustainable Household Recycling Behaviour : An Identification and Implementation of Key Elements with Focus on Young Adults in Sweden

Bremer, Christina January 2018 (has links)
As waste is separated at the source, the success of the Swedish recycling system largely depends on an active participation of households. However, especially young people were found to not consistently follow their local recycling schemes. A recent and promising approach to tackle such suboptimal household recycling behaviour (HRB) is the use of persuasive technology. To understand and further its context-specific potential, this research aims to explore the key elements of persuasive technology which aspires to promote sustainable household recycling behaviour among adults in Sweden. The chosen methodology is research through design. Based on the results of a literature review and online survey among target users (N=50), a mobile phone application was designed in an iterative manner. Through these activities, the following key elements were established: (1) easy access to information about optimal household recycling behaviour, (2) employment of several motivational strategies, (3) recognition of differences between local recycling schemes, (4) regard of users as equals and (5) use of a readily accessible technology channel. The impact of these elements depends on the users’ ability to carry out the target behaviour and therefore on a well-functioning recycling system. The technological format of persuasive technology interventions was found to spark the target users’ curiosity. Using this as a ‘carrot’, a well-designed content is argued to encourage repeated use and a reflection process to help break unsustainable household recycling habits. / Eftersom avfall separeras vid dess källa, beror Sveriges återvinningssystems framgång i stor utsträckning på aktivt deltagande hushåll. Studier har visat att särskilt unga inte följer lokala återvinningsrutiner på ett konsekvent sätt. Ett nytt och lovande tillvägagångssätt för att hantera detta suboptimala hushållsåtervinningsbeteende (English: household recycling behaviour (HRB)) är användningen av övertygande teknik. Syftet med denna studie är att utforska de viktigaste delarna av övertygande teknik som strävar till att främja ett hållbart hushållsåtervinningsbeteende hos vuxna i Sverige. Den valda metodiken är forskningsdriven design. Baserat på resultat från en litteraturstudie samt en online enkätundersökning fokuserad på målgruppen unga (N=50), designades en mobilapplikation genom ett iterativt tillvägagångssätt. Studien identifierade följande nyckelelement för en övertygande design i domänen: (1) Lättillgänglig information angående optimalt hushållsåtervinningsbeteende, (2) Användning av flera motivationsstrategier, (3) Identifiering av skillnader mellan lokala återvinningsrutiner, (4) Betrakta användare som jämställda och (5) Användning av lättillgänglig teknikkanal. Effekterna av dessa element är beroende av att användarna även har möjlighet att utföra den önskade sopsorteringen, och därför på ett välfungerande återvinningssystem. Designlösningen att använda sig av övertygande teknik i form av en app visade sig väcka målanvändarnas nyfikenhet. Studien visar att en väldesignad app kan fungera som en 'morot' för att uppmuntra användning över en längre tid, och skapa en reflektionsprocess som kan bryta ohållbara återvinningsvanor.
85

Democratizing Our Data : Finding Balance Living In A World Of Data Control

Katsura-Gordon, Shigeo January 2018 (has links)
The 2018 scandal where Cambridge Analytica tampered with U.S. elections using targeted ad campaigns driven by illicitly collected Facebook data has shown us that there consequences of living in a world of technology driven by data. Mark Zuckerberg recently took part in a congressional hearing making the topic of controlling data an important discussion at even the highest level of the government. Alternatively we can also recognize the benefits that data has in terms of technology and services that are highly personalized because of data.There’s nothing better than a targeted ad that appears at just the right time when you need to make a purchase or when Spotify provides you with the perfect playlist for a Friday night. This leaves us torn between opposites; To reject data and abandon our technology returning to the proverbial stone age, or to accept being online all the time monitored by a vast network of sensors that feed data into algorithms that may know more about our habits then we do. It is the friction of these polar opposites that will lead us on a journey to find balance between the benefits and negatives of having data as part of our everyday lives.To help explore the negatives and positives that will occur on this journey I developed Data Control Box, a product that ask the question “How would you live in a world where you can control your data?” Found in homes and workplaces, it allows individuals or groups of people to control their data by placing their mobile devices into it’s 14x22.5x15 cm acrylic container.Where the General Data Protect Act (GDPR) regulates and controls data after it has been produced by enforcing how “business processes that handle personal data must be built with data protection by design and by default, meaning that personal data must be stored using pseudonymisation or full anonymisation, and use the highest-possible privacy settings by default, so that the data is not available publicly without explicit consent, and cannot be used to identify a subject without additional information stored separately” (Wikipedia, 2018),Data Control Box limits personal data production through a physical barrier to it’s user prior to it’s creation. This physical embodiment of data control disrupts everyday habits when using a mobile device, which in turn of a creates the opportunity for reflection and questioning on what control of data is and how it works. For example a person using Data Control Box can still create data using a personal computer despite having placed their mobile device inside Data ControlBox. Being faced with this realization reveals aspects of the larger systems that might not have been as apparent without Data Control Box and can serve as a starting point to answering the question “How would you live in a world where you can control your data.” To further build on this discussion people using DataControl Box are encouraged to share their reflections by tweeting to the hashtag#DataControlBox. These tweets are displayed through Data Control Box’s 1.5 inchOLED breakout board connected to an Arduino micro-controller. Data ControlBox can interface with any network connected computer using a usb cord which also serves as a power source. The connected feature of Data Control Box allows units found around the world to become nodes in a real time discussion about the balance of data as a part of everyday life, but also serves as a collection of discussions that took place over time starting May of 2018.As a designer, the deployment of Data Control Box allowed me to probe the lives of real people and to see how they might interact with Data Control Box but also their data in a day to day setting. A total of fifteen people interacted with DataControl Box following a single protocol that was read aloud to them beforehand.A number of different contexts for the deployment of Data Control Box we’re explored such as at home, on a desk at school and during a two hour human computer lecture. I collected a variety of qualitative research in the form of photos and informal video interviews during these deployments which I synthesized into the following insights that can be used by designers when considering how to design for the control of data but also how to design for complex subjects like data. This paper retraces my arrival at this final prototype sharing the findings of my initial research collected during desk research, initial participant activities, and creation of my initial prototype Data Box /01. It then closes with a deeper dive into the design rationale and process when building my final prototype Data ControlBox and summarizes in greater detail insights I’ve learned from it’s deployment through results discussion and creative reflection.
86

Leveraging storytelling in visual analytics by redesigning the user interface

Kusoffsky, Madeleine January 2013 (has links)
Storytelling is a way of packaging the knowledge and insights gained from analyzing statistical data. The knowledge is transformed into a format that lends itself to be understood by non-experts more easily. The story with links to interactive diagrams. The purpose of this design study was to improve the interaction design of the storytelling feature. The target audience for the new design was intermediate users. Evaluation of the current design by interviewing and observing beginner and intermediate users gave valuable understanding about the users goals related to the storytelling feature. The new design is a product from design goals derived from the user data and research through design. Sketching and exploring possible solutions was a process that meant producing multiple sketches, documenting design decisions through annotations and a way of keeping track of trade-offs and compromises. Screenshots from the application containing the redesigned interface of the storytelling feature was used during a final evaluation. Developers, a user and the designer evaluated the new design through a pluralistic usability walkthrough. The result showed that the new design had improved the storytelling feature in some aspects but that new problems had emerged. This indicates that interaction design processes should contain iterations. Designs should be tested, redesigned and tested again together with users and stakeholder to ensure that user goals are fulfilled, that design goals are reached and that the feature will deliver a positive user experience.
87

Projecting Urban Natures : Investigating integrative approaches to urban development and nature conservation

Erixon Aalto, Hanna January 2017 (has links)
Projecting Urban Natures is a compilation thesis in critical studies in architecture. It comprises three journal articles and four design proposals in which I have taken an active part. The point of departure for this thesis is the renewed emphasis on social-ecological interaction and resilience that is currently taking place within ecological systems science, and the opportunities that these paradigmatic insights in turn have opened up within urbanism and design. The thesis argues that although they are promising, these emerging integrative frameworks are seldom brought into mainstream planning and urban design practice. Instead, the structuring of “nature” and “city” into a dualistic balance relationship still permeates not only the general planning discourse, but also makes its way into planning documents, notably influencing distinctions between professions. In response, this thesis sets out to rethink and explore more integrated approaches to human/nature relationships, through the utilization of design-based and transdisciplinary research methods. While this core aim of the thesis remains the same throughout the work, the task is approached from different perspectives: through different constellations of collaborative work as well as through parallel case-based explorations that emphasize the relational, anti-essentialist and situated articulation of values of urban natures and how these forces come into play. The work has been propelled through workshop-based, site-specific, and experimental design processes with professionals and researchers from the fields of e.g. systems ecology, natural resource management, political ecology, urban design, architecture, and landscape design, as well as planners, developers, local interest groups, and NGOs. Specifically, projects performed within this thesis include: Nature as an Infrastructural Potential – An Urban Strategy for Järvafältet; Kymlinge UrbanNatur together with NOD, Wingårdhs, MUST and Storylab; Årsta Urban Natures with James Corner Field Operations and Buro Happold; and Albano Resilient Campus — a collaboration between Stockholm Resilience Centre, KTH and KIT. / <p>QC 20171102</p>
88

Exploring the intersection of design, reflection and sustainable food shopping practices : The case of the EcoPanel

Bohné, Ulrica January 2016 (has links)
Food production has been shown to have considerable negative impacts on the environment. A means to reduce this is to choose organic products when shopping for food. Through the case of the EcoPanel, a web application prototype that visualises the organic proportion of the household’s food shopping, the thesis explores the intersection between design, reflection and sustainable food shopping practices. In order to contextualise the role of the EcoPanel, the text discusses the concept of food shopping practice, both from the perspective of social practice theory (SPT), and the more focused food choice perspective. The studies show that it is fundamental to understand the complexity of choosing food, and the habitual aspect of practice, in order to understand the role of reflection in food shopping practice, and consequently the role of a tool for reflective decision-making, like the EcoPanel. We have used a research through design approach to develop the EcoPanel prototype. In an iterative process we probed how the EcoPanel could be designed to be as relevant and accessible for the users as possible. Essential in the process were the iterative user feedback sessions. The way in which the users answered the questions from the sessions formed the guiding principles for the development of the design. A central question in the thesis is to explore in what ways the users’ access to their individual sustainable grocery data provided by the EcoPanel affects their food shopping practices. The studies include monitoring sixty-five users of the EcoPanel over five months, a survey regarding aspects of lifestyle and attitudes to food, and interviews with ten of the users. The long-term study shows an increased organic purchase level (17%) for the EcoPanel users in comparison to the reference group. We also see that when the users receive feedback on their organic food purchases through the EcoPanel, they can make more reflective decisions. This is shown to be highly relevant and creates meaning for the users in several different ways. From this result, in combination with the result of the long-term study, we can conclude that the EcoPanel contributes with support for more sustainable food practices. The last question in the thesis is to understand how SPT can be useful for design practice. SPT shows a view that goes beyond the traditional interaction perspective, and points to the importance of approaching complex issues, such as sustainability challenges, with an awareness that also includes social and cultural aspects of the context. As well as this view being pertinent when approaching sustainability issues, it also provides value to designers in their emerging roles of dealing with more socially embedded concerns, such as social innovation and design for public policies. / <p>QC 20160311</p>
89

Designing a preventive health application : How to motivate and empower users / Designprocess av en beteendeförändrande hälsoapplikation : hur man designar för att stärka och motivera användare

Movin, Anna January 2015 (has links)
As the research field about persuasive technologies is growing there is a need to consider how we design motivating tools that empower users. This paper aims to raise this discussion by analysing the Motivational Technologies framework. With a Research through Design approach, a case about designing a preventive health application for individuals with rheumatoid arthritis is used as an example to drive the discussion. Through interviews, workshops and prototyping, three design concepts were developed: All in One, Healthie and Three Coaches. Findings from the design process support that for building self-determination, the three key aspects customization, navigability and interactivity from the framework could be important. However, the findings also highlight that other aspects, such as transparency, handling of relapses and encouragement are important to consider and that a critical view of social interaction is needed. Thus, the analysis provides new perspectives to the on-going discourse and shows that the framework needs nuancing. / I takt med att det blir allt vanligare med teknik för att främja beteendeförändringar är det viktigt att diskutera hur sådan teknik kan designas på ett sätt som stärker och motiverar användare. Syftet med denna artikel är att genom en analys av ramverket Motivational Technologies lyfta denna diskussion. Som utgångspunkt för diskussionen används en designutmaning som innefattar design av en livstilsförändrande applikation för att förebygga ledgångsreumatism. Genom intervjuer, idéseminarier och skapandet av prototyper togs tre designkoncept fram: All in One, Healthie och Three Coaches. Resultatet av designutmaningen stödjer att ramverkets huvudaspekter customization, navigability och interactivity är viktiga. Däremot visar resultatet även att andra aspekter, så som transparens, hantering av återfall och uppmuntran är viktiga att ta hänsyn till och att ett kritiskt perspektiv på social interaktion behövs. Därmed bidrar analysen med nya infallsvinklar till den pågående diskursen och visar att det studerade ramverket bör nyanseras.
90

Design för små, kompakta bostäder : Viktiga egenskaper för produkter utvecklade för kompakta bostadsformer / Design for small, compact homes : Important properties in products intended for compact housing

Persson, Sara January 2020 (has links)
Jordens befolkning växer sig allt större och allt fler bor i små, kompakta bostäder. Studier indikerar att vår boendeyta i Sverige kommer bli avsevärt mindre i framtiden, vilket kommer bidra till en hög efterfrågan på yteffektiva produktlösningar i framtiden (Boverket, 2013). Syftet med arbetet har därmed varit att ta fram riktlinjer för designers som ska utveckla produkter för kompakta bostadsformer. Detta exemplifieras genom att designförslag på ett torkställ. Studiens teoretiska ramverk består av forskning och studier inom kompaktboende, ergonomi och inomhusklimat. Empirin består av insamlat material från observationer och samtal där informanterna bidrog både med material till problemformulering och utvärdering av idéer. Resultatet blev en lista med nio viktiga egenskaper för produkter utvecklade för kompakta boendeformer. Dessa egenskaper kan fungera som stöd för designers när hen designar produkter för mindre boenden. Utöver detta rekommenderas att en individuell kravspecifikation sammanställs för att komplettera med särskilda krav ifrån den specifika produkten som ska utformas.

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