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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

Sites of Encounter : Engagement Potentials and Considerations for Encompassing Respect

Almqvist, Andreas January 2019 (has links)
In this work, I address challenges of situated alienation from people and place. Using interaction design for placemaking, light is shed on a design space of social places with opportunities for planned and spontaneous activities to be done alone, with known people or with strangers. In research through design, four conceptual design instances were created, drawing from first-person and participatory perspectives, to unpack potentials for engagement and considerations for encompassing respect (meaning vigilant of neoliberal capitalist and masculine power relations). I contribute with sensitizing questions making interaction design aspects more accessible for designers entering this public design space. / Detta arbete fokuserar på utmaningar om platsbaserad främlingskap från människor och platsen ifråga. Interaktionsdesign används här för placemaking, där en designrymd för sociala platser med möjligheter för spontana och planerade aktiviteter att utföra ensam, med vänner eller med främlingar utforskas. Genom en research through design-metodik med förstapersons- och participatory-perspektiv skapades fyra designkoncept som användes för att tydliggöra potentialer för engagemang och omtanke för allomslutande respekt (vilket berör neoliberala kapitalist och maskulina maktrelationer). Jag bidrar med känsliggörande frågor som gör interaktionsdesignsaspekter mer tillgängliga för designers som ger sig i kast med denna publika designrymd.
2

Minimal Colour-based Social communication and meaning-making communication practices

Bakhshoudeh, Fatemeh January 2023 (has links)
Advancements in technology have rendered social media an indispensable means of social communication. However, among the vast amount of data exchanged between users, there is often limited space for meaningful conversation and the cultivation of deeper interpersonal connections. This dissertation adopts a research-through-design approach to explore the concept of Minimal Social Interaction Design, focusing on the use of colours as the primary tool for facilitating these interactions. The main objective of this project is to investigate: What meaning-making communication practices are produced or altered when using colour-based minimal social communication? To achieve this objective, the study involves an auto-ethnographic pre-study and three focus groups to examine minimal colour-based interactions among individuals and groups. Additionally, Drawing inspiration from the concepts of Calm and Slow Technology, this project includes the design and evaluation of an online platform dedicated to facilitating minimal colour-based social interactions. The qualitative data collected from the study indicates that by engaging in minimal colour-based interactions in different social contexts individuals would face both opportunities and challenges. These opportunities and challenges ultimately create a space for individuals to enhance their social awareness, engage in effective negotiation, deepen their understanding of their partners, and develop an intimate private language based on colours. / Teknikens framsteg har gjort sociala medier till ett oumbärligt verktyg för social kommunikation. Trots den enorma mängd data som utbyts mellan användare är det ofta begränsat utrymme för meningsfulla konversationer och kultivering av djupare och mer personliga relationer. I denna avhandling antas en forskning-genom-design-ansats för att utforska konceptet Minimal Social Interaction Design, med fokus på användningen av färger som det primära verktyget för att underlätta dessa interaktioner. Det primära målet med projektet är att undersöka: Vilka betydelseskapande kommunikationspraktiker uppstår eller förändras vid användning av färgbaserad minimal social kommunikation? Denna studie innefattar en auto-etnografisk förstudie med tre fokusgrupper för att undersöka minimala färgbaserade interaktioner bland individer och grupper. Därtill, med inspiration från koncepten Calm och Slow Technology, inkluderar projektet design och utvärdering av en online-plattform dedikerad till att underlätta minimala färgbaserade sociala interaktioner. De kvalitativa data som samlats in från studien indikerar att genom att deltaga i minimala färgbaserade interaktioner i olika sociala sammanhang så möter individer både möjligheter och utmaningar. Dessa möjligheter och utmaningar skapar i slutändan utrymme för individer att öka sin sociala medvetenhet, kunna förhandla effektivare, fördjupa sin förståelse för sina partners och utveckla ett intimt privat språk baserat på färger.
3

Virtual worlds and social interaction design

Jakobsson, Mikael January 2006 (has links)
<p>This dissertation is a study of social interaction in virtual worlds and virtual world design. A virtual world is a synchronous, multi-user system that offers a persistent spatial environment for iconically represented participants. Together, these form an example of social interaction design. I have applied an arena perspective on my object of study, meaning that I focus on these socio-technical systems as places.</p><p>I have investigated the persistent qualities of social interaction in virtual worlds. What I have found is that virtual worlds are as real as the physical world. They are filled with real people interacting with each other evoking real emotions and leading to real consequences. There are no fixed boundaries between the virtual and physical arenas that make up a participant’s lifeworld.</p><p>I have found that participants in virtual worlds are not anonymous and bodiless actors on a level playing field. Participants construct everything needed to create social structures such as identities and status symbols. The qualities of social interaction in virtual worlds cannot be measured against physical interaction. Doing so conceals the qualities of virtual interaction. Through the concepts of levity and proximity, I offer an alternative measure that better captures the unique properties of the medium. Levity is related to the use of avatars and the displacement into a virtual context and manifests itself as a kind of lightness in the way participants approach the interaction. Proximity is my term for the transformation of social distances that takes place in virtual worlds. While participants perceive that they are in the same place despite being physically separated, the technology can also create barriers separating participants from their physical surroundings. The gap between the participant and her avatar is also of social significance.</p><p>As a theoretical foundation for design, I have used Michael Heim’s writings and practices as a base for a phenomenologically grounded approach, which provides an alternative to the dominating perspectives of architecture and engineering. Based on an explorative design project and the earlier mentioned findings regarding social interaction, I have formulated a model for virtual world design called interacture. This model takes the interaction between participants as the fundamental building material and the starting point of the design process. From there, layers of function and structure are added, all the time balancing the design between fantasy and realism.</p><p>I have explored the possibilities of using ethnographic studies as the foundation for a participant centered design approach. I have aimed for an inside view of my object of study both as an ethnographer and as a designer. One outcome of this approach is that I have come to understand virtual worlds not just as places but also as processes where the experience of participating can change drastically over time as the participant reaches new stages in the process.</p><p>In conclusion, the method of integrating ethnography with design and the understanding of social interaction as the fundamental building material is woven into a general approach to the study and design of socio-technical systems called social interaction design.</p>
4

Virtual worlds and social interaction design

Jakobsson, Mikael January 2006 (has links)
This dissertation is a study of social interaction in virtual worlds and virtual world design. A virtual world is a synchronous, multi-user system that offers a persistent spatial environment for iconically represented participants. Together, these form an example of social interaction design. I have applied an arena perspective on my object of study, meaning that I focus on these socio-technical systems as places. I have investigated the persistent qualities of social interaction in virtual worlds. What I have found is that virtual worlds are as real as the physical world. They are filled with real people interacting with each other evoking real emotions and leading to real consequences. There are no fixed boundaries between the virtual and physical arenas that make up a participant’s lifeworld. I have found that participants in virtual worlds are not anonymous and bodiless actors on a level playing field. Participants construct everything needed to create social structures such as identities and status symbols. The qualities of social interaction in virtual worlds cannot be measured against physical interaction. Doing so conceals the qualities of virtual interaction. Through the concepts of levity and proximity, I offer an alternative measure that better captures the unique properties of the medium. Levity is related to the use of avatars and the displacement into a virtual context and manifests itself as a kind of lightness in the way participants approach the interaction. Proximity is my term for the transformation of social distances that takes place in virtual worlds. While participants perceive that they are in the same place despite being physically separated, the technology can also create barriers separating participants from their physical surroundings. The gap between the participant and her avatar is also of social significance. As a theoretical foundation for design, I have used Michael Heim’s writings and practices as a base for a phenomenologically grounded approach, which provides an alternative to the dominating perspectives of architecture and engineering. Based on an explorative design project and the earlier mentioned findings regarding social interaction, I have formulated a model for virtual world design called interacture. This model takes the interaction between participants as the fundamental building material and the starting point of the design process. From there, layers of function and structure are added, all the time balancing the design between fantasy and realism. I have explored the possibilities of using ethnographic studies as the foundation for a participant centered design approach. I have aimed for an inside view of my object of study both as an ethnographer and as a designer. One outcome of this approach is that I have come to understand virtual worlds not just as places but also as processes where the experience of participating can change drastically over time as the participant reaches new stages in the process. In conclusion, the method of integrating ethnography with design and the understanding of social interaction as the fundamental building material is woven into a general approach to the study and design of socio-technical systems called social interaction design.

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