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18010 Uppsatser om Social design - Sida 1 av 1201

Konsten att bryta mönster: En konstnärlig studie och designlösning kring social hållbarhet

Detta examensarbete kretsar kring mediet ?utställning? och fenomenet ?mönster?, som tillsammans vill förmedla en upplevelse som syftar till social hållbarhet. Utefter en bakgrundsresearch där konst, design och begreppet social hållbarhet möts, följer en process mot en designlösning stödd av konstnärliga metoder. Resultatet eftersträvar att vara både användbart, dekorativt och samtidigt belysa ett viktigt område; mobbning. Medan ?mediedesign? främst kopplas till design för tryckta och interaktiva medier, utforskar detta arbete även andra delar av ämnet som egentligen kan te sig i oändliga former..

Den optimala bloggen : En kvalitativ studie om bloggläsares attityder och idéer kring bloggdesign

The purpose of this study is to examine which aspects of blogs and blog design that are important to blog readers but also to find new ideas for blog design. From a qualitative standpoint we have examined how seven users experience that blogs design, structure and functionalities affects the general experience of the blog. The study also examines how the users wish to interact with a blog. During two design workshops we let seven active blog readers imagine and sketch out the design and functionalities they would like in a blog. We put this in relation to theories about the anatomy of blogs, methods of design, social navigation and virtual communities.The major finding is that the aspects most important to blog readers are navigation, structure and social interaction.

Gränsöverskridande Ljuddesign

Transcending sound design is possible. There are unseen possibilities and a great potential for improvement and development in sound and music design ? but there is a great difficulty penetrating the obstacles that lies in the way for such development to take place and to exist. The difficulties in being negotiable and productive lies more within the limits of the audience it has to gain, than in itself. It is as though music and sound design has to evolve very slowly, in an almost evolutionary style; one step at a time, to be accepted.

Metoder och design av visionärt personbilskoncept

I projektet, som är ett examensarbete från programmet högskoleingenjör i teknisk design vid Luleå tekniska universitet, har ett koncept på en delvis förarlös bil tagits fram. Arbetet har utförts mot instutitionen för arbetsvetenskap och har givit värdefull erfarenheter inför fortsatta studier vid Umeå Institute of Design. Resultatet är en lyxig fyradörrars kupé med tänkt lansering omkring år 2020. Bilen sköter till största delen av tiden körningen på egen hand men tillåter även manuell körning på ett nytt och revolutionerande sätt. Fordonet är även en social mötesplats där passagerarna får uppleva en ny dimension av att resa med bil..

?Förebyggande socialt arbete" ? behövs en vidare definition?

The aim of this study is to better understand the Swedish concept of ?förebyggande socialt arbete?, preventive social work. I have conducted eleven qualitative interviews with different key persons and skaters, together with participant observation. During the process of analyzing the material I have used Randall Collins´ concepts of interaction ritual chains together with Jean Laves and Etienne Wengers concept of situated learning. The answers could be split up in three areas, first those who regard prevention work as building good things for the future.

Designing the Militarization 2.0 research tool

Research is a time-consuming endeavor which requires appropriate tools to manage often vast amounts of information. Militarization 2.0 is a research project aiming to explore Militarization in social media. The aim of this project is to design a user interface for supporting researchers in projects involving large amounts of data in qualitative studies. The project will follow the design process of the first version of the Militarization 2.0 research database interface. The design process involves user studies, interviews and design and testing of paper and digital prototypes.

Företags användning av tävlingar på sociala medier : Hur har sociala medier förändrat livsmedelsföretags tävlingar?

This study has examined how social media has changed food companies way of holding contests. The study examines how food companies use contests with the help of social media and how they used to do the contests before the use of social media. We have also researched the users behaviours and opinions of companies contests on and outside of social media.In this study we have interviewed four people responsible for contests on the social media department on their respective food company. We also performed a survey that was published on Facebook and followed it up with interviews from two of the participants.This study has showed that contests on social media, as a technical aspect, have given new possibilities for the design of the contests. But there are still some unexplored areas around contests on Facebook and the companies do not know exactly what the users are demanding.

En designstudie av social interaktion i kontextmedvetna musiktjänster

Den här studien behandlar social interaktion i kontextmedvetna musiktjänster. Problemområdet innefattar design av musiktjänster för att stödja musikens sociala funktioner. Studien genomfördes som en designstudie där workshops tillämpades för att generera den data som låg till grund för slutsatserna. Slutsatserna presenterades i form av fyra stycken designriktlinjer; Hantera och presentera användares identiteter, Stödja dialoger, Erbjuda indirekt interaktion och Erbjuda direkt interaktion. De är inte avsedda för att designa en produkt utan istället för att bidra med kunskap som ger en förståelse om effekten av en design..

TaS - Take a Seat

Humans have always been fascinated by the thought of bringing non living objects to life. We wanted to explore the possibilities of trying to create an artefact that the audience would consider possess emotional states and have a life of its own. TaS is a interactive chair that functions as a social entity. The idea is to try and enhance the bond between human and artefact, based upon the emotional connection. We try and produce, enhance and maintain this bond through curiosity based interaction. Bachelor thesis in Interaction Design by Andreas Eriksson, Johanna Lund and Fredrik Lundh, spring term 2008, Malmö University, K3 School of Arts & Communication..

Immateriella värden & design -eller ?Det skall tåla ögats slitage?

Bakgrund: I konkurrens om morgondagens konsument kommer sannolikt materiella värden inte räcka till. Företag måste också kunna erbjuda immateriella värden genom upplevelser. Ett sätt att göra detta är via produktens design. Den företagsekonomiska relevansen understyrks ytterligare av det faktum att lite forskning finns kring immateriellt värdeskapande och design. Syfte: Syftet med uppsatsen är att bidra med förståelse för hur design kan tillföra immateriella värden till en produkt.

En pilotstudie av hästens beteende vid olika boxgrannar och boxdesign

SUMMARYThe Swedish laws of animal welfare emphasize the social needs of the horse but nothing is said about how to fulfill this. Though there are few studies done in this subject it can be difficult to understand if the needs are fulfilled. The purpose of this study was to learn more about the horse?s social needs in box stable and to increase other people?s knowledge and understanding of the horse behavior to increase the welfare of the stabled horse. The questions where: How does the horse choose to place itself depending on what horse is next to it? How many attempts does the horse do to take contact and nose contact with the horse next to it? How does the box design affect the horse behavior?22Eight horses were videotaped during 24 nights.

Hej, kom spela med oss! (Hi, come play with us!)

People play games now more than ever before. While the digital gaming industry dominates the market, boardgaming has been living in its shadow. Board games offer a physical tangibility and a social experience that can be found in few digital games. How do we create a tool that further builds upon those strengths? The purpose of this study is to examine the possibility of developing a service that consists of an mobile application and board game events to promote social face-to-face interaction. Focus has been on the social face-to-face interaction in the context of a board game session.

Att inreda ett intranät : En rapport över framtagandet av en ny design för ett intranät

Denna uppsats beskriver utvecklingen inom projektet att skapa en redesign av en intranätmall till företaget Circuit i Stockholm. Denna intranätmall representerar de intranät som företaget producerar och används för att sälja in intranät till nya kunder. På grund av att många uppdateringar och nya funktioner tillkommit i de senaste intranäten som levererats vill företaget uppdatera sin intranätmall och som en del i arbetet skapa en ny design till den. Det som levererades inom projektet var slutgiltiga Photoshopskisser med syftet att beskriva designen i detalj, samt påbörjad kodmässig implementering i front-end med hjälp av ramverk för responsiv design..

Rum i förändring - en studie av Stapelbäddsparken sedd ur ett genusperspektiv :

By doing a study of Stapelbäddsparken from a gender perspective I have been investigating and analysing physical planning and landscape architectural design. My intention with this thesis is to reflect on what a gender perspective in physical planning means and what kind of consequences and effects it could have on physical planning and outdoor design. Gender is something that is created, moulded and transformed by social and cultural processes. And it also includes a dimension of power concerning the knowledge of the relationships between women and men where the standard in today?s society is still men?s interests. To implement gender in my analysis of the park I have been observing how the park is used and who is using it. I have also been investigating who?s needs and wishes that has been provided for in planning and design.

Hantering av digitalt designmaterial i kollaborativ miljö

A case study of professional interaction designers' usage of design materials was conducted. Five interviews were performed in order to gain insight in the systems used by designers, how these work, how they collaborate within them, and what they think of recent research about them. Design studios allow collaboration for several users at once. Digital material (mockups, pictures, etc.) are commonly used, but needs to be made analog, e.g. printed, to be usable in the design studio environment.

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