Utskrift från Malmö högskola - mah.se
Utskrift från Malmö högskola - mah.se
Now showing items 1-20 of 31
| A holistic approach to designing for a specific aesthetic experience ... |
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| Ehrndal, Marie : Malmö högskola/Kultur och samhälle (2012) |
1-year master STUDENT ESSAY |
| English abstract: | This thesis aims to point out characteristics of game aesthetics, and accounts for one possible approach to design for a specific aesthetic experience. The theoretical framework that has been treated includes game design, interaction design, industrial design and aesthetics. Aesthetics have been understood from a classical perspective, where some properties are treated as being inherent of a game as an artifact, and others as sensual, perceptive and cognitive concepts that make out parts of the aesthetic experience of playing a game. The research has been conducted through theoretical studies as well as research through design, where the design process as well as the end artifact itself have made out research tools. It suggests a design process focused on the end material, and emphasizes hi-fi sketching. The process accounted for in this thesis has been focused on the multi-mediated end result, by framing the design or possibility space with themes, experiential goals and a parallelly constructed theoretical base of game aesthetics. The design approach has also been based on ideas of letting objects and concepts within the real world inspire game behaviour by association, within the frame of a chosen theme. Based on game qualities like simplification and coherence, my approach aims at designing aesthetically holistic games. Other aesthetic qualities that are treated in relation to the design process include representation, embodiment, presence, immersion, flow, fun, pliability and pace. The approach is argued to have strengths in the sense that it does not conform to pre-established genres, is more player oriented, can create coherent experiences and aid innovation. The backdraws are that it is not effective and does not guarantee that the outcome is neither pleasurable nor playable. |
| Swedish abstract: | This thesis aims to point out characteristics of game aesthetics, and accounts for one possible approach to design for a specific aesthetic experience. The theoretical framework that has been treated includes game design, interaction design, industrial design and aesthetics. Aesthetics have been understood from a classical perspective, where some properties are treated as being inherent of a game as an artifact, and others as sensual, perceptive and cognitive concepts that make out parts of the aesthetic experience of playing a game. The research has been conducted through theoretical studies as well as research through design, where the design process as well as the end artifact itself have made out research tools. It suggests a design process focused on the end material, and emphasizes hi-fi sketching. The process accounted for in this thesis has been focused on the multi-mediated end result, by framing the design or possibility space with themes, experiential goals and a parallelly constructed theoretical base of game aesthetics. The design approach has also been based on ideas of letting objects and concepts within the real world inspire game behaviour by association, within the frame of a chosen theme. Based on game qualities like simplification and coherence, my approach aims at designing aesthetically holistic games. Other aesthetic qualities that are treated in relation to the design process include representation, embodiment, presence, immersion, flow, fun, pliability and pace. The approach is argued to have strengths in the sense that it does not conform to pre-established genres, is more player oriented, can create coherent experiences and aid innovation. The backdraws are that it is not effective and does not guarantee that the outcome is neither pleasurable nor playable. |
master_thesis_id_ehrndal_marie.pdf
(2.670Mb)
| 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)
| 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)
| 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)
| 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)
| Designing a Layer for Communication and socialization for Digital Nat... |
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| Bigdelli, Avissa : Malmö högskola/Kultur och samhälle (2012) |
2-year master STUDENT ESSAY |
| English abstract: | This thesis is a report of a research and design process for creating a layer for a certain Digital Library; a layer that allows users to communicate and socialize with each other within the environment of the Digital Library. Also, the effects that this layer could have on the users’ behaviors, social lives, and private lives, were evaluated. In the process, the most-visited Digital Libraries have been introduced and examined. Furthermore, they have been compared with each other using a united framework. In addition, the user group has been chosen, analyzed and categorized. According to that, International Children’s Digital Library has been chosen as the most suitable Digital Library for the target user group. Through series of prototypes and workshops done with a selection of user group representatives, design decisions were made and tried out. The final outcome of these workshops is a prototype layer for International Children’s Digital Library that allows users to communicate and socialize with one another. As a further matter, the potential effects it could have were explained. |
| Designing for Engagement: Using indirect manipulation to support form... |
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| Serim, Baris : Malmö högskola/Kultur och samhälle (2012) |
2-year master STUDENT ESSAY |
| English abstract: | This thesis aims to study the design possibilities for supporting explorative form-finding in 3D modeling applications. For today’s many design professions, 3D forms are achieved partly in engagement with digital environments. Use of software has far exceeded final idea execution, extending to the early phases of design work in which the outcome is not predetermined. This insight led designers of interactive systems support sketching and ideating activities by reducing the risk of experimentation and cognitive effort demanded from user. Yet, there has been less emphasis on traditional design and craft practice that acknowledges engagement with materials and effort spent on work as an integral part of creative process.The notion of exploration in the scope of this thesis attempts to incorporate such aspects. Relevant literature about workshop practice in design and craft has been reviewed, as well as examples of CAD technologies that aid designers. In this light, HCI perspectives on the design of creativity support tools and games have been discussed. The thesis work aimed to concretize this background by building a design strategy and an interactive artifact. A 3D form-finding application concept using objects in modeling space to indirectly manipulate geometry, “kfields”, has been developed and evaluated with users at various stages. The thesis concludes by reflecting on the findings of different design stages and proposing further directions for design. |
DfE_barisserim.pdf
(4.570Mb)
| Designing tangible musical interactions with preschool children |
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| Suvorina, Svetlana : Malmö högskola/Kultur och samhälle (2012) |
2-year master STUDENT ESSAY |
| English abstract: | Many cognitive scientists agree that musical play is beneficial for preschool children. They consider music to be one of the most important means to promote preschool children’s learning potential. From an interaction design point of view, music provides opportunities to engage children in collaborative play which in return is beneficial for their cognitive and physical development. I argue that tangible interaction can facilitate such collaborative and playful musical activities among preschool children and in the scope of this thesis, I explore how this can be achieved. Through the exploration of related projects in this area and my own design experiments at a preschool, I propose a design concept of a modular musical toy for children which I created and then tested in a preschool context with children of different ages. Along the way, I reflect on the peculiarities of children’s behaviors and the aspects of conducting design research with preschool children, since acknowledging these aspects is crucial for working with children as a designer. |
idm_thesis_suvorina.pdf
(17.78Mb)
| Designing technologies for unproductive citizens |
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| Galán Nieto, Sergio Manuel : Malmö högskola/Kultur och samhälle (2012) |
2-year master STUDENT ESSAY |
| English abstract: | This is a project to design digital technologies to promote uses of public spaces challenging the social religion of productivism + consumerism. Instead I celebrate participative leisure, free time, political involvement and social relationships. Digital artefacts for what I'm calling the "unproductive city". The goal is to incorporate a different set of values where the “paid work” is not as relevant in our life as it is today. The project is focused on life in cities and works with the integration of computing technologies into everyday urban settings and lifestyles. What it is called “urban informatics”. Participative processes as well as user center design have guided the design. It comprehends different services and activities: A collaborative urban jukebox, exercises with locative media, participative design as a leisure activity, technological infrastructures for meetings and game design for public spaces These activities are examples and explorations to find future challenges and different ways to design technologies for the unproductive city. |
UnproductiveCities-final_report.pdf
(23.36Mb)
| 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)
| Hybrid space counter-strategies: Rebalancing our relationships with n... |
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| Romich, Peter : Malmö högskola/Kultur och samhälle (2012) |
1-year master STUDENT ESSAY |
| English abstract: | Our increasing dependency on the internet has had a significant social, behavioural and psychological impact on us all, and not entirely positive. Networked technologies provide an endlessly-renewing refuge of digital information from the uncertainties of life in the physical world, a potentially addictive and ultimately unfulfilling emotional sanctuary. A compulsive craving for constant connectivity has been normalized by broader trends in public life, including a celebration of hypermediated workaholism, unsustainable consumerism, and a corporatist agenda for commodifying personal data and social conformity. Habitual use of networked digital media is crucial in order to socially and professionally thrive in contemporary society, so exposure cannot be completely curtailed and must be voluntarily monitored and managed at a personal level. Informed by an analysis of related socio-theoretical phenomena and historical counter-strategies, as well as expert interviews and interaction design theory, we explore how this could potentially happen through re-sensitizing the ‘smartness’ and ‘responsiveness’ of the technology itself, to appropriately curb its own misuse. These issues are addressed by a design concept developed through two artifacts: the first, a web-based application; and the second, a semi-functional technology probe and conjectural video prototype. Design is enlisted to explore how rethinking the implementation of digital experiences could potentially re- empower an individual to achieve a temporary liberation from (or at least an increased self-awareness of) their splintered psychological predicament, in the hopes of ultimately guiding them towards a healthier, more balanced relationship with networked media technologies. |
romich_thesis.pdf
(3.558Mb)
| Iconic Search: Visual Image Retrieval by Sample Selection |
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| Bouhendi, Nafiseh : Malmö högskola/Kultur och samhälle (2012) |
2-year master STUDENT ESSAY |
| English abstract: | The considerable growth of digital images online in recent years has shifted users’ concern from whether or not an image is available to how to find a specific image in a sea of online imagery. Image Search Engines cannot satisfy every user, especially users that require specific images with more details. Furthermore, the variety and quantity of available images do not add value for users if they cannot find what they require in an appropriate timeframe. Therefore, an Image Retrieval is required that lets users define detailed search perimeters and find images that match their requirements. This thesis focuses on providing better communication and interaction between users and Image Search Engines. The work presented here aims to let users describe their requirements visually and make approximations of the images that they require by setting perimeters like color, scale and position. This approximation can help in retrieving more appropriate images which more closely match users’ needs. This thesis also proposes to involve users first in improving the Image Search Engine database by uploading their photographs and images, and second in helping other users that are not satisfied with search results, by sending an image as response to their request. To achieve this goal, the thesis applied two methodologies, Research through Design and User Centered Design. These methodologies allowed considering future possibilities and users’ requirements. The communication with users provided by low-fidelity and high-fidelity prototypes as sketches, that were used in workshops and helped in framing the concept and improving different aspects of it. |
| 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)
| Knot – A Signature Based Notification System |
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| Jusis, Camilla : Malmö högskola/Kultur och samhälle (2012) |
2-year master STUDENT ESSAY |
| English abstract: | The thesis project underlines the importance of designing calm and subtle technologies, by exploring how mobile communicative technologies, such as cell phones, could notify their users about incoming information in a more natural, and non-intrusive manner. The aim of the thesis was to find a way for cell phones to act more appropriately in public and social settings, where they now often are considered intrusive due to their uninhibited manifestations. The thesis provides a theoretical understanding of how normative expectations of cell phone conduct are constituted and maintained within public and social settings. The theories are further grounded in practical work, where the project employ user centered design methods and techniques to, in a collaborative manner, together with users explore the research field to generate insights. Solutions have further been prototyped and evaluated together with users in their everyday settings. Taking inspiration from calm technology, the project looks into how information can be notified, in a more subtle manner in the periphery of the user’s attention. Users’ own priming abilities have been considered as a personal way to recognize the notification and to further associate it as relevant information. As a solution for intrusive cell phones, the thesis proposes Knot; a signature based notification system, which builds on friends’ abilities to recognize each other’s characteristic traits. The system consists of a notification rope, which is a free standing phone accessory that twists and turns, when new information is arriving to the user’s cell phone. It can present whom the information is from by shaping itself into the sender’s representative Knot-signature. If the user can recognize the signature, it will immediately trigger a meaningful association to the person who sent the information. The solution builds upon the restrictiveness between those who can associate a certain signature to a certain person, and those who cannot. For those who have the ability to associate to the signature, its role as a notifier will become meaningful and informative, while for others, who do not share this ability, the signature would be subtle and meaningless, and hence not interfering. The thesis exemplifies how interfaces could provide users with output in a more natural way, by considering users’ previous skills and knowledge, and primarily their priming abilities. |
| 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)
| 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)
| 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)
| Phantom Physicalizations Reinterpreting Dreams Through Physical Repre... |
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| Olislagers, Vincent : Malmö högskola/Kultur och samhälle (2012) |
2-year master STUDENT ESSAY |
| English abstract: | This thesis begins with a philosophical question: What if we could amplify our waking experience with the aesthetic qualities of dreams? Through a discourse on experiential dream related aspects in philosophy, design and daily life it examines what it means, and has meant, to dream, and how these qualities already permeate the physical world. I hypothesize that objects capable of representing dream related physiological data as physical output have the potential to amplify our waking experience. To formulate a set of considerations for the design of such objects, an ethnographic study of dream experience, comprising a survey, a cultural probe study and interviews, has been conducted. The text concludes by exploring how dream elements like ambiguity, synesthetic sensibility, and affective self-exploration may benefit interaction design, raising questions about how digital media can facilitate personal, meaningful experiences. |
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