Dissertations / Theses on the topic 'Interaction design processes'

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1

Cingi, Guney. "The Influence Of Digital Technologies On The Interaction Of Design And Manufacturing Processes." Master's thesis, METU, 2006. http://etd.lib.metu.edu.tr/upload/12606944/index.pdf.

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This study aims to analyze and evaluate the influence of digital technologies on the inter-action of design and manufacturing processes by representing an outlook of digital tech-nologies through developments in modeling capabilities, manufacturing techniques, mate-rial science, and design strategies. The digital era reached by the technological developments in different fields of sci-ence influenced the field of architecture, just like the others. Thus, a new kind of spa-tial and tectonic quality in architecture is emerging with the lately introduced design tools and materials that are novel to the building industry, while redefining the role of architect in this contemporary medium. The evolutionary process of Frank O. Gehry and his office, being a pioneer in using digital design and manufacturing tools in architecture, is represented with realized examples that point out the formerly discussed developments in the realm of architecture and visualize the tectonics of the digitally designed and produced buildings
culminating with the case study of Guggenheim Museum, Bilbao.
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MUNIZ, MARIA ISABELLA DE PORTO ALEGRE. "PEDAGOGICAL USABILITY AND INTERACTION DESIGN: PROCESSES OF COMMUNICATION AND COLLABORATION IN VIRTUAL LEARNING ENVIRONMENTS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2015. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=25615@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO
A pesquisa trata da interação mediada por ferramentas de comunicação e colaboração em ambientes virtuais de aprendizagem, dentro do contexto da educação a distância (EAD), dentro do olhar da usabilidade pedagógica e do design de interação. O estudo parte da premissa de que existem problemas ligados à interação mediada por ambientes virtuais de aprendizagem que dificultam a implementação de estratégias de ensino da EAD baseadas em colaboração e comunicação. Foi, portanto, definido como objetivo localizar necessidades e questões que podem influenciar o uso de ambientes virtuais de aprendizagem para o planejamento e a implementação de estratégias pedagógicas colaborativas, a partir de relatos de docentes. Além de trazer contribuições para o projeto de uma EAD baseada em colaboração e comunicação, a pesquisa contribui metodologicamente para a área do design de interação com a proposição da técnica da entrevista baseada em cenários. A partir de entrevistas não-diretivas com profissionais da EAD, foram desenvolvidos cenários que têm como tema interações entre pessoas em ambientes virtuais de aprendizagem utilizados para EAD. Esses cenários serviram de base para entrevistas semiestruturadas, com docentes tutores. As entrevistas trazem descrições detalhadas sobre como esses profissionais colocam em práticas estratégias pedagógicas baseadas em comunicação e colaboração e mostram o crescimento do papel da tutoria em EAD nos modelos pedagógicos que utilizam essas estratégias, expondo situações que indicam a necessidade de sistemas que apoiem as tarefas do tutor dentro dos ambientes virtuais de aprendizagem.
This research deals with interaction mediated by communication and collaboration tools in virtual learning environments, within the context of distance education, and from the standpoint of pedagogical usability and interaction design. It is assumed that there are problems related to interaction mediated by virtual learning environments that hinder the implementation of teaching strategies of DE-based collaboration and communication. Thus, the study, based on teachers reports, aims to find requirements and issues that may influence the use of virtual learning environments for planning and implementation of collaborative teaching strategies. In addition to bringing contributions to the design of a distance education based on collaboration and communication, research contributes methodologically to the area of interaction design with the proposition of the use of scenario-based interview technique. Unstructured interviews were conducted with professionals of distance education, to support the development of scenarios that served as subjects for the interview technique based on scenarios with teachers directly involved in interactions with students during courses. The interviews include detailed descriptions of how these professionals put into practice pedagogical strategies based on communication and collaboration and expose the growing role of tutoring in distance education pedagogical models that propose collaborative teaching strategies, resulting in the need for systems that support tutor tasks within virtual learning environments.
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Almeida, Henrique Stabile de. "Entre o físico e o digital. Processos paramétricos, de interação e de fabricação digital aplicados ao design." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/16/16134/tde-07032016-172105/.

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Quais são os limites entre o físico e o digital no design? Esta é a grande questão motivadora das investigações teóricas e práticas realizadas neste trabalho. Entretanto, as razões deste questionamento em si, bem como sua relevância, mostraram-se mais importantes do que a mera busca por respostas. Uma outra questão se impõe: desde quando os limites entre o físico e o digital são relevantes para o design? Existem três áreas do design que contribuem de maneira contundente para a exploração da questão acima: o design paramétrico, o design de interação e a fabricação digital. O presente trabalho é uma busca por um estado da arte dos temas propostos e por um melhor entendimento sobre a crescente separação entre as três áreas, que, apesar de utilizarem termos e definições semelhantes, seguem caminhos diversos na literatura. O que tem sido escrito recentemente sobre design paramétrico, design de interação e fabricação digital nos apresenta discursos variados e até mesmo divergentes. Em virtude desse aspecto multifacetado, fica evidenciada a importância de uma busca histórica e bibliográfica por suas origens e o entendimento dos diversos pontos de vista apresentados por autores da atualidade
W hat are the limits between the physical and the digital in design? This is the big question motivating the theoretical and practical investigations in this work. However, the reasons for this questioning itself as well as its relevance, proved to be more important than the mere search for its answers. Another question arises: since when the boundaries between the physical and the digital became relevant to design? There are three design areas that contribute incisively to the exploration of the question above: parametric design, interaction design and digital fabrication. This thesis is a search for a state of the art on the proposed themes and for a better understanding of the growing separation between the three areas, which, despite the use of similar terms and definitions, follow diverse paths in literature. What has been written recently about parametric design, interaction design and digital fabrication presents various and even divergent speeches. Because of this multifaceted aspect, the importance of historical and bibliographical search for its origins and the understanding of different points of view presented by today\'s authors is evident
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4

Lind, Thomas. "Inertia in Sociotechnical Systems : On IT-related Change Processes in Organisations." Doctoral thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-326799.

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The introduction of new information technology (IT) in an organisation is one way of changing the conditions for how tasks and work processes can be designed and performed, as well as how people in the organisation interact with each other. Today, many Swedish workers rely completely on IT to be able to perform their jobs, while experiencing a combination of continuous and intermittent IT-related changes that affect this ability. The introduction of new or updated IT systems in an organisation is an example of what is referred to as an IT-related change process in this thesis. Because IT has become such an integral part of modern organisations, many change processes in organisations are simultaneously enabled and constrained by the IT systems involved in a change process. In this thesis, I introduce the concept of inertia in sociotechnical systems to analyse IT-related change processes in organisations, and how achieving the goals of these processes is complicated by organisational, social, and physical aspects in addition to technology. The context of this thesis is the Swedish public sector domains of health-care and higher education, and the result of research studies and experiences from four action research projects in these settings. The contribution of this thesis adds to the contributions of the included papers through the definition of inertia in sociotechnical systems and its subsequent application. The thesis shows that the concept of inertia in sociotechnical systems can be used to understand IT-related change processes as changes to the characteristics of a sociotechnical system, and, in the context of organisations, how these processes affect and are affected by an organisation’s characteristics. This is illustrated in the thesis through the application of the concept on examples of IT-related change processes from the included papers and research projects. In addition, the thesis shows that the use of vision seminar methods can benefit Swedish organisations, since new IT is often introduced without clearly defined, expressed, understood, and accepted goals.
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Fredlund, Isak. "Effektivitet genom kollaboration: En studie i hur metoder för kollaboration kan användas i agila designprocesser." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22354.

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Denna uppsats utforskar hur en agil designprocess kan effektiviseras i form av tid genom att applicera metoder för kollaboration. Kraven i form av tidsåtgång, kostnad och kvalité på vad som framställs är påtagliga och mäts på olika sätt. För att möta kraven förlitar sig det agila arbetssättet, framförallt inom design, ofta på en expertis hos utövaren. Det kräver en ingående kunskap och som medför att involveringen av slutanvändare och kunder i fall kan blir lidande. Min teoretiska efterforskning gav mig en bild av att agila designprocesser idag är och tillåts vara väldigt utdragna. För att skapa en förståelse för hur en modern designprocess praktiseras har jag utfört undersökande fältstudier i form av kvalitativa intervjuer med företagen Cybercom och TOPP. Dessa intervjuer gav mig insikten av vad som finns och vad som efterfrågas av brukande designers, vilka har format min designprocess och mitt praktiska utformande som består av två prototyper i form av två olika arbetssätt, ett agilt och ett kollaborativt. Genom att ha utformat arbetssätten på ett specifikt sätt har jag lyckats jämföra resultaten av de båda och kunnat argumentera och presentera ett förslag på ett mer effektivt arbetssätt i form av tid, kostnad och kvalité där de positiva aspekterna från de olika arbetssätten applicerats.
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Rothwell, Clayton D. "Recurrence Quantification Models of Human Conversational Grounding Processes: Informing Natural Language Human-Computer Interaction." Wright State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=wright1527591081613424.

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7

Fink, Glenn Allen. "Visual Correlation of Network Traffic and Host Processes for Computer Security." Diss., Virginia Tech, 2006. http://hdl.handle.net/10919/28770.

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Much computer communications activity is invisible to the user, happening without explicit permission. When system administrators investigate network communications activities, they have difficulty tracing them back to the processes that cause them. The strictly layered TCP/IP networking model that underlies all widely used, general-purpose operating systems makes it impossible to trace a packet seen on the network back to the processes that are responsible for generating and receiving it. The TCP/IP model separates the concerns of network routing and process ownership so that the layers cannot share the information needed to correlate packets to processes. But knowing what processes are responsible for communications activities can be a great help in determining whether that activity is benign or malicious. My solution combines a visualization tool, a kernel-level correlation engine, and middleware that ties the two together. My research enables security personnel to visually correlate packets to the processes they belong to helping users determine whether communications are benign or malicious. I present my discoveries about the system administrator community and relate how I created a new correlation technology. I conducted a series of initial interviews with system administrators to clarify the problem, researched available solutions in the literature, identified what was missing, and worked with users to build it. The users were my co-designers as I built a series of prototypes of increasing fidelity and conducted usability evaluations on them. I hope that my work will demonstrate how well the participatory design approach works. My work has implications for the kernel structure of all operating system kernels with a TCP/IP protocol stack and network model. In light of my research, I hope security personnel will more clearly see sets of communicating processes on a network as basic computational units rather than the individual host computers. If kernel designers incorporate my findings into their work, it will enable much better security monitoring than is possible today making the Internet safer for all.
Ph. D.
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8

Hecht, Manuela, and Kristina Babik. "An Approach of applying Motion-Sensing Technology to Design and Development Processes of Apparel Value Chains." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-408.

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The area of the research comprises the field of virtualization as specified to the field of three-dimensional user interfaces (3D UIs). It is an approach of applying the field of motion-sensing technology to potential areas of apparel value chains focusing on design. The background of this thesis is the industry’s established 3D design and development process and new digital tools that enable embodied interaction. So far companies are still working with a limited 3D design approach, which requires several non-value-adding activities, e.g. technical sketching and pattern creation, before a product can be virtually simulated and evaluated. As the current fashion industry’s human-computer interaction (HCI) applications have non-embodied interaction technologies, which deny natural hand movements, it was evaluated, if motion-sensing technology can enable the feeling of natural handcrafting. The purpose of the project was to investigate the designer’s attitude towards motion-sensing technology as a design tool and the potential of embodied HCI in design and development processes of apparel value chains. Enabling the designer the feeling of handcrafting in a 3D world opens a new area of research within the use of 3D fashion design tools. Moreover the thesis expected to prove the desire towards embodied interaction during the apparel design and development processes and the designer’s openness to try out new things. To fulfill the purpose, the motion-sensing technology tool Leap Motion was used as a practical device, which enables embodied interaction in design applications. A team of various designers was used to conduct a practical experiment, combined with interviews and observations. The experiment has been analysed on the designer’s attitude towards the use of a motion-sensing technology tool within the design field and possible implications on the design and development phases of apparel value chains. The results show, that the designers supported embodied interaction and experienced the use of motion-sensing technology as an enhancing and powerful tool. However, it has become clear that the designers experienced the usage of free-handed motion-sensing technology as not natural or intuitive and rather prefer tangible tools. Presupposing a crucial improvement of the technology, different ways of substituting current design activities like enabling the draping process on a virtual basis could enhance the value chain regarding speed, flexibility and waste. This would enable earlier entry into the evaluation stage of virtual simulated prototypes while directly starting the design and development process in 3D and reducing several iterations of non-value adding activities.
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David, Aurelio [Verfasser], and J. Alexander [Akademischer Betreuer] Schmidt. "Re-thinking public participation : lay-expert interaction and knowledge exchange in community-based design processes / Aurelio David ; Betreuer: J. Alexander Schmidt." Duisburg, 2019. http://d-nb.info/119169125X/34.

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Ylitalo, Frida. "Development of digital sales processes with help of the See-Think-Do-Care model." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185555.

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Digital commerce is a natural part of our everyday life. To fast and easily be able to make purchases from our home without stress has become a matter of course for us. But the new way to make purchases places new demands on the sales, not least at the important customer meeting. The interaction between customer and seller disappears completely and known marketing methods must be adapted to the new conditions. How does the customer journey change when the step from discovering a product to buying it is just a few clicks away? The study aims to investigate and develop a digital sales process for a mobile game aimed for children. The process is based on the marketing framework See-Think-Do-Care and tries to answer questions like which components are needed in a sales flow? How can a product be adapted to different types of users and can UX design be used to get interested customers to buy the product? The method is divided into two different sections. One section for evaluating the chosen marketing framework and another for the development of the sales process. The development of the sales process was made stepwise by prototypes in different degrees of fidelity. The first part of the result ended up in the implementation of the marketing framework, a developed customer journey, and a compilation of ten guidelines to adhere to for increasing the conversion of new customers. The sales flow was then developed step by step from only showing the routing to be a clickable solution similar to the intended end product. The di↵erent prototypes were evaluated by user testing and it was shown that the largest problem was not to make users understand the sales flow, it was to make them understand the actual product. The hope is that the result of the study will be able to be tested in production and be used in the real sales of the product.
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Bader, Marcus. "Co-design package for civil servants’ public communication strategies." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21187.

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Today’s emerging Co-design processes between citizens and civil servants in helixes groups, produces multiple challenges for the interaction designer. How can these challenges produce new merging roles and communication strategies for interaction designers for use in Co-design processes? This thesis focuses on the design research process outcomes from Co-design processes between civil servants and citizens in urban development processes. The tangible outcomes will be elicited through the merging of practice-based know-how as seen through the eyes of an interaction designer with a bifocal lens on Social psychology and Behavior economics. This research process produces tangible outcomes in the form of educational material, communication methods and strategies for interaction designers, civil servants in Co-design processes. Additional outcomes are digital communication strategies for city operations based on the need for increased citizen involvement in the urban development process.
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Tolman, Jim. "Evaluation of a Multi-User Virtual Reality System for Collaborative Layout Planning Processes." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-238186.

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This paper discusses the application of a tool for experiencing the usage of Virtual Reality (VR) in the factory layout planning process of Scania. The goal is to evaluate the system's collaborative capabilities and to assess the usability. The study combines existing methodologies in a novel way. The method consists of recording 16 participants in performing a collaborative task, and then coding for Collaborative Joint attention (CJA). Furthermore the evaluation makes use of the System Usability Scale (SUS) and Nielsen's Heuristics. The system's score on the SUS appeared to be above average, but participants with higher experience in factory planning gave higher scores. There were numerous problems related to the physical room being smaller than the virtual room, user control was limited and the embodiment of the users (avatars) proved to be distracting. The findings have implications for builders and evaluators of multiparty VR systems, that allow for collaboration. The evaluators need to consider including CJA as one of their dependent variables.
Denna studie beskriver tillämpningen och utvärderingen av ett system för användning av Virtual Reality (VR) i samband med layoutplanering av Scania-fabriker. Målet är att utvärdera samarbetet inom systemet samt att bedöma användarvänligheten. Studien använder befintliga metoder på nya sätt. 16 deltagare filmas när de utför en gemensam uppgift och kodas sedan för Collaborative Joint Attention (CJA). Utvärderingen använder sig även av System Usability Scale (SUS) och Nielsens Heuristics. SUS-poängen var över genomsnittet, men deltagare med tidigare erfarenhet av layoutplanering gav systemet ett högre betyg. Det fanns många problem relaterade till att det fysiska rummet var mindre än det virtuella rummet, begränsad användarkontroll och att gestaltningen av brukarens avatar visade sig vara distraherande. Resultaten har konsekvenser för byggare och utvärderare av VR-fleranvändarsystem för samarbete. En rekommendation till utvärderare är att överväga användning av CJA som en beroende variabel.
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Koniakowski, Isabella. "When Should Feedback be Provided in Online Forms? : Using Revisits as a Measurement of Optimal Scanpath Disruption and Re-evaluating the Modal Theory of Form Completion." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-138800.

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In web forms, feedback can be provided to users at different points in time. This study investigates these three ways of providing feedback to find which results in the shortest completion time, which results in the lowest number of gaze revisits to input fields, and which type of feedback the users prefer. This was investigated through development of prototypes that were tested with 30 participants in a within-group design after which they were interviewed about their experiences. Providing feedback instantly or after form submission resulted in significantly shorter completion times than providing feedback after users left a field. Providing feedback instantly also resulted in significantly fewer revisits to input fields compared to providing feedback after leaving a field. Through a thematic analysis, users’ experiences were shown to be the most negative when given feedback after form submission, while the most positive experiences occurred when users were given feedback immediately. The results indicate that providing feedback immediately may be an equally good or better alternative to earlier research recommendations to provide feedback after form submission and that revisits to areas of interest may, with further research, be a measurement of optimal scanpath disruption.
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Thebeau, Ronnie E. (Ronnie Emile) 1970. "Knowledge management of system interfaces and interactions from product development processes." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/29168.

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Thesis (S.M.)--Massachusetts Institute of Technology, System Design & Management Program, 2001.
Includes bibliographical references (p. 149).
A system architecture was developed and analyzed for a basic elevator system using a limited number of system level components. A Design Structure Matrix was created which represented the complex interactions of the system components. These components were derived from a decomposition of system requirements, code and safety requirements, and evaluation of scenario operational requirements. Clustering routines using cost assignment of interactions aided in optimizing the cluster assignment of components. These cost assignments reflect cost and time associated with managing interactions inside and outside of subsystems. Management and optimization of the interfaces between the clustered components leads to an architecture that minimizes complexity and will hopefully lead to quicker and less costly product development cycles. Using this approach, near-optimal architectures can be analyzed and alternatives can be evaluated for system level impact. As was observed with this test case, highly complex or integrative systems are difficult to analyze, even with the tools utilized. These tools provided a structured approach that utilizes an objective process. This approach provides documentation and analysis of the architecture that is normally managed on the fly as product development progresses. The results of the analysis can provide a framework for an organizational structure of the product development process, provide an avenue for dialogue between design teams responsible for different subsystems, provide a process for evaluation of architecture alternatives, and identify the interactions between subsystems that must be managed carefully.
by Ronnie E. Thebeau.
S.M.
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Lebis, Evelyn. "Interactive Costume Design." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-11182.

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Is improvisation during collaboration a design choice? What is the difference between responsive inspiration and collaboration? Who is in charge of the artistic end result? And what influences the designer’s mood? These questions come across when investigating how to present wearable technology and the role of performance.
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Kamaruddin, Norfadilah. "Interface design in interactive science courseware for the Malaysian Smart School Project." Thesis, Queensland University of Technology, 2012. https://eprints.qut.edu.au/50970/1/Norfadilah_Kamaruddin_Thesis.pdf.

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With the goal of improving the academic performance of primary and secondary students in Malaysia by 2020, the Malaysian Ministry of Education has made a significant investment in developing a Smart School Project. The aim of this project is to introduce interactive courseware into primary and secondary schools across Malaysia. As has been the case around the world, interactive courseware is regarded as a tool to motivate students to learn meaningfully and enhance learning experiences. Through an initial pilot phase, the Malaysian government has commissioned the development of interactive courseware by a number of developers and has rolled this courseware out to selected schools over the past 12 years. However, Ministry reports and several independent researchers have concluded that its uptake has been limited, and that much of the courseware has not been used effectively in schools. This has been attributed to weaknesses in the interface design of the courseware, which, it has been argued, fails to accommodate the needs of students and teachers. Taking the Smart School Project's science courseware as a sample, this research project has investigated the extent, nature, and reasons for the problems that have arisen. In particular, it has focused on examining the quality and effectivity of the interface design in facilitating interaction and supporting learning experiences. The analysis has been conducted empirically, by first comparing the interface design principles, characteristics and components of the existing courseware against best practice, as described in the international literature, as well as against the government guidelines provided to the developers. An ethnographic study was then undertaken to observe how the courseware is used and received in the classroom, and to investigate the stakeholders' (school principal, teachers and students') perceptions of its usability and effectivity. Finally, to understand how issues may have arisen, a review of the development process has been undertaken and it has been compared to development methods recommended in the literature, as well as the guidelines provided to the developers. The outcomes of the project include an empirical evaluation of the quality of the interface design of the Smart School Project's science courseware; the identification of other issues that have affected its uptake; an evaluation of the development process and, out of this, an extended set of principles to guide the design and development of future Smart School Project courseware to ensure that it accommodates the various stakeholders' needs.
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Candy, Linda. "Creative knowledge work and interaction design." Thesis, Loughborough University, 1998. https://dspace.lboro.ac.uk/2134/6992.

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The main aim of the research presented in this thesis is to inform the design of interactive computer systems for supporting creative knowledge work. Research into creativity and knowledge work has been explored and used to develop a criteria modelling approach. The particular contribution of the author's work is the drawing together of that research and applying the findings to interaction design. The publications were selected on the basis of how well they represent the main outcomes of the work. The journey from prescribing system requirements and design goals to framing the system design process in terms of evaluation criteria may be traced through the papers presented. Interest in creativity and the role of computer technology in creative tasks has recently increased. A number of national initiatives have been set in motion in the LJK, beginning in December 1996 with the Initiative for National Action on Creative Technologies, the Creative Media Initiative: Technology Foresight, Department of Trade and Industry, National Endowment for Science and Technology in the Arts (NESTA) and the People and Computers Programme, of the Engineering & Physical Science Research Council (EPSRC). Thus, the author's involvement in creativity research and computer support is proving to be timely. Amongst her recent initiatives is Creativity and Cognition, an international symposium which brings together creative people in the arts with technologists and scientists. The thesis is divided into three parts : themes and outcomes, methodology and case studies. A criteria-based modelling approach is presented which has evolved from earlier models that represent key elements of creativity and knowledge work. A model of creative knowledge work is proposed and categories of criteria identified. Underpinning the main outcomes are the case studies which were carried out in industry/academic collaborative projects. The findings were considered in relation to other studies. The thesis presents an approach to computer systems design and development that directly links the requirements definition to the application of evaluation criteria. These criteria are based upon the characteristics of the cognitive style and working practices of creative knowledge workers.
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Gaspar, Andrea Marques. "'Where does the new come from?' : an ethnography of design performances of 'the new'." Thesis, University of Manchester, 2013. https://www.research.manchester.ac.uk/portal/en/theses/where-does-the-new-come-from-an-ethnography-of-design-performances-of-the-new(cd77bec4-ba9b-48ed-b2c4-f53ed0eb7e03).html.

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The core concern of my thesis is with shifting the focus from the description on how innovation is done (predominantly STS accounts of innovation in-the-making) to what designers do with conceptions of innovation. The thesis is based on ethnographic fieldwork within a group of interaction designers of Milan. Despite the different conceptions and traditions of innovation that these designers bring in – the artistic and technological ones – I observed that a design-centered conception of innovation is reproduced, as well as the idea that plans and intentions precede things. However, another key idea of my fieldwork is the importance designers give to imagining things as they might be, rather than focusing on how things are. This is where different models of action, planned and open ones coexist in creative ways: it is these processes that the ethnography details.
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Bibri, Mohamed. "Sustaining ICT for Sustainability : Towards Mainstreaming De–carbonization–oriented Design & Enabling the Energy–Efficient, Low Carbon Economy." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5936.

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The study set out to understand and demonstrate the role the ICT sector could play as a critical enabler in the transition and progress towards an energy– efficient, low carbon economy. More specifically, the study of sustaining ICT for sustainability has twofold intent: (2) to investigate the direct footprint of ICT sector and explore how it can be tackled through adopting sustainable design–based solutions; and (2) to highlight the enabling potential of ICT sector to mitigate climate change and massively improve energy efficiency across the economy, identifying and quantifying the global ICT impacts and opportunities in the context of energy and carbon emissions savings. To achieve the aim of this study, a pertinent and extensive literature review covering theoretical, empirical, and critical scholarship was performed to investigate the phenomenon. The study draws on a variety of sources to survey the unsustainability of ICT sector pertaining to energy–intensive consumption and explore potential solutions through espousing environmental design practice, and also to examine the role of ICT in delivering energy–efficient solutions through its products and services. Validity was ensured through using quality academic and industry literature as well as relevant studies carried out by a range of eminent researchers, experts, and stakeholders (i.e. NGOs, research centers). Findings highlight the unsustainability of ICT sector regarding energy– intensive consumption and concomitant GHG emissions associated with its products and services. Of the whole lifecycle, the use phase of ICT is the most critical. Data centers and telecom networks devour energy. Planned obsolescence entrenched in software design shorten upgrade cycle, which makes software utilities a planet killer as to energy consumption. Alternative sustainable design–based solutions entail using renewable energy and most efficient energy required over ICT’s life cycle – de–carbonization strategy. Also, digitization is an effective strategy for ICT sector to slash energy use per unit. To reduce the footprint of data centers and telecom networks, design solutions vary from hardware and software to technological improvements. Designing out built–in obsolescence in software technology is a key factor in the energy equation. As for the enabling role of ICT, the findings are highly illuminating. The ICT sector must step up its efforts in reducing its direct footprint in order to claim a leadership role in an energy–efficient, low carbon economy. Although the ICT sector’s own emissions will increase because of global growing demand for its products and services, the real gains will come from its enabling potential to yield substantial energy efficiency improvements and emissions reductions across the economy. The sheer scale of the climate change challenge presents smart development mitigation opportunities for ICT sector to deliver environmentally sustainable solutions. The largest identified opportunities are: dematerialization; intelligent transport and logistics; intelligent buildings; smart power supply; and efficient industrial processes and systems. This study provides a novel approach into sustainable design in ICT, underlining unsustainable design practices in ICT sector. Review of the literature makes an advance on extant reviews by highlighting the synergic relationship between ICT design, sustainability, and the economy.
+46 704 35 21 35
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20

Farhadi, Anna, and Sofia Norin. "Parkering i Norrköping : Processen att skapa ett mobilt användargränssnitt för att underlätta reseplanering." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-110634.

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Under sommaren 2014 kommer Norrköping locka många turister till staden genom ett flertal stora evenemang, till exempel Bråvallafestivalen och Harry Potter: The Exhibition. Som besökare från en annan stad kan det vara svårt att hitta lämpliga parkeringsplatser i sådana situationer. I nuläget har Norrköpings kommun en karta över parkeringsplatser på deras hemsida. Denna är endast anpassad till webbläsare och ger en översiktlig bild över var parkeringar finns utplacerade i de mest centrala delarna av staden. Att söka upp kartan på en mobil enhet, lokalisera sig på kartan, välja lämplig parkering och sedan hitta till denna kan vara svårt och tidskrävande för den som har bråttom eller inte hittar i staden. Syftet med detta examensarbete är att ta fram ett användarvänligt gränssnitt för en mobil applikation som ska underlätta parkeringsprocessen för förare som bor i eller besöker Norrköping. Till studien har sekventiella blandade metoder använts och designprocessen har baserats på både en målinriktad och användarcentrerad designmetod. En enkät, intervjuer och andvändbarhetstester har använts som datainsamlingmetoder för att på bästa sätt utveckla ett gränssnitt som möter användarens behov. Studien har resulterat i ett gränssnitt för en parkeringsapplikation som kan användas i planeringssyfte och som navigationshjälp. Design- och interaktionsval är grundade på användarnas mål och preferenser. Slutsatsen är att i en stressfylld situation är det viktigt att informationen är lättöverskådlig, tydlig och kräver minimal ansträngning av användaren samtidigt som antal steg för att nå informationen bör minimeras. Överflödiga funktioner bör sorteras bort. Olika användare har även olika inställningar till användandet av mobila applikationer för reseplanering och parkering. I första hand vänder sig majoriteten av mobilanvändare till Google för informationssökningar således bör den enklaste lösningen vara att Norrköpings kommun upprättar en mobilanpassad hemsida med information om parkeringar i staden. Dock finns det komplexa funktioner i applikationen som inte går att efterskapa på en mobil hemsida och även för att nå en bredare målgrupp blir skapandet av en applikation nödvändigt.
With a series of prestigeous events such as the Bråvalla Music Festival and the European premiere of Harry Potter: The Exhibition, Norrköping will, during the summer of 2014, attract many tourists. As a visitor, it may be difficult to locate appropriate parking spots in situations like these. Norrköpings Municipality currently has a map on their website with an overview of parking spots in the central areas of the city. This map, however, is only suited for viewing on big screens. To search for the map on a mobile device, find an appropriate parking and then correctly navigate to its location may serve difficult for a user who is new to the town or pressed for time. The purpose of this study is to create a user-friendly interface design for a mobile application that aims to facilitate the parking process for drivers who live in, or are visiting, Norrköping. The study uses a sequential mixed method approach and the design process is based on a goal-directed and user-centered design. Surveys, interviews and usability testing have been employed to collect research in order to create an interface that meets the needs of the user. The study resulted in the creation of an interface for a parking application that can be used for planning purposes as well as navigation. Choices for design and interactivity are based on the users' goals and preferences. The study concludes that a stressful situation requires information to be clear, easily understood and call for minimum effort from the user's side. Redundant information should be removed and the steps it takes to obtain information should be reduced. Different users have different attitudes towards the use of mobile applications for planning and parking. The majority of interviewees would in a similar situation rely on a Google search for information. From this we can conclude that the easiest solution would be for Norrköping's Municipality to create a mobile website with information about parking in the city. However, in order to reach a broader target group and to incorporate certain complex functions and features, the creation of an application becomes necessary.
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Warren, Eline. "A City Winery - Revealing Process + Promoting Interaction." VCU Scholars Compass, 2016. http://scholarscompass.vcu.edu/etd/4245.

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This thesis project is an exploration of process in both design and winemaking. Wine has long been a part of Virginia’s history and culture and in recent years has influenced architecture and design that is specific to winemaking and hospitality. Through an interior intervention, this project addresses the many challenges of marrying production and hospitality design criteria under one roof. The final design encourages understanding of process through links between production and consumption with both a winemaking facility and laboratory that are integrated into the surrounding hospitality-oriented spaces. This visual exposure to the facility stimulates patron interest and intuitive knowledge of the intricate nature of the winemaking process. The concept of process is revealed through the use of materials and their application, designed in such a way to encourage patrons to explore how they are constructed. The use of natural materials that patina are used to celebrate the aging process that is inextricably linked to both design and wine. In addition, new ways of using materials that are part of the winemaking process are employed to expose patrons to nuanced aspects of the process that otherwise remain hidden.
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Rego, Kristen. "Altered Interactions." VCU Scholars Compass, 2010. http://scholarscompass.vcu.edu/etd/2160.

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Surrounding materials, signage, and detritus on the daily path offer plenty to look at, if not too much. The eye seeks comfort in its passive vision by ignoring its peripheries. Identification of my personal vision reveals itself through the manipulation of ignored material. I consider hand-made vs. machine made, singular vs. the multiple particularly in plastics, packaging and other utilitarian objects. Industrial processes influence my one-person operation. Understanding the way objects are made allows for an opportunity to connect with them. I’m already surrounded by them, the least I can do is get to know them better.
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Mannapperuma, Chanaka. "Try to Understand Design and Design Process." Thesis, Umeå University, Department of Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-35027.

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It is difficult for designers to explain what they do. In addition,those unfamiliar with design do not understand the rigor and logic of design thinking and process .We can’t formulate pre defined model for design process because every design situation is unique and new situation. But I tried to formulate my own model for design process as common with Inspirations from my supervisors/Lectures. I tried to describe what is design? And what is design process? In this paper.This personal position paper explores the personal improvement throughout the course work and what I learnt though out the course work.

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Möller, Rebecka. "How to create interaction moments at concerts : Designing user experiences." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232128.

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The concert industry has been expanded enormously the last couple of years. At the same time as the increasing engagement for concerts, the digital market is growing rapidly. Today during concerts, people use their smartphones to send text messages, connect on social media, take photos, record film clips, and use the flashlight function in a replacement of a lighter. This behaviour may be perceived as a distracting moment and instead moves the person’s focus from the live performance to the phone. The distracting moment can be solved by making an application that makes the interaction more enjoyable through the study of user experience. This can lead to more focus on the music and therefore, enhance the concert experience. In this project, the work behind the development of designing prototypes is described. The method used in the thesis is the process of Design Thinking. The process is divided into a five-step model: empathize, define, ideate, prototype and test. The result presents three prototypes that are based on digital competitions that interact the audience during a concert experience. At the end of the thesis, a discussion about how to secure a positive outcome of interacting the audience and the artist is presented. The conclusion was that the interactions have good potential to work in a concert environment, but the interactions need to be additionally tested to secure a positive outcome. Another conclusion was that the time before a concert has more scope to make interactions work well and to not distract the users from the live performance.
Konsertindustrin har expanderat enormt de senaste åren. Samtidigt som det ökande engagemanget för konserter, växer den digitala marknaden snabbt. Idag använder publiken sina mobiltelefoner under en konsert för att skicka textmeddelanden, ansluta på sociala medier, ta foton, spela in filmklipp och använda ficklampans funktion som en tändare. Det här beteendet kan uppfattas som ett distraherande ögonblick och i stället flytta personens fokus från konserten till telefonen. Det distraherande ögonblicket kan undvikas genom en studie av användarupplevelse som gör att en mobilapplikation gör samspelet smidigare. Det kan leda till mer fokus på musiken och genom det förbättra konsertupplevelsen. I det här projektet beskrivs arbetet bakom utvecklingen av prototyper. Metoden som används i rapporten är processen Design Thinking. Processen är uppdelad i en femstegsmodell: sympatisera, definiera, föreställa, prototyp och testa. Resultatet presenterar tre prototyper som bygger på digitala tävlingar som interagerar publiken under en konsertupplevelse. I slutet av rapporten presenteras en diskussion om hur man kan få ett positivt resultat av att interagera publiken och artisten med varandra. Slutsatsen var att interaktionerna har god potential att fungera i en konsertmiljö, men interaktionerna måste testas ytterligare för att säkerställa ett positivt resultat. En annan slutsats var att tiden före en konsert har mer spelrum för interaktionerna att fungera bra och att inte distrahera användarna från konsertupplevelsen.
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Zilevu, Kobla Setor. "Interactive Interfaces for Capturing and Annotating Videos of Human Movement." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/91424.

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In this thesis, I describe the iterative service design process I used in identifying and understanding the needs of diverse stakeholders, the development of technologies to support their mutually beneficial needs, and the evaluation of the end-user experience with these technologies. Over three iterative design cycles, the set of identified end-user customers expanded to include the patient, the supervising therapist, the annotating therapist, and other members of the development team. Multiple versions of interactive movement capture and annotation tools were developed as the needs of these stakeholders were clarified and evolved, and the optimal data forms and structures became evident. Interactions between the stakeholders and the developed technologies operating in various environments were evaluated and assessed to help improve and optimize the entire service ecosystem. Results and findings from these three design cycles are being used to direct and shape my ongoing and future doctoral research
Master of Science
In this thesis, I describe the iterative service design process I used in identifying and understanding the needs of diverse stakeholders, the development of technologies to support their mutually beneficial needs, and the evaluation of the end-user experience with these technologies. Over three iterative design cycles, the set of identified end-user customers expanded to include the patient, the supervising therapist, the annotating therapist, and other members of the development team. Multiple versions of interactive movement capture and annotation tools were developed as the needs of these stakeholders were clarified and evolved, and the optimal data forms and structures became evident Interactions between the stakeholders and the developed technologies operating in various environments were evaluated and assessed to help improve and optimize the entire service ecosystem. Results and findings from these three design cycles are being used to direct and shape my ongoing and future doctoral research.
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26

Bucolo, Salvatore. "Revealing the nature of interaction between designers and physical and virtual artifacts to support design reflection and discovery." Thesis, Queensland University of Technology, 2008. https://eprints.qut.edu.au/17035/2/Salvatore_Bucolo_Thesis.pdf.

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This thesis aims at developing a better understanding of the design process and the tools required to support it. Specifically it focuses on the early or conceptual stages of the industrial design process and the role of emerging technology based artifacts in supporting this activity. The starting point for this thesis is that industrial design focuses on discovery of new knowledge and that this process of discovery is reflective in nature. Further designers make use of artifacts throughout the design process to support them in this discovery and their reflection. To reveal the role of artifacts in this process, a study of the interaction between designers and their artifacts has been undertaken. To intensify these relationships this thesis has focused on design review activity undertaken in the early stages of industrial design process. Two ethnographic case studies were conducted which allowed for teams of final year industrial design students to be observed during a conceptual design review. The first case study focused on the student designers interacting with traditional artifacts such as sketches, form studies and illustrations as part of the design review session. In the second case study, the student designers made use of low fidelity digital models which were displayed in a highly immersive virtual reality environment to support the design review. Both case studies captured a time slice of a larger design project which the students were undertaking as part of their university studies. The design project focused on the redesign of a consumer product where the students were required to innovate on an existing design based on a number of technology and market constraints. The design review session which formed the basis of the case study was part of a weekly design critique which required the students to bring to the class all of their design development progress. Students were offered an additional review session which was held in a virtual reality facility to supplement their weekly design review session which formed the basis of the second case study. The objective of the review sessions were for the designers to discuss their progress, identify where they were having difficulty, be challenged on design decision and develop a shared understanding of their direction with the class. The case study approach has allowed for an authentic in situ account of how designers make use of artifacts within the early stages of an industrial design process. It has allowed for a comparison between traditional and technology based artifacts and has revealed how they impact on the nature of discovery and reflection. Through a detailed qualitative analysis of the video data which was captured from the case studies, this thesis makes a number of substantial contributions to the current knowledge gaps on the role of artifacts and to our understanding of this phase of design activity. It substantiates conceptual design activity as a reflective process allowing for new discoveries to be made by representing our existing knowledge and understandings in artifacts which can be reflected upon and extended to create new meaning and innovation. From this grounded perspective it has enabled further understandings into the role of the artifact in supporting the design activity. Artifacts are seen as critical in supporting early stage design activity. However it is the nature of the interaction between the designers and their artifacts within the different settings which have been revealed through this research which is of significance. The affordances of the different artifacts have been shown to alter how the students situate their activity and modify their actions within a design review. page 5 of 171 Further designers are required to make use of additional resources such as gestures and rich design language to supplement their design engagement; and they are required to adapt to the environment where the review is being undertaken to ensure that the objective of the design review can be achieved. This thesis makes its primary contribution in outlining the differences between the various types of artifacts and how they can be used to positively support early stage design activity. It is recommended that both traditional and virtual artifacts have a role in supporting activity, but future approaches should consider them as complimentary and consider ways in which they can be merged. The significance of the research is three fold. Firstly, from a pedagogical perspective, within an educational or practiced based setting, it provides a framework to consider the use of emerging technology based artifacts to support early stage design activity. Secondly, from a technology development perspective the grounded observation in authentic experience of design activity, it provides the foundation to inspire and develop new interfaces to support designer interactions with artifacts. Finally, it makes a substantial contribution to the growing body of design research substantiating and revealing new understanding between designers and their artifacts to support early stage design activity.
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27

Bucolo, Salvatore. "Revealing the nature of interaction between designers and physical and virtual artifacts to support design reflection and discovery." Queensland University of Technology, 2008. http://eprints.qut.edu.au/17035/.

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This thesis aims at developing a better understanding of the design process and the tools required to support it. Specifically it focuses on the early or conceptual stages of the industrial design process and the role of emerging technology based artifacts in supporting this activity. The starting point for this thesis is that industrial design focuses on discovery of new knowledge and that this process of discovery is reflective in nature. Further designers make use of artifacts throughout the design process to support them in this discovery and their reflection. To reveal the role of artifacts in this process, a study of the interaction between designers and their artifacts has been undertaken. To intensify these relationships this thesis has focused on design review activity undertaken in the early stages of industrial design process. Two ethnographic case studies were conducted which allowed for teams of final year industrial design students to be observed during a conceptual design review. The first case study focused on the student designers interacting with traditional artifacts such as sketches, form studies and illustrations as part of the design review session. In the second case study, the student designers made use of low fidelity digital models which were displayed in a highly immersive virtual reality environment to support the design review. Both case studies captured a time slice of a larger design project which the students were undertaking as part of their university studies. The design project focused on the redesign of a consumer product where the students were required to innovate on an existing design based on a number of technology and market constraints. The design review session which formed the basis of the case study was part of a weekly design critique which required the students to bring to the class all of their design development progress. Students were offered an additional review session which was held in a virtual reality facility to supplement their weekly design review session which formed the basis of the second case study. The objective of the review sessions were for the designers to discuss their progress, identify where they were having difficulty, be challenged on design decision and develop a shared understanding of their direction with the class. The case study approach has allowed for an authentic in situ account of how designers make use of artifacts within the early stages of an industrial design process. It has allowed for a comparison between traditional and technology based artifacts and has revealed how they impact on the nature of discovery and reflection. Through a detailed qualitative analysis of the video data which was captured from the case studies, this thesis makes a number of substantial contributions to the current knowledge gaps on the role of artifacts and to our understanding of this phase of design activity. It substantiates conceptual design activity as a reflective process allowing for new discoveries to be made by representing our existing knowledge and understandings in artifacts which can be reflected upon and extended to create new meaning and innovation. From this grounded perspective it has enabled further understandings into the role of the artifact in supporting the design activity. Artifacts are seen as critical in supporting early stage design activity. However it is the nature of the interaction between the designers and their artifacts within the different settings which have been revealed through this research which is of significance. The affordances of the different artifacts have been shown to alter how the students situate their activity and modify their actions within a design review. page 5 of 171 Further designers are required to make use of additional resources such as gestures and rich design language to supplement their design engagement; and they are required to adapt to the environment where the review is being undertaken to ensure that the objective of the design review can be achieved. This thesis makes its primary contribution in outlining the differences between the various types of artifacts and how they can be used to positively support early stage design activity. It is recommended that both traditional and virtual artifacts have a role in supporting activity, but future approaches should consider them as complimentary and consider ways in which they can be merged. The significance of the research is three fold. Firstly, from a pedagogical perspective, within an educational or practiced based setting, it provides a framework to consider the use of emerging technology based artifacts to support early stage design activity. Secondly, from a technology development perspective the grounded observation in authentic experience of design activity, it provides the foundation to inspire and develop new interfaces to support designer interactions with artifacts. Finally, it makes a substantial contribution to the growing body of design research substantiating and revealing new understanding between designers and their artifacts to support early stage design activity.
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28

Song, Ji‐Won. "Understanding user interaction problems with wireless connection via research through design." Thesis, Brunel University, 2015. http://bura.brunel.ac.uk/handle/2438/10890.

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People frequently have problems making multiple devices work together. In this thesis, I use the Research‐through‐Design approach to understand the issues and propose solutions. Through an iterative series of investigations, the problems people have with the connection of multiple devices has been examined, including usability issues, difficulties with the sequential connection procedure, and difficulties performing an action. I found non‐expert users to have difficulties with interpreting and evaluating the devices’ interaction status regarding the sequence of the connection procedure. When an evaluation problem occurs, they have problems dealing with the required sequence or diagnosing the error in their interactions. The problem understanding was examined from additional cases. The comprehension of the problems allowed me to generate design implications and propose a design solution. I proposed two implications with which to solve the stated problem. I suggested helping users evaluate device interaction and reduce unnecessary user interactions. A design framework was suggested as a solution by providing diagrammatic representations of system interaction and signals revealing device status. I then assessed the suggested solutions using paper prototypes, and demonstrated their effectiveness. The improved interfaces helped users evaluate device connection status so they may determine how to proceed with sequential interaction. With the Research‐through‐Design approach constructing knowledge by integrating theories and hypothesis, I found the feature of user‐multiple device interaction in which a user is required to manage the interaction between the devices. A single device cannot aid the user interaction. In the dissertation, I proposed a desirable state of user interaction, which is achieved by two devices revealing connection states together so that a user can earn a useful system image.
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29

Westerlund, Bo. "Design Space Exploration : co-operative creation of proposals for desired interactions with future artefacts." Doctoral thesis, Stockholm : Skolan för datavetenskap och kommunikation, Kungliga Tekniska högskolan, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-11210.

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30

Eliasson, Johan. "Tools for Designing Mobile Interaction with the Physical Environment in Outdoor Lessons." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-93314.

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Mobile technologies are increasingly being used to support students in outdoor learning activities. For instance, in a growing number of research projects, smartphones and positioning technologies are being used to support students in exploring the natural environment. However, previous research has identified challenges with the introduction of mobile technology into outdoor lessons. One fundamental challenge is that interaction with mobile technology in outdoor lessons may distract students from interacting with the physical environment. In this thesis this challenge is approached from the perspective of human-computer interaction, guided by the following research question: How can we design, evaluate, and reflect on mobile technology for interacting with the physical environment in outdoor lessons? The thesis presents four design cases on outdoor geometry and biology lessons, which act as probes for developing conceptual design tools. The design cases were developed through a concept-driven design approach and evaluated on field tests with primary school students. Future workshop and Interaction analysis were the main methods used. The results of the field tests suggest that mobile technology needs to be designed to orientate students in their interaction with the physical environment. In line with the concept-driven design approach, the thesis proposes three design tools. The design tools proposed are: Design guidelines that are specific enough for guiding the design of mobile technology for outdoor lessons, a Design model for designing and evaluating mobile technology for outdoor lessons, and Design concepts for reflecting on the placement of mobile technology in outdoor lessons. The design tools are proposed as tools for researchers and designers to take the challenge of distraction into account in designing mobile technology for outdoor lessons.
Mobilteknologi används allt oftare för att stödja elever i läraktiviteter utomhus. Till exempel, i ett växande antal forskningsprojekt, används mobiltelefoner och teknik för positionsbestämning som stöd för skolelever i att utforska naturen. Tidigare forskning har dock identifierat utmaningar med införandet av mobilteknologi i utomhuslektioner. En av de huvudsakliga utmaningarna är att interaktion med mobilteknologi i utomhuslektioner kan distrahera eleverna från att interagera med den fysiska omgivningen. Den här avhandlingen angriper den utmaningen ur ett människa-datorinteraktionsperspektiv, vägledd av följande frågeställning: Hur kan vi designa, utvärdera och reflektera över mobilteknologi för att interagera med den fysiska omgivningen i utomhuslektioner? I avhandlingen presenteras fyra designinterventioner bestående av utomhuslektioner i geometri och biologi, som låg till grund för att utveckla konceptuella designverktyg. Designverktygen utvecklades genom en koncept-driven designstrategi och utvärderades i fälttester med skolelever. Framtidsverkstad och Interaktionsanalys var de huvudsakliga metoder som användes. Resultaten från fälttesterna visar att mobilteknologin behöver utformas så att den kan orientera eleverna i interaktionen med den fysiska omgivningen. I linje med den koncept-drivna designstrategin, bidrar avhandlingen med tre designverktyg. De föreslagna designverktygen är: Designriktlinjer som är specifika nog för att vägleda utformningen av mobilteknologi för utomhuslektioner, en Designmodell för att utforma och utvärdera mobilteknologi för utomhuslektioner, och Designkoncept för att reflektera över hur mobilteknologi placeras och används i utomhuslektioner. Designverktygen föreslås som verktyg för att forskare och designers, som vill designa mobilteknologi för utomhuslektioner, ska kunna möta utmaningen i att mobilteknologin kan distrahera eleverna från att interagera med den fysiska omgivningen.
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31

Nishitani, Nobuhiko. "Design and Control of Cooperative Self-Assembly Processes at Liquid/Solid Interfaces by Tuning Supramolecular Interactions." Kyoto University, 2019. http://hdl.handle.net/2433/242536.

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付記する学位プログラム名: 充実した健康長寿社会を築く総合医療開発リーダー育成プログラム
Kyoto University (京都大学)
0048
新制・課程博士
博士(工学)
甲第21798号
工博第4615号
新制||工||1719(附属図書館)
京都大学大学院工学研究科合成・生物化学専攻
(主査)教授 松田 建児, 教授 杉野目 道紀, 教授 浜地 格
学位規則第4条第1項該当
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Khan, Zayera. "Inferno and exaltation - How to design Creativity and support Interaction Designers." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2000. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23929.

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This masters thesis is about how to enhance creativity and investigates the design process of interaction designers, in terms of the creative process, design support tools and especcially through a concept presented in this thesis. The concept is called DSTZ (Design Support Tool Z) and suggests ways in how to support a designer in the creative process. An empirical study was carried out in the thesis that consisted of a survey conducted on 8 "interaction designers" investigating how interaction designers work and if they require or need any design support. A design survey was later conducted on 18 "interaction designers" of which 9 were professionals and 9 were students, to investigate the concept DSTZ and the creativity enhancing aspect. The resuls from the empirical studies show that a design support tool is desired and DSTZ has features that are useful and can enhance creativity. The features consist of 8 palettes and 3 funtions that are manifested in DSTZ. Further investigation is required in order to find data that support the statement that creativity can be enhanced through a design support tool.
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Nilsson, Linus. "Continuity of Service in Design for a Specific Platform : Combining service- and interaction design perspectives in a multiple platform environment." Thesis, Linköping University, Department of Computer and Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7804.

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This thesis presents a design work in which one platform specific User Interface (UI) is redesigned to fit into the multiple platform range of a software application. Among other design methods a service design analysis and a platform general UI framework are used. The thesis aims to study the impact of these methods.

The service design analysis starts with a workshop which outcome is used as reference point during the design process and later in the analysis of the results. The general framework is extracted from existing mobile implementations of the software and is used as a guideline in the design of the platform specific solution.

The results presented show that the service design perspective added high level priority tools to the process, and there are indications that this method can be even more valuable in earlier stages of adaptation of software to new platforms. The general framework is shown to have contributed on a more detailed level and there is indication that this method can facilitate the work of obtaining continuity between platforms.

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Farias, Bruno Serviliano Santos. "ANÁLISE DE JOGOS DIGITAIS: aspectos da linguagem visual relacionados às estratégias de navegação e processos da comunicação interativa em dispositivos portáteis." Universidade Federal do Maranhão, 2014. http://tedebc.ufma.br:8080/jspui/handle/tede/652.

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The purpose of this research is to analyze digital games in devices of portable interaction, covering aspects of graphic language and interactive elements for structuring of information, taking into account the literature on Information Design and Interaction Design in the sphere of functions such as navigation, instruction, and interactive communication elements. This project possesses a descriptive-analytical character with quantitative data approach covering four phases: (1) bibliographic research, (2) systematic observation of the interfaces of the games, (3) measurement of the elements in the support tool, (4) and tabulation and crossing of data. The descriptive study examines the interfaces of games based on different moments, according to the functions of navigation, instruction, and interactive communication. Still fits to the descriptive records, the interfaces followed by cataloging. In this phase, we develop a support tool, called Analytical Tool or support, that can guide the observations as well as facilitate the analysis. The analytical study shows the critical incidence of each element and strategy confronting with interactive principles raised in the bibliographic research. The results show that: (1) the support tool is effective in game analysis; (2) for each function, more relevant interactive principles can be related; (3) the development of a support tool, followed by the divulgation of the functions that provide substantial data and information for analysis and development of digital games. We conclude that the analysis of games is crucial to understand how the structuring of information occurs, as well as what are the most suitable forms of presentation for each function.
O intuito desta pesquisa é analisar jogos digitais em dispositivos de interação portátil, abrangendo aspectos da linguagem gráfica e elementos interativos para estruturação da informação à luz da literatura sobre Design da Informação e Design de Interação, no âmbito de funções como navegação, instrução e comunicação interativa. Este projeto possui caráter descritivo-analítico, com abordagem quantitativa dos dados abrangendo 4 fases: (1) pesquisa bibliográfica; (2) observação sistemática das interfaces dos jogos; (3) mensuração dos elementos na ferramenta de apoio; (4) tabulação e cruzamentos dos dados. O estudo descritivo demonstrou as interfaces dos jogos baseadas em momentos distintos, de acordo com as funções de navegação, instrução e comunicação interativa. Coube ainda à pesquisa descritiva os registros das interfaces, seguidos da catalogação. Nessa fase, foi desenvolvida uma ferramenta de apoio denominada de Ferramenta Analítica, que pudesse guiar a observação bem como facilitar a análise. O estudo analítico demonstrou a incidência crítica de cada elemento e estratégia confrontando com princípios interativos levantados na pesquisa bibliográfica. Os resultados mostraram que: (1) a ferramenta de apoio é eficiente na análise de jogos; (2) para cada função pode-se relacionar princípios interativos mais relevantes; (3) o desenvolvimento da ferramenta de apoio, seguida da veiculação das funções que fornecem dados e informações substanciais para análise e desenvolvimento de jogos digitais. Conclui-se que a análise de jogos é fundamental para se compreender como ocorre a estruturação da informação, bem como quais são as formas de apresentação mais adequadas para cada função.
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Gunnarson, Karenina, and Cecilia Hermansson. "Gapet mellan teori och praktik i pappersprototypande : en studie i diskrepans mellan det ideala arbetssättet akademin förespråkar och hur praktikern faktiskt arbetar." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-18141.

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This study presents an alternate viewpoint to the strive to overcome the gap between research and practitioners within paper prototyping in interaction design. Earlier research identifies three aspects of this gap, which is: Practitioners being unaware of interaction design methods and theories Practitioners being aware, but choosing not to apply these methods and theories, due to time, budget and constraints of labour Practitioners and research having different perspective on similar design issues Our study was done by carrying out qualitative interviews with interaction designers based on two digital design bureaus. One of the bureaus has an expressed link to research: the other has not. Our hypothesis is that the gap would manifest as a difference in work practice between the two bureaus. Our study shows that the two bureaus have similarities in work practice and that this work practice is based on scientific methods and theories, but is adapted to fit the client and/or the project. We conclude that the overcoming of the gap might not be necessary. Perhaps the nature of the design process with its complexity makes this hard. We advocate a trust in the practitioner’s ability to consider and adapt methods and theories regarded necessary.
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Göttert, Rebecca. "Eating and playing: exploring playful interactions with food around the dinner table." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23703.

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This research proposes the exploration of intertwining eating and playing in social eating situations. Play theory and literature research in related fields build the theoretical background for exploring how play can unfold in different eating situations. Ethnography, Research through Design and the playcentric design approach are the chosen methods for the practical exploration of the design space. There emerged two sets of experiments. The first set of experiments is concerned with provoking playfulness in different eating situations. The second set of experiments is based on Caillois four types of games and uses flavor as a game design material. Findings suggest further research in the underexplored field and show first ideas on how to intertwine eating and playing through two flavor exploration games.
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ALI, SHUJAT. "DESIGN AN INTERFACE PROTOTYPE FOR ELSKIFT.DK : DESIGN A WEBSITE USING ITERATIVE DESIGN PROCESS." Thesis, Uppsala universitet, Institutionen för informatik och media, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-170735.

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Now a day the revolution in computer technology has changed the trend of human life. Congenital methods are a being replaced by new technique. The purpose of this study was to make an interface design prototype of Elskift company website. Another aim was to find out  the  prototype  should  concentrate  on  usability  and  user  interface design  heuristic.  Main  goals  were  that  the  prototype  was  easy  to learn,  efficient  of  use  and  subjective  satisfaction.  Both Quantitative and Qualitative approaches were used in this study.  Interviews were performed with the management and developer of Elskift. Survey was conducted to collect data from the participant.  Iterative  design  was used  in  this  design  process  its  include  evaluation,  design  and prototype. Usability testing was performed in the final design option. The Elskift design prototype is not an abundant and the complete web-based prototype but it contain maximum attribute
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Lindén, Felix. "How can we increase sociability amongst elderly through Interaction design?" Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21628.

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Detta projekt undersöker social isolering och ensamhet bland äldre. Målet med projektet är att öka sällskapligheten bland äldre. Metoderna bygger på en användarcentrerad strategi och med kvalitativ forskning och kvantitativ data som genereras. Som en del av en interaktionsdesignstudie. Teorier om vad som har gjorts i fältet presenteras och relaterat arbete för att förstå fältet. Insikten från den empiriska studien definierar problem i designprocessen, från intervjuerna och undersökningen. I designprocessen presenteras såväl metoder som används för att skapa idéer som resultatet. Designprocessen presenterar nio koncept som en lösning på forskningsfrågan. Avslutningen och diskussionen presenterar nya idéer och tankar om hur projektet kan ha tagits i en annan designmetod och utforskning.
This project explores social isolation and loneliness among elders. The goal of the project is to increase sociability among elders. The methods are based on a user-centered approach and with qualitative research and quantitative data generated. As part of an interaction design study. Theories about what has been done in the field are presented and related work to get an understanding of the field. The insights gained from the empirical study define problems in the design process, from the interviews and survey. In the design process methods that are used to create ideas are presented as well as the result. The design process presents nine concepts as a solution to the research question. The conclusion and discussion present new ideas and thoughts on how the project might have been taken in a different design approach and exploration.
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Sarampasina, Kyriaki. "Capturing the design process: documentation, reflection, and reuse." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208706.

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In a design agency, where time is of essence, it is interesting to see how documentation and reflection, of the design process can be captured by a digital tool with the aim to reuse design. In this thesis, such a tool was deployed at the design agency Apegroup. The main question this study investigates, is the challenge and benefit of a tool that enhances documentation, reflection, and reusability of a design process. The tool was primary inspired by the Computer Supported Cooperative Work and Documenting Design Process area. Interviews, ideation, prototyping, coding, testing and evaluation is some of the activities that were conducted. The results revealed that different design roles values different elements during the design process, which makes it challenging to develop a tool that has value for all. Documentation of activities in the tool was mainly beneficial for the role design director and the value of gathering all internal information about the design process. Reflection of activities in the tool made some of the designers reflect more, but it was challenging to engage all designers. Working with reusability was challenging due to the tool’s need of being used continuously. In the design agency context, the most challenging aspect was time, and competing with the designers’ perceived benefit.
I design agenturer där tid är av ytterst värde, är det intressant att se hur dokumentation och reflektion av design processen kan fångas av ett digitalt verktyg med målet att återanvända design i det långa loppet. I denna studie kommer ett sådant verktyg att släppas hos design agenturen Apegroup. Den primära frågeställningen kommer inom denna studie fokusera på att förstå utmaningar och fördelar i ett sådan verktyg. Verktyget var primärt inspirerat av fälten Computer Supported Cooperative Work och Documenting Design Process. Intervjuer, idégenerering, prototypning, utveckling, testing och utvärdering är aktiviteter som kommer att genomföras av författaren.   Resultaten visade att olika designroller värderar olika ting under design processen, vilket gör det utmanande att utvecklat verktyg som har värde för alla. Dokumentering av aktiviteter i verktyget hade mest fördelar för rollen design director och det stora värdet av att samla intern dokumentation om design processen. Att reflektera över aktiviteter i verktyget fick vissa designers att reflektera mer, men det var utmanande att engagera alla. Att arbeta med återanvändning är utmanade då verktyget kräver kontinuerligt användande för att få ut det maximala värdet. I design agentur kontextet, var det mest utmanande aspekten tid och att utmana designers upplevda fördel under hela design processen.
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Andersson, Isabel. "Our body body as an expressive tool." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-140111.

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Humans were made to move. Many hours in front of a screen leads to stiff bodies and a diminished bodily awareness. The aim of this project was to explore how technology can serve to increase our body awareness and adapt to our physical conditions in everyday life with focus on office spaces. The study is explorative with a user-centered approach and a focus on embodied prototyping, where the user is a subject of design. Data was collected with recordings, interviews, and workshops. Reflexion-on-action, prototyping and iterations lead to the final outcome. The final concept is a wearable that encourage people to move and stretch out more often and spontaneously throughout the day. It does so by vibration patterns along your spine and shoulders. The idea of this concepts is to make people move often and regularly during the day; to react spontaneously to a reminder from the body, mediated by the vibrations. The system is thought to be self-awarding; if it feels good to stretch out, to extend the arms, to move – then you will want to do it again.
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Leal, Fabiano [UNESP]. "Análise do efeito interativo de falhas em processos de manufatura através de projeto de experimentos simulados." Universidade Estadual Paulista (UNESP), 2008. http://hdl.handle.net/11449/106417.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Em vários problemas relacionados à análise de falhas em processos de manufatura, os efeitos das falhas são analisados de forma independente. Porém, em alguns sistemas, as falhas podem apresentar um efeito de interação. Se este efeito interativo for ignorado, o risco da falha também será subestimado. Deste modo, este trabalho objetivou analisar o efeito interativo de falhas em processos através de projeto de experimentos simulados. Para esta análise, realizou-se uma modelagem conceitual do processo e das falhas, através da técnica desenvolvida e nomeada de IDEF-SIM. Os experimentos simulados foram delineados, a fim de se verificar os efeitos principais dos modos de falha e de suas interações. Dois objetos de estudo do setor de autopeças foram escolhidos para esta pesquisa. Concluiu-se o trabalho com a hierarquização dos modos de falha e interações de acordo com o impacto na produção. Esta hierarquização foi apresentada segundo os efeitos locais e globais do modo de falha, através da apresentação de seis cenários. Desta forma, definem-se como principais aspectos originais deste trabalho: a determinação do efeito interativo de falhas em processos através do projeto de experimentos simulados e a modelagem conceitual de processos e falhas para a simulação, através de uma técnica proposta, o IDEF-SIM.
In several problems related to failures analysis in manufacturing processes, their effects are analyzed in an independent way. Even so, in some systems, the failures can present an interactive effect. If this interactive effect is ignored, the risk of the failure will also be underestimated. In this way, this work aims to analyze the failures interactive effect in processes through design of simulated experiments. For this analysis, a conceptual modeling was used to model processes and failures, through a proposed technique named IDEF-SIM. The simulated experiments were designed in order to verify the main effects of the failures modes and their interactions. Two studies from the automotive industry were chosen for this research. This work was concluded by ranking the failures modes and interactions, in accordance with the production impact. This hierarchization was presented according to the local and global effects of the failures modes by means of six sceneries. In this manner, the main original aspects of this work is defined as the determination of failures interactive effect in processes through the design of simulated experiments and the conceptual modeling for simulation of processes and failures through the proposed IDEF-SIM technique.
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Pihlajaniemi, H. (Henrika). "Designing and experiencing adaptive lighting:case studies with adaptation, interaction and participation." Doctoral thesis, Oulun yliopisto, 2016. http://urn.fi/urn:isbn:9789526210902.

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Abstract This thesis explores the design and experience of adaptive lighting. In this research, adaptive lighting is understood as a wide concept referring to lighting which adapts to information about the environment and its users or to other information relevant to intended lighting behaviour. Adaptive lighting is approached as an element of architecture and urban space, which has an influence on the human environmental experience at various levels. The research can be defined as architectural design-based research as well as transdisciplinary research. This research explores design practice by analysing the design processes of three case studies through the research-by-design method. The essential design phases, design tasks and design methods are recognized and presented. In addition, the experiences of adaptive lighting are explored with the help of empirical qualitative research material, which is gained through evaluation of the case studies. The methods used in evaluation include in situ walking interviews and evaluation probes. In the case projects situated in urban environments and in a retail space, different forms of lighting adaptation, interaction and participation were studied. The design process of adaptive lighting can be theorized, based on the three case studies, as a three-phase process consisting of several subtasks. The design process is guided by several design factors. In the design process, cooperation with experts of interaction and system design is beneficial. The users’ experience of adaptive lighting environments is complex and multifaceted. The experiences emerge in each environment as context-related interpretations or manifestations of the general experiential aspects. Finally, adaptive lighting is conceptualized in the thesis as a holistic design task by formulating a framework for pragmatic-experiential and context-oriented design of adaptive lighting. This defines adaptive lighting as a design task from the perspectives of multifaceted users’ experience and pragmatic constraints of design practice. Future design processes should acknowledge the complexity of the design task. Then adaptive lighting can offer, besides energy savings, added value for illuminated environments on many levels of experience. The main significance of this study is to help both designers and clients to understand the diversity of the new design task, and to help to approach it from human-oriented perspective—from the perspective of inhabitants of the environments
Tiivistelmä Tämä väitöskirja tutkii mukautuvan valaistuksen suunnittelua ja kokemusta. Työssä mukautuva valaistus ymmärretään laajana käsitteenä viitaten valaistukseen, joka mukautuu ympäristöstä ja sen käyttäjistä saatavaan tietoon tai johonkin muuhun valaistuksen tavoitellun toiminnan kannalta merkitykselliseen tietoon. Mukautuvaa valaistusta lähestytään arkkitehtuurin ja kaupunkitilan elementtinä, joka vaikuttaa ihmisen kokemukseen ympäristöstään usealla eri tasolla. Tutkimus on luonteeltaan arkkitehtuurin suunnittelulähtöistä tutkimusta ja poikkitieteellistä tutkimusta. Se valottaa suunnittelun praktiikkaa analysoimalla research-by-design-menetelmällä kolmen tapaustutkimuksen suunnitteluprosesseja. Olennaiset suunnitteluvaiheet, -tehtävät ja -menetelmät tunnistetaan ja esitellään. Lisäksi kokemuksia mukautuvasta valaistuksesta tarkastellaan analysoimalla empiiristä, laadullista tutkimusaineistoa, joka on syntynyt tapaustutkimuksia evaluoimalla. Evaluointimenetelminä ovat olleet puolistrukturoitu haastattelu, paikanpäällä tehtävä kävelyhaastattelu ja evaluointiluotain. Tapaustutkimusprojekteissa, jotka sijoittuivat kaupunkiympäristöihin ja liiketiloihin, tutkittiin erilaisia valaistuksen mukautumisen sekä valon kanssa vuorovaikuttamisen ja osallistumisen muotoja. Mukautuvan valaistuksen suunnitteluprosessia voidaan kolmeen tapaustutkimukseen perustuen teoretisoida kolmivaiheisena prosessina, joka sisältää useita alatehtäviä. Suunnitteluprosessia ohjaavat useat suunnittelutekijät. Monialainen yhteistyö suunnitteluprosessin aikana on hyödyllistä. Käyttäjien kokemukset ympäristöistä, jotka on valaistu mukautuvasti, ovat monimutkaisia ja moniulotteisia. Kokemukset muodostuvat kussakin ympäristössä kontekstisidonnaisina tulkintoina ja ilmentyminä yleisistä kokemuksellisista piirteistä. Mukautuvaa valaistusta määritellään ja käsitteellistetään tässä väitöskirjassa holistisena ja kontekstisidonnaisena suunnittelutehtävänä käyttäjän moniulotteisen kokemuksen ja suunnittelupraktiikan käytäntöön liittyvien rajoitusten näkökulmista. Tulevaisuuden suunnitteluprosesseissa tulisi huomioida suunnittelutehtävän moniulotteisuus. Näin mukautuva valaistus voisi tarjota energiansäästöjen ohella valaistuihin ympäristöihin lisäarvoa useilla kokemuksen tasoilla. Tämän työn päämerkityksenä on auttaa sekä suunnittelijoita että suunnittelun tilaajia ymmärtämään uuden suunnittelutehtävän monipuolisuus ja auttaa heitä lähestymään sitä ympäristön käyttäjien näkökulmasta
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Chan, Yu. "Interactive dynamics in the design process : 'model' skills from the perspectives of the client and the designer." Thesis, Edinburgh Napier University, 2017. http://researchrepository.napier.ac.uk/Output/1030827.

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Increased concerns have been raised regarding the lack of coherence between interior design education and its industry in China. Although this phenomenon persists, there have been limited research studies addressing the issue. The underlying causes of the lack of coherence remains, and the industry's expectations remain unclear. Therefore, the overall aim of this study is to explore the interactive dynamics in client-designer relationships during the design process, in order to define the industry's expectations on essential designer skills that will enable the closure of the gap between education and practice. In-depth interviews were conducted as the data collection method in this study. Twelve participants comprising six clients and six designers were selected under a purposive sampling procedure. Data collection, analysis and limitations of the study were explored. The current industry context was identified from the literature. Five broad themes were identified from the findings: progression in design perceptions; interactive dynamics; power relations; client-designer relationship; and features in design process. The inter-relations between the current industry context and themes were examined and a framework for interior designer training and ‘model' skills for interior designers are proposed, and the industry's expectations and situated influences were identified that addressed the long standing knowledge gap between education and practice. The framework comprises three aspects of client-designer relationships that reflect different designer's roles in the current industry context. The ‘model' skills may serve as sets of criteria to support or examine the conditions. The framework and its ‘model' skills could be adapted into strategic plans and developed into practical client-management techniques; this may help designers or organizations operating proactively, to be prepared to encounter either familiar or challenging situations.
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BÖRDGEN, HEIKE. "The influence of the interactions between Craft and their merchandise offices on the sampling process : A Case study of Craft." Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-18113.

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: Craft, a Swedish sport textile company, uses synergies of its parent company New Wave Group through common merchandise offices in Vietnam and China. As the relationship to the merchandise office creates a complex situation, the two research questions were elaborated of how the interactions in terms of information flow and collaboration influence the flow of the sampling process and how the situation could be improved. A qualitative case study design gives a deep insight in the specific situation of Craft. Information is gathered through company visits, a survey, internal documents and open interviews. The information flow influences the sampling process, in terms of late information, word-by-word translations and mismatches in terms of educations. This causes not-proper decision-making. The collaboration is mainly evaluated as satisfying. Adapting Christopher’s (2000) agility concept to Craft’s situation, issues as supplier relations, information sharing and the de-coupling point can be addressed. Practically joint product development, free information flow is important. Further collaboration within the supplier choice, more frequent and longer visits from both sides could improve the situation, as well as long-term-employments.
Program: Master programme in Applied Textile Management
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Jenkins, Lillie Ruth. "Designing systems that make sense what designers say about their communication with users during the usability testing cycle /." Columbus, Ohio : Ohio State University, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1086193345.

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Thesis (Ph. D.)--Ohio State University, 2004.
Title from first page of PDF file. Document formatted into pages; contains xi, 170 p.; also includes graphics. Includes abstract and vita. Advisor: Brenda Dervin, Communication Graduate Program. Includes bibliographical references (p. 135-144).
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Cheng, Bo, and 成波. "Investigating the effects of online collaborative concept mapping in influencing college students' interactional processes and learning in small groups." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2013. http://hdl.handle.net/10722/206651.

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Small group learning is widely advocated in educational institutions around the world and has drawn constant attention in research. Group interaction is a key component of group-based learning. However, its implementation in existing learning practices is inefficient. Previous studies discussed the use of concept mapping in group learning. Concept mapping as an external representation affords a communicative function that triggers shared cognition in collaborative learning. Empirical work reported the pedagogical usefulness of collaborative concept mapping in supporting group learning processes. However, there lacks an effort in systematically examining the effects of collaborative concept mapping in influencing students’ interactional processes according to frame works of group learning activities. This study in the first part examines the effects of collaborative concept mapping on interactional processes at the cognitive, metacognitive, and socio-emotional dimensions in group learning guided by frameworks of group learning activities. An experimental design method (i.e., concept mapping vs. no concept mapping) is used to examine the effects. Beyond, since task condition is a key issue in determining the effectiveness of intervention elements for shaping interaction, and concept mapping is used for pursuing different types of tasks in educational applications, this study takes task condition into account in the experimental design. A salient problem in collaborative use of concept mapping in distance groups is that participants need to put special efforts into coordination of group activities. Prior studies proposed designing roles functioning at different aspects to structure group activities in collaborative concept mapping. Using roles was found to facilitate task-focused and reflective interaction. However, there is a lack of a systematic view in the design of roles to assist interaction considering the multidimensionality of group interaction. There also lacks empirical investigations into the effectiveness of assigning roles in concept mapping mediated group learning. To address these issues, this study in the second part proposes a role-based approach, i.e., assigning the roles including cognitive leader, metacognitive leader, and socio-emotional leader to participants, in collaborative concept mapping to facilitate group learning processes. An experimental study is implemented to evaluate the effectiveness of the intervention. The study finds that concept mapping has different effects on group learning in different task conditions. Concept mapping effectively mediates learning processes and leads to superior task performances for conceptual tasks, while functions deficiently neither in mediating group learning processes nor in producing superior task performances for design tasks. Assigning roles in collaborative concept mapping is evidenced to be feasible and useful in improving socio-emotional experiences in group learning.
published_or_final_version
Education
Doctoral
Doctor of Philosophy
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Leal, Fabiano. "Análise do efeito interativo de falhas em processos de manufatura através de projeto de experimentos simulados /." Guaratinguetá : [s.n.], 2008. http://hdl.handle.net/11449/106417.

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Resumo: Em vários problemas relacionados à análise de falhas em processos de manufatura, os efeitos das falhas são analisados de forma independente. Porém, em alguns sistemas, as falhas podem apresentar um efeito de interação. Se este efeito interativo for ignorado, o risco da falha também será subestimado. Deste modo, este trabalho objetivou analisar o efeito interativo de falhas em processos através de projeto de experimentos simulados. Para esta análise, realizou-se uma modelagem conceitual do processo e das falhas, através da técnica desenvolvida e nomeada de IDEF-SIM. Os experimentos simulados foram delineados, a fim de se verificar os efeitos principais dos modos de falha e de suas interações. Dois objetos de estudo do setor de autopeças foram escolhidos para esta pesquisa. Concluiu-se o trabalho com a hierarquização dos modos de falha e interações de acordo com o impacto na produção. Esta hierarquização foi apresentada segundo os efeitos locais e globais do modo de falha, através da apresentação de seis cenários. Desta forma, definem-se como principais aspectos originais deste trabalho: a determinação do efeito interativo de falhas em processos através do projeto de experimentos simulados e a modelagem conceitual de processos e falhas para a simulação, através de uma técnica proposta, o IDEF-SIM.
Abstract: In several problems related to failures analysis in manufacturing processes, their effects are analyzed in an independent way. Even so, in some systems, the failures can present an interactive effect. If this interactive effect is ignored, the risk of the failure will also be underestimated. In this way, this work aims to analyze the failures interactive effect in processes through design of simulated experiments. For this analysis, a conceptual modeling was used to model processes and failures, through a proposed technique named IDEF-SIM. The simulated experiments were designed in order to verify the main effects of the failures modes and their interactions. Two studies from the automotive industry were chosen for this research. This work was concluded by ranking the failures modes and interactions, in accordance with the production impact. This hierarchization was presented according to the local and global effects of the failures modes by means of six sceneries. In this manner, the main original aspects of this work is defined as the determination of failures interactive effect in processes through the design of simulated experiments and the conceptual modeling for simulation of processes and failures through the proposed IDEF-SIM technique.
Orientador: Dagoberto Alves de Almeida
Coorientador: Valério Antonio Pamplona Salomon
Banca: Eduardo Saliby
Banca: José Arnaldo Barra Montevechi
Banca: Leonardo Chwif
Doutor
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48

Herrera, Valencia Rodrigo Fernando. "Impact of BIM/LEAN on the interaction of construction project design teams." Doctoral thesis, Universitat Politècnica de València, 2020. http://hdl.handle.net/10251/158718.

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[ES] Los equipos de diseño de los proyectos de construcción están compuestos por diferentes interesados; esto podría dificultar las interacciones. Las metodologías BIM y Lean tienen un impacto positivo en los proyectos de construcción. Además, hay pruebas de la aplicación conjunta de BIM y Lean; sin embargo, se desconoce la relación empírica entre las prácticas Lean y los usos de BIM en la fase de diseño. Tampoco existe una comprensión más profunda de los fenómenos sociales que se generan entre los equipos de diseño cuando se aplican las metodologías de gestión BIM-Lean. Por lo tanto, el objetivo de esta investigación es entender el impacto de las prácticas de gestión de diseño Lean (LDM) y los usos BIM en la interacción de los equipos de diseño de los proyectos de construcción. El método de investigación tiene dos fases: 1) la creación de herramientas para evaluar el nivel de aplicación de las prácticas LDM y los usos BIM, y para comprender las interacciones en un equipo de diseño; y 2) el análisis de las relaciones entre BIM, Lean y la interacción, basado en información empírica de proyectos de construcción en fase de diseño. Los resultados presentan un instrumento de evaluación de usos del BIM y un cuestionario de prácticas de LDM para medir la gestión del diseño, y un método para comprender los diferentes tipos de interacción en un equipo de diseño. Basados en los datos de 64 proyectos, un análisis chi cuadrado reveló 33 relaciones empíricas entre los usos del BIM y las prácticas LDM; además, la aplicación de los usos del BIM implica una mayor aplicación de las prácticas LDM. El proyecto que aplica la gestión BIM-Lean logra numerosas interacciones en su equipo de diseño; flujos de información transparentes, ordenados y estandarizados; un entorno de colaboración, confianza y aprendizaje; y una gestión del compromiso. Todos estos elementos de interacción no son visibles en el proyecto, en el que no se aplicó la gestión BIM-lean.
[CAT] Els equips de diseny dels projectes de construcción están compostos per diferents interesats; açó podría dificultar les interaccions. Les metodologies BIM i Lean tenen un impacte positiu en els projectes de construcció. A més, ni hi ha proves de l'aplicació conjunta de BIM i Lean; no obstant, es desconeix la relació empírica entre practiques Lean i els usos de BIM en fase de diseny. Tampoc existix una comprensió mes profunda dels fenómens socials que es generen entre els equips de diseny quan s'apliquen les metodologies de gestió BIM-Lean. Per tant, l'objectiu d'esta investigació es entendre l'impacte de les practiques de gestió de diseny Lean (LDM) i els usos BIM en l'interacció dels equips de diseny dels projectes de construcción. El métode de investigació te dos fases: 1) la creació de ferramentes per a evaluar el nivell d'aplicació de les practiques LDM i els usos BIM, i per a comprendre les interaccions en un equip de diseny; i 2) l'análisis de les relacions entre BIM, Lean i la interacció, basades en informació empírica de projectes de construcció en fase de diseny. Els resultats presenten un instrument d'evaluació d'usos del BIM i un questionari de practiques de LDM per a mesurar la gestió del diseny, i un método per a comprendre els diferents tipos d'interacció en un equip de diseny. Basades en les dades de 64 projectes, un análisis chi cuadrado va revelar 33 relacions empíricas entre els usos del BIM i les práctiques LDM; a més, l¿aplicació dels usos del BIM implica una major aplicació de les práctiques LDM. El projecte que aplica la gestió BIM-Lean obté nombroses interaccions en el seu equip de diseny; fluxes d'informació transparents, ordenats i estandarizats; un entorn de colaboració, confiança i aprenentatge; i una gestió del compromis. Tots estos elements d'interacció no son visibles en el projecte, en el que no es va aplicar la gestió BIM-lean.
[EN] Design teams of construction projects are composed of different stakeholders; this fact could make the interactions difficult. BIM and Lean methodologies have a positive impact on construction projects. Besides, there is evidence of the combined implementation of BIM and Lean; however, it is not known the empirical relationship between Lean practices and BIM uses in the design phase. Also, there is not a deeper understanding of the social phenomena that are generated among design teams when BIM-Lean management methodologies are implemented. Therefore, the objective of this research is to understand the impact of Lean design management (LDM) practices, and BIM uses in the interaction of construction project design teams. The research method has two phases: (1) the creation of tools to assess the level of implementation of LDM practices and BIM uses and to understand the interactions in a design team; and (2) the relationship analyses between BIM, Lean, and interaction, based on empirical information from construction projects in the design phase. The results present a BIM uses assessment tool and an LDM practices questionnaire to measure the design management and a method to understand the different types of interaction in a design team. Based on data from 64 projects, a chi-square analysis revealed 33 empirical relationships between BIM uses and LDM practices; also, the application of BIM uses implies a greater application of LDM practices. The project that applies BIM-Lean management achieves many interactions among its design team; transparent, orderly, and standardized information flows; a collaborative, trust, and learning environment; and commitment management. All these interaction elements are not visible in the project, where BIM-lean management was not applied.
Herrera Valencia, RF. (2020). Impact of BIM/LEAN on the interaction of construction project design teams [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/158718
TESIS
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49

Anjum, Ali. "Virtual size measurement for garments and fashion industry : Selection of right size at the online fashion buyers." Thesis, Södertörn University College, School of Communication, Media and it, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-3836.

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Internet is one of the major achievements of 21 century by human kind. Retailers have moved their business towards a global market through internet. Human computer interaction is getting enhanced in different contexts. Consumers can now access the global markets online for the sake of shopping. Fashion industry is getting tremendous popularity in an online environment. Fashion is transformed into digital fashion where people from all over the world have easy access to the world of fashion and can interact and get hands on every piece of art. They can simply buy any fashion product anywhere in the world. The most important part in this domain is the interaction of the consumer with the media for the sake of spending money for goods having a fashion designer at the back end. So here the interaction needs to be precise and specific, especially when it comes to the sizing phase of the activity called shopping garments online. This paper investigates the current sizing trends offered by online fashion retailers and proposes the preferred state interface in order to discover the facts that enables consumers to finalize perfect size for them. The focus is on female users. The results will lead to understanding of the cause of confusion that consumer faces in selecting right size while shopping garments online.

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50

Botleng, Vomaranda Joy. "Aligning cognitive processes with the design process in a University-based digital fabrication laboratory (Ub-Fablab)." Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0066/document.

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Le concept de Laboratoire de Fabrication Digitale (Fablabs) est au départ, une plateforme de prototypage industriel pour les entrepreneurs locaux. Elle est introduit rapidement dans le domaine de l'éducation et sert de plus en plus souvent de plate-forme pour l'apprentissage et l'innovation.Avec l'impact actuel des technologies numériques au sein des sociétés, des organisations telles que le Conseil national de recherches (CNR) appellent le secteur de l'éducation à se tourner vers les compétences du 21ème siècle, tandis que le secteur industriel repense la conception et la production afin d’assurer la durabilité (y compris l'éco-conception et l'économie circulaire) et adopter les dernières technologies intégrées dans l’entreprise 4.0.Les plateformes « Fablab » implantées dans les universités (Ub-Fablabs) pourraient donc jouer un rôle essentiel en tant que «plateforme de support» pour répondre à ces demandes.Etant donné qu’il y a eu très peu ou pas de recherche sur les capacités de Ub-Fablabs pour répondre à ces demandes, cette recherche a adopté une double approche :1) étudier et aligner les compétences cognitives, affectives et psychomotrices y compris les compétences opérationnelles (en matière de logiciels, de notion de mécanique, d’électricité et de systèmes embarqués, …) intégrées dans le processus de conception d'Ub-Fablabs.2) Évaluer la capacité d'Ub-Fablabs à préparer les citoyens aux futures évolutions dans la conception et la production.Dans la partie 1 de la recherche, le chercheur a observé de près la conception et la production d'une machine servant à écraser des roches (RMM) pour laquelle l'utilisation d'une gamme de technologies (bois, pierre et matériaux synthétiques) ont été requises.Les activités de conception et de production ont été enregistrées à l'aide de notes de terrain, d'enregistrements vidéo et de photographies. Pour garder la trace des activités de conception et de production, un modèle de processus de conception itératif, le «modèle de conception de Nawita» (NDPM) a été développé et utilisé.Les données ont été analysées à l'aide d'une analyse de protocole adaptée et les résultats ont été représentés graphiquement.Les résultats ont montré que matérialiser les idées créatives incubées dans la phase 1 du NDPM a déclenché un pic étonnant de compétences cognitives, affectives et psychomotrices dans les étapes 2, 3 et 4 du NDPM. Ces processus et compétences ont sans aucun doute constitués des compétences requises au 21ème siècle.Dans la partie 2 de la recherche, une analyse adaptée des contenus en ligne a été utilisée pour collecter des données provenant de 90% des Ub-Fablabs dans le monde.Une échelle d'indicateurs de capacité Ub-Fablab (Ub-Fablab CIS) a été développée et utilisée pour évaluer quatre aspects potentiels d'Ub-Fablab. Cette échelle est une aide à la compréhension du processus de création. La plate-forme support incite les esprits proactifs à une meilleure intégration des processus de conception et de production.Ces composants sont: i) Infrastructure technologique; ii) Approche pédagogique constructiviste; iii) Collaboration à travers le réseautage numérique et iv) durabilité (y compris l'éco-conception et l'économie circulaire).Les résultats ont révélé que tous les Ub-Fablabs ont une position forte dans la fourniture d'infrastructures technologiques et une forte approche pédagogique constructiviste, mais peuvent avoir besoin d'améliorer leur capacité de collaboration à travers le réseautage et la restauration de la durabilité.Les résultats de cette recherche fournissent une solide réputation pour les Ub-Fablabs à être utilisés pour augmenter les efforts afin d’équiper les citoyens avec des compétences du 21ème siècle et inciter les esprits proactifs à une meilleure intégration et employabilité
The concept of Digital Fabrication Laboratories (Fablabs), initially an industrial prototyping platform for local entrepreneurships is rapidly finding its way into the education arena and used as a platform for learning and innovation. With the current impact of digital technology on the societies, there are calls from organizations like the National Research Council (NRC) for the education sector to cater for the so-called 21st Century Skills, while the industrial sector to rethink design and production in order to cater for sustainability (inclusive of eco-design and circular economy) and to embrace the latest technologies in preparation for the Industries 4.0. Fablab platforms established in universities (Ub-Fablabs) could therefore play a vital role as a ‘support platform’ to meet these demands.Since there has been very little or no research into the capacities of Ub-Fablabs to meet these demands, this research took a two-fold approach toi) investigate and align cognitive, affective and psychomotor skills (inclusive of mechanical, electrical and embedded software operational skills) embedded in the design process in Ub-Fablabs.ii) assess the capacity of Ub-Fablabs to prepare citizens for the future design and production industries.In part 1 of the research, the researcher closely observed the design and production of a rock milling machine (RMM) where utilisation of a range of wood, stone and synthetic materials technologies were displayed. The design and production activities were recorded using field notes, video-recording and still photography. To keep trace of the design and production activities, an iterative design process model, the ‘Nawita Design Process Model (NDPM) was developed and utilised. Data was analysed using an adapted protocol analysis and results were graphed using pie and bubble-chart graphing. Results showed that materialising the creative ideas incubated in stage 1 of the NDPM unleashed a stunning peak of cognitive, affective and psychomotor skills in stages 2, 3 and 4 of NDPM. These processes and skills are undoubtedly constituted of the 21st Century Skills.In part 2 of the research, an adapted online content analysis was used to collect data from 90% of the Ub-Fablabs worldwide. An Ub-Fablab Capacity Indicator Scale (Ub-Fablab CIS) was developed and used to score on four potential aspects of Ub-Fablab if it has to be used as a support platform to incubate proactive minds for the future integration of design and production industries. These components are i) Technological infrastructure; ii) Constructionist pedagogical approach; iii) Collaboration through digital networking and iv) sustainability (inclusive of eco-design and circular economy). Results revealed that all Ub-Fablabs have a strong stand in providing technological infrastructures and a strong constructionist pedagogical approach, but may need to improve on its capacity for collaboration through networking and catering for sustainability.The findings of this research provides a strong standing for Ub-Fablabs to be utilised to augment efforts to equip citizens with 21st Century skills and incubate proactive minds for the future integration of design and production industries
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