Digitala Vetenskapliga Arkivet

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  • 1.
    Aalbers, Sander
    Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
    Back to the Roots: Re-Connecting Humanity and the Natural World by Merging Interactive Technology and Plants2022Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis project explores combining interactive technology and the natural world, through a more-than-human design approach. This project aims to step away from an industry-driven design by valuing plants as equal in the design process. Throughout this report, an overview of the relevant theory and examples are elaborated on. This overview has informed the project in two ways. It formed the foundation of a concept aiming to improve the user’s interconnectedness with nature and it formed the foundation of an evaluation tool developed for aiding designers in design for plants by addressing three design fields: Design for Care, Design for Cohabitation, and Design for Noticing. The concept and the evaluation tool have been developed in parallel and informed each other throughout the project. The final concept contributes to the discussion about addressing more-than-human actors in design. In this case by addressing plant blindness. The evaluation tool contributes to more-than-human design as a tool to evaluate ideas and projects. This project included an extensive analysis of a design collection, workshops regarding the materiality of living plants and assessment of the evaluation tool, an interdisciplinary design approach, and a prototyping phase during which assumptions regarding the concept were tested.

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  • 2.
    Aarna, Emilia
    University of Arts, Crafts and Design, Department of Design, Interior Architecture and Visual Communication (DIV), Industrial Design.
    Bind: En fåtölj för Stockholms gemensamma vardagsrum2023Independent thesis Basic level (degree of Bachelor of Fine Arts), 25,5 HE creditsStudent thesis
    Abstract [en]

    In my thesis I have investigated how to design a comfortable seating furniture for public spaces, so that it can be produced and used in a sustainable way. This is particularly important in environments where furniture is worn at a high rate, and where repair is currently not prioritized and furniture is left to decay. In the project, I have worked site-specifically with Stockholm City Library, but designed with the idea that it can fit in several different environments. This degree project presents a proposal on how companies and municipalities can switch to a more circular way of using furniture. The design proposal presented is an alternative to an upholstered armchair. Bind is designed to be produced and used in a sustainable way, so that it can have a long and dignified life and contribute to a circular economy.

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  • 3. Aaro, Fredrik
    The Joy of Riding2015Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    2045 a progressive European city is banning driving and BMW has to respond. Technological evolution, and a culture used to new interfaces leads to the option to recreate the relationship between human and car. But how to interact with our new friends?

    Talking to experts in the fields of science fiction, environmentalism, horse riding and piloting helped in first constructing a future and then tailoring an interface-vision for its inhabitants and their autonomous cars.

    The result is a tactile bond connecting driver and machine. Working together with your car doesn't have to mean loosing control, it's just another quality of control.

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  • 4.
    Aasaru, Linda
    University of Borås, Faculty of Textiles, Engineering and Business.
    Inverted Archaeology: exploring representations of garments through their negative form2020Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This work investigates the expressive quality of the negative form of ready-made garments through the method of making impressions. The work aims to explore how imprints of garments created in alternative materials such as flour and plaster could be used as a trompe l’oeil print motif in fashion design. It is an exploration about how our pre-existing perception of archetypal garments expands when the garments are represented through their imprint in a new material, colour and slightly different form. The study was conducted using experimental methods such as making impressions of garments in a layer of flour or capturing their negative form in plaster or clay. The created impressions were photographed and then digitally printed on different textile qualities with sublimation or reactive dyes. The printed fabrics were then transformed into three-dimensional garments through the technique of draping and with consideration of the garment’s traditional placement. Selected imprints were altered in scale or printed as a fragment, that in turn, affected the final form of these garments. What is presented in this work is a variety of garments that demonstrate how negative impressions of archetypal garments are used as a decorative visual texture as well as a suggestion for form.

  • 5.
    Aasaru, Linda
    University of Borås, Faculty of Textiles, Engineering and Business.
    Inverted Archaeology: exploring representations of garments through their negative form2020Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This work investigates the expressive quality of the negative form of ready-made garments through the method of making impressions. The work aims to explore how imprints of garments created in alternative materials such as flour and plaster could be used as a trompe l’oeil print motif in fashion design. It is an exploration about how our pre-existing perception of archetypal garments expands when the garments are represented through their imprint in a new material, colour and slightly different form. The study was conducted using experimental methods such as making impressions of garments in a layer of flour or capturing their negative form in plaster or clay. The created impressions were photographed and then digitally printed on different textile qualities with sublimation or reactive dyes. The printed fabrics were then transformed into three-dimensional garments through the technique of draping and with consideration of the garment’s traditional placement. Selected imprints were altered in scale or printed as a fragment, that in turn, affected the final form of these garments. What is presented in this work is a variety of garments that demonstrate how negative impressions of archetypal garments are used as a decorative visual texture as well as a suggestion for form.

  • 6.
    Aasen, Alex
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Brate Sjögren, Johanna
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Improving female character design: Visually enhancing a female character’s personality and role in games  through combing fashion- and game design2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report started with the guideline project that revolved around two problems in the game industry, the hypersexualization of female characters and their stereotypical designs in games, and a wish to solve these problems. Fashion was chosen as a new approach to solving them and the question formulation for the guideline project was: how can we incorporate fashion in order to strengthen a female characters personality, role and overall design in games? 

    Three methods were used; firstly a systematic literature review to gather knowledge about the fashion industry as well as the game industry’s character design process. Secondly, the creation of the guideline, “The design handbook – how to improve female character design”, which would serve by presenting a solution to the problem. Thirdly, qualitative interviews to test whether or not the guideline could serve as a possible solution against the problems of sexist and stereotypical designs and if it could overall improve female character design in games.   

    The results of the qualitative interviews deemed the project a success; nine out of ten interviewees answered that it would serve as a solution against the problem of both hypersexualization and stereotypical designs. The results of the guideline project and the interviews answered the bachelor’s thesis’ question formulation about how to improve female character design through fashion in the following way:  

    • Be inclusive. The priority should be to design interesting characters, regardless of gender.
    •  Know who your character is. Give the character a complex and interesting personality and design with that personality in mind; it should be strengthened through all the other design choices (be it color, silhouette or outfit details).  
    • Make it believable. The outfit needs to work like a second narrator and should not contradict the setting, the personality or the character’s role.  
  • 7.
    Aava, Kim
    Gotland University, School of Game Design, Technology and Learning Processes.
    Game Save: Game Save Incorporation in Game Design through a MDA Analysis2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper is about save systems and will analyze save functions in various games. Save systems in games are usually blamed for harming the suspension of disbelief as it is an act taking place outside the game and should only be used for its intended purpose: letting the players store their game data, and progress whenever they need.

    The game save function developed as rapid leaps of technology were made, with the beginning era of home consoles and home computers allowing players to spend more time playing, creating a demand for longer play sessions in games which lead to a need of methods for storing game data.

    The analysis of save systems is carried out in this paper by using MDA Framework (Mechanics, Dynamics, Aesthetics), a tool used for documenting game design. This framework can be used to analyze a game from a designer‟s or player‟s perspective. By reversing the framework ADM (Aesthetics, Dynamics and Mechanics) one can analyze the user experience, which is how the player perceives the game‟s aesthetics to be, depending on the dynamics and mechanics.

    This analysis aims to provide knowledge of how consistency in game design and the save system can be used to create a cohesive game world that facillitates the player's experience and immersion.

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    KimAava_GameDesign
  • 8.
    Abaitua Knight, Alicia M
    University of Arts, Crafts and Design, Department of Design, Interior Architecture and Visual Communication (DIV), Industrial Design.
    Work on track!: A train interior design concept to meet contemporary work trends and needs2023Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In a future vision for rail travel, trains will be designed as an activity-based whole space, with different areas for various activities, such as relaxing, socialising or family bonding. My degree project, in collaboration with SJ, proposes a concept carriage dedicated to work, analogous to spending a day at a mobile coworking space. By recognising the new ways of working, this carriage will cater for the needs of different individuals and various types of work and will include private digital meeting spaces, group compartments, collaborative open spaces and cocoon-like seating options in quiet areas. Unlike other modes of transportation, trains allow for passengers to navigate and experience different spaces. By enhancing the use of space and incorporating amenities that improve the user experience, I aim to transform the perception of long train journeys from tedious to exciting and allow a more seamless and efficient way of getting work done while travelling. Ultimately, this degree project encourages sustainable travel through user-centred design. 

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    WorkOnTrack_AliciaKnight_2023
  • 9.
    abbevik, elin
    University College of Arts, Crafts and Design, Department of Design, Interior Architecture and Visual Communication (DIV), Industrial Design.
    Mind Wander: A design project in the field of social sustainability, aiming to create awareness about our imagination in today ́s society.2017Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
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  • 10.
    Abdalla, Jack
    et al.
    Jönköping University, School of Engineering, JTH, Civil Engineering and Lighting Science.
    Al-Najem, Tony
    Jönköping University, School of Engineering, JTH, Civil Engineering and Lighting Science.
    Implementering av det biofila fenomen i utformningen av skolbyggnader2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Introduction: Today, humanity is trying to develop in all areas of life, so that we can reach a cleaner, more modern, and more sustainable world. This study highlights the importance of architecture to improve areas of life. This report talks about a type of architectural design. It is called biophilic design which means to combine nature with buildings. This study is about biophilic design in school buildings.

    Method: To perform the survey, three different methods were chosen. The first method was a questionnaire sent to college students and high school students, the second method was interviews conducted with knowledgeable architects who have extensive experience in the subject of biophilic design and the last method was literature studies.

    Results: All data collected from the questionnaire, the interviews and literature studies are summarized as follows:Most college students and high school students think that when you are closer to nature it makes you feel better and that it would help improve the teaching process. Architects who were interviewed thought that biophilic design in school buildings has both advantages and disadvantages, but in general they support the idea of using and spreading the idea more in Sweden.

    Analysis: The analyzed data have shown that it is possible to implement biophilic design on the inside and outside of a school building in unusual ways. But many problems will arise, and one must have the will to continue to maintain these materials. It turned out that having these natural elements in school will contribute to a positive effect on the learning environment and the students themselves. For example, as a more creative, calm, and de-stressing environment. Having a green roof seems like an innovative idea but it requires a lot of maintenance.

    Discussion: This study focuses on how to implement biophilic design in a school building and what impact it has on the learning environment. The study addressed what is required to integrate the qualities of nature in the right way to maximize its effects. Studying biophilic design, nature and how it affects people and architecture and its impact on people has helped to lead to a clear result.

  • 11.
    Abdipour, Morteza
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Arrangement Design Studies: the introduction of the digital wall in domestic environments2021Licentiate thesis, monograph (Other academic)
    Abstract [en]

    This research focuses on the emergence of 'digital walls' that can project images onto almost all or even the entirety of interior (and perhaps exterior) walls, and what implications this might have for how we arrange our rooms. It demonstrates the arrangement, i.e., the way that domestic products are arranged physically, of rooms changes in the domestic environment in a complex scenario when using large screens. Due to the fast-growing demand for large screens, this product could potentially be available to be used by people in their home environments; however, it does not yet exist in reality at this scale. Constructing large screens can be carried out using different production methods. Here, this concept is called the digital wall, a very thin wall-sized interactive screen. The characteristics of the digital wall will vary to be able to create different scenarios. One such scenario is a space in the home where the surface of the wall is covered with screens, which allows multiple possibilities to experience and interact with digital content. 

    In this research, the social gathering space of homes, nowadays called the living room, is considered as a highly relevant space for installing the digital wall. In this space, the conceptual framework outlines the basic elements of the research and demonstrates the relationships between people’s interactions with the digital wall and domestic products in the domestic environment. I show two examples from design history to understand how arrangement changes impact the home environment: the transformation of the parlor to the living room, and entry of the television into the living room. These two examples are focused on the place in the home where people gather for socializing. The discussion of these examples led to the elaboration of the relationships between the elements in the conceptual framework.

    I explored relevant design research methodologies to bring this future scenario into the present to understand the relationships between people and the digital wall. I applied research through design and the constructive design research approaches to frame the design research methodology. In this thesis, I set up seven series of design studies in two cluster groups: Supportive studies and Main studies. All of the design studies were conducted in the Design Research Lab, the actual space for carrying out the design experiments, prototyping the digital wall, and the setting of the experiments for user participation. The Lab was fully equipped with relevant technology and allowed me to use multiple methods to collect data while people were experiencing the design study sessions. The Lab was useful as a platform to understand user experiences, barriers for interactions as well as people's experiences in a simulated space of a domestic environment. 

    The main contribution of this research is to understand the forms of arrangement changes when people use the digital wall in homes. The research demonstrates two significant implications that are seen in two forms of arrangements: tangible arrangement and imperceptible arrangement. These findings are useful for both designers and users of the elements of domestic contexts and the relations that can be shaped by the presence of a digital wall in home environments. This understanding may provide design guidelines in future scenarios in which the digital wall is used in homes. The findings are also beneficial for designing the domestic environment, improving the arrangement of space, and raising the requirements for designing domestic products.

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  • 12.
    Abdipour, Morteza
    Department of Design, Mid Sweden University.
    User Participatory Design Evaluation and Education through Design Lab2019Conference paper (Other academic)
    Abstract [en]

    This paper presents the possibilities of a design lab that can be used in evaluation processes for different design subjects in design education. Three student projects from different domains are studied to explore how utilizing a design lab for user involvement can affect the design process. The Design Lab is situated at Mid Sweden University and can project images, video and online materials on three walls and provide sound. Different tools to collect data are available, such as video cameras, equipment for psychophysical measurement and software for analysis. The studies show that design students can use the lab to prototype different scenarios or environments as well as to display large subjects at an appropriate scale. The study found that the Design Lab offers possibilities to involve diverse groups of users, such as people with disabilities, the elderly and even dogs, which gave the students the possibility to obtain feedback from the specific users that could provide the most valuable input.

  • 13.
    Abdipour, Morteza
    et al.
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Industrial Design.
    Lorentzen, Lena
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Industrial Design.
    Olin, Håkan
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Natural Sciences.
    A Design Research Lab—An Integrated Model to Identify Conscious and Unconscious Behavior in the Design Process2016In: Advances in Intelligent Systems and Computing: Design for Inclusion, Springer International Publishing Switzerland , 2016, Vol. 500, p. 553-563Conference paper (Refereed)
    Abstract [en]

    To understand how different design solutions affect users, designers traditionally use different evaluation methods that mainly rely on conscious feedback from the users. However, the complexity of human behaviour, where a large part is unconscious, point to a need for an extended tool box addressing the part not accessible to human conscious knowledge. Here, we describe a design research lab where traditional methods are complemented with tools to measure physiological signals influenced by emotional and sympathetic responses. These tools include galvanic skin response (GSR), electrocardiograph (ECG), and electroencephalograph (EEG). Typical sessions with acquired data of conscious and unconscious user reactions are described. The large body of data collected, which also require non-design expertise for interpretation, suggest that a further development towards simplified output data of the unconscious reactions is needed to allow wider use within industrial design work.

  • 14.
    Abdipour, Morteza
    et al.
    Mid Sweden University.
    Lorentzen, Lena
    Olin, Håkan
    A Design Research Lab—An Integrated Model to Identify Conscious and Unconscious Behavior in the Design Process2016In: Advances in Design for Inclusion: Proceedings of the AHFE 2016 International Conference on Design for Inclusion, July 27-31, 2016, Springer, 2016Conference paper (Refereed)
    Abstract [en]

    To understand how different design solutions affect users, designers traditionally use different evaluation methods that mainly rely on conscious feedback from the users. However, the complexity of human behaviour, where a large part is unconscious, point to a need for an extended tool box addressing the part not accessible to human conscious knowledge. Here, we describe a design research lab where traditional methods are complemented with tools to measure physiological signals influenced by emotional and sympathetic responses. These tools include galvanic skin response (GSR), electrocardiograph (ECG), and electroencephalograph (EEG). Typical sessions with acquired data of conscious and unconscious user reactions are described. The large body of data collected, which also require non-design expertise for interpretation, suggest that a further development towards simplified output data of the unconscious reactions is needed to allow wider use within industrial design work.

  • 15.
    Abele, Alexander
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Acculan System: The next generation of a Surgical Power Tool2019Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Orthopedic surgery is dangerous, especially for the surgeon! Tool failures belong to the ten most frequent causes of operation delays. Nowadays, hospitals are pressured to optimize procedures and lower costs. Especially, orthopedic surgery is physically demanding for the ergonomics of the surgeon and tools wear out more quickly.

    Could the evolution of a surgical power tool be used in these scenarios to ease and support the surgeons work, increase the efficiency and flexibility of usage and at the same time offer more control and knowledge about the condition of the tools?

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    Surgical Power Tool
  • 16.
    Abou Chakra, Rima
    University College of Arts, Crafts and Design, The Department of Design, Crafts and Art (DKK), Experience Design.
    The personal, the global, and the uncertain: Alternative design strategies for living with uncertainty2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Can we change the way we imagine and relate to the risks of our common world, such as plastic pollution, nuclear threats, climate change or economic crisis? With this question at heart, this thesis discusses our interaction with the mediated, and often distant, global complexities and risks.

    Following the perspective of the spectator and consumer, this study weaves together literature with stories from culture, media, design and entertainment. It examines the relationship of the personal to the global by outlining five critical looking lenses focused on distance, emission, contact, disruption and invisibility.

    The resulting project articulates speculative design strategies for reconfiguring our relation to two select global risks; the nuclear contamination threat and plastic pollution. What if these scenarios were real, what if we felt these values, how would the world be different? By questioning the rational, these narratives aim to trigger the imagination of alternative possibilities, and requestion our current global dilemmas.

  • 17.
    Abrahamsen Egenes, Else
    University College of Arts, Crafts and Design, The Department of Design, Crafts and Art (DKK), Interior Architecture & Furniture Design.
    Organising of Space: about a orphanage in Tanzania2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In my BA project, I travelled to Tanzania with a MFS stipend and experienced humanitarian architecture up close - by following architectural group Asant Collective´s project in Tanzania: a new Children Centre for a small non-governmental organization called ECONEF. 

    I have worked with social questions / responsibilities regarding our role as interior architects in developing countries - often feeling like a anthropologist.

    In my design part, I have re-drawed the layout for ECONEF´s planned new orphanage after a analyse of the existing orphanage, culture and traditions.

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    Organizing of Space - Else Abrahamsen, BA Konstfack 2014 - Interior Architecture
  • 18.
    Abrahamsson, Axel
    University of Arts, Crafts and Design, Department of Design, Interior Architecture and Visual Communication (DIV), Industrial Design.
    Abstang: Den normbrytande ridhjälmen med fokus på säkerhet, funktion och ändamålsenlighet2020Independent thesis Basic level (degree of Bachelor of Fine Arts), 20 credits / 30 HE creditsStudent thesis
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  • 19.
    Abrahamsson, Frida
    Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
    Känslor, identitet och branding: En analys av vinproducenters Instagramkommunikation2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper examines how wine brands use emotional branding and narrative identities to connect with customers on Instagram. The research questions were as follows: How do winemakers use emotional branding in their communication on Instagram? How does the narrative that the company tells about itself relate to the customer's identity? To answer this, a semiotic analysis was made where three different wine producers were examined. For each wine producer, a profile overview and three posts were analyzed. The findings show that all three wine producers created content that corresponds to emotional branding for instance by trying to emphasize a connection to sentimental memories, socialization, lifestyles and ideals. By trying to create a narrative around the brand, they intend to attract consumers whose narrative identity corresponds to the identity of the brand. This is relevant knowledge for designers and marketing people in order to connect with consumers. Since the wine business has a great economic relevance, this knowledge can also be considered to be of general interest.

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  • 20.
    Abrahamsson, Melissa
    Mälardalen University, School of Innovation, Design and Engineering.
    Möten i stadsrummet: Att väcka en outnyttjad plats till liv2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Meetings in urban spaces is a thesis in information design with emphasis on spatial design. The aim of this thesis is to is to examine how poorly utilised spaces in urban environments can become more useful, as well as which criteria are required to enable a pleasant stay in these locations. The object of the study is the terrace outside Stockholm Public Library which, due to its current appearance and lack of function, most of the time is unused and deserted.

    The study’s aim is to generate a design proposal that encourages an increase in the flow of people to the terraces and that makes people want to spend more of their time there. The goal is to get more visitors to appreciate the terraces and utilise the space better.

    From the results of collected empirical data through spatial analysis, observations, notations of movement, interviews and discussions it has become clear that the reason for the terraces being unused is a lack of functionality and the spaces appearance. The conclusion of the theoretical and practical studies about spatiality, shape, urban public spaces and cognitive psychology etc., show that the choice of shape and placement of spatial elements can contribute to people choosing to linger on the library terraces. In its turn, this knowledge can create the right conditions for a changed pattern of movement and a greater flow of people to the location.

    A design proposal was created, based on theories and empirical data presented in the study. The aim design proposal is to show how it may be possible to draw visitors’ attention to the terraces and create a more natural flow there. This may be achieved by adding round shapes and curved lines, more variety in shape and proportion and by creating more obvious functions that meet visitors’ needs of activity and aesthetics. While this study is focused on the terraces of Stockholm Public Library it is my hope that these conclusions may also be applicable to similar environments in other location. 

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  • 21.
    Abrahamsson, Oskar
    Luleå University of Technology, Department of Social Sciences, Technology and Arts.
    Assembly station development by flow analysis and systematic layout planning: Mapping of the current state of production, evaluation of alternatives and development of concepts for improved flow and flexibility2021Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Modul system HH deliver modular storage systems and electrical solutions that can be combined according to the customer's wishes. This thesis combines argues for the importance for companies to keep improving their organization and production to remain competitive. By relating to a holistic view of the development of production environments, the project focuses on improvements for efficiency and social sustainability in the development of production. The project became relevant as the company has discovered difficulties in balancing production in the event of capacity changes and wants to develop rational flows and increase its flexibility. The project is limited to exploring three assembly stations and the operations and flows that belong to the assembly. The project spiral's iterative 3-step development process was chosen for strategic planning. This methodology allowed the work to continue forward despite the lack of data. The first step deals with planning and processes where technology and users were examined. In this planning phase, a Gantt schedule was used in the ClickUp program to plan the project and to-do lists and deadlines could be set. A literature study was conducted to strengthen arguments and raise new ideas. The theoretical overview focuses on areas around production development with a focus on the development of layouts/assembly stations, psychosocial work environment and organizational management. In the second phase of the project, requirements and wishes were mapped. This was done together with the company, the results from this step were then used to evaluate concepts before detailed development. The project also has several parts of the framework that Muther & Wheeler developed called Systematic layout planning. It provided the tools to understand important connections through relationships and proximity analysis. These methods were also used to evaluate the results. Interviews, observations, and 3D modelling were also performed in this phase to gather information and to understand different production structures. Semi-structured interviews were performed with product managers, production designers, production planners. From these methods, I was together with some employees able to conclude that customer order-driven product development is the focus. That production places demand on rapid implementations in production and that modularity means great flexibility needs and fast lead times. We also found opportunities to minimize repetitive and time-consuming steps through development based on the operator's point of view. Concepts were developed through a development process based on proximity analysis, time studies and results from more subjective interviews. The concepts were then evaluated through an evaluation matrix based on formulated future requirements and wishes. The winning concept was developed in more detail and developed iteratively together with staff from the company. The final concept combines a new, more compact layout that considers proximity requirements between stations as well as flows of materials and operators. The final layout also introduces new types of material buffers and action proposals for improved collaboration and communication for increased flexibility.

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  • 22.
    Adam, Priester
    Linnaeus University, Faculty of Arts and Humanities, Department of Design.
    Consume/d: Konsumtionssamhället visualiserat2017Independent thesis Basic level (Higher Education Diploma (Fine Arts)), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [sv]

    I det här projektet har jag som mål att bryta ner och visualisera ämnet konsumtionssamhälle med hjälp utav motion design. Mitt syfte är att skapa förståelse, diskussion och väcka tankar kring ett samhälle som ofta tas för givet. Genom research letar jag efter starka koncept att visualisera, jag bryter ner ämnet i tre kategorier (varför, effekter, lösningar). Resultatet är ett antal animationer som ska kunna ses individuellt eller som en helhet. Jag redovisar min process och återkopplar till projektet. 

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  • 23.
    Adams, Barbara
    et al.
    Wesleyan Univ, Design, Middletown, CT 06459 USA;New Sch, Parsons Sch Design, New York, NY 10011 USA.
    Keshavarz, Mahmoud
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Cultural Anthropology and Ethnology.
    Traganou, Jilly
    New Sch, Parsons Sch Design, Architecture & Urbanism, New York, NY USA.
    Introduction from the New Editorial Team2019In: Design and Culture, ISSN 1754-7075, E-ISSN 1754-7083, Vol. 11, no 2, p. 153-155Article in journal (Other academic)
  • 24.
    Adams, Ernest
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Rollings, Andrew
    Fundamentals of Game Design2006 (ed. 1)Book (Other academic)
    Abstract [en]

    An introductory undergraduate textbook on the design of computer and video games.

  • 25.
    Adamsson, Albin
    Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
    Designkvalitéer i svenskt vildsvinsläder2023Independent thesis Basic level (degree of Bachelor), 20 HE creditsStudent thesis
    Abstract [en]

    The study is a design-driven research project that answers the question: What material design qualities are there in Swedish wild boar leather and how can these be applied in product design? The question is primarily investigated through a material-driven design method and results is analysed through theories of design for sustainable development and design for emotional durability.

    The material-driven design method began with free exploration of the material, first impressions were documented and hypotheses about the material were deemed incorrect. To investigate the technical characteristics, tests were carried out. The material experience is explored through a tool where 10 participants answered questions about the material's performative, sensory, affective, and interpretive properties. The tests ended with a reflection of the material's positive, negative, and unique properties.

    The knowledge of the design qualities of wild boar leather was then used in an idea generation process to create a sustainable product with emotional durability. The idea generation culminates in the study's design proposal, a chair with cushion and backrest made of wild boar leather. The study concludes with a conclusion that confirms the design qualities of wild boar leather and a discussion that highlights insights that emerged during the study's implementation.

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  • 26.
    Adawi, Rahim
    University of Skövde, School of Engineering Science.
    Preventing fatal effects of overworking: Product design solution2018Independent thesis Basic level (university diploma), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    “Overworking to death” is a phenomenon that has been noticeable in developing countries. The cause of death is mainly through ischemic strokes. While the victims’ occupations differed, they all shared a common characteristic, being positioned in a sedentary work, ranging from IT workers to doctors. This project’s aim was to develop a product that prevented or decreased the strokes that derived from sedentary overwork. This was mainly tackled by preventing one of the three causes of developing blood props, slowed blood flow. In order to gather rich data of the phenomenon, a qualitative study was conducted in China, during two months. By doing an extensive structured sampling, information rich data could be gathered during a short period of time. Data were derived from observations, questionnaires and an interview, which then was interpreted to customer needs and the final product specification. The final product became a trouser with an in built dynamic compression mechanic, that can compress the veins mostly during sitting activities, in order to prevent blood stasis. The compression mechanic works like the Chinese finger trap; compressing the calves while sitting and stretching the legs forward. It is made only out of polysaccharides fibres; cotton and corn.

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    PREVENTING FATAL EFFECTS OF OVERWORKING – PRODUCT DESIGN SOLUTION / Rahim_Adawi
  • 27.
    Adborn, My
    University College of Arts, Crafts and Design, Department of Crafts (KHV), Textiles.
    Förnimmelsens besiktning2016Independent thesis Basic level (degree of Bachelor of Fine Arts)Student thesis
  • 28.
    Adenfelt, Elin
    University College of Arts, Crafts and Design, The Department of Design, Crafts and Art (DKK), Industrial design.
    Successful sustainable design2005Report (Other academic)
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    Research summary
  • 29.
    Adewunmi, Oluwafemi
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Gouda, Sahashransu
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Song, Zhechao
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Gamification for Community Involvement2024Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study investigates the feasibility of enhancing community engagement through gamification, using a prototype third-person 3D adventure game called Harmoni. The research targets international students in Gotland, Sweden, aiming to reduce cultural barriers and promote community involvement. By integrating game elements such as altruistic missions, language learning, and historical exploration, the prototype seeks to motivate real-life participation in community activities. Data collected from pre- and post-surveys and follow-up interviews with a small sample size (n=10) suggest that gamification can positively impact community involvement. Despite the limitations of sample size, the findings indicate that thoughtfully designed gamified experiences can foster a sense of belonging and encourage active participation in community life. The study underscores the potential of gamification in educational and social contexts, offering insights for future applications and improvements in game-based community engagement strategies.

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    Gamification for Community Involvement
  • 30.
    Adilnor, Sana
    Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
    Arkivexempel: K-Pop Design: Visual Aesthetics In Korean Popular Culture (designprojekt) och Interaktiv förpackningsdesign: Grafisk formgivning av K-pop album och dess inflytande på konsumentbeteende (kandidatuppsats): Komplett arkivexempel för Kandidatuppsats (15hp) och Designdokumentation (15hp)2022Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With the rise of Hallyu, or the global export of Korean culture also commonly known as ‘The Korean Wave’, South Korea has become a big trendsetter in recent years: whether it be within fashion and K-Beauty skincare or Korean movies and drama series, to Korean popular music, also known under the umbrella term K-pop. What these categories have in common are their strong ties to visual aesthetics and K-pop is known for its very colourful and maximalist design, which is also a key characteristic to why K-pop as a phenomenon has been particularly attractive and has managed to captivate fans all over the world. In the marvelling K-pop universe, the goal is to engage all the senses for a complete and interactive sensory experience, making the visual just as important as the auditory, and this can also be applied to the physical album design. Physical K-pop albums sell better than ever despite the digital streaming services dominating our digital age. A visual analysis was conducted on selected contemporary K-pop albums together with a survey on Swedish K-pop fans, in order to discuss how packaging design of K-pop albums can influence consumer behavior. The study showed that interactive packaging design and extra album inclusions like photocards, photo books, postcards etc. makes the fans more likely to want to collect albums and merchandise, which on its own can be viewed as a collectible item. The packaging design both facilitates and encourages fans to interact with the design not only visually, but also in a tactile way, by engaging in participatory behavior such as filming unboxing videos and posting them on social media, and it can also be associated with identity making, i.e. how they identify themselves as fans in relation to their favorite artists or towards other fans. Lastly, it is interesting to discuss how K-pop design can be heavily influenced by American and Western concepts despite being marketed as a Korean phenomena and innovation; from the visual analysis it could also be concluded that contemporary design trends draw inspiration from Western concepts such as the y2k millennium bug, retro and technology. 

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  • 31.
    Adilnor, Sana
    Malmö University, Faculty of Culture and Society (KS), School of Arts and Communication (K3).
    Interaktiv förpackningsdesign: Grafisk formgivning av K-pop album och dess inflytande på konsumentbeteende: Hur kan formgivningen av K-pop album och relaterad merch påverka konsumentbeteende?2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    With the rise of Hallyu, or the global export of Korean culture also commonly known as ‘The Korean Wave’, South Korea has become a big trendsetter in recent years: whether it be within fashion and K-Beauty skincare or Korean movies and drama series, to Korean popular music, also known under the umbrella term K-pop. What these categories have in common are their strong ties to visual aesthetics and K-pop is known for its very colourful and maximalist design, which is also a key characteristic to why K-pop as a phenomenon has been particularly attractive and has managed to captivate fans all over the world. In the marvelling K-pop universe, the goal is to engage all the senses for a complete and interactive sensory experience, making the visual just as important as the auditory, and this can also be applied to the physical album design. Physical K-pop albums sell better than ever despite the digital streaming services dominating our digital age. A visual analysis was conducted on selected contemporary K-pop albums together with a survey on Swedish K-pop fans, in order to discuss how packaging design of K-pop albums can influence consumer behavior. The study showed that interactive packaging design and extra album inclusions like photocards, photo books, postcards etc. makes the fans more likely to want to collect albums and merchandise, which on its own can be viewed as a collectible item. The packaging design both facilitates and encourages fans to interact with the design not only visually, but also in a tactile way, by engaging in participatory behavior such as filming unboxing videos and posting them on social media, and it can also be associated with identity making, i.e. how they identify themselves as fans in relation to their favorite artists or towards other fans. Lastly, it is interesting to discuss how K-pop design can be heavily influenced by American and Western concepts despite being marketed as a Korean phenomena and innovation; from the visual analysis it could also be concluded that contemporary design trends draw inspiration from Western concepts such as the y2k millennium bug, retro and technology.

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  • 32.
    Aditya, Pawar
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Composing the Umeå pantry: a platform for dialogue on food production and human survival2015In: Participatory Innovation Conference, PIN-C / [ed] Rianne Valkenburg, Coen Dekkers, Janneke Sluijs, The Hague, 2015, Vol. 1, p. 83-90Conference paper (Refereed)
    Abstract [en]

    The Umeå Pantry was a five-week long public art event held in Umeå, Sweden, aimed at making concerns about food production public and supporting local communities interested in food related practices.

    The event consisted of a series of performances where participant communities were invited to a dialogue on food concerns and practices in the region. The performances took the form of communal activities such as food harvesting, cooking, workshops, debates and demonstrations.

    The making of the art event highlights the practice of creating forms for engagement and participation of disparate communities around social issues.

    In the broader picture, this project contributes to the understanding of community participatory design and design for social innovation.

  • 33.
    Aditya, Pawar
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Open-collaborative libraries: Libraries as generative community centres2015Conference paper (Other (popular science, discussion, etc.))
  • 34.
    Aditya, Pawar
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Prototyping boundary objects: Boundary objects as means for negotiating a cultural imaginary2015Conference paper (Other academic)
  • 35.
    Aditya, Pawar
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    The Ability To Make A Difference In Participatory Design Projects2017Conference paper (Refereed)
    Abstract [en]

    The case study presented here is an intensive nine day community participation project in a Swiss town, aimed at fostering community food production. The approach to participatory design presented here seeks to emphasize the in-situ improvisatory ‘doing' of collaborative activities.

    Using notions such as diffusing, reifying and catalyzing the study describes the iterative movement of the project that is bound up in material arrangements and social relations.

    Through a reflection in action approach, the author unpacks how the designer's agency is understood through social interactions and acts of summarizing, materialization and translation.

    The paper concludes by discussing power and agency, both as an outcome and central to the design process. This reflective exploration through the lens of agency seeks to encourage the reflexivity of designers in collaborative practice.

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  • 36.
    Adlerborn, Caroline
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Design.
    F1 garagekoncept för 2023: Ett examensarbete i samarbete med Red Bull Racing F1 Team2022Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    I detta projekt har ett koncept garage för Red Bull Racing F1 Team tagits fram inför säsongen 2023.

    Designutmaningen i projektet var att studera nuvarande koncept och hitta lösningar för ett fortsatt flow för personal men också ett stort fokus på hur man på bästa sätt kan hitta en designlösning på hur man kan visa upp varumärket och bilarna inför 2023 och framtiden.

    Uppgiften togs fram av mentorn från Red Bulls sida på detta projekt, Stefan Bridges, head of creative design. Under hela samarbetet har kontakten med Red Bull vart stor och de är en stor del av utvecklingen av garaget.

    Projektet följde en industridesign process med tre faser, analysfas, kreativ fas och en presentationsfas.

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  • 37.
    ADNAN ALI, MUHAMMAD
    et al.
    University of Borås, Swedish School of Textiles.
    IMRAN SARWAR, MUHAMMAD
    University of Borås, Swedish School of Textiles.
    Sustainable and Environmental freindly fibers in Textile Fashion (A Study of Organic Cotton and Bamboo Fibers)2010Independent thesis Advanced level (degree of Master (One Year))Student thesis
    Abstract [en]

    In recent times sustainability is a leading characteristic of textile fashion products. Textile fashion companies are focusing more on sustainable products these days, so that they can meet the environmental and social aspects. For getting competitive advantage in fashion business the companies have to take care of social, political and economical issues, and they must be aware of current trends of the market. Sustainable fibres provide solution for the companies facing issues regarding environmental problems; these fibres are also favorable to meet the market demands of quality products these days. The main objective of this report is to use the sustainable materials in fashion garments; the report contains rich information about two natural sustainable fibres (organic cotton and Bamboo), that describes the brief history, biography, development, processing, application and uses of these fibres. This report briefly describes the advantages and disadvantages of these fibres and underlines the usage of these fibres by famous designers, and by many top brands and fashion companies for their competitive advantage and brand image. The report highlights the potentials of using these materials in textile fashion products and describes that high fashion and quality products can be made by these products to guarantee the environmental and social standards

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    FULLTEXT01
  • 38.
    Adolfsson, Jennie
    et al.
    University of Borås, Swedish School of Textiles.
    Söderberg, Jenny
    University of Borås, Swedish School of Textiles.
    Kombination av egna och etablerade varumärken: Ett företags liv eller död?2012Independent thesis Basic level (university diploma)Student thesis
    Abstract [sv]

    Konkurrensen i klädbranschen växer och blir allt intensivare. Det krävs idag mer från ett företag för att kunna skilja sig från mängden. En rad olika faktorer påverkar en konsuments beteende och attityd gentemot ett företag och en butiks val av varumärken och sortimentsutbud spelar en betydande roll för att kunna kommunicera ut ett budskap som lockar den tänkta målgruppen. Det blir allt vanligare att detaljistföretag som erbjuder etablerade varumärken integrerar bakåt och producerar egna märkesvaror. Lager 157 är ett företag som på senare tid har följt denna trend. Vår studie undersöker kombinationen av etablerade och egna varumärken och fokuserar på vilken påverkan Lager 157:s varumärken har på konsumenters attityder och beteenden. Vi har även undersökt vilka positiva och negativa effekter som kan uppstå genom varumärkeskombinationen och hur sortimentets inriktning, djup och bredd styr konsumenters efterfrågan. Studiens innehåll är baserat på primärdata i form av en marknadsundersökning och en intervju och sekundärdata i form av litteratur, vetenskapliga artiklar och elektroniska källor. Marknadsundersökningen har utförts i enkätform med 13 frågor i Lager 157:s butik i Gällstad och intervjun har genomförts med butikens chef Maja Brolin. För att kunna analysera och tolka aktuell information har vi använt oss av tre teoretiska modeller, ”Kommunikationsprocessen”, ”Varumärkesprocessen i en tjänsteverksamhet” och ”Faktorer som påverkar konsumenters köpbeteende”, i kombination med teoretiska begrepp. Det vi har kommit fram till är att företagets varumärken har en stor påverkan på konsumenters åsikter, attityder och beteenden sett från både ett personligt och ett socialt perspektiv där identifikation med företagets koncept är en viktig del. Genom Lager 157:s kombination av etablerade och egna varumärken kan företaget nå en större målgrupp, locka fler besökare och skilja sig från mängden, men också förlora försäljning på grund av konkurrerande varumärken som också kan dra ned helhetsintrycket. Ju bredare och djupare sortiment ett företag som Lager 157 erbjuder, desto större chans är det att en konsument kan hitta det den eftersöker och få sitt behov tillfredsställt, vilket leder till en ökad efterfrågan. The competition in the clothing industry is growing and becoming more intense. It currently requires more from a company to stand out. A variety of factors influence a consumer's behavior and attitude toward a company and a store's selection of brands and range selection plays a significant role in order to communicate a message that attracts the intended audience. It is becoming increasingly common for retail businesses that offer established brands to integrate backwards and produce private label products. Lager 157 is a company that has recently followed this trend. Our study investigates the combination of own and established brands and focus on the impact that Lager 157's brands have on consumers' attitudes and behaviors. We examined the positive and negative effects that may occur through brand combination and how the assortments focus, depth and width controls the consumer demand. The study is based on primary data in the form of a market survey and an interview and secondary data in the form of literature, scientific papers and electronic sources. The market investigation has been conducted in the form of a questionnaire with 13 questions in Lager 157's store in Gällstad and the interview was carried out with the store manager Maja Brolin. In order to analyze and interpret current information, we used three theoretical models, "Communication Process", "Brand process" and "Factors affecting consumers' purchasing behavior", in combination with theoretical concepts. What we have found is that the company's brands have a major impact on consumers' opinions, attitudes and behaviors as seen from both a personal and a social perspective. Identification with the company's concept is an important part. With Lager 157's combination of established and own brands, the company can reach a larger audience, attracting more visitors and stand out, but also losing sales because of competing brands that can also reduce the overall appearance. The wider and deeper range of a company like Lager 157 offers, the more likely it is that a consumer can find what they are looking for and get their needs satisfied, leading to increased demand.

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  • 39.
    Adolfsson, Klara
    University of Arts, Crafts and Design, Department of Design, Interior Architecture and Visual Communication (DIV), Industrial Design.
    Unheard sound: Ett projekt om att bjuda in unga tjejer, trans- och ickebinära personer till den elektroniska musikscenen och låta de ohörda ljuden höras2023Independent thesis Basic level (degree of Bachelor of Fine Arts), 25,5 HE creditsStudent thesis
    Abstract [en]

    Imagine how much we are missing. So many people's artistry, stories, knowledge, soundscapes that are not given space in our world.

    In Sweden, two out of ten songwriters (Sveriges Radio 2022) and three out of ten employees in the tech industry (Statistiska Centralbyrån 2020) are women. What do the sounds we haven't yet heard sound like? Unheard Sound wants to let the unheard sounds be heard.

    In this project, I have explored how women, non-binary and trans people can be invited to participate in the electronic music scene to make the music and tech industry more equal. The project has resulted in a hardware synth that aims to challenge current norms about how a synth should be designed. A focus on technology places the power of the sound in the hands of the user. 

    The design process has been driven by interviews with women working in the music industry and workshops with a primary school and an LGBTQ+ youth center.

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  • 40.
    Adriansson, Sara
    Mälardalen University, School of Innovation, Design and Engineering.
    Allas rätt till ett likvärdigt liv: En studie om tillgänglighet på gymmets entré för rullstolsanvändare2020Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Gym finns i alla dess former i stora delar av världen, de är grundade och ägda av enskilda personer med olika perspektiv och är därför utformade på olika sätt.

    Utifrån metoder som omvärldsanalys, participant observation och intervjuer med personer som använder rullstol så skapades en helhetsbild av hur dagens form på gymmets entréer kommunicerar tillgänglighet. Detta gav förståelse för vad som skulle kunna vara ett problem och vad som behöver förbättras för att bli mer tillgängligt för rullstolsanvändare.

    Med hjälp av studien skapades ett gestaltningsförslag på hur man kan förbättra och kommunicera tillgänglighet på ett gyms entré.

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  • 41.
    Af Ekenstam, Majli
    University of Borås, Faculty of Textiles, Engineering and Business.
    Digital Textiles: tactile expression in a virtual environment2021Independent thesis Advanced level (degree of Master of Fine Arts (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    What if fibres were strings of numbers, arrays of digits turned into threads, not taking a specific form but constantly evolving. An increasing online presence and virtual experiences are shifting the understanding and definition of materiality. This work starts with a focus on textile expressions in a virtual world. It is built on new ideas on material thinking, with an emphasis on the divergence of aesthetic expressions. It explores the crossing between traditional craft and complex computer-generated structures. The idea is to reimagine how textiles are designed and made. The aim is to broaden the textile design field by exploring the definition of textiles through digital materiality, focusing on computer-generated images and surfaces in 3d software. 

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  • 42.
    af Malmborg, Solith
    Linköping University, Department of Management and Engineering, Malmstens Linköping University.
    Designing dialogue: Using design rationale to advise public participation2021Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis takes an interdisciplinary approach to research how design rationale may improve practices for participatory design in urban planning. Knowledge on sustainable development, participatory planning in public sector, design rationale and innovation are brought together to form a cohesive understanding for the matter of citizen dialogue and participation. 

    To further gain knowledge on the subject a case study is done following the planning of a consultation at the urban planning office in Norrköping by participatory observations. Furthermore, semi-structured interviews are conducted with civil servants from Norrköping and Norrtälje, discussing the theme of citizen dialogue and municipal capacity and competence for its performance.

    The knowledge contributions addresses the specific case study at first hand, but are also applicable in some general sense. The study shows that design rationale can be of use and inspiration to address issues of culture and mental models in public sector, as these as believed to stand in the way of forming a more innovative and adaptive public sector that can design better practices for dialogue and participation. Design thinking and attitude can bring openness and human centred perspectives, among other things, to public organisations. 

    For the case study in question it is suggested that the urban planning office would benefit from implementing and trying out ways of working that are more in line with design thinking and attitude. It is also suggested that they might benefit from employing an experienced designer to be part of planning procedures, as expert designers can adapt methods and tools for participation to design case specific activities. To employ a more case specific and local approach to participatory practices is proposed to bring better results, both in terms of its democratic breakthrough as well as its impact on social sustainability. 

    Overall, this thesis offers contributions to design knowledge, knowledge that in turn can be important for the area of sustainable development at large. 

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    Designing dialogue
  • 43.
    af Malmborg, Solith
    Linköping University, Department of Management and Engineering, Malmstens Linköping University.
    Research: ROTHKO: - ett arbete om att lära känna sig själv genom någon annan2017Independent thesis Basic level (degree of Bachelor), 10,5 credits / 16 HE creditsStudent thesis
    Abstract [en]

    This thesis project examines both inner and outer circumstances of knowledge in an attempt to emphasize the importance of personal reflection. I search for answers on how to communicate feelings through colour and form by studying Mark Rothko and the abstract expressionism. A personal reflection is made parallelly to expand my own understanding of the subject and my own role in relation to it. I also explore painting as amethod of deepening my understanding of Rothko.

    Mark Rothko is both subject of study and tutor as I give myself the task of translating his art into my own design.

    The result offers thoughts and ideas on the significance of the work of hand, the use of colour and the meaning of intention, which I claim are important aspects when aiming for emotional results. However I also reflect upon the fact that the communication remains individual and that it is therefore problematic to confirm success in this matter.

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  • 44.
    Agafonov, Eduard
    University of Skövde, School of Informatics.
    3D karaktärsmodell i SteampunkGenren2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Steampunk är en subgenre av science fiction. Genren steampunk handlar om alternativ historia under den industriella revolutionen och kännetecknas av en utbredd användning av ångmaskiner. Genren existerar i alla typer av media såsom böcker, film, spel, etc. Steampunk har många fans i hela världen.

    Det finns många undersökningar som har steampunk som tema, som till exempel en undersökning om ett fantasyelement i steampunkgenren (Karlsson, 2013) eller en analys av steampunkdesign och historia (Tanenbaum, Tanenbaum,  Wakkary, 2012). Samtidigt finns artiklar som flyttar fram genrens gränser och till exempel visar steampunk under vildavästerntiden (Miller & Van Riper, 2011). Liksom dessa undersökningar kommer denna undersökning att studera steampunkgenren och dess ”fanbas”.

    Syftet med undersökningen är att analysera steampunkgenren och datorspelande i relation till denna genre. Grundidén är att skapa en implementation av sci fi-element i en steampunkkaraktär och visa upp karaktären såväl för personer som känner till genren som för dem som inte känner till steampunk för att se om informanternas reaktionsmönster är likartade. Ska informanterna känna igen sci fi-elementet och ska de acceptera det när det sitter på en steampunkkaraktär? Vidare fokuserar undersökningen på interaktion med karaktären. En enkät kommer att göras för att se huruvida det finns olika reaktionsmönster hos informanterna när de analyserar steampunkkaraktären dels genom 2D-bildmaterial och dels genom en 3D interagerbar artefakt.

    Undersökningen använder en kvantitativ (Østbye m.fl., 2008:157) nätenkät med kvalitativa (Østbye m.fl., 2008:101) element i form av textsvar. Nätenkäten ska visa informanternas gensvar på de olika kontexterna som visas i bilderna och hur informaterna reagerar på en interaktiv avatarkaraktär. På samma gång ska enkäten visa hur steampunk-fans och icke-fans reagerar på implementationen av sci fi-element på steampunkkaraktären.

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  • 45.
    Agardson, Agnes
    Karlstad University, Faculty of Health, Science and Technology (starting 2013).
    Konceptframtagning av maskinstativ för användning i nyttofordon: Design för möjliggörande av ergonomisk och enkel maskinanvändning2023Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    This Bachelor of Science thesis has been carried out during the spring of 2023 as a part of thecourse Degree Project for Bachelor of Science in Innovation and Design Engineering atKarlstad University. The degree project comprises 22,5 credits and the responsible student isAgnes Agardson with Johan Strandberg as supervisor and Leo De Vin as examiner.

    The project is performed in collaboration with the consulting company Rejlers on behalf ofone of their clients. In earlier stages of this cooperation, a machine has been developed andthis project is about further development within that same area. The purpose of this thesiswork is to create a solution on how to implement this machine in a commercial vehicle andadapt it to the user's needs and wishes and then perform a product development process withthe goal of developing a proposal solution that is presented with sketches, a prototype and CAD models.

    The main parts of the process has been divided into phases, a start-up, exploring, define,develop, deliver and a final phase that include a summary of the deliver phase, a writtenthesis, a final presentation and an exhibition. Some elements that were important in thisproject under these headings were, among other things, project plan, feasibility study, problemformulation, requirement specification, idea generation, concept selection, conceptdevelopment and construction.

    The process resulted in a concept proposal of a machine stand that is presented primarily via aCAD model but also with the help of sketches and a simple prototype. This concept proposalsolves the project’s main problem formulation and meets all predetermined requirements. Thesolution involves a foundation made of bent stainless steel sheet that is attached to the floor ofthe cargo compartment of a van. In this foundation, rails can be attached at different heights toadapt to the user’s height and position of the product, in turn a plate is attached to the rails, towhich the machine is attached. A locking function prevents the machine from moving wheninside the car and also allows the solution to be pulled out in several positions, a user modewhere the machine is only pulled out enough to enable use and a so-called service modewhere the machine is pulled out to the maximum to enable maintenance.  

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    Konceptframtagning av maskinstativ för användning i nyttofordon
  • 46.
    Aggarwal, Akansha
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    DONOR SPACE: Bringing everyone together to support volunteer donors in Blood stem cell donation process2018Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Globally in the medical and healthcare field, due to technological advancement and higher success rate of life-saving procedures, there has been a dramatic increase in the number of blood stem cell transplants performed each year. Consequently, the demand for blood stem cells from the donors is continual. The process of acquiring these cells from donors has its obstacles. Once volunteers are willing to donate and are identified as a potential match to the patient, they go through various stages, involving a long waiting period for the donors. 

    The aim of the project  is to apply and combine interaction design practices in the healthcare and medical world: how it would affect and shape specific experiences for the blood stem-cell donor. I would propose a digital service design that provides strategies to enhance the donation journey experience for the volunteer donors and the stakeholders involved in the process.

    The thesis project explores how we might design alternative ways to enhance a donor experience through digital services. 

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  • 47.
    Aggeryd, Emelie
    et al.
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Design.
    Lilja, Gustav
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Design.
    Design som medium inom abortdebatten2022Independent thesis Basic level (university diploma), 5 credits / 7,5 HE creditsStudent thesis
    Abstract [sv]

    Uppsatsen grundar sig i den hävda domen inom aborträtten i Amerika. Där vi har tittat närmare på hur designaktivism genom designelement brukas för att nå ut med budskap. Vi har tittat på de två största organisationernas Instagramkonton, en för och en mot aborträtten.

  • 48.
    Agnes, Asker
    Linnaeus University, Faculty of Arts and Humanities, Department of Design.
    a blob, a snap: A materialized revolt against the patriarchal structure, against everything women are being told to endure2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This is a personal project about a fed-up woman who sits down on the chair by the pottery wheel simply because she craves it. It is about conducting a non-result oriented design process. A process where the making, the closeness between the mind and hand, is both the research and mediation. It is a project that acknowledges the potential care has in relation to design, while it's dealing with the controversial aspects of a woman caring for herself. The project is a snap, a feminist snap, represented and materialized through the objects of clay. Where a collapsed bowl, a blob, becomes a materialized revolt against everything women are being told to endure. It is a project that brings design and poetry together. Aiming to explore how objects can gain agency and be in dialogue with society. How objects can materialize both the resistance against, and the result of, the patriarchal structure.

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  • 49.
    Ahl, Zandra
    University College of Arts, Crafts and Design, The Department of Design, Crafts and Art (DKK), Ceramics & Glass.
    The National Museum of Stockholm and I - examined2013In: Artists work in museums: histories, interventions, subjectivities / [ed] Mathilda Pye, Linda Sandino, London: Wunderkammer, 2013, p. 177-186Chapter in book (Other (popular science, discussion, etc.))
  • 50.
    Ahlberg, Marie
    Linnaeus University, Faculty of Arts and Humanities, Department of Design.
    Plast i offentliga möbler2015Independent thesis Basic level (degree of Bachelor), 10 HE creditsStudent thesis
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