Dissertations / Theses on the topic '120304 Digital and Interaction Design'

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1

Bilandzic, Mark. "Designing mobile systems for social navigation in urban public places." Thesis, Ludwig-Maximilians-Universitat Munchen, 2007. https://eprints.qut.edu.au/66729/1/Diplomarbeit.pdf.

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This thesis presents social requirements and design considerations from a study evaluating interactive approaches to social navigation and user-generated information sharing in urban environments using mobile devices. It investigates innovative ways to leverage mobile information and communication technology in order to provide a social navigation platform for residents and visitors in and for public urban places. Through a design case study this work presents CityFlocks, a mobile information system that offers an easy way for information-seeking new residents or visitors to access tacit knowledge from local people about their new community. It is intended to enable visitors and new residents in a city to tap into the knowledge and experiences of local residents in order to gather information about their new environment. Its design specifically aims to lower existing barriers of access and facilitate social navigation in urban places. In various user tests it evaluates two general user interaction alternatives – direct and indirect social navigation – and analyses which interaction method works better for people using a mobile device to socially navigate urban environments. The outcomes are relevant for the user interaction design of future mobile information systems that leverage the social navigation approach.
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Donovan, Jared William Awarua. "Framing Movements for Gesture Interface Design." Thesis, The University of Queensland, 2011. https://eprints.qut.edu.au/56822/1/donovan-Framing_movements_for_gesture_interface_design-reduced-size.pdf.

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Gesture interfaces are an attractive avenue for human-computer interaction, given the range of expression that people are able to engage when gesturing. Consequently, there is a long running stream of research into gesture as a means of interaction in the field of human-computer interaction. However, most of this research has focussed on the technical challenges of detecting and responding to people’s movements, or on exploring the interaction possibilities opened up by technical developments. There has been relatively little research on how to actually design gesture interfaces, or on the kinds of understandings of gesture that might be most useful to gesture interface designers. Running parallel to research in gesture interfaces, there is a body of research into human gesture, which would seem a useful source to draw knowledge that could inform gesture interface design. However, there is a gap between the ways that ‘gesture’ is conceived of in gesture interface research compared to gesture research. In this dissertation, I explore this gap and reflect on the appropriateness of existing research into human gesturing for the needs of gesture interface design. Through a participatory design process, I designed, prototyped and evaluated a gesture interface for the work of the dental examination. Against this grounding experience, I undertook an analysis of the work of the dental examination with particular focus on the roles that gestures play in the work to compare and discuss existing gesture research. I take the work of the gesture researcher McNeill as a point of focus, because he is widely cited within gesture interface research literature. I show that although McNeill’s research into human gesture can be applied to some important aspects of the gestures of dentistry, there remain range of gestures that McNeill’s work does not deal with directly, yet which play an important role in the work and could usefully be responded to with gesture interface technologies. I discuss some other strands of gesture research, which are less widely cited within gesture interface research, but offer a broader conception of gesture that would be useful for gesture interface design. Ultimately, I argue that the gap in conceptions of gesture between gesture interface research and gesture research is an outcome of the different interests that each community brings to bear on the research. What gesture interface research requires is attention to the problems of designing gesture interfaces for authentic context of use and assessment of existing theory in light of this.
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Anastasiu, Irina. "FixVegas : facilitating multi-directional communication between government officials and citizens to support urban planning in the city of Brisbane." Thesis, Ludwig-Maximilians-Universitat Munchen, 2012. https://eprints.qut.edu.au/66732/1/FixVegas.pdf.

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The goal of this project was to develop a mobile application for the iOS platform, that would support the partner of this project, the Brisbane City Council, in stronger engage citizens in participating in urban planning and development projects. The resulting application is an extended version of FixVegas, a system that allows citizens to report maintenance request to the Brisbane City Council through their smartphone. The new version of the system makes all incoming requests publicly available within the application, allows users to support, comment or disapprove of these. As an addition, the concept of the idea has been introduced. Citizens can submit suggestions for improving the city to the municipality, discuss them with other fellow citizens and, ideally, also with Council representatives. The city officials as well are provided with the ability of publishing development project as an idea and let citizens deliberate it. This way, bidirectional communication between these two parties is created. A web interface complements the iPhone application. The system has been developed after the principle of User Centered Design, by assessing user needs, creating and evaluating prototypes and conducting a user study. The study showed that FixVegas2 has been perceived as an enhancement compared to the previous version, and that the idea concept has been received on a positive note. Indepth questions, such as the influence the system could have on community dynamics or the public participation in urban planning projects could only hardly investigated. However, these findings can be achieved by the alternative study designs that have been proposed.
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Rittenbruch, Markus. "Active awareness : supporting the intentional disclosure of awareness information in collaborative systems." Thesis, University of Queensland, 2011. https://eprints.qut.edu.au/70075/1/s4067813_phd_finalthesis.pdf.

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This thesis opens up the design space for awareness research in CSCW and HCI. By challenging the prevalent understanding of roles in awareness processes and exploring different mechanisms for actively engaging users in the awareness process, this thesis provides a better understanding of the complexity of these processes and suggests practical solutions for designing and implementing systems that support active awareness. Mutual awareness, a prominent research topic in the fields of Computer-Supported Cooperative Work (CSCW) and Human-Computer Interaction (HCI) refers to a fundamental aspect of a person’s work: their ability to gain a better understanding of a situation by perceiving and interpreting their co-workers actions. Technologically-mediated awareness, used to support co-workers across distributed settings, distinguishes between the roles of the actor, whose actions are often limited to being the target of an automated data gathering processes, and the receiver, who wants to be made aware of the actors’ actions. This receiver-centric view of awareness, focusing on helping receivers to deal with complex sets of awareness information, stands in stark contrast to our understanding of awareness as social process involving complex interactions between both actors and receivers. It fails to take into account an actors’ intimate understanding of their own activities and the contribution that this subjective understanding could make in providing richer awareness information. In this thesis I challenge the prevalent receiver-centric notion of awareness, and explore the conceptual foundations, design, implementation and evaluation of an alternative active awareness approach by making the following five contributions. Firstly, I identify the limitations of existing awareness research and solicit further evidence to support the notion of active awareness. I analyse ethnographic workplace studies that demonstrate how actors engage in an intricate interplay involving the monitoring of their co-workers progress and displaying aspects of their activities that may be of relevance to others. The examination of a large body of awareness research reveals that while disclosing information is a common practice in face-to-face collaborative settings it has been neglected in implementations of technically mediated awareness. Based on these considerations, I introduce the notion of intentional disclosure to describe the action of users actively and deliberately contributing awareness information. I consider challenges and potential solutions for the design of active awareness. I compare a range of systems, each allowing users to share information about their activities at various levels of detail. I discuss one of the main challenges to active awareness: that disclosing information about activities requires some degree of effort. I discuss various representations of effort in collaborative work. These considerations reveal that there is a trade-off between the richness of awareness information and the effort required to provide this information. I propose a framework for active awareness, aimed to help designers to understand the scope and limitations of different types of intentional disclosure. I draw on the identified richness/effort trade-off to develop two types of intentional disclosure, both of which aim to facilitate the disclosure of information while reducing the effort required to do so. For both of these approaches, direct and indirect disclosure, I delineate how they differ from related approaches and define a set of design criteria that is intended to guide their implementation. I demonstrate how the framework of active awareness can be practically applied by building two proof-of-concept prototypes that implement direct and indirect disclosure respectively. AnyBiff, implementing direct disclosure, allows users to create, share and use shared representations of activities in order to express their current actions and intentions. SphereX, implementing indirect disclosure, represents shared areas of interests or working context, and links sets of activities to these representations. Lastly, I present the results of the qualitative evaluation of the two prototypes and analyse the results with regard to the extent to which they implemented their respective disclosure mechanisms and supported active awareness. Both systems were deployed and tested in real world environments. The results for AnyBiff showed that users developed a wide range of activity representations, some unanticipated, and actively used the system to disclose information. The results further highlighted a number of design considerations relating to the relationship between awareness and communication, and the role of ambiguity. The evaluation of SphereX validated the feasibility of the indirect disclosure approach. However, the study highlighted the challenges of implementing cross-application awareness support and translating the concept to users. The study resulted in design recommendations aimed to improve the implementation of future systems.
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Petkov, Petromil. "Motivating domestic energy conservation through comparative feedback in mobile applications and social networking sites." Thesis, Ludwig-Maximilians-Universitat Munchen, 2011. https://eprints.qut.edu.au/66730/1/Masterarbeit_Petromil_Petkov.pdf.

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The progress of technology has led to the increased adoption of energy monitors among household energy consumers. While the monitors available on the market deliver real-time energy usage feedback to the consumer, the form of this data is usually unengaging and mundane. Moreover, it fails to address consumers with different motivations and needs to save and compare energy. This master‟s thesis project presents a study that seeks to inform design guidelines for differently motivated energy consumers. The focus of the research is on comparative feedback supported by a community of energy consumers. In particular, the discussed comparative feedback types are explanatory comparison, temporal self-comparison, norm comparison, one-on-one comparison and ranking, whereby the last three support exploring the potential of socialising energy-related feedback in social networking sites, such as Facebook. These feedback types were integrated in EnergyWiz – a mobile application that enables users to compare with their past performance, neighbours, contacts from social networking sites and other EnergyWiz users. The application was developed through a theory-driven approach and evaluated in personal, semi-structured interviews which provided insights on how motivation-related comparative feedback should be designed. It was also employed in expert focus group discussions which resulted in defining opportunities and challenges before mobile, social energy monitors. The findings have unequivocally shown that users with different motivations to compare and to conserve energy have different preferences for comparative feedback types and design. It was established that one of the most influential factors determining design factors is the people users compare to. In addition, the research found that even simple communication strategies in Facebook, such as wall posts and groups can contribute to engagement with energy conservation practices. The concept of mobility of the application was evaluated as positive since it provides place and time-independent access to the energy consumption data.
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Rehm, Sebastian. "DoGood: A gamified mobile app to promote civic engagement." Thesis, Ludwig-Maximilians-Universitat Munchen, 2015. https://eprints.qut.edu.au/84809/1/thesis_final-opt.pdf.

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The rise of the mobile Internet enables the creation of applications that provide new and easier ways for people to organise themselves, raise issues, take action and interact with their city. However, a lack of motivation or knowledge often prevents many citizens from regularly contributing to the common good. Therefore, this thesis presents DoGood, a smartphone app, that aims at motivating citizens to carry out civic activities. The thesis asks what kinds of activities citizens consider to be civic and to what extent gamification can motivate users in this context. The DoGood app uses gamified elements to encourage citizens to submit and promote their civic activities as well as to join the activities of others. Gamification is sometimes criticized for simply adding a limited number of game elements, such as leaderboards, on top of an existing experience. However, in the case of the DoGood app, the process of game design was an integral part of the development, and the gamified elements target the user’s intrinsic motivations instead of providing them with an external reward. DoGood was implemented as hybrid mobile app and deployed to citizens of Brisbane in a five weeks long user study. The app successfully motivated most of its users to do more civic activities and its gamified elements were well received. Based on the results of the user study, civic activities can be defined as activities that give citizens the opportunity to become involved and improve life in their local community.
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Palleis, Robin. "Local Commons : communicating local issues through place-based interventions." Thesis, Ludwig-Maximilians-Universitat Munchen, 2013. https://eprints.qut.edu.au/66733/1/Robin_Palleis_Diploma_Thesis-opt.pdf.

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Due to the numerous possibilities of voicing concerns and the flood of data we are exposed to, local issues are at a risk of being overlooked. Following a research agenda proposed by Foth et al. (2013), this thesis explored the possible contributions of situated digital and tangible media for communicating local issues. Making use of the location of an issue could thereby not only allow to reach the targeted audience but also for a deeper involvement of citizens. Through the development of a design intervention in public space, called Local Commons, the benefits of this approach were investigated. Therefore, the intervention combined digital and tangible media in order to engage the public to contribute and debate different perspectives on a given local issue. The interaction with the intervention was thereby twofold. First, the intervention invited the audience to submit images of their perspectives on the issue, which were displayed on a public screen. Via tangible buttons in front of the screen, the audience then had the possibility to agree or disagree to the displayed perspectives, creating a space for deliberation. In a field study, the concept was subsequently tested and evaluated. The results of this study, although not generalisable, supported the chosen approach of this thesis.
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Filonik, Daniel. "Developing a dashboard for real-time data stream composition and visualization." Thesis, Ludwig-Maximilians-Universitat Munchen, 2012. https://eprints.qut.edu.au/66731/1/DA_Daniel_Filonik.pdf.

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Technological advances have led to an influx of affordable hardware that supports sensing, computation and communication. This hardware is increasingly deployed in public and private spaces, tracking and aggregating a wealth of real-time environmental data. Although these technologies are the focus of several research areas, there is a lack of research dealing with the problem of making these capabilities accessible to everyday users. This thesis represents a first step towards developing systems that will allow users to leverage the available infrastructure and create custom tailored solutions. It explores how this notion can be utilized in the context of energy monitoring to improve conventional approaches. The project adopted a user-centered design process to inform the development of a flexible system for real-time data stream composition and visualization. This system features an extensible architecture and defines a unified API for heterogeneous data streams. Rather than displaying the data in a predetermined fashion, it makes this information available as building blocks that can be combined and shared. It is based on the insight that individual users have diverse information needs and presentation preferences. Therefore, it allows users to compose rich information displays, incorporating personally relevant data from an extensive information ecosystem. The prototype was evaluated in an exploratory study to observe its natural use in a real-world setting, gathering empirical usage statistics and conducting semi-structured interviews. The results show that a high degree of customization does not warrant sustained usage. Other factors were identified, yielding recommendations for increasing the impact on energy consumption.
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Thiel, Sarah-Kristin. "Serendipitous road trips: Enhancing tourists’ experiences through social interaction." Thesis, Ludwig-Maximilians-Universitat Munchen, 2014. https://eprints.qut.edu.au/90806/1/Serendipitous%20road%20trips_SKT_Final.pdf.

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Driving can be a lonely activity. While there has been a lot of research and technical inventions concerning car-to-car communication and passenger entertainment, there is still little work concerning connecting drivers. Whereas tourism is very much a social activity, drive tourists have few options to communicate with fellow travellers. The proposed project is placed at the intersection of tourism and driving and aims to enhance the trip experience during driving through social interaction. This thesis explores how a mobile application that allows instant messaging between travellers sharing similar context can add to road trip experiences. To inform the design of such an application, the project adopted the principle of the user-centred design process. User needs were assessed by running an ideation workshop and a field trip. Findings of both studies have shown that tourists have different preferences and diverse attitudes towards contacting new people. Yet all participants stressed the value of social recommendations. Based on those results and a later expert review, three prototype versions of the system were created. A prototyping session with potential end users highlighted the most important features including the possibility to view user profiles, choose between text and audio input and receive up-to-date information. An implemented version of the prototype was evaluated in an exploratory study to identify usability related problems in an actual use case scenario as well as to find implementation bugs. The outcomes of this research are relevant for the design of future mobile tourist guides that leverage from benefits of social recommendations.
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Casadevall, Dario. "Skunkworks Finder: A Design Study into the Diverse Ecosystem of Creativity and Innovation Spaces." Thesis, Ludwig-Maximilians-Universitat München, 2018. https://eprints.qut.edu.au/122139/1/Masterthesis_DarioCasadevall%20Kopie.pdf.

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Creative people, entrepreneurs and start-up founders using innovation spaces and hubs often find themselves inside a filter bubble or echo chamber, where like-minded people tend to come up with similar ideas and recommend similar approaches to innovation. This trend towards homophily and a polarisation of like-mindedness is aggravated by algorithmic filtering and recommender systems embedded in current technology and social media platforms. Yet, genuine innovation thrives on social inclusion fostering a diversity of ideas. To provide the opportunity to escape these echo chambers, Skunkworks Finder was designed and tested – an exploratory tool that employs social network analysis to help users discover spaces of difference and otherness in their local urban innovation ecosystem. A design inclusive research approach was adapted focusing on user-centred design choices in order to verify and validate the prototype and its according premise. Results show, that an introduction of Skunkworks Finder or similar functionality is anticipated by study participants, as participants indicated individual experiences of forming filter bubbles in innovation spaces. However, changes in design would improve comprehensibility issues addressed during the user study. Additionally, an integration of such a system into an established online tool would ensure a distribution to a wider audience, than focusing only on potential users who are already affiliated with an innovation environment.
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Nefzger, Matthias. "Design and development of a low-cost smartphone-based research platform for real-world driving studies." Thesis, Ludwig-Maximilians University of Munich (LMU), 2017. https://eprints.qut.edu.au/104238/1/MSc%20Thesis%20Matthias%20Nefzger.pdf.

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Naturalistic driving studies as a method to explore driving and driver behaviour in a natural environment have become increasingly popular in road safety research. However, data acquisition systems needed for these studies are expensive and require a profound technical expertise for the installation. This thesis reports on an alternative approach towards more affordable naturalistic driving studies – a smartphone-based system called Sensor Platform that leverages the phone’s sensors as well as external sensors to gather relevant driving data. In close cooperation with road safety experts, this project aimed to specify the requirements for such a system, develop a prototype, and evaluate from an user perspective as well as from a technical point of view. A focus group and an in-vehicle user study were conducted to gather the expert’s feedback. In order to judge the accuracy of Sensor Platform, a comparison to an industry-grade data acquisition system was performed on the real road. The analysis of the study data suggests that road safety experts like the high usability and value the time savings. Yet, in comparison to industry-grade data acquisition systems, Sensor Platform is not on par when it comes to data accuracy, mainly due to simpler filtering algorithms. All in all, the thesis adds to the knowledge of mobile data acquisition systems while also providing a basis for future road safety applications such as real-time interventions.
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Wiesner, Kevin. "From “anytime, anywhere” to “here and now”: place and time restrictions in mobile narratives to enhance situated engagement of mobile users." Thesis, Ludwig-Maximilians-Universitat Munchen, 2009. https://eprints.qut.edu.au/67653/1/Diplomarbeit_KevinWiesner_%28Web%29.pdf.

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The usage of the mobile Internet has increased tremendously within the last couple of years, and thereby the vision of accessing information anytime, anywhere has become more realistic and a dominant design principle for providing content. However, this study challenges this paradigm of unlimited and unrestricted access, and explores the question whether constraints and restrictions can positively influence the motivation and enticement of mobile users to engage with location-specific content. Restrictions, such as a particular time or location that gives a user access to content, may be used to foster participation and engagement, as well as to support content production and to enhance the user’s experience. In order to explore this, a Mobile Narrative and a Narrative Map have been created. For the former, the access to individual chapters of the story was restricted. Authors can specify constraints, such as a location or time, which need to be met by the reader if they want to read the story. This concept allows creative writers of the story to exploit the fact that the reader’s context is known, by intensifying the user experience and integrating this knowledge into the writing process. The latter, the Narrative Map, provides users with extracts from stories or information snippets about authors at relevant locations. In both concepts, a feedback channel was also integrated, on which location, time, and size constraints were imposed. In a user-centred design process involving authors and potential readers, those concepts have been implemented, followed by an evaluation comprising four user studies. The results show that restrictions and constraints can indeed lead to more enticing and engaging user experiences, and restricted contribution opportunities can lead to a higher motivation to participate as well as to an improved quality of submissions. These findings are relevant for future developments in the area of mobile narratives and creative writing, as well as for common mobile services that aim for enticing user experiences.
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Gales, Mathis. "Collaborative map-exploration around large table-top displays: Designing a collaboration interface for the Rapid Analytics Interactive Scenario Explorer toolkit." Thesis, Ludwig-Maximilians-University Munich, 2018. https://eprints.qut.edu.au/115909/1/Master_Thesis_Mathis_Gales_final_opt.pdf.

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Sense-making of spatial data on an urban level and large-scale decisions on new infrastructure projects need teamwork from experts with varied backgrounds. Technology can facilitate this collaboration process and magnify the effect of collective intelligence. Therefore, this work explores new useful collaboration interactions and visualizations for map-exploration software with a strong focus on usability. Additionally, for same-time and same-place group work, interactive table-top displays serve as a natural platform. Thus, the second aim of this project is to develop a user-friendly concept for integrating table-top displays with collaborative map-exploration. To achieve these goals, we continuously adapted the user-interface of the map-exploration software RAISE. We adopted a user-centred design approach and a simple iterative interaction design lifecycle model. Alternating between quick prototyping and user-testing phases, new design concepts were assessed and consequently improved or rejected. The necessary data was gathered through continuous dialogue with users and experts, a participatory design workshop, and a final observational study. Adopting a cross-device concept, our final prototype supports sharing information between a user’s personal device and table-top display(s). We found that this allows for a comfortable and practical separation between private and shared workspaces. The tool empowers users to share the current camera-position, data queries, and active layers between devices and with other users. We generalized further findings into a set of recommendations for designing user-friendly tools for collaborative map-exploration. The set includes recommendations regarding the sharing behaviour, the user-interface design, and the idea of playfulness in collaboration.
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Steinberger, Fabius. "Vote with your feet : hyperlocal public polling for urban screens." Thesis, Ludwig-Maximilians-Universtät München, 2014. https://eprints.qut.edu.au/66824/1/VWYF-opt.pdf.

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Technological advances have led to an ongoing spread of public displays in urban areas. However, they still mostly show passive content such as commercials and digital signage. Researchers took notice of their potential to spark situated civic discourse in public space and have begun working on interactive public display applications. Attracting people’s attention and providing a low barrier for user participation have been identified as major challenges in their design. This thesis presents Vote With Your Feet, a hyperlocal public polling tool for urban screens allowing users to express their opinions. Similar to vox populi interviews on TV or polls on news websites, the tool is meant to reflect the mindset of the community on topics such as current affairs, cultural identity and local matters. It shows one Yes/No question at a time and enables users to vote by stepping on one of two tangible buttons on the ground. This user interface was introduced to attract people’s attention and to lower participation barriers. Vote With Your Feet was informed by a user-centred design approach that included a focus group, expert interviews and extensive preliminary user studies in the wild. Deployed at a bus stop, Vote With Your Feet was evaluated in a field study over the course of several days. Observations of people and interviews with 30 participants revealed that the novel interaction technology was perceived as inviting and that Vote With Your Feet can spark discussions among co-located people.
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Mayer, Miriam. "Democratising the City: Technology as Enabler of Citizen-Led Urban Innovation." Thesis, Ludwig-Maximilians-Universitat Munchen, 2018. https://eprints.qut.edu.au/115908/1/Masterarbeit%20Miriam%20Mayer_final_opt.pdf.

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This study deals with finding a way to enable citizen-led urban innovation through technology while concentrating on various aspects of controversial city developments. Therefore the literature concerning this topic is first investigated and current online systems designed for citizens to engage in city development decisions explored. In addition, literature, approaches and systems related to conflict resolution are also presented and discussed. By means of applying multiple design cycles, including several user studies, an online platform for citizens to elaborate controversial ideas for the city together was developed. These design cycles were focused on first finding a suitable process to elaborate on ideas and find consent. The process implementing this is tested during two workshops that portray the procedure that would be realised on the platform. Findings after each workshop are used to revise the process. In order to design a user interface that could implement such a process first an expert focus group was asked to brainstorm solutions for multiple design questions. Considering this input two platform mock-ups were created and shown to participants to receive feedback. A final prototype of the online platform was then implemented and tested in a final user study. During this study participants elaborated an idea together to test the whole resulting product, while being able to use the online platform in an in the wild setting. In spite of discovering how dependent the usage of the platform is on its users, the feedback received for the general idea of using an online platform to elaborate on ideas and find consent was overall positive.
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Berglund, Anton. "Digital screen for appointments and employees." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-87197.

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With a digital screen a company can provide a simple way to inform its employees and visitors about what is going on at the oce. The company KnowitAB wished to be able to display upcoming events through such a digital screen.This thesis describes how a solution was designed and implemented to suit the needs of the company.By using the design process a web based solution was built able to display events retrieved from the company's Exchange server on a digital screen. The solution was also built as a web site, making it accessible from outside the office so that employees can look up information on the go. The resulting solution is going to be installed in Knowit's office in Umeå, with a future vision of installing it in several other Knowit offices.
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Löf, Anton. "Generating and Manipulating Sound : Tools for digital music production." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-136886.

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Music making and technological development has always been connected. The digital revolution has made advanced music production, writing and distribution tools universally accessible. New intelligent tools built on machine learning are entering the market potentially changing how we create music and interact with creative content.  The aim of this thesis project has been to find alternatives to existing interaction models manifested in modern DAWs (Digital Audio Workstations). Ideas developed through rough sketches and simple prototypes—the outcome consists of three concept videos proposing changes to three moments in the workflow of songwriters and producers. This thesis started with an idea of exploring the borderland between computer generated music and human creativity. Through desk research and interviews I learned that computational creativity exist and that there is a lot of different ways of defining creativity and art. Creating creative computers should not aim to replace humans creative abilities—it is rather about automating and creating tools that enhance our creative abilities.  To understand how songwriters and producers work the subject were investigated through semi-structured contextual interviews. The different ways of working and using tools were mapped out and potential opportunity areas were identified. This thesis have been a project that through sketching, mock-ups and simple prototypes questions how we use digital tools in music production. These concepts and sketches were continuously brought back to experts for feedback. The outcome consists of three concepts. They are presented through three short videos. These videos are now shared with a bigger audience and will act as an conversation starter for people interested in tools for digital music production.  1. Automating parts of the songwriting process and create a collaborative workflow between a you and a computer, through a conversational user interface.  2. A pressure sensitive touch surface that let you manipulate sound. It is an adaptive system that automatically detects active controls in your DAW—it maps these active controls from your computer screen down to a touch pad.  3. The third concept changes the way you organise and look for sound files. It is a automatised process where a software helps you compare different sounds to each other. It takes away most labels and focuses on mapping sound according to its auditory profile.
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Pouwels, Ilse. "Undermine_Through_Design : What if digital technology did something else?" Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-183945.

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This project is initiated based on observations from me and other people in the design/technology community. Products and services are optimised for efficiency and standardisation caring more for profit than privacy. We, humans, are becoming the product to be consumed by our technologies. However I believe that good interaction design can also be the remedy to this issue created by it. Celebrating fluidity, creating interactions that trigger reflection and empower users. Designing things away and creating hacks.  This initiated the research question of this thesis: How do we design interactions that empower people in their engagements with the digital so a balanced relation can be formed? This thesis is approaching this issue through a process I call co-reflection through disruptive design. This is a hands on design methode that use experiments as contextualisations of the reflections done by the designer. The experiments are shared with people in order to reflect upon as well. The returning reflections are used to continue the project and often lead to a reframing of it. The big fluctuating issue being targeted in this project called for a process inline with this nature. Throughout this process three design principles and three design handles are initiated.  This project is finalised with a last experiment Huddle. This is a nomad server where the digital design manifesto is kept and collectively written. The proposed design principles and handles are a small stab at the bigger issue. Looking at the fluidity of the process and the community involvement I chose to not deliver a final solution but another experiment that is in flux. Through reading, signing and contribution on the website the manifesto is crafted. So this thesis report is a finalisation of the Undermine_Through_design thesis but the start of the live of _Huddle.  All photographs in this report which are uncited have been taken by the author, Ilse Pouwels.
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Stenberg, Lucas. "Interacting with comics in digital spaces: Exploration into the intersection between interaction design and digital comics." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22283.

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Comics have been around for centuries and have had different culturalmeanings depending on era, genre and country. Toward the end of the 20thcentury and the start of the 21st century, we experienced the rise of theinternet as well as the normalization of home computers and with that,comics also started inhabiting the digital space. The digital space opens upfor opportunities of multimedia and new ways of interacting with comics, butmost comics maintain the formats of their printed counterparts.The goal of this thesis is to contribute knowledge to both interaction designpractice as well as digital comics. This is done by conducting research throughdesign and interaction-driven design and through them, launch anexploration into how different interactions affect the experience of reading.User tests as well as a workshop was conducted in order to help articulate theexperience. The conclusions reached were that a more active way ofinteracting (i.e. scrolling for instance) appeared to be preferable to othermore static ways of interacting. The usage of the digital space appeared to insome cases enhance the experience of reading but it was closely connected tothe nature of the interactions.
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Barden, Pollie. "Older people and digital technology : from digital learners to digital leaders through participatory design with community-based organisations." Thesis, Queen Mary, University of London, 2017. http://qmro.qmul.ac.uk/xmlui/handle/123456789/31709.

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It is predicted that there will be more people over the age of 65 than under 5 by 2050 in developed countries. In recognition of the needs of an ageing population, there is a growing field of research in HCI focused on engaging older people with digital technologies. This thesis contributes to the field of ageing in HCI through a community-based participatory design investigation into the challenges and opportunities for older people to engage with digital tools in their everyday lives. We demonstrate how the commitments, practices and values of participatory design can be used to better understand and foster engagement between digital tools and older people through the support of community-based organisations. This is achieved through two case studies. The rst study with a traditional computer class at a local day centre. The second with a London-based intergenerational running club. The research reflects on and examines the details and decisions of the learning and adoption process across these two studies. We expand our view beyond the digital tools to the influences and situations that contribute to older people's attitudes and usage. Through the lens of participatory design and communities of practice we discuss the considerations of values, problem-solving, and identity that can potentially be transferred to other non-traditional digital learning environments for older people. We provide recommendations and reflect on our challenges to serve as guidance for other researchers engaging in similar participatory work `in-the-wild'.
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Fernaeus, Ylva. "Let´s Make a Digital Patchwork : Designing for Childrens Creative Play with Digital Material." Doctoral thesis, Stockholm University, Department of Computer and Systems Sciences (together with KTH), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-6706.

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This thesis explores new approaches to making and playing with programming materials, especially the forms provided with screen-based digital media. Designing with these media expressions can be very attractive to children, but they are usually not made available to them in the same degree as are physical materials.

Inspired by children's play with physical materials, this work includes design explorations of how different resources alter, scaffold and support children in activities of making dynamic, screen-based systems. How tangibles turn the activity of programming into a more physical, social and collaborative activity is emphasised. A specific outcome concerns the importance of considering 'offline' and socially oriented action when designing tangible technologies. The work includes the design of a tangible programming system, Patcher, with which groups of children can program systems displayed on a large screen surface.

The character of children's programming is conceptualised through the notion of a digital patchwork, emphasising (1) children's programming as media-sensitive design, (2) making programming more concrete by combining and reusing readily available programming constructs, and (3) the use of tangibles for social interaction.

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Andersson, Hanna. "Designing Digital Nudges for Sustainable Travel Decisions." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-161076.

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Tourism is an important force for sustainable development in many countries. It provides millions of jobs which, for some countries, entails an increased gross domestic product (GDP). Unfortunately, there are downsides of tourism as well, and work towards sustainable tourism is now a key feature of many travel organizations. To influence consumers into more sustainable behavior, organizations can use nudging as a tool. A nudge uses a specific psychological effect to guide individuals towards a predefined choice. Since many travel companies provide their products through digital environments, such as websites or apps, knowledge of digital nudging is mandatory. The aim of this study was to investigate how digital nudging could be used to encourage more sustainable decisions on a travel company website. How the digital nudges should be designed, and how digital nudging would be perceived by consumers were investigated. The use of existing guidelines for how to design digital nudges resulted in prototypes of a travel company's website including several digital nudges. The guidelines included four steps: define the goal, understand the users, design the nudge and test the nudge. The result showed several digital nudges that after some design improvements have the potential to influence consumers to make more sustainable decisions on a travel company's website. The result also showed that the majority of the consumers had a positive attitude towards digital nudging in this context, although this needs to be further evaluated. Further research is also recommended to assess which nudge that works best for a given choice situation.
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Zou, Yujuan. "Interaction Design and Evaluation of a Digital Pen-based Note Taking System." Thesis, Uppsala University, Department of Information Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-108044.

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As realized from interviews and observations, operators in control rooms useconventional pen and paper as an essential way of recording information. As aconsequence, they need to fill in many forms and transfer handwritten notes into thesystem manually. This recording of daily activities takes extra time and workload.Moreover, it is a bit messy for the operators to navigate and search the notes theyhave written on the papers.

In recent years, pen-based user interfaces have become a popular research field.Various kinds of pen-based applications have been developed for different purposes,such as sketching and note taking. Pen-based user interfaces promise to provide theuser with a natural and intuitive way of interaction.

The goal for this thesis project is to explore and find out a natural way to digitalizethe hand-written notes into the power grid control system. This will hopefullyfacilitate the process of real-time digital recording and communication. To achieve thegoal, a user-centered design process was involved and prototypes of a digitalpen-based user interface with a projection display were developed. Two fundamentalaspects add value to the proposed prototypes: the use of conventional paper fornatural interaction, and the use of gestures as a simple way of implementingdata-entry operations required by the user. Pen-gestures were designed based on aquantitative user survey with 45 participants.

Finally, the prototypes of digital form-filling and gestures proposed were evaluated byusability testing. The results showed that the gestures designed were easy to learnand use. Participants liked the ways to digitalize the handwriting notes into thesystem. In the future, more concepts can be developed to enable the pen as anembedded part of the control system, and more gesture operations can be designedand applied.

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Ward, Nicholas. "Effortful interaction : a new paradigm for the design of digital musical instruments." Thesis, Queen's University Belfast, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.602967.

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Human movement is central to instrumental musical performance. Beyond the apparent connection between sound-producing actions and the sounds themselves, movement can communicate emotion, musical intention and structure. In designing an acoustic instrument, the requirements to support the vibration and manipulation of strings or membranes constrain the possibilities for action that facilitate performance. In Digital Musical Instrument (OM!) design, however, no specific physical requirements for movements exist. Electronic sound production and sensing systems expand the possibilities for performance movement far beyond that typically associated with acoustic instruments. This is indicated by the OM! design community's focus on sound synthesis and sound-gesture mapping; little attention is given to movement qualities of the performance interaction. This thesis seeks to redress this imbalance, by developing and testing a coherent method for installing bodily movement in OM! designs. Upon considering existing frameworks for description of human movement, both generally and in musical performance specifically, Laban Movement Analysis (LMA) was identified as a suitable method for exploring and designing for movement. Laban 's theory of Effort was selected to observe and analyse existing Theremin performances, and, from this analysis, tested in a novel OM!, the Damper. Following this, further re-iterations of LMA observation and analysis were carried out to strengthen this descriptive method. From these initial studies, and existing design theory, a formal movement-based OM! design process was constructed, and implemented in the design of another novel OM! interface, the Twister. This interface was designed to the specific quality of movement, Carving, as defined by LMA. An observational analysis showed that naIve users did respond to the device with the intended movement qualities. This thesis therefore provides a procedural framework with which to design for movement in DMls, and initial testing indicates that it is indeed possible to design DM! interfaces that invite desired movement qualities
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Havlik, Michele Lynne, and havlik@optusnet com au. "An investigation of Interaction Design principles, for use in the design of online galleries." RMIT University. Creative Media, 2007. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080213.091808.

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Abstract: This research is the culmination of a four-year investigation and analysis into the principles of Interaction Design, particularly those that are found to be most suitable when designing and developing interactive navigation systems. The research was undertaken as a Masters degree by project. The project consists of a CD containing an online gallery showcasing works of art and an accompanying exegesis. The exegesis is structured into seven chapters, which consider, analyse and define what the key characteristics of Interaction Design are, where it comes from, and how it improves the quality of interactive multimedia applications. The exegesis includes four case studies that look at how other practitioners in the digital realm have created systems for showcasing narrative or creative content online. I examine alternative artworks and how they have shaped the development of creative media. I investigate what experts in the field define as good Interaction Design and what guidelines and principles they recommend. I show how these guidelines conflict with more creative approaches and how good design and creativity can be merged to be usable and friendly to users. I also look at the history of opponents of guidelines and principles and how their contribution helps make design better. By creating the example gallery I aim to help designers working within the field of ID to understand the principles behind good design in order that they may deliver higher-quality user experiences relevant to the content they are displaying. By creating this gallery I also hope to help artists understand the principles behind good design in order that they may showcase their artworks in ways appropriate to their artwork. By designing and building an example I aim to provide a better understanding of how to construct a feature-rich application in an easy to use and understandable environment.
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Nyblom, Oscar. "Analysing the digital marketing tool Digital Plattform : Identifying issues users are experiencing when using a digital marketing tool for the first time." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-176573.

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Digital marketing is becoming more influential for businesses and along with it so does digital marketing tools. To make digital marketing tools useful for new users and businesses, they should be easy to use and allow for a good user experience. By analysing the digital marketing tool ‘Digital Plattform’ by Digital Marknadsplan, this study examines how to make design suggestions to improve user experience by using theories in interaction design and insights from user tests that highlights common issues. It turns out there are common issues that has been highlighted trough a heuristic analysis and a thematic analysis. Some issues include a lack of feedback and information along with general inconsistencies. By providing design suggestions to these issues, they could be targeted directly and therefore improving the user experience for new potential users. The results of this study could also be argued to be applicable to other digital marketing tools in improving their user experience for new users.
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Almeida, Henrique Stabile de. "Entre o físico e o digital. Processos paramétricos, de interação e de fabricação digital aplicados ao design." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/16/16134/tde-07032016-172105/.

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Quais são os limites entre o físico e o digital no design? Esta é a grande questão motivadora das investigações teóricas e práticas realizadas neste trabalho. Entretanto, as razões deste questionamento em si, bem como sua relevância, mostraram-se mais importantes do que a mera busca por respostas. Uma outra questão se impõe: desde quando os limites entre o físico e o digital são relevantes para o design? Existem três áreas do design que contribuem de maneira contundente para a exploração da questão acima: o design paramétrico, o design de interação e a fabricação digital. O presente trabalho é uma busca por um estado da arte dos temas propostos e por um melhor entendimento sobre a crescente separação entre as três áreas, que, apesar de utilizarem termos e definições semelhantes, seguem caminhos diversos na literatura. O que tem sido escrito recentemente sobre design paramétrico, design de interação e fabricação digital nos apresenta discursos variados e até mesmo divergentes. Em virtude desse aspecto multifacetado, fica evidenciada a importância de uma busca histórica e bibliográfica por suas origens e o entendimento dos diversos pontos de vista apresentados por autores da atualidade
W hat are the limits between the physical and the digital in design? This is the big question motivating the theoretical and practical investigations in this work. However, the reasons for this questioning itself as well as its relevance, proved to be more important than the mere search for its answers. Another question arises: since when the boundaries between the physical and the digital became relevant to design? There are three design areas that contribute incisively to the exploration of the question above: parametric design, interaction design and digital fabrication. This thesis is a search for a state of the art on the proposed themes and for a better understanding of the growing separation between the three areas, which, despite the use of similar terms and definitions, follow diverse paths in literature. What has been written recently about parametric design, interaction design and digital fabrication presents various and even divergent speeches. Because of this multifaceted aspect, the importance of historical and bibliographical search for its origins and the understanding of different points of view presented by today\'s authors is evident
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Quitmeyer, Andrew J. "Digital naturalism: Designing a digital media framework to support ethological exploration." Diss., Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/54327.

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This research aims to develop and evaluate a design framework for creating digital devices that support the exploration of animal behaviors in the wild. In order to carry out this work, it both studies ethology’s foundational ideas through literature and also examines the contemporary principles at a rainforest field station through on-site ethnographies, workshops, design projects, and interactive performances. Based upon these personal and practical investigations, this research then synthesizes a framework to support digital-ethological practice. Finally, this framework is utilized to design additional ethological expeditions and activities in order to assess the framework itself. The resulting framework encourages digital technology that supports four key concepts. Technological Agency pushes for devices that promote understanding of their own internal functions. The tenet of Contextual Crafting leads designers and ethologists to create devices in close proximity to their intended use. Behavioral Immersion promotes visceral interactions between the digital and organismal agents involved. Finally, Open-Endedness challenges researchers to create adaptable tools which strive to generate questions rather than answering them. Overall, this research, referred to as Digital Naturalism, explores a developing design space for computers in the wild.
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Houlberg-Laursen, Maria. "Promoting Shared, Home-based Family Activities with Interaction Design." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21402.

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This project focuses on the interaction between parents and children in their everyday practices as a family.It investigates how interaction design can help to engage both children and parents in shared home-based activities through digital media. The target group involved in this project is limited to boys aged 10-12 and their parents.The project contributions within the field of interaction design research as well as it presents two design suggestions for how this knowledge can be put to use as digital design concepts. It concludes that when designing digital media intended to enhance relations between parents and children, the main focus is face-to-face interaction and creating a space that allows for creativity, communication and physical presence.
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Cingi, Guney. "The Influence Of Digital Technologies On The Interaction Of Design And Manufacturing Processes." Master's thesis, METU, 2006. http://etd.lib.metu.edu.tr/upload/12606944/index.pdf.

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This study aims to analyze and evaluate the influence of digital technologies on the inter-action of design and manufacturing processes by representing an outlook of digital tech-nologies through developments in modeling capabilities, manufacturing techniques, mate-rial science, and design strategies. The digital era reached by the technological developments in different fields of sci-ence influenced the field of architecture, just like the others. Thus, a new kind of spa-tial and tectonic quality in architecture is emerging with the lately introduced design tools and materials that are novel to the building industry, while redefining the role of architect in this contemporary medium. The evolutionary process of Frank O. Gehry and his office, being a pioneer in using digital design and manufacturing tools in architecture, is represented with realized examples that point out the formerly discussed developments in the realm of architecture and visualize the tectonics of the digitally designed and produced buildings
culminating with the case study of Guggenheim Museum, Bilbao.
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Bilandzic, Ana. "New approaches to developing and commercialising IP from research in universities using open innovation." Thesis, Philipps-Universität Marburg, Germany, 2016. https://eprints.qut.edu.au/98400/1/thesis_ana.pdf.

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There has been increasing interest in open innovation in academic research as well as industry application since the concept was introduced in 2003. The concept got much attention because of its economic benefits and novel means for facilitating innovation. This thesis aims to adapt the concept of open innovation to the university environment, in order to foster innovation in the development process for intellectual property (IP) derived from academic research activities. It contributes to the literature on open innovation adapted to the university context, i.e. open collaboration on the development of intellectual property towards a commercial ready stage. In order to investigate the potential of open innovation in the university environment, a focus group was conducted. In addition, the business process of Quirky Inc. was analysed as an example to better understand how open innovation works in the business context. The results of the study’s data analyses inform new opportunities for interventions in universities towards fostering different approaches to IP development as research outcomes. Further, it reveals interventions that can promote open innovation approaches in the university’s context more generally.
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Rapakoulia, Klio. "Unlocking your digital legacy : A perspective on immortality through our digital traces." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-161325.

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Every day, we use technology. Online interactions leave traces and traces serves as portals into different aspects of our personalities, or how we want to be perceived by others. We are encouraged to record and express everything, from our most important moments to the least. However, the digital tools we use privilege only the moment, not the long term. They also tend to make everything feel equally important, thus giving us no incentive to go through our digital traces and decide what has lasting meaning and should be preserved and what we would like to be forgotten.The fabric of our lives is intertwined with our digital traces. What happens to them after the end of our lives? Just as our physical things live on past us, sometimes becoming a part of the lives of our family and friends this will surely be true for our data.How might we curate our digital legacy?
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Hammarström, Sara, and Jonne Wikberg. "Gamification - digital design för att motiveralärande." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-29438.

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Blended learning blir allt vanligare inom högskoleutbildningar och majoriteten av kurser äridag kopplade till onlineportaler. För att enkelt kombinera klassrumsundervisning medonline learning används olika learning management system (LMS). Lärare kan dock intealltid förlita sig på att studenterna har en inre motivation och entusiasm till att lära, det finnsdock möjligheter att påverka den inre motivationen med hjälp av yttre faktorer. Medgamification används yttre motiverande faktorer för att skapa en rolig och engagerandemiljö utan att påverka studiernas trovärdighet. Gamification innebär att komponenter avspeldesign används utanför spelkontexten. Detta kan leda till ökad motivation hos studenterna.För att förstå olika typer av motivation bättre används Self-determination theory (SDT).Utifrån spelelement som lyfts fram i litteratur bekräftar eller bestrider och kompletterardenna uppsats detta med en empirisk studie som utgår ifrån en gamifierad kurs på högskolenivå.Spelelementen analyseras med SDT för att se hur de påverkar de tre inre psykologiskabehoven. Utifrån detta skapades tre designmönster som är till för att stödja utvecklare ochadministratörer av LMS då en gamifierad kurs utformas.
Blended learning is becoming more common within university education and the majoritiesof courses today are connected to an online portal. To easily combine teaching in theclassroom with online learning different types of learning management systems (LMS) arebeing used. Even though teachers cannot always put their trust in the students’ intrinsicmotivation and enthusiasm for learning, it is possible to affect the intrinsic motivation withthe help of extrinsic factors. With gamification extrinsic factors are used to create a fun andengaging environment without affecting the credibility of the studies. Gamification meansthat components of game design are used outside the context of gaming. This can lead to anincrease in motivation for the students. To better understand different types of motivationSelf-determination theory (SDT) is used. Based on the gameplay elements identified inscholarly texts this thesis confirms or denies, and complements this with an empirical studybased on a gamified course at university level. The gameplay elements were analyzed withSDT to see how they affected the three intrinsic psychological needs. Based on this, threedesign patterns were created to support developers and administrators of LMS whenforming a gamified course.
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Myra, Jess. "Memorality: The Future of Our Digital Selves." Thesis, Umeå universitet, Institutionen Designhögskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-74466.

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Digital Immortality or Not?The aim of this thesis was to explore how we might be stewards for our post-life digital self after physical death, and to provide a new interaction experience in the form of a tangible, digital, or service design solution. Prior to the project kick-off secondary research, including academic research papers, analogous services, and existing projects, was distilled to form topical questions. These questions were then presented in many casual topical conversations and revealed that although post-life digital asset management awareness is increasing, little consideration exists on how to reflect legacies into the future long after death. A second stage of primary research included multiple on-site investigations, paired with in-person interviews and a quantitative online survey. Insights and understandings then lead to initial concepts that were tested to address distinctive qualities between tangible and digital design solutions. The main findings included that although people want to be remembered long after they die, current methods of tangible and digital content management can not sufficiently support the reflection of legacies long into the future. In conclusion, this thesis argues that to become part of an everlasting legacy, the interaction experience can leverage commonalities and shared moments from life events captured in digital media. These points of connections rely on associated metadata (i.e. keyword tags, date stamps, geolocation) to align relevant moments that transcend time and generations. The solution proposed here harnesses the benefits that both digital and tangible media afford and are presented as a tablet interface with an associated tangible token used as a connection key.
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Vines, John Charles. "Ageing futures : towards cognitively inclusive digital media products." Thesis, University of Plymouth, 2011. http://hdl.handle.net/10026.1/541.

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This thesis is situated in a moment when the theory and practice of inclusive design appears to be significantly implicated in the social and economic response to demographic changes in Western Europe by addressing the need to reconnect older people with technology. In light of claims that cognitive ageing results in an increasing disconnection from novel digital media in old age, inclusive design is apparently trapped in a discourse in which digital media products and interfaces are designed as a response to a deterministic decline in abilities. The thesis proceeds from this context to ask what intellectual moves are required within the discourses of inclusive design so that its community of theorists and practitioners can both comprehend and afford the enaction of cognitive experience in old age? Whilst influential design scholarship actively disregards reductionist cognitive explanations of human and technological relationships, it appears that inclusive design still requires an explanation of temporal changes to human cognition in later life. Whilst there is a burgeoning area of design related research dealing with this issue—an area this thesis defines as ‘cognitively inclusive design’—the underlying assumptions and claims supporting this body of research suggests its theorists and practitioners are struggling to move beyond conceptualising older people as passive consumers suffering a deterioration in key cognitive abilities. The thesis argues that, by revisiting the cognitive sciences for alternative explanations for the basis of human cognition, it is possible to relieve this problem by opening up new spaces for designers to critically reflect upon the manner in which older people interact with digital media. In taking a position that design is required to support human cognitive enactment, the thesis develops a new approach to conceptualising temporal changes in human cognition, defined as ‘senescent cognition’. From this new critical lens, the thesis provides an alternative ‘senescentechnic’ explanation of cognitive disconnections between older people and digital media that eschews reductionism and moves beyond a deterministic process of deterioration. In reassessing what ageing cognition means, new strategies for the future of inclusive design are proposed that emphasise the role of creating space for older people to actively explore, reflect upon and enact their own cognitive couplings with technology.
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Ramos-Pedersen, Tirsa Rosalba. "The Importance of Building Trust in Digital Co-Design." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21196.

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Social distancing due to the coronavirus disease 2019 (COVID-19) has caused designers to rethink how they engage with users. This project involves a designer and users co-creating a digital workshop for ideating solutions through the use of information and communication technologies (ICT). The context of COVID-19 was used as a means to engage with users through digital co-design activities. However, the aim of the project was not to solve their problems of information sharing, but to understand what participants need from a facilitator in order to have more meaningful dialogues and contribute to the ideation process. The importance of trust and a sense of empowerment were identified as what participants need to better ideate and innovate. Trust and empowerment are valuable in any co-design situation, physical or digital. However, when interacting with participants through strictly digital means, it requires more time and energy to nurture trust between a designer and users. The knowledge gained through this digital co-design project resulted in not only a co-created digital prototype for remote co-design, but guidelines for how to develop trust with users when co-designing remotely.
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Persson, Lina, and Maria Persson. "A design study of a digital tool for rehabilitation of dizziness." Thesis, Umeå universitet, Institutionen för psykologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-184673.

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Dizziness and other vestibular symptoms affect around five percent of the general population. As one grows older the risk for dizziness increases and the symptoms become more severe and frequent. Studies have shown that digital tools can be used effectively when treating these symptoms. By developing and implementing digital tools in healthcare, the effectiveness in healthcare can be improved and the work for healthcare professionals facilitated. YrselTräning is an application developed to help patients with rehabilitation of acute dizziness. The aim of this study was to evaluate the usability of the application. We wanted to investigate how the usability of the prototype for the acute dizziness application can be improved based on users tests, cognitive theories and design principles. Five participants, two males and three females in the ages of 50-65, participated in the study. Qualitative data was obtained by conducting semi-structured interviews with direct observations, where the participants were asked to use the think-aloud-method. Quantitative data was collected with the lite version of the likert scale Usability metric for user experience (UMUX-LITE). The results showed that YrselTräning is an application with relatively good usability. The main concerns were regarding a lack of, or unclear instructions and feedback. A new design of the application was created that for example included added functions and modified instructions to improve the usability. Further research is required to evaluate and improve the new design of the application.
Yrsel och andra vestibulära symptom drabbar ungefär fem procent av populationen. Med åldern ökar risken för yrsel och symptomen förvärras och sker mer frekvent. Studier har visat att vestibulära symptom kan behandlas på ett effektivt sätt med hjälp av digitala verktyg. Genom att utveckla och implementera digitala verktyg i sjukvården, kan effektiviteten inom vården förbättras och arbetet för vårdpersonal förenklas. YrselTräning är en applikation utvecklad för att hjälpa patienter med rehabilitering av akut yrsel. Syftet med denna studie var att utvärdera användbarheten av applikationen. Det vi avsåg att undersöka var hur användarvänligheten av en prototyp av applikationen för akut yrsel kan förbättras baserat på användartester, kognitiva teorier och designprinciper. Fem deltagare, två män och tre kvinnor i åldrarna 50-65 deltog i studien. Kvalitativ data samlades in via semistrukturerade intervjuer med direkta observationer där deltagarna uppmanades att använda sig av tänka-högt-metoden. Kvantitativ data samlades in via en lite version av en likertskala, Usability metric for user experience (UMUX-LITE). Resultatet visade att YrselTräning är en relativt användarvänlig applikation. De huvudsakliga problemen gällde brist på och otydliga instruktioner samt feedback. Ett nytt designförslag skapades där till exempel nya funktioner implementeras och instruktioner modifierades för att förbättra användarvänligheten. Vidare forskning behövs för att utvärdera och förbättra det nya designförslaget av applikationen.
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Berg, Mikaela. "Improving reading experience in digital newspapers." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-105537.

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Reading news on mobile devices has during the past decade transcended into an every- day activity, which induce greater demands on design and presentation of news. Several researchers have examined essential components in the area of digital newspapers, despite this, there are few newspapers that have switched to a reader-friendly format. The objective of this thesis is to evaluate how the reading experience in digital newspa- pers can be improved by abandoning the traditional structure of today’s printed newspapers. Based on numerous tests and studies, as well as support from literature, a set of guidelines has been produced as a result of this thesis. The design guidelines contain recommendations for optimal line size, typeface, point size, appearance, functionality, placement, recognition factor and packaging. To ensure quality, all guidelines were validated in order to prove that the reading experience had increased. An evaluation was performed that attempted to determine that. The statistic result of this thesis showed a significant difference in both reading speed and the subjective experience. However no significant difference could be seen regarding the reading comprehension. The conclusions made was that structure and design of content can influence both reading speed and reading experience. All design guidelines can be used as guidance when developing templates for digital newspapers.
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Wentzel, Alicia Veronica. "User interface design guidelines for digital television virtual remote controls." Thesis, Rhodes University, 2016. http://hdl.handle.net/10962/d1020617.

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The remote control is a pivotal component in households worldwide. It helps users enjoy leisurely television (TV) viewing. The remote control has various user interfaces that people interact with. For example, the physical user interface includes the shape of the remote and the physical buttons; the logical user interface refers to how the information is laid out; and the graphical user interface refers to the colours and aesthetic features of the remote control. All of the user interfaces together with the context of use, cultural factors, social factors, and prior experiences of the user influences the ways people interact with their remote control and ultimately has an effect on their user experiences. Advances in the broadcasting sector and transformations of the TV physical remote control have compounded the simple remote control into a multifaceted, indispensable device, overcrowded with buttons. The usability and ultimately the user experience of physical remote controls (PRCs) have been affected by the overloaded functionality and small button sizes. The usability issues with current PRCs, the evolution of mobile phones into touchscreen smartphones, and the trend of global companies moving towards virtual remote controls (VRCs) have prompted this research to discover what user interface design features will contribute towards an enhanced user experience for digital TV VRCs. This research used the design science research process model (DSRP), which comprised six steps, to investigate this topic area further. A review of the domain literature pertaining to mobile user experiences (MUX) and all the encompassing factors, mobile human computer interaction (MHCI) and the physical, logical, graphical and natural user interfaces was completed, as well as a review of the literature regarding the usability issues of PRCs and VRCs. A contextual task analysis (CTA) of a single South African digital TV PRC was used to identify how users utilise PRCs to perform tasks, and the usability issues they encountered during the tasks. Brainstorming focus groups were used to understand how to represent certain user interface elements and attempted to source ideas from users about what potential functionality digital TV VRCs should contain. Together with all the other results gathered from the previous chapters amalgamated into a set of user interface design guidelines for digital TV VRCs. The proposed user interface guidelines were used to instantiate a digital TV VRC prototype that underwent usability testing in order to validate the proposed user interface design guidelines. The results of the usability testing revealed that the user interface design guidelines for digital TV VRCs were successful, with the addition of one guideline that was discovered during the usability testing.
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40

Petersson, Christina, and Malin Perkins. "The Digital Sales Bell : A design proposal for a digital, motivational work tool." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260145.

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This is a study within the area of computer science and industrial engineering and management, with focus on human computer interaction and management. The focal point for the thesis is work motivation with a digital approach; the possibilities of creating a digital tool that can increase sales employees’ motivation. The motivational effect of the physical Sales Bell, a tool used widely to motivate employees within sales, has been the basis of this project. A qualitative data gathering has been used to determine which functions and features the equivalent digital tool should possess. The collected data has also been the basic for creating personas and scenarios displaying the needs and potential use of the product. The agile design process has involved user-based testing and evaluations in order to develop an optimal design proposal and gain further understanding how the user perceives and interacts with the features and functions. The final prototype is presented together with a detailed specification of both interface design, software requirements and the estimated development cost. Thecase study and testing process has focused on the start-up telecom company Telness.
Det här är en studie inom området datavetenskap och industriell ekonomi, med fokus på människa-dator interaktion. Avhandlingens kärna är hur ett digitalt verktyg kan öka anställdas motivation på arbetsplatsen. Motivationseffekten från den fysiska säljklockan, ett känt motivationsverktyg inom säljverksamhet, har varit studiens utgångspunkt. En kvalitativ datainsamling med säljare som population har använts för att analysera och bestämma vilka funktioner ett motsvarande digitalt verktyg bör ha för att uppnå en motiverande effekt. Datainsamlingen har också fungerat som en bas vid skapandet av personas och scenarios, vilka visar vilka behov och vilken användning produktens framtida användare potentiellt kommer att ha. Den agila designprocessen har bestått av användarcentrerade tester och evalueringar som använts för att utveckla ett optimalt designförslag och få djupare förståelse för hur användare uppfattar och interagerar med prototypens funktioner. Den slutgiltiga prototypen presenteras tillsammans med en detaljerad specifikation innehållande gränssnittets design, krav på mjukvaran samt estimerad kostnad för att utveckla och integrera produkten i en säljverksamhet. För fallstudie och testprocess har start-up telekomföretaget Telness använts.
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41

Wirdelius, Oscar. "BRIDGING THE GAPS BETWEEN PHYSICAL DIGITAL CO-CREATION." Thesis, Jönköping University, JTH, Industridesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-54497.

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The remote work environment poses many challenges, especially for collaboration and co-creation. Digital tools are available but they lack important properties of the physical meeting. This project applies emerging technologies in an attempt to enable a more suitable interface for creative collaboration. The goal is to produce an innovative solution in the form of a conceptual design based on user experience research. It follows the design process from brief to resulting conclusions and concept. The process is inspired by the learnings from Bootcamp Bootleg in combination with mentorship and guidance of experienced active designers from Shift Design, now part of Yellon.
Att arbeta från distans innebär många utmaningar, särskilt för samarbete och samskapande. Digitala verktyg finns tillgängliga men de saknar viktiga egenskaper hos det fysiska mötet. Detta projekt tillämpar ny teknik i ett försök att möjliggöra ett lämpligare gränssnitt för kreativt samarbete. Målet är att ta fram en innovativ lösning i form av en konceptuell design baserad på användarupplevelseforskning. Arbetet följer designprocessen från uppdragsbeskrivning till resulterande slutsatser och koncept. Processen är inspirerad av lärdomarna från Bootcamp Bootleg i kombination med mentorskap och vägledning av erfarna aktiva designers från Shift Design, nu en del av Yellon.
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42

Faronius, Hofmann Therese, and Linda Håkansson. "Visualization Design Effects on Credibility and Data Perception, and the Importance of Digital Interaction." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-453694.

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An effective visualization can often give an insight into data that would otherwise be difficult to analyze. The company Assedon aims to make data understandable to their clients by using data visualization in an interactive user interface. The goal of this study was to create an interactive visual representation of data from the Swedish Public Employment Service with the use of dynamically created digital graphs that are considered credible and beneficial for data perception. Moreover, the goal was to study data perception of the digitally displayed and interactive graphs. The study was conducted by interviewing 19 people with different backgrounds, using a combination of a qualitative and a quantitative interview technique. The interviewees were shown three different designs of a graph type, and rated the graph as well as commented on the graph. The results of this study indicated that a graph is more likely to be perceived as credible if it looks modern and professional. This also means that the design of the graphs needs more attention than people might normally appreciate. The perception of data presented in digitally displayed graphs will be affected by several factors, but most prominently the choice of color can either enhance the perception or confuse. Lastly, interaction with the data will benefit the perception and create another dimension of the data, but only to a certain extent. If the graph is too difficult to evaluate, the purpose of the graph is lost and the interaction becomes a necessity instead of an asset.
En graf kan ge insikt i data som annars är svår att analysera. It-företaget Assedons mål är att konvertera data till digitala interaktiva lösningar som gör data förståelig för deras klienter. Målet med denna studie var att skapa en interaktiv visuell representation av Arbetsförmedlingens data i ett användarvänligt gränssnitt. Detta gjordes genom att skapa digitala grafer som anses trovärdiga och fördelaktiga för datauppfattningen. Målet var även att undersöka hur datauppfattningen av digitala grafer påverkades av interaktion med dessa grafer. Studien utfördes genom att intervjua 19 personer från olika bakgrunder med användning av kvalitativa och kvantitativa intervjutekniker. Deltagarna i studien visades tre olika interaktiva designer av en graf typ och betygsatte dessa samt kommenterade. Resultaten visade att en digital graf är mer sannolik att uppfattas som trovärdig om den ser modern och professionell ut. Datauppfattningen påverkades av flera faktorer, främst färgvalen som kan förtydliga data, men även förvirra läsaren. Avslutningsvis, så kan interaktion erbjuda en ytterligare dimension till grafer och därmed förbättra förståelsen av data. Dock till en viss gräns, är grafen för svår att evaluera utan tillgång till interaktionen så förloras syftet med grafen och interaktionen blir en nödvändighet istället för en tillgång.
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43

Uslu, Ahmet. "Capture Time : Recording in digital era." Thesis, Konstfack, Industridesign, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-3901.

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The primary aim of this project is getting a complete understanding of photography’s development process and looking into future, user-centered innovations. Digital evolution changed the rules of product design. Products became a part of a complex system, consisting of a variety of different touch-points which also constantly extend. Photography and cameras are changing. Mobile phones, wireless connections and sharing platforms have a big impact on photography. Everything is getting connected to each other, both people and devices. How will digital photography adapt to this new world? How will people change their perception of images? Is it possible to design a camera considering all other systems around it? While designing a highly technological device, how can user-perspective be included in the design process?
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44

Frauenberger, Chris. "Auditory display design : an investigation of a design pattern approach." Thesis, Queen Mary, University of London, 2009. http://qmro.qmul.ac.uk/xmlui/handle/123456789/7685.

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This thesis investigates the design of audio for feedback in human-technology interaction— auditory displays. Despite promising progress in research and the potential benefits, we currently see little impact of audio in everyday interfaces. Changing interaction paradigms, new contexts of use and inclusive design principles, however, increase the need for an efficient, non-visual means of conveying information. Motivated by these needs, this work describes the development and evaluation of a methodological design framework, aiming to enhance knowledge and skill transfer in auditory display design and to enable designers to build more efficient and compelling auditory solutions. The work starts by investigating the current practice in designing audio in the user interface. A survey amongst practitioners and researchers in the field and a literature study of research papers highlighted the need for a structured design approach. Building on these results, paco – pattern design in the context space has been developed, a framework providing methods to capture, apply and refine design knowledge through design patterns. A key element of paco, the context space, serves as the organising principle for patterns, artefacts and design problems and supports designers in conceptualising the design space. The evaluation of paco is the first comparative study of a design methodology in this area. Experts in auditory display design and novice designers participated in a series of experiments to determine the usefulness of the framework. The evaluation demonstrated that paco facilitates the transfer of design knowledge and skill between experts and novices as well as promoting reflection and recording of design rationale. Alongside these principle achievements, important insights have been gained about the design process which lay the foundations for future research into this subject area. This work contributes to the field of auditory display as it reflects on the current practice and proposes a means of supporting designers to communicate, reason about and build on each other’s work more efficiently. The broader field of human-computer interaction may also benefit from the availability of design guidance for exploiting the auditory modality to answer the challenges of future interaction design. Finally, with paco a generic methodology in the field of design patterns was proposed, potentially similarly beneficial to other designing disciplines.
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45

Laure, Denis. "Bringing Understanding of Simulation Material to Interaction Designers." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-191356.

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Simulation-based tools are complex and obscure software. However, a company may benefit from using such tools, as they provide more precise and accurate information. Ericsson has developed a RAN simulator that allows to model cellular networks taking into account even their smallest aspects. This allows to compare di↵erent solutions for particular case and select the best one. Therefore, Ericsson can propose better, i. e. most e cient and less cost, solutions to its customers. However, the RAN simulator is developed in MATLAB and does not have any graphical user interface. Therefore, it is not possible for people who manage sales at Ericsson to use it, because they have no skills for it. This, in fact, raises the need of development of a tool that will provide sales people with a convenient way to access the RAN simulator. This research describes a process of prototyping three simulation-based tools for Ericsson. It covers a process of providing interaction designers with the knowledge about simulations. The research gives insights on important details of the simulations that are needed to be delivered to the designers, as well as aspects of developing simulation-based tools within multidisciplinary team. Moreover, the research introduces a “mediator person” who can significantly help and improve the process of the development of simulation-based tools.
Simuleringsbaserade verktyg är komplex programvara. Dock kan ett företag tjäna på att använda sådana verktyg, eftersom de kan ge tydlig och korrekt information. Ericsson har utvecklat en RAN-simulator som gör det möjligt att detaljerat modellera mobilnät. Simulatorn gör det möjligt att jämföra lösningar för specifika fall och därmed välja den bästa lösningen. Utifrån detta kan Ericsson sedan föreslå effektiva lösningar till lägre kostnad till sina kunder. RAN simulatorn är utvecklad i MATLAB och har inte har något grafiskt användargränssnitt. Av denna anledning är det svårt för försäljare utan MATLAB-kunskaper att använda simulatorn. Detta har gjort att det finns ett behov att utveckla ett grafiskt verktyg som gör det tillgängligt och enkelt att använda RAN-simulatorn. Denna forskningsstudie beskriver en process för att skapa tre simuleringsprototyper. Det omfattar en process för att tillhandahålla kunskaper om simuleringar till interaktionsdesigners för att de ska kunna utveckla användargränssnittet. Forskningen ger insikter om vilka kunskaper interaktionsdesigners behöver, samt aspekter för att kunna arbeta med utvecklingen av simuleringsverktyg i ett multidisciplinärt team. Resultatet visar på behovet av en medlar-roll  - någon som kan stödja och förbättra utvecklingsprocessen av komplexa simuleringsverktyg.
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46

Bäckström, Tove. "Large digital screen as a corporate communication channel : Enhancing the dissemination of information, administration and interaction." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-144285.

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Public areas are more and more equipped with digital screens that are used to inform or promote a particular product. This is a way to communicate with the people on that area. The idea is to get people's attention, make them read and take in information and possibly buy the product that is marketed. This type of digital display is called digital signage and can also be used as an information channel of a company where information directed to employees and visitors is displayed. CGI Östersund has a screen placed in their office that works as such an information channel. This thesis is about investigating and analyzing the current presentation and creating a new solution with a custom interface that will be more effective and engage more people. The new solution is interactive and clickable with the help of a mouse. A user study has been done using a Kinect sensor to see how many people are watching the screen, how long they look at the screen and from what distance. This data was also supplemented by a survey sent to the employees at CGI Östersund. The result of the user study shows that there was no significant difference between the previous solution and the new one. This may be due to two main reasons: the lack of time in which the experiment was performed and the location of the digital screen that is not currently optimal.
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47

Dalgleish, Mathew. "A contemporary approach to expressiveness in the design of digital musical instruments." Thesis, University of Wolverhampton, 2013. http://hdl.handle.net/2436/297483.

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Digital musical instruments pose a number of unique challenges for designers and performers. These issues stem primarily from the lack of innate physical connection between the performance interface and means of sound generation, for the latter is usually dematerialised. Thus, this relationship must instead be explicitly determined by the designer, and can be essentially any desired. However, many design issues and constraints remain poorly understood, from the nature of control to the provision of performer-instrument feedback. This practice-based research contends that while the digital and acoustic domains are so different as to be fundamentally incompatible, useful antecedents for digital musical instruments can be found in the histories of electronic music. Specifically, it argues that the live electronics of David Tudor are of particular prescience. His home-made circuits offer an electronic music paradigm quite antithetical to both the familiar keyboard interface and the electronic music studios that grew up in the years after World War II, and are seen to embody a number of aspirational qualities. These include performer-instrument interaction more akin to steering rather than fine control, the potential for musical outcomes that are unknown and unknowable in advance, and distinct instrumental character. This leads to the central contribution of this research; the development of a Tudor-inspired conceptual framework that can inform how digital musical instruments are designed, played, and evaluated. To enable more detailed and nuanced discussion, the framework is broken down into a series of sub-themes. These include both design issues such as nuance, plasticity and emergence, and human issues such as experience, expressiveness, skill, learning, and mastery. The notion of sketching in hardware and software is also developed in relation to the rapid iteration of multiple designs. Informed by this framework, seven new digital musical instruments are presented. These instruments are tested from two different perspectives, with the personal experiences of the author supplemented with data from a series of smallscale user studies. Particular emphasis is placed on how the instruments are played, the music they can produce, and their capacity to convey the musical intentions of the performer (i.e. their expressiveness). After the evaluation of the instruments, the Tudorian framework is revisited to form the basis of the conclusions. A number of modifications to the original framework are proposed, from the addition of a dialogical model of performerinstrument interaction, to the situation of digital musical instruments within a wider musical ecology. The thesis then closes with a suggestion of possibilities for future research.
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48

Van, Tonder Bradley Paul. "Enhanced sensor-based interaction techniques for mobile map-based applications." Thesis, Nelson Mandela Metropolitan University, 2012. http://hdl.handle.net/10948/d1012995.

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Mobile phones are increasingly being equipped with a wide range of sensors which enable a variety of interaction techniques. Sensor-based interaction techniques are particularly promising for domains such as map-based applications, where the user is required to interact with a large information space on the small screen of a mobile phone. Traditional interaction techniques have several shortcomings for interacting with mobile map-based applications. Keypad interaction offers limited control over panning speed and direction. Touch-screen interaction is often a two-handed form of interaction and results in the display being occluded during interaction. Sensor-based interaction provides the potential to address many of these shortcomings, but currently suffers from several limitations. The aim of this research was to propose enhancements to address the shortcomings of sensor-based interaction, with a particular focus on tilt interaction. A comparative study between tilt and keypad interaction was conducted using a prototype mobile map-based application. This user study was conducted in order to identify shortcomings and opportunities for improving tilt interaction techniques in this domain. Several shortcomings, including controllability, mental demand and practicality concerns were highlighted. Several enhanced tilt interaction techniques were proposed to address these shortcomings. These techniques were the use of visual and vibrotactile feedback, attractors, gesture zooming, sensitivity adaptation and dwell-time selection. The results of a comparative user study showed that the proposed techniques achieved several improvements in terms of the problem areas identified earlier. The use of sensor fusion for tilt interaction was compared to an accelerometer-only approach which has been widely applied in existing research. This evaluation was motivated by advances in mobile sensor technology which have led to the widespread adoption of digital compass and gyroscope sensors. The results of a comparative user study between sensor fusion and accelerometer-only implementations of tilt interaction showed several advantages for the use of sensor fusion, particularly in a walking context of use. Modifications to sensitivity adaptation and the use of tilt to perform zooming were also investigated. These modifications were designed to address controllability shortcomings identified in earlier experimental work. The results of a comparison between tilt zooming and Summary gesture zooming indicated that tilt zooming offered better results, both in terms of performance and subjective user ratings. Modifications to the original sensitivity adaptation algorithm were only partly successful. Greater accuracy improvements were achieved for walking tasks, but the use of dynamic dampening factors was found to be confusing. The results of this research were used to propose a framework for mobile tilt interaction. This framework provides an overview of the tilt interaction process and highlights how the enhanced techniques proposed in this research can be integrated into the design of tilt interaction techniques. The framework also proposes an application architecture which was implemented as an Application Programming Interface (API). This API was successfully used in the development of two prototype mobile applications incorporating tilt interaction.
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Fernaeus, Ylva. "Let's Make a Digital Patchwork : Designing for Childrens Creative Play with Programming Materials." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-6706.

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This thesis explores new approaches to making and playing with programming materials, especially the forms provided with screen-based digital media. Designing with these media expressions can be very attractive to children, but they are usually not made available to them in the same degree as are physical materials. Inspired by children's play with physical materials, this work includes design explorations of how different resources alter, scaffold and support children in activities of making dynamic, screen-based systems. How tangibles turn the activity of programming into a more physical, social and collaborative activity is emphasised. A specific outcome concerns the importance of considering 'offline' and socially oriented action when designing tangible technologies. The work includes the design of a tangible programming system, Patcher, with which groups of children can program systems displayed on a large screen surface. The character of children's programming is conceptualised through the notion of a digital patchwork, emphasising (1) children's programming as media-sensitive design, (2) making programming more concrete by combining and reusing readily available programming constructs, and (3) the use of tangibles for social interaction.
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Barsk, Tove. "Enhanced user experience for a digital travel service and associated intranet." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-139059.

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The advance of the Internet, with its sophisticated algorithmic search engines, has made accessing information as easy as lifting a finger. Pre-trip travel planning can be considered a fundamental component of the trip experience. A traveler often needs to obtain important information in order to develop a travel plan. The objective of this thesis is to evaluate and enhance the user experience for a digital travel service and associated Intranet wich main function is to help travellers find departures, arrivals and prices. Based on an usability analysis, and user studies and support from a literature review this master theses resulted in a design proposal for Länstrafiken Norrbottens external website and their Intranet as well as a couple of guidelines for designing or redesigning a travel website.
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