Utskrift från Malmö högskola - mah.se
Utskrift från Malmö högskola - mah.se
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| 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)
| Användargränssnittets positiva effekter på minnet |
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| Wik, Anders : Malmö högskola/Kultur och samhälle (2010) |
bachelor STUDENT ESSAY |
| English abstract: | Studies in the field of interaction design and the human memory claim there can be positive effects on the memory when information is presented for the user as a graphical pattern rather than a series of numbers. This thesis aims to influence designers to choose graphical patterns as an interface for information display. Low-fi and hi-fi prototypes of graphical patterns were constructed and tested in a variety of configurations by two users. The users showed differences in the ability to memorize a sequence of digits depending on how this sequence was presented. This study suggests that users are more easily able to recall information presented via a graphical user interface than when the same information is only presented digitally. |
AndersWik.pdf
(351.1Kb)
| Att skapa en helhet mellan ungdomstidning och dess webbplats |
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| Svensson, Mattias; Stenberg, Henrik : Malmö högskola/Konst, kultur, kommunikation, K3 (2009) |
bachelor STUDENT ESSAY |
| English abstract: | One problem that can occur, when developing a website for a youth magazine, is that the website ends up losing the connection with the magazine. In the end, only the name of the website reveals that it is associated with the magazine. To try and work out an answer to how you can combine a youth magazine with its website, this project takes a closer look on how this could be done with the Swedish music-themed youth magazine OKEJ. The project and research led to the conclusion that it is important to take advantage of the competence around the magazine, like in OKEJ’s case the skill of writing articles that engage the target audience and OKEJ’s connections with celebrities. The project led to a bulleted list with four advices on how to combine a youth magazine with its website. • Take advantage of the competence around the magazine, like in OKEJ’s case the skill of writing articles that engage the target audience and OKEJ’s connections with people in the music industry. • Instead of developing for example a video service from scratch, take advantage of other already fully developed services like YouTube that a lot of users already are familiar with. • Build the website around the core of the magazine. In OKEJ’s case it was the music, celebrities and the communication between readers. • Make use of the possibility to have a direct contact with the readers, which is one of the big advantages internet has compare to magazines. In this thesis, you will get an in-depth view at the research, concept designs, results and conclusion. |
| Swedish abstract: | Ett problem som kan uppkomma, när en hemsida för en ungdomstidning utvecklas, är att hemsidan förlorar kopplingen till tidningen. Tillslut är det bara namnet på webbplatsen som avslöjar att hemsida och tidning hör ihop. För att försöka ta fram ett svar på hur man kan sammanföra en ungdomstidning med sin hemsida och skapa helhet, kommer detta projekt gå på djupet hur detta kan göras med hjälp av musik- och ungdomstidningen OKEJ. Projektet och undersökningarna ledde fram till slutsatsen att det är viktigt att ta tillvara på den befintliga kompetens som tidningen redan har, i OKEJ:s fall kunskapen att skriva artiklar som engagerar målgruppen och OKEJ:s kontakter med kändisar. Projektet ledde fram till fyra råd, vilka kan användas som en startpunkt för andra som ska föra en ungdomstidning ut på internet. • Utnyttja befintlig kompetens, som i OKEJ:s fall är att skriva artiklar som engagerar målgruppen och sitt bredda kontaktnät med människor i musikindustrin. • Istället för att utveckla t.ex. en videotjänst från grunden, utnyttja redan befintliga system och tjänster. Ett exempel på detta är YouTube, som användarna redan är bekanta med. • Bygg hemsidan runt tidningens kärna. I OKEJ:s fall är det kändisar, musik och kommunikationen mellan läsare. • Nyttja möjligheten att kunna ha en direktkontakt med läsarna, vilket är en av internets stora fördelar och styrkor jämfört mot tidningen. I denna rapport kommer det att ges en djupgående insyn i forskningen, konceptdesigner, resultat och slutsats. |
stenberg_svensson.pdf
(2.065Mb)
| 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)
| Communicating Relatedness |
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| Hans, Bergstrand; Thor, Brink : Malmö högskola/Konst, kultur, kommunikation, K3 (2009) |
bachelor STUDENT ESSAY |
| English abstract: | This report is an evaluation of if it is good or bad to use a metaphor in order to display the results of an academic search engine in a web interface. In order to evaluate this we are describing our work with developing two different web interfaces for an academic search engine by the name Silverfish. This project has been a co-operation between Indian Institute of Information Technol- ogy in Bangalore, India and Malmˆ University K3, Sweden. To start our report we describe how we see our context we are to work within. We define our stakeholders as being academics worldwide and also define that we are working within a web 2.0 context. To strengthen our choices regarding the design process of the two different interfaces as well as in order to give more validity to our discussion surrounding metaphors we continue with presenting different studies and facts that give more weight to the above mentioned parts. To make it possible to create the interfaces we have made use of several methods. We give a short definition of how these methods are to be used and later describe in the design process how we have made use of them. To describe how we have made use of the methods as well as to describe how we have developed our prototypes we continue our report with describing the design process, regarding which deci- sions we have made and why we have made them. To summarize our report we come to a con- clusion regarding our thesis question; communicating related key phrases through web interface metaphors; good or bad? Regarding our question we have found that the orientational metaphor we are using does not work as it is supposed to. We believe that further studies are required in order to get a deeper un- derstanding of how the user understands the orientational metaphor we are using. This informa- tion could help us come to an understanding of how we could make better use of our orienta- tional metaphor, or help us find out of a metaphor that would be better to use than our orienta- tional metaphor. |
| Considerations for the design of Social Software for the Enterprise: ... |
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| Persson, Marcus; Siewert, Sandra : Malmö högskola/Konst, kultur, kommunikation, K3 (2009) |
bachelor STUDENT ESSAY |
| English abstract: | This study is motivated by several factors. First, the current increase in the number of products developed for business labeled “social software” to support social networking at work. Secondly, there is a great deal of skepticism and question marks concerning social software’s usefulness, usability and added value to the corporate world. There is also uncertainty of the side effects and how these factors can be measured and concerns if a SSE can act as an integrated part of the daily routines for employers work or not. |
| Considerations for the design of Social Software for the Enterprise: ... |
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| Siewert, Sandra; Marcus, Persson : Malmö högskola/Konst, kultur, kommunikation, K3 (2009) |
bachelor STUDENT ESSAY |
| English abstract: | This study is motivated by several factors. First, the current increase in the number of products developed for business labeled “social software” to support social networking at work. Secondly, there is a great deal of skepticism and question marks concerning social software’s usefulness, usability and added value to the corporate world. There is also uncertainty of the side effects and how these factors can be measured and concerns if a SSE can act as an integrated part of the daily routines for employers work or not. Online social networking is slowly making its way into the enterprise world for two main reasons. First, many large enterprises are located at different sites and there are issues in communication and cooperation between teams and employees spread over the world that have to communicate. Incitements for using social software in enterprise are also closely related to the strategy of a one business system for the whole enterprise. Secondly, as an employee generational shift takes place and established ways of socializing in private life often include using Social Network Services (SNS). There is skepticism towards Social Software (SS) and (SNS) in the corporate world concerning its value, use and Return on Investment (ROI). There have been measuring and analysis of quantitative data derived from SNS activity that can display interconnections between nodes but reflects nothing of the nature of the content shared between these nodes. This technical approach in creating incitements for investing in SS does not seem increase credibility for Social Software Enterprise (SSE). |
| Daglig Verksamhet - en webbplats |
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| Susane, Nilsson : Malmö högskola/Kultur och samhälle (2010) | STUDENT ESSAY |
| Swedish abstract: | Detta är ett examensarbete för Ängelholms Kommuns Handikappomsorg i form av studier kring och utveckling av en webbsida där personer med ett handikapp, t.ex. utvecklingsstörning och aspergers syndrom, kan söka jobb. Denna forskning ska bidra till den framtida forskningen och hur man anpassar webben för dessa personer. |
Daglig Verksamhet en webbplats.doc
(4.638Mb)
| Den interaktiva djurparken / The interactive zoo |
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| Romlin, Henric; Rudbeck, Gustav; Svendelin, Freddie : Malmö högskola/Kultur och samhälle (2010) |
bachelor STUDENT ESSAY |
| English abstract: | The purpose of this thesis project is to develop a set of interactive digital solutions designed to enhance the interest and knowledge intake of visitors at Skånes Djurpark (Zoo of Scania) in Höör. The project was carried out in collaboration with Skånes Djurpark and representatives from its visitors. Our thesis is based on academic works in the fields of interaction design, exhibit design and contextual learning. Ethnographical field studies have been conducted at Skånes Djurpark with additional field studies at Tropikariet in Helsingborg, Copenhagen Zoo and Regionmuseet Kristianstad. Existing information signs in Skånes Djurpark are primarily image- and textbased, forcing visitors to divert their attention from the different species of Nordic animals that inhabit the zoological park. Our proposed set of designs include interactive signage solutions using audiomedia, which allows visitors to learn by listening to stories while experiencing and physically looking at living animals. |
| Digital Signage - Infokiosk; Utforma för uppmärksamhet och interaktion |
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| Czerwinski, Robert : Malmö högskola/Kultur och samhälle (2012) |
bachelor STUDENT ESSAY |
| English abstract: | The purpose of this thesis is to investigate how Digital Signage systems such as public info kiosks can be designed to better fulfill its main use; to enlighten, encourage and influence the public with information. The challenges presented from earlier studies shows that the public interests and goals, together with proper and relevant content displayed in info kiosks have impact on the attention the public have towards public displays. Qualitative methods such as interviews, usability testing and observations were conducted to further examine how a public info kiosk can be designed to draw attention and grow interest amongst students at K3, Malmo University. Usability testing were used on the digital prototypes that were developed to ensure that the gestural user interface meet the requirements of a proper interaction from the users. Important insights were made concerning; the attention and interest to relevant content, the aspects of the gestural user interface along with the placement of the info kiosk in terms of context. These key factors need to be properly investigated and developed to ensure a better deployment of a public info kiosk. It is suggested that using the principles of interaction design by doing research and studies of public interest and needs, and optimizing it by taking the specific context of place and time in account when a designing content. The results from this thesis suggests that an installation of a public info kiosk will successfully earn the attention and interest from the public if the content is relevant and interesting to the specific public. It is also important that the systems perform well in terms of software and hardware to allow a fluid and intuitive interaction with the gestural user interface. |
Robert_Czerwinski-Exjobb-Slutgiltlig.pdf
(2.101Mb)
| 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. |
| 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)
| Du gillar detta: Ett nytt socialt gränssnitt grundat på dess virtuell... |
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| Dimovski, Martin; Cvetkovski, Valentin : Malmö högskola/Kultur och samhälle (2012) |
bachelor STUDENT ESSAY |
| English abstract: | In our thesis we wanted to examine whether it was possible to realize a virtual function from the social network Facebook, and see if the initial purpose of the function would have the same result in the physical reality like as in the virtual world. Thus, we wanted to take an existing Facebook feature and create a physical interpretation of it. We chose to create the Like button because we felt that the small function has a significant impact on and to the social network, but also because it’s increasingly being used in real situations such as for marketing purposes. Based on this, we created two physical prototypes, a lo-fi mockup version and a hi-fi prototype. The results showed that it was possible to create a physical form of a virtual Facebook function and the initial purpose was the same even in the physical world. However, the prototypes did not achieve the same results in the physical reality because it didn’t affect people's social behavior in the same way as in the social network. |
| Swedish abstract: | Vi ville med vårt arbete undersöka om det var möjligt att förverkliga en virtuell funktion från det sociala nätverket Facebook, och se om funktionens ursprungliga syfte haft samma resultat i den fysiska verkligheten så som i den virtuella världen. Vi ville alltså ta en befintlig Facebook-funktion och skapa en fysisk gestaltning av denna. Vi valde att förverkliga Facebook’s Gilla-knapp eftersom vi ansåg att denna lilla funktion har en stor betydelse på och för det sociala nätverket, men även också eftersom den används alltmer i verkliga sammanhang som exempelvis i marknadsföringssyfte. Utifrån detta skapade vi två fysiska prototyper, en lo-fi mockupversion och en hi-fi prototyp. Resultaten visade att det var möjligt att skapa en fysisk gestaltning av en virtuell Facebook-funktion och att den ursprungliga innebörden var densamma i den fysiska verkligheten. Däremot uppnådde dem inte samma resultat i den fysiska verkligheten eftersom den inte påverkade människors sociala beteende på samma sätt som på det sociala nätverket. |
Du gillar detta.pdf
(23.73Mb)
| Eco Kids - Developing a learning game for children with the aspects o... |
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| Runesvall, Jonna; Sahlström Gren, Kajsa; Truncale, Lenna : Malmö högskola/Kultur och samhälle (2010) | STUDENT ESSAY |
| English abstract: | This paper focuses on how to design a childrens game to help them realize that they can have a positive influence on the environment. We present a detailed description and analysis of our work process from brainstorming to the discussions after playtesting our prototype. Playing while learning has been the motivation of our work which is divided into three specific topics: How to involve the users in the design process, what type of social aspects exist in our game, and the importance of a feedback and reward system in the game. We look upon earlier research and examples within these three areas. We designed our game from a user centered perspective to make the users influence and encourage a discussion and awareness about environmental questions in a way that isnʼt negative. While designing our game we wanted to shed a positive light upon a serious issue and bring the environment into the topics of play and fun. In our research we discoverd that focusing on small subjects and tasks the children started to discuss the complex theme of the environment. We focus on the interaction with the children and using their influence to make decisions in our design process. Involving them helped us to see that there is not only one way of learning. In this game, the users learned from engagement and discussion, which ended up being the most important part of the game play. |
ExamensArbete2010-uppdate9.pdf
(10.43Mb)
| Elecronic Wallet - Utveckling av en digital plånbok sett ur ett använ... |
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| Isaksson, Markus; Johnsson, Magnus : Malmö högskola/Konst, kultur, kommunikation, K3 (2008) |
bachelor STUDENT ESSAY |
| English abstract: | This essay is a product of our examination work on candidate level in Interaction Design. The aim in this project was to design a digital wallet integrated into a cellular phone and make it as an electronic payment tool. In our project the goal has been to create a digital wallet not just for payment, but also develop it into a complete digital wallet, replacing visa, membership card, student cards, id card and receipt. Our ambition is to take care of current qualities of today's wallet and improve where it is possible so that can be replaceable with the digital wallet. |
EWA - electronic wallet.pdf
(2.043Mb)
| 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. |
| 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. |
| En ny Upplevelse - En studie i formgivande av interaktioner på webben... |
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| Borgqvist, Philip : Malmö högskola/Konst, kultur, kommunikation, K3 (2008) |
bachelor STUDENT ESSAY |
| English abstract: | We’re all aware that technology progresses forward with giant leaps on a daily basis. In one-way or another this affects us in our everyday life. It can affect us in the way we’re shopping, communicating, researching, planning future events or how we choose to be entertained. That the web is an increasingly stronger tool for communicating in more or less every type of business is becoming more evident for people. For the past few months I’ve been working at Adamsson Appelfeldt Advertising in designing and developing a highly interactive website for a Swedish furniture company called Ragnars. By being involved in the work process myself, I’ve tried to analyze how I, as an interaction designer, can improve it and make it work smoother for everyone involved. Maybe we can get a more distinct indication on when, where and how problems arise by letting users test the website on a regular basis. In this report you’ll follow me through the design process, how I’ve involved users in the project, and how I have evolved individually as an interaction designer. The help of using interaction design for creative solutions on the web and other areas of development online is definitely something that should be explored further. |
philip_idk05_final.pdf
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| 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. |
| Feeling.nu - överföra en känsla från butik till Internet för att nå u... |
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| Lim, Daniel; Mićanović, Igor; Otterbeck, Marie : Malmö högskola/Kultur och samhälle (2008) |
bachelor STUDENT ESSAY |
| English abstract: | This paper is about transferring a feeling from a physical place to the Internet. The paper explores methods on how this transfer is done. Websites have a tendency to not portray the company behind it in a correct way. For companies with a distinct esthetic and work hard on their image and brand it is important that this hard work is portrayed correctly in every aspect. The problems this paper explores are: the importance of personas in a design process, methods of transferring a feeling from a physical place with design and how this can be tested, and using open-source content management systems in creating usable websites. To reach conclusions within these problems, we used personas in a context with scenarios, created moodboards to define the company’s characteristics, and testing the design on possible users to test usability and if the feeling is transferred in a correct way. The drawn conclusions are that personas have a high importance in a design process when in a context of a scenario. The persona helps to define the user’s goals and requirements. The characteristics of a company are well portrayed and defined when using moodboards. The moodboards can be used as an inspiration-source when designing. To see if the feeling is portrayed in the right way it can be tested at two points; when the moodboard is created and when the design is finished. Open-source CMS is a good way for a small company to add usability for themselves and their customers. It makes it easier for employees to manage and update the website. The users benefit from this by getting an up to date website with useful information and features. |
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