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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.
21

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.
22

Velaria : Investigating the Value of Shared Vehicles in Future Megacities

Al 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.
23

Designer as Cultivator: An Exploration in Critical Making for the Care of Interdisciplinary Culture

Hammond, Ryan M. 08 August 2016 (has links)
No description available.
24

Elmer, the memory machine: Exploring symbiotic relationships with your microchip implant

Permild, 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.
25

To share or not to share : Investigating the potential key qualities of a digital C2B carsharing service

Senyemi, 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.
26

The Mall: A world-building speculation on the future of privacy

Asif, 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.
27

En Urban Värld

Nguyen, 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.
28

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.
29

Influencing identity through objects in ‘constructed realities’ : The role of a ‘diegetic prototype’ in influencing a person's sense of identity in relation to nature

Shu, Mia January 2020 (has links)
Human-nature connection is recognized for its importance for our well-being, development of our environmental identity, and potentially leading to pro-environmental behaviour due to the support of an individual’s intrinsic values. However, the fostering of this connection is not supported and being implemented within society at large. This research set out to explore the causes of the weak relation to nature and identify potential design interventions to enable the recuperation of nature as part of our identity.  For this exploration, Speculative Design and Transition Design were chosen. In particular, Design Fiction as a method was adopted, not only it allowed us to speculate the future, but also materialise and explore the human-nature connection in ‘objects’. Transition Design was used due to its flexibility to explore interdisciplinary research and solutions, providing ground for the 'constructed reality’ and enabling the built-up of a roadmap towards this preferable future.  Drivers that caused this problem were identified, and it showed how they are closely intertwined and influenced by, or are a result of, each other. One of these is how control and illusion of control plays a role in our weak human-nature connection. Through qualitative fieldwork, some of the ‘characteristics of nature’ and factors that influence human-nature connection were mapped, and they were embodied into objects situated in a ‘constructed reality’. These material objects have taken the form of home products in a product catalogue (‘diegetic prototype’) as human-nature connection can potentially be fostered at home as well as in nature.  The response showed a potential in how a speculative ‘diegetic prototype’ can influence a person's sense of identity in relation to nature. Proving that the ‘diegetic prototype’ has an actual effect on the sense of identity would be impossible due to the complex nature of identity development as many different factors play a role. This research also provided a list of factors for designers to explore with regards to enhancing our human-nature connection through design. It has also shown the potential role of food and home in establishing human-nature connection, on which further research is needed.
30

"Tänk om det vore lätt att äta rätt" : nudging med etologiska robotar i en spekulativ framtid / "What if it was easy to eat right" : nudging with ethological robots in a speculative future

Eerola, Isabelle, Banström, Therese January 2021 (has links)
Det mest miljöskadliga livsmedlet är kött, trots kunskapen motiveras inte människor till att minska sin köttkonsumtion. Konsumtion handlar också omkänslor och sociala normer. Människor saknar kunskap för att lyckas implementera förändringar i deras beteende. Begreppet nudge innebär en beslutsmiljö som förändrar människors beteende på ett förutfattat vis utan att neka andra valmöjligheter. Den pågående utvecklingen av robotar kommer leda till att robotar i framtiden har möjligheten att påverka mänskligt beteende. Det behövs forskning inom informatik och digital design om hur robotar kan påverka människors matbeteende genom nudging. Etologiska robotar härstammar från sociala robotar och grundas i etologi och fokuserar på human-robot attachment (HRA) och den anknytning som sker mellan människa-robot istället för bara interaktionen. Etologiska robotar har utvecklats för att komma runt effekten av Uncanny Valley. Robot-robot-human interaction (RRHI) har möjligheten att påverka människor känslor och beteende. Denna studies syfte är att designa etologiska robotar för att genom nudging påverka människors beteende gällande köttkonsumtion i en spekulativ framtid. Studien ger inte ett fullständigt svar på hur köttkonsumtion kan minskas i allmänhet utan är ett bidrag till informatik om hur robotar kan användas för studiens målgrupp. Studien har en kvalitativ ansats och innefattar intervjuer och pilotstudie för att arbeta nära målgruppen för att nå de mest lämpade utseendet och beteendet hos robotarna. Resultatet visar att robotar kan passa för att påverka människan i detta syfte då robotar kan ha en konstant närvaro i miljön där köttkonsumtion sker. / The food that is the most environmentally harmful is meat, but this knowledge does not motivate people to reduce their consumption of meat. Consumption is also about feelings and social norms. People lack the knowledge to successfully employ changes in their behavior. The concept of nudge means a decision environment that changes people’s behavior in a predicted way, without banning other options. The current development of robots will lead to robots having the possibility to influence people in the future. There is a lack of research within informatics and digital design about how robots can influence people’s food behavior. Ethological robots have been developed to go around the Uncanny Valley. Robot-robot-human interaction (RRHI) have the potential to influence people’s feelings and behavior. This study aims to design ethological robots that through nudging influence people’s behavior regarding meat consumption within a speculative future. The study does not provide a complete answer on how meat consumption can be reduced but rather a contribution to informatics on how robots can be used for this study’s target group. Through a qualitative approach the study has conducted interviews and a pilot study to work closely with the target group to design the most complete appearance and behavior for the robots. The results show that robots can be suitable to influence people with this purpose because robots can be a constant presence where the consumption of meat happens.

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