Sökresultat:
7679 Uppsatser om User studies - Sida 65 av 512
Markanvändningens förändring i vardagslandskapet : en analys av utvalda delar i Wessmantorp
During the last 100-200 years people have change their way of living and the condition and need for survival is no longer depending on the agricultural work. The forestry has replaced the farming and a lot of the natural pastural have been lost.
Wessmantorp in the north part of Skåne is an old place for forestry and farming where people have been living for several hundred years. Studies of selected parts of the everyday landscape, that earlier have been settlement with small crofter?s holding, show that the changes in the landscape mostly depends on the human factor and that a lot of the cultivable soil have been replaced with spruce. Some of the areas, which the earlier dwellings were placed, still contain some remains of old house foundations and stone fences and can regard as being of an historical value.
The studies provide the reader with a short background, the place as it is today and the changes of the land use in Wessmantorp.
Socialt och emotionellt lärande i grundskolan - hinder och möjligheter vid implementering
Social and emotional learning is getting more and more common to work with in Swedish schools today. That has made it more actual to do studies of how you best can implement a method in health prevention and promotion in schools and how you do for to keep the work sustainable. There are some American studies that describe implementation of methods in schools and a few studies that describe implementation of methods for social and emotional learning in schools. It is important to see implementation as a process and not as an individual event. The process never end but continues as a cycle in three phases; readiness phase, planning phase and implementation phase.The aim of this study was to describe teachers and principals experiences of obstacles and possibilities at implementation of an evidence based program for social an emotional learning in compulsory school as a part of the schools health promotion activities.
Olika källor, samma islam? : En innehållsanalys av porträtteringen av islam och muslimer i läromedel och tidningsartiklar.
The purpose of this study was to investigate how Islam and Muslims are portrayed a) in results from studies on Swedish teaching materials, and b) in articles in Swedish media newspapers. The study was conducted through two separate studies. In the first study, five previous research reports on how Islam and Muslims are portrayed in Swedish teaching materials were analysed in order to discern the main results regarding the portrayal of Islam and Muslims. In the second study, newspaper articles from 11 Swedish newspapers were analysed in order to discern which central themes emerge in the description of Muslims and Islam in said newspaper articles, as well as which properties and features are attributed to Muslims and Islam in the articles studied. In both studies, the data was analysed inductively through a qualitative content analysis.
Stressat vardagspussel i Sverige : - individens upplevda stress i relation till sociala förbindelser och ny individualism
This essay addresses the issue of stress by income earners in Sweden 18-64 years old and any possible relationship to their social ties and the individualization process. The data were collected through a questionnaire, sent out to about 185 working men and women. The results showed a relationship between fewer social ties in everyday life and perceived stress of the individual. The result also showed a relationship between higher degree of individualization and stress. Both of these correlations is confirmed by previous research on the concept of work-life and theory of the new individualism.One of the most interesting results the study showed was that there was none relationship with gender and perceived stress in the individual.
Tinder: Från nätkontakt till närkontakt? : Hur utformningen och användandet av Tinder påverkat normer och beteenden avseende nätdejting bland unga vuxna
Denna uppsats kommer att undersö?ka hur designen och anvä?ndandet av mobildejtingtjä?nsten Tinder har påverkat beteenden och normer gä?llande nä?tdejting bland unga vuxna i Sverige. Ett huvudsyfte är att undersöka hur olika interaktionsmekanismer i Tinder påverkar synen på nätdejting och potentiella partners. Vidare undersöker vi faktorer som skiljer Tinder från övriga nätdejtingtjänster, samt vilka normer som synliggörs genom användandet av Tinder. Genom en nätbaserad enkätundersökning kunde vi samla användarupplevelser och åsikter från användare av Tinder.
Interaktivt Säljstöd-Flash presentation av Stöt Puls Metoden
Denna rapport är en beskrivning av ett examensarbete utfört vid SPM Instrument AB i Strängnäs. SPM Instrument utvecklar och tillverkar produkter för konditionsmätning av maskiner. Målet var att skapa en cd-presentation i redigeringsprogrammet Macromedia Flash 5.0, som på ett enkelt sätt med rörliga bilder förklarar en konditionsmätningsmetod som kallas för Stöt Puls Metoden.Uppgiften löstes genom att först inhämta information om Stöt Puls Metoden, sedan utformades Flash-filmen och slutligen testades och utvecklades filmen tills dess att jag och SPM Instrument var nöjda.
Museernas roll i samhället : En intervjustudie av Stockholms stadsmuseum, Länsmuseet Gävleborg och Världskulturmuseet
This is a two year master's thesis in the field of museum and cultural heritage studies. The purpose of the thesis is to examine different opinions among museum employees about the role of museums. The thesis also aims to find out to what extent and in what way these opinions are influenced by the museum's own policy documents, the national cultural policy and the academic field of museum studies. I have conducted qualitative research interviews with six employees from three different cultural history museums. The theoretical framework of the thesis is based on Laruajane Smith's term authorized heritage discourse.
Nyblivna mödrars erfarenheter av initiering av amning : En jämförelse mellan tre kliniker
ABSTRACTThe aim of this study was to describe various methods of treatment and effects of treatment of ADHD, and to investigate wheater there is an association between adults with ADHD and obesity. Method: Literature review. Twelve quantitative scientific articles were found in the data bases PubMed, Cinahl and MedLine. Result: ADHD is a cognitive impairment that can lead to serious complications such as obesity. Studies show that drug treatments of adults with ADHD have positive effects in terms of reduced symptoms, increased efficiency and improved quality of life, but drugs can also cause side effects in form of loss of appetite and insomnia. For adults with ADHD and obesity drugs that affect metabolism have a significant impact on patients ability to lose weight.
The Current Emphasis : en diskussion om flödesfilosofi och planering
The current planning philosophy is based on a political utopic modernism founded during the first part of the 20th century. The focus is, in planning a defined area, to maximize the internal efficiency and to create a competitivesociety. During the latter part of the former century globalization changed the context, thus creating the need for a new way of approaching physical planning. This paper shows that the historical and philosophicalmetaphor of flow can be applied to meet the demands in the global city. It also shows how the edge, as where interaction takes place, is an important part of the content that has to be defined.
Bloggen - socialt medium med makt potential : En kvalitativ studie om konsumtionsideal bland svenska och internationella bloggar
Today, we live in a consumption society. We buy products to soothe our needs and desires. Thru material things we can express our own personal identity and shopping is seen more as a pleasure than a need to survive. With the background media- and communication studies, the reason of this study was to explore how blogs as a social medium can influence the consumption ideal in society. With dialogical analysis and semiotic analysis we wanted to see if we could find a specific consumption culture in the content of six blogs we did our studies on. We found that the blogs showed us that there is normal to have everyday luxury and spoil oneself with expensive things.
?Bring your own device? i svenska företag och organisationer
Most companies and organizations today depend on technology connected to the Internet. Schools and offices have therefore been providing computers, phones and other technology to the employees. The recent technological development and decline in prices for technology have contributed to making these products a part of everyday life for most people. This has made it very common for employees and students to bring their own devices into school and workplaces.The aim of this study is to define what "Bring your own device" means for Swedish companies and organizations and how it has been implemented in those. The aim is not mainly to generalize to all Swedish companies but create an understanding how the trend is used to provide a basis for continued research in this area.
K - 1 : ...varför lockar det tittare?
AbstractPurpose / Aim: The purpose of this study is to find out why people look at K-1. I wanted to investigate what it was about looking at televised martial arts, specifically K-1, that attracts peoples attention and interest, and what it needs it satisfies within the viewer.Material / Method: This study consists of three separate parts, where I investigate and analyse the producer side of K-1, the receiver side, and the program in itself as a media text. For the producer part I performed interviews with the chairman of K-1 Sweden, the production manager at Eurosport Sweden and the Eurosport K-1 commentator. As for the receivers I interviewed six people who watch K-1 more or less regularly, in order to find out why the watch the show and what it gives them. The program text analysis I performed on two K-1 programs from Eurosport, and I based it on previous studies done of similar and other kinds of programs.
Våtmarker i urbana miljöer : växtgestaltning och planering
The practice of landscape architectural involves forming the space in our cities and suburbs, as well as the landscape surrounding. The need of exploiting green environment leads up to, among other issues, flood problem during heavy rain and overfed water environments. The problem is partially caused by the shortage of knowledge, how the environment is responding of the innovations made by the city- urban planning and how to get sustainability.
Research and knowledge how to take care of our environment, in a natural way, is increasing. The object of the thesis is to propose control and balance in urban wetlands, and discuss the difference a plant design can do.
The thesis deals with discourses in the field of landscape architecture, biological diversity, dam construction, limnology, planting design and management, pollution of the environment and urban design practice.
Kopplingar till vardagsfenomen i fysikläromedel
Daily citizens are informed by the media about the environment and the climate changes. The schools purpose is to educate students according to events that are of current interest and take place in present time. According to Swedish curriculum, Lpf94, all Swedish education should include and discuss the problems surrounding durable development. The purpose of the study is to se how the textbooks in History, Social studies and Geography and their contents meet the demands of the curriculum. The study shows that only the textbooks in geography meets the demands that the curriculums have on durable development.
Upprustning av miljonprogram : En undersökning om kommunala bostadsbolag
Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.