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6244 Uppsatser om Design för synskadade - Sida 3 av 417
Gamers and Game Design: Incorporating Users in the Design Process
This paper deals with the difficulties of applying user-centered design practices as an independent developer, based on the visualization of a game concept in the form of a prototype. The aim is to evaluate the usability of user-centered design practices, specifically in the field of games development. Throughout this paper, I will give an account of the methods used for testing, as well as a review of previous research done in this field of study. Finally, I will end with a discussion regarding the pros and cons of user-centered design, as well as some thoughts about its importance in similar projects..
Attityder till design : samt studie- och yrkesvÀgledare
The background to this study is the governmentâs investment in design and the increase of design education around the country. As a future design teacher (industrialdesign) at high school/college, it is of great interest for me to look closer at studentâs attitude towards design and design educations at high school.Questions that have been investigated are studentÂŽs attitude towards design; design as a concept but also as a phenomenon. How does the student counselor inform the students of the differentchoices before choosing high school?Does the students view on design correspond to what the student counselor say?What opinion does the student counselor have to the concept design as well as design in highschool? Is design just a craze or here to stay?To get answers I have made interviews with student counselors at two different schools, I have also been in contact with a student counselor on the internet. Their thoughts will clarify thesituation that the students might be in.
Minimalist design for children?s games
The aim of this report is to see whether the graphic design of a game influences children?s will to play games. I am especially looking at minimalist graphic design and how well it works for a game aimed at children age 7-9. Does the style of the game design have any impact at all concerning the children?s wish to play the game or is the game mechanic all that matters.
Hundratusen rullar fram i Sverige : Det enda som stoppar rörelsehindrade Àr omgivningen
Service Design is a relatively new, unexplored and exciting phenomenon that through an interdisciplinary work methodology designs services. A discussion has been going on for a long time regarding whether there is a difference between products and services. Services are often classified as immaterial, heterogeneous, non-storable and inseparable in relation to products. A question that arises is if something specific characterises the work methodology used regarding service design. The aim with this paper is thus to explain the work methodology when working with service design.
Konsten att skriva bilder : om kalligrafi som skrift och bild
Jag beskriver i detta arbete en klassrumsstudie dÀr fyra seende och en synskadad elev samverkar kring ett taktilt bildarbete. Undersökningen har fokus pÄ den sociala interaktionen mellan ungdomarna. Den metod som anvÀnts har frÀmst varit etnografinspirerad, dÀr jag dokumenterat med hjÀlp av filmkamera tre olika lektionstillfÀllen, nÀr eleverna gjorde en taktil bild av en kÀnd konstbild. Bearbetningen har skett via en induktiv analys dÀr mÄlet har varit att utgÄ frÄn mitt filmade material för att hitta vilka former av interaktioner som uppstÄtt under just det ögonblick kameran har fÄngat handlingarna mellan eleverna.Syftet har varit att fÄ en insikt i hur kunskaper om hur synskadade ska fÄ ökade tillgÄngar till bilden och bildÀmnet pÄ grundskolan. Den frÄgestÀllning som varit aktuell har fokuserat pÄ hur elever med synskada kan integreras i klassrumsundervisning i Àmnet Bild och vilken form av interaktion som uppstÄtt mellan eleverna.Eftersom Àven den pedagogiska rollen inbegripits beskrivs ocksÄ skolverkets riktlinjer för att hjÀlpa elever med synskada eller andra funktionella handikapp att nÄ mÄlen i kurs -och lÀroplaner.
WebbhjÀlpmedel för synskadade
The purpose of this paper is to find out how visually impaired people get information on Internet. Visually impaired people has got the right to be able to use the Internet like everyone else. We are also going to revise which aids visually impaired people use today, and how they work in practise. What problems can you run into when you use these aids? We are also going to revise how the webpages design affect the use of the Internet for the visually impaired people.
Nedskrivning av goodwill : I vilken utstrÀckning redovisas upplysningar om koncerngoodwill i enlighet med IAS 36 p134?
Service Design is a relatively new, unexplored and exciting phenomenon that through an interdisciplinary work methodology designs services. A discussion has been going on for a long time regarding whether there is a difference between products and services. Services are often classified as immaterial, heterogeneous, non-storable and inseparable in relation to products. A question that arises is if something specific characterises the work methodology used regarding service design. The aim with this paper is thus to explain the work methodology when working with service design.
UtvÀrdering av responsiv design : En kvalitativ anvÀndarstudie av responsiv webbdesign för utvÀrdering av Hi-Fi prototyp
In my study, I have chosen to examine how the user interface and content must conform to design guidelines for responsive design makes it suitable for diverse desktop environment and for varied mobile platforms. The purpose of this study is to examine the extent recommended design guidelines based on scientific research has a positive impact on user performance and perception when using this study delivered hi-fi prototype. The goal of this study is to provide a Hi-Fi prototype with high usability that will introduce and inform the public about BrasilCine according specifications. Study findings from user testing and supplementary questionnaires show that the implemented technologies as design guidelines for responsive design and design features have a positive impact on user performance and perception. The study results are therefore relevant for further prototype development..
Grafisk helhetslösning för Resize Design
This report describes and explains the development of a comprehensive solution including visual identity, print catalog, website and online shop for the furniture company Resize Design. The development and production of these have occurred in the iterative processes with relevant theories as a basis. The theories include user-centered work processes, usability, design principles, interaction design, design patterns and web-compatible solutions. The report documents and discusses the work which is divided into different phases. .
Systemutvecklares erfarenhet av arbete med Design Patterns
Design Patterns introducerades pÄ 1990-talet och anvÀndningen sades medföra en rad fördelar som skulle hjÀlpa systemutvecklare i deras arbete. Bland annat skulle Design Patterns underlÀtta för systemutvecklarna att kommunicera med varandra samt ge en bÀttre överblick över och förstÄelse för systemarkitektur genom en höjd abstraktionsnivÄ. Systemutvecklaren skulle Àven fÄ en ökad förstÄelse för god design. TvÄ kritiska artiklar fick oss att vilja beskriva hur systemutvecklare som aktivt arbetar med Design Patterns upplever att centrala fördelar uppfylls. Vi genomförde fyra fallstudier dÀr vi intervjuade erfarna systemutvecklare och vÄr slutsats Àr att de upplever att fördelarna med Design Patterns uppfylls.
SÀrskild planering för elever med fallenhet för matematik? : Eller för alla elever?
A current issue today is to try to implement creative design as a way to solve wicked problems in scientific contexts such as HCI. Since the problems are wicked, they have no given solution which makes the traditional methods inadequate. In these cases, creative design can be an alternative. Creative design is not used in scientific contexts because it is viewed as something unaccountable.In this essay we argue that creative design not necessarily have to be unaccounted. We discuss various views of creative design and translate theory to a practical context.
DET HĂR ĂR OCKSĂ GRAFISK DESIGN - Ett bidrag till diskussionen om ornamentik, funktionalism och kvinnors marginalisering.
This thesis examines the relationship between the marginalization of ornamentation
during functionalist modernism and the effect it had on female graphic design practice.
By examining the historiography from a gender and feminist theory of history I
present a different way of interpreting, not only the history of graphic design but also
the concept of graphic design. This thesis does not reach a conclusive result, instead
it sets the foundation for further research and illustrates the opportunities that we as
graphic designers have to benefit contemporary graphic design by critically reviewing
and redefining our history through a diverse historiography..
Redesign av facktidskriften Ingenjören
This degree project contains a theoretical and a practical part about magazine design. Literature aboutthe subject?s typography and magazine design has been studied and put into practice on the professionaljournal Ingenjören. Besides of that a study about the history of magazine typography for the lastfifty years has been done.Typography and other design factors are important for the magazine to be readable and gives at thesame time the magazine an identity of its own, which has become more and more important throughoutthe last decades.The result of this degree project is a new design for Ingenjören, a design that agrees more with howthe journal want to be considered. A new template, a dummy and a manual have been produced.
Designing the Militarization 2.0 research tool
Research is a time-consuming endeavor which requires appropriate tools to manage often vast amounts of information. Militarization 2.0 is a research project aiming to explore Militarization in social media. The aim of this project is to design a user interface for supporting researchers in projects involving large amounts of data in qualitative studies. The project will follow the design process of the first version of the Militarization 2.0 research database interface. The design process involves user studies, interviews and design and testing of paper and digital prototypes.
Metoder och design av visionÀrt personbilskoncept
I projektet, som Àr ett examensarbete frÄn programmet högskoleingenjör i teknisk design vid LuleÄ tekniska universitet, har ett koncept pÄ en delvis förarlös bil tagits fram. Arbetet har utförts mot instutitionen för arbetsvetenskap och har givit vÀrdefull erfarenheter inför fortsatta studier vid UmeÄ Institute of Design. Resultatet Àr en lyxig fyradörrars kupé med tÀnkt lansering omkring Är 2020. Bilen sköter till största delen av tiden körningen pÄ egen hand men tillÄter Àven manuell körning pÄ ett nytt och revolutionerande sÀtt. Fordonet Àr Àven en social mötesplats dÀr passagerarna fÄr uppleva en ny dimension av att resa med bil..