Spelling suggestions: "subject:"speculation design""
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Digital Nudges : Bringing Awareness of Excessive Consumption of Digital Content in Smartphone UsersLabombarda, Omar January 2023 (has links)
The way we use interactive mobile technology everyday is changing the human cognitive landscape and how we are dealing with reality. In our daily life, SnT (Social-networking technology) has become something we cannot avoid using, as the need of being constantly updated and virtually connected to our social and working circle has prominently emerged. In this Interaction design thesis, I intend to explore the possible ways in which digital users, physical people in the first place, can prevent addictive loops of being constantly connected to such services and smartphones. Ethnographic research methods were performed along with iterative prototyping phases, leading to the development of speculative design interventions. Altering different responsiveness rates of a mobile user experience led me to design six bodystorming concepts and enact relative roleplay activities supposed to prevent SnT addiction and eventually help people being in control again of their spent digital time.
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moving between futures : How can exhibition design, in the context of activism, through empathetic storytelling explore futures in relation to the planetary emergency, that inspires sustainable agency? / moving between futures : How can exhibition design, in the context of activism, through empathetic storytelling explore futures in relation to the planetary emergency, that inspires sustainable agency?Paape, Anna January 2023 (has links)
In the project "moving between futures" I explored through an interactive design exhibition and a performative event on the streets how design can be used to encourage and to reflect on ones own wishes and fears regarding the future in relation to the climate crisis which we are living and facing. Part of the exploration process were a story gathering workshop and engagement with activists. This is a project about you, me, us. About the total sum of being alive, feeling alive and breathing in reality. It is about a deep unconscious knowledge that we never learned to process and act upon. It is about listening first and taking action later, together. About understanding that we are alive at the same time, at the edge of no return. It is about the stories we tell each other when we dream and the ones we tell each other when we wake up screaming from a nightmare - the inbetween and the million, trillion directions we can decide to take from here. This project is about the climate disaster we are facing and how we need to find agency within ourselves together. We can still move between these futures.
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Velaria : Investigating the Value of Shared Vehicles in Future MegacitiesAl Khamissi, Saif January 2023 (has links)
Solving future problems is a part of the masterprogram of transportation design, where thepossibilities and the push are to tackle socialand environmental problems. In this thesis, thedesigner was keen to investigate the value ofshared vehicles in future megacities since thesedense urban areas will face more challenges thantoday with the increased demands in housing,education, health, leisure and transportation.In order to investigate the future problems thatmegacities will face, the designer focuses ona speculative design approach that is used tohelp navigate the scenarios and determine themost applicable one, enabling him to determinethe values of a shared vehicle. The speculativefuture suggested a formation of segregated sub-societies within the city where individuals areforced to share certain mobility services. However,this segregation will have a reverse effect onhow the mobility behaviour of individuals mightchange in avoiding certain mobility services dueto its association with a sub-society other thanthe one they belong to, for example, people withdifferent ethnicity or social classes.Since mobility systems and vehicles areconsidered facilitators of such segregation andsub-societies formation, the solution can beprovided as a shared mobility vehicle. Such avehicle will form a focal interaction between twostrangers sharing the same route. Using ancientarchitectural techniques (the velarium andoculus), the vehicle creates a humble gatheringexperience that crosses economic, social andethnic differences.To achieve such a design, the designer useddifferent techniques in 2D design and 3Dmodelling to push for multiple directions that led to the formation of one concept, Velaria. TheVelaria is an autonomous oval-shaped vehiclewhere the rounded form, the velarium and theoculus at the roof provide an experience ofhumbleness and gathering by introducing thesky and the light as a higher umbrella or domethat brings users from different backgroundstogether. This technique was used in romanbuildings like the Pantheon and the Colosseum,and carried on to modern art and architecture.This project provides a glimpse of the implicationsof current mobility systems regarding theformation of social sustainability. Thereforethe project gives a clear direction of what thefuture values of the vehicle can be and how thevehicle can be the starting point of weaving thesocial fabric to achieve a resilient society thatcan change the future scenario of mobility andsociety in future megacities.
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Designer as Cultivator: An Exploration in Critical Making for the Care of Interdisciplinary CultureHammond, Ryan M. 08 August 2016 (has links)
No description available.
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Elmer, the memory machine: Exploring symbiotic relationships with your microchip implantPermild, Victor January 2017 (has links)
In this paper, I explore the emerging field of voluntary implants as seen in the DIY biohacking scene. My work on such implants focuses specifically on implantable Radio frequency Identification capsules. With the approach of research through design, I have undergone an iterative process, combining research and prototyping methods to externalize insights and knowledge generated along the way, in an effort to bring shed light on the new ideas and design considerations that arise when we embed computer technology in our bodies. By challenging the status quo, and setting aside my preconceptions through speculative design, my work has resulted in a working prototype, inspired by the ideology of slow technology. Elmer, the memory machine, is a device that enables the implantee to capture memories in point of time via their implants. Here user are can record and review moments of everyday life, merely through a timestamp — a design decision that contributes to the debate on topics like convenience, privacy, and the right to be human.
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To share or not to share : Investigating the potential key qualities of a digital C2B carsharing serviceSenyemi, Collins January 2022 (has links)
Compared to private car ownership, carsharing has emerged as one of the innovative ways of promoting sustainable and more environmentally friendly transportation. As a service thathas existed for decades, carsharing has evolved significantly, with the introduction of several business and service models to create value for users. Despite the popularity of carsharing, private car ownership continues to grow, even though these cars end up being parked most of the time, contributing to congestion in urban areas. Using an exploratory research approach with the aid of speculative design, this thesis investigated the key qualities of a potential digital carsharing service for private vehicle owners, who could share their vehicles with fleet operators during times when the vehicles are idle. Qualitative, semi-structured interviews of ten private vehicle owners wereconducted to investigate the qualities of the potential digital carsharing service. The potential key qualities were grouped under technical and functional qualities according to Grönroos’ Nordic service quality model. The results indicate the importance of designing services that leverage technical qualities such as reward, accessibility, appearance and safety, and security, and functional qualities such as assurance, flexibility, responsiveness, and personalized.
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What If, We Live Forever Digitally? : Investigating the Future of AI-based Digital Afterlife. A Speculative Design Approach.Shirsawade, Aashay January 2024 (has links)
The thesis delves into the concept of digital afterlife and its potential impact on the relationship between the deceased and the bereaved. Here the study explores the notion of being digitally immortal to stay in touch with the people left behind. It uses speculative design to envision future technologies that could enable digital resurrection, allowing individuals to interact with virtual representations of their loved ones. A participatory design workshop using speculation as a thought experiment was organized to create artefacts using a generative Artificial Intelligence (AI) program. These ideas and digital artefacts were set in the preferred future using the “what if” narrative to discard the aspect of feasibility and help participants visualize contexts and scenarios as well as open critical discussions. The study reveals various forms of digital afterlife, from realistic avatars in VR environments to abstract representations, and the importance of presence and immersion in creating a sense of connection with the deceased. Additionally, it discusses the tension between control and autonomy, as bereaved individuals seek to maintain power over the digital presence of loved ones, while also empathizing with the rights and autonomy of the deceased within the virtual realm. The speculative design approach facilitates critical discussions on the potential societal impact of digital afterlife technologies, highlighting the importance of responsible design and regulation. Finally, in accordance with the posthumanism lens, the complexity observed by the entanglement of the digital and the virtual realm has been demonstrated.
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The Mall: A world-building speculation on the future of privacyAsif, Hazem 01 January 2018 (has links)
This thesis is a science fiction exploration of a future dystopian world where privacy becomes a dominant currency that is distributed according to social class and ranking mechanisms. It utilizes speculative world-building to study the unanticipated implications of technology on personal privacy, surveillance and social inequality on future societies. The project introduces The Mall, as a highly efficient and hyper-connected world, but also exposes its downfall as a society with heightened cultural and socio-political disparities. Inspired by past civilizations, the development of the modern nation-state as well as contemporary society, the design adapts, appropriates and reformulates existing cultures into new hybrid possibilities. This thesis project is presented as an illustrated coded tapestry that allows the viewer to explore and interact with various components of the narrative to speculate and critique an alternative future-world void of privacy.
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En Urban VärldNguyen, Mikael, Wasberg, Johannes January 2019 (has links)
I detta kandidatarbete har vi undersökt kring tekniken projection mapping och projicering och hur dessa skulle kunna användas i framtiden med hjälp av forskningskällor från science fiction, cyberpunk och futurism. I undersökningen kollar vi närmare på hur dessa genre under historien spekulerat kring olika tekniker och dess tankesätt med mestadels inspiration från cyberpunk, där vi satt oss in i det urbana och dess teknik. Vi har sedan, med hjälp av på ett spekulativt designperspektiv som grund och förhållningssätt, fått fram en prototyp av en stad som är baserad i en möjlig framtid där projection mapping har utvecklats och är en väldigt allmän teknik för samhället. Under arbetets gång har vi använt oss utav metoder som mindmap, brainstorming, prototypskapande och spekulativ design för att jobba oss framåt. Dessa metoder har vi arbetat med tidigare och kände att de var mest effektiva för vårt projekt. Vi kom tillslut fram med en gestaltning som visar på en möjlig framtida stad där projection mapping används överallt för att visa reklam och liknande på massa byggnader. Detta har gjort med hjälp av program som Adobe programmen för att skapa det som projicerats och mappningen har gjort i programmet HeavyM, som är ett program enbart gjort för projection mapping. / In this bachelor thesis we have examined technology such as projection mapping and projection, and how these could be used in the future with support from research sources such as science fiction, cyberpunk and futurism. In the thesis, we take a closer look at how these genres throughout history have speculated about different technologies and their ways of thinking, mainly with inspiration from cyberpunk, where we focus on the urban and its technology. We have with the help of a speculative design perspective as a basis and approach, created a prototype of a city based on a possible future where projection mapping has been developed and become a very common technology for society. During the course of the project, we have used methods such as mindmap, brainstorming, prototyping and speculative design to work our way forward. We have worked with these methods before and felt that they were the most effective for our project. We finally came up with a design that shows a possible future city where projection mapping is used everywhere to show advertising and the like on lots of buildings. This has been done using programs such as the Adobe programs to create what is projected and the mapping done in the HeavyM program, which is a program solely for projection mapping.
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Retired Objects : An exploration of our complex relationship to everyday things.Xu, Fann January 2020 (has links)
Retired Objects is a project that explores the intimate relationship we humans form with everyday things. My investigation centers around the questions Can we begin to value objects as our equals, rather than as our servants? and What roles do objects play in our daily lives other than fulfilling a practical function? As a theoretical framework I investigate different facets of our material culture and how we relate to objects, focusing on our emotional connection to them, how we use them as mirror and tools for self-creation, and how being a maker is an integral part of our human identity. Using speculative design methods, I wish to invite us to reimagine our relationship to objects. The result is a series of pre-owned chairs, that I have re-designed, reimagined to envision them in a new light, free from the burden of fulfilling a practical function. Who are they once they retire from their job of serving us? By using design fiction and presenting an alternative narrative I wish to invite us to reimagine the way we relate to everyday objects.
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