Utskrift från Malmö högskola - mah.se
Utskrift från Malmö högskola - mah.se
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| System för de ännu inte tänkta tankarna |
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| Rundberg, Mikael : Malmö högskola/Kultur och samhälle (2002) |
bachelor STUDENT ESSAY |
| Swedish abstract: | Titeln ”system för de ännu inte tänkta tankarna” är en liten ordlek menad att vara provocerande. Provocerande för att systemets funktionalitet påstås vara det sinnliga och mystiska i det plötsliga uppdykandet av tankar eller idéer – ”de inte ännu tänkta tankarna”. Detta fenomen brukar tillfalla intuitionens konto och kommer nästan alltid på tal när kreativitet diskuteras. Med undertiteln ”Ett skissverktyg för den moderne designern i Schön dialog med designsituationen” menas att arbetet genomsyras av Donald Schöns idéer om Den reflekterade praktikern.1 Denna uppsats handlar om kreativitet, det visuella tänkandet och hantverket med att teckna/skissa i designmiljöer som blir allt mer präglade av datorsystem och det digitala materialet. De designområden som, av ganska naturliga skäl, ligger i frontlinjen i användningen av digitalteknik som designredskap är medieindustrin och informationsteknologin. Det är också här som designern befinner sig i situationer där bilder och skisser existerar i digitala format och som traditionella pappersburna bilder och skisser. Denna ”visuella dynamik” borde betyda nya förutsättningar och möjligheter för det kreativa arbetet. Min huvudsakliga fokusering ligger på de skissprocesser, både individuella och kollektiva, som är en så viktig del av designprocessen. Uppsatsen beskriver utvecklingen av ett koncept till ett skissverktyg för en modern och ”digitaliserad” designmiljö där jag vill ta vara på skissernas kreativa kvaliteter och tillföra dem den moderna mobila teknikens fördelar. |
| Digital Storytelling |
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| Rosberg, Emelie : Malmö högskola/Konst, kultur, kommunikation, K3 (2005) |
bachelor STUDENT ESSAY |
| English abstract: | The purpose of this paper is to analyze and map out the cyber culture of the Internet and its all users, identity, design theories and services. How people communicate and how they build up their identities are some of the baselines. I will also discuss the important aspects of Interaction design and how this can be used in a Community for digital storytelling. The Internet, or new media, was founded in the 60’s by some great philosophers (McLuhan, Rheingold, Lambert and more). With influence from their books I will discuss and analyze what kind of media the Internet is and how it can be seen as extensions to our senses, as McLuhan claims. Moreover, Interaction design is a big part of this work and I have chosen some relevant Communities which are running on the Net today. What features do they have and how do they work? I have decided some appropriate design theories and I will explain how these web pages can develop a better site according to my new theories. When implementing digital storytelling on the Internet, problems can appear. What do people want for services on a Community and what do they find disturbing? What makes difference between a site for digital storytelling and another community for finding a life partner? I will discuss the differences between these two kinds of sites and develop a project site with all the best parts from all kinds of relevant web sites. |
| Light Angle Influence: Designing an interactive research tool |
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| Dahlström, Markus : Malmö högskola/Konst, kultur, kommunikation, K3 (2006) |
bachelor STUDENT ESSAY |
| English abstract: | Lighting design is an important factor in media such as games, movies and interior design. Interaction design thinking is not always the priority when designing a space with light. The user oriented terms of thinking should be more of a standard for the designer, enabling them to create the highest possible experience for the beholder when viewing a scene with a light set-up. This paper will explain the online test tool I have created, the design process behind it, and how I used it in the search for peoples emotional responses to different light angles projected onto humans or objects. The tool consists of a single face, five tasks and one light source. The light source is moved freely around the face and the tasks given are interpreted individually by each user. An example of one task is: Design a devil! There is no right or wrong when designing, it is completely up to each test person how they think a devil look like with only one light source/light angle. The results are mapped out on a “Facemap” to visualize the statistic outcome. The results from user test done with my tool online are analysed and explained how they are used in a study trying to create a new way of thinking when it comes to lighting design. All with the purpose of enhancing lighting design in movies, still images and eventually games. This research and prototype will also support photographers and stage coordinators when creating their sets. |
| Swedish abstract: | Ljusdesign är en viktig faktor i media som t ex spel, film och inredningsdesign. Att tänka i interaktions designs banor är inte alltid prioriterat när man skapar ett rum med ljus. Användarorienterade termer borde vara mer av en standard för designern eller ljussättaren för att uppnå den bästa möjliga upplevelsen för betraktaren när denne åskådar en scen/rum med någon form av ljussättning. Detta arbete kommer att beskriva det onlineverktyg som jag har skapat, designprocessen bakom den samt hur jag använt den för att söka efter människors känslomässiga respons på olika ljusvinklar projicerade mot människor eller objekt. Verktyget består av ett ansikte, fem uppgifter samt en ljuskälla. Ljuskällan rörs fritt runt ansiktet och uppgifterna tolkas helt individuellt av varje användare. Ett exempel på en uppgift är: Designa en djävul! Det finns inga rätt eller fel när användaren designar, det är helt och hållet upp till varje testperson hur de tycker att en djävul ser ut med endast en ljuskälla/ljusvinkel. Resultaten markeras ut på en så kallade ”facemap” för att visualisera statistiken bakom testerna. Resultaten som görs online av användare är analyserade och förklarade hur de används i studien för att försöka skapa ett nytt sätt att tänka inom ljusdesign. Detta med anledning att förbättra ljusdesign i filmer, foto och slutligen spel. Denna forskning samt prototyp kommer även att stödja fotografer och scensättare i deras artistiska skapande. |
| När jag blir stor måste jag kunna matematik! − ett datorspel som stöd... |
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| Arrsjö, Jenny; Dagerhed, Katarina; Henriksson, Susanne : Malmö högskola/Konst, kultur, kommunikation, K3 (2006) |
bachelor STUDENT ESSAY |
| English abstract: | This report is a product of our examination work on Bachelor level in Interaction Design. Our aim is to develop a prototype of a learning game in mathematics for target group grade 4-6. The game will explain why mathematics is important and connect the subject to reality by giving the student tasks which they can relate to. In this report we present a theoretical basis by giving a background and context description of the problems in school today regarding learning and motivation in mathematics, children and computers and school and computers from a gender perspective. We will also describe three different areas in Interaction Design: Learner-Centered Design, Computer Supported Collaborative Learning and Motivation in Creative Digital World. We present a game concept based on theoretical findings, field studies and usability tests. The design process will be described and motivated and the result will be evaluated as well as discussed. |
cityM[2].pdf
(2.415Mb)
| Agent O - Utvecklingen av ett mobilt lärospel |
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| Fergusson, Christopher; Karlsson, Daniel; Zuta, Festim : Malmö högskola/Konst, kultur, kommunikation, K3 (2006) |
bachelor STUDENT ESSAY |
| English abstract: | This essay is a product of our bachelor of science in interactiondesign. Our focus in this project was to evaluate the mobile learning game from MIT and transform it so it would fit into Swedish schools and to redesign the interface from an interactiondesigners perspective and make it more goal-orientated for teenagers at the age of 13 to 16 years old. This resulted in the mobile learning game called Agent O. A learning game with the main purpose to evolve an interaction between the pupils and the pedagogical material through a handheld computer. Taking the learning procedure to a level where the learning part differs as when reading a textbook or solving a mathematic equation. Learning by doing may encourage the teenager to be active in the lecture in a progressive way. In this essay we present the theoretical basis by giving a background and context description of technology where it has been used as an educational complement. We will describe the limitations when designing an interface for mobile games, and look upon the possibilities for this kind of mobile learning game in Swedish schools. We have performed two main usertests at two schools in Malmö and the results of these tests are presented in the report. |
| Swedish abstract: | I denna rapport vill vi lyfta fram de möjligheter och begränsningar som finns för att skapa nya engagerande läromiljöer genom att implementera ett mobilt lärospel i ett svenskt skolsammanhang. För att exemplifiera detta har vi i vårt projekt skapat ett mobilt lärospel kallat Agent O, som två högstadieskolor med ungdomar mellan 15-16 år gamla fått testspela. |
AgentO.pdf
(5.053Mb)
| IDR "Interaktionsdesignad rädsla" |
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| Bergöö, Martin : Malmö högskola/Konst, kultur, kommunikation, K3 (2006) |
bachelor STUDENT ESSAY |
| English abstract: | This essay focuses on the possibilities and problems that come with having teleportation mixed with horror and fear and not having monsters in fear games. How it is to play a horror game without enemies and just being able as an Interactiondesigner to relay on the psychological feeling within the player, if the feeling is more than enough if the player him self get to fantasies and let their deepest fright feelings take over. Is there no difference if there are monsters/enemies or not. Is fright and fear already there before you encountering the enemies? These questions are answered as the paper also presents a game in the shape of a course that has been paralleled worked with. The world with the complete and finished game have bin done in the Hammer editor which the game HalfLife2 (VU games/Valve Software, 2004) is built on. The finished game is a result of several user tests from the prototype game and user questionnaires. Fear games are mainly built on humans’ psychological feelings, the imaginations and how one feel. Through strong usage and building upon these main factors to create fear I have worked from that perspective and investigated how I by best possible means, should do to create fear to fright players by not using enemies as main frightening objects. Focus has been on the narrative of both visual and auditive narration. I have also given an account of the advantage and disadvantages with working with the tool I have chosen, how it has affected my work and my result. The Result turned out to be even better than I had in mind and a positive attitude towards my game from all the test persons. They thought it was a good example that a horror game is not bound to have monsters in order to fright the player. I got a loot of good feedback, response and ideas of what I could improve and what was already good. Some wanted more light effects on the first part and others less sound in the last part. By listening to the test persons I started to create and shape the final version of the game. Everyone became scared and felt more or less frightened through all four parts of the game. I also got positive feedback on my theory from the test persons, that teleportation mixed with horror and fear is something that they could consider using more in games and that this was a good start in the right direction. |
X-arbete MartinBergöö.pdf
(4.723Mb)
| Bilder av framtiden |
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| Jönsson, Torbjörn : Malmö högskola/Konst, kultur, kommunikation, K3 (2006) |
bachelor STUDENT ESSAY |
| English abstract: | The technological development during the recent past, i.e. information technology (IT), has presented new possibilities for distance learning. IT has, so far, mostly been used to enhance the communication between teachers and students. With e-learning or technology-based learning the emphasis is rather on content in education instead of how education is performed. There is a need of improvements for more efficient e-learning within distance learning. The objectives of this study were to develop synchronous collaborative software application, based on five factors for more efficient e-learning, that researcher in cognition science Maria Larsson presented 2001. The software application was evaluated through a case study in a distance course of Organisation communication. The task was how to identify the culture in a specific organisation. The application was tested on two occasions with three participants at each occasion. The first test was as low-tech concept test and the second test was made with the use of the digital prototype. On both occasions the participants reflections was recorded during the test sessions and after the tests interviews were performed with each participant. My conclusions following the evaluation of the observations and the responses to the interviews are that it is possible to develop an application based on the five factors (learning styles, narrative form, collaboration, interaction and feedback) for more efficient e-learning. However, more research and testing are needed. |
| Swedish abstract: | De senaste årens tekniska utveckling på datorområdet har även gett återverkningar inom distansutbildningen. Den nya Informationstekniken (IT) har används mest för att utveckla kommunikationen mellan lärare och studenter på distansutbildningarna. I utgångsläget har tekniken alltså används för att underlätta arbetet inom kurserna, inte för att utveckla metoder för hur undervisning ska bedrivas. Elektroniskt lärande (e-learning) kan förklaras som ”Teknikbaserat lärande” (technology-based learning) och innefattar all form av undervisning som sker med hjälp av elektroniska media. Betoningen på lärande visar att tyngdpunkten förflyttats från hur utbildningen genomförs, till ett innehåll i utbildningen. Det finns behov av förbättringar för effektivare e-lärande inom distansutbildning. Samarbete och gemensam arbetsuppgift anses vara till hjälp vid lärande. I hög grad sker utbildning och dialog inom distansundervisning och e-lärande asynkront. Detta innebär att deltagarna inte samtidigt har direktkommunikation med varandra utan kommunikationen sker i med e-post. För att kunna möta möjligheterna till effektivare e-lärande borde en möjlighet till synkront kollaborativt arbete över gemensam arbetsyta vara av intresse. Syftet med projektet var att utveckla en synkron kollaborativ bild- och textbaserad applikation för e-lärande. Baserad på forskaren inom kognitionsvetenskap Maria Larssons rapport om fem faktorer för effektivare e-lärande samt utvärdera dessa genom en prototyp. Applikationen var tänkt att användas vid ett moment i ämnet "Organisationskommunikation" inom en distanskurs, där studenterna skulle bilda sig en uppfattning om en organisations kultur. Applikationen testades vid två tillfällen, först som ett koncepttest och därefter som en digitalt konstruerad prototyp. Tre personer deltog vid varje testtillfälle. Koncepttestet genomfördes med observation av deltagarna med dokumenterad ljudinspelning av dialogen samt efterföljande intervjufrågor. Prototyptestet utfördes med observation och med ”think-aloud” metoden samt intervjufrågor. Här skedde dokumentationen med hjälp av ljudinspelning samt skärmdumpar. Utvärderingen utgjordes av observation och intervjuer med testdeltagarna och visade att applikationen till stor del baserades på Maria Larssons fem faktorer. Min slutsats är att det varit möjligt att utveckla en applikation som till stor del baseras på de fem faktorerna och att konceptet samt prototypen kan vidareutvecklas. Värdet av ett par enstaka test kan vara begränsat då det enbart gällt sex personer. Utökade testsessioner med flera olika grupper hade kunnat ge mer tillförlitliga resultat. Jag finner att det är angeläget med fortsatt forskning angående inlärning via Internet. |
Bilder av framtiden.pdf
(797.6Kb)
| KIDMOB - En mobiltelefon för barn |
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| Kociski, Bobby : Malmö högskola/Konst, kultur, kommunikation, K3 (2006) |
bachelor STUDENT ESSAY |
| English abstract: | This paper discusses how a mobile phone-interface, suited for children in ages five to eight years old, could look like. Different functions of interest that this mobile phone could contain will also be discussed. By test and workshop conduction, for information gathering and inspiration, and the use of known and combined methods, a concept for a digital prototype is created. This paper could also be considered as a feasibility study for further and wider studies in the area of digital products for children in the age of five to eight. |
| Swedish abstract: | Denna uppsats diskuterar hur ett användargränssnitt, anpassat till barn mellan fem och åtta år, skulle kunna se ut. Olika funktioner utav intresse vilken mobiltelefonen kan innehålla, kommer även att diskuteras. Genom test utförande och workshop, för informationssamling och inspiration, vidare genom basering utav kända och kombinerade metoder, skapas det ett digitalt koncept. Uppsatsen kan även ses som en förstudie till vidare och djupare studier inom digitala produkter för barn i åldrarna fem till åtta år. |
KIDMOB_BobbyKociski.pdf
(1.149Mb)
| Social interaction with digital artefacts |
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| Nyberg, Robert : Malmö högskola/Konst, kultur, kommunikation, K3 (2006) |
bachelor STUDENT ESSAY |
Robert_Nyberg_MUEP.zip
(354.8Kb)
| Mobility Gaming - Social Interaction in Massive Multiplayer Online Ga... |
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| Johnsson, Fredrik : Malmö högskola/Konst, kultur, kommunikation, K3 (2006) |
bachelor STUDENT ESSAY |
| English abstract: | “Mobility Gaming” entails research done on how the social interaction within MMOG / MMORPG can be brought into a mobile context. The central issues in the research how MMOG players communicate and interact with each other today and how it can incorporate user mobility. Based upon this the research is focused on how the connection between non physical space, game world, and the physical space can be interconnected to enable the interaction to still occur. A prototype environment is created in with the user interaction can be tested and experienced. Cellphone and PDA clients have been developed alongside a server service to facilitate user based testing within this environment. The research done during this thesis have shown me that the user desires to reach each other is a very viable but not developed area for interaction within game environments. |
Fredrik_Johnsson_mobilitygaming.pdf
(679.8Kb)
| Emotional Triggers - Experience design as an added value |
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| Gran Hornsten, Anders; Holst, Jacob : Malmö högskola/Konst, kultur, kommunikation, K3 (2006) |
bachelor STUDENT ESSAY |
| English abstract: | We have in this thesis studied the area of emotive design as a way to create a stronger user experience. Functionality and features are still important to break new grounds and develop artifacts that can make our life easier, but the value of the product must be considered in a new way and communicated on new level, an emotional level. We have within the thesis, in collaboration with Sony Ericsson,investigated how emotions can be evoked by personal technologies. The human computer interaction is today so advanced that we might not always reflect over the impact the technology has on us. Our personal technology is getting more sophisticated which could allow stronger emotional bonds between the user and a device. What we have created is a concept for designing what we call emotional triggers. To find out what triggers users’ emotions towards technologyin order to create an added value, we have studied the relationship between users and their mobile phones. These studies included a workshop where we aimed to find out how users perceive their mobile phone and also how willing they are to personalize it. Furthermore we conducted trend research in Berlin and Milan to see international differences in mobile usage and also to compare it to other industries such as the fashion industry. The result is a concept we call Selectíf. The concept is a set of design criteria for designing add-ons that are made to illustrate more emotional values of a technical device. The concept is based on the notion of a series of add-ons and we have also created a first prototype, called Selectíf no1 based on the criteria. The prototype focuses less on technology and more on a user’s emotional needs and illuminates how personal technologies can be designed to be more emotive and thereby create a stronger user experience. |
| Swedish abstract: | Arbetet har genomförts med målet att skapa ett mervärde för Sony Ericssons produkter, utan att fokusera på telefoner. Vi har undersökt hur man kan öka användarens band till en teknologisk produkt som man alltid bär med sig. Vi har, genom att anordna en workshop, studerat användare och deras attityd gällande personalisering av mobiltelefoner. Vidare har vi besökt Milano och Berlin, och studerat hur mobiltelefoner kommuniceras hos återförsäljare och hur de används, för att få ett globalt perspektiv. Studierna har resulterat i att vi funnit en brist i hur personliga teknologier svarar mot människors känslor. Vi har baserat på detta skapat ett koncept vi kallar Selectíf som innebär en serie riktlinjer, eller kriterier för att skapa tillbehör till mobiltelefoner. Dessa tillbehör skall ta större hänsyn till emotionella aspekter och fokusera mindre på att vara funktions orienterade. Selectíf-produkter sätter känslorna i främsta rummet och skapar därmed ett mervärde baserat på emotionella band. |
| Dtourist: Historieskapande, interaktion och planering med rörlig medi... |
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| Carlsson, Håkan : Malmö högskola/Konst, kultur, kommunikation, K3 (2006) |
bachelor STUDENT ESSAY |
| English abstract: | Bachelor thesis in Interaction Design by Håkan Carlsson, spring term 2007, Malmö University, School of Arts & Communication. The climate for video sharing online is somewhere in the border of becoming a place for only the big companies to distribute material with general interest, or small communities with genre-specific interest to attract a larger audience. In this article I will look at the travelindustry to see what possibilities can be implemented into communities with interest in planning and travelling. I will argue that the importance of collaboration with different media can create a bigger picture so that more people can use and discover each other’s travel videos and experiences. I have also taken a closer look at social interaction at online communities such as MySpace and YouTube. The concept Dtourist is an online travel planner so that people can share experiences and use video as a part of their planning for trips and vacations. If we are to understand what kind of experiences we are publishing we must first look at our own material and understand them fully before we expect that a larger audience can be attracted. |
dtourist_hakancarlsson2007.pdf
(3.277Mb)
| Mobil TV – En användbarhetsstudie |
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| Björk, Daniel : Malmö högskola/Lärarutbildningen (2006) |
bachelor STUDENT ESSAY |
| English abstract: | Bachelor thesis in Interaction Design by Daniel Björk, spring term 2006. Malmö University, School of Arts and Communication. This bachelor thesis is a student project about mobile TV for the Swedish software technology and design company TAT – The Astonishing Tribe. The TV medium is on the move, literally. Moving out from it’s static environment in people’s homes out on the street as a non static medium, exactly what happened with the telephone for a couple of years ago. At the same time TV becomes more connected to the individual because every person that is watching mobile TV will make there own choices and buy there own mobile TV subscription. But what is mobile TV? The purpose is to investigate the bonds, possibilities and connections between regular TV and mobile phones. What new bonds will be created between mobile TV and regular TV? What types of shows can you foresee? How will mobile TV users behave and how will mobile TV be used? when? and where? Which form will the new features and functions take in the mobile world? and how will they affect other already established mobile functions? In my research I will investigates how the TV functionality can be integrated in the mobile phones of tomorrow and how mobile TV will affect or cooperate with the regular TV and how the usage of these two mediums will eventually change. The goal with this project is to develop a concept for mobile TV that will be visualized in form of a flash-simulation and that will show the interaction between the user and the mobile TV. |
| Swedish abstract: | Examensarbetet är ett studentprojekt om mobil TV för det svenska mjukvaruteknik- och design företaget TAT - The Astonishing Tribe. På senare tid har möjligheterna för TV relaterade teknologier ökat kraftigt. TV-konsumtionen som hittills har tillhört hemmet, flyttas nu ut på gatan som ett rörligt medium, precis som telefonen gjorde för några år sedan. Samtidigt blir TV-tittandet mer kopplat till individen i och med att varje person som tittar på mobil TV gör egna val och köper sitt eget mobil TV-abonnemang. Men vad är mobil TV? Syftet var att undersöka vilka band, möjligheter och kopplingar det finns mellan traditionell TV och mobiltelefoner. Vilka nya band kommer att skapas mellan mobil TV och traditionell TV? Vilken typ av program kan man tänkas vilja se? Hur kommer användaren av mobil TV att bete sig och hur kommer mobil TV att användas? När? Och var? Vilken form kommer de nya finesserna och funktionerna att ta i den mobila världen? Och hur kommer de att påverka andra redan befi ntliga mobila funktioner? Jag har undersökt hur TV funktionaliteten kommer att integreras i morgondagens mobiltelefoner, samt hur mobil TV kommer att påverka eller samverka med dagens traditionella TV och hur användandet av dessa båda medier kan komma att förändras. Målet har varit att utveckla ett koncept för mobil TV som visualiseras i form av en flash-simulation och som visar tänkt interaktion mellan användare och mobil TV. |
| IT-Stöd För Personer Med Psykiska Funktionshinder |
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| Brossner, Daniel : Malmö högskola/Konst, kultur, kommunikation, K3 (2007) |
bachelor STUDENT ESSAY |
| English abstract: | IT-Information and communication may provide a mean of improving health among people with psychological disabilities. My project is about creating a web-solution for people with psychological disabilities. I have carried through interviews and a workshop. I have interviewed both the users and the staff that take care of them. I have engaged the users in my design process. My goal was to identify the user’s needs and to create my design with that in mind. During the workshop I let the users freely decide upon which of my design suggestions that where most interesting and useful for their needs. I decided to create a website for the users to engage and encourage social intercourse, which has been the central function in my final design. The Website consists of several functions: it shows the users’ mood and there are several options to pep each other: by sending music, pictures, text and messages. The effects of IT-communication among people with psychological disabilities should be further explored. |
| Swedish abstract: | IT-information och kommunikation är medel att förbättra hälsan hos personer med psykiska funktionshinder. Mitt arbete handlar om att utforma en webblösning för människor med psykiska funktionshinder. Jag har genomfört intervjuer och en workshop. Jag har intervjuat både brukare och personer som tar hand om dem. Jag har engagerat brukare i min designprocess. Under workshopen lät jag brukarna fritt avgöra vilken av mina designlösningar som var intressantast och mest användbar för deras behov. Jag beslöt att utforma en webbsida för brukarna för att engagera och uppmuntra dem till social samverkan, vilket har varit den centrala funktionen i slutkonceptet. Webbsidan innehåller flera funktioner: visar brukarnas humör och olika möjligheter att peppa varandra via musik, bilder, text samt skicka meddelanden. Effekterna av IT-kommunikation bland personer med psykiska funktionshinder borde undersökas ytterligare. |
daniel_brossner_ex07.pdf
(1.560Mb)
| The Common Fate Memorial |
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| Stiber, Sara; Karlsson, Andreas : Malmö högskola/Konst, kultur, kommunikation, K3 (2007) |
bachelor STUDENT ESSAY |
| English abstract: | War Memorials are often forgotten statues, right in the center of town, but still out of our sight. They do not tell you enough to understand them, neither are you interested in putting effort into getting to know and learn from them. This paper investigates how the web could be used to create a war memorial that is more alive, captivating and empathy awakening. There has been some virtual war memorials getting constructed since the web started to bloom, but we could not find a single one that had actually fully explored the potential of the web, and what it might have to offer for the creation of war memorials. Researching the web as a media, experience design, and information visualization, we find possibilities to mourn, commemorate and heal on virtual ground. Inspiring reflection and contemplation are another two purposes of The Common Fate Memorial. War memorial studies give us the background information needed, and ceremony mechanics are studied for further inspiration. Our findings are implemented in flash prototypes, which are user tested and evaluated. |
| Swedish abstract: | Read some more and check the prototypes at http://www.stiber.se/commonfate.html. |
TheCommonFateMemorial.pdf
(8.106Mb)
| Panic - IT-stress och Design med hälsa i tanken |
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| Chakirov, Martin; Klopic, Dino : Malmö högskola/Konst, kultur, kommunikation, K3 (2007) |
bachelor STUDENT ESSAY |
| English abstract: | This essay will focus on the growing stress in our society in relationship to the increasing consumption of IT-related products. Stress is in out culture a well spread illness and we have tried to find the connection between people’s bad physical condition and the large escalation of information technology. The word stress can be defined as the reaction of maladjustment between the individual’s capabilities and the outer world’s demands and needs. We asked ourselves how extensive information technology contributes to stress in our society in our day of age. Present research shows that technology which is not user-friendly and rather difficult to manage contributes in large extent on work places to long term stress. In intent to obtain a greater knowledge of how stress exists and forms all around us, we made a survey which did not contradict earlier research results in the same subject. The survey itself discusses the relationship between stress, relaxation and the everyday usage of IT-products. The survey consisted of personal interviews that were performed in a, for the persons interviewed, natural environment – the school. The answers on our questions are divided in different categories and we have drawn some conclusions about when, how and why information technology stresses individuals in common life. Before we actually began with the survey itself, we had to understand deeper what stress is and the different stress theories that exist around the subject. The concept of Flow attempts to explain how one can use positive stress to enhance his own life. Today there are IT-products everywhere around us and many of these products are developed without actually taking time to consider people’s health in relation to them. Slow Design is on the contrary a design philosophy which implicates that products should be designed with the human in mind. With help from all our information and our surveys, our gestalt product became in some degree what we had planned from the beginning. The core in our original idea was to somehow integrate stress and IT. |
| Swedish abstract: | Från början hade vi ställt in oss på att vi ville hitta ett nytt sätt på hur man kan designa IT-relaterade produkter med ungdomars välmående och hälsa i tanke. Detta visade sig inte vara den lättaste uppgift två interaktionsdesigners, utan någon som helst bakgrund eller insyn om människors välmående, kunde tänka sig. Efter mycket efterforskning både i böcker och på Internet började vi förstå att vi inte var ensamma i vårt mål att motverka att stress uppstår i relation till dagens informations teknik. Flera andra forskare med bakgrund inom sjukdomar, rehabilitering och medicin hade varit aktiva inom fältet men bara ett fåtal interaktionsdesigners innan oss hade försökt sig på något liknande. Vi fick mycket inspiration från deras tidigare projekt och vi har försökt använda oss utav deras kunskaper och resultat. Våra kunskaper inom ämnet teknik och design visade sig inte vara särskilt användbara så vi fick komma på nya sätt att tänka på som de innan oss hade fått göra. Det här handlade om människor som lider av en sjukdom som är allmänt känd och kan i värsta fall leda till döden men som det, enligt oss, läggs för lite vikt på och aktörerna inom fältet var för få i förhållande till hur farlig sjukdomen är. I vår iver att börja på själva designen av den gestaltande produkten kom vi ibland på villospår eftersom vi var oförberedda på problem som kunde uppstå. Inspirerade från projekt såsom Brainball, Rewind och Virus, och efter en noggrann analys av vår förstudie fick vi flera vägar att välja bland och vi hoppas att vi valde rätt eftersom ämnet känns viktigt för oss. Sättet vår gestaltning är utformad på känns tillfredställande i förhållande till informationen vi fick fram efter analys av våra användarstudier. Vi hade inte marknaden som mål när vi skapade vår produkt utan försökte istället tillämpa vissa av Slow Design- och Flow filosofierna som vi kommit i kontakt med. Deras synsätt handlar mycket om att man som designer först och främst ska sätta användaren i fokus när man designar och sedan se till att man producerar. I dagens företag ägnas inte tillräckligt mycket tid till att skapa bra och användarvänliga produkter för slutanvändaren. Med vårt arbete hoppas vi kunna öppna upp vägen för andra designers som vill fortsätta forska om detta viktiga och intressanta ämne. Självklart lyckades vi inte göra just det vi hade satt upp som mål från början men vi båda är nöjda med resultatet ur ett perspektiv som interaktionsdesigners. Vårt koncept är inte på något sätt revolutionerande men vi tror på att folk kan komma att uppskatta det för själva enkelhetens skull. Keep it simple, keep it clean. |
| Rivna bullar och Mexikanska pannkakor |
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| Olson, Jonas : Malmö högskola/Konst, kultur, kommunikation, K3 (2007) |
bachelor STUDENT ESSAY |
| English abstract: | In this essay I’ve researched workplace based knowledge and how companies can benefit from using it. The combined knowledge of a company work force is a powerful tool, and if you could tap that resource both the employees and the company can benefit. I have researched how this knowledge can be used in educating new employees and how this can empower the employees by giving them more control of their workplace. I advocate handing over more control of the factory to the employees. They work with the machines everyday, and often know the best way to run them, and therefore should be the first to be consulted when optimizing the workflow. I have done this thesis project with the Swedish company Jidoka Innovation AB which with their method set by the name HelpMe, specializes in workplace learning and optimization. My case the Santa Maria tortilla factory in the south of Sweden where I evaluated and developed Jidoka’s methods to see if this way of working could make a more efficient production process. |
| Swedish abstract: | I denna uppsats har jag undersökt metoder för förvaltande av kunskap samt lärande på arbetsplatsen genom att utgå ifrån personalens expertkunskaper inom sitt arbete och hur företag kan ta tillvara dessa. Den samlade kunskapen som finns på företag är ett värdefullt verktyg. Om den skulle varit möjligt att ta tillvara den på ett effektivt sätt skulle både medarbetare och företagets utveckling kunna dra stor nytta av det. Jag har undersökt hur denna kunskap skulle kunna förvaltas för att de anställda ska kunna få mer ansvar och möjlighet att förbättra sin arbetsplats med hjälp av olika metoder. Detta har jag gjort i samarbete med företaget Jidoka Innovation och deras metoder under samlingsnamnet HelpMe. Mitt case har varit Santa Marias tortillafabrik i Vadensjö. Där har jag tillsammans med personalen utvecklat och utvärderat HelpMe:s metodik för att skapa en effektivare produktionsprocess. |
Jonas Olsons examensarbete.pdf
(3.487Mb)
| TaS - Take a Seat |
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| Eriksson, Andreas; Lund, Johanna; Lundh, Fredrik : Malmö högskola/Konst, kultur, kommunikation, K3 (2008) |
bachelor STUDENT ESSAY |
| English abstract: | 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. |
TaS - Take a Seat.pdf
(1.417Mb)
| Ett informativt och förberedande program utvecklat i samverkan med Ba... |
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| Kourmouli, Suzanna; Thorup, Nils-Petter : Malmö högskola/Konst, kultur, kommunikation, K3 (2008) |
bachelor STUDENT ESSAY |
| English abstract: | This report is the outcome of an exam work made in interaction design, bachelor degree, at the School of Arts and Communication, Malmö University. Working in collaboration with the childhood obesity unit, Region Skåne, our aim was to fulfill their request of a web based application preparing the children for treatment at their facility. Furthermore the application intends to give the children knowledge concerning obesity as well as teaching them how to obtain a healthier lifestyle in terms of provision and activities. The application concerns children in different ages and therefore different stages of their learning abilities. Our conclusions are that they need to be challenged and obtain feedback in different ways to get motivated. For a younger child it is often enough with feedback in terms of a voice approving their choices. For an older child however it is important to constantly challenge them in order to maintain their interest. This can for example be achieved by making tasks harder but still obviously reachable within the children’s capabilities. Adding different difficulty levels is another way to motivate and challenge children in different ages and stadiums of development. The report leads you through our complete design process, from our initial ideas to our latest prototype. We describe what context in which we have been working, the methods we have been using, and finally a discussion concerning the results and conclusions we have made. |
| Emotional Artifacts for Fashion - boosting personal relations to garm... |
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| Danielsson, Adam : Malmö högskola/Konst, kultur, kommunikation, K3 (2008) |
bachelor STUDENT ESSAY |
| English abstract: | I have in this project studied the area of personalized design as a way to create stronger bounds between artifacts and user. The way we relate to what we surround us with is important when we want to expose our personalities and tell who we really are. Today, in a world of mass-production, design and production seldom occurs at the same place. It feels like we are gliding away from the way we were connected to our things in the past. When we needed new cupboards for the kitchen, we went to the local carpenter and let him design and produce what we needed. The clothes were brought from travelling vendors, produced in the village or made by someone in your family, often with self-made yarn from the family farm’s sheep. We often had a connection to what we owned in another way than today. People knew exactly where their possessions came from, what material had been used and where that material had grown. I have within this project investigated how to create that personal connection to an artifact and adapt it to the contemporary. To achieve this I have looked into the different kinds of invisible information that our bodies contain. Information that is produced by numerous processes all the time, which we may not think about. I’ve been studying how people react when their inner processes are visualized through usage tests, exhibitions and finally interviews. The result is a concept I call Emotional Artifacts. The concept is describing how the idea of personalized fashion can be realized. A prototype has been built to show some of the possibilities with this kind of design that, with certain rules and ground sets, is generated by the user and later applied to different media. |
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