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13009 Uppsatser om Multimodal Design Theory - Sida 22 av 868

Visualisering av FRAM

The Functional Resonance Accident Model is a method developed to analyze complex systems for the purpose of accident prevention. In FRAM-analysis a visualization of the complex system is created as an aid for identifying points of interaction in the system where the risk of accidents is high, and to determine where preventive measures are to be placed. FRAM Visualizer is a computer program developed as a tool for creating such visualizations.Many usability problems have been identified in FRAM visualizations created both manually according to established method and by using the FRAM Visualizer software. The purpose of this paper is to give a basis for how FRAM visualizations can be improved in accordance with usability criteria for use in future qualitative studies.The author suggests alterations to the FRAM visualization to resolve usability issues identified in previous articles and to achieve usability goals derived from visual communication theory. The design process is guided by established design principles.

Naturlekplatser :

This study is essentially based on my own questions concerning contemporary playgrounds. Why are they so unimaginative? What do the children say about them? Is it possible to create playgrounds less constructed, and with more natural elements? This report starts with references to literature studies, personal references and my personal view, and ends with a suggestion for a physical solution for an actual day care centre. The aim is to learn more about how the natural environment affects children, the importance of playing, and try to use this knowledge in a design of a day care centre. My main theme can be summarized in the following question: Why is natural elements in playgrounds considered to be healthy for children? I wanted to create a playground with natural characteristics which I myself would have appreciated as a child.

Service branding : en studie av vad som präglar varumärken inom tjänsteföretag

Service branding is a subject that has been excluded from the traditional branding theory. Our main purpose with this paper is to distinguish what characterizes service branding. To do this, we have looked in to both service marketing theory as well as branding theory. We have also looked at the existing theory concerning service branding. Six qualitative interviews have been performed to explain what characterizes service branding.

Lagerkostnadsarbete i teori och praktik: En fallstudie av lagerkostnader på ett sågverksföretag

This thesis investigates how inventory management is practiced at a Swedish sawmill company, how practice differs from theory in this field and how the company could make more use of this theory. To do this we have performed a study on relevant literature and compared our findings with a field study on Moelven Valåsen AB. Our analysis shows that a large gap between theory and practice exists. We identify several reasons to this, including some sector specific problems when calculating cost rate for timber inventories. Suggestions on solutions to these problems and an example of how a cost rate can be estimated with relatively simple means are presented.

C2-monitor : en rapport om utvecklingen av ett mobilt gränssnitt

This report presents the development process of a mobile interface for the C2-monitor. A monitoring tool used to support the operations for the broadcasting services of Ericsson Broadcasting and Media Services (EBMS). With the support of the C2-monitor, operators can monitor hundreds of channels and services produced from EBMS. To enhance a more flexible working environment, the C2-monitor needs to be developed further to support mobile devices with a customized design to take advantage of mobile phones features and functionality. Established and well-recognized design methods and principles have been applied in the development process and user testing have been made iteratively throughout the project.

Akilleshälen som glöms bort : En kvalitativ studie av kontorsmiljöns betydelse för internkommunikationen på en arbetsplats

Employers are becoming more and more aware of that the internal communication between employees is the reason why organizations are being held alive and also what impact the office environment has on employees work performances and their communication. The aim of our study was to gain an understanding of what significance an office's spatial design has for the communication between employees and managers in the workplace. We have through qualitative interviews with managers and employees from different business cases gotten a perception of their ways of communicating with each other. The results showed that employees and leaders thought that they shared the same picture of what their communication was like in reality, how they thought their ways of marking their territory in the office was understood and respected and what their opinions and expectations of how the communication between them and their leaders should be like. These results were then analyzed in consideration with relevant theory and previous research in the disciplines of office environment and communication studies.The main conclusions that have been drawn from the analysis are that the work environment's design can be both positive and negative at the same time and that what should be focused on is the leaders' communication. The leaders and their employees have to communicate more about their communication between them so thart misunderstandings can be avoided in the office environment - and therefore become more effective..

Designriktlinjer för övervakningssystem

Design principles are usually used by interaction designers to help creating a user friendly design by making the designer think about the different aspects of the design. These design principles has been further developed since they emerged in the 1990s, and today they're often used in the field of interaction design. By using the design principles, bad design can be avoided and the frustration of the user reduced. Design patterns is described as structural and behavioral characteristics to improve the environment in user interface amongst other areas. These characteristics could make things easier to understand or improve their appearance, they make tools more usable.The purpose with this essay is to identify design guidelinesto be used by developers when designing surveillance systems.

The Incentives Behind Capital Structure Decision - A Survey of the Swedish Market -

The aim of this thesis is to investigate which the main determinants of capital structure in Swedish listed firms are and to identify which incentives lies behind managers choice of capital structure determinants. Further, the study investigates whether the Post Keynesian theory and theories which incorporate behavioral aspects can be used to explain the capital structure decisions or if the traditional Neoclassical theory give an better explanation. We have used a qualitative method to analyze the determinants of capital structure and the managers incentives behind capital structure decision. We conducted a survey which was sent to 83 Chief Financial Managers and financial executives in Swedish firms listed on Mid Cap or Large Cap. The questionnaire was on-line which enabled for the respondents to quickly and convenient respond.

Maskinrums design och layout : Varför ett maskinrum ser ut som det gör och hur det går till vid planerandet?

This report is founded in lack of knowledge concerning the design and layout procedureduring a new engine room construction.The prime question is how the engine room takes its form from idea to construction and whathappens in between. We want to give the reader a better understanding in how the work isdone and why it is designed the way it is concerning layout, ergonomics and safety. Duringthis report we will enhance the knowledge concerning regulations and rules that are of greatsubstance such as SOLAS, Swedish Sjöfartsverket and IMO.By contacting the parties involved in the process in newly designing a vessel and its engineroom, we will assume their approaches and experiences. We will study the work progressfrom planning to construction of a vessels machinery spaces. We will with the help ofinterviews with interested parties get an idea of the approach and also compare the finishedproduct a bit depending on company size and resources.The investigation resulted in a good basis for how a ship engine room design takes shape andwhich aspects are taken into account, however, we found that the existing rules concerningengine room layout was very vague and was seen as the most recommendations.

Smart plombering och märkning

The background for this degree thesis is a need to replace the existing seal used to protect equipment containing secret or sensitive equipment used by Swedish Defence. The target design should satisfy both the need for tamper evidence and reduce Life Cycle Cost. In developing a new design for a seal, additional benefits such as improved logistics support and indication of attack methods such as heat and solvents have been considered.The lack of guiding principles for end users of seals became evident during the interviews. Major concerns for the future are education of users, information about actions if a seal is broken and user liability.The design work was divided into several phases. A feasibility study was performed including investigation of theory of labels, materials and possible technologies.

Crossmedia & Storytelling i Marknadsföringssyfte

This paper contains a study where we apply cross media and storytelling into the design process of a practical commercial campaign. The purpose is to learn more and deeper by using cross media and the ideal of storytelling practical. We applied a qualitative method for research of the project to provide a high-quality empirical work. The result shows that by using well-structured story early in the design process you will easily succeed with your cross media design..

Bättre användarupplevelse med responsiv webbdesign

The use of mobile devices has increased dramatically in recent years and the development of newtechnologies has made it difficult for developers to know what screen size and device the visitor isusing. This has resulted in the fact that today there is a problem with the interface for web pages onmobile devices. They are not adapted to the flexibility required for the interfaces to be recognizedon various mobile devices. Instead of developing two separate web pages, where one is designed formobile devices and one for desktop and keep them both continously updated, responsive webdesign simplifies the work process. Responsive web design is a flexible and dynamic interface thatadapts to mobile device and screen sizes.

SH Karriär : Framtagning av designförslag till visningsvy för karriärforum

Denna rapport redogör produktionsprocessen för en re- design av ett karriärforum vid namn SH Karriär som funnits sedan hösten 2011. I dagsläget upplever SH Karriär att studenterna på Södertörns högskola inte återkommer till karriärforumet, därför inleddes produktionsprocessen med en användarstudie för att tangera problemet. Målet var att producera ett designförslag som presenterar karriärforumet på ett representativt sätt. Re- designen ska möjliggöra att användarna får en klarare överblick kring de innehåll som presenteras på karriärforumet och även skapa ett intresse som får dem att återkomma efter att ha registrerat sig på SH Karriär. Rapporten beskriver mitt tillvägagångssätt genom en enkätundersökning och användartester.

Touching reality: Exploring how to immerse the user in a virtual reality using a touch device

This paper explores the field of virtual reality and how immersion and presences can be increased when it comes to navigation and interaction with Virtual Environments. The availability of VR technology has sparked a trend, especially in game development. Old ways of designing for interactive environments have to be revised. This is done by exploring the massive body of work done on VR, exploring its underlying concepts, using tested design techniques and ways of evaluating interaction for VR. A design suggestion in the form of utilizing a tablet device as the main input device is derived.

Frihet i datorspel

A game designer has to consider several aspects when he or she is designing a game. One of those aspects is the perceived freedom in the game by the player. There exist several methods to facilitate this perceived freedom in the design phase of the game. This thesis presents, in a qualitative methodology, a number of these methods a game designer might utilize to give the player a heightened sense of freedom for an improved gaming experience. Included herein are such elements as indirect control, linearity, storytelling and level design..

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