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10557 Uppsatser om Experience design - Sida 21 av 704

Integreras eller assimileras? : Socialarbetare och arbetsförmedlares syn på möjligheter och begränsningar för flyktingar att uppnå egen försörjning.

In this study we have investigated how care users in a nursing home experience their possibilities for influence and treatment from the staff. The study was conducted through focus group interviews with six participants who we met on four occasions. Questions the study departs from are: How do users experience their opportunity to influence? How do the users experience the treatment from the staff? The study has a qualitative approach and has been analyzed by means of symbolic interactionism, with an emphasis on the Self. Our results demonstrate that in situations of good treatment there is also a good influence.

Hur kan vi utveckla vårt personliga uttryckssätt med ljud?

This is a bachelor thesis that studies and discuss the question: How can we develop our individual narrative technique with sound design in a Swedish drama production? We have done research and empirical studies. We have analyzed movies to get an idea how we use the sound design in Swedish drama productions today. We have produced a movie that gives sound the biggest part. Key words: Swedish drama production, narrative technique, sound design.

"Kunskap är makt" : En kvalitativ studie om ordningspolisers lärande

In a work environment where employees can be thrown into all sorts of situations and where anything can happen, it requires that they have good knowledge about what they do and constantly strive to improve their skills. The purpose of this paper is to study how professional police officers perceive learning in their work. Essay authors would like to find out how the police officers experience their formal learning, informal learning and police education. This is by research what the police officers learn through various forms of education and what they learn by practicing their profession. Previous research dealing with the subject and relevant theories are discussed and processed.

Om upplevda konsumtionsbehov hos tonåringar med olika socioekonomiska bakgrunder

The purpose of my essay is to study and analyse how adolescents with different socioeconomical backgrounds experience their consumtion needs.There are five main questions:1. How do adolescents experience their needs of status symbols, labeled clothes etc?2. In what way does adolescents experience influences over their consumtion options?3.

Trygghetens dilemma : trygghetsskapande arbete i det offentliga rummet

This graduate thesis is engaged with perceived safety and "safe making" design in public places. Despite the fact that we have never been as safe, questions of safety get more attention than ever in today?s society. Public demands for safer and more secure environments and low levels of experienced feelings of safety indicate problems in society that can shrink people's usage of public places as well as their quality of life. Through methodical exaggeration of danger and legislation of laws, the state creates a situation that in different respect work to overprotect the citizens, who are not unlikely to experience feelings of being unsafe at the same time that the actual safety is to big. An expansion of protection against fear can unlike what was first intended decrease the experience of safety.

Dagdrömmar

Dagdrömmar är en tapetkollektion bestående av tre fondtapeter som kombinerar det moderna, massproducerade digitaltrycket med traditionell, unik broderiteknik. Genom att tillföra handbroderi och dess struktur och textila känsla till ett digitaltryckt tapetmaterial skapas en kollektion som befinner sig i gränslandet mellan design och konst, lyx och budget samt dröm och verklighet.Daydreams is a wallpaper collection consisting of three images that combines the modern, mass-produced digital printing techniques with traditional, unique needlework. By applying embroidery ? with its structure and fabric texture ? to a digitally printed wallpaper material, a collection is created that lingers on the borders between art and design, luxury and modesty as well as dream and reality..

Historielärobokens användning : En studie om gymnasielärares användning av historieläroboken.

The aim of this thesis is to examine how secondary teachers in the subject of history are using the textbook in their teaching. Four questions are being dealt with in this thesis. What importance is being placed on the use of history textbooks by the secondary teachers? What priorities do the secondary teachers have? How do they deal with student interests? And what is the importance of the secondary teachers? work experience? I have interviewed four secondary teachers with different work experience to complete this thesis. A Dictaphone has been used in all the interviews. Research has shown that textbooks now have a central role in teaching and the lack of alternative materials and reduction of teaching hours has made it difficult to replace. The main conclusions of the thesis are that the history textbook has a dual role depending on the teacher you ask, and that the history book is used differently by the teachers.

Mobilapplikationsutveckling för människor med kognitiv funktionsnedsättning

Många människor lider av kognitiva funktionsnedsättningar. Det kan försämraförmågan att använda teknik och leda till att människor går miste om många verktyg och funktionersom andra tar för givet. Att ta hänsyn till kognitiva funktionsnedsättningar i utvecklingen avmobilapplikationer är utmanande då vissa gränssnitt och funktioner kan upplevas som för kompliceradeeller ostrukturerade. I denna uppsats presenteras designmönster som kan bidra till en inkluderandedesign enligt konceptet Design för alla. Design för alla innebär design som möjliggör användande föralla människor.

Design och konstruktion av sparkcykel för sommar- och vinteranvändning

This thesis has been carried out in collaboration with the IT Company MPQ consulting AB in Halmstad. The task we were assigned by MPQ concerned the development of a scooter that can be used year round. We have with the companydeveloped the criteria and requirements for the product in which the goal is toproduce a primary solution that meets the set criteria and fall within the project'sboundaries.The project involves a wide range of different design methods for idea generationand idea development. The project also addresses engineering methods such asprinciple and primary engineering. Occurringmethods in the project include FredyOlsson principle and primary engineering in cooperation with SVID's - Swedishindustrial design process, etc.The final solution will be presented in the form of sketches, CAD models withassociated drawings and a rendering from the program Keyshot..

Kvinnors upplevelse av kroppsbild och sexualitet efter genomgången mastektomi : En litteraturstudie

Background:Incoming medical alarm is a common routine for emergency nurses. Working in these situations may represent a major burden on the individual nurse. Purpose: To investigate emergency room nurses' experiences in receiving medical alerts focused on education, safety, security, skills and experience, and andherence to guidelines. The purpose was also to investigate whether there were any differences in action between the emergency room nurses who had worked longer or shorter period than two years with this.Method:The design was quantitative, comparative and descriptive. Surveys were distributed to 30 nurses who worked in the emergency room at a Swedish hospital.

Spelvärlden som informativt grafiskt gränssnitt : En studie om hur spelvärldens visuella uttryck hjälper ovana spelare att förstå mål och regler

The diegetic game world places high demands on how it is designed. It is common that game developers wants to create a deeper player immersion and some developers believe to achieve this by integrating HUD elements into the game world. To find out how digital games can rely on the design of the game world, we performed user studies on beginners who have very limited experience of playing digital games. By observing the beginners, we could discern the visual aspects in the diegesis that helps players understand the game rules and objectives because the beginners won`t make their choices based on previous gaming experiences. If players encounter a variety of difficulties to understand the rules of a game, then it will less likely be a successful game.

Butiksupplevelsens påverkan på prestationen - En kvantitativ undersökning av hur en butiks ekonomiska prestation påverkas av konsumenternas upplevelse i butiken

It is important for every store to have a good financial performance which can be affected by the average purchase and the number of customers in the store. Customers shopping experience can affect both of these factors and therefore it is important for retailers to know about how an in-store environment can affect this experience. The purpose of this study is to give retailers an indication of the importance of consumers' shopping experience and how this may affect the store's financial performance. To study this subject an in-store survey was conducted in four grocery stores in Stockholm where a total of 320 consumers answered a total of 41 questions about their shopping experience. By sales data it was possible to conduct a statistical analysis to see which variables regarding consumers shopping experience influenced the average purchase.

Att möta en saknad. Gestaltning av en askgravlund i Mariestad

Uppsats för avläggande av filosofie kandidatexamen iKulturvård, Trädgårdens hantverk och design, 22,5 hp, 2014.

PLUG-IN : small scale design process

This degree project is a realization of a strategy for collaboration between an industrial designer and employed workmen of a producing company. The collaboration aims to engage everyone involved in the co-authorship of a products design and manufacturing history. The realization has taken place in an open dialogue where the designer no longer owns the design process by himself. The project has been carried out in cooperation with the company Iris Hantverk. The company is owned by the Swedish body for visually impaired and has their main production facility in Stockholm.

http://en.wikipedia.org/wiki/life - Den levande boken

Http : // en.wikipedia.org / wiki / Life is a book with a life of its own. It is made to raise questions about the importance of the book, and the paper book in particular. It is a design project in which a new design method is being tested and evaluated. The intention of the project is to determine whether a concept can be found and evolved from a chosen subject or not. The aim of the book project is also to investigate if the form and content of the book could be entwined, making it impossible to separate them from each other..

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