Dissertations / Theses on the topic 'Etisk design'
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Vasquez, Isaac. "Reklam och konsument: En studie om emotionell och etisk marknadsföring inom kläd-varumärkes branschen." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22534.
Full textWith a constant growth of competition between companies the personal relation to the customer becomes more and more important. The function of the product is no longer at the center of attention as it has been replaced by the idea of the product.The customers seek a higher value in the product and the companies must strive to satisfy and touch the emotions of the customers to appear attractive. That is why today there is a lot of talk about emotional marketing.This work is focusing on how to gain understanding about how emotions are steered and directed by advertisements and how a ethical standpoint affects the customer. For my help I have used theory studies, an original design for an imaginary spring collection campaign and last but not least a survey to gain a real perspective of how a conceivable target group thinks and reacts to advertisements in different forms.By speaking a comprehendable language that attracts and at the same time differentiates the company from its competitors, valuable emotional connections can be created in order to produce a personal relation to the customer. An ethical standpoint can be valuable in order to show a higher cause than simply money-making. By doing so the company can appear as more human and thereby get a closer relation to the customer.
Pettersson, Johanna. "När rosorna vissnar, finns bara taggarna kvar." Thesis, Mittuniversitetet, Institutionen för design, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-36526.
Full textNyström, Sara. "Makten design kan ha och appen Charlie : Ett arbete om makten och ansvaret en designer har samt en artefakt som hjälper dig att främja hjärnans olika funktioner." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85934.
Full textHow can you through graphic design encourage schooling of one or multiple parts of the brain’s capacity? Furthermore, how can you through graphic design promote the evolvement of one or multiple parts of the brain’s capacity? With the help of graphic design, I have created a tool that helps you schedule your studies as well as it stimulates your brain pre-studying. Behavioral design, metacognition, and gamification are the theoretical foundations this study relies on. I want to encourage you, the one reading this, to reflect on your own brain capacity. Are you having a hard time focusing, sleeping, or planning things ahead? There are multiple ways to stimulate your brain so these difficulties become easier. The latter is the one Charlie can help you with, to plan ahead. An app, that’s currently a prototype, helps you create new habits around your studies, and challenges you to expand your behavior. Charlie, with the help of planning tools and knowledge about brain stimulation, coaches you in a way that’s never been done before. The impression my target group gets leaves a print where behavior change becomes a possibility. Knowledge about the behavior that encourages the brain’s capacity combined with the moments when we use most parts of our brain, benefits the evolution itself. Have the courage to challenge yourselves in what your brain is capable of. You’re not stuck, you can change your habits whenever you want!
Eldh, Emilia. "Att leva som man lär? : Om statlig styrning av prioriteringar i hälso- och sjukvård." Thesis, Stockholms universitet, Statsvetenskapliga institutionen, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-182466.
Full textIohannes, Haile Saron. "Etnisk mångfald inom designbranschen : En homogen bransch i ett heterogent samhälle?" Thesis, Mittuniversitetet, Institutionen för design, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-42429.
Full textGöransson, Isabella, and Charlotta Nilsson. "Etiska budskap på veganska måltidsproteinförpackningar." Thesis, Högskolan Dalarna, Grafisk teknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:du-28850.
Full textThe ethical consumers are growing in numbers (Young, Hwang, McDonald & Oates, 2010), and consuming a vegan diet is becoming more popular (The Nielsen Company, 2017). As the new products are entering the market, guidelines and research on ethical consumption for vegan meat substitute packages are lacking. This thesis can therefore help graphic designers with creating this type of packaging. The present study investigates whether and how different brands who sell vegan processed food communicate ethical statement through text, images, dietary name and certification on their packaging and consumers attitude about it. The study was conducted with a visual content analysis and a survey. The results present that majority of the respondents believe that the communication of ethical statement on the packaging is positive and can bring added value to the consumer based on the target group. The study also presents that brands with a product selection for omnivores, to the greater part only communicate personal preferences while brands with a product selection for vegetarians communicate both ethical aspects and personal preferences on its packaging.
Palmgren, Linnea. "75 år sedan bombningen i Hiroshima : En studie av informationsgrafik med fokus på etik." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-49238.
Full textFöljande undersökning är ett examensarbete i informationsdesign med inriktning informativ illustration. Denna studie syftar till att utifrån ett givet grafikuppdrag undersöka hur man kan gestalta en händelse som är ett svar på den väldigt stora och världsomställande händelsen, bombningen i Hiroshima. Syftet med examensarbetet är att utforska hur man, på ett etiskt sätt, kan gestalta hur strålningen påverkade människorna på platsen. Målet med arbetet är att utforma en visualisering som är etiskt och samtidigt lätt förståelig och intresseväckande. Denna studie är utförd efter ett grafikuppdrag som är tilldelat från TT nyhetsbyrån. Denna grafik ska redogöra för de effekter som strålningen från atombomben i Hiroshima drabbade befolkningen i staden och hur stora följdskadorna har blivit. Genom datainsamling och teorier inom visuell retorik samt kognition utformades den slutgiltiga gestaltningen. Metoder som har används är enkät samt en metod för att skapa etisk visualisering som är beskriven av Katherine Hepworth. Hepworth är professor inom visuell journalistik. Resultatet av undersökningen påvisar att för att skapa en etisk visualisering måste man jobba nära sin målgrupp. Ta reda på vad de har för tidigare erfarenheter och kunskaper inom det ämnet man jobbar med. Valet av manér påverkar också känslan av bilder och hur man tolkar dem.
Nilsson, Sara, and Julia Palm. "Hur multinationella företag designar och arbetar med etiska koder." Thesis, Örebro universitet, Handelshögskolan vid Örebro Universitet, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-51975.
Full textSundbom, Cristine. "Abort n Go. : Med fullständiga rättigheter." Thesis, Konstfack, Industridesign, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-3193.
Full textDao, Tony. "Grönt säljer." Thesis, Mittuniversitetet, Institutionen för design, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-36514.
Full textMalmliden, Julia, and Agnes Wollner. "Weaponised Design : En studie om hur makt, kapitalism, brist på etik och konsekvenstänk kan leda till skadligt bruk av design." Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446274.
Full textInformation systems are becoming a bigger part of our everyday lives and provide us withnew opportunities to interact with each other and its design decides how we do it. The use ofsystems generates a great amount of valuable information about us and a problem emergeswhen systems directly or indirectly harm users. The research questions concerns how power,design, capitalism, lack of ethics, and thought of consequence can lead to harmful use ofdesign and what Weaponised Design is and why the term is important. The primary purposeof the study is to research how consumers, individuals and society are affected by design andto define the concept of Weaponised Design. The study is qualitative and consists of asemi-structured interview and literature collection to be able to answer the research questions.The study shows that design can lead to harmful use in several ways. Users can use systemsto exercise power and harm each other. Incorrect steps in consequential thinking whencreating design can lead to harmful use of design. Users' influence in the digital world isalmost non-existent, which can lead to a harmful use of design as it leads to the design teamssitting on one-sided power. Digital capitalism that wants users to rent services throughlicensing agreements can lead to a harmful use of design because users are not given theopportunity to negotiate the rules. Weaponised Design describes when a system acts as it ismeant to act but still has a bad outcome. Weaponised Design is an important concept becauseit gives a name to a problem that exists but has not previously had a clear name.
Bergqvist, Carin, and Maria Månsson. "Virtuell simulerad undervisning om språkutredning i speciallärarutbildningen : om lärande, etik och bedömningspraktik." Thesis, Högskolan Kristianstad, Fakulteten för lärarutbildning, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-20031.
Full textThe aim of the present study is to examine the possibility to use virtually simulated (virtual reality, VR) teaching in the education of special needs teachers with specialization in language, writing and reading development as a complement and as an alternative to authentical tests with pupils, to illustrate learning, ethical aspects and the form of assessment in a VR-based environment. The background of the study derives from the students’ need to practice their ability to make language, writing and reading assessments throughout the education to become special needs teachers. A problem that might arise is when the students’ need for practice affects pupils’ integrity or other ethical implications. The study was based on qualitative methods. The students took part of a VR-simulated dynamic assessment, during which the learning situation was observed. All students who participated were then included in focus groups and interviewed about VR-simulation, assessment practice and ethics. An analysis of the result was done from a situated, sociocultural perspective on learning based on four dimensions: meaning, practice, community and identity (Wenger, 1998). The analysis of the learning situation was also inspired by Wenger’s (1998) theory of designing for learning.The results of the study identify that the greatest importance of VR-simulation for the education of special needs teachers lies in the possibility for the students to mutually see and discuss the same dynamic assessment in VR. The VR-simulation becomes a reified memory and a visualization tool where the shared experience promotes negotiation of meaning and reification around assessment practice. We also see in the result that VR-technology can be a barrier for some students, but that simple adjustments should increase the possibility to participate without being adversely affected by the technology. The availability of a dynamic assessment and the students' reflections about different assessment practices meet the requirements of the system of qualifications “examensordningen” (SFS 2017:1111) to be able to critically review and choose different methods for assessing language, writing and reading development. Ethical dilemmas in assessment of pupils for educational purposes also motivate VR simulation in special education. The results show that VR simulation can be a complement to language, writing and reading assessments. The present study is limited to a specific situation and can not be considered generalizable but can contribute to discussions about assessment practices and ethical implications through the use of VR when educating special needs teachers. We also provide suggestions for future research areas for VR-simulation in higher education.
Wincrantz, Marianne. "DJUR : Djurkroppar som material i konst, hantverk och design." Thesis, Linköpings universitet, Institutionen för kultur och kommunikation, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-107657.
Full textAlonso, Kevin, and Erik Jigvall. "Thinking Outside the Lootbox : Balancing on the Scale of Gacha." Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355652.
Full textLootboxes orsakar för närvarande en återkommande debatt inom spelindustrin där diskussionens fokus ofta är kring kopplingen till hasardspel. I detta examensarbete görs ett tillägg till debatten genom en närmre undersökning av Gacha design – vilket är ett designverktyg för inkomstgenerering – genom teori och spelares åsikter. Slutsatserna pekar mot att om Gacha är sett som ett spektrum av styrka kan diskussionen nyttjas för att bidra till en ökad förståelse av alla former av inkomstgenereringssystem inom spel oberoende av deras abstrakta definitioner. Data samlades genom fokusgrupper och analyserades utifrån nuvarande forskning runt de vanligaste ämnen som uppstod under fokusgruppernas diskussioner. Detta examensarbetet fann att den övergripande kunskapen kring Gacha var begränsad och genom att titta på Gacha som en design method öppnade upp för en bredare diskussion med kopplingar till Lootboxes.
Pedersen, Line. "Dark pattern design inom e-handel : Från UX-designers perspektiv." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20083.
Full textDark Pattern Design is an umbrella term for design whose purpose is to confuse, mislead, or exploit the user. This is done by designing the interface in such a way that it hides, complicates, or makes a certain action inaccessible to the user – these ways of designing an interface can be identified by different patterns. Brignull (2010) and Gray et al. (2018) have created different categories and definitions for these patterns, but there are also other standards established by other scientists and industry experts. E-commerce is one of the most common places where you can find dark patterns, and since Dark Pattern Design can create major consequences for the user, the topic is followed by a debate about ethics. There are several ethical frameworks and codes of honor intended to help designers create more ethically correct artifacts, ACM’s (2018) Code of Ethics, and Berdichevsky and Neuenschwanders (1999) framework regarding persuasive technology are two examples of such. An interview study was conducted to investigate how UX designers perceived Dark Pattern Design in e-commerce, what role ethical frameworks played in the design process for artifacts intended for e-commerce, and whether there was a need to establish an industry standard where one distinguishes which patterns that are acceptable to use or not. The results from the interview study show that UX designers are familiar with the phenomenon of Dark Pattern Design and can exemplify patterns that are usually encountered in e-commerce. Ethical frameworks do not play a major role in the design process of artifacts intended for e-commerce, but other frameworks such as GDPR and WCAG play a greater role. The results show that there is not a need to establish an industry standard, but the respondents are open to the idea.
Abbaszadeh, Sepideh. "The Sunshine Necklace : A design inquiry study about digital jewellery and wearable technology for empowerment in sexual harassment situations." Thesis, Södertörns högskola, Medieteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-36260.
Full textSjälvständigt Examensarbete (Forskningsartikel)
Spånberg, Martin. "Etikens Pathos : En undersökning av begärsbegreppet i Emmanuel Levinas Totalitet och oändlighet." Thesis, Högskolan i Jönköping, Högskolan för lärande och kommunikation, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-47071.
Full textNielsen, Camilla, and Martina Möllerstedt. "Audiovisuell Perception : Uttryckt genom ämnet psykisk ohälsa." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18302.
Full textThis bachelor thesis is formed to illustrate the subjective experience that people with mental illness have of the surrounding world, for how their perception can be distorted in bad circumstances. When one observes the number of individuals with mental illness rising the last couple of years, then we might need a new way off, or tool to show how those individuals do need eventual help and understanding in society. We want to create a way to place people with in an emotionally affecting environment, this with help of the knowledge behind perception with among others Yvonne Eriksson and Michel Chion´s competence. With different methods such as interviews and critical making its been formulated a way of how we would be able to mould a subjective experience with the concept that audiovisual perception as a tool in the configured artwork. At the end we present how the research show up while we examen the designed prototypes and under the discussion we bring up how other approaches may have formed the project and its result.
Bonnet, Claire. "FEMME: extinct stereotypes." Thesis, Konstfack, Grafisk design & illustration, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-6950.
Full textUtterborn, Ylva, and Linus Kindstedt. "Djurattraktioner : En studie om djurattraktioner utifrån svenska intressenters perspektiv." Thesis, Södertörns högskola, Turismvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-33581.
Full textUsing animals in the tourism industry is common, although some research on the subject has been directed towards people's ethical concerns. Tourist activities such as elephant riding, dolphin shows or visiting zoos are common features during the holidays. In this study, we will try to provide new knowledge about how visitors relate to and argue about animal attractions. This paper aims to study animal attractions based on the views of different Swedish stakeholders and their views on animal attractions related to tourism. The study is based on a qualitative method where interviews have been conducted with the following stakeholders: Kolmården zoo, animal rights organization Djurens Rätt, tour operator NAZAR, as well as regular visitors of animal attractions. In addition to this, a site observation has also been made and questionnaires were distributed at Kolmården zoo. The chosen theories for the study are based on two main themes which are: “Animals and ethics” as well as “Animal spaces in relation to visitor’s experiences”. In the result chapter, each stakeholder’s view of animal tourist attractions is presented. The chapter starts with the results based on the producer's perspective and then switched to the visitors. Thereafter, the result is analyzed in relation to previous research and theory. The conclusion of the study is presented in the last chapter, along with an accompanying discussion. The results shows that animal welfare is the most important to all stakeholders but there are different perceptions how to ensure the future for the animals.
Bindar, Andreea Liliana. "SAFE is the new COOL : A guide on how to do drugs responsibly." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-103986.
Full textÖstervall, Albin. "Death and Desire : A Defense of The Posthumous Wrongs Thesis." Thesis, Uppsala universitet, Avdelningen för praktisk filosofi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-415721.
Full textChen, Xiaowei. "Does Persuasive Technology Make Smartphones More Addictive? : An Empirical Study of Chinese University Students." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-299940.
Full textMed utvecklingen av datorhårdvara har datorer med övertalning blivit mer kraftfulla och inflytelserika än någonsin. De senaste trenderna visar att Persuasive Technology integreras med banbrytande teknik, såsom Natural Language Processing, Big Data och Machine Learning-algoritmer. Eftersom övertalning blir alltmer intelligent och subtil, är det angeläget att reflektera över de mörka sidorna av övertygande teknik. Studien syftar till att undersöka en av övertygande teknologins anklagelser, vilket gör smartphones mer beroendeframkallande för sina användare. Studien använder frågeformulär och djupintervjuer för att undersöka effekterna av övertygande teknik på unga smartphone-användare. Frågeformulär distribuerades via ett universitetsforum, studentgruppchattar och Tencent Survey Service. Tio intervjuade slumpmässigt urval från undersökningsresultaten. Åtta intervjuade delade sin skärmtid för smarttelefonen i tre veckor i rad efter intervjun. Bland de 183 deltagarna spenderade 84,70% (n = 155) mer än (eller lika med) fyra timmar per dag på sin smartphone, 44,26% (n = 81) indikerar att smartphones påverkar deras studier eller yrkesliv negativt. Tio intervjuade utvärderade att de kunde minska skärmtiden med 37% om de kunde undvika alla övertygande funktioner. Fem av åtta intervjuade minskade skärmtiden med 16,72% tre veckor efter intervjuerna genom att frivilligt stänga av några övertygande funktioner på sina smartphones. Denna studie ger empiriska bevis för att hävda att övertygande teknik ökar användarnas skärmtid och bidrar till beroendeframkallande beteende hos unga smartphone-användare. Några vanliga övertygande designprinciper kan ha negativa långsiktiga effekter på användarna. Sammanfattningsvis diskuterades de etiska problemen som HCI-designare (Human-computer-interaktion) möter och användarnas försummade bekräftelserätt.
Boström, Andersson Jesper, and Jonas Nygren. "Security Theater i digitala applikationer : En illusion för att förstärka känslan av säkerhet." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-18768.
Full textComputer power and speed have increased exponentially in recent years, but our expectations and mental models of what computer systems are capable of have not kept up. In cases where people do not believe that the system can perform the requested task as quickly as they do, an artificial wait can be applied to closer match the reality. The purpose of this study is to investigate whether security theater works in the context of banking applications and what happens with the users trust if the illusion of security fails. Through this paper we have found that security theater is a phenomenon that works and adds value to the user. However, the context in question must be carefully evaluated, as security theater in the wrong context can be seen as a disturbing element. We came to the conclusion that the majority of our test subjects are not negatively affected, and instead sees the value in security theater even after the illusion have been revealed.
Bäärnhielm, Pousette Sophie. "Avskapelse och livsglupskhet : Helig självsvält och oheligt ätande hos Etty Hillesum och Simone Weil." Thesis, Södertörns högskola, Estetik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-44960.
Full textDenna uppsats diskuterar Simone Weils och Etty Hillesums verk och liv med avstamp i Weils formulering av begreppet avskapelse samt den livshunger, eller livsglupskhet, som Hillesum beskriver i sina dagböcker. Med hjälp av Renée Girards teori om mimetiska begär undersöker den hur självsvält och överätande figurerar i Weil och Hillesums liv och verk, och hur dessa fenomen relaterar till deras respektive andliga och etiska övertygelser. Utifrån Richard Dalys tanke om en försoningens fenomenologi, baserad i Girards teori om mimetiska begär, Susan Bordos analys av ätstörningar som kulturellt fenomen samt Maurice Merleau-Pontys kroppsorienterade fenomenologi utreder den skillnader och likheter mellan Weil och Hillesum med avseende på hur deras etiska övertygelser gestaltas av och i deras liv och verk. Min analys gör gällande att Hillesums dagböcker skildrar hur hon gör upp med våld genom att praktisera ett slags radikal självkärlek, genom vilken hon blir förmögen att försonas med såväl sig själv som sin omvärld. Vad gäller Weil, hävdar jag att den självförintande etik som hennes avskapelse består i omöjliggör en fullkomlig försoning, såtillvida som den endast utgör ett internaliserat våld, och inte en uppgörelse med våldet som sådant. Därmed, är min slutsats, kan Hillesums filosofi möjligen sägas vara ett uttryck för enmer fullkomlig försoning, som jag formulerar den med avstamp i Dalys begrepp, än Weils.
Banfather, Kaj, and Kristofer Johansson. "Meningen med LIV1 : Semiotisk karaktärsdesign för animation." Thesis, Karlstads universitet, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-68594.
Full textThe meaning of LIV1: Semiotic character design for animation is a report written for a graduation project by Kaj Banfather and Kristofer Johansson who studies Media and Communication Studies: Visual Communication and Design at Karlstad University. The project's commissioner was the organisation Fryshuset, where an animation describing one of their many social projects, LIV1, that aims to highlight the positive effects of ethnic, cultural and religious diversity, was to be created. To keep in line with Fryshuset's values and the objective of LIV1, it was therefore important to design the characters that would exist in the animation in an ethical way that did not amplify stereotypes. With theories concerning stereotypes and banal nationalism the report also explored the idea of the existence of banal stereotypes. Stereotypical representations that have become normalised to the extent that they are often not seen as directly controversial. To identify the signs and codes that came to be used (or avoided) to represent ethnic and cultural minorities without building on existing stereotypes, whether banal or not, a semiotic analysis of the two popular Swedish television series Bonusfamiljen and Torpederna was performed. The analysis was conducted by examining signs within the categories the aesthetics, behaviour and contextuality. The results showed that contextuality often was crucial for the representation of ethnic minorities in both series. When the narrative revolves around what is supposed to represent Swedish family life and the relationships and conflicts that occur within that, it turned out that ethnic minorities gained significantly less important roles and thus, shorter screen time. When crime was the main topic, screen time for ethnic minorities increased as they were assigned more important roles, but this was linked to being represented as criminals. Regarding the aesthetics and behaviour, no major discrepancies were found more than that ethnic minorities more often were observed with violent behaviours, but only in the series revolving crime. This was also linked to contextuality and how ethnic minorities more often were represented as criminals and how criminal characters mostly were the ones observed to carry out acts of violence. The final results were discussed through the perspectives of the mentioned theories and also previous research on representations of ethnic minorities and character design. In order to avoid enhancing stereotypes, characters were designed based on the results of the analysis. The four young characters therefore received different ethnicities and a more even distribution of screen time. They were also placed in creative environments and then represented with the interests to counteract the stereotype that ethnic minorities more often are criminals.
Chang, Jonathan. "Neither Here Nor There, But Altogether Elsewhere : A Brief Study of Distance." Thesis, Konstfack, Grafisk design & illustration, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-6942.
Full textAxelsson, Edgar, and Ahmed Fathallah. "Rin Tohsaka –a Discord Bot for Community Management." Thesis, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16601.
Full textBachelors level thesis in Media Technology that aims to improve an existing concept of community development. The thesis shows how the definition of Community has advanced and changed its meanings with the help of modern technology. It is not always positive with new definitions. New problems arise within the community regarding management, ethics, and maintenance. This thesis analyses these problems and aim to solve them in a modern standard, with help of rhizomatic and participatory design. With the community shifting towards an online definition, the thesis uses the latest tools available in web technology, to build a product that uses situated knowledge as a mindset and combines participatory design and rhizomatic. This to solve the ongoing problems that online communities face with maintainability and ethics.