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10557 Uppsatser om Experience design - Sida 55 av 704

Kognitiv träning vid depression

Depression är en vida utbredd sjukdom. Kognitiv träning skulle kunnavara en kostnadseffektiv och lättillgänglig intervention att bemötasjukdomen i ett tidigt skede. Tidigare forskning tyder på att kognitivträning har effekt på depression och kognitiva nedsättningar. Dennastudie ämnade undersöka om träning hemma skulle leda tillförbättringar av depression, och om dessa berodde på träningen i sig.Fyra deltagare med depressionssjukdomar genomförde träning medPaced Auditory Serial Addition Task (PASAT). Studien hade en n=1-design med för- och eftermätningar, och kontroll genompseudointervention.

Identitet i kris : - identitet och anpassning bland invandrare i Sverige

AbstractWhen immigrants move to Sweden from their native country it is not unusual that they experience some kind of identity crises. Their own experience of their cultural identity can be very problematic and they often lose a part of what they previously saw as their own identity. To handle such crises the immigrants can use different strategies. They can for example accept their disparity, deny it or emphasize it. The aim of this study is to examine how immigrants in Sweden experience that their cultural identity has changed since they moved here from a country that has a culture that is different from the Swedish culture.

Att använda ornament som pedagogiska verktyg : för att utforska arkitektur och design ur olika perspektiv

The aim with this master's thesis is to describe the work process with the graduation film Player, by a composers perspective and given conditions. It provides a detailed insight into how the work was done from the script stage to the end result, scene by scene reflecting about both the musical performance and the collaboration between the director and me as a composer. The work was done during the spring term of 2012 at the Royal College of Music in Stockholm and Stockholm Academy of Dramatic Arts..

Smarta Hus : Nya behov och lösningar med participativ design

In this Bachelor Thesis (20 p.), we present the history and development of "Intelligent Houses", and most important- explore some of the future possibilities in this area. The project has been carried out through an interdisciplinary cooperation between three different educations at the Blekinge Institute of Technology. By conducting a dialogue with various actors with different professions, we have been trying to identify needs within the concept of "Intelligent Houses", were the end user is not only the tenant or homeowner. Through Participatory Design methods, such as a Future Workshop, we have brought the users together to discuss their own and each others needs and hindrances in their respective work practice, and how intelligent house technology could improve their work conditions. We have also been testing a highly sophisticated CO/CO2/Moisture/Temperature/Enthalpy multi-sensor & controller, originally developed for regulating indoor climate systems.

3D Anpassning

This report summarize a simple and efficient way to convert 2D into 3D designs. It explains the benefits of a 3D design compared with 2D, and how those benefits may be used.It will also give the reader a presentation of the company Clean Air Technologies, which for the most part constructs cleaning facilities for power plants. How to create 3D-libraries for some of those facilities will be introduced in this composition.The collaboration with Clean Air Technologies has resulted in several 3D animated movies and rendered images. This has increased the quality of the companies offer presentations, which has made it easier for the prospective customer to get an improved overall image of the power plant design..

Användarvänlig systemdesign

Rapporten är skriven på svenska. För att utveckla användarvänliga system finns ett flertal riktlinjer angående hur man ska designa systemet. Rapporten tar huvudsakligen upp de designprinciper som Professor Donald Norman utvecklade, och som behandlar varje område i ett informationssystem. Det finns även andra riktlinjer som beskriver användarprinciper och universal design, och som med fördel kan följas vid design av ett informationssystem. En grupp på North Carolina State University i USA är en av många som har utvecklat sju principer för att behandla användarvänlighet[1].

Med den inre känslan som drivkraft - barnmorskors upplevelser av att förmedla trygghet och en god omvårdnad

The expectations of a successful outcome are great during childbirth. The overall objective of prenatal care and birth care is that midwives contribute in creating the most positive experience of pregnancy, child birth and infancy as possible. During the past 30 years there has been a significant increase in sectiofrequency both in Sweden and the rest of the Western world. More parents feel an overall insecurity when it comes to child labour. The purpose of this study was to describe how midwives experience the work of creating a sense of security and good nursing when meeting the expectant parents.

När skuldfällan slog igen: upplevelser av överskuldsättning och ekonomisk rådgivning

The purpose of this study was to examine how people experience being in debt, what they consider was the reason for being in debt and how they experienced economic counselling. The empirical data was based on five semi-structured interviews with people having experiences from being in debt and experiences of economic counselling. The data was analysed by using theoretical perspectives from a model called economic-shame created by Bengt Starrin. The model shows how being in debt and the feelings of shame influence health. The conclusion shows that the reasons for being in debt often is due to several sudden and tragic events happening at the same time or due to each other.

Design för bibehållen trovärdighet och tillit i digitala gränssnitt

Sammanfattning/abstrakt För att ett samhälle ska fungera måste människor känna tillit till de samhällssystem de ingår i. Dessa system kan utgöras av både sociala och kulturella strukturer. I takt med den tekniska utvecklingen har alltfler människor fått tillgång till internet. Detta innebär att begrepp som trovärdighet och tillit är centrala även för den digitala världen. Idag sköter dessutom en allt större del av Sveriges befolkning exempelvis hela sin ekonomi digitalt med hjälp av internetbanker.

Ser det inte lite lika ut? : En kvalitativ studie av den icke stylade bildens potential att inspirera individen

Purpose: The purpose of this study is to investigate the effect and potential of a non-styled home reportage, and how they influence and inspire to promote individual creativity.Method: I have used a qualitative analysis to be able to create a deep understanding. This is based on three interviews with women in age 22-27, which have a dedicated interest in interior design. I have also sent questionnaires to two persons who run interior design blogs.Conclusions: My analysis shows that the non-styled home reportage is the start of an inspirational process that is beyond consumption and status objects. It promotes individual creativity and willingness to create, based on personnel taste. The essay highlights the importance that the individual critically examines the aesthetics of interior design as presented in diverse media.

Apputveckling : En studie av motsättningar mellan design- och användningspraktiker ur ett verksamhetsteoretiskt perspektiv

We live in a high tech era of electronic media, which is changing our lives (Giddens, 1999). Apps are examples of technologies that affect our lives. An interesting question in this context is what apps will have for significance; on one hand for the development of technology, and on other hand for humans? relation to technology. Since the development and change process are central issues in the science of education I will explore the development of applications.

"... det är ju det som är att jobba ..." : En studie om hur bibliotekarier erfar referensarbete

The purpose of this Masters thesis is to study how librarians experience reference work. We wanted to get a better understanding about librarians assignments through the study. We chose to limit the study to public libraries, and to the south of Sweden. The questions used in our study are: How do librarians interpret the conception of reference work? What values do librarians have concerning reference work? How do librarians experience reference work? How do librarians look at different roles in reference work? We chose to use a fenomenographically inspired method.

Integrering av ekodesign i produktutvecklingsprocessen hos Blå Station

Eco-design is all about improving products environmental performances throughout the products lifecycle by including the environmental aspect into the product development process. There are a large number of different tools that can be used for this, but there are several factors that can affect which one will be the best to use. Some tools for eco-design takes comprehensive studies and can only be performed by experts, while some tools can be used more time- and cost efficient and with basic knowledge. The choice of tool should be based on the company?s situation.This report describes the research of how the design and furniture company Blå Station could include a tool for eco-design in their product development process.

Vägledning till Iittala Outlets entré i Vingåker

I've been studying the entrance to Iittala Outlet in Vingåker with the purpose of finding a way to make the entrance more distinct and also increase the accessibility, the orientation and the availability. With interviews and notations as a method I've determined the extent of the problem and the motions of the visitors at the outlet area. With further support from previous research and litterature I've made a design proposal. The design proposal contains a relocation of the parkinglots that opens up visible walkways to Iittala Outlet..

Heuristiker för Sociala Spel : En studie om design och utvärdering av sociala digitala spel

Sociala digitala spel har ökat i popularitet sedan genren etablerades år 2007. Sociala spel är en vardag för många människor och återfinns på- eller runtomkring sociala nätverk, exempelvis Facebook. För att skapa kvalitativa sociala spel kan tydliga direktiv användas för hur design och utvärdering ska genomföras. En brist uppmärksammades av denna typ av direktiv i form av färdigutvecklade heuristiker för att designa och utvärdera sociala spel. För att undersöka hur sociala spel kan designas och utvärderas användes initiala heuristiker som kompletterades via en litteraturstudie.

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