Utskrift från Malmö högskola - mah.se
Utskrift från Malmö högskola - mah.se
Now showing items 1-20 of 31
| Inferno and exaltation - How to design Creativity and support Interac... |
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| Khan, Zayera : Malmö högskola/Konst, kultur, kommunikation, K3 (2000) |
1-year master STUDENT ESSAY |
| English abstract: | This masters thesis is about how to enhance creativity and investigates the design process of interaction designers, in terms of the creative process, design support tools and especcially through a concept presented in this thesis. The concept is called DSTZ (Design Support Tool Z) and suggests ways in how to support a designer in the creative process. An empirical study was carried out in the thesis that consisted of a survey conducted on 8 "interaction designers" investigating how interaction designers work and if they require or need any design support. A design survey was later conducted on 18 "interaction designers" of which 9 were professionals and 9 were students, to investigate the concept DSTZ and the creativity enhancing aspect. The resuls from the empirical studies show that a design support tool is desired and DSTZ has features that are useful and can enhance creativity. The features consist of 8 palettes and 3 funtions that are manifested in DSTZ. Further investigation is required in order to find data that support the statement that creativity can be enhanced through a design support tool. |
Magistersarbete.PDF
(543.6Kb)
| Matematik, är det roligt? Ett digitalt koncept riktat mot elevers mot... |
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| Andresen, Jan : Malmö högskola/Konst, kultur, kommunikation, K3 (2004) |
1-year master STUDENT ESSAY |
| Swedish abstract: | Utgångspunkten i detta magisterarbete inom ämnet Interaktionsdesign var att se varför barn i dagens skola tycker att skolarbetet blir tråkigare ju högre upp i årskurserna de kommer. Vidare drog jag slutsatserna, utifrån litteraturgenomgång, att någon gång i årskurs 4-6 börjar eleverna i skolan att tappa lusten för skolarbetet. Var det allt skolarbete eller bara vissa ämnen som eleverna tyckte var tråkigt? Varför var det tråkigt? Kunde jag göra något åt saken? |
master.pdf
(3.972Mb)
| Zeals - Predicting and Designing for anticipation and recollection |
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| Gavie, Dan; Gran, Anders : Malmö högskola/Konst, kultur, kommunikation, K3 (2007) |
1-year master STUDENT ESSAY |
| English abstract: | This master thesis in interaction design deals with two major scopes. First, it will describe how a design concept regarding events is initiated. Second, and parallel, a practical tool for user representations will be formed and used to illustrate a foundation for design. By providing examples of projects related to how anticipation and recollection can be experienced we highlight our work area. In addition to this, we present tools that we consider beneficial regarding user insights. Out of these two fields we describe a process where a mobile phone application is created situated within industrial borders. The result of this process consequently consist of two parts each depending on the other. The application, Zeals, demonstrates both how anticipation and recollection can be experienced. The second part of the end result, PAF, demonstrates how we have represented users and concludes that it can be used in other projects as well. Hence, our final result needs to be interpreted depending on design approach and it’s nature. |
| Swedish abstract: | Zeals är en mobil applikation där användaren tillåts att kollaborativt uppleva förväntan och erinran inför och efter en händelse. Genom att användaren bidrar med media som hon själv definerat som relevant för händelsen kan mobiltelefonen fungera som ett medium där kopplingar och relevans är upp till användaren. Parallellt har ett designverktyg för användarjämförelser tagits fram - Persona Activity Framework. PAF syftar till att genom ett scenario visa skillnader och likheter mellan tilltänkta användare. |
Zeals_Gavie_and_Gran.pdf
(2.059Mb)
| Bokdjungeln - Framtidens bibliotek |
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| Fergusson, Christopher; Karlsson, Daniel; Zuta, Festim : Malmö högskola/Konst, kultur, kommunikation, K3 (2007) |
1-year master STUDENT ESSAY |
| English abstract: | The children libraries in Sweden are losing visitors. Everything around us is changing but the children’s library stays the same. Our aim with this master’s thesis was to make kids from nine to twelve to visit the library more often and hopefully develop a higher interest of borrowing and reading books. Our goal is to make the library more attractive and appealing for children. We have seen a common interest of electronics and high-tech stuff among children during our former projects and field studies and we decided to use this to make the environment for children more appealing. We will do this thru two prototypes that we have developed. We call them The Storytellingtent and The Bookbrowser. |
| Swedish abstract: | Sveriges barnbibliotek tappar besökare. Allt runt omkring oss förändras, men barnbiblioteken ser likadana ut. Vi vill i detta examensarbete ändra hur barn och ungdomar ser på biblioteket, så att de känner sig mer hemma i biblioteksmiljön och som följd av detta möjligtvis ökar barnens läslust. I stort vill vi göra biblioteket mer attraktivt och tilltalande för barnen. Vi har i tidigare projekt uppmärksammat att många barn och unga har intresse för teknik och detta valde vi att dra nytta av i Bokdjungeln. Vi har med hjälp av barn i åldern nio till tolv utvecklat två prototyper som vi kallar Bokbläddraren och Sagoslottet. |
bokdjungeln.pdf
(11.59Mb)
| RemindMe |
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| Hang Andersson, Emily : Malmö högskola/Konst, kultur, kommunikation, K3 (2007) |
1-year master STUDENT ESSAY |
| English abstract: | n this project digital reminders for youths were studied. A series of field studies were conducted where digital reminders were shown to be highly useful for this demographic. Also, a digital reminder prototype, RemindMe, was proposed and implemented, and its usefulness shown through concluding field tests. |
| Swedish abstract: | I detta projekt studerade vi digitala påminnelser för ungdomar. En serie fältstudier utfördes vilka visade att digitala påminnelser var väldigt användbara för denna demografiska grupp. Vidare, en digital påminnelse-prototyp, RemindMe, föreslogs och implementerades, och dess användbarhet fastställdes i avslutande användartest. |
RemindMe.pdf
(1.555Mb)
| Memorie, supporting the practices of memory in the graveyard |
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| Desiato, Pietro : Malmö högskola/Konst, kultur, kommunikation, K3 (2007) |
1-year master STUDENT ESSAY |
| English abstract: | Due to its sensitive nature, the graveyard is often an avoided problem space within the field of design. This becomes evident from the lack of exploration and analysis in this domain. Anyhow, it represents an opportunity to test how design can mediate between sacred places, technology and people. Moreover, as a very specific context, the graveyard encompasses peculiar ways of interacting and experiencing space that deserve to be taken into account. This work discusses the notions of space and place and how the field of interaction design can benefit from them. In doing so, it investigates the hidden dimensions of the graveyard that make it a complex structure where spatial, personal and socio-cultural dimensions are intertwined. While the fieldwork aims at analysing the graveyard in its different tones of meaning (identity, memorial, cultural differences, on-site interaction) the focus of the work are the practices of memory and the role that the past has in our relation with the deceased. The result of the design process is an interactive audio system composed of a playback circuit based on Arduino and boxed into a seashell. The device is designed to be placed on the grave and store audio content. Once activated, the audio seashell allows listening and eventually recording vocal traces related to the deceased’s past. Taking into account the observed practices, rules and conventions that shape the graveyard, the role of personal and collective rituals and the meanings of all the identified artifacts, the designed system supports the experience of recalling memories in respect to the atmosphere, tempo and rhythm that characterise the graveyard. |
Memorie.pdf
(2.026Mb)
| Best of Both Worlds: A Platform for Hybrids of Computer Games and Boa... |
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| Rören, Jonas : Malmö högskola/Konst, kultur, kommunikation, K3 (2007) |
1-year master STUDENT ESSAY |
| English abstract: | This report describes my work with developing a game for a gaming platform that enables hybrids between board games and computer games. My ambition has been to develop a game that takes advantage of the novel possibilities that this platform permits. Among those are to operate with a combination of the computer game traits of complexity in the games and ease of playing; as well as the board game / card game traits of combining social dynamics around a game session with ability to keep information hidden from other players. This is accomplished by a combination of mobile phones and a computer connected to the Internet. The screen of the computer will serve as board and the phones will display cards and other private information to the players, as well as functioning as the players' means for interaction with the game. The game developed, Wind Bugs, takes advantage of the complexity of game states that a computer easily can handle. Effort has been put into finding mechanics with a level of complexity while still implementing them in way that makes them both playable and enjoyable. Rather than focusing on immersion, which has become common in the design of computer games, hopes are that games for this platform, including the game developed in this project, will give room to social dynamics among the players. Though operating with the use of mobile phones, the platform will not support "mobile gaming"; the proposed setting is a group of players surrounding a big screen. |
jonasroren_mah_msc.pdf
(2.158Mb)
| Relify |
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| Andersson Reimer, Roger : Malmö högskola/Konst, kultur, kommunikation, K3 (2008) |
1-year master STUDENT ESSAY |
| English abstract: | Mobile phone's offer enriched ways of communicating and have become devices with a very strong personal attachment for most users. While being personal communication devices, mobile phones displays limits with user interfaces more focused on features and distinct applications rather than providing rich interactions with a focus on people and communication between people. The present project explores interaction design for the mobile phone as a more personal and social device. It's key outcome is the Relify concept with it's affiliated prototype. Relify is a mobile user interface where presentation of people and communication is influenced by the character of the relationships with the people involved. Relify creates a personalized and flexible way for users to gain access to both personal communication and web feeds from third party services within a seamless user interface. This report describes the explorative design process leading to Relify, findings from field testing of it's prototype and design themes identified during the work. The work concludes that Relify demonstrates a personalized and fluent user interface with increased overview and a richer user experience. Among it's experiential qualities is an increased sense of connection, that can excite communication between people. In summarizing the work, considerations and implications on designing mobile user interfaces are discussed against the experiences of this project. |
roger_andersson_reimer_relify.pdf
(20.71Mb)
| Sit, Eat, Drink, Talk, Laugh – Dining and Mixed Media |
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| Sigurjonsdottir, Edda Kristin : Malmö högskola/Kultur och samhälle (2009) |
1-year master STUDENT ESSAY |
| English abstract: | Sit, Eat, Drink, Talk, Laugh – Dining and Mixed Media, is an exploratory study of qualities in everyday life and challenges people to enjoy the qualities of mundanity. Seeking inspiration in ethnographic studies, field work was conducted in domestic settings, returning an extensive body of material to work from. The study challenges people to absorb the moment, reflect and enjoy, rather than pacing through a lifetime, with a constant focus on the future instead of the present. This work takes a starting point in food and dining as a social activity, where interactive sound and a reference to online social media is explored through two interventions. The results of these are discussed with central findings around food and dining in the area of sociology, the use of sound in ambient computing and on a higher level around the topic of temporality. |
SitEatDrinkTalkLaugh_muep.pdf
(14.13Mb)
| Tangible Sentence Train |
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| Hall, Amanda : Malmö högskola/Kultur och samhälle (2009) |
1-year master STUDENT ESSAY |
| English abstract: | My research paper discusses the explorative design process of creating a tangible sentence construction train and the implications of tangible computing in the classroom. For inspiration I looked into learning style methods and tangible computing projects for children. I aimed to follow the methods of Participatory Design and Cooperative Inquiry as part of my design process, but found reasons to explore different methods. My final prototype uses a train to provide digital support and encourage an effective way to support task interest, information retention, and sentence structure, as well as facilitate creativity and team problem solving skills for children of different learning styles and skill strengths. By allowing children to construct their own sentences with responsive train cars, I found that children were able to discuss class material and ideas in a fun way, as well as find explorative ways to bend rules and engage in play. |
Amanda_tangible_sentence_train_final.pdf
(1.237Mb)
| Managing the gap between the physical and digital world through a bal... |
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| Goble, Matthew : Malmö högskola/Kultur och samhälle (2010) |
2-year master STUDENT ESSAY |
| English abstract: | Th is paper focuses on bridging the gap between the physical and digital world by creating a balance between performative (learned) interaction and transparent (direct-realism) interaction. The balance between these two types of interactions is also reminiscent of the balance between how people currently interact with digital objects and how people interact with physical objects. This paper does a deep review of the many ways designers, researchers, and even psychologists have studied interaction between the physical and digital world. The project started off with a literature review, the literature review consisted of four sections; a review of related papers and projects, discussion of related theories, my analysis of reviewed literature, and ended with the creation of design guidelines for Near-Field Communication (NFC) devices. The paper proceeds through a hands-on, iterative physical prototyping process in order to develop a prototype that allows our physical interactions to be supported digitally through the use of mobile computing. Wireless communication and metadata are used to create a physical interaction, which is both highly personalized and contextually based in a digital way. An interaction that supports our deeper understanding of the purpose of the interaction, and which also benefi ts from the availability of digital information, which is personal and contextual. Lastly a proposal for a fi nal design for a digital device that will allow the user to bridge the gap between the physical and digital world is described in this paper. This final design incorporates both my analysis of the reviewed projects, theories and literature, and the findings from two rounds of user testing with and iterative physical prototype. This is followed by overall conclusions and suggestions for future work. |
Managing_The_Gap_Goble.pdf
(955.8Kb)
| Rewarding conversations -How to reach them, arrange them and spread t... |
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| Laberg, Åste : Malmö högskola/Centrum för teknikstudier (2010) |
2-year master STUDENT ESSAY |
| English abstract: | This thesis gives you an introduction to rewarding conversations and a set of guidelines for reaching them more easily. I have found that there is an interest for having rewarding conversations with strangers. In a number of experiments I have tested a variation of arranged meetings between strangers aiming at creating rewarding conversations. This study have shown that more participants reaching rewarding conversations in a private meeting in contrast to a space where several conversations takes place. Several experiments has confirmed that there is an interest for listening to other people’s rewarding conversations and that they prefer longer, but edited conversations. By studying the experience of listing to a conversation I found that the understanding of what we hear will be different for everyone, down to the level of a specific word. Similarly the understanding of what you hear will change depended on if you are listening alone or with other people, which means that the surrounding situation affect what you perceive. It is still possible to recognise a general quality despite of subjective preferences. Based on the findings I have created a design proposal, a website whose goal is to encourage rewarding conversations through allowing to arranging and spreading them. |
Rewarding_conversations.pdf
(10.82Mb)
| Crowd Compass: An Interaction Design Exploration of a Non-place |
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| Basu, Sunandini : Malmö högskola/Kultur och samhälle (2010) |
1-year master STUDENT ESSAY |
| English abstract: | The thesis project is an exploration of interaction design possibilities within the spaces of public transport in urban India and the challenges for design in these large, disorderly contexts. These public transit spaces offer a microcosmic view of the current urban environment of India, where new paradigms of technology adoption are emerging, and provide significant scope for interaction design to learn from and contribute to in diverse ways. As the theme of public transport and its encompassing spaces are traditionally approached from urban planning and engineering perspectives, this thesis aims to explore the urbanism of transit places from the framework of place-specific computing, which is a perspective on mobile and ubiquitous computing, and a design methodology that is grounded in and emanating from the social and cultural practices of a particular place. To understand and evaluate the environment, the project makes use of elements of participatory design, brainstorming techniques like placestorming, and experience prototyping methodologies, a way for users to interact directly with the prototype, and thus at each stage of the design process explores the role of prototyping to generate reflective discussion. The thesis proposes Crowd Compass, an information service based on crowd density, that is available freely anywhere but only of value in a certain context to support a specific decision, and expires instantly. The thesis also presents a new paradigm for design in large scale, disorderly contexts: crowd density, a parameter of contextual information for transit; and the concepts of a semi-controlled space for early prototyping, analytic and generative maps for effective analysis, and the significance of design from “the inside”. |
CROWDCOMPASS.pdf
(3.728Mb)
| Stacked User Inputs |
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| Nero, Rob : Malmö högskola/Kultur och samhälle (2010) |
2-year master STUDENT ESSAY |
| English abstract: | Multi-touch tables, iPhones, and iPads are just a few of the many devices to have embraced the mystical power of touch sensitivity. Somehow, without any physical push of a button, these devices can magically “feel” when my finger is touching them! Touch-sensitive technology is perceived to be such a recent addition in devices, that it still holds people in amazement and makes them believe they are living in a science-fiction fantasy. Is this the future for all devices though? The iPhone has proven to be such a success that it seems as though all mobile phone manufacturers are abandoning physical buttons in favor of touch-sensitive panels. This thesis aims to point out that the physicality of interfaces should not be abandoned, but combined with touch-sensitivity. The haptic feedback that I receive while pushing the keys down on my keyboard is an advantage that is quickly lost with the touch-sensitive screen of an iPhone. However, the touch-sensitive screen of an iPhone offers the ability of using natural gestures to provide input to the device, which a physical keyboard is unable to do at all. I propose that a physical interface can be combined with a touch-sensitive interface to create “Stacked User Inputs” that would combine the advantages of both interfaces, into one seamless interaction. |
RobNero-SUI-Thesis-2010.pdf
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RobNero-SUI-Thesis-2010.pdf
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| Curio-Urbia: A curiosity exploration of hidden urban interactions |
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| Nilsson, Therese : Malmö högskola/Kultur och samhälle (2011) |
1-year master STUDENT ESSAY |
| English abstract: | Firstly, this research is a collaboration with Granny’s Dancing on the Table, a transmedia film project in which the public has the chance to affect a film script through different social media channels. Before the actual film release there will be different game-episodes released in connection to the film. I have mainly been in contact with the game company Ozma, a part of the ‘Granny team’ working on cross-media games for the project. This thesis is a side-project with the aim of exploring a more “hidden universe”, which can later be applied to the design process. Secondly, the research provides a broad picture of the dilemmas faced when applying cryptic design strategies in an urban environment. I explore a few design qualities, how they can enhance user experience and make the user curious about hidden artefacts found on the street or in a public environment. I approached the problem by placing experiments linked to one of Granny’s Dancing on the Tables’ social media channels, in the streets and institutions of the Möllan neighbourhood in Malmö, Sweden. I collected information from both field studies and the interaction design world, regarding the application of design qualities to an artefact. Moreover, I based the research on street art, human behaviour, the psychology of curiosity and visual perception within the field of (transmedia) experience design. Based on my findings from these experiments and interviews I have come up with a set of guidelines to use when applying “hiddenness” to an artefact or design concept. |
curiourbia.pdf
(3.389Mb)
| Shared resources, calm appliances. Sustainable interaction and care i... |
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| Venditti, Silvia : Malmö högskola/Kultur och samhälle (2011) |
2-year master STUDENT ESSAY |
| English abstract: | Today’s environment conditions have reached a critical stage that challenges us to revert the current paradigm of production and waste into new ways to fulfill needs. The whole society needs a shift away from the individual ownership, being it one big reason of environmental crisis. This thesis project is an exploration into the field of sustainability in housing contexts that seeks a different approach in the matter by encouraging the collective use of resources. The resulting design is a product service system that uses indeed a combination of artifacts and services to enhance and augment behaviors towards sustainability, by using calm technology as main touchpoint with the users. This means that the project tries to establish a dialog with the user at a level that presents a valuable aesthetic of interaction because of the fluency of communication. |
| Designing the future of the newspaper |
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| Anna, Benckert van de Boel : Malmö högskola/Kultur och samhälle (2011) |
1-year master STUDENT ESSAY |
| English abstract: | This paper is about the exploration of how to design an aggregator for online news that combines editorial credibility, a social media layer and a fluent interaction experience in order to provide overview and accessibility. The aim of this thesis was to explore the design of the conventional newspaper in a digital format using the iPad as medium. The conventional newspaper is in trouble – more and more readers are moving to digital news – and we are struggling with which platform to use in the future, what content to fill it with and how this new media channel can be used. My ambition for this project was to explore, from a media production perspective, possible design solutions. In the design process two questions were mailed out to individuals to investigate important qualities and behaviours from the conventional newspaper. There were also situated studies with ten individuals in their homes, including interviews and questionnaires, to get a deeper insight into how they read the news and to identify their behaviour and rituals while using the IPad as device. The result of this project was an iPad application designed for those who are interested in following the news. There are two key functions that have been added to adjust the conventional newspaper to fit as an aggregator providing news online. The first one is editorial responsibility for social media content and the second that it can be used twenty-four hours a day. In this thesis, I am proposing that the iPad can also be used in a social context and as a device for social experience, besides being a personal device. The design solution is an application which can be used for in depth-reading or in the periphery, adjustable according to which situation the person is in. |
future of the newspaper.pdf
(13.63Mb)
| Design of Information visualization System for Managing Virtualized S... |
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| Yang, Xun : Malmö högskola/Kultur och samhälle (2011) |
2-year master STUDENT ESSAY |
| English abstract: | Information Visualization technics has been widely used in exploring complex data space. In the area of network visualization, the extreme complexity and professional requirements of IT engineers make it hard to design visualization strategies facilitating their daily works. This paper introduces an interactive visualization tool kit for managing network systems. It starts with the research of different visualization technics and existing visualization systems, follows with the concept development process, including user research and the evolution of mockups. A final prototype is proposed, evaluated by discussion with users. |
| Exploring interaction design for counter-narration and agonistic co-d... |
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| Palmér, Daniel : Malmö högskola/Kultur och samhälle (2012) |
1-year master STUDENT ESSAY |
| English abstract: | This is a documentation of a programmatic design approach, moving through different levels of an established practice of grassroots activism. The text frames an open-ended, exploratory methodology, as four stages of investigation, trying to find possible ways to shape and increase understanding of, and facilitate a process, of co-designing a practice. It presents the experience of looking for opportunities for counter-narration, as contribution to an activist cause, and questioning the role, purpose and approach of a designer in a grassroots activist environment. |
Attachment II.pdf
(11.16Mb)
DanielPalmer_idm-thesis_finalhandin.pdf
(11.39Mb)
| Smart clothing in the mainstream - Implications of technology in the ... |
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| Uhlig, Martina : Malmö högskola/Kultur och samhälle (2012) |
2-year master STUDENT ESSAY |
| English abstract: | Smart clothing is far from being adopted by regular consumers and worn on a regular basis. Most developments can be found in specialized markets and all of the few consumer products so far have not been commercially successful. The first part of this thesis illustrates why this is the case and presents a few examples of concepts that show the potential of smart clothing in an everyday context. The second part shows my own practical research into the subject and the resulting design concept. It follows a user-centered design process with participatory design elements and ends in a concept proposing clothing that can change color and style on the go. The concept tries to support a sustainable lifestyle by slowing down fast fashion and democratizing fashion design. It makes it easy for the wearer to create her own styles and to change the style on the go to adjust to different situations or different moods. The end result of this thesis is a prototype that serves as a proof-of-concept. |
thesis_martina_uhlig.pdf
(10.87Mb)
Now showing items 1-20 of 31