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Lu, Karyn Y. "Interaction Design Principles for Interactive Television". Thesis, Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/6962.
Pełny tekst źródłaKan, Viirj. "Molecular design interactions : material synthesis for human interaction with fluids". Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112539.
Pełny tekst źródłaCataloged from PDF version of thesis.
Includes bibliographical references (pages 89-99).
[Color illustrations] Figure 0-1. Key elements within a Molecular Design Interactions interaction loop. Be it information embodied within rain, the oceans, a dinner plate, or human tears; the flow of information through fluids provides insights into the biological and chemical states of systems. Yet a large portion of our everyday experience with these systems remain inaccessible to users, designers and engineers whom operate outside the context of chemical disciplines. This thesis introduces a design framework coined Molecular Design Interactions, along with a toolbox of material based input-output devices termed Organic Primitives to facilitate the design of interactions with organic, fluid-based systems. The design methodology utilizes organic compounds from food for the development of color, odor and shape changing information displays. Activated by units of fluid information called droplets, this thesis focuses on pH signals in fluid as a model to demonstrate how molecular scale phenomena can be brought from materials into applications for interaction with a range of organic systems. A design language and vocabulary, drawing from signaling theory and molecular associations, offer designers a method with which to translate sensor-display output into meaningful experience designs for human perception. The design space showcases techniques for how the Organic Primitives can transcend beyond mere input-output devices to achieve higher order complexity. Passive and computational methods are presented to enable designers to control material interface output behaviors. An evaluation of the individual output properties of the sensors-actuators is presented to assess the rate, range, and reversibility of the changes as a function of pH 2-10. Strategies for how the materiality of objects can be augmented using Organic Primitives are investigated through several applications under four contexts: environmental, on-body, food, and interspecies. Molecular Design Interactions offers a process and toolbox to create interfaces between humans and molecules in fluids, across scales, from the nano to the macro systems.
by Viirj Kan.
S.M.
Xu, Jingyao. "Interaction Design in Decision Aid". University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1406818503.
Pełny tekst źródłaLeitner, Michael. "Mobile interaction trajectories : a design focused approach for generative mobile interaction design research". Thesis, Northumbria University, 2015. http://nrl.northumbria.ac.uk/32700/.
Pełny tekst źródłaKuhlman, Lane M. "Gesture Mapping for Interaction Design: An Investigative Process for Developing Interactive Gesture Libraries". The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1244003264.
Pełny tekst źródłaDunbar, Michael James, i miek@collabo net. "Beyond Skin Deep: Exploring the contribution of communication design within interaction design projects". RMIT University. Media and Communication, 2009. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20091029.110723.
Pełny tekst źródłaRyu, Hokyoung. "A framework for interaction design". Thesis, University of York, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.428426.
Pełny tekst źródłaFarah, Kamal (Kamal Cristobal). "Soft exchanges for interaction design". Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/98642.
Pełny tekst źródłaCataloged from PDF version of thesis.
Includes bibliographical references (pages 57-59).
The boundaries and fabric of human experience are continuously redefined by microorganisms interacting at imperceptible scales. Though hidden, these systems condition our body and the environment we inhabit. Instruments such as microscopes and satellites have allowed us to observe scales of human experience, situating circumstances between those we effect and those effected by us. Advances in synthetic biology are enabling us to interact with this microscopic world in new and unforeseen ways. This thesis proposes using the new access we now have into this world, and with which we do not regularly interact, to experience our own world differently. Soft Exchanges are created through the design and development of a camera like instrument implementing the Bactograph protocol developed in 2005 by Jeffrey Tabor, Assistant Professor of Bioengineering at Rice University. Of the many advances in Synthetic Biology, a notable one has been that of Jeffrey Tabor and his laboratory in creating a new capability for Escherichia coli to detect light and produce high resolution chemical images as bacterial photographs. This work is furthered, to realize new interactions with the design and implementation of a biological instrument towards the development of Human Biological Interactions.
by Kamal Farah.
S.M.
Hook, Jonathan David. "Interaction design for live performance". Thesis, University of Newcastle upon Tyne, 2013. http://hdl.handle.net/10443/1945.
Pełny tekst źródłaBlackler, Alethea Liane. "Intuitive interaction with complex artefacts". Thesis, Queensland University of Technology, 2006. https://eprints.qut.edu.au/16219/1/Alethea_Blackler_Thesis.pdf.
Pełny tekst źródłaBlackler, Alethea Liane. "Intuitive interaction with complex artefacts". Queensland University of Technology, 2006. http://eprints.qut.edu.au/16219/.
Pełny tekst źródłaSarker, Biswajit. "Organized Chaos! : Untangling multigenerational group interactions in a gamified science center". Thesis, Uppsala universitet, Människa-datorinteraktion, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-263555.
Pełny tekst źródłaBarn, Balbir Singh. "Graphical interaction management". Thesis, University of Bath, 1988. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.233586.
Pełny tekst źródłaJackson, Samuel. "Sustainability in Computer Science, Human-Computer Interaction, and Interaction Design". Scholarship @ Claremont, 2016. http://scholarship.claremont.edu/cmc_theses/1329.
Pełny tekst źródłaKruszynski, Joshua A. "Biometrics in Interaction and Interface Design". Kent State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=kent1468694579.
Pełny tekst źródłaYao, Jerry Wei-Hua. "IDK : an Interaction Development Kit to design interactions for lightweight autonomous vehicles". Thesis, Massachusetts Institute of Technology, 2019. https://hdl.handle.net/1721.1/127725.
Pełny tekst źródłaCataloged from PDF of thesis.
Includes bibliographical references (pages 78-80).
Various studies have demonstrated that privately owned cars will become significantly less prevalent in the city in the next 10 to 15 years. Other efficient alternatives for mobility platforms within the city are in demand around the world. One example is the emergence of the PEV (Persuasive Electric Vehicle), an agile autonomous bike-sharing platform (M Lin, 2015). Based on this trend, it is reasonable to anticipate that increasingly more mobility systems of different forms will emerge in urban areas in the future. These new mobility systems might not necessarily be similar to cars; they may instead be a new class of social robot that could blend into the city more seamlessly. Moreover, when there is no longer a driver within each vehicle, designing human-machine interface (HMI) that is simple for users to process will be more important than ever.
For example, if a pedestrian encounters a lightweight autonomous vehicle for which it is apparent that no one is in the vehicle, how can the pedestrian understand the intention of the vehicle? And how can we, as designers, make this more intuitive and seamless? This thesis presents IDK, which is an Interaction Development Kit equipped with essential tools to help facilitate the design and prototyping process. IDK could be physically installed in PEVs, thereby enabling designers and developers to prototype human-machine interactions in a rapid and intuitive manner. This thesis also identifies multiple situations that a lightweight autonomous vehicle may encounter while navigating through streets and proposes a range of interactions that can tackle these problems. All prototypes from this thesis are based on the latest version of the PEV as an interactive platform.
The proposed interactions are evaluated through outdoor testing as well as indoor exhibitions to determine how people respond to these new norms of communication. My hope is that the results of this thesis will provide useful insights for designers and developers who seek to develop interactions that allow humans to seamlessly interact with lightweight autonomous vehicles.
by Jerry Wei-Hua Yao.
S.M.
S.M. Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences
Strindlund, Nathalie. "Exploring relations between Interaction attributes and Pleasures in multisensory interactive art". Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23788.
Pełny tekst źródłaScharlott, William C. "Representing Diversity in the Arts Through Interaction Design". Kent State University Honors College / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ksuhonors1494252723818847.
Pełny tekst źródłaSharp, Jonathan Anthony. "Interaction design for electronic product design using virtual simulations". Thesis, Brunel University, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.387487.
Pełny tekst źródłaGoodman, Elizabeth Sarah. "Delivering Design| Performance and Materiality in Professional Interaction Design". Thesis, University of California, Berkeley, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3616455.
Pełny tekst źródłaInteraction design is the definition of digital behavior, from desktop software and mobile applications to components of appliances, automobiles, and even biomedical devices. Where architects plan buildings, graphic designers make visual compositions, and industrial designers give form to three-dimensional objects, interaction designers define the digital components of products and services. These include websites, mobile applications, desktop software, automobiles, consumer electronics, and more. Interaction design is a relatively new but fast-growing discipline, emerging with the explosive growth of the World Wide Web. In a software-saturated world, every day, multiple times a day, billions of people encounter the work products of interaction design.
Given the reach of their profession, how interaction designers work is of paramount concern. In considering interaction design, this dissertation turns away from a longstanding question of design studies: How does interaction design demonstrate a special form of human thought? And towards a set of questions drawn from practice-oriented studies of science and technology: What kinds of objects and subjects do interaction design practices make, and how do those practices produce them?
Based on participant observation at three San Francisco interaction design consultancies and interviews with designers in California's Bay Area, this dissertation argues that performance practices organize interaction design work. By “performance practices,” I mean episodes of storytelling and narrative that take place before an audience of witnesses. These performances instantiate — make visible and tangibly felt — the human and machine behaviors that the static deliverables seem unable on their own to materialize. In doing so, performances of the project help produce and sustain alignment within teams and among designers, clients, and developers.
In this way, a focus on episodes of performance turns our concerns from cognition, in which artifacts assist design thinking, to one of enactment, in which documents, spaces, tools, and bodies actively participating in producing the identities, responsibilities, and capacities of project constituents. It turns our attention to questions of political representation, materiality and politics. From this perspective, it is not necessarily how designers think but how they stage and orchestrate performances of the project that makes accountable, authoritative decision-making on behalf of clients and prospective users possible.
Moussette, Camille. "Simple haptics : Sketching perspectives for the design of haptic interactions". Doctoral thesis, Umeå universitet, Institutionen Designhögskolan, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-60221.
Pełny tekst źródłaLeiva, Germán. "Interactive Prototyping of Interactions : from Throwaway Prototypes to Takeaway Prototyping". Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLS551/document.
Pełny tekst źródłaPrototyping is essential in any design process. During the early stages, designers rely on rapid prototyping to explore ideas. Current rapid prototyping tools and techniques focus on paper representations and their disposability. However, while these throwaway prototypes are quick to create they are difficult to iterate over. I argue that rapid prototyping tools can effectively support reusable as well as throwaway artifacts for sketching interaction in early-stage design. First, I investigate tools in the context of video prototyping. Designers experience two main barriers to use video in interaction design: the time to capture and edit the video artifacts. To aid during the capturing-phase of video prototyping I created VideoClipper. This tool embodies an integrated iterative design method that rewards discipline but permits flexibility for video prototyping. The tool provides a storyboard-style overview to organize multiple videos in story Lines. VideoClipper offers editable and reusable TitleCards, video capture for steady-state and rough stop-motion filming and the ability to recombine videos in new ways for redesign. I present informal user studies with interaction design students using VideoClipper in three design courses. Results suggest that participants spend less time capturing and editing in VideoClipper than with other video tools. However, many designers find tedious to create stop-motion videos for continuous interactions and to re-shoot clips as the design evolves. Participants continuously try to reduce re-shooting by reusing backgrounds or mixing different levels of fidelity. Inspired by this behavior, I created Montage, a prototyping tool for video prototyping that lets designers progressively augment paper prototypes with digital sketches, facilitating the creation, reuse and exploration of dynamic interactions. Montage uses chroma keying to decouple the prototyped interface from its context of use, letting designers reuse or change them independently. I describe how Montage enhances video prototyping by combining video with digital animated sketches, encourages the exploration of different contexts of use, and supports prototyping of different interaction styles. Second, I investigate how early designs start being implemented into interactive prototypes. Professional designers and developers often struggle when transitioning from the illustration of the design to the actual implementation of the system. In collaboration with Nolwenn Maudet, I conducted three studies that focused on the design and implementation of custom interactions to understand the mismatches between designers' and developers' processes, tools and representations. We find that current practices induce unnecessary rework and cause discrepancies between design and implementation and we identify three recurring types of breakdowns: omitting critical details, ignoring edge cases, and disregarding technical limitations. I propose four design principles to create tools that mitigate these problems: Provide multiple viewpoints, maintain a single source of truth, reveal the invisible and support design by enaction. We apply these principles to create Enact, an interactive live environment for prototyping touch-based interactions. We introduce two studies to assess Enact and to compare designer-developer collaboration with Enact versus current tools. Results suggest that Enact helps participants detect more edge cases, increases designers' participation and provides new opportunities for co-creation. These three prototyping tools rely on the same underlying theoretical principles: reification, polymorphism, reuse, and information substrates. Also, the presented tools outline a new prototyping approach that I call "Takeaway Prototyping". In contrast to throwaway prototypes, instead of emphasizing disposability, tools for "Takeaway Prototyping" support design by enaction and reify design artifacts to materialize the lessons learned
von, Oldenburg Tim. "Representing bicycle-based interaction: An interaction design exploration into bicycling research". Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21838.
Pełny tekst źródłaMauk, Tais. "Code Roads: Teaching Kids Coding Fundamentals With Tangible Interaction". Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-134856.
Pełny tekst źródłaJakobsson, Mikael. "Virtual worlds and social interaction design". Doctoral thesis, Umeå University, Informatics, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-750.
Pełny tekst źródłaThis dissertation is a study of social interaction in virtual worlds and virtual world design. A virtual world is a synchronous, multi-user system that offers a persistent spatial environment for iconically represented participants. Together, these form an example of social interaction design. I have applied an arena perspective on my object of study, meaning that I focus on these socio-technical systems as places.
I have investigated the persistent qualities of social interaction in virtual worlds. What I have found is that virtual worlds are as real as the physical world. They are filled with real people interacting with each other evoking real emotions and leading to real consequences. There are no fixed boundaries between the virtual and physical arenas that make up a participant’s lifeworld.
I have found that participants in virtual worlds are not anonymous and bodiless actors on a level playing field. Participants construct everything needed to create social structures such as identities and status symbols. The qualities of social interaction in virtual worlds cannot be measured against physical interaction. Doing so conceals the qualities of virtual interaction. Through the concepts of levity and proximity, I offer an alternative measure that better captures the unique properties of the medium. Levity is related to the use of avatars and the displacement into a virtual context and manifests itself as a kind of lightness in the way participants approach the interaction. Proximity is my term for the transformation of social distances that takes place in virtual worlds. While participants perceive that they are in the same place despite being physically separated, the technology can also create barriers separating participants from their physical surroundings. The gap between the participant and her avatar is also of social significance.
As a theoretical foundation for design, I have used Michael Heim’s writings and practices as a base for a phenomenologically grounded approach, which provides an alternative to the dominating perspectives of architecture and engineering. Based on an explorative design project and the earlier mentioned findings regarding social interaction, I have formulated a model for virtual world design called interacture. This model takes the interaction between participants as the fundamental building material and the starting point of the design process. From there, layers of function and structure are added, all the time balancing the design between fantasy and realism.
I have explored the possibilities of using ethnographic studies as the foundation for a participant centered design approach. I have aimed for an inside view of my object of study both as an ethnographer and as a designer. One outcome of this approach is that I have come to understand virtual worlds not just as places but also as processes where the experience of participating can change drastically over time as the participant reaches new stages in the process.
In conclusion, the method of integrating ethnography with design and the understanding of social interaction as the fundamental building material is woven into a general approach to the study and design of socio-technical systems called social interaction design.
Jakobsson, Mikael. "Virtual worlds & social interaction design /". Umeå : Department of Informatics,Umeå University, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-750.
Pełny tekst źródłaBorchers, Jan. "A pattern approach to interaction design /". Chichester [u.a.] : Wiley, 2001. http://www.loc.gov/catdir/bios/wiley045/00054570.html.
Pełny tekst źródłaWakkary, Ronald Lengkong. "Experiencing interaction design : a pragmatic theory". Thesis, University of Plymouth, 2009. http://hdl.handle.net/10026.1/2111.
Pełny tekst źródłaForsslund, Jonas. "Preparing Spatial Haptics for Interaction Design". Doctoral thesis, KTH, Medieteknik och interaktionsdesign, MID, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-183373.
Pełny tekst źródła3D-haptik är en fascinerande teknologi med vilken användare kan utforska ochmodifiera tredimensionella datorgrafik-objekt med känseln, men dess användningspotentialär ofta missförstådd. För flertalet applikationsutvecklare är tekniken fortfarandetill stor del okänd, och de som känner till den har antingen alltför höga förväntingarav vad som är tekniskt möjligt, eller uppfattar 3D-haptik som alltför komplicerat föratt vara ett gångbart alternativ. Dessutom är 3D-haptik i sin nuvarande form tämligenomoget för interaktionsdesign. Detta beror till stor del på att en applikationsprototypsegenskaper och användarkvaliteter inte kan upplevas innan ett system är implementerati sin helhet, vilket kräver alltför stora utvecklingsresurser för att vara praktisktförsvarbart i de flesta designsituationer. För att uppnå en bra matchning mellan ett användarbehovi en viss situation och en potentiell lösning behöver en designer kunna åena sidan formge och finjustera tekniken, och å andra sidan vara öppen för att ifrågasättaoch ändra problemformulering och konceptdesign när hen lär sig mer om vilkamöjligheter tekniken erbjuder. Båda dessa aktiviteter kräver en god förståelse för vilkadesignmöjligheter som en viss teknik, eller material, erbjuder. I den här avhandlingen presenterar jag ett nytt sätt att arbeta med interaktionsdesignför 3D-haptik. Genom att studera i synnerhet den seriellt länkade mekanismen somåterfinns i en vanligt förekommande typ av 3D-haptikenhet, och en kraftåterkopplandeskärande/borrande algoritm visar jag hur man kan omvandla dessa teknologier från attvara en svårtillgänglig ingengörskonst till en form som är mer redo för interaktionsdesign.Denna förberedelse resulterar i ett slags designmaterial, samt de verktyg ochprocesser som har visat sig nödvändiga för att effektivt kunna arbeta med materialet.Forskningen är grundad i en verklig tillämpning: en simulator för käkkirurgi vidnamn Kobra, som har utvecklas under sju år inom vår forskargrupp. Kobras utformninghar genomgått en evolutionär utvecklingsprocess med iterativ design och hundratalsmöten med målgruppen; lärarpraktiserande käkkirurger och studenter som användareoch potentiella kunder. Därvid har några designidéer, t.ex. gestaltning av patientfall, avdesignteamet fått utökad uppmärksamhet medan andra idéer, t.ex. automatisk gradering,har tonats ned. Simulering är i sig självt en idé som ofta leder till ett ideal av realism; till exempelatt simulerade instrument ska uppföra sig som i verkligheten, det vill säga ett simulerattandläkarinstrument för att hävla (bända) tänder förväntas följa fysikens lagar och geåterkoppling i form av av både kraft och vridmoment. Om detta inte uppfylls betraktassimuleringen som undermålig. I det aktuella arbetet visas hur delar av realism-idealetinte är nödvändigt för att skapa meningsfulla lärandeapplikationer, och att det till ochmed kan vara kontraproduktivt eftersom det begränsar utforskande av kreativa designlösningar.Ifrågasättandet av realsimidealet resulterar i ett perspektivskifte vad gällersimulatorutveckling generellt, från att ensidigt fokusera på vidareutveckling av enskildatekniska komponenter, till att identifiera och dra nytta av kvaliteterna som redanerbjuds i modern haptisk teknik. För att kunna arbeta kreativt med ett haptiksystem som en designresurs behöver vilära känna dess materialkvaliteter och hur, genom att ändra grundläggande parametrar,meningsfulla upplevelsekvaliteter kan moduleras och finjusteras. Detta kräver i sin turnyskapande av verktyg och arbetsflöden som möjliggör utforskande av det kreativadesignrummet, skapande av interaktionssketcher och finjustering av gestaltningen föratt tillgodose användarupplevelsen. I grund och botten visar denna avhandling hur en specifik 3D-haptik-teknologi kanomvandlas från att vara en svårtillgänglig teknologi till att vara ett designmaterial, ochhur det kan användas, och formas, med nyskapande verktyg genom interaktionsdesignav en nyttoprodukt inom tandläkarutbildning
QC 20160309
Oates, Shawn P. "CHILD-COMPUTER INTERACTION: EXPLORING INTERFACE DESIGN". Miami University / OhioLINK, 2005. http://rave.ohiolink.edu/etdc/view?acc_num=miami1133800774.
Pełny tekst źródłaCandy, Linda. "Creative knowledge work and interaction design". Thesis, Loughborough University, 1998. https://dspace.lboro.ac.uk/2134/6992.
Pełny tekst źródłaDELLE, MONACHE STEFANO. "Sonic Interaction : research through Basic Design". Doctoral thesis, Università IUAV di Venezia, 2012. http://hdl.handle.net/11578/278562.
Pełny tekst źródłaCoelho, Marcelo. "Materials of interaction : responsive materials in the design of transformable interactive surfaces". Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/46577.
Pełny tekst źródłaIncludes bibliographical references (p. 94-99).
Materials that embody computational properties are reshaping the ways in which we design, interact and communicate. This thesis looks at the topic of form transformation and how to bring the programmability and versatility of digital forms into the physical world. The focus is placed on the relationship between materials, form and interaction, in particular how the behavior and properties of shape-changing materials can support the design of transformable interactive surfaces. Three design implementations are presented, each addressing a distinct subject area in the design of form transformation, namely topology, texture and permeability. Surflex is a composite that uses active and passive shape-changing materials to undergo large surface deformations. Sprout I/O implements small shape deformations and co-located input/output at a surface boundary to create a dynamic texture for communication. Shutters uses shape change to regulate a surface's permeability and control environmental exchanges between two distinct spaces. Drawing lessons from these projects, a soft mechanical alphabet and language for form transformation are derived, providing new formal possibilities for enriching human-computer interactions.
Marcelo Coelho.
S.M.
Nilsson, Helander Karin. "Smart TV - a more interactive way of watching TV". Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-72752.
Pełny tekst źródłaAntic, Dusan. "Encouraging social interaction in public spaces through interactive light". Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21164.
Pełny tekst źródłaNeumann, Stephanie. "Discussing the role of interaction design within design for sustainability". Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23523.
Pełny tekst źródłaYin, Zhaoyi. "The Role of Interaction in Service Design". University of Cincinnati / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1331300556.
Pełny tekst źródłaZuo, Hengfeng. "Sensory interaction with materials in product design". Thesis, Southampton Solent University, 2003. http://ssudl.solent.ac.uk/615/.
Pełny tekst źródłaKuhlman, Lane Marie. "Gesture mapping for interaction design an investigative process for developing interactive gesture libraries /". Columbus, Ohio : Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1244003264.
Pełny tekst źródłaHavlik, Michele Lynne, i havlik@optusnet com au. "An investigation of Interaction Design principles, for use in the design of online galleries". RMIT University. Creative Media, 2007. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080213.091808.
Pełny tekst źródłaMitchell, Elizabeth T. "616 Hull Street_ Interaction through Discovery in Design". VCU Scholars Compass, 2014. http://scholarscompass.vcu.edu/etd/3594.
Pełny tekst źródłaWang, Jinyi. "Crafting Movement : Moving Image Collections for Interaction Design". Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-149478.
Pełny tekst źródłaAt the time of the doctoral defense, the following paper was unpublished and had a status as follows: Paper 7: Manuscript.
Tsaknaki, Vasiliki. "Making Preciousness : Interaction Design Through Studio Crafts". Doctoral thesis, KTH, Medieteknik och interaktionsdesign, MID, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-219765.
Pełny tekst źródłaQC 20171213
Wallmyr, Markus. "Exploring Interaction Design Perspectives on Heavy Vehicles". Licentiate thesis, Mälardalens högskola, Inbyggda system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-34906.
Pełny tekst źródłaInteraktionsdesign är mer avgörande i produktutveckling och digitalisering än någonsin. Utvecklingen här drivs av en trend där mjukvarubaserad funktionalitet blir allt viktigare i alla typer av produkter samtidigt som ny teknik ökar designrymden för var samspelet mellan människa och dator kan äga rum. Användare efterfrågar förnyade upplevelser, mer effektiva, stimulerande och moderiktiga. Företag söker möta denna efterfrågan för att locka kunder och genera affärer. Dessutom, genom att system, exempelvis fordonssystem, blir allt mer informationsintensiva, blir sättet som informationsutbytet sker med användaren en allt viktigare faktor för säkerhet och funktionalitet. Sammantaget ökar behovet av en skickligt utförd interaktionsdesign. Den här avhandlingen undersöker hur interaktionstekniker, interaktionsdesignsprinciper och informationssystem kan användas för att leverera användarupplevelser och effektiv interaktion för operatörer av industriella mobila maskiner, exempelvis jordbruksmaskiner och anläggningsmaskiner. Forskningen kombinerar interaktionsdesign och mjukvaruutveckling i ett industriellt kontext. Forskningen har bedrivits genom studier, i litteratur och etnografiska studier av användare i fält, genom utforskande design och genom prototyprealisering. Avhandlingen beskriver designrymden för industrifordon från flera perspektiv. Dels från perspektiven av de grundläggande elementen inom interaktionsdesign, processerna för att skapa och forska inom interaktionsdesign samt fördelarna med designdriven produkt- och tjänste-förverkligande. Vidare tar den upp perspektiv utifrån situationen och utmaningarna för inblandade aktörer, såsom operatören av maskinen, mjukvaruutvecklaren och designern. Avhandlingen bidrar också med praktiska perspektiv, dels en metod för att få detaljerad inblick i operatörens dagliga beteende med minimal störning i sitt arbete, och dels ett verktyg för interaktionsdesigners att undersöker möjliga designs med virtuell förstärkt verklighet med hjälp av blandad virtuell verklighet och fria huvudrörelser.
Hassan, Abubakar. "Interaction Nets : Language and Design and Implementation". Thesis, University of Sussex, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.506943.
Pełny tekst źródłaDukic, Davor. "Towards natural dialogue design in user interaction". Thesis, University of York, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.297072.
Pełny tekst źródłaSANGIORGI, UGO BRAGA. "SUPPORTING INTERACTION AND INTERFACE DESIGN AND EVALUATION". PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2010. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=16191@1.
Pełny tekst źródłaCOORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
Com a popularização da Internet e de dispositivos móveis, a utilização de sistemas interativos vem se tornando mais frequente, atingindo cada vez mais pessoas, com diferentes níveis sociais e de diferentes culturas. No entanto, o projeto da interação entre os usuários e esses sistemas não é suficientemente apoiado por ferramentas ou notações, tornando a experiência interativa muitas vezes uma mera consequência das funções internas do sistema - em que erros são tratados como exceções e portanto devem ser evitados, em vez de devidamente tratados. Este trabalho apresenta um estudo sobre como o projeto de sistemas pode ser auxiliado por um modelo que combina interação e interface, em conjunto com uma ferramenta para auxiliar esta modelagem e gerar protótipos, apoiando a reflexão do designer acerca da solução interativa sendo projetada. A linguagem MoLIC é utilizada para representar o comportamento do sistema e esboços de tela são utilizados para representar a interface em um modelo combinado. Os protótipos são gerados a partir da sequência dos esboços de tela, por sua vez guiada pelo modelo de interação. Foi conduzido um estudo de caso exploratório para colher críticas a respeito da abordagem e para investigar a viabilidade do projeto integrado da interação e interface.
Nowadays, with the growing popularity of the Internet and mobile devices, interactive systems have increasingly gained ground among different people, with different cultural backgrounds. However, the design of the interaction that takes place between the users and those systems is not properly supported by tools nor notations, turning the interactive experience into a mere consequence of the internal functions of the systems – in which errors are treated as exceptions and must therefore be avoided, instead of properly supported. This work presents a study on how systems design might be supported by a model that combines interaction and interface design, and a tool to support this modeling and to generate prototypes, supporting the designer’s reflection about the interactive solution being created. The MoLIC language is used to represent the systems behaviour and sketches are used to represent the interface in a combined model. The prototypes are generated from a sequence of sketches, guided by the interaction model. An exploratory study was conducted in order to gather feedback about the proposed approach and to investigate the feasibility of the integrated project of interaction and interface.
Hussein, Karim Mohie El Din 1972. "Computer supported interaction in distributed design teams". Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/33266.
Pełny tekst źródłaIncludes bibliographical references (leaves ).
by Karim Mohie El Din Hussein.
Sc.D.
Persson, Anna. "Exploring textiles as materials for interaction design". Doctoral thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-3652.
Pełny tekst źródłaAcademic dissertation at the University of Borås to be publicly defended on Wednesday 5 June 2013 at 13.00 in lecture room M404, the University of Borås, Allégatan 1, Borås.
Bartindale, Thomas Luke. "Interaction design for situated media production teams". Thesis, University of Newcastle upon Tyne, 2014. http://hdl.handle.net/10443/2359.
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