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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.
11

Defining Nostalgia and Its Functions: A Review

Andersson, Jimmy January 2011 (has links)
Nostalgia is a psychological phenomenon we all can relate to but have a hard time to define. What characterizes the mental state of feeling nostalgia? What psychological function does it serve? Different published materials in a wide range of fields, from consumption research and sport science to clinical psychology, psychoanalysis and sociology, all have slightly different definition of this mental experience. Some claim it is a psychiatric disease giving melancholic emotions to a memory you would consider a happy one, while others state it enforces positivity in our mood. First in this paper a thorough review of the history of nostalgia is presented, then a look at the body of contemporary nostalgia research to see what it could be constituted of. Finally, we want to dig even deeper to see what is suggested by the literature in terms of triggers and functions. Some say that digitally recorded material like music and videos has a potential nostalgic component, which could trigger a reflection of the past in ways that was difficult before such inventions. Hinting towards that nostalgia as a cultural phenomenon is on a rising scene. Some authors say that odors have the strongest impact on nostalgic reverie due to activating it without too much cognitive appraisal. Cognitive neuropsychology has shed new light on a lot of human psychological phenomena‘s and even though empirical testing have been scarce in this field, it should get a fair scrutiny within this perspective as well and hopefully helping to clarify the definition of the word to ease future investigations, both scientifically speaking and in laymen‘s retro hysteria.Keywords:
12

Uncovering Flow: Choreographic Structures that Support Flow Characteristics in Dance Performance

Zoller, Jessica 18 August 2015 (has links)
This choreographic research identifies and examines triggers that can induce flow, as defined by Mihaly Csikszentmihalyi, through a creative process and performance, illuminating a type of experience that supports awareness of flow characteristics in a dance environment. The methodology documents qualitative phases of self-reflection, interviews with current performing artists, and discussions with dancers that assisted in identifying key flow triggers, informing movement explorations that culminated in a new dance piece and performance. Flow triggers identified through this process were imagery, environment, awareness of audience, and touch, which were explored with the aid of aerial hammocks to create a tactile experience for the dancers in the work. By exploring flow triggers within the creative process the performers experienced and reflected upon flow characteristics, often applying personal triggers to find deeper focus within the dance. This study may inform artists and educators interested in a flow experience in their creative process.
13

Do you have any left? : Three triggers to persuade into sustainable behaviour within e-grocery

Bishop Källberg, Kayleigh, Vaquez Crabtree, Zephyr Orlando January 2021 (has links)
The concern about the rising food waste has drawn the attention of policy makers around the world, from France banning supermarkets throwing away unused food, to a more global perspective, with the UN aiming to reduce food waste by 50% by 2025 (Hinckley, 2018; Valencia, 2016). As the concern about food waste increases - so does the concern about what role e-grocery will play in it. By reason of the decreasing sense of ownership of the product, it is likely that food waste will increase (Illyuk, 2018). It has been demonstrated that persuasive design is an efficient tool to influence users’ habits within e-grocery, but currently it is primarily used to influence purchases and subsequently waste more (Chu et al., 2014).  We believed that e-grocery showed potential to also be able to counteract the food waste with the help of persuasive design. This research therefore aimed to investigate if persuasive design could be used for more sustainable purposes; meaning to decrease food waste instead of inciting overconsumption. Using current e-grocery triggers from Chu et al. (2014), this research has repurposed them to pursue a more sustainable approach. The triggers (default personalisation, reminder, suggestion & expertise-credibility) performed within a design- oriented research. The aim was to use the prototype in affiliation with criteria, that would prove their effectiveness through critical perspectives of the literature.  A study was set up with 12 respondents, in which they were asked to navigate the prototype with tasks. After navigating the prototype, they were asked questions based of the criteria. Analysing and evaluating the empiric data with the criteria helped to conclude three triggers that could be useful within e-grocery to reduce food waste.
14

Search for the higgs boson produced in association with a Z boson and decaying to a pair of bottom quarks with the Atlas experiment at LHC

Alio, Lion 12 November 2014 (has links)
Recherche la Higgs boson produit en associe avec a Z boson et desintegre a paire de b-quarks. Cet etude est realise avec l'experience ATLAS aupres du LHC. Cet recherche contient le travail de l'identification de b-jets au detecteur d'ATLAS, l'etude de triggers de l'energie manquant et introduire un nouveau trigger qui permet de gagner plus de significance de signaux. La recherche de Higgs boson est poursuit avec l'implementation de nouveau trigger et faire d'analyse statistique pour estimer la significance gagne en comparaison avec l'analyse qui utilise triggers nominaux. / Search for the Higgs poson produced in association with a Z boson and decaying to a pair of b-quarks. This study is implemented with the ATLAS experience at LHC. This research includes the work on identification of b-jets in ATLAS detector, study of triggers of missing transverse energy and introduce a new trigger which is expected to gain more signal significance. The search for the Higgs boson is followed with the implementation of the new trigger and do the statistical analysis to estimate the significance gain in comparison with the analysis which use the nominal triggers.
15

Patienter med aggressvt beteende och en förklaringsmodell om vad som kan trigga igång aggressivitet : - En Integrativ litteraturöversikt / Patients with aggressive behavior and an explanatory model of aspects that can trigger aggressiveness : - An integrative litterature overview

Yifter, Lilly January 2017 (has links)
Bakgrund: Vårdmiljön inom psykiatrisk heldygnsvård har beskrivits framkalla olika känslor och präglas av en hård miljö där patienter bland annat kan vårdas mot sin vilja och vara utsatta för tvångsåtgärder och restriktioner. Aggressivitet är vanligt förekommande på dessa avdelningar och bedöms vara ett problem. En kunskapslucka finns vad gäller vilka patienter och situationer som ökar risken för aggressivitet inom kontexten psykiatrisk heldygnsvård. Syfte: Att identifiera karaktäristiska drag hos patienter med aggressivt beteende och identifiera aspekter som påverkar situationer där hot- och våldsincidenter uppstått inom psykiatrisk heldygnsvård samt syntetisera en förklaringsmodell. Metod: En integrativ litteraturöversikt beståendes av både kvalitativa och kvantitativa artiklar. Materialet analyserades med hjälp av Whittemore och Knafls (2005) arbetsprocess. Resultat: Resultatet genererade i tre huvudteman och tio underteman. Följande tre huvudteman identifierades: patienten som en trigger, vårdmiljön som en trigger och personalen som en trigger. Diskussion: Metoden diskuteras utifrån begreppen: trovärdighet, pålitlighet, bekräftelsebarhet och överförbarhet. Resultatets huvudfynd diskuteras med stöd av tidigare forskning och i relation till Phil Barkers teori tidvattenmodellen. / Background: The care environment within psychiatric inpatient care has been described to create different emotions and is characterized as a hard environment where patients sometimes are treated against their will and can be exposed to coercive measures and restrictions. Aggressiveness is common at these wards and is considered a problem. There is a knowledge gap when it comes to patients and situations that increase the risk for aggressiveness in the context of psychiatric inpatient care. Aim: To identify characteristic features of aggressive patients and to identify aspects that effects situations where threats and violence has occurred in psychiatric inpatient care and to synthesise an explanatory model. Method: An integrative literature overview containing both qualitative and quantitative articles. The data were analysed using Whittemore and Knafl’s (2005) working procedure. Results: The result generated in three main themes and ten subthemes. Following three main themes were identified: the patient as a trigger, the care environment as a trigger and the staff as a trigger. Discussion: The method is discussed in relation to these concepts: trustworthiness, dependability, confirmability and transferability. The results are discussed with support of previous research and in relation to Phil Barker's theory the Tidal model.
16

Design de triggers emocionais para experiências gastronômicas

Akiyoshi, Ricardo Yudi 16 March 2012 (has links)
Submitted by Flávio Nunes (fnunes) on 2015-03-17T17:47:22Z No. of bitstreams: 1 RicardoYudiAkiyoshi.pdf: 5610394 bytes, checksum: 770d27ce6a666376281ae12571f9a161 (MD5) / Made available in DSpace on 2015-03-17T17:47:22Z (GMT). No. of bitstreams: 1 RicardoYudiAkiyoshi.pdf: 5610394 bytes, checksum: 770d27ce6a666376281ae12571f9a161 (MD5) Previous issue date: 2012 / Nenhuma / O trabalho demonstra o estudo que teve como objetivo estudar o Design de triggers emocionais voltados às experiências gastronômicas. Mais especificamente, realizamos o estudo conjunto entre o Design Estratégico, o Design para Experiências, Design Emocional e o Food Design, tendo como objeto principal a avaliação do impacto das emoções evocadas em experiências alimentares nos usuários a partir da manipulação de gatilhos tangíveis ou intangíveis. Partimos do princípio que as mudanças socioeconômicas e o comportamento do consumidor são influenciados mutuamente e, sendo assim, uma das maneiras para consolidar-se dentro de tal contexto econômico seja justamente aprimorar o contexto das experiências envolvidas no consumo de um produto ou serviço. Um dos parâmetros que apresentaram-se favoráveis a tal incrementação foram os estímulos emocionais potenciais condicionadores para uma experiência memorável. Sendo assim, a pesquisa buscou através de dois experimentos e uma survey, coletar dados que pudessem auxiliar na obtenção das respostas ao objetivo geral do trabalho. Concluímos que a partir da manipulação de gatilhos seja possível condicionar uma experiência a intensificar emoções positivas. Sugerimos, ao final da pesquisa, que um dos papéis que o Design possa assumir, neste contexto, seja a articulação e design de projetos que incrementem a qualidade geral de uma experiência e, consequentemente, o bem-estar do indivíduo. Para futuras pesquisas, recomendamos questões sobre os seguintes tópicos: ampliação dos experimentos I e II; estudos referentes às etapas de experiência de usuário e temas como significados e valores identitários acerca de experiências alimentares. / This dissertation presents the study of emotional triggers for food experiences in a Design context. More specifically, we brought the fields of Strategic Design, Design Emotion, Design for Experiences and Food Design together. Our object of research consisted in dining experiences and other variables related to food and design services. The startup point of this study was the socioeconomic changes, consumer behavior and how one could maintain himself competitive in the current market. One way to stay competitive could be developing better products and services through innovative experiences. These types of experiences could be achieved developing emotional stimuli that could improve the flow and overall quality of a certain experience. In order to achieve this, the study collected data throughout a series of two experiments (experiment I and II) and a survey to answer the following main aspect: evaluation of emotional behavior in food experiences due to the manipulation of tangible and intangible triggers. We will conclude that it is possible to condition an experience and intensify positive emotions due to the manipulation of certain variables. The resulting emotions will always be, however, conditioned to the users? interpretation of the experience. We will suggest in the end of our research that one of the roles the Design field of study could take part in, is the articulation and design of projects that enhance the overall quality of an experience and well being of the user. To our future research we pointed out the need for more experiments; the careful study regarding the lifespan and chronology of user experiences and deepen our thoughts in themes like meaning and identity values regarding food experiences.
17

Samhällstrender och förändringsarbeten : En fallstudie i ett charktillverkningsföretag / Social trends and change management : A casestudy in a cured meat manufacturing company

Blidby, Jessica, Lundberg, Lovisa January 2018 (has links)
Purpose – The purpose of the study is to understand how a cured meat manufacturing company can succeed with an internal change project when the reason is external triggers from society. With this purpose in mind two research questions have been formulated.    They are formulated as followed:  <li data-leveltext="%1." data-font="Georgia,Segoe UI" data-listid="31" data-aria-posinset="1" data-aria-level="1">Which triggers are the reason for change projects to take place in a cured meat manufacturing company?  <li data-leveltext="%1." data-font="Georgia,Segoe UI" data-listid="31" data-aria-posinset="2" data-aria-level="1">Which factors are crucial for a successful change project in a cured meat manufacturing company?   Method – A case study has been conducted at a cured meat manufacturing company, that previously has been through the work of a change project. 13 semi structured interviews were conducted. The interviewees ranged from top management to workers in the production unit. In addition, all employees received a survey about the change process. On top of this, a document study was conducted. The data that was collected was then analyzed in relation to the theoretical framework and then generated the study’s results.   Findings and discussion – the study’s findings show that there is a connection between trends in society and the effect they have on change project through triggers. These connections in this study has a relation to the Leavitt-Ry-theory (Bakka &amp; Fivelsdal, 2006) and Hughes’ triggers theory (Hughes, 2010). The most visible triggers are politics, environment and socio-culture. Trends in society have a direct connection to the outcome of change projects vision and mission, factors which lead the way in the work of a change project. This shows a connection between trends in society and change projects, because of the four identified key factors of a change project. These four factors are vision &amp; mission, targets &amp; sub-targets, communication &amp; dedication and lastly time.   Limitations – In this study the focus was on one single case. A company that previously had been through the work of a change project. Interviews were held with collective employees that had taken part in the previous change project, although many of the previous participants had quit their job. Therefore, their impressions/experiences were lost. On top of that the documentation from the previous change project were inadequate. These factors together with the fact that the study only had one case in focus made the generalizability a question for discussion.   Keywords – change projects, project, trends, society, vision, communication, cured meat manufacturing company, triggers. / Syfte – Syftet med denna studie är att förstå hur ett charktillverkningsföretag lyckas med ett internt förändringsarbete när anledningen till förändringen är starka externa samhällstriggers.  Med detta syfte i åtanke har det tagits fram två frågeställningar. Dessa frågeställningar lyder:  <li data-leveltext="%1." data-font="Georgia" data-listid="1" data-aria-posinset="1" data-aria-level="1">Vilka triggers finns för förändringsarbeten i ett charktillverkningsföretag?  <li data-leveltext="%1." data-font="Georgia" data-listid="1" data-aria-posinset="2" data-aria-level="1">Vilka faktorer är avgörande för ett förändringsarbete inom ett charktillverkningsföretag?   Metod – Det har genomförts en enfallsstudie på ett charktillverkningsföretag som tidigare har genomfört ett förändringsarbete i organisationen. Det genomfördes 13 semistrukturerade intervjuer med personer i olika position på företaget, allt från högsta ledning till produktionspersonal.  Utöver detta delades det ut en survey till produktionspersonalen där fokus låg på upplevelser från förändringsarbeten. Det gjordes också en dokumentstudie från ett föregegående förändringsarbete. Den data som tagits fram har sedan analyserats i förhållande till det uppställda teoretiska ramverket och har då resulterat i studiens resultat.   Resultat och diskussion – Resultatet av studien visar att det finns ett samband mellan samhällstrender och hur de påverkar organisationer och förändringsarbeten genom triggers. Dessa samband har i denna studien stöd i Leavitt och Ry’s teori (Bakka &amp; Fivelsdal, 2006) och Hughes triggersteori (Hughes, 2010). Dessa triggers är främst politik, miljö och sociala aspekter. Samhällstrender påverkar förändringsarbetets vision och mission, faktorer som genomsyrar företaget och visar vägen för förändringsarbeten. Detta visar på ett samband mellan samhällstrender och förändringsarbeten då de fyra faktorer som är avgörande i förändringsarbeten är vision &amp; mission, mål &amp; delmål, kommunikation &amp; engagemang och tid.   Begränsningar – I denna studie låg det endast fokus på ett fallföretag. Ett företag som tidigare har genomgått ett förändringsarbete. Det genomfördes intervjuer med kollektivanställda som hade varit med i detta tidigare förändringsarbete, men många av de tidigare deltagarna hade slutat och därför gick deras intryck/erfarenheter förlorade. Dessutom var dokumentationen från detta förändringsarbete bristfällig. Detta tillsammans med det faktum att det var en enfallsstudie som utfördes kan sägas ha minskat generaliserbarheten i studien.   Nyckelord – Förändringsarbete, projekt, samhällstrender, omvärlden, vision, kommunikation, charktillverkningsföretag, triggers.
18

Tre musikinstrument - En röst : En självstudie om omställningsprocesser mellan träblåsinstrument / Three musical instruments - One voice : A self-study about the conversion processes between woodwind instruments

Andersson, Andreas January 2017 (has links)
Tre musikinstrument – En röst. En studie om omställningsprocessen mellan ett träblåsinstrument till ett annat. Detta område omfattar tvärflöjt- oboe- och altsaxofonspel. Arbetet bygger på observationer av en sex veckor lång instuderingsprocess, sett i relation till ett urval av tidigare forskning och högskoleuppsatser inom området. Studien har i syfte att utforska omställningsprocessen när jag byter från det ena blåsinstrumentet till det andra. Detta för att ge en djupare inblick i en multiinstrumentalists vardag och belysa de fenomen som ligger till grund för spelet för respektive instrument och som sedan tas med i omställningsprocessen. Denna kvalitativa studie utgår från ett livsvärldsperspektiv och metod är loggboksskrivande samt videodokumentation. Resultatet bärs upp av två teman: Inre röst och instrumentbyte-muskelbyte som står för mentala respektive fysiska handlingar. Efter resultatet följer en diskussion som sätts i förhållande till litteratur och tidigare forskning inom området. Arbetet avslutas med tankar om dess betydelse samt möjligheter till framtida forskning. / Three musical instruments – One voice. A study of the conversion process between a woodwind instrument to another. This area includes the flute, oboe and the alto saxophone. This study is based on observations of a six-week rehearsal process in relation to a sample of previous research and academic papers in the field. The study is aimed to explore the conversion process when I switch from one wind instrument to the other. This is to provide a deeper insight into a multiinstrumentalists everyday life and highlight all the phenomena that form the basis of the play for each instrument and then be included in the conversion process. This qualitative study is based on a life-world perspective and method logbook writing and video documentation. The result is supported by two themes: Inner voice and change of instrument-muscle change representing mental and physical actions. After the result is a discussion that is related to the literature and previous research in the area. The work concludes with thoughts about its importance as well as opportunities for future research.
19

Ett gränssnitt för en lättare användning : En kvalitativ studie om en mobilspårningsapplikations gränssnitt och vilka element som behöver utvecklas / An interface for easier use : A qualitative study of a mobile tracking application's interface and the elements that need to be developed

Olin, Joakim, Wahlgren, Bryan January 2022 (has links)
I takt med att ägandet av smartphones ökat samt att tekniken utvecklats så har det blivit allt mer förekommande med spårning av GPS-enheter. Användningen innefattar flera områden som exempelvis berör spårning av djur, fordon och människor. Tidigare forskning har främst fokuserat på de tekniska aspekterna med GPS och i flera av dessa källor nämns kortfattat att de mobila gränssnitten har fått kritik från studiernas deltagare och ansetts vara svåra att använda. Syftet med studien var att öka förståelsen för hur spårningsapplikationers gränssnitt kan utformas för att bli mer användarvänliga. Att genom ett användarcentrerat arbete kartlägga vilka element i nuvarande gränssnitt som kan förbättras för att underlätta användares kognitiva belastning vid användning. Studien hade en kvalitativ ansats och data samlades in genom intervjuer med erfarna användare av spårningsapplikationen Go. Det var Go-applikationens gränssnitt som undersöktes i studien. För att kunna besvara forskningsfrågan användes Foggs beteendemodell, UX och informationsarkitektur för att skapa intervjufrågor samt för att analysera och diskutera resultaten. Studiens resultat är inte generaliserbart eftersom urvalet var för litet och ej slumpmässigt framtaget. Därmed gav studiens resultat endast en första inblick av vilka element i gränssnittet som var i behov av att utvecklas för att förbättra spårningsapplikationens gränssnitt. Studien visade att informanterna var tillräckligt motiverade och att det framför allt var förmågan som behövde ökas och att det i vissa fall behövdes triggers. De element i gränssnittet som behövde utvecklas var historiken, larm, platsmarkörer, inställningar, informationssidan och livespårning. Tillvägagångssätten för att utveckla dessa element berör oftast ett grafiskt tydliggörande eller förklarande. / As the usage of smartphones has increased and the technology also has developed, it has become increasingly common with tracking of GPS devices. The usage includes multiple areas such as tracking of animals, vehicles, and people. Early research has mainly focused on the technical aspects with GPS and in a few of these sources it is briefly mentioned that mobile interfaces have been criticized by the study participants and are considered difficult to use. The purpose of this research was to increase the understanding on how tracking applications interface can be designed to be more user friendly. Through a User-Centered work to map how elements and functions in a current interface can improve to ease the users cognitive load during usage. The research had a qualitative approach and the data that was collected through interviews with experienced users of the tracking application Go. It was the interface of Go that was being studied during the research. To answer our research question, Fogg's behavior model was used together with UX and information architecture to create questions for the interviews and to analyze the results. Results of this research are not generalizable since the sample was small and not randomly selected. Hence, the results of the research provided a first insight of which elements in the interface that need development to improve the interface of tracking applications. The research showed that the informants are motivated enough and that it was primarily their ability that needed to be increased and, in some cases, triggers were needed. The elements on the interface that needed to be developed were, the history, the alarm, placemarks, settings, information page and live tracking. The approach to develop the elements often touches on a graphical clarity or explanatory note.
20

Länge leve nyheterna : En kvalitativ studie om äldres känslor inför användning av digitala nyhetsmedier / Long Live the News : A qualitative study of older individuals' feelings about using digital news media

Hjelm, Maria, Lagumdzija, Irma January 2022 (has links)
Studien har för avsikt att undersöka äldres känslor inför användning av digitala nyhetsmedier samt hur en interaktionsdesigner kan arbeta proaktivt för delaktighet i samhällsdebatten, när fysisk nyhetsdistribution fasas ut och digital distribution är det som kvarstår. En utgångspunkt i studien är att äldre individer ofta besitter förmågan att använda digitala medier, men har låg motivation. För att utforska mer kring detta används Foggs beteendemodell (2009) och dess tre beståndsdelar för förändring av ett beteende - förmåga, motivation och triggers. Modellen är utformad för att ringa in mönster, attityder och beteenden i digitala miljöer. Datainsamling i studien sker genom strukturerade dagböcker, vilka genomförs som en kvalitativ metod under en längre tidsperiod. Dagböckerna bygger på uppgifter som ska genomföras i den digitala nyhetsaggregatorn Omni (2022). Respondenterna för dagböckerna är sex till antalet och är individer i 60-årsåldern som har en smartphone och tar del av nyheter regelbundet. Resultat från dagböckerna visar att alla tre beståndsdelar i Foggs beteendemodell (2009) är betydande, men att det främst är triggers som är avgörande för en beteendeförändring. Det framkommer även att tidigare erfarenheter, förväntningar samt pragmatiska och hedoniska aspekter har betydelse. Avslutningsvis presenterar studien förslag på hur en interaktionsdesigner kan arbeta för att involvera äldre individer i en digital nyhetsdistribution, för att i en förlängning minska klyftor mellan generationer samt bevara medborgarnas rättigheter att ta del av samhällsinformation. / This study aims to examine older people's feelings about using digital news media and how an interaction designer can work proactively for older people’s participation in the public debate, when physical news distribution is phased out and digital distribution is what remains. A starting point of the study is that older individuals often possess the ability to use digital media, but have low motivation. To explore more about this, the study uses Fogg's behavior model (2009), which contains three components of changing a behavior - ability, motivation and triggers. The model is designed to capture patterns, attitudes and behaviors in digital environments. Data collection in the study takes place through structured user diaries, which are implemented as a qualitative method through a longer period of time. The user diaries are based on tasks to be performed in the digital news aggregator Omni (2022). The number of respondents for the diary is six and they are individuals in their 60s who have a smartphone and receive news regularly. Results from the diaries show that all three components of Fogg's behavior model (2009) are significant, but it is primarily triggers that are crucial for a behavioral change. It also appears that previous experiences, expectations and pragmatic and hedonic aspects are of importance. Finally, the study presents suggestions on how an interaction designer can work to involve older individuals in digital news distribution, in order to reduce gaps between generations and protect citizens' rights to access civic information.

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