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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

Using Gameplay, Storytelling and Pastiche Scenarios in Interaction Design to Improve Adolescent Knowledge on Sexual Consent

Sallinen Obrou, Melissa January 2020 (has links)
In this paper I evaluate how storytelling and gameplay in interaction design can be used to broaden the view on consent communication among adolescents. There are varying definitions of how sexual consent should be communicated. Among them are the advocacy model, “no means no”, and affirmative consent, “yes means yes”. However research shows that people use non-verbal communication cues more often that verbal ones. Thus, I created the design probe, ‘Nosy Neighbours’ that displays a wider range of communication cues. The design probe does this by using storytelling and gameplay. To incorporate the perspective of adolescents during the design process pastiche scenarios were used. Since the use pf pastiche scenarios in HCI design is relatively unstudied, this paper also examines how pastiche scenarios can be used as a design tool. Additionally, the paper explores how pastiche scenarios can be used in evaluating a design with users. The study found that using gameplay to explore intimate topics like consent can be a good tool to start conversations among adolescents, according to those working youth. ‘Nosy Neighbours’ provided a neutral way to bring up the topic of consent. The storytelling aspect was found to be able to add a realistic element for the uses to become more engaged with the material. When using pastiche scenarios to evaluate a design, participants that are familiar with the work with pastiche is based on will use the entire context of the work in their evaluation, while participants unfamiliar with the original work are restricted to the pastiche scenario. Both cases, however, bring valuable data for design evaluation. Finally, as a designer, using pastiche scenarios that are based on familiar works, is a formidable tool to incorporate user perspectives throughout the process. / I denna studie utvärderar jag hur storytelling och spel I interaktionsdesign kan användas för att skapa en bredare syn på samtyckeskommunikation bland ungdomar. Det finns en rad olika definitioner på hur sexuellt samtycke bör kommuniceras. Bland dessa finns den så kallade ’advocacy model’, ”nej betyder nej”, och ’affirmative consent’, ”ja betyder ja”. Dock visar studier att folk använder icke-.verbal kommunikation oftare än verbal kommunikation. Således skapade jag designen ’Nosy Neighbour’. Som visar på ett brett spann av kommunikationssätt. Designen gör detta genom att använda storytelling och spel. För att få tillgång till ungdomars perspektiv under designprocessen användes pastischscenarier. Då pastischscenarier inte studerats mycket i människa-datainteraktion, undersöker denna studie även hur pastischscenarier kan användas som ett designverktyg. Tilläggsvis, undersöker studien hur pastischscenarier kan användas till att utvärdera en design som användare. Studien fann att användningen av spel för att utforska intima ämnen som samtycke kan vara ett bra sätt att börja konversationer bland ungdomar, enligt personer som arbetar med unga. ’Nosy Neighbours’ skapade ett neutralt sätt att behandla ämnet samtycke. Studien visade att storytelling aspekten engagerade användarna i materialet genom att skapa en verkligheteskänsla. Vid användning av pastischscenarier för att utvärdera en design kommer deltagare som är bekanta med det verk som pastischen är baserad på att använda hela dess kontext vid utvärdering, medan deltagare som inte känner tills verket är begränsade till enbart pastischscenariot. Hursomhelst, leder båda fallen till värdefull data vid utvärdering av designen. Slutligen, är användningen av pastischscenarier baserade på bekanta verk ett lysande verktyg för designers att inkorporera användarperspektiv genom hela processen.
2

RFSU- Vill du? : En multimodal analys av RFSUs skolmaterial för att främja ömsesidig sexualitet / RFSU- Do you want to? : A multimodal analysis of the RFSU’s (the Swedish Association for Sexuality Education) school material to encourage mutual sexuality

Gustafsson, Ulrika January 2016 (has links)
RFSU- Do you want to? -A multimodal analysis of the RFSU’s (the Swedish Association for Sexuality Education) school material to encourage mutual sexuality The purpose of this study is to identify the semiotic resources, by using a multimodal analysis, that the RFSU uses to communicate the creation of relationships between participants to express their aim. Furthermore, to examine the basic thoughts that the RFSU has about standards due to gender should be eliminated, and how these become evident in the films. The starting point for the essay is questions about how the RFSU creates a relationship with the audience through the semiotic resources, as well as the manner in which it is possible to derive the RFSU’s basic thoughts about breaking the standards and working towards stereotypical gender roles. The material I examine consists of two short films belonging to a collection of school supplies under the name titled ”Vill du?” (Eng. ”Do you want to?”) that the RFSU has created for the education of secondary school students. The method is based on a sociosemiotic perspective where the material is analyzed by a composition analysis, an ideational analysis and an interpersonal analysis. The dialogues are analyzed based on the systemic functional grammar and the discussion of the results and how they are linked to the theory that there is a heteronormativity in today's society, which the RFSU wants to break through. The conclusion is that RFSU uses semiotic resources such as young participants, communication tools, such as: Skype, computers and phones, and other typical youth-related things. The most prominent result of the analysis that is actively breaking the standards against the heterosexual norm is that one film, ”Gorillan”, which works against the stereotypical gender roles, where it is the male who is subjected to sexual harassment; and the second film works against the norm of heterosexuality as it is about two gay guys.

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