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7479 Uppsatser om Digital Design - Sida 6 av 499
Klicka här för gemenskap : Hur interaktivitet skapar engagemang och lojalitet
Digital marketing has been changing continuously and rapidly since the introduction of Web2.0 ten years ago (Lin, Li, Deng, & Lee, 2013). Companies are now engaging their users intheir digital marketing by providing with interactive contents in digital campaigns. The digitalcampaigns are getting more converge with SNS (social networking sites) in order to let the usershare the content with others and therefore the e-WOM (electronic word of mouth) helps thecompanies digital campaigns to be shared by more users (Moran, Muzellec, & Nolan, 2014).The interactive content in the digital campaigns have shown to provide for engaged users andtherefore leads to loyal users. The reason for this has its roots in the culture of consumptionthat has brought our everyday consumption to a whole new level where we no longer justconsumes a product, we are the brand (Davis, 2013).The study, Click here for solidarity, aims to explain the interactive phases and rhetorical elementsthat companies use to engage the user to interact with the content of the digital campaigns.The study is based on four digital campaigns in four different market areas in order to providewith an overall picture of how companies work with interactive and rhetorical elements. Thusthe study falls into the area of marketing and branding.
Effekter vid införande av digital fakturahantering
Syftet med uppsatsen är att identifiera effekter av införandet av digital fakturahantering genom att jämföra arbetsprocessen före och efter. Företag investerar i ny teknik med förhoppning om att uppnå ekonomiska vinster och effektivitetsökningar i organisationen. Digital fakturahantering berör ett företags leverantörsfakturor. Fakturorna scannas till digitala bilder då de anländer och skickas digitalt till användare för attest och kontering. Sökningar i efterhand av redan behandlade fakturor sker i systemet för digital fakturahantering.
Aristoteles och cyberspace : Kunskaper, färdigheter och insikter i hypertextens föränderliga värld
The purpose of this thesis is to deepen the understanding of our contemporary description of digital literacy using the perspective on knowledge from the Nicomachean Ethics by Aristotle. I have chosen to deal with the problem using a hermeneutic approach. The method of inquiry is based on close reading of the selected literature. The selection itself has been made after a strategic selection regarding perspective on knowledge and digital literacy. It appears in the thesis that there are substantial differences but also similarities between our contemporary description of digital literacy from Recommendation of the European Parliament and of the Council of 18 December 2006 on key competences for lifelong learning and the perspective on knowledge from the Nicomachean Ethics by Aristotle.Still, the result has been possible to use for the purpose of the thesis since the problem has an answer and a deepened impression of the understandings of digital literacy..
Lärare och digitala verktyg i matematikundervisningen : En kvantitativ studie om lärares inställning och kompetens kring användningen av digitala verktyg i årskurserna F-3
The purpose of this study is to examine in what extent primary school teachers, teaching children in the age of 6 to 9, choose to use digital tools in their teaching of mathematics. I also want to examine what these teachers think, in terms of advantages and disadvantages, about using digital tools on their mathematics lessons. Finally I want to examine what skills they possess about digital tools.I am using a quantitative method to collect my data. The quantitative survey consisted of a questionnaire survey of ten questions that 38 primary school teachers have answered.The results of my study show that the teachers to some extent use digital tools when they teach mathematics and that the availability of various digital tools are generally good. But it turns out that the availability of tools is not a guarantee that they are used in teaching of mathematics.
Spelutveckling, problem och utmaningar
Detta arbete ämnar undersöka problem och utmaningar relaterade till design- och
produktion av ett tävlingsinriktat spel för gratis utgivning samt utforska
potentiella lösningar och designfilosofier genom att påbörja utveckling av ett
spel. Problem som uppstår, lösningar som tillämpas och val som görs
dokumenteras varpå resultat analyseras.
Undersökningen tar upp design av både spelmekaniska och grafiska element samt
produktionen av spelet och dess resurser, saker som är viktiga att tänka på och
några saker som kan gå fel..
DIGITAL VISUALISERINGSTEKNIK : möjligheter, för- och nackdelar
Ever since the development of the pc and their software, in the early 80´s,architects way of work have changed a lot. Nowadays most of the architectspresent all their works digitally and not with hand drawn material, as they didbefore the pc boom.Digital visualisation technique pushes the limits, when it is about presentingarchitecture projects virtual reality.This report studies how digital visualization technique is used among thearchitects today.Together with architects from ABAKO architect firm in Gothenburg, Sweden,interviews has been made to give answers about what they think about digitalvisualization technique. What are the opportunities, advantages- anddisadvantage with this digital technique?The answers from the architects, together with work that has been done withdigital visualization technique in a project called Project Sofiedal, shows thatthis technique has big opportunities when it comes to create nice looking VRpresentations. The result in this report also shows that this digital technique ismore time demanding compared to hand drawn presentations.The investigation shows that digital visualization technique is a goodcompliment when it is about showing the citizens how future projects willaffect the surrounding.
Att aktivera deltagande : Design av ett crossmediakoncept
In this thesis we present the procedures and outcomes of adopting two roles in a study: the role of a researcher and the role of a designer. The subject is crossmedia design. Crossmedia is a growing and changing trend for media producers of today its design is of great importance. The purpose is to create a concept from scratch that stands out from the crowd and engage people with the use of cross media as the approach. We also aim to investigate if a cross media designer can rely on previous research made within this subject or if the scene has changed.In order to test and to fully understand the process of the subject, we designed a crossmedia concept, based upon previous and related research.
Strategiskt arbete med digital tjänsteutveckling : En kvalitativ fallstudie om företags utmaningar och möjligheter
The postindustrial market increasingly demands service infused products to add more value to the customer in order to be competitive. Much research regarding digitalized services indicates that companies have to be innovative in order to compete on the market. However, companies within different industries face different challenges with digital service development. This study has been conducted because there are little known about the opportunities and the challenges different industries faces with a globalized market. Our research question is what the challenges are and what opportunities does strategic digital service development entails for companies.
Framtagning av en modern hammock.
Denna rapport är ett examensarbete inom maskinteknik på c-nivå (15hp). Då författaren ansåg att dagens hammockar inte utvecklats speciellt mycket sedan de blev populära i Sverige på 60-talet, valde han att ägna detta arbete åt att försöka ta fram en mer modern sådan. Projektet har huvudsakligen handlat om produktutveckling och design där mycket tid spenderats på att lösa alla de olika problem som de satta kraven på nya funktioner bidragit till. Arbetet startade med en omfattande förstudie. Därefter vidareutvecklades de olika idéer som framkom under förstudien ytterligare.
Digital doggy bag : iPhone applikation som tar med dina mat- och dryckupplevelser
In this project an iPhone application for storing food and drink experiences was developed with focus on an easy interaction design. The already existing market of similar applications were studied and evaluated to extract their positive and negative features. Interviews with experts within the food and drink business where made in the pre study to get a good perception of how to divide and categorize the sections in the application. To optimize the usability, workshops with potential users with different technical experiences where continuously held during the development of the design.During the development two variants of development environments where evaluated. The final result of the application was developed in the environment that made the best impression and seemed to be the best alternative.The resulting product has a thought out design meant to be easy to understand, even for the first time users.
Digital delaktighet : folkbibliotekens undervisande roll i kampanjen Digidel
In this thesis the pragmatic pedagogy as formulatad by John Dewey is applied to theswedish national campaign Digidel and its work to spread the digital participation among thegeneral public. The purpose of the thesis is to visualize and problematize that differentunderstandings of a problem, lead to different solutions, as lifted in John Dewey´s pedagogy, thatconstitutes the thesis' theoretical framework. The term digital participation is used by the Digidelcampaign, where public libraries take active part to spread digital participation througheducational efforts. By qualitative interviews with four librarians this thesis examines howunderstandings of the term may vary and in turn lead to differenent educational goals, designsand executions. The result shows that basic computer- and Internetskills are seen as either equelto or prerequisites for digital participation and that the digital participant is seen as either apassive recipient or an active participant.
Berättande i datorbaserade rollspel : en empirisk och teoretisk designstudie om datorspel
VD:n för spelindustrins intresseorganisation (Interactive Digital Software Association) förutspår i den årliga State of the Industry rapporten för åren 2000 ? 2001, att spelindustrin snart kan nå 70 procent av världens hushåll, vilket gör spelmaskinen, näst intill, lika vanlig som videon. I denna dag börjar många spelutbildningar växa fram i hela landet, så som i Karlshamn, Visby och Kramfors. Trots denna tillväxt finns det nästan ingen akademisk forskning i ämnet speldesign. Detta gör att hjulet i många fall tvingas återuppfinnas om och om igen.
IKT användning och digital kompetens : En studie om sju lärares IKT användning i historieundervisningen.
ICT and digital artifacts is an important resource in the society, especially in schools. That is why we have chosen to study if and how teachers uses ICT and other digital technology in their education in the history subject. We think that both subjects are important because history is a subject that has to do with the past, the present and the future.We made qualitative interviews with seven teachers from three different schools. We have analyzed if the teachers sees ICT as a burden or a resource in their education and also in which extend they have digital literacy. We have chosen to discuss different authors view on ICT in the education and digital literacy.
Gapet: En studie om gapet mellan leverantörer och köpare av digital skyltning
The aim of this study is to describe the market for Digital Signage in Sweden and give the reader an increased insight and understanding of the problems that suppliers and buyers of Digital Signage may encounter. The study is abductive and based on a number of qualitative interviews with representatives from potential buyers, an existing user, a supplier and a number of companies with insight into Digital Signage. Our findings show that the companies in this study have not yet reached the stage of being ready to invest in a system for Digital Signage, since the effects on for instance increased sales and potential savings on marketing communication have not yet been clearly proven. Furthermore the study shows that it is important that a supplier has a fundamental understanding of the business model of the buyer. In addition to this, service, support and IT-related issues are of great importance for the potential buyers.
Motivations- och prestationshöjande undervisning för elever med autismspektrumdiagnos : användning av digitala verktyg i elevgrupper med autism och utvecklingsstörning
This is a study about how different digital instruments can be used in education for pupils with autism and intellectual disability. The questions formulated to research this chosen area was: ?What does teachers think about digital instruments and interactive teaching materials when it comes to benefits and disadvantages in the classroom?, ?In what ways is digital instruments used as teaching materials in the specific school context? and ?From a perspective of teaching and learning, what kind of problems and opportunities can be gained from using digital instruments and teaching materials?. To gather this information interviews was done with three specialist pedagogues working with the chosen group of pupils at three different schools. The material shows that the specialist pedagogues have positive attitudes towards working with digital instruments in this specific group of students..