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1

DI, PRIMA NICOLO'. "Design Anthropology. Approccio per un design sociale." Doctoral thesis, Politecnico di Torino, 2022. http://hdl.handle.net/11583/2969099.

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2

Corrégé, Jean-Baptiste. "Application des normes sociales aux technologies persuasives : le cas de la rénovation énergétique." Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLS530/document.

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Cette thèse s'intéresse à la question des changements de comportement, et notamment à la manière dont cette question s'applique au domaine informatique à travers les technologies persuasives. Dans un contexte applicatif particulier, celui de la rénovation de logements, nous nous intéressons au rôle que peuvent jouent les informations à disposition des utilisateurs sur leur façon d'élaborer leur projet de rénovation. Une façon de modifier les comportements des utilisateurs est de modifier les buts qu'ils poursuivent, soit de manière explicite, soit de manière implicite. Si l'efficacité de la première a été montrée en contexte expérimental, elle semble toutefois moins adaptée à des situations naturelles. Nous proposons donc une approche visant à modifier les buts poursuivis par les utilisateurs implicitement.Dans cette optique, nous travaillons d'abord à l'emploi de normes sociales injonctives pour inciter les utilisateurs à travailler particulièrement sur la rénovation énergétique. Au cours d'une première étude, nous comparons norme sociale injonctive et objectif arbitraire à une condition contrôle. Nous nous intéressons à la performance des participants à la tâche (améliorer la performance énergétique d'un logement) ainsi qu'à la manière dont le projet se met en place tout au long de l'étude. Les résultats montrent que norme sociale et objectif explicite ont un effet similaire sur la performance à la tâche mais différent sur l'organisation temporelle. On observe ainsi des comportements plus stables dans le cas où la norme sociale est activée, et un effet qui semble globalement moins artificiel que dans le cas où on fixe un objectif explicite à l'utilisateur. Cette première étude met également en avant la nécessité pour la norme d'être saillante, ou activée.Nous nous intéressons donc dans une deuxième étude à ce qui caractérise la saillance du message normatif.Dans la première étude, nous avions utilisé deux types d'informations différentes : le message normatif et des indices concrets relatifs au comportement désirable. Cette deuxième étude vise à distinguer ces deux informations et tester leur effet respectif. Les résultats montrent que le message normatif semble avoir un effet légèrement plus important sur la performance mais aussi plus artificiel sur les comportements des utilisateurs.Dans une troisième étude, nous nous intéressons aux caractéristiques du message, en faisant l'hypothèse qu'un message mieux perçu pourrait appuyer la saillance de la norme qu'il porte. Dans le cadre d'une collaboration avec des chercheurs en intelligence artificielle nous avons ainsi testé différents types de cadrage afin d'évaluer leur effet respectif sur la perception de l'argument auquel ils s'appliquaient.Les résultats, mitigés, montrent essentiellement que le style argumentatif (rationnel et factuel plutôt qu'émotionnel ou moral) semble avoir un poids conséquent sur la perception de l'argument. En outre, la thématique abordée par l'argument semble jouer un rôle non négligeable et devrait donc faire l'objet d'une attention particulière pour le développement d'interventions similaires.Sur le plan applicatif, nos résultats mettent d'abord en évidence la pertinence de l'utilisation des normes sociales injonctives dans un contexte de technologie persuasive. Ils montrent également que les messages portant la norme sociale doivent être conçus avec soin, en tenant compte de multiples facteurs. Sur le plan théorique, nous montrons qu'une norme sociale peut avoir un effet comparable à celui d'un objectif explicitement fixé, mais que les deux génèrent la mise en place de processus cognitifs différents. Enfin, sur le plan méthodologique, nous appliquons l'analyse de traces de l'activité au champ de l'influence sociale, ce qui, à notre connaissance, n'avait pas encore été mis en place
This thesis deals with the question of behavioral changes, and in particular with the way this question applies to the computer domain through persuasive technologies.In a particular application context, that of the renovation of housing, we are interested in the role that the information available to users can play in the way they develop their renovation project. One way to change user behavior is to change the goals they pursue, either explicitly or implicitly. Although the effectiveness of the former has been shown in an experimental context, it seems less suitable for natural situations. We therefore propose an approach aimed at modifying the goals pursued by the users implicitly.With this in mind, we are working first on the use of injunctive social norms to encourage users to work particularly on energy renovation. In a first study, we compare injunctive social norm and goal setting to a control condition. We are interested in the performance of the participants in the task (improving the energy performance of a home) as well as the way in which the project is set up throughout the study. The results show that social norm and explicit goal have a similar effect on task performance but different on temporal organization. We also observe a more stable behavior in the case where the social norm is activated, and an effect that seems globally less artificial than in the case where we set an explicit objective to the user. This first study also highlights the need for the norm to be salient, or activated.In a second study, we focus on what characterizes the salience of the normative message. In the first study, we used two different types of information: the normative message and concrete cues of desirable behavior. This second study aims to distinguish these two types of information and test their respective effect. The results show that the normative message seems to have a slightly greater effect on performance but also more artificial on user behavior.In a third study, we are interested in the characteristics of the message, assuming that a better perceived message could support the salience of the norm it carries. As part of a collaboration with artificial intelligence researchers, we tested different types of framing to assess their respective effect on the perception of the argument to which they applied. The mixed results essentially show that the argumentative style (rational and factual rather than emotional or moral) seems to have a significant weight on the perception of the argument. In addition, the theme addressed by the argument seems to play a significant role and should therefore be given special attention for the development of similar interventions.At the application level, our results first highlight the relevance of the use of injunctive social norms in a context of persuasive technology. They also show that social standard messages must be carefully crafted, taking into account multiple factors. On the theoretical level, we show that a social norm can have an effect comparable to that of an explicitly fixed objective, but that both generate the setting up of different cognitive processes. Eventually, methodologically, we apply the analysis of traces of activity to the field of social influence, which, to our knowledge, had not yet been put in place
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Vignali, Virginia. "A11Y Learning system for Communication Design: Metodologie di Service Design applicate alla progettazione di una piattaforma partecipativa a sostegno del design della comunicazione accessibile e inclusiva." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/21463/.

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Lo scenario contemporaneo di sviluppo dei sistemi comunicativi, caratterizzato da un continuo scambio tra chi realizza l’informazione e chi ne fruisce, necessita di una maggiore attenzione alla creazione di contenuti che possano essere compresi e accessibili a tutte le categorie di individui; A11Y Learning System for Communication Design si posiziona in questo scenario come risultato dell’applicazione delle metodologie di Service Design alla progettazione di una piattaforma partecipativa a sostegno della comunicazione inclusiva, come sistema di valorizzazione del tema dell’accessibilità delle informazioni. Il servizio si basa su un processo creativo-accessibile composto da una fase di scoperta, una fase progettuale e una fase conclusiva di partecipazione, in modo che si attui la nascita di una community attorno al sistema, assumendo la caratteristica di un progetto di design sociale, inteso come creazione di una rete di condivisione che sia implementata e migliorata dagli stessi individui che ne entrano a far parte. Il progetto è il risultato di un percorso di ricerca composto da tre fasi principali: l'analisi del contesto sociale e storiografico in cui il tema dell'accessibilità si è sviluppato, evidenziando la relazione con le metodologie del design e l'approccio collaborativo, una fase di ricerca sui bisogni dell'utente per individuare gli obiettivi progettuali e lo sviluppo del servizio, descrivendo la sua organizzazione e come avviene l'interazione tra gli stakeholder del sistema attraverso la piattaforma abilitante. A conclusione del processo, è stata svolta un'analisi su possibili scenari di sviluppo futuri di questo servizio, in termini di diffusione e scalabilità.
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CUMAN, ANDREA DAVIDE. "Mediaspaces, eventi urbani ed esperienza mobile: un'indagine etnografica nella produzione sociale della città del design." Doctoral thesis, Università Cattolica del Sacro Cuore, 2013. http://hdl.handle.net/10280/1990.

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L’obiettivo della tesi è stato quello di analizzare il fenomeno del cosiddetto Fuorisalone attraverso un duplice sguardo disciplinare: da una parte quello del mobilities paradigm (Sheller-Urry, 2006), dall’altra attraverso la prospettiva della produzione sociale dello spazio di Lefebvre (1974) e sue recenti applicazioni nell’ambito della media geography (Jansson, 2007) e degli eventi urbani (Lehtovouri, 2010). 
Nella prima parte viene proposta una ricostruzione della storia sociale dell’evento: vengono individuati i soggetti centrali alla sua nascita, le dinamiche di interdipendenza tra di essi e le forme del loro radicamento nel contesto territoriale e socio-culturale della città di Milano e della sua cultura del progetto.
La seconda parte offre invece una prospettiva sincronica: da una parte l’analisi della produzione degli spazi sociali del design, ed in particolare dei singoli design district, che durante questo evento arrivano a qualificare lo spazio urbano come “eterotopia diffusa” (Foucault, 1967). Dall’altra parte l’analisi delle sue forme di consumo, presentando i risultati di un'indagine sul campo condotta attraverso la triangolazione di diversi metodi di carattere etnografico in tre design district durante le edizioni 2011 e 2012. Attraverso l'indagine delle pratiche mediate e di mobilità, delle percezioni ed esperienze da parte dei suoi visitatori, il lavoro ha permesso di leggere la specificità di questo evento nella circolarità tra le dimensioni produttive e le forme di consumo mobile e mediato dello spazio urbano.
The aim of the thesis has been to analyze the so-called phenomenon of Fuorisalone through a double disciplinary perspective: on the one hand that of the mobilities paradigm (Sheller-Urry, 2006), on the other hand through the Lefebvrean perspective on the production of social space (1974) and its most recent applications in the field of media geography (Jansson, 2007) and urban events (Lehtovouri, 2010). The first part is dedicated to the reconstruction of the social history of this event by identifying the pivotal subjects for its birth, the dynamics of interdependency between them and the forms of their rootedness in the territorial and socio-cultural context of the city of Milan and its design culture. The second part adopts a synchronous perspective: on the one hand the analysis of the production of the social spaces of design, with particular attention to the single design districts involved, that during this event characterize the urban space as a “diffused heterotopia” (Foucault, 1967). On the other hand on the consumption forms of this event, by presenting the results of the field work conducted in three design districts during the 2011 and 2012 editions. Through the triangulation of different ethnographical methods, the research has focused on the mobility and mediated practices, on the perceptions and experiences of visitors, reading the specificity of this event through the circularity between the productive dimensions and its mobile and mediated forms of consumption.
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CUMAN, ANDREA DAVIDE. "Mediaspaces, eventi urbani ed esperienza mobile: un'indagine etnografica nella produzione sociale della città del design." Doctoral thesis, Università Cattolica del Sacro Cuore, 2013. http://hdl.handle.net/10280/1990.

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L’obiettivo della tesi è stato quello di analizzare il fenomeno del cosiddetto Fuorisalone attraverso un duplice sguardo disciplinare: da una parte quello del mobilities paradigm (Sheller-Urry, 2006), dall’altra attraverso la prospettiva della produzione sociale dello spazio di Lefebvre (1974) e sue recenti applicazioni nell’ambito della media geography (Jansson, 2007) e degli eventi urbani (Lehtovouri, 2010). 
Nella prima parte viene proposta una ricostruzione della storia sociale dell’evento: vengono individuati i soggetti centrali alla sua nascita, le dinamiche di interdipendenza tra di essi e le forme del loro radicamento nel contesto territoriale e socio-culturale della città di Milano e della sua cultura del progetto.
La seconda parte offre invece una prospettiva sincronica: da una parte l’analisi della produzione degli spazi sociali del design, ed in particolare dei singoli design district, che durante questo evento arrivano a qualificare lo spazio urbano come “eterotopia diffusa” (Foucault, 1967). Dall’altra parte l’analisi delle sue forme di consumo, presentando i risultati di un'indagine sul campo condotta attraverso la triangolazione di diversi metodi di carattere etnografico in tre design district durante le edizioni 2011 e 2012. Attraverso l'indagine delle pratiche mediate e di mobilità, delle percezioni ed esperienze da parte dei suoi visitatori, il lavoro ha permesso di leggere la specificità di questo evento nella circolarità tra le dimensioni produttive e le forme di consumo mobile e mediato dello spazio urbano.
The aim of the thesis has been to analyze the so-called phenomenon of Fuorisalone through a double disciplinary perspective: on the one hand that of the mobilities paradigm (Sheller-Urry, 2006), on the other hand through the Lefebvrean perspective on the production of social space (1974) and its most recent applications in the field of media geography (Jansson, 2007) and urban events (Lehtovouri, 2010). The first part is dedicated to the reconstruction of the social history of this event by identifying the pivotal subjects for its birth, the dynamics of interdependency between them and the forms of their rootedness in the territorial and socio-cultural context of the city of Milan and its design culture. The second part adopts a synchronous perspective: on the one hand the analysis of the production of the social spaces of design, with particular attention to the single design districts involved, that during this event characterize the urban space as a “diffused heterotopia” (Foucault, 1967). On the other hand on the consumption forms of this event, by presenting the results of the field work conducted in three design districts during the 2011 and 2012 editions. Through the triangulation of different ethnographical methods, the research has focused on the mobility and mediated practices, on the perceptions and experiences of visitors, reading the specificity of this event through the circularity between the productive dimensions and its mobile and mediated forms of consumption.
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Federle, Giovanni <1954&gt. "Basic design: la formazione al design nella scuola secondaria." Doctoral thesis, Università Ca' Foscari Venezia, 2010. http://hdl.handle.net/10579/1016.

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L’indagine condotta sul modello educativo al design attuato oggi nella scuola secondaria ci permette di cogliere la sua storica oscillazione tra il modello accademico e l’eredità del Bauhaus: la sua attuale fragilità epistemica pertanto mostra la necessità di una nuova fondazione teorica per ridefinirlo. Oggi l’ampia letteratura scientifica sul design suggerisce che il fulcro della sua formazione propedeutica parte dalle competenze del “configurare” ma deve poggiare sull’apprendimento esperienziale e nella pratica riflessiva, oltre che sulla padronanza delle regole dei linguaggi della comunicazione. Con il termine “studio”, si intende non solo l’ambiente in cui opera la comunità di apprendimento del design ma anche la sua tipica modalità di interazione. Qui si pratica l’azione-riflessione, attraverso uno strumento iconico di mediazione didattica; la dinamica formativa è sviluppata nel gruppo, la comunità di apprendimento, attraverso l’identificazione e la risoluzione di problemi e progetti. È necessaria la ridefinizione del ruolo dell’insegnante, non più il “maestro” ma il “facilitatore”che aiuta lo studente ad acquisire la visione e il metodo tipico del designer. Il framework delle competenze del nuovo Basic design è desunto dai learning outcomes identificati attraverso la comparazione di alcuni modelli educativi europei e le indicazioni della letteratura scientifica.
The survey made on the educational pattern to design brought about today in the secondary school allows us to grasp its historic swinging between the academic model and the Bauhaus legacy. Therefore its epistemic weakness shows the need of a new theoretical foundation to redefine it. Today the wide scientific literature on design suggests that the fulcrum of its propaedeutic training starts from the competencies in forming but has to be based on experiential learning and reflective practice, in addition to the mastership of communication rules and languages. With the word “studio”, not only we mean the milieu where the design learning community work, but also its typical interactive modality. Here actionreflection is put into practice through the iconic tool of educational mediation; the training mechanism is developed in the group, the community of practice, by finding and solving problems and projects. A redefinition of the professional teacher’s role is needed: no more a master, but a coach who helps students to acquire the designer’s vision and characteristic method. The framework of new Basic Design competencies is therefore inferred from the learning outcomes identified through the comparison of some European educational systems and suggestions from scientific literature.
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Grimandi, Chiara. "Individuo e collettività nello smart working: studio di un servizio human centred per il benessere sociale." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020.

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Spazi Adiacenti è un progetto di design per l'innovazione sociale, che investiga la tematica dello smart working e le sinergie che si possono instaurare tra i lavoratori e le realtà di quartiere. In particolare lo studio si focalizza sulla risorsa spaziale, spesso mancante agli smart worker, proponendo un servizio di condivisione che generi opportunità all’interno del contemporaneo scenario del lavoro smaterializzato su scala di prossimità. Da un lato gli smart worker potranno recarsi in spazi vicini alle proprie abitazioni, dove poter svolgere la professione in maniera adeguata, dall'altro cittadini, associazioni, realtà commerciali o culturali potranno diventare supporter del servizio e cooperare per l'accrescimento dell'economia locale.
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MARAGLIANO, ANDREA. "Gioco e Cambiamento Sociale. Fra ricerca educativa, edu-larp e intercultura." Doctoral thesis, Università degli studi di Genova, 2021. http://hdl.handle.net/11567/1048809.

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I giochi possono essere agenti di cambiamento sociale? Possono cioè permettere di esplorare questioni civiche, politiche, valoriali o etiche? Se si, quali sono i fondamenti del gioco da impiegare in questo tracciato? E quali le esperienze culturali, ludiche ed educative vive chi partecipa a questa tipologia di giochi? Sono queste alcune delle domande che hanno aperto la strada a questo lavoro di ricerca, diviso in tre parti. Nel capitolo 1 sono descritte quelle che in questa tesi vengono identificate come le vertebre del gioco, le strutture nascoste, ma portanti. Quando guardiamo al gioco esso ci coinvolge, ammalia e ingaggia come in un carnevale. Ci facciamo rapire dai movimenti ipnotici e seduttivi del corpo giocante, ma cosa pulsa sotto quei vestiti di festa? Quali sono le ossature portanti del corpo del gioco, su cosa si poggia, e come mai risulta essere così potente, persuasivo e problematicamente bello? Nel capitolo 2 viene presentato uno studio sperimentale sull’edu-larp “Youth on The Run” di Croce Rossa Italiana, gioco di ruolo educativo dal vivo sul tema dei richiedenti asilo in Italia. La ricerca presentata avrebbe dovuto riguardare lo studio comparato di due edu-larp a tema migrazione: “Youth On The Run”, un gioco che simula per 24 ore il viaggio migratorio di una famiglia dalla Somalia fino all’Italia, e “300, la battaglia delle tendopoli” (Coccia, 2020) che simula per 4 ore una riunione municipale in cui si deve decidere il collocamento di 300 profughi. In seguito alla chiusura degli istituti scolastici per le disposizioni anti contagio COVID-19, non si sono potute svolgere le sperimentazioni del secondo gioco, portando a presentare la ricerca come studio caso singolo del gioco YOTR. La ricerca ha voluto sondare se e come la partecipazione a questo tipo di giochi possa avere impatti significativi sul grado di empatia, di pregiudizio etnico e sulle rappresentazioni rispetto alle tematiche migratorie di chi partecipa. Si è quindi cercato di indagare se e come quegli elementi costitutivi del gioco trattati nel Capitolo 1 possano portare ad un cambiamento sociale effettivo nell’ambito interculturale. Infine, nel capitolo 3 e 4 vengono riportate le analisi e la discussione dei dati, che mostrano come il gioco si costituisca realmente come regione speciale dell’umano e spazio di cambiamento.
Can games be agents of social change? Can they allow for the exploration of civic, political, value, or ethical issues? If so, what are the foundations of play to be employed in this track? And what are the cultural, playful and educational experiences experienced by those who participate in this type of games? These are some of the questions that paved the way for this research work, divided into three parts. Chapter 1 describes what in this thesis are identified as the fundamentals of the game, the hidden but important structures. When we look at game, it involves us, bewitches us and engages us as in a carnival. We are enraptured by the hypnotic and seductive movements of the playing body, but what is pulsing under those festive clothes? What are the supporting frameworks of the game body, what does it rest on, and how is it so powerful, persuasive and problematically beautiful? Chapter 2 presents an experimental study of the Italian Red Cross edu-larp "Youth on The Run", a live educational role-playing game on the topic of asylum seekers in Italy. The research presented should have concerned the comparative study of two edu-larp on the theme of migration: "Youth On The Run", a game that simulates for 24 hours the migratory journey of a family from Somalia to Italy, and "300, la battaglia delle tentopoli" (Coccia, 2020) which simulates for 4 hours a municipal meeting in which the placement of 300 refugees must be decided. Due to the closure of educational institutions due to COVID-19 anti-contagiousness regulations, experimentation of the second game could not take place, leading to the presentation of the research as a single case study of the YOTR game. The research aimed to probe whether and how participation in this type of game can have significant impacts on the degree of empathy, ethnic bias, and representations with respect to migration issues of those who participate. It was then attempted to investigate if and how those constituent elements of the game discussed in Chapter 1 can lead to effective social change in the intercultural sphere. Finally, Chapters 3 and 4 report the analysis and discussion of the data, which show how play really constitutes itself as a special space of human and a space for change.
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PRUS, IRYNA. "Design Thinking in Organisations: a Practice-based Approach." Doctoral thesis, Università degli Studi di Milano-Bicocca, 2018. http://hdl.handle.net/10281/199195.

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The concept of Design Thinking (DT) has emerged in business and management discourses as a promising approach to innovation. Numerous organisations start to apply DT practice on different scale for the purpose of the strategic renewal. Despite the growing popularity of the phenomenon in practice, there exists no coherent conceptualisation of DT in theory. The field of DT is young, full of contradictory statements and ambiguities, especially for what regards DT outcomes and benefits. Hence, this dissertation aims at consolidating the field by advancing knowledge on how DT is understood and practiced in organisations. For this, a practice-based approach was selected as a research perspective for gaining theoretical insights based on empirical findings. Moreover, this dissertation aims at explaining the relationship between the DT practice and innovation processes in organisations, so that to establish a dialogue between the two fields. For pursuing these goals, the literature on DT and innovation has been comprehensively reviewed for identifying existent problems and challenges of both fields. The empirical part of the research is developed according to an interpretative philosophical position and a qualitative approach. A single case study of the IBM Company was selected as a research strategy. The primary data were collected by a combination of three ethnographic methods (interviews, mobile ethnography, digital ethnography), and blended with secondary data from the desk research. In the analysis phase, a grounded theory approach and the narrative analysis were used to process the data. Research findings provide a historical context of the IBM Corporation and the IBM Design Company. Then, the IBM DT framework is analysed, and compared with how it is put in practice by IBMers in Italy. The IBM DT practice revealed to be constituent of three main components (mindset, agency, tools) that are orchestrated by DT principles. It was possible to find sub-dimensions and main characteristics for each constitutive element. Specifically, 3 sub-dimensions of mindset (learner, inventor, doer), 4 working modes associated with agency (explorative, sensemaking, imaginative, generating), and four typologies of tools (methods, techniques, frameworks, digital software). Moreover, six DT principles were identified, namely: humanocentrism, focused improvement, diversity-driven collaboration, holism appreciation, continuous learning, and multimodality. It was possible to observe how DT practice contributes to the innovation process in four different innovation phases: identification of the opportunity for change, strategy formulation, roadmap planning, crafting the final output. Finally, the role of contextual factors in the DT practice is discussed. Based on findings, some insights are drawn about the characteristics of the DT practice, and some ideas are advanced regarding the nature of the phenomenon. Finally, possible ways to contribute further to the field development are discussed, together with practical implications.
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Ferdows, Kimia. "« Design moi un métier » : modalités d’accès et socialisations au groupe professionnel des designers : monographie de deux grandes écoles de design de la région parisienne." Thesis, Paris 10, 2013. http://www.theses.fr/2013PA100187.

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La thèse prend comme objet les enjeux de formation des futurs designers. Au croisement de la sociologie de l’éducation, du travail et des professions, il s’agit de rendre compte des différentes socialisations qui ont conduit des personnes à devenir designer. Il s’agit de comprendre qui et comment des personnes décident de devenir designer aujourd’hui. Cette thèse repose sur une enquête réalisée dans deux institutions de formation qui ont la particularité de se situer au plus haut niveau du champ de l’enseignement supérieur en design : une grande école publique et une grande école privée. D’autre part, il s’agit d’examiner les différentes voies professionnelles qui se dessinent pour les étudiants. Premièrement, à travers l’analyse des caractéristiques sociales des élèves admis dans ces des deux établissements, il s’agit de comprendre les processus communs de socialisation primaire qui ont conduit ces jeunes à s’orienter vers la profession de designer. Ensuite, nous verrons comment ces deux écoles, via leur mode de sélection et leur socialisation secondaire spécifique, s’opposent assez nettement sur la manière de concevoir le métier de designer et la nature des services qu’il peut être amené à accomplir au sein de l’entreprise. La méthodologie mise en œuvre rassemble des observations de longue durée ; une soixantaine d'entretiens réalisés avec des étudiants, des enseignants et des professionnels ; le dépouillement exhaustifs des archives des dossiers scolaires des deux écoles ainsi que les résultats d'une enquête quantitative menée auprès des étudiants en formation en 2010
The thesis takes for object the training issues of future designers. At the crossroad of education sociology, of work and professions sociology, it consists in accounting the different socializations which led individuals to become designers. It consists in understanding who and how people decide today to become designer. This thesis is based on a survey led in two training institutions which have the particularity to be on the highest level of design superior teaching: one large public school and one large private school. On the other hand, it consists in examining the different professional paths existing for students. First, thought the analysis of the social characteristics of student admitted in these two establishments, it consists in understanding the common processes of primary socialization which led these young people to turn towards the designers profession. Then, we will see how these two schools, thought their selection way and their specific secondary socialization, oppose themselves quite vividly on the way to conceive the designers profession and the nature of the services a designer can be led to accomplish in a company. The methodology gathers long duration observations; sixty interviews carried out with students, teachers and professionals; the exhaustive analysis of the archives of scholar files from the two schools and the results of a quantitative survey led among students in 2010
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MIRANDA, DE OLIVEIRA PAULO. "TURISMO, CULTURA E AMBIENTE; L'APPROCCIO SISTEMICO DEL DESIGN - Fattori umani, sociale e strategici nella Estrada Real | Minas Gerais, Brasile." Doctoral thesis, Politecnico di Torino, 2013. http://hdl.handle.net/11583/2511483.

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The objective of this work is to recognize, throughout diversity, the cultural and social values present in the Estrada Real Territory, proposing a systemic approach, with instruments able to assimilate the relations inherent to the local tourism and its consequences, due to the social and cultural qualities of the territory. The relationship territory and environment, their diversities and interconnected qualities, reinforce the exploratory interest of this research, as well as the current and mainly the future consequences, in regard of the diversities that are the issues addressed in this study, traversing the Paths of the Estrada Real, “scars” in the mineiro territory, traced by Portuguese people, slaves and indigenous, who portray the Minas Gerais State in its nearly 1.600km (994 miles) of history and culture. The specific objective of the proposed study is focused on the current analysis of the Estrada Real Territory, composed by Touristic Regions, traversed by four paths: the Path of Diamonds (Caminho dos Diamantes) – 350km / 317 miles –, the Path of Sabarabuçu (Caminho do Sabarabuçu) – 160km / 99 miles –, the Old Path (Caminho Velho) – 515km / 320 miles – and the New Path (Caminho Novo) – 630km / 391 miles. In the current scenario, throughout a mapping developed with the systemic methodology, we have observed the specific characteristics of their communities and traditions and their inter-relationships in the territory context, focused on the process, understanding their potentialities for innovation and their perspectives in the point of view of design. The study and appliance of a systemic methodology, related to and established by design, as a discipline and research tool, assume strategic values, giving importance to human, social and economical values, which are essential in the processes of activation, promotion and diffusion of the innovation, under a humanistic point of view. At last, having stood out the applied methodology of systemic design, we foresee the creation of a new theoretical scenario for the process, emerging the cultural, environmental and territorial specificities, disposed between the actors and the environment, established in this particular universe of the Estrada Real and its deep influence in the mineira culture.
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Niakan, Farzad. "Design and configuration of sustainable dynamic cellular manufacturing systems." Thesis, Lyon, INSA, 2015. http://www.theses.fr/2015ISAL0123/document.

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La révolution la plus récente dans l'industrie (révolution industrielle 4.0) nécessite une plus grande flexibilité, agilité et efficacité dans l'utilisation des équipements de production. Le système manufacturier cellulaire dynamique (DCMS) est l'un des meilleurs systèmes de production qui répondent à ces exigences. En outre, l'importance croissante du développement durable force les fabricants et les gestionnaires à prendre en compte les enjeux environnementaux et sociaux dans la conception et la configuration des systèmes de fabrication. Cette thèse porte sur la configuration durable des DCMS en proposant trois modèles mathématiques. Le plus grand challenge de cette étude est (i) de choisir des critères sociaux et environnementaux appropriés, (ii) de les intégrer dans des modèles mathématiques et (iii) d'étudier l'impact de ces critères sur des DCMS. Le premier modèle est bi-objectif afin de faire un compromis entre certains critères sociaux (offres d'emplois, risques de la machine, etc.) et économiques (divers coûts liés à la formation de cellules). Pour être plus proche de situations de la vie réelle, certains paramètres tels que la demande, les coûts liés aux machines et la capacité en temps des machines sont considérés comme incertains. Pour résoudre ce problème, une méthode d'optimisation robuste est appliquée pour faire face à cette incertitude. Dans le deuxième modèle, toutes les dimensions du développement durable sont prises en compte dans le modèle mathématique bi-objectif proposé. La première fonction objectif modélise des critères économiques (coûts) et la seconde des aspects environnementaux (déchets de production), tandis que certaines contraintes représentent des questions sociales (principalement le « Daily Noise » à cause de la complexité de calcul). En raison de la NP-difficulté du problème, une nouvelle approche novatrice appelée NSGA II-MOSA est proposée. Le troisième modèle proposé a trois fonctions objectif, une pour chaque type d’enjeux : environnemental, social et économique. Afin d'être proche de la vie réelle, certains paramètres du modèle sont exprimés en termes de valeur floue. Nous proposons une méthode possibiliste hybride pour faire face à l'incertitude et une approche floue interactive est considérée pour résoudre un modèle multi-objectif déterministe pour des solutions de compromis. Enfin, la dernière partie de la thèse étudie la possibilité d'appliquer les trois modèles proposés à l’industrie grâce à une méthode plus facile. Une approche d'optimisation-simulation innovante est introduite pour faire face à la configuration de DCMS : (i) La phase d'optimisation fonctionne comme méthode de fractionnement de scénarii pour réduire le nombre de configurations alternatives en se concentrant sur les niveaux stratégique et tactique. (ii) Ensuite, un outil de simulation détaille le niveau opérationnel en étudiant la performance de chaque alternative et l'interaction entre plusieurs composants de cellules
The most recent revolution in industry (Industrial Revolution 4.0) requires increased flexibility, agility and efficiency in the use of production equipment. Dynamic Cellular Manufacturing System (DCMS) is one of the best production systems to meet such requirements. In addition, the increasing importance of sustainable development forces manufacturers and managers to take account of the environmental and social issues in the design and configuration of manufacturing systems. This thesis focuses on the sustainable configuration of DCMS by proposing three mathematical models. The main challenge of this study is to (i) choose appropriate social and environmental criteria, (ii) integrate them in mathematical models, and (iii) study the impact of these criteria on DCMS. The first model is bi-objective in order to make a trade-off between some social (job opportunity, potential machine hazards, etc.) and economic (various costs related to cell formation) criteria. To get closer to real-life situations, some parameters such as demand, machine-related costs and time capacity of the machines are considered as uncertain. To solve this problem, a robust optimization method is applied to cope with this uncertainty. In the second model, all dimensions of sustainable development are taken into account in a new bi-objective mathematical model. The first objective function models economic criteria (costs) and the second one environmental aspects (production waste), while social issues (mainly Daily Noise Dosage because of computational complexity) are modeled as constraints. Due to the NP-hardness of the problem, a new innovative approach called NSGA II-MOSA is proposed. The last model has three objective functions, one for each dimension of the sustainable development: environmental, social and economic. In order to be close to real life, some parameters of the model are expressed in terms of fuzzy value. We propose a hybridized possibilistic method to deal with uncertainty and an interactive fuzzy approach is considered to solve an auxiliary crisp multi-objective model in order to find trade-off solutions. Finally, the last part of the thesis studies the possibility to apply the three proposed models to the industry thanks to an easier method. A novel optimization-simulation approach is introduced to deal with the configuration of DCMS: (i) the optimization phase operates as scenario fraction method in order to reduce the number of alternative configurations by focusing on strategic and tactical levels; (ii) next, a simulation tool investigates the operational level by studying the performance of each alternative and the interaction between several components of the cells
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BICOCCA, MIRIAM. "Sviluppo rurale e innovazione sostenibile. Come l’Approccio del Design Sistemico può favorire la crescita delle aree marginali." Doctoral thesis, Politecnico di Torino, 2016. http://hdl.handle.net/11583/2652862.

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L’obiettivo della ricerca è il raggiungimento dello sviluppo rurale tramite la definizione di un sistema sostenibile (per Persone, Pianeta, Profitto) nelle aree marginali e complesse, in particolare, nelle zone rurali. Grazie al framework che deriva dalla ricerca vogliamo favorire scambi e nuove relazioni che possono dar luogo a flussi economici virtuosi strettamente legati al territorio e alla cultura locale. Queste alcune delle domande cui abbiamo cercato di rispondere. Può un progetto di Design Sistemico favorire lo sviluppo rurale sostenibile? Come può un designer favorire lo sviluppo di sistemi agro-alimentari, contribuendo alla crescita sostenibile, inclusiva ed economica nelle regioni rurali? Quali strategie possono essere attuate per aumentare la produzione alimentare sostenibile, al fine di garantire la sicurezza alimentare a livello regionale? Per rispondere a queste domande abbiamo applicato l'Approccio di Design Sistemico (ADS) nel contesto rurale di Ahuacuotzingo (Stato di Guerrero, Messico). Si tratta di un caso pratico, della definizione di un quadro di riferimento che possa in seguito essere esportato in altri contesti con caratteristiche peculiari e tratti simili. Questo approccio ci permette di avere una chiara definizione degli step necessari per progettare il sistemi aperto connesso con il territorio. Il luogo è stato scelto per le sue particolari caratteristiche legate al cibo, sia la produzione e il consumo. Applicare l’ADS comporta un processo complesso che consta di più fasi, la gestione di un numerose variabili e implica la partecipazione attiva di tutti gli attori coinvolti. Questo è il motivo per il lavoro svolto durante il viaggio in Ahuacuotzingo, insieme alla Cooperativa di contadini Ahuehuetla è stato fondamentale per lo sviluppo del progetto. I contadini della cooperativa Ahuehuetla possono non solo diventare autosufficienti dal punto di vista energetico e della produzione alimentare, ma anche essere responsabili del miglioramento della qualità della vita della comunità. I risultati della ricerca sono divisi in Risultati Preliminari, la creazione della Cooperativa Ahuehuetla e le migliorie pratiche già effettuati nella zona, e gli Outcomes, ossia la definizione di un framework esportabile e l’implementazione.
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Scopelliti, Simona <1986&gt. "Il design degli anni sessanta e settanta: un nuovo modo di intendere l’utenza, tra progetti di utopia radicale e impegno sociale." Master's Degree Thesis, Università Ca' Foscari Venezia, 2012. http://hdl.handle.net/10579/1711.

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15

Ochoa, Robles Jesus. "Multi-objective optimization strategies for design and deployment of hydrogen supply chains." Thesis, Toulouse, INPT, 2018. http://www.theses.fr/2018INPT0062/document.

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L'hydrogène est l'un des vecteurs énergétiques les plus prometteurs dans la recherche d'un mix énergétique plus durable. Plusieurs études et feuilles de route ont été réalisées sur le potentiel d'une économie « hydrogène » et ont identifié que même si de nombreuses technologies requisessont déjà disponibles aujourd'hui, le déploiement d'infrastructures hydrogène constitue la tâche la plus difficile de son développement, dont la mesure où on doit atteindre des coûts compétitifs et avoir l'acceptation du marché. La conception de la chaîne logistique de l’hydrogène (HSC), enparticulier à des fins de mobilité, implique une série de décisions importantes à différents niveaux (sources d'énergie, production, transport et stockage) et peut être considérée comme un problème multi-échelle et multi-période avec plusieurs parties prenantes. L'objectif de ce travail est de proposer un cadre méthodologique pour aborder le problème de conception de la HSC de manière complémentaire au travail proposé dans le travail de doctorat de (Sofia de Leon Almaraz, 2014) dans lequel une formulation multi-objectif a été mise en œuvre via la méthodologie - contrainte pour obtenir le front de Pareto, en optimisant trois objectifs en même temps : le coût journalier total, le potentiel de réchauffement global et un indice de risque de sécurité. Une analyse de sensibilité basée sur un plan d'expérience en utilisant les méthodes de plan factoriel et surface de réponse a été réalisée pour identifier les principaux paramètres (facteurs) et leur interaction affectant le critère économique, soit le coût journalier total (TDC) (réponse), englobant les coûts capitaux et opérationnels. Cette analyse de sensibilité souligne que la demande est de loin le paramètre le plus important qui conditionne fortement le critère TDC, de sorte que davantage d'efforts sont nécessaires pour modéliser l'incertitude de la demande de façon homogène. Dans la formulation initiale de la conception de la HSC, la taille du problème liée au nombre de variables binaires conduit souvent à des difficultés pour résoudre le problème. Dans ce travail, le potentiel des algorithmes génétiques (GA) via une variante de NSGA-II est exploré pour faire face à la formulation multi-objectif, afin de produire automatiquement le front de Pareto. La formulation du modèle a ensuite été étendue pour tenir compte de l'incertitude de la demande, ce qui donne plus de robustesse à l'approche proposée. Deux études de cas soutiennent cette analyse : d'abord au niveau régional, les résultats de la conception de la HSC pour l'ancienne région Midi-Pyrénées obtenus avec les deux modèles sont comparés. Les solutions obtenues par GA présentent le même ordre de grandeur que celles obtenues avec MILP (Programmation Linéaire en Nombres Entiers) dans le problème mono-critère, mais de meilleures solutions de compromis sont produites dans la formulation multi-objectif et des résultats plus flexibles sont obtenues avec la modélisation de l’incertitude de demande. Puis l’écosystème aéroportuaire, Tarbes-Lourdes, a été étudié : l'infrastructure aéroportuaire est une étude de cas intéressante, car un aéroport est une source d'émissions qui affectent le climat à cause des émissions générées par les activités faites à l'intérieur et à l'extérieur du périmètre de l'aéroport, liées à l’opération et utilisation de l’aéroport. Enfin, une analyse post-optimale sur une solution de compromis de la HSC est réalisée sur la base d'une évaluation sociale, via deux analyses coûts-bénéfices (CBA) d'un point de vue social (SCBA) et gouvernemental (subventions et taxes), montrant que l'incorporation d'externalités aide à financer une proportion importante des coûts. L'approche SCBA pour le déploiement de l'hydrogène intègre les avantages sociétaux induits à travers la réduction des émissions de gaz à effet de serre, la réduction de la pollution atmosphérique mais aussi les coûts sociaux par l'augmentation de la consommation de platine
Hydrogen is one of the most promising energy carriers in the quest for a more sustainable energy mix. Several studies and roadmaps have been carried out about the potential of a « hydrogen » economy and have identified that even if many of the required technologies are already available today, the deployment of hydrogen infrastructures constitutes the most challenging task for its development, so as to achieve competitive costs and mass market acceptance. The design of a hydrogen supply chain (HSC), in particular for mobility purpose, involves a series of important decisions at different levels, i.e. energy sources, production, transportation and storage and can be viewed as a multi-echelon, multi-objective and multi-period problem with multiple stakeholders. The objective of this work is to propose a methodological framework to tackle the HSC design problem in a complementary manner to the work proposed in the PhD work of (Sofia de Leon Almaraz, 2014) in which a multi-objective formulation was implemented via the -constraint method to generate the Pareto front, optimising three objectives at the same time, total daily cost, global warming potential and a safety risk index. A sensitivity analysis based on a design of experiments through the Factorial Design and Response Surface methods was carried to identify the major parameters (factors) and their interaction affecting the economic criterion, i.e., the total daily cost (TDC) (response), encompassing capital and operational expenditures. This sensitivity analysis highlights that the demand is by far the most significant parameter that strongly conditions the TDC criterion so that more effort is needed to model demand uncertainty consistently in HSC design, especially since a long horizon time is considered for hydrogen deployment. Besides, in the initial formulation of HSC design, the size of the problem related to the number of binary variables often leads to difficulties for problem solution. In this work, the potential of genetic algorithms (GA) via a variant of NSGA-II is explored to cope with the multi-objective formulation, in order to automatically produce the Pareto front. The model formulation has then been extended to take into account demand uncertainty, giving more robustness to the proposed approach. Two case studies support the analysis: first at regional level, the results of a HSC design for the former Midi-Pyrénées region obtained with both models are compared. The solutions obtained by GA exhibit the same order of magnitude as those obtained with MILP (Mixed Integer Linear Programming) in the mono-criterion problem, but better compromise solutions are produced in the multi-objective formulation and more flexible ones are obtained with demand uncertainty modelling. Then an airport ecosystem, i.e. Tarbes-Lourdes has been studied: the airport infrastructure is an interesting case study, since an airport is a source of emissions that affect climate, including the emissions generated from activities occurring inside and outside the airport perimeter fence associated with the operation and use of an airport. Finally, a post-optimal analysis on a compromise solution of HSC configuration is carried out based via two cost-benefit analyses (CBA) from a social (SCBA) and governmental perspective (subsidies and taxes). The SCBA approach for hydrogen deployment integrates societal benefits for the reduction of greenhouse gas emissions, noise air pollution abatement and social costs for the increase in platinum consumption in the manufacture of fuel cells. By including external costs, economic benefits of the replacement of ICEV (internal combustion engine) by FCV (Fuel Cell Vehicles) were highlighted as well as the generation of positive social net present values
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ANNOVAZZI, CHIARA. "A psychosocial career counselling project with adolescents, parents, and people with a vulnerability: how the career development is impacted by personal resources and social context." Doctoral thesis, Università degli Studi di Milano-Bicocca, 2017. http://hdl.handle.net/10281/142583.

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Currently, the society is considered risky, characterized by rapid changes, and noticeable by a not-linearity between the educational path and the consequent employment. Now, adolescents, young adults with a vulnerability, and parents have to learn to deal with an unpredictable, unstable, and complex future. Therefore, nowadays in Italy, the university is no longer the place where the parents sent their children (with or without a disability) ready to abdicate from their control, but parents tend to replace their children in career choices, pushing them toward only a supposed safer path (helicopter parents). In fact, all the economic and social changes have had a negative impact on the people’s career, in particular on the young adults with a vulnerability. In this context, career counselling services and researches should act, in order to sustain individual’s career development. In line with the career construction theory and the life design approach, in this thesis, the career and vocational guidance will be considered taking into account the family and the context, that are known to have a fundamental role. The life design approach, in fact, focuses on personal resources (e.g. career adaptability, hope, future orientations, and courage) considering the career development as a social and holistic process. In order to gain a better insight on the role of the context on career choices, it has been decided to engage in a more depth studies of the role played by parents. In fact, parent, as part of the scientific literature has underlined, are relevant for the representation of the future, self-representation and their children’s career choices. At the same time, the project gathered interesting data on the main psychosocial challenges, fears and stressors, which parents, adolescents, and young adults with a vulnerability face in their professional and educational world. Looking for a methodology that could bring an efficient answer to new guidance needs and to the complexity of the context influences, it was used mix methods, in order to find a stimulating way to examine the relationships between psychosocial career counselling, personal resources, and environment influences. Several studies were conducted in order to intercept the complexity of the social influence process. In particular, in the first part of the thesis, a picture of the social and economic changes that characterized the context in which the project took shape will be provided. The second chapter will explain the International Hope Research Team and its protocol applied to high school students, parents and people with a disability, in order to better understand the role of personal resources in youth’s career development. In addition, the presence of parents in university - a new social phenomenon - will be examined, with qualitative and quantitative data. In particular, the influence that parents have on the students’ representations and their children career choices will be discussed. The third chapter will introduce a new construct in career guidance and counselling: courage. A qualitative research will be presented, in order to investigate the courage youth representations and the role that courage have to face crisis and gender discriminations in career. This chapter will explain national and international researches, in order to analyse the role of courage in the career construction behaviour. The methodological approach, the process of data collection, and several processes of analysis, will be described in each chapter, underling the role that the social context assume in the career development. In conclusion, the main results about the social and parental influence and the implication for the practice and for the future research will be discussed.
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MORINI, LUCA. "The World Makers' Playgrounds: Mapping the Networked Spaces of Ludic Creation." Doctoral thesis, Università degli Studi di Milano-Bicocca, 2015. http://hdl.handle.net/10281/87285.

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La presente tesi mira ad offrire una prospettiva esplorativa rispetto a forme, organizzazioni e contenuti di apprendimento originali e caratterizzanti l'attuale "ecologia dei media", proponendo una mappatura etnografica e qualitativa delle dinamiche partecipative inerenti la discussione, la modificazione, la progettazione e la creazione di giochi (digitali o "analogici") all'interno di comunità e contesti sia "virtuali" che "reali", dentro e fuori dalle istituzioni educative formali. Queste comunità e questi contesti saranno visti come "playgrounds", spazi di produzione orizzontali, eterarchici e reticolari in cui viene ad oggi costruita dal basso l'alfabetizzazione sistemica, costruttivista, cooperativa e transdisciplinare necessaria per essere attivi "costruttori di mondi" nell'era dell'informazione. La prima parte delle trattazione sarà intesa a contestualizzare storicamente e transdisciplinarmente lo studio del gioco e del giocare, sia attraverso una retrospettiva bibliografica intesa ad evidenziare il rapporto contrastato tra atteggiamenti giocosi e "serietà" dei contesti di apprendimento formale, che con un esplorazione della rilevanza delle dinamiche ludiche nei processi psichici, sociali, culturali ed evolutivi, concludendo con la proposta del "game design" come possibile metafora unificante, atta ad esplorare proficuamente la varietà delle scienze del vivente. La seconda parte approfondirà lo stretto legame tra l'attuale configurazione "partecipativa" delle culture mediali e le scelte metodologiche operate durante il mio lavoro di ricerca, evidenziando la rilevanza politica della rivoluzione digitale nel perturbare gli assetti istituzionali attraverso la sua influenza sulla strutturazione dei sistemi di apprendimento formale ed informale, nonché le conseguente di questo spostamento di paradigma sulle fondamenta epistemologiche della ricerca in ambito sociale. La terza parte offrira quindi, attraverso una serie di casi e "schizzi etnografici, un sintetico spaccato delle realtà plurali del "Do It Together" ludico, evidenziando in esse l'uso e la co-costruzione di metafore e modelli complessi (sul piano sia logico-formale che estetico). Verranno inoltre illustrate difficoltà, criticità e momenti di "insight" incontrati nel corso del lavoro sul campo svolto nelle comunità di creatori di giochi, in contesti sia formali che informali, online e offline. L'intero percorso sarà volto a proporre un nuovo possibile ruolo per le professioni educative: quello del meta-designer, co-costruttore di spazi interattivi aperti e animatore di comunità ludiche/educanti/ricercanti le cui attività, definite attraverso modalità non-programmatiche e co-progettate, possano muoversi attraverso ed al di là della media education, intesa come meta-disciplina volta alla costruzione di un modello inclusivo, distribuito e democratico dell'apprendere.
The present dissertation is aimed at offering an explorative perspective toward original forms, organizations and contents of learning which characterize the present "media ecology", proposing an ethnographic and qualitative mapping of participatory dynamics as pertaining the discussion, modification, design, and creation of games (be them digital or "analog") within a plurality of communities and contexts, be them "virtual" or "real", within and without formal learning institutions. These communities and contexts will be thematized as "playgrounds", spaces of production and interaction characterized by horizontality, heterarchy and reticularity, spaces where a systems-oriented, constructivist, cooperative and transdisciplinary literacy is being built from the grassroots, a literacy necessary to be an active and participative "world maker" in the present Information Age. Part I of this tractation will be aimed at contextualizing the study of play and games from an historical and transdisciplinary standpoint, both through a literature review aimed at highlighing the contested relationship between playfulness and the serious character of formal learning contexts, and through an exploration of play's relevance in psychological, social, cultural and evolutive processes, concluding with the proposal of "game design" as a possible, unifying metaphor for the diversity of the sciences of living systems. Part II will explore the close links between the present participatory patterns within media cultures and the methodological choices I operated during my fieldwork, highlighting the political relevance of the "Information Revolution" in disrupting institutional infrastructures through its influence on the patterning of learning systems both formal and informal, evidencing the consequences of this paradigm shift on the epistemological fundations of research in human sciences. Part III will then offer, through a series of Cases and "ethnographic sketches", a synthetic panorama of the plural realities of ludic "Do It Together", evidencing within them the use and co-construction of complex models and metaphors (both on a formal and on an aesthetical level). In discussing the fieldwork within communities of game creators (be them formal or informal, online or offline), ample space will be given to difficulties, criticalities and insights, so as to further highlight the methodological quandaries of working in these specificcontexts. The whole of this work will, in conclusion, be aimed at proposing a new, possible role for learning professionals: that of the meta-designer, co-constructor of interactive open spaces and catalyst of ludic/learning/researching communities, where the activities, defined through non-programmatic and co-designed patterns of participation, will move through and beyond media education, meant as a meta-discipline aimed at the construction of an inclusive, distributed and democratic paradigm of learning.
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Rubbini, Isabella. "Mujeres Cuidadoras: Tessere comunità intraprendenti partendo dalla cura." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/24142/.

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In molti paesi come la Colombia, l’inserimento delle donne nel mercato del lavoro ha avuto progressi importanti, tuttavia questo inserimento accade in condizioni di svantaggio. Svantaggi che si esprimono in una maggiore disoccupazione, informalità e segregazione delle donne in determinate tipologie di occupazioni nonché nei rami più bassi delle strutture gerarchiche. Questa ricerca vuole individuare e analizzare le dinamiche che inducono le donne in Colombia e in particolar modo a Bogotà, a rimanere segregate nel mercato del lavoro e in molti casi addirittura fuori dalla formalità. Inoltre si vuole indagare il valore che l’intraprendenza e l’imprenditoria formale possono avere nella ricerca dell’indipendenza economica delle donne che si ritrovano in situazioni di svantaggio. Il tema centrale dunque è quello dell’empowerment femminile e la gender equality analizzati e rielaborati in un’ottica sistemica, ovvero cercando di coinvolgere diversi attori nella ricerca e valutando l’importanza che possono avere le comunità locali in questi processi. Sotto questo punto di vista diventano ancora più rilevanti le opportunità di ascolto e dialogo tra i diversi attori locali (singoli, pubblici, privati, ecc) e la promozione di strategie collaborative e di corresponsabilità cittadina. Infine, questa tesi ha come obiettivo il proporre processi che portino alla progettazione di servizi attraverso i quali le donne di Bogotá possano avere l’opportunità di sviluppare la propria intraprendenza e agentività nella ricerca della propria indipendenza economica.
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Maillet, Barthélémy. "Design et appropriation d'un dispositif d'interactions haptiques pour l'expression et la perception d'attitudes communicationnelles." Compiègne, 2010. http://www.theses.fr/2010COMP1904.

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Notre travail vise le design de dispositifs haptiques pour des interactions perceptives entre personnes. L’enjeu est de proposer des solutions d’interfaces appropriables par leurs utilisateurs, facilitant leur intégration dans la sphère des usages. Pour cela, nous considérons le dispositif d’interactions selon deux points de vue : en tant qu’outil tenu, constituant d’une expérience perceptive lorsque l’utilisateur agit à travers lui dans l’espace perceptif distal ouvert par l’outil ; et en tant qu’outil déposé, perçu par l’utilisateur lorsque celui-ci agit sur lui dans son espace perceptif organique. Notre apport concerne principalement la conception de l’interface haptique en tant qu’outil tenu. Celle-ci est abordée par des expérimentations en situation d’interaction dans un environnement minimaliste. Elles nous conduisent à distinguer deux composantes des avatars utilisés pour interagir dans un espace distal : le corps-image (ce qui permet à l’utilisateur d’être perçu par les autres) du corps-percevant (ce qui permet à l’utilisateur de percevoir les autres). Nous montrons empiriquement qu’un ajustement indépendant des propriétés de ces deux corps permet de modifier la dynamique d’interaction entre deux personnes, rendant possible l’expression et la perception d’attitudes communicationnelles. Nous pouvons alors nous intéresser à l’interface déposée en nous attachant à proposer des actions organiques qui font sens pour l’utilisateur
Our work aims at designing haptic devices for perceptual interpersonal interactions. The issue is to propose interfaces facilitating the development of their usages. Therefore, we consider interfaces from two perspectives : as an in-hand tool, constitutive of a perceptual experience when the user acts through it in the distal world it opens ; and as a put-down tool, constituted by the user, when he acts on it, in his organic perceptual world. In this work we focus on the design of the haptic interface as an in-hand tool. We operate it with user experimentations conducted in a deliberately minimalist interaction environment. These experiments lead us to make a distinction between two components of avatars used to act in distal worlds : the image body (enabling the user to be perceived by others) ; and the perceived body (enabling the user to perceive others). We show that separately adjusting the properties of the image body and of the perceiving body modifies the interaction dynamics between two persons. We exploit this new possibility offered by technical mediation to specify the in-hand interface. Then we design the put-down interface, striving for proposing organic actions that make sense for the user
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20

Alaoui, Malek. "Application d’une démarche Living Lab au développement de services de TV sociale dédiés aux personnes âgées." Thesis, Troyes, 2013. http://www.theses.fr/2013TROY0027/document.

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La perte de conjoints et d’amis, la réduction progressive de leur mobilité et l’éloignement de plus en plus fréquent des enfants, plongent souvent les personnes âgées dans un isolement qui peut générer des dépressions qui ont à leur tour un impact négatif sur la santé. Des études médicales ont même démontré que l’isolement social augmente le risque de mortalité des personnes âgées. Alors que de nombreux programmes de recherche s’intéressent à développer une variété de solutions technologiques liées à la fragilité physique et/ou cognitive des personnes âgées pour qu’ils puissent rester le plus longtemps possible à domicile, nous nous intéressons à leur fragilité sociale qui limite leurs capacités à rester en contact avec la société. Nous émettons l’hypothèse que les technologies de l’information ont un rôle important à jouer pour apporter une solution à l’isolement social des personnes âgées. Mais concevoir des services adaptés et s’assurer de leur appropriation restent des questions ouvertes, auxquelles nous tentons de proposer des réponses, à la fois au niveau méthodologique et instrumental. Nous présentons une démarche de conception de services pour les personnes âgées, qui s’appuie sur la participation des futurs utilisateurs dans le cadre d’un «Living Lab». Nous illustrons cette démarche grâce à notre participation à un projet européen dont l’objectif est de développer des applications de télévision sociale pour contribuer au développement des interactions sociales entre pairs
Encouraging seniors to stay at home as long as possible is associated with a higher risk of social isolation. Extensive researches have established the strong relationship between social isolation and health, considering social engagement as an important component influencing psychological well-being and self-esteem of elderly people. In other words, aging well at home cannot be reduced to the management of physical and cognitive frailties and technologies should also tackle the quality of life of the elderly by fostering their social interactions especially for those who are living alone. We postulate that ICTs could alleviate elderly loneliness, in order to cope with their social frailty. However, designing appropriate services and ensure their adoption by the elderly remain open questions, which we try to provide answers at both methodological and instrumental level. We propose an approach to design services for the elderly based on the participation of the future users as part of a "Living Lab". We illustrate this approach by our participation in a European project aiming at developing and evaluating Social TV services. The objective is to foster social interactions among peers to enhance or restore social ties, with the goal of increasing psychological well-being and self-esteem of the elderly living alone
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PAGANI, ARIELA FRANCESCA. "NELLA BUONA SORTE: IL PROCESSO DI CAPITALIZZAZIONE NELLA RELAZIONE DI COPPIA." Doctoral thesis, Università Cattolica del Sacro Cuore, 2014. http://hdl.handle.net/10280/2871.

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Il presente progetto di ricerca si è focalizzato sul processo di capitalizzazione, ovvero la condivisione di eventi positivi con il/la partner, da cui ci si aspetta una risposta attiva al fine di prolungare ed aumentare i benefici derivanti dall’evento stesso. L’articolazione in tre studi, di carattere quantitativo, ha permesso di approfondire la conoscenza dell’oggetto di ricerca utilizzando diverse metodologie. Il primo studio ha indagato, attraverso un disegno cross-sectional, la struttura della Perceived Responses to Capitalization Attempts scale (PRCA) e, attraverso un disegno longitudinale, i benefici intrapersonali ed interpersonali che derivano dagli stili di risposta di capitalizzazione nel tempo. Il secondo e il terzo studio, attraverso il diary method, hanno approfondito il processo di capitalizzazione attraverso l’introduzione di due aspetti innovativi nel processo: la differenziazione tra eventi positivi interni ed esterni alla relazione e la distinzione tra modalità di comunicazione più o meno esplicita dell’evento positivo. Nello specifico, il secondo studio si è focalizzato sui primi due elementi del processo di capitalizzazione (gli eventi positivi e i tentativi di capitalizzazione), mentre il terzo studio ha riguardato gli ultimi due elementi del processo (le risposte ai tentativi di capitalizzazione e la percezione di responsività da parte del/della partner).
The present research project focused on capitalization, that is the process through which people share good news with the partner, who in turn responds in an “active” way to maximize the benefits of the event. Three different studies approached this research object through different methodologies. The aims of the first study were to investigate, through a cross-sectional design, the structure of the Perceived Responses to Capitalization Attempts (PRCA) scale and to examine, through a longitudinal design, the intrapersonal and interpersonal benefits arising from the capitalization responses over time. The second and the third study, through diary methods, attempted to investigate two unexplored aspects of the capitalization process: the differentiation of the type of positive events (internal vs. external to the couple) and the distinction of the type of communication of the event (implicit vs. explicit). Specifically, the second study focused on the first two elements of the capitalization process (positive events and attempts to capitalization), while the third study concerned the last two elements of the process (responses to capitalization attempts and responsiveness).
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PAGANI, ARIELA FRANCESCA. "NELLA BUONA SORTE: IL PROCESSO DI CAPITALIZZAZIONE NELLA RELAZIONE DI COPPIA." Doctoral thesis, Università Cattolica del Sacro Cuore, 2014. http://hdl.handle.net/10280/2871.

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Il presente progetto di ricerca si è focalizzato sul processo di capitalizzazione, ovvero la condivisione di eventi positivi con il/la partner, da cui ci si aspetta una risposta attiva al fine di prolungare ed aumentare i benefici derivanti dall’evento stesso. L’articolazione in tre studi, di carattere quantitativo, ha permesso di approfondire la conoscenza dell’oggetto di ricerca utilizzando diverse metodologie. Il primo studio ha indagato, attraverso un disegno cross-sectional, la struttura della Perceived Responses to Capitalization Attempts scale (PRCA) e, attraverso un disegno longitudinale, i benefici intrapersonali ed interpersonali che derivano dagli stili di risposta di capitalizzazione nel tempo. Il secondo e il terzo studio, attraverso il diary method, hanno approfondito il processo di capitalizzazione attraverso l’introduzione di due aspetti innovativi nel processo: la differenziazione tra eventi positivi interni ed esterni alla relazione e la distinzione tra modalità di comunicazione più o meno esplicita dell’evento positivo. Nello specifico, il secondo studio si è focalizzato sui primi due elementi del processo di capitalizzazione (gli eventi positivi e i tentativi di capitalizzazione), mentre il terzo studio ha riguardato gli ultimi due elementi del processo (le risposte ai tentativi di capitalizzazione e la percezione di responsività da parte del/della partner).
The present research project focused on capitalization, that is the process through which people share good news with the partner, who in turn responds in an “active” way to maximize the benefits of the event. Three different studies approached this research object through different methodologies. The aims of the first study were to investigate, through a cross-sectional design, the structure of the Perceived Responses to Capitalization Attempts (PRCA) scale and to examine, through a longitudinal design, the intrapersonal and interpersonal benefits arising from the capitalization responses over time. The second and the third study, through diary methods, attempted to investigate two unexplored aspects of the capitalization process: the differentiation of the type of positive events (internal vs. external to the couple) and the distinction of the type of communication of the event (implicit vs. explicit). Specifically, the second study focused on the first two elements of the capitalization process (positive events and attempts to capitalization), while the third study concerned the last two elements of the process (responses to capitalization attempts and responsiveness).
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23

Molinier, Muriel. "La voie de l'inclusion par la médiation au musée des beaux-arts : des publics fragilisés au public universel." Thesis, Montpellier 3, 2019. http://www.theses.fr/2019MON30039.

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Nous étudions le musée comme lieu privilégié d'inclusion pour les publics fragilisés par des problématiques médicales, sociales ou médico-sociales. Notre approche infocommunicationnelle s'établit dans la relation entre musée, public et tiers médiateur, dans la médiation. Premièrement le musée, par son enracinement social et sa volonté de démocratisation assoit sa pertinence dans la question de l'inclusion muséale et sociale. Deuxièmement les publics fragilisés, sont présentés à travers les représentations qui les entourent, les termes qui les qualifient, la place de leurs accompagnateurs au musée et celle de la culture dans le travail social et la santé. Troisièmement la médiation, à travers dispositifs et médiateurs, ainsi qu'en mobilisant des relations musée-santé, définit des approches médiationnelles à destination des publics fragilisés, entre intégration, inclusion et implication. Notre méthode de recherche compréhensive nous a permis d'extraire trois publics cibles (personnes : atteintes de la maladie d'Alzheimer, en apprentissage du français, déficientes visuelles) dans l'objectif de globaliser les approches. Six musées cibles (musée des Augustins, musée du Louvre-Lens, musée du Louvre, musée Fabre, Musée des Beaux-Arts de Montréal, Museum of Modern Art) ont permis de produire corpus et entretiens. Nos réflexions pour accéder à la voie de l'inclusion sont de penser : d'une part, une transversalité de la fragilité amenant à augmenter l'universalité d'une médiation en conception universelle et à considérer un seul public universel ; d'autre part, la fusion du partenariat médiateur / éducateur spécialisé à travers un nouvel acteur hybride musée-santé : le remédiateur
We study museums as a privileged place of inclusion for the audiences weakened by medical, social or medico-social issues. Our infocommunicational approach is based in the relationship between museum, audience and third party mediator, in museum education (mediation). Firstly, the museum's social roots and its desire for democratization make it relevant to the issue of museum and social inclusion. Secondly, vulnerable audiences are presented through the representations that surround them, the terms that describe them, the status of their accompanying persons in the museum, and that of culture in social work and health. Thirdly, museum education (mediation), through devices and museum educators (mediators), as well as by mobilizing museum-health relations, defines mediational approaches aimed at vulnerable audiences, between integration, inclusion and involvement. Our comprehensive research method allowed us to extract three target audiences (people : with Alzheimer's disease, learning French, visually impaired) in order to globalize the approaches. Six target museums (musée des Augustins in Toulouse, musée du Louvre-Lens in Lens, musée du Louvre in Paris, musée Fabre in Montpellier, Montreal museum of fine arts in Montréal, Museum of Modern Art in New-York) have allowed us to produce corpuses and interviews. Our thoughts for entering the path of inclusion are to think : on the one hand, a transversality of fragility leading to increase the universality of a mediation in universal design and to consider a single universal audience; on the other hand, the merger of the mediator / special educator partnership through a new hybrid museum-health operator : the remediator
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Camargo, Bruna Costa. "A dimensão social do design de comunicação: conceitos, história e práticas contemporâneas." Master's thesis, Universidade de Évora, 2020. http://hdl.handle.net/10174/28686.

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Este trabalho investiga o Design de Comunicação com foco na sua dimensão social. Busca-se perceber como o aspecto social da profissão, sendo este, projetos voltados para o bem comum, trabalha do ponto de vista histórico e contemporâneo. A investigação procura assim contribuir com a fomentação do tema e apontar metodologias, diretrizes e possíveis saídas profissionais em torno dos novos paradigmas que articulam o Design de Comunicação e a Inovação Social. Compreendidos na dimensão social do Design de Comunicação são debatidos e relacionados conceitos como Social Design, Citizen Designer, Critical Design, Design para Sustentabilidade, Design para Inovação Social, Colaborative Design, Co-Design, Design Thinking e Slow Design. Em um segundo momento, é feito um resgate histórico focado na dimensão social do Design de Comunicação, com a identificação de trabalhos e de designers marcantes neste contexto, para perceber seus contributos para a área. O terceiro capítulo é dedicado ao estudo e análise de práticas contemporâneas na área da dimensão social do Design de Comunicação, com a finalidade de perceber abordagens, metodologias de trabalho e saídas de atuação profissionais possíveis. O quarto capítulo é dedicado as considerações finais, resultados obtidos e caminhos futuros. Como procedimentos metodológicos, recorre-se a Revisão de Literatura, análise de Casos de Estudo contemporâneos e Inquéritos com designers de comunicação e estudantes; ABSTRACT: This work investigates communication design with a focus on its social dimension. It seeks to understand how the social aspect of the profession, being this, projects aimed at the common good works from a historical and contemporary point of view. The investigation thus seeks to contribute to the promotion of the theme and to point out methodologies, guidelines and possible professional opportunities around the new paradigms that articulate communication design and Social Innovation. Understood in the social dimension of communication design, concepts such as Social Design, Citizen Designer, Critical Design, Design for Sustainability, Design for Social Innovation, Collaborative Design, are discussed and related. Co-Design, Design Thinking and Slow Design. In a second step, a historical rescue focused on the social dimension of communication design is made, with the identification of outstanding works and designers in this context, to understand their contributions to the area. The third chapter is dedicated to the study and analysis of contemporary practices in the area of the social dimension of communication design, in order to understand approaches, work methodologies and professional performance. possible. The fourth chapter is dedicated to the final considerations, results obtained and future paths. As methodological procedures, literature review, analysis of contemporary cases and surveys with communication designers are used.
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Lopez, Flores René. "Collaborative framework in computer aided innovation 2.0 : Application to process system engineering." Thesis, Toulouse, INPT, 2015. http://www.theses.fr/2015INPT0087/document.

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L'innovation est un processus complexe qui demande des techniques et des outils collaboratifs pour la gestion des connaissances et la communication, afin que les entreprises surmontent les défis d'une économie concurrentielle. Une nouvelle catégorie d’outils connus sous l’acronyme CAI (Computer Aided Innovation) émerge parmi l’éventail des technologies assistées par ordinateur afin de répondre aux demandes industrielles pour une plus grande fiabilité des nouveaux produits et procédés. L’objectif de ces outils (en cours de développement) est d’aider les concepteurs durant tout le processus d’innovation. Actuellement la mise en oeuvre d’un tel outil doit prendre en considération deux développements récents majeurs. Le premier est d’ordre technologique avec les possibilités offertes par le Web 2.0 dans le développement de logiciel. Le deuxième est plus stratégique avec un changement de vision de l’innovation passant de l’innovation fermée (interne à l’entreprise) à l’innovation ouverte (Open Innovation). Ces deux aspects conduisent à de nouvelles formes de CAI nommé Open CAI 2.0. Cette recherche propose une des briques d’un tel outil, pour assister les ingénieurs procédés à résoudre des problèmes innovants principalement dans la phase de conception préliminaire. Nous présentons la structure et la fonctionnalité d’un cadre de collaboration qui met en oeuvre une méthode développée basée sur le couplage entre la théorie TRIZ, et une technique de gestion des connaissances: le raisonnement à partir de cas (RàPC). Ce cadre est une extension du modèle TRIZ-RàPC validé dans le domaine du génie de procèdes. L’approche du processus de résolution est illustrée sur une étude de cas traitant de la gazéification de la biomasse
In economy nowadays, the act of innovation is in general social; it requires the management of knowledge, and the techniques and methodologies to drive it. Innovation is not the product of one isolated intelligence, instead, it is the result of a multi-disciplinary workgroup lead by a process or a methodology. The conceptual design, which is found in the first stages of the innovation process, represents one of the most important challenges in industry nowadays. One of the main challenges faced by chemical industries related to the conceptual design phase is to provide the means in the form of methods and computational tools, for solving problems systematically, at the same time that benefiting from the collective efforts of individual intelligences involved. Hence, the main objective of this work is to provide a solution to improve the creative capacity of a team involved in the innovation process, in particular the preliminary (critical) phase of conceptual design. Consequently, it is important to understand the techniques, methods and tools that best support the generation of novel ideas and creative solutions. In addition, it is necessary to study the contribution of information and communication technologies as the mean to support collaboration. Web technologies are considered as complementary tools to implement methods and techniques in collaborative design, and particularly in the conceptual design stage. These technologies allow setting up distributed collaborative environments to bring together the resources and the experts who can relate the existing pieces of knowledge to new contexts. It is the synergy created in this kind of environment, which allow producing valuable concepts and ideas in the form of Collective Intelligence. Nevertheless in most existing solutions for collective intelligence or crowdsourcing environments, they do not report the use of a particular methodology to improve the participants' creativity. The solution in this work describes a social network service that enables users to cooperatively solve problems oriented (but not limited) to the phase of conceptual design. In this work we propose that the use of Collective Intelligence in combination with the model TRIZ-CBR could lead the creative efforts in a team to develop innovative solutions. With this work we are looking for connecting experts from one particular field, TRIZ practitioners and stakeholders with the objective to solve problems in collaboration unlashing the collective intelligence to improve creativity. This work uses the basis of the concept named "Open CAI 2.0" to propose a solution in the form of a theoretical framework. The contributions seek to move the development of the field in Computer Aided Innovation a step forward
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26

Wetterström, Vendela. "Social Material." Thesis, Konstfack, Grafisk design & illustration, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7998.

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27

Sjöholm, Klara. "Vad är det vi gör egentligen? : - ett projekt om social hållbarhet och tjänstedesign i det arbetsintegrerade sociala företaget." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-64538.

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Esplan, Karine. "La socialisation organisationnelle des jeunes diplômés sous l’angle des mécanismes de l’identification : une approche par la théorie de l’identité sociale." Thesis, Toulouse 1, 2020. http://www.theses.fr/2020TOU10046.

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Les recherches se sont très peu penchées sur les modèles de transition identitaire des jeunes recrues au cours de leur socialisation. L’objectif de cette recherche est de tester un modèle qui intègre les facteurs organisationnels, sociaux et personnels de la socialisation, en explorant le rôle médiateur de l’identification sociale en tant que mécanisme explicatif du processus et d’examiner le rôle modérateur du conflit identitaire et des émotions positives. Pour tester notre modèle, nous avons conduit deux études. Premièrement, nous avons utilisé un design quantitatif longitudinal avec quatre temps de mesure, pour collecter les données auprès de 423 jeunes recrues françaises au cours de leurs sept premiers mois d’emploi. Nos résultats montrent que l’identification médiatise la relation entre les facteurs du processus de socialisation et l’ajustement des jeunes recrues. La seconde étude, s’est focalisée sur la formation de l’identification au cours du premier mois, en examinant quotidiennement l’identification situationnelle de 49 jeunes futurs diplômés au cours des dix premiers jours de leur stage de fin d’études. Nous avons collecté 490 observations via cette méthode du journal personnel. Les résultats ont montré que les jeunes avec un conflit identitaire quotidien et une faible affectivité positive étaient davantage identifiés. Le soutien social aurait un effet tampon sur le conflit identitaire pour les jeunes à faible affectivité positive. Cette recherche contribue ainsi à une meilleure compréhension de la dynamique identitaire dans le contexte de la socialisation des jeunes diplômés. Elle met l’accent d’une part, sur l’importance des mécanismes identitaires pour expliquer les issues spécifiques de la socialisation, telles que l’intégration sociale, et d’autre part, sur leur faible impact quant à la maîtrise de la tâche. Les contributions théoriques et managériales ainsi que les limites et les perspectives de recherche sont discutées
There is a dearth of research on the patterns of newcomers’ identity transitions during socialization. The aim of this research is to develop and test a model that integrates the organizational, social, and personal factors of socialization, explores the role of identification as a mediating mechanism, and investigates boundary conditions such as identity conflict and emotions. In order to test our model, we conducted two studies. First, we collected multiwave data from 423 French newcomers during their first seven months of employment. Our four-wave results show that organizational identification mediates the impact of socialization factors on newcomers’ adjustment. Second, we focus on the initial level of organizational identification upon organizational entry through the measure of daily situated identification among 49 young graduates during their first ten days of their internship. We collected 490 observations via a daily diary study with ten repeat measurements. The results of diary showed that participants with daily identity conflict and low positive affectivity were more identified. The social support would have a buffering effect on identity conflict for participants with low positive affectivity. This research contributes to a better understanding of identity dynamics in the context of young graduates’socialization. It emphasizes, on the one hand, the importance of identity mechanisms to explain the specific issues of socialization, such as social integration, and on the other hand, their low impact on the task mastery. The theorical and empirical implications for these findings are discussed
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Chauvin, Sophie. "Visualisations heuristiques pour la rechercheet l'exploration de données dynamiques :L'art informationnel en tant que révélateur de sens." Phd thesis, Université Paris VIII Vincennes-Saint Denis, 2005. http://tel.archives-ouvertes.fr/tel-00069127.

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Malgré la performance des systèmes de recherche d'informations, la production documentaire électronique génère désorientation, surcharges cognitive et informationnelle. La visualisation et ses potentialités heuristiques offre des perspectives encourageantes quant à la capacité de synthétiser les résultats de recherche, de déceler une pertinence globale et d'amplifier la perception d'un domaine. Cependant, les préceptes de la communication visuelle, du design et de l'architecture d'information butent sur une problématique de taille : celle de la réception de l'information destinée à une multiplicité de profils d'usages et d'usagers. Cette thèse introduit les perspectives d'un art informationnel dans le cadre d'un processus de médiation sociale instrumentalisée visant à améliorer les dispositifs de recherche d'informations textuelles. Une expérimentation menée au sein de la bibliothèque universitaire de Paris 8 sur les données bibliographiques a alimenté la problématique de cette recherche.
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Mignerey, Renaud. "Designer les interactions humain-monde pour susciter des émotions positives : application à l’automobile." Thesis, Compiègne, 2019. http://www.theses.fr/2019COMP2503/document.

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Dans un contexte de fortes pressions concurrentielles et réglementaires, les constructeurs automobiles introduisent sur le marché des véhicules dont les caractéristiques sont proches. Si les émotions suscitées par l’expérience de conduite constituent un puissant levier de différenciation, les concepteurs de voitures rattachent principalement la dimension affective aux propriétés stylistiques de leurs véhicules. Avec des innovations qui ne sont envisagées que dans une perspective fonctionnelle, les constructeurs proposent ainsi à leurs clients des prestations similaires, sans tenir compte des facteurs relationnels sous-jacents à l’utilisation d’un véhicule. Pourtant, la littérature met en avant l’importance de la dimension émotionnelle des relations sociales, qui représente selon nous une opportunité pour le Groupe Renault de se différencier, en proposant une nouvelle expérience de conduite orientée sur les interactions inter-conducteurs. Nous avons commencé notre travail par un premier terrain d’observation, dont l’objectif a été de déterminer les conditions et les leviers permettant l’établissement d’une relation entre les usagers de la route. Sur la base des premiers résultats valorisant la perception mutuelle de deux conducteurs, nous avons réalisé une expérimentation dite minimaliste comparant deux modalités de perception, appelées information perceptive et activité perceptive, dans le cadre d’une action collaborative. Cette étude souligne le rôle crucial de la dynamique interpersonnelle sur les mécanismes de la compréhension sociale : les résultats montrent l’intérêt, d’un point de vue émotionnel, d’accéder à ce à quoi l’autre est attentif. Nous nous sommes ensuite inspirés de ces résultats pour designer un dispositif de perception et d’interaction et étudier son rôle dans l’apparition d’émotions positives lors de la conduite sur route. Par le biais d’une expérimentation sur simulateur, nous avons pu faire émerger un nouveau type d’expérience de conduite résultant de la manipulation de ce dispositif. Cette thèse, sur la base d’un principe théorique mis à l’épreuve dans une expérimentation de terrain impliquant les usagers de la route, suit un processus itératif propre à une démarche de recherche-projet. Elle s’appuie sur une réalisation conceptuelle qui n’est pas une finalité mais un préalable. Elle propose des pistes de conceptions pour le design d’une nouvelle fonctionnalité intégrée dans le véhicule, tirant parti du contexte social de la conduite pour susciter des émotions positives entre conducteurs
In a context of strong competition and regulatory pressures, the vehicles on the market share common characteristics. Even though emotions elicited by the driving experience are a powerful lever for differentiation, manufacturers mainly attach the affective dimension to the stylistic properties of their vehicles. They only consider innovations in a functional perspective and offer their customers similar services without regarding the relational factor underlying the use of a vehicle. However, the literature highlights the importance of the emotional dimension of social relations, which in our opinion represents an opportunity for the Renault Group to differentiate itself by proposing a new driving experience based on interactions between drivers. We began our work with an observation field. Our purpose was to determine the conditions and levers establishing a relationship between road users. On the basis of the first results valuing the mutual perception of two drivers, we carried out a minimalist experiment comparing two modes of perception, namely the perceptive information and theperceptual activity, within the framework of a collaborative action. This study emphasizes the crucial role of interpersonal dynamics on the mechanisms of social understanding: the results show the interest, from an emotional point of view, of accessing to what the other is attentive to. We then used these results to design a device for perception and interaction purposes and we studied its role in the emergence of positive emotions when driving. Through a simulator experiment, we have been able to bring out a new type of driving experience resulting from the manipulation of this device. This thesis is based on a theoretical principle put to the test in a field experiment involving road users. We follow an iterative process specific to a research-project approach. We propose a conceptual realization that is not a purpose but a prerequisite. Based on the fact that driving is in itself a social interaction, we suggest ideas for the design of a new feature integrated into the vehicle which arouses positive emotions between drivers
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31

Mazon, Cécile. "Des technologies numériques pour l'inclusion scolaire des collégiens avec TSA : des approches individuelles aux approches écosystémiques pour soutenir l'individu et ses aidants." Thesis, Bordeaux, 2019. http://www.theses.fr/2019BORD0258/document.

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Bien que l’inclusion scolaire soit essentielle pour leur devenir socio-professionnel, les enfants et adolescents avec TSA rencontrent encore des difficultés à accéder à une scolarisation en milieu ordinaire. La diffusion progressive des technologies dans la société a encouragé le développement d’interventions numériques dédiées au TSA. Néanmoins, les précédentes revues de la littérature indiquent que ces dernières ciblent principalement les aspects cliniques du TSA (avec une sur-représentation des approches remédiationnelles), mais rarement directement les compétences scolaires ou encore les relations parents-professeurs. De là, l’objectif général de la thèse est de concevoir et évaluer des outils numériques favorisant l’inclusion scolaire de collégiens avec TSA, avec 4 principales contributions :1) Extraction de l’existant (étude 1) : Une revue systématique a été menée pour apprécier l'efficacité et l’utilisabilité des technologies numériques actuelles à visée clinique et éducative. Cette étude confirme la prépondérance des aspects cliniques dans cette nouvelle littérature interventionnelle. L’examen de la méthodologie et des résultats des études montre l’importance d’évaluer rigoureusement l’efficacité de ces nouveaux outils, notamment au regard de leur visée première (clinique et/ou ergonomique).2) Conception et évaluation d’une application d’assistance à la régulation émotionnelle pour l’inclusion en classe ordinaire (étude 2) : Une analyse des besoins des élèves avec TSA a été réalisée par une mise en relation entre des mesures de comportements socio-adaptatifs scolaires et de fonctionnement sociocognitif et exécutif. Cette analyse a souligné l’aspect critique des capacités sociocognitives pour le fonctionnement socio-adaptatif des élèves avec TSA, en faisant une cible privilégiée d’intervention (étude 2a). De là, une application mobile d’assistance à la régulation émotionnelle en classe a été conçue à l’aide d’une méthode participative, impliquant familles et professionnels. L’application a été évaluée auprès de 33 élèves en inclusion en classe ordinaire, dont 14 avec TSA (étude 2b). Cette étude montre que 1) le système a été utilisé en classe ordinaire de façon autonome et avec succès, et 2) qu’il s’est montré efficace pour soutenir l’autorégulation des émotions chez des collégiens avec TSA.3) Évaluation d’une application d’entraînement à visée scolaire (étude 3) : Une application d’entraînement au calcul par des activités d’échanges monétaires embarquant un algorithme de machine-learning pour la personnalisation de l’apprentissage a fait l’objet d’une étude de faisabilité auprès de collégiens avec TSA et/ou DI (N= 24). Des résultats prometteurs ont été obtenus après une intervention de trois semaines. Cette étude pilote montre qu’une intervention à visée scolaire peut être pertinente pour enseigner des compétences de numératie à des élèves de classe spécialisée, avec une amélioration des capacités de calcul et un bon niveau de motivation après l’intervention.4) Conception d’un outil numérique pour les aidants (étude 4) : Sur la base d’une analyse des besoins auprès d’un panel de parents, d’enseignants et de cliniciens (N= 86 sur 124 sollicités), nous avons conçu un outil web de suivi de l’élève visant à promouvoir la collaboration et la communication entre le milieu familial, le milieu scolaire et le milieu médico-social. Un premier prototype a été élaboré après avoir présenté des maquettes à des familles et des professionnels, ouvrant comme perspective à notre travail, une étude d'évaluation de l’utilité et de l’efficacité.L’ensemble des études menées est discuté et mis en perspective avec de nouvelles pistes d’investigation et, notamment en lien avec la prise en compte des théories de l’autodétermination dans les méthodes de conception et de validation des interventions numériques pour les enfants avec TSA
Although inclusive education is essential for their socio-professional future, children and adolescents with ASD still face difficulties in accessing mainstream schooling. The progressive diffusion of technologies in society has encouraged the development of digital interventions for ASD. Nevertheless, previous literature reviews indicate that they focus mainly on the clinical aspects of ASD (with an over-representation of remediation approaches), but rarely directly on academic skills or parent-teacher relationships. Hence, the general objective of the thesis is to design and evaluate digital tools that promote the school inclusion of students with ASD, with four main contributions:1) Extraction of state-of-the-art (study 1): A systematic review was conducted to assess the effectiveness and usability of current digital technologies for clinical and educational purposes. This study confirms the prevalence of clinical aspects in this new interventional literature. The review of the methodology and results of the studies shows the importance of rigorously evaluating the effectiveness of these new tools, particularly with regard to their primary purpose (clinical and/or ergonomic).2) Design and evaluation of an application for emotional regulation assistance for inclusion in the regular classroom (study 2): An analysis of students' needs with ASD was carried out by studying relationships between socio-adaptive school-related behaviour with measures of sociocognitive and executive functioning. This analysis highlighted the critical role of sociocognitive skills for the socio-adaptive functioning of students with ASD, making it a preferred target for intervention (study 2a). From there, a mobile application to assist emotional regulation in the classroom was designed using participatory methods, involving families and professionals. The application was evaluated with 23 students in mainstream classrooms, including 14 with ASD (study 2b). This study revealed that 1) the system has been used successfully and independently in the regular classroom, and 2) it has been shown to be effective in supporting emotional self-regulation in middle school students with ASD.3) Evaluation of an educative application (study 3): A feasibility study has been conducted with an application for calculation through monetary exchange activities using a machine-learning algorithm for personalized learning. Promising results were obtained with middle school students with ASD and/or DI (N= 24) after a three-week intervention. This pilot study shows that a technology-based educational intervention can be relevant for teaching numeracy skills to students in specialized classes, which results in improved calculation skills and a high level of motivation after the intervention.4) Development of a digital tool for caregivers (study 4): Based on a needs analysis with a panel of parents, teachers and clinicians (N=86 out of 124 contacted), we developed a web-based student curriculum monitoring tool to promote collaboration and communication between the family, school and medical-social environments. A first prototype was developed after presenting models to families and professionals, opening up a perspective for our work with a study to evaluate its utility and its effectiveness.All the studies conducted are discussed and put into perspective with new avenues of investigation and, in particular, in relation to the consideration of theories of self-determination in methods for designing and validating digital interventions for children with ASD
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32

Veiga, Maria Inês Costa da. "Indiscipline social design principles and practices." Doctoral thesis, Universidade de Lisboa, Faculdade de Arquitetura, 2020. http://hdl.handle.net/10400.5/20260.

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Tese de Doutoramento em Design, com a especialização em Design apresentada na Faculdade de Arquitetura da Universidade de Lisboa para obtenção do grau de Doutor.
ABSTRACT: This thesis is an exploratory study of moves and movements of the design discipline towards social and activist critical practices. It departs from a growing concern for design as a socially committed activity that has been around since the 1960s. The social turn, as we describe it, was a historical plea for designers to expand the nature and complexity of the problems addressed by design, moreover, to involve the users and stakeholders in designing processes. Turning to work with different sectors and diverse publics, the ‘social design’ movement emerged in opposition to the industrial and the commercial paradigms. As participatory and co-design approaches spread to general practice and for all kinds of purposes, social design became increasingly seen as a culture to represent a wider historical actualisation of the discipline. Still, in recent years, authors point to the difficulties of becoming socially engaged. Although literature on the ‘how of’ collaboration abounds i.e. the motivations, structure and techniques to involve others in design processes; it appears co-design entails ambiguous practices where designers often find themselves without a discipline. Struggles to craft a role for design in initiatives coordinated by networks of communities and institutions too often has led to actions imported from other fields hence the end of design. Coming from a background in graphic design, taking steps to become a social designer, we experienced how difficult it is to do away with the discipline. Specific gestures, actions and products in our social engagements that destabilized the visual communication design process also revealed visual communication design practiced in unknown or unexpected ways. Shifting the perspective to consider, beyond destabilization, it is indiscipline that happens to design in the encounter with others we articulated the question: what if choosing to become social is not to lose the discipline? This matter is worth to research because while social design became known for its risky participatory moves, some authors point to shifts in the politics of designing that have not yet been clarified. Through a mixed methodology based on action research and grounded theory we devised case studies to better describe, explain and explore, from a performative perspective and deeper anthropological stance, all that happens in co-design beyond exclusive attention to the design expert. While disclosing different social form-acts of social interaction within design, four images of indiscipline emerged. 1) IT’S ABOUT THE HOW, 2) DESIGN IS THE SITUATION, 3) BEGININGS NOT ENDS, and 4) DESIGN IS A LIVING THING, all point to different sides of the performative and politics turn that happens to design when it becomes social. Addressing the lack of discourse that does not treat the social as a irreducible complexity, this thesis develops a theory of design that reclaims the encounter with others as the space and possibility to grow the discipline in ways that even unexpected may also be radically social. The main conclusion is that indiscipline is not anti-design but an expansion of design possibilities in the encounter with others, which not yet seen or made visible can potentially represent moves from conventional practices towards critical socially engaged designing. Recommendations for future research are to expand the inventive and pedagogic potentials of indiscipline as a concept to understand the social turn and to practice becoming socially engaged in ways that are deemed better for others and ourselves. Another opening is to understand how indiscipline may be articulated in design education how and when students may be ready for design practice to become a more living thing.
This thesis is an exploratory study of moves and movements of the design discipline towards social and activist critical practices. It departs from a growing concern for design as a socially committed activity that has been around since the 1960s. The social turn, as we describe it, was a historical plea for designers to expand the nature and complexity of the problems addressed by design, moreover, to involve the users and stakeholders in designing processes. Turning to work with different sectors and diverse publics, the ‘social design’ movement emerged in opposition to the industrial and the commercial paradigms. As participatory and co-design approaches spread to general practice and for all kinds of purposes, social design became increasingly seen as a culture to represent a wider historical actualisation of the discipline. Still, in recent years, authors point to the difficulties of becoming socially engaged. Although literature on the ‘how of’ collaboration abounds i.e. the motivations, structure and techniques to involve others in design processes; it appears co-design entails ambiguous practices where designers often find themselves without a discipline. Struggles to craft a role for design in initiatives coordinated by networks of communities and institutions too often has led to actions imported from other fields hence the end of design. Coming from a background in graphic design, taking steps to become a social designer, we experienced how difficult it is to do away with the discipline. Specific gestures, actions and products in our social engagements that destabilized the visual communication design process also revealed visual communication design practiced in unknown or unexpected ways. Shifting the perspective to consider, beyond destabilization, it is indiscipline that happens to design in the encounter with others we articulated the question: what if choosing to become social is not to lose the discipline? This matter is worth to research because while social design became known for its risky participatory moves, some authors point to shifts in the politics of designing that have not yet been clarified. Through a mixed methodology based on action research and grounded theory we devised case studies to better describe, explain and explore, from a performative perspective and deeper anthropological stance, all that happens in co-design beyond exclusive attention to the design expert. While disclosing different social form-acts of social interaction within design, four images of indiscipline emerged. 1) IT’S ABOUT THE HOW, 2) DESIGN IS THE SITUATION, 3) BEGININGS NOT ENDS, and 4) DESIGN IS A LIVING THING, all point to different sides of the performative and politics turn that happens to design when it becomes social. Addressing the lack of discourse that does not treat the social as a irreducible complexity, this thesis develops a theory of design that reclaims the encounter with others as the space and possibility to grow the discipline in ways that even unexpected may also be radically social. The main conclusion is that indiscipline is not anti-design but an expansion of design possibilities in the encounter with others, which not yet seen or made visible can potentially represent moves from conventional practices towards critical socially engaged designing. Recommendations for future research are to expand the inventive and pedagogic potentials of indiscipline as a concept to understand the social turn and to practice becoming socially engaged in ways that are deemed better for others and ourselves. Another opening is to understand how indiscipline may be articulated in design education how and when students may be ready for design practice to become a more living thing.
N/A
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33

Campanello, Johan. "Our Urban Kitchen : cultivating social infrastructure through narratives." Thesis, Konstfack, Industridesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7846.

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In the age of urbanisation and digitalisation it is easy to forget how important physical meetings and interactions are for our well-being. Open for anyone, the purpose of Our Urban Kitchen is to bring people together around the act of cooking and eating. The kitchen is to be situated in the future park Fållan in Slakthusområdet, Stockholm. A site that has been central for the meat production of the city for the past hundred years is now changing from an industrial area into a new urban neighbourhood. As meat production moves out of the city it inspires our food culture to change towards a more plant-based diet. Our Urban Kitchen aims to bring the heritage of cooking meat into a vegetable-based kitchen in the public space.  The kitchen is an assembly consisting of five different actors (products). In this project I have chosen to focus on the main actor - the smoker. The role of the smoker is to communicate the site’s narrative and pass on its history to future generations. In addition to the smoker, I have conceptualized four other actors and their roles in the kitchen. The fireplace (Beacon) that provides heat, a place to cook as well as activate the site; the seating furniture that provides a place to gather and somewhere to rest; the workbench that allows preparation of food; the water tap that provides water to drink and to cook with.
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34

Balasubramaniam, Arun S. M. Massachusetts Institute of Technology. "Socially Responsible Investing : a comparative analysis of environmental, social, governance, reputational and labor factors." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/76922.

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Thesis (S.M. in Engineering and Management)--Massachusetts Institute of Technology, Engineering Systems Division, System Design and Management Program, 2011.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 89-92).
Socially Responsible Investing (SRI) aims to deliver competitive investment returns while fostering social good. It aims achieves its objective by including a firm's corporate social performance (CSP) in its investment d s . I has giesgnfct momentum over the past few years and is poised to assume a mainstream role in the asset management business. However, the scholarship on the effect of corporate social performance on a firm's corporate financial performance (CFP) is ambiguous. CSP is a complex entity made of multi-dimensional sub-components. This thesis attempts to breakdown the multi-dimensional CSP into its core constituent dimensions and to examine their inter-relationships and relationship with CFP, using statistical analysis. Two different vendor data sets were used as samples to understand if proprietary transformations made by vendors affect results. Analysis reveals that differences in factor payoff horizons, difficulties in transforming environmental, social and governance data into composite CSP ratings and the proprietary nature of such transformation could be some of the contributing factors to the ambiguity in establishing the nature of CSP-CFP relationship.
by Arun Balasubramaniam.
S.M.in Engineering and Management
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35

Rouanet, Pierre. "Apprendre à un robot à reconnaître des objets visuels nouveaux et à les associer à des mots nouveaux : le rôle de l’interface." Thesis, Bordeaux 1, 2012. http://www.theses.fr/2012BOR14510/document.

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Cette thèse s’intéresse au rôle de l’interface dans l’interaction humain-robot pour l’apprentissage. Elle étudie comment une interface bien conçue peut aider les utilisateurs non-experts à guider l’apprentissage social d’un robot, notamment en facilitant les situations d’attention partagée. Nous étudierons comment l’interface peut rendre l’interaction plus robuste, plus intuitive, mais aussi peut pousser les humains à fournir les bons exemples d’apprentissage qui amélioreront les performances de l’ensemble du système. Nous examinerons cette question dans le cadre de la robotique personnelle où l’apprentissage social peut jouer un rôle clé dans la découverte et l’adaptation d’un robot à son environnement immédiat. Nous avons choisi d’étudier le rôle de l’interface sur une instance particulière d’apprentissage social : l’apprentissage conjoint d’objets visuels et de mots nouveaux par un robot en interaction avec un humain non-expert. Ce défi représente en effet un levier important du développement de la robotique personnelle, l’acquisition du langage chez les robots et la communication entre un humain et un robot. Nous avons particulièrement étudié les défis d’interaction tels que le pointage et l’attention partagée.Nous présenterons au chapitre 1 une description de notre contexte applicatif : la robotique personnelle. Nous décrirons ensuite au chapitre 2 les problématiques liées au développement de robots sociaux et aux interactions avec l’homme. Enfin, au chapitre 3 nous présenterons la question de l’interface dans l’acquisition des premiers mots du langage chez les robots. La démarche centrée utilisateur suivie tout au long du travail de cette thèse sera décrite au chapitre 4. Dans les chapitres suivants, nous présenterons les différentes contributions de cette thèse. Au chapitre 5, nous montrerons comment des interfaces basées sur des objets médiateurs peuvent permettre de guider un robot dans un environnement du quotidien encombré. Au chapitre 6, nous présenterons un système complet basé sur des interfaces humain-robot, des algorithmes de perception visuelle et des mécanismes d’apprentissage, afin d’étudier l’impact des interfaces sur la qualité des exemples d’apprentissage d’objets visuels collectés. Une évaluation à grande échelle de ces interfaces, conçue sous forme de jeu robotique afin de reproduire des conditions réalistes d’utilisation hors-laboratoire, sera décrite au chapitre 7. Au chapitre 8, nous présenterons une extension de ce système permettant la collecte semi-automatique d’exemples d’apprentissage d’objets visuels. Nous étudierons ensuite la question de l’acquisition conjointe de mots vocaux nouveaux associés aux objets visuels dans le chapitre 9. Nous montrerons comment l’interface peut permettre d’améliorer les performances du système de reconnaissance vocale, et de faire directement catégoriser les exemples d’apprentissage à l’utilisateur à travers des interactions simples et transparentes. Enfin, les limites et extensions possibles de ces contributions seront présentées au chapitre 10
This thesis is interested in the role of interfaces in human-robot interactions for learning. In particular it studies how a well conceived interface can aid users, and more specifically non-expert users, to guide social learning of a robotic student, notably by facilitating situations of joint attention. We study how the interface can make the interaction more robust, more intuitive, but can also push the humans to provide good learning examples which permits the improvement of performance of the system as a whole. We examine this question in the realm of personal robotics where social learning can play a key role in the discovery and adaptation of a robot in its immediate environment. We have chosen to study this question of the role of the interface in social learning within a particular instance of learning : the combined learning of visual objects and new words by a robot in interactions with a non-expert human. Indeed this challenge represents an important an lever in the development of personal robotics, the acquisition of language for robots, and natural communication between a human and a robot. We have studied more particularly the challenge of human-robot interaction with respect to pointing and joint attention.We present first of all in Chapter 1 a description of our context : personal robotics. We then describe in Chapter 2 the problems which are more specifically linked to social robotic development and interactions with people. Finally, in Chapter 3, we present the question of interfaces in acquisition of the first words of language for a robot. The user centered approach followed throughout the work of this thesis will be described in Chapter 4. In the following chapters, we present the different contributions of this thesis. In Chapter 5, we show how some interfaces based on mediator objects can permit the guiding of a personal robot in a cluttered home environment. In Chapter 6, we present a complete system based on human-robot interfaces, the algorithms of visual perception and machine learning in order to study the impact of interfaces, and more specifically the role of different feedback of what the robot perceives, on the quality of collected learning examples of visual objects. A large scale user-study of these interfaces, designed in the form of a robotic game that reproduces realistic conditions of use outside of a laboratory, will be described in details in Chapter 7. In Chapter 8, we present an extension of the system which allows the collection of semi-automatic learning examples of visual objects. We then study the question of combined acquisition of new vocal words associated with visual objects in Chapter 9. We show that the interface can permit both the improvement of the performance of the speech recognition and direct categorization of the different learning examples through simple and transparent user’s interactions. Finally, a discussion of the limits and possible extensions of these contributions will be presented in Chapter 10
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36

Lacombe, Camille. "Approche pragmatiste de l'accompagnement d'une transition agroécologique : une recherche action avec une association d'éleveurs et conseillers dans le rayon de Roquefort." Thesis, Toulouse, INPT, 2018. http://www.theses.fr/2018INPT0135/document.

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Ce travail de thèse explore les aspects organisationnels de l’accompagnement local de la transition agroécologique. Cet accompagnement nécessite d’articuler différents processus individuels et collectifs de transformation des activités de la production et du développement agricole. En construisant un dispositif de recherche-action au sein d’un projet de transition agroécologique porté par une association d’éleveurs et conseillers dans le rayon de Roquefort, nous mettons en oeuvre avec eux une forme d’expérimentation sociale qui nous permet de comprendre le problème de l’accompagnement de la transition à la fois sur le plan théorique et pratique. Dans notre cas, l’articulation des transformations individuelles et collectives a été permise par un travail de co-conception entre éleveurs et conseillers des outils de l’accompagnement des changements dans les fermes. Ce processus a permis de débattre de la diversité des modèles agricoles et des représentations des acteurs de la transition agroécologique au sein du groupe, ainsi que d’engager conjointement éleveurs et conseillers dans la transformation de leurs pratiques. Ces transformations ont été d'autant plus facilitées que la coconception a été envisagée comme un processus dialogique entre conception et expérimentation dans différentes situations réelles d’usage dans les fermes. A l’issue de ce travail, nous proposons une approche pragmatiste pour accompagner localement la transition agroécologique
We explore in this research the organizational dimensions of agroecological transition and the ways to support it locally. The support of agroecological transition requires connecting differentprocesses of individual and collective transformations of agricultural development and production activities. We design a device for action reseach within an agroecological transition project, carriedby a farmers and advisers association in the Roquefort area. We implement with them a social experiment to explore this problem both from theoretical and practical point of view. In our casethe connection between individual and collective transformation of participant activities required farmers and advisers to design together tools to accompany the agroecological transition on farms. This process allowed the debate about the diversity of agricultural models and representations that actors have regarding agroecological transition. It as well allows engaging advisers and farmers jointly in the agroecological transition. These transformations have been enhanced by the fact that the co-design process was organized as a dialogical process between design and experimentation of the tools in diverse real situations of use on farms. At the end of this journey, we propose to develop a pragmatist approach to accompany locally the agroecological transition
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37

Austin, Ty (Roydrick Tyrone). "Makivism design : Social Media Participatory Design (SMPD)." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/118500.

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Thesis: S.M. in Architecture Studies, Massachusetts Institute of Technology, Department of Architecture, 2018.
Cataloged from PDF version of thesis. "June 2018."
Includes bibliographical references (page 60).
We live in a world today where instantaneous transparency is the rule of thumb. Social media platforms such as Facebook or Linkedin have become the primary modes of communication and connectivity amongst professional and personal circles. Building Information Modeling, or BIM, is a 3D parametric modeling software. BIM visually assists architecture and engineering design teams remotely collaborate, innovate, and connect instantaneously with colleagues clients in more productive ways to create efficient construction projects. However, BIM's strengths in efficient transparency are often not extended to the principal stakeholders of any project: the community. This thesis will examine an intersectional interest known as Social Media Participatory Design (SMPD) or Makivism Design. SMPD is the integration of both 3D parametric modeling with social media. Network platforms, such as Facebook or Linkedin, are the primary modes of communication and connectivity amongst design professionals and community leaders today. By implementing SMPD into the built environment sector, community stakeholders can attain instantaneous access into the design process of a project through their favorite social media app. The primary research objective of this thesis is examine whether SMPD provides the designer, or user, the knowledge and communication they need to make the informed, transparent and inclusive design making decisions needed to collaborate on community-based projects. We will determine whether SMPD has the potential to empower those who feel marginalized and demand designers and clients alike to be more inclusive.
by Ty Austin.
S.M. in Architecture Studies
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38

Desgrandchamp, Pauline. "Narrativité et plasticité du fait sonore dans une approche design : pour une recherche appliquée : le sonorama participatif des histoires extraordinaires de nos rues et de nos espaces." Thesis, Strasbourg, 2017. http://www.theses.fr/2017STRAC040/document.

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Cette thèse interroge, par la méthode et la conception design, les modalités permettant de construire des récits liés à l'imaginaire urbain. Ces derniers constituent des potentialités qui racontent au travers de la dimension sonore des faits mémoriels, histoires et vécus de groupes. Le « designer des sons de l'urbain » construit alors sa propre scénophonie urbaine, procédé permettant de raconter l'espace sonore, entre espaces du temps et temps de l'espace. Cette posture permet de rendre compte de la prégnance socio-culturelle du fait sonore dans la manière de raconter le monde. Il s'agit de déceler puis d'interroger les enjeux d'une société en pleine mutation à partir de l'utilisation d'enregistrements de terrain et de créations sonores de territoire, c'est-à-dire des narrations composées à partir de ces premières captures. Ce travail s'articule autour d'une étude théorique d'un corpus artistique (Tome 1) et d'une recherche-action menée dans le cadre d'un contrat Cifre au sein de la Direction de la Culture de la Ville de Strasbourg, pour le Shadok, fabrique du numérique, régie directe de l'Eurométropole en collaboration avec une association trandisciplinaire, Horizome et l'équipe d'accueil ACCRA de l'Université de Strasbourg (Tome 2)
This dissertation questions through a design approach the ways and means allowing the construction of stories related to the urban imaginary. The latter constitute possibilities of telling something through the sound dimensions of historical events, and both individual and collective experiences. The “designer of urban sounds” then builds their own urban scenophony, a method allowing the telling of the sound space — between the spaces of time and the times of space. Such a position allows to account for the socio-cultural weight of sound in the waythe world is told. This research is about detecting and then questioning what is at stakes in a changing society, using field recordings and “territory sound creations,” i.e. narratives built from the raw material of those field recordings. Two dimensions are involved in this work: a theoretical study of an artistic corpus (Tome I) and an action research born outof a city of Strasburg Cifre contract for the state-sponsored and controled Shadok,fabrique du numérique, in collaboration with a transdisciplinary association, Horizome,and the ACCRA team of the University of Strasburg (Tome II)
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Gough, Kathryn M. "Designing community-driven, social benefit applications using locative, mobile and social web technologies." Thesis, Queensland University of Technology, 2016. https://eprints.qut.edu.au/97742/1/Kathryn_Gough_Thesis.pdf.

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This practice based, interaction design project explores how mobile, locative and social web technologies present new opportunities to help community members in need through collaborative online mapping of local support services and information sharing. In collaboration with community organisations, two social and locative media applications were produced. The underlying design principles were generalised to enable community agencies and individuals to apply them in development of further applications that aggregate information for social benefit.
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Willner, Sara, and Clara Collman. "Sociala normer i design : En multimodal webbplatsanalys av svt.se." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26221.

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Denna uppsats redovisar en studie av normer i interaktionsdesignen av svt.se, som ett exempel på en nyhetssida av public service-karaktär. Uppsatsen syftar till att undersöka och belysa sociala normer och hur de bäddas in i designen. Vi ville också undersöka och utvärdera metoder och ramverk för att studera webbplatser och dess interaktionsdesign som kulturella uttryck och bärare av sociala normer. För att belysa studiens syfte har vi använt oss av de riktlinjer för tillgänglighet i webbgränssnitt som SVT förhåller sig till i designen. Studien utgick från en multimodal analysmetod för webbplatser och grounded theory. Studien visade att svt.se erbjuder ett tillgängligt gränssnitt som följer de riktlinjer webbplatsen sägs förhålla sig till. Vi såg att det fanns en tydlig aktualitetsnorm där innehåll och design samverkar för att lyfta en aktuell händelse. Studien visade även att könsfördelningen på bilder på svt.se var jämn, men att bilder på icke-vita personer samt personer med funktionsvarianter var mindre förekommande.
In this essay we present a study of norms within interaction design. We have analyzied svt.se as an example of a news site with a public service duty. The essay aims so explore and highlight social norms and how they are embedded in the design. We also wanted to examine and evaluate methods and frameworks for studying websites as cultural expressions and carriers of social norms. To illustrate the purpose of the study, we have used guidelines for accessibility on web interfaces that SVT relate to in their website design. The study was based on a multimodal framework for analyzing websites and grounded theory. The study showed that svt.se provides an accessible interface that follows the guidelines the interface is said to relate to. We also saw a clear convention regarding how current events where depicted where both content and design interacted. The study also showed that the gender distribution on images on svt.se was even, but the images of non-white people and people with functional variants were less common.
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Piccolo, Lara Schibelsky Godoy 1977. "Motivational aspects in the design of technology for social changes = Aspectos motivacionais no design de tecnologia para mudanças sociais." [s.n.], 2015. http://repositorio.unicamp.br/jspui/handle/REPOSIP/275540.

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Orientador: Maria Cecília Calani Baranauskas
Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação
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Resumo: Conectando pessoas e presente em todos os aspectos da vida, quando projetadas para este fim, as tecnologias têm potencial de influenciar a forma com que pessoas em um grupo social percebem e se relacionam com as coisas no ambiente. Este estudo de doutorado em Interação Humano-Computador (IHC) investiga como elementos motivacionais da Psicologia podem ser aplicados para informar o design, explo- rando esse potencial da tecnologia em promover mudanças sociais. O estudo é instanciado no domínio de consumo de energia elétrica, lidando com o desafio contemporâneo de cons- cientizar a sociedade dos limites naturais do planeta no que diz respeito ao uso de recursos naturais. Informar o design com aspectos motivacionais é uma abordagem recente em IHC. Quando encontrada na literatura, comumente tem foco em aspectos individuais e intrín- secos da motivação. Contudo, como argumentado nessa pesquisa, o contexto sociocultural evidencia a importância de considerar também os fatores externos que motivam as pessoas a se engajarem com uma tecnologia e com uma determinada questão social. Por considerar tanto fontes intrínsecas quanto extrínsecas de motivação, a Teoria da Autodeterminação é então considerada o principal referencial teórico da Psicologia nessa investigação, e a Semiótica Organizacional é a base metodológica para analisar os elemen- tos socioculturais que influenciam a motivação extrínseca. A análise situada dos dados socioculturais por uma perspectiva motivacional levou ao design da Tecnologia Socialmente Informada para Eco-Feedback de Energia (sigla SEET, em inglês), uma arquitetura que tem por objetivo estabelecer um novo padrão de com- portamento, ou uma nova maneira de perceber o consumo de energia coletivamente. O SEET é composto por um sistema interativo que promove colaboração, e pela Árvore da Energia, um dispositivo de feedback tangível para locais onde há encontro de pessoas. O SEET é avaliado em dois cenários complementares: uma Escola de Ensino Funda- mental no Brasil, onde os dados socioculturais foram coletados, analisados e aplicados para informar o design; e no contexto de um departamento de uma universidade no Reino Unido. Aspectos motivacionais da arquitetura do SEET são então analisadas, assim como o impacto dessa tecnologia ao desencadear as esperadas mudanças sociais
Abstract: By connecting people and being present in almost all aspects of life, when properly de- signed for that, technology can potentially influence the way people in a social group perceive and relate with things in their environment. This PhD study in the Human-Computer Interaction (HCI) field investigates how motivational elements from Psychology can be applied to inform the design aiming at exploring this potential of technology for promoting a social change. The study is in- stantiated in the energy consumption domain, coping with the contemporary challenge of raising awareness among the society of the planet¿s natural resources usage and limits. Informing the design with motivational aspects is a recent approach in HCI. When found in literature, it is mostly focused on individual and intrinsic aspects of motivation. However, as argued in this research, the sociocultural context evidences the importance of considering also the external factors that motivate people to be engaged with technology and the social issue. By taking into account both intrinsic and extrinsic sources of motivation, the Self- Determination Theory is then considered the main theoretical background from Psychol- ogy in this investigation, and the Organisational Semiotics the methodological basis to analyse sociocultural elements that influence extrinsic motivation. The situated analysis of sociocultural data with motivational lenses has led to the de- sign of a Socially-informed Energy Eco-feedback Technology (SEET), an architecture that aims at establishing a "new pattern of behaviour", or a new way of perceiving collective energy consumption. The SEET is composed by an interactive system that promotes collaboration and The Energy Tree, a tangible and public feedback device for gathering places. The SEET is evaluated in two complementary scenarios: an elementary school in Brazil, where the sociocultural data was collected, analysed and applied to inform design; and in the context of an university department in the United Kingdom. Motivational as- pects of the SEET architecture are then analysed, as well as the impact of this technology to trigger the desired social change
Doutorado
Ciência da Computação
Doutora em Ciência da Computação
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Scott, Daniel. "Designing for Social Change - Social responsibility and the graphic designer." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22517.

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The aim of this thesis is to study social responsibility and find out what responsibilities the graphic designer may have and what they can do using their skill set as a designer to contribute in helping to better their community. Social responsibility needs to be addressed more within the design field. It needs to be introduced and taught to students at an early stage of their education, so as they fully understand the power and influence that their creations will have over society, and the role this plays in materialism, overconsumption and our modern day consumer-culture. Change needs to be made within graphic design and the urgency for this grows more and more for each day that passes. The graphic designer needs to critically reflect over the purpose of their work and answer the question of whom it stands to serve: their audience or consumer-culture. They need to move away from the creation of artificial needs and the promotion of unnecessary products, and move towards the creation of more useful and lasting communication that contributes to society.
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Venkataraman, Hemalatha. "Narrative Probes in Design Research for Social Innovation." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1524135294341671.

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Bahari, Hanif. "Observation : A prosocial video game on the way of social integration." Thesis, Mittuniversitetet, Avdelningen för design, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-31139.

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The vision of this project is to prevent prejudice which comes from wrong stereotypes. The goal is to design a pro-social video game by which people are informed through observation, hence stereotypes will be eliminated. Questionnaire was made and published on social media. The test game with same character was made and published in iTunes and after receiving feedbacks, technical problems were fixed.
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Song, Minkyu. "Personalized Shopping Experience for Social Impact." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1439306405.

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46

Couto, Elisa Bonotto do. "Abordagens e métodos orientados ao design social." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2016. http://hdl.handle.net/10183/165641.

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O design social é um tema que a literatura do design trata desde a década de 60, contudo até hoje existem lacunas teóricas e metodológicas que afetam a prática profissional e o ensino do design, reduzindo o seu impacto social. Neste trabalho o design social é entendido como uma área maior que engloba o projeto de produtos e serviços e, portanto, tem contribuição direta para o bem-estar e a qualidade de vida das pessoas, através da resolução de problemas sociais. O trabalho se sustenta em dois grandes grupos de dados: as abordagens de design social, reunidas a partir de levantamento bibliográfico; e os kits de ferramentas voltados ao tema, reunidos através de pesquisa documental. A partir de uma revisão de literatura sistemática e integradora destes grupos, o trabalho se propõe a reunir e organizar o conhecimento destas áreas a fim de gerar um quadro teórico que colabore para o incentivo à pesquisa e ao ensino do design, mais adequado à realidade de crises humanitárias, políticas e econômicas com a qual se convive em nível global.
Social design is a theme that the design literature talks from the 60s, but until today are theoretical and methodological gaps that affect professional practice and teaching of design, reducing their social impact. In this work the social design is understood as a larger area that includes the design of products and services and therefore has direct contribution to people’s well-being and quality of life, by solving social problems. The work is grounded on two groups of data: the social design approaches, gathered from bibliographic research; and the toolkits geared to the theme, gathered through documental research. From a systematic and integrating literature review of these groups, the study aims to gather and organize the knowledge of these areas in order to generate a theoretical framework to collaborate to encourage the research and education in this field, as well the professional practice, more suited to the reality of humanitarian, political and economic crises with which we live globally.
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Grubb, Armelle. "Lighting Student’s Well-being : Social lighting, social sustainability, subjectivewell-being." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-74815.

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This thesis is an exploration of how artificial lights are used to create atmospheres in a space, andhow they enhance an individual’s well-being. The focus here is placed on students in Sweden,specifically those who live in one-room apartments. Students typically do not invest much intheir lights yet being in Scandinavia, artificial lighting is used to compensate for the lack ofdaylight hours. As such, the lights they have will impact how they go about their day.A light is designed using product design methods to respond to the research question: “to whatextent can a versatile light source alter the atmosphere of a student’s space to enhance their wellbeing?”As the research is situated in Sweden, aspects of the Scandinavian lighting culture will beexamined and implemented in the design. The student’s well-being will be assessed through thetheory of subjective well-being, specifically how it can be enhanced through perceived control.The light design also aims to be socially sustainable, focusing on how individuals’ well-being canbe improved through lighting. The design also attempts to tackle inequalities by showing it canbe made of cheap and accessible materials, as well as being professionally manufactured. Thecheaper version is to ensure students with lower incomes can access the same quality of light asothers, where the light will create a similar atmosphere. Finally, the concept of social lighting isdefined in the context of this thesis. It concentrates on designing the light based on interviewswith students and emphasising the relationship between a student and their apartment.Through interviews and photos, a design brief was formed to understand what type of lightstudents use in their apartment and what they were looking for. After a series of iterations, afinal design was obtained and created. One version was made professionally in metal by BelidLighting. Another was made out of thick card and paper clips, materials easily accessible tostudents. The models were tested by students in their home for two nights, after which aninterview took place to obtain impressions and feedback on the design.It was concluded that a versatile light source altered the atmosphere of a student space toenhance their well-being to a certain extent. This was due to people’s existing relationship withlights, where they don’t generally interact beyond switching them on and off. Nonetheless,participants enjoyed making their own lamp, and found the lamp design quite unique. Thishelped maintain their subjective well-being.
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FERRARI, Cristina Leme Lucchini. "O processo projetual participativo no design: uma nova estética fundamentada em valores sociais e éticos." Universidade Anhembi Morumbi, 2016. http://sitios.anhembi.br/tedesimplificado/handle/TEDE/1668.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
This dissertation seeks to understand the ethics under the bias of architecture that is constantly restructuring. Given this scenario, a determined approach stands out: the social architecture. In today's global economy, the architect obtains a status of Super Star, mainly targeting their architectural production for works that generate visibility and profit. However, the economic crisis of 2008 strengthened the emergence of a new group of architects who claim the social dimension of architecture. This group aims at linking and highlighting the social language in contemporary architecture and its local commitment by integrating a vernacular thought to a global understanding in order to reaffirm the importance of the social and political function of an architect, not just the practical, formal and aesthetic function. The scope of this dissertation girds up the analysis of the contemporary design process under the theoretical vision of important scholars of design, such as Stuart Walker, Victor Papanek, Alastair Fuad-Luke. Therefore, some projects of architect Alejandro Aravena that had emphasis on democratization of architectural design were analyzed, in order to identify effective relations between social aspects, ethics and design process in contemporary world. For this dissertation, design is approached as a complex area covering projective processes comprised both in architecture and in the design itself.
A presente dissertação visa compreender o aspecto social sob o viés do processo projetual, que está em contínua reestruturação. Perante esse cenário, uma abordagem se destaca: a abordagem social. Na atual economia global, o profissional ganha status de Super Star, direcionando principalmente sua produção para obras que gerem visibilidade e lucro. Todavia, a crise econômica de 2008 deu força ao surgimento de um novo grupo que reivindica a dimensão social do processo projetual. Esse grupo visa interligar e destacar a linguagem social no processo projetual contemporâneo e seu comprometimento local, integrando um pensamento vernacular a uma compreensão global, de modo a reafirmar a importância da função social do profissional, e não apenas a função prática, formal e estética. O escopo desta dissertação cinge-se à análise do processo projetual contemporâneo, sob a visão teórica de importantes estudiosos do Design, como Stuart Walker, Victor Papanek e Alastair Fuad- Luke. Para tanto, foi feita a análise de alguns projetos do arquiteto Alejandro Aravena, que tiveram ênfase na democratização do projeto arquitetônico, com o intuito de identificar as efetivas relações entre aspectos sociais e éticos com o processo projetual na contemporaneidade. Para tal, entendemos o design como área complexa, abrangendo processos projetuais compreendidos tanto na arquitetura quanto no próprio design.
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49

Fukushima, Naotake. "Dimensão social do design sustentável." reponame:Repositório Institucional da UFPR, 2010. http://hdl.handle.net/1884/20931.

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Åhlund, Viktor. "Designing for Engagement: Effects of Social Features in Mobile Manager Games." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-177435.

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Mobile gaming was in 2019 the biggest revenue-creating area of gaming, beating all other forms of gaming combined. Despite this, mobile manager games are still a fairly unexplored genre. The thesis explores the area of social features in these kinds of games. Studies around the success of social networks, engaging features in mobile apps and good UX practices in mobile games were made. These findings together with a questionnaire with 87 participants created a framework of how a social feature should look like when implementing into a manager game. The feature, Social League, was designed and implemented in the game World Football Manager created by Gold Town Games. The feature is available from Friday’s through Sunday’s. Data was collected from World Football Manager prior to the implementation of Social League to get measurable data. The most central data was average game time of the players. Six weeks after Social League got implemented, the thesis studied the app and the updated data. The result showed a moderate increase of player session during the whole week, 7.3%. While looking exclusively on weekends, the average session increased by 15%, a major increase. This suggests that an introduced social aspect should increase the engagement of users in a mobile manager game.
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