Högskolan i Skövde

his.sePublications
Change search
Refine search result
12 1 - 50 of 61
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • apa-cv
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Rows per page
  • 5
  • 10
  • 20
  • 50
  • 100
  • 250
Sort
  • Standard (Relevance)
  • Author A-Ö
  • Author Ö-A
  • Title A-Ö
  • Title Ö-A
  • Publication type A-Ö
  • Publication type Ö-A
  • Issued (Oldest first)
  • Issued (Newest first)
  • Created (Oldest first)
  • Created (Newest first)
  • Last updated (Oldest first)
  • Last updated (Newest first)
  • Disputation date (earliest first)
  • Disputation date (latest first)
  • Standard (Relevance)
  • Author A-Ö
  • Author Ö-A
  • Title A-Ö
  • Title Ö-A
  • Publication type A-Ö
  • Publication type Ö-A
  • Issued (Oldest first)
  • Issued (Newest first)
  • Created (Oldest first)
  • Created (Newest first)
  • Last updated (Oldest first)
  • Last updated (Newest first)
  • Disputation date (earliest first)
  • Disputation date (latest first)
Select
The maximal number of hits you can export is 250. When you want to export more records please use the Create feeds function.
  • 1.
    Adawi, Rahim
    University of Skövde, School of Engineering Science.
    Preventing fatal effects of overworking: Product design solution2018Independent thesis Basic level (university diploma), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    “Overworking to death” is a phenomenon that has been noticeable in developing countries. The cause of death is mainly through ischemic strokes. While the victims’ occupations differed, they all shared a common characteristic, being positioned in a sedentary work, ranging from IT workers to doctors. This project’s aim was to develop a product that prevented or decreased the strokes that derived from sedentary overwork. This was mainly tackled by preventing one of the three causes of developing blood props, slowed blood flow. In order to gather rich data of the phenomenon, a qualitative study was conducted in China, during two months. By doing an extensive structured sampling, information rich data could be gathered during a short period of time. Data were derived from observations, questionnaires and an interview, which then was interpreted to customer needs and the final product specification. The final product became a trouser with an in built dynamic compression mechanic, that can compress the veins mostly during sitting activities, in order to prevent blood stasis. The compression mechanic works like the Chinese finger trap; compressing the calves while sitting and stretching the legs forward. It is made only out of polysaccharides fibres; cotton and corn.

    Download full text (pdf)
    PREVENTING FATAL EFFECTS OF OVERWORKING – PRODUCT DESIGN SOLUTION / Rahim_Adawi
  • 2.
    Agafonov, Eduard
    University of Skövde, School of Informatics.
    3D karaktärsmodell i SteampunkGenren2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Steampunk är en subgenre av science fiction. Genren steampunk handlar om alternativ historia under den industriella revolutionen och kännetecknas av en utbredd användning av ångmaskiner. Genren existerar i alla typer av media såsom böcker, film, spel, etc. Steampunk har många fans i hela världen.

    Det finns många undersökningar som har steampunk som tema, som till exempel en undersökning om ett fantasyelement i steampunkgenren (Karlsson, 2013) eller en analys av steampunkdesign och historia (Tanenbaum, Tanenbaum,  Wakkary, 2012). Samtidigt finns artiklar som flyttar fram genrens gränser och till exempel visar steampunk under vildavästerntiden (Miller & Van Riper, 2011). Liksom dessa undersökningar kommer denna undersökning att studera steampunkgenren och dess ”fanbas”.

    Syftet med undersökningen är att analysera steampunkgenren och datorspelande i relation till denna genre. Grundidén är att skapa en implementation av sci fi-element i en steampunkkaraktär och visa upp karaktären såväl för personer som känner till genren som för dem som inte känner till steampunk för att se om informanternas reaktionsmönster är likartade. Ska informanterna känna igen sci fi-elementet och ska de acceptera det när det sitter på en steampunkkaraktär? Vidare fokuserar undersökningen på interaktion med karaktären. En enkät kommer att göras för att se huruvida det finns olika reaktionsmönster hos informanterna när de analyserar steampunkkaraktären dels genom 2D-bildmaterial och dels genom en 3D interagerbar artefakt.

    Undersökningen använder en kvantitativ (Østbye m.fl., 2008:157) nätenkät med kvalitativa (Østbye m.fl., 2008:101) element i form av textsvar. Nätenkäten ska visa informanternas gensvar på de olika kontexterna som visas i bilderna och hur informaterna reagerar på en interaktiv avatarkaraktär. På samma gång ska enkäten visa hur steampunk-fans och icke-fans reagerar på implementationen av sci fi-element på steampunkkaraktären.

    Download full text (pdf)
    fulltext
  • 3.
    Björk Stiernström, Gabriel
    University of Skövde, School of Informatics.
    Video tutorials for artists in the entertainment industry: A comparative study of what makes a video tutorial effective2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This research explores video tutorials for concept artists in the entertainment industry. Through websites such as Gumroad tutorials are today being sold and the problem is that there is no guarantee of the quality of the tutorials and people simply have to rely on the description of the product. The research question is: What is an effective video tutorial for concept artists in the entertainment and game industry and what elements contribute to what makes it effective? Five video tutorials were created based on a comparative study, and discussed during qualitative interviews with novice and proficient artists. The results say that parallels can be drawn between a person's proficiency, the content and the structure of the tutorial. If you understand these parallels you are able to create effective tutorials for specific audience groups.

    Download full text (pdf)
    fulltext
  • 4.
    Chokhachian, Ata
    et al.
    The Technical University of Munich, Germany.
    Hooshyar Yousefi, Bahram
    The Vienna University of Technology, Austria.
    Toward Object-Oriented Knowledge-Based Parametric Design Thinking2015Conference paper (Refereed)
    Abstract [en]

    The parameter, as a variable of differentiation, defines the limits and boundaries of a system and the conditions for its operation. It is through parameters that we are able to produce certain logical relationships between different parts in design procedure. Fundamental to this, however, is the assumption that the object or phenomenawe are modeling is in fact quantifiable. Advances in computational processing have promoted our capacity, and thus faith in the ability, to systematically classify and itemize the world around us. The Parametricism Manifesto concerns itself solely with appearance and arejection of the term Parametricism in certain levels could be clearly visible within the contemporary discourse of Object-oriented and knowledge-based approach that reflects the cognitive attitude of the designer/architect regarding the object-oriented reasoning and analogy. Moreover, instead of having parametric manifestation alternate terms such as digitally intelligent design , algorithmic design, object oriented design , Context-oriented design , Parametric thinking , and even postparametric design have arisen and could be used to describe this vastly differentiated field. What these design theories do share, however, is a predilection and belief in the tool. Nowadays the project fields are information-rich contexts and the tool sets for design are able to interpret, analyze, synthesize and realize these data into the design procedure. This research mainly aims to uncover potentialities of the existing enablers and assistive technologies in context-oriented design in order to have more content-embedded architectural conceptualization solutions.

  • 5.
    Collin, Mimmi
    University of Skövde, School of Informatics.
    "Det är väll en bra grej, att inte alla ser likadana ut. Eller?" : En undersökning om åsikter kring fenomenet ”likadana ansikten” hos kvinnliga karaktärer i MOBA spel.2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Kvinnliga karaktärer porträtteras oftare som sexualiserade eller attraktiva än manliga karaktärer i spel. Texten undersöker vilka attraktivitetsideal i ansikten som existerar, och diskuterar ifall dessa attraktivitetsideal kan vara en anledning att många kvinnliga spelkaraktärer porträtteras med väldigt liknande ansikten. En bristande variation bland utseendet på kvinnliga karaktärer i MOBA spel presenteras, och det diskuteras ifall detta kan har en negativ effekt på framförallt kvinnliga spelare. Frågan ställs om åsikterna kring kvinnliga karaktärer med extrema ansiktsproportioner skiljer mot åsikter om manliga. Frågan undersöks med intervjuer av främst MOBA spelare. I intervjun jämförs olika karaktärskoncept med varierande ansikten. Unika karaktärer beskrivs i resultatet som positivt, men väldigt extrema proportioner upplevs negativt. Den manliga karaktären med överdrivna proportioner upplevdes lite mer positivt än den kvinnliga. Framtida arbete uppmanar att undersöka ifall unika ansikten faktiskt efterfrågas eller om unika kostymer och frisyrer är viktigare för spelare än ett annorlunda ansikte.

    Download full text (pdf)
    fulltext
  • 6.
    Ekstedt, Linn
    et al.
    University of Skövde, School of Informatics.
    Westerlund Jensen, Joar
    University of Skövde, School of Informatics.
    Uppfattning av ljus: Att etablera scenen. Ljusets inverkan på den upplevda atmosfären i en 3D-visualisering av ett möblerat rum2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Hur ljus och ljussättningar kan påverka uppfattningen av ett rum är vad detta arbete fokuserar på, med grund i hur tidigare forskning har undersökt uppfattningen av atmosfär och rymlighet. Ett 3D-visualiserat rum har skapats med fyra olika ljussättningar utformade efter specifika perceptuella attribut rörande ljusförhållanden. En viktig aspekt är att rummet är möblerat, vilket introducerar flera faktorer som har betydelse för bedömningen av en miljö. Resultaten från en webbenkät antyder till att uppfattningen av ett rums atmosfär och rymlighet skiljs åt baserat på ljussättning. En viss osäkerhet finns dock i resultaten, vilket kan uppmärksamma vikten av andra faktorer ett komplext möblerat rum introducerar. En uppmaning till att fortsätta utöka förståelsen för ljusets påverkan har konstaterats, däri specifikt till undersökningar relaterade till ljussättningar i möblerade rum. Detta för att tydligare kunna fastställa hur denna kunskap då kan appliceras till praktiska områden, som exempelvis arkitektur och ljusdesign, eller inom spel- och filmindustrin.

    Download full text (pdf)
    Uppfattning av Ljus
  • 7.
    Engstrand, Kevin
    University of Skövde, School of Informatics.
    Feedback av ljud: Kan ljudeffekter kopplade till interagerbaraobjekt i ett tredjepersonsspel förklara objektetsfunktionalitet för att vägleda spelaren?2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete handlar om hur ljud kan fungera som vägledning i ett spel. Bakgrunden presenterar hur ljud och bild arbetar tillsammans samt hur olika lyssningssätt kan kategoriseras. Problemet som undersöktes var om ljud som är kopplade till objekt i ett tredjepersonsspel kan vägleda en spelare.För att få svar på denna fråga skapades tre versioner av en prototyp där testpersonerna som delades in i tre grupper skulle lösa ett problem. Problemet var att de ska ta sig över en flod genom att slå på kor, där skilnaden mellan prototyperna ligger i ljuden av interaktionerna med korna. Resultatet av undersökningen visar att ljud vars syfte är förklara objekts funktioner hjälper att vägleda en spelare att lösa ett problem. Det framtida arbete som utgår från detta föreslår att detta kan appliceras vid utveckling av spel för att inkludera ljuddesignen mer när det komer till att designa banor och problem.

    Download full text (pdf)
    fulltext
  • 8.
    Forsling, Tobias
    University of Skövde, School of Informatics.
    Vägledning av spelare med färg och kontraster i spelmiljöer2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Studien gjordes i syfte att besvara huruvida färgskillnad, kontrastskillnad eller en kombination av dessa var avgörande i att vägleda spelare i förstapersonsspel. Enligt hur kompositionstekniker fungerar och används inom grafiskt arbete skapades en hypotes och en tillhörande nollhypotes. Dessa prövades genom frekvensfördelning och univariat analys efter en artefakt testats.  Denna artefakt var i form av en spelbar bana som producerades med varierande uppsättningar av ljusstyrkor och färg, kallat attraheringsmetoder. Denna bana hade då flera tvåvägskorridorsval där en väg på förhand hade definierats som ”den korrekta vägen” och det var längs denna väg som en attraheringsmetod t.ex. ett starkare ljus placerades. Data samlades in genom öppet deltagande observation samt inspelning av aktiviteten på datorn. Efter banan spelats igenom hölls även ett kvalitativt moment i form av en intervju med syfte att etablera vilka faktorer som informanten trodde påverkat dennes vägval samt om de var medvetna om vilken väg de tagit. Det studien slutligen kom fram till var att spelare oftast tenderar att följa vägar som har starkare ljus. Ibland följs även vägar utav en utstickande färg men oftast följs en starkt upplyst väg. Både hypotesen och nollhypotesen är därmed falsifierad och den undersökta frågan kan besvaras med att skillnader i kontrast är det som i flest fall tenderar att vägleda spelare i ett förstapersonsspel.

    Download full text (pdf)
    fulltext
  • 9.
    Ghorashi, Seyedeh Sedigheh
    et al.
    The International Journal of Tarrah Research Department, Iran.
    Hooshyar Yousefi, Bahram
    University of Skövde, School of Business. University of Skövde, Enterprises for the Future.
    Regeneration and local economy: Toward an innovative urban contribution model2019In: The International Journal of Tarrah (The Designer), ISSN 2008-9538, Vol. 5, no 14, p. 100-108Article in journal (Other academic)
    Abstract [en]

    The main objective of the current study is to proceed toward the potential of innovative regeneration derived from the local economy in Odlajan (a neighborhood in the historical district of Tehran, 12th municipal). In three steps we have addressed the subject; the first step consists of the concept of urban regeneration and the characteristics of the innovative economy associated with three basic categories (people, business and place). In the next feature, we have examined the objections of that the current status of the selected site; the unsustainable development, reduction of the sense of belonging, and un-sustainable regeneration. The third step, e have tried to define a prospect conceptual model based on innovative urban contribution including aforementioned aspects by short-term measures and long-term strategies.

  • 10.
    Ghorashi, Seyedeh Sedigheh
    et al.
    The International Journal of Tarrah Research Department, Iran.
    Hooshyar Yousefi, Bahram
    University of Skövde, School of Business. University of Skövde, Enterprises for the Future.
    Toward a Tactical “Urbanpreneur”2019In: The International Journal of Tarrah (The Designer), ISSN 2008-9538, Vol. 5, no 14, p. 10-19Article in journal (Other academic)
    Abstract [en]

    Looking at the city in parts, the place theory can be recognized in the term of three main axes; good city form, sequential movement, and the mutual impact of every physical and social component. In the place theory the main focus is the understanding process of the cultural aspects and human characteristics of the places. Some areas experience mutual interaction between city and citizens more than others. It is evidently considerable from literature that the most successful examples toward space enhancement (or the transformation of space to place) have come from two approaches: Urban entrepreneurship (urban-preneur) and the small changes which result in big social impact; a sense of the tactical action. These two approaches, Tactical Urbanism as an effective formula for putting good ideas into practice, and “Urban-preneurs” while embed in their socio--ecological environments -cities and towns- to draw influence are about making the place (for citizens) toward a more interacting liv- able one. This report is dedicated to clarifying the question of how street city life might contribute to alternative urban futures focusing on the mentioned two approaches. To this purpose first, we describe the notions of Tactical Urbanism and Urban Entrepreneur main characteristics associated with aforementioned approaches, then the report continues with the concept of Sharing Economy and urban entrepreneurship term, which focuses on recent decades economy approaches. Next, the current scene in two selected case studies, 30Tir Street in Tehran and pedestrian street zone Rasht city in Gilan province has been investigated. As the third part, we have demonstrated a path to open a wide dispensary to some possible tactical “Urban-preneur” in selected case studies.

  • 11.
    Hammerth, Gustaf
    University of Skövde, School of Informatics.
    Grafik inom spelreklam: En studie om grafisk formgivning och dess påverkan på spelreklam2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Under senare år har allt fler spelbolag och spelreklam dykt upp på den svenska marknaden. Detta har skapat en marknad med hög konkurrens där dessa bolag måste stå ut från varandra.  En aspekt som oftast inte diskuteras inom spelreklam är påverkan som grafisk design har på betraktaren. Därmed hade detta arbete i syfta att undersöka ifall tematisk design inom spelreklam är mer marknadsförbar än konventionellt utformad design. Till studien användes kvalitativa intervjuer där tio stycken individer deltog. Resultatet av studien visade att tematisk design var att föredra hos respondenterna. Det fanns dock subjektiva faktorer när respondenterna bedömde artefakterna som eventuellt påverkat det slutgiltiga resultatet. Det fanns också könsmässiga skillnader i hur dessa informanter svarade som behöver forskas vidare om.

    Download full text (pdf)
    fulltext
  • 12.
    Hellsten, Felicia
    University of Skövde, School of Informatics.
    Färgassociationer i environmental storytelling: En undersökning om uppfattningen av färg på 3D-modeller i dataspel2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Denna undersöknings syfte var att undersöka hur en 3D-scens val av färger skulle kunna påverka spelarens uppfattning av scenens environmental storytelling. I undersökningens bakgrund presenteras olika metoder, teorier och tillvägagångssätt för att skapa environmental storytelling, samt forskning kring färgassociationer, färgers kontext och kulturella skillnader gällande tolkning av färger.

    För att svara på undersökningens frågeställning skapades två olika 3D-scener med narrativ baserade på environmental storytelling genom spår och ledtrådar. Dessa delades upp i tre färgvarianter vardera. En gul, en röd och en blå scen. Sammanlagt sex scenvarianter. Semi-strukturerade kvalitativa intervjuer utfördes sedan med 18 informanter som fick spela en av scenerna vardera. Detta för att ta reda på om informanterna uppfattade dessa scener olika beroende på scenens färgval.

    Resultatet visade på en eventuell påverkan av uppfattningen genom färger, men ytterligare informanter och data krävs för att kunna få fram några storskaliga slutsatser.

    Download full text (pdf)
    Färgassociationer i environmental storytelling
  • 13.
    Hiort af Ornäs, Viktor
    University of Skövde, School of Technology and Society. University of Skövde, The Virtual Systems Research Centre.
    The Significance of Things: Affective User-Artefact Relations2010Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Products help people act, but also thrill, excite, and elicit fear, joy and anger. Artefacts are a natural part of people’s everyday lives, sometimes associated with values, dreams and aspirations. While traditional user-centred approaches have focused on efficiency and effectiveness of use, injury prevention etc. new approaches focusing on product experience have emerged. However, while increased attention is being paid to the experiential side of goods and services there remains a need for knowledge and methodology with which to address experiences with things, especially with regard to elicitation, specification and evaluation of requirements. This project has therefore taken an exploratory qualitative approach, aiming to elucidate what it is that people find significant in experiences with products. 159 participants in six different studies have shared descriptions of experiences with things. The studies have come from different perspectives, triangulating data collected in individual and group interviews with self-reports. The analysis indicates that things often matter not in terms of their mere presence or physical properties, but by standing out from expectations, requiring attention or referring to some idea. Often the significance of products lay in the role(s) they play in events, and the perceived impact the thing has on the person’s ability to realise motives. While only a fraction of all experiences with things could be prescribed in product development it is possible to scaffold conditions that increase or decrease their likelihood. Three perspectives that could potentially be addressable in development work are: significant things and associated meanings, significance in use and significance of consequences beyond use. These imply somewhat different objectives for design and different needs for knowledge. User experience is not a property or quality of an artefact, but a perspective that can to some extent be addressed by enabling developers to identify requirements and align their understanding with what users find significant.

  • 14.
    Hiort af Ornäs, Viktor
    et al.
    Institutionen för produkt- och produktionsutveckling, Design, Chalmers tekniska högskola, Göteborg.
    Rexfelt, Oskar
    Institutionen för produkt- och produktionsutveckling, Design, Chalmers tekniska högskola, Göteborg.
    Kundkrav vid funktionsförsäljning: Litteraturgenomgång och erfarenheter från Göteborg Energi2006Report (Other academic)
  • 15.
    Hjort af Ornäs, Viktor
    University of Skövde, School of Technology and Society.
    Towards a typology of emotional experiences with things2012In: Design Responsibility: Potentials and Pitfalls / [ed] Malene Leerberg & Lene Wul, Kolding: Designskolen Kolding , 2012, p. 185-Conference paper (Refereed)
  • 16.
    Hjort af Ornäs, Viktor
    et al.
    University of Skövde, School of Technology and Society.
    Rexfeldt, Oscar
    Chalmers, Produkt- och produktionsutveckling, Design, Göteborg.
    Möjliggöranden, Avlastningar, Tvång och Hinder: Konsumenters resonemang kring praktiska konsekvenser av fyra funktionserbjudanden2007Report (Other academic)
  • 17.
    Hjort af Ornäs, Viktor
    et al.
    University of Skövde, School of Technology and Society. Division of Design, Department of Product and Production Development, Chalmers University of Technology, Gothenburg, Sweden.
    Rexfelt, Oskar
    Division of Design, Department of Product and Production Development, Chalmers University of Technology, Gothenburg, Sweden.
    Functional sales from a consumer perspective2006In: Proceedings of WonderGround: the 2006 Design Research Society International Conference / [ed] Ken Friedman; Terence Love; Eduardo Côrte-Real; Chris Rust, Lisboa: CEIADE - Centro Editorial do IADE , 2006Conference paper (Refereed)
    Abstract [en]

    Design aims to create solutions that assist users. While much design has focused on physical goods this could also be accomplished through services. Increasing the service component of products may be a way to move towards functional sales, in which the customer pays for goal fulfilment instead of a physical product. Functional sales have been seen as beneficial from commercial, societal and environmental perspectives. It has primarily been discussed in relation to business to business markets but is interesting also from a consumer perspective. However, concerns have been raised about whether consumers would accept ownerless consumption. Based on focus group interviews around four hypothetical product offers we identify some characteristics of a change towards functional sales and ownerless consumption from a consumer perspective. The impact on consumers’ lives may be described through how it changes the activities in which they engage. New products imply new ways of doing things, and new things to do. Changes may be enabling (assisting the consumer in desirable activities), disabling (constraining what the consumer can do), and may also relieve or introduce musts. Functional sales may support more user-centred solutions but poses great challenges and producers need to adopt a user centred process.

  • 18.
    Hollengreen, Laura
    et al.
    College of Architecture, Planning and Landscape Architecture, The University of Arizona, USA ; School of Architecture, University of Arizona, USA.
    Rouse, Rebecca
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Design at the Border: Liminality, the Virtual, and Interior Transformation from Antiquity to Mixed Reality2022In: Virtual Interiorities: Book One: When Worlds Collide / [ed] Gregory Turner-Rahman; Vahid Vahdat; Dave Gottwald, Pittsburgh, PA: ETC Press, 2022, p. 137-171Chapter in book (Refereed)
    Abstract [en]

    This chapter introduces elements of “liminal design,” deuned across his- torical and contemporary works as design that provides the “participant,” “passer-by,” or “pilgrim” with the potential of transformational experi- ence via the liminal or betwixt/between. Drawing connections between theory, history, and practice in mixed realities and liminality, we are pur- suing an emergent typology of liminal design abstracted from analysis of a trans-historical group of works that illuminates aspects of the ancient and medieval heritage of contemporary mixed reality (MR) technologies. This chapter is part of a larger ongoing project comparing examples of liminal design from the Middle Ages and contemporary mixed reality, which we begin here with three examples selected for the ways they res- onate across many characteristics with the concept of the border. The works to be discussed in this text include Qal’at Sim’an, the martyrium and cult site of Saint Simeon the Stylite, and associated objects (5th cen- tury, Syria); Border Memorial: Frontera de los Muertos (2012, John Craig Freeman); and Abraham Lincoln: War Veterans Project (2012, Krzysztof Wodiczko). 

  • 19.
    Holloway-Attaway, Lissa
    et al.
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Fawcus, Jamie
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Designing Sisters: Creating Audio-Based Narratives to Generate Affective Connections and Material Story Worlds2023In: Interactive Storytelling: 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part I / [ed] Lissa Holloway-Attaway; John T. Murray, Cham: Springer, 2023, p. 291-308Conference paper (Refereed)
    Abstract [en]

    In this paper, we reflect on the design of an interactive audio-based digital narrative experience called Sisters. This work is designed for a single interactor, constructed as a mobile AR experience using graphic illustrations on a deck of player cards in connection with abstract audio activated by trigger images on the cards. An interactor is asked to cluster series of cards together into different abstract environments, based on sounds associated with each card, meant to represent spaces in an interior/exterior domestic site, a house and its immediate surroundings. The work conveys experiences of 4 family members in a complex abusive household, mediating between scenes of normalcy, love, companionship, and violence. The core focus of the work is to explore fragmented and very personal states of being and memories derived from an outsider’s perspective (the interactor), who co-experiences the complexities of the domestic spaces at a ‘safe’ distance, while also gaining empathy and affective connections to the characters. Connecting the content of the work and its fragmentary and elusive material audio and narrative design to our design model, the New Material/Spectral Morphology Model, we share how it may be used for aesthetic composition. Our model is based on feminist new material perspectives and foundational work from electroacoustic production and audio experimentation. Sisters extends our previous work with sound-based narrative, and we demonstrate how this work affirms our design strategies for novel interactive audio experiences. 

  • 20.
    Holloway-Attaway, Lissa
    et al.
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Fawcus, Jamie
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Making COVID dis-connections: designing intra-active and transdisciplinary sound-based narratives for phenomenal new material worlds2022In: New Review of Hypermedia and Multimedia, ISSN 1361-4568, E-ISSN 1740-7842, Vol. 28, no 3-4, p. 112-142Article in journal (Refereed)
    Abstract [en]

    In this article, we reflect on the design and implementation of an interactive transhistorical and transmedial web-based digital narrative audio experience, PATTER(n)INGS: Apt 3B, 2020 that we developed in 2020. This work is an immersive audio-only application, and it focuses on the complex, material living conditions during the COVID-19 pandemic. Drawing inspiration from PATTER(n)INGS and its complex, material audio and narrative design, we propose a model for creating the content and delivery for similar sound-based interactive digital narratives. Our proposed model focuses primarily on the creative process for designing such sound-based work. To construct our analytical model, the New Material/Spectral Morphology Design Model (or NM/SM Design Model), we draw on theoretical influences from critical posthumanism, feminist new materialism and non-human narrative that critique notions of stable subjectivity as sites for power and authority over semiotic meaning-making. We combine these views with foundational theoretical research in electroacoustic musical composition notation, and audio experimentation that complicate notions of sound, sound making, spatial perception, psychoacoustic phenomena, and listening practices. Together, this theoretical/compositional framework provides a unique method to consider how one can sustain and maximize sonic agents as core phenomena to create anti-cognitive worlds and stories.

    Download full text (pdf)
    fulltext
  • 21.
    Holloway-Attaway, Lissa
    et al.
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Murray, John T.University of Central Florida, USA.
    Interactive Storytelling: 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part I2023Conference proceedings (editor) (Refereed)
    Abstract [en]

    This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023.

    The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. 

    The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.

  • 22.
    Holloway-Attaway, Lissa
    et al.
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Murray, John T.University of Central Florida, USA.
    Interactive Storytelling: 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part II2023Conference proceedings (editor) (Refereed)
    Abstract [en]

    This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023.

    The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. 

    The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.

  • 23.
    Hooshyar Yousefi, Bahram
    University of Skövde, School of Business. University of Skövde, Enterprises for the Future.
    Reflective Ethical Pedagogical Concerns: Characteristics, Values and Strategies2019In: The International Journal of Tarrah (The Designer), ISSN 2008-9538, Vol. 5, no 1, p. 30-35Article in journal (Other academic)
    Abstract [en]

    Moral and ethical concerns seem to emerge in the western societies current development regeneration; among the most visible recent changes of education, it is now inconceivable that the reduction of the educational activities to technical endeavor without ethical consideration is totally absurd. The theorists of the crisis of values , the illustrations of ethical questions, the traditions and to their modern aspirations, the multi-cultural society necessities, etc are issues which must be reconsidered in the sense of pedagogical concerns. Ethical issues, in general, are experiencing a revival in advanced modernized societies characterized by multi-cultural complexities. Education is one the main platforms of the mentioned regenerated interest of the discussion and it has been considered by all the involving actors in the pedagogic world that the process of education is a complex endeavor requiring several communicative competences. The eventual argument about professional ethics would cover the pedagogical relationship, the human qualities requirements in the teaching profession, justice and equity, etc. The mentioned communicative/relational dimensions have been being influenced by a wide range of various actors with whom the instructor/teacher interacts; the interactions which could lead to value-oriented dilemmas and conflicts and challenge the ability of the teachers’ ethical judgment.

  • 24.
    Hooshyar Yousefi, Bahram
    University of Skövde, School of Business. University of Skövde, Enterprises for the Future.
    The Core of Design Thinking and its Architectural Application2016In: DESIGNER, ISSN 2008-9538, no 12, p. 40-51Article in journal (Refereed)
    Abstract [en]

    The term design thinking is used to refer to the study of the practices of working designers (Melles et al., 2006), the methods and processes for investigating challenges, acquiring information, analyzing knowledge, and positioning solutions in the design and planning fields (Meinel & Leifer, 2011) by combining “empathy, creativity, and rationality”. Architectural theory has evolved over time, to reflect the development of new materials, new construction, new structures, new philosophies, new socio-cultural contexts, new scientific findings, and, of course, new technology. As Dorst (2011) emphasises ‘Design Thinking’ has been part of “the collective consciousness of design researchers since Rowe used it as the title of his 1987 book and different models have emerged since then. Nowadays, “Design Thinking” is identified as an exciting new paradigm for adopting designerly practices dealing with complex problems to build up a “conceptual framework”. Architectural logic provides us with a various of approaches toward the reasoning in design exploring potential value of the design process. In this paper the author will move from the architectural process definitions to a broad descriptions of design thinking and its application in the architectural design process. Since the process of design and its logical principles look quite complex, an integral attitude has been introduced in order to elaborate multi-step process avoiding the natural paradox of the sense of a complex statement of Design Process and Design Thinking. It is on this particular aspect of the creative design that we position our work: how to design a software tool support, and even improve, creativity in the early stages of the design? We will restrict ourselves to this in a specific area, that architectural design that we describe in the next section.

    • Dorst, K. (2011). The core of ‘design thinking’ and its application. Design Studies, 32(6), 521‐532.
    • Meinel, C., & Leifer, L. (2011). Design Thinking Research. Design thinking understand ‐ improve ‐ apply (pp. 1‐12). Berlin: Springer.
    • Melles, G., Howard, Z., & Thompson‐Whiteside, S. (2012). Teaching Design Thinking: Expanding Horizons in Design Education. Procedia ‐ Social and Behavioral Sciences, 31, 162‐166.

    Download full text (pdf)
    fulltext
  • 25.
    Hooshyar Yousefi, Bahram
    et al.
    University of Skövde, School of Business. University of Skövde, Enterprises for the Future.
    Durst, Susanne
    University of Skövde, School of Business. University of Skövde, Enterprises for the Future.
    Toward a Supporting KM Model of Concept Generation in Small Architectural Firms2016In: Proceedings of the International Conference Theory and Applications in the Knowledge Economy: TAKE 2016 – Aveiro, Portugal, 6 to 8 July 2016 / [ed] Eduardo Tomé, 2016, p. 78-92Conference paper (Refereed)
    Abstract [en]

    Design could be considered as an activity that formulates, physically and mentally, the “environment” of human (designer and user) and the “artifact” interaction. To develop the mentioned “interaction” it is vital to understand the mechanism of the design and designers’ behavior and approaches as a manageable knowledge-based outlook. According to our literature review, there is not any specific integrated model based on Knowledge Management (KM) and sharing information explaining the “Architectural Creation and Conceptualization”. In this paper, it has been emphasized that architectural design is a creative process of converting knowledge and information into products and/or services (Durst et al., 2014), based on requirements into an upper level of awareness as the product concept and capturing the new knowledge as the solutions which are complete, clear, and consistent. Regardless the normative considerations, an organizational framework based on knowledge for architecture SMEs, can improve the overall performance of the architecture design enterprises. The objective of this article is to propose the need of a new approach toward “Architectural Design Process Syntax” (Yousefi, 2014) based on the developing a KM visual system/model illuminating the managerial approach in the process. The final Visual KM model could be used as a conceptual reference for architectural design process in architectural small and medium offices (SMEs). The authors have mainly followed the literature study, task analysis based on interviews and questionnaires and also visual models, as the assessment and result methodology. This article also reflects the lack of application of the key knowledge management initiatives in architecture SMEs and highlights the essential of a managerial approach toward the question by presenting some potential line of research.

  • 26. Hooshyar Yousefi, Bahram
    et al.
    Haghighatpour, Sheida
    DESIGNER Editorial.
    Performing a Mini-Brainstorming Session on Architecture, Innovation and Creativity2016In: DESIGNER, ISSN 2008-9538, no 12, p. 65-73Article in journal (Other (popular science, discussion, etc.))
    Abstract [en]

    In an architectural judgment It is apparent that a mismatch between predicted and exercised conclusions of spatial design process could be recognized specially in the early phase of design; the figure which eventually we call architecture (or built environment) is deep-rooted in the programmatic approach to architectural design or the concepts. In spite of the development of design and documentations of construction arrangements which are normally follow the authorization/legislation organizations formats/templates, the conceptual part as a qualitative/spiritual issue, which is potentially shaping the illustrative/imaginative visual division of built object, seems has been considered as a part of architectural creativity; Traci Matthews (FDOT, 2003) defines process as "a sequence of activities executed by a human or machine, often with the goal of transforming a set of inputs into outputs. A complete description of a process includes naming of the steps within the process and using models of the system in various abstractions". He also adds about method: "A methodology is simply the implementation of a specific process..." Exploration of what –these days- has been calling "architectural concept" and "methods of architectural programming" and the issue of its interrelation to design process and exploration of the conceptual and historical structure that, hopefully, shapes current issues in architectural theories in addition with politics, ideology and, in a general view, the cultural context, whenever we make a revolutionary leap in personal development, scientific theory or any other qualitative or quantum shift of paradigm or framework, that to which subject becomes object for consideration could be considered as our perceptions and evaluations, those things that subject us to themselves, become things we can behold. As psychologist Robert Kegan (1982) has suggested, rather than be held by our perspective, we can hold it and choose our way of thinking. We can thus step back from patterns that bind and keep us in their hold, and instead choose whether to "hold" those ways or other ways. We can either be hold by a thinking pattern or choose to have the pattern. In fact, the space between architectural creativity and a managerial approach to the case of design must be filled with structural process-based components; here the main issue appears, how does this advent happen and how does this understanding occur? Loon (2008) is right when he is talking about computer dominance in architectural offices even in exploration of conceptual design possibilities; it is even overtaking the current methodologies. He believes that "the bridge between the non-cognitive intuitive design process and the ultra- systematic computer as a potential design medium is missing". Nowadays it is not hard to find many types of software which have been designed specifically in order to form generation in architecture; even there are some courses in architectural faculties just for working with form generating computer applications. Special processes like (Building Information Modeling) BIM have been developed just for dealing with building data during its design and construction life cycle. Collier (1995) like many architectural critics/theorists believe that the architecture must be technically/spiritually a value production activity; in the book of "Design, Technology and Development Process" by using a rich and diverse range of examples from different countries, cultures and historical periods, he explains his fundamental ideas. Collier firstly, sets the scene by exploring generation of buildings and types of architecture and structures to illustrate basic ideas that influence them and then, he discuss the nature of the development and analysis its process. Gaver & Martin (2000) have reported mapping a design space for a project on information appliances, "we produced a workbook describing about twenty conceptual design proposals. On the one hand, they serve as suggestions that digital devices might embody values apart from those traditionally associated with functionality and usefulness. On the other, they are examples of research through design, balancing concreteness with openness to spur the imagination, and using multiplicity to allow the emergence of a new design space..." (2000, p209). Tarrah [Designer Magazine] have had the opportunity to hold an mini-brainstorming [idea generation gaming] session in order to bring the creativity and innovation issues in accordance with architectural design up.

    1. Collier, Tonny. (1995). Design, Technology and the Development Process in the Built Environment (Ed.). New York: E&FN Spon.

    2. Florida Department of Transport. (2003). the report of "A Process Review and Appraisal of the Systems Engineering Capability for FDOT". Retrieved from: h​ttp://www.floridaits.com/SEMP/Files/PDF_Report/030220‐TMI‐V2.pdf

    3. GAVER, Bill & MARTIN H. (2000). Alternatives: Exploring information appliances through conceptual design proposals. In: CHI ’00: Proceedings of

    the SIGCHI Conference on Human Factors in Computing Systems, ACM Press, pp 209‐216. Retrieved from: http://www.cs.chalmers.se/idc/ituniv/kurser/04/projektkurs/artiklar/p209‐gaver.pdf

    4. Loon, P.P. (2008). A decision‐based design approach. Design Processes: What Architects & Industrial Designers can teach other about managing the design process. Delft: Delft University Press.

    5. Kagen, Robert. (1982). The Evolving Self. Boston: Harvard University Press.

    Download full text (pdf)
    fulltext
  • 27.
    Hooshyar Yousefi, Bahram
    et al.
    University of Skövde, School of Business. University of Skövde, Enterprises for the Future.
    Hana, Mirkhezri
    Islamic Azad University, Tabriz, Iran.
    از پایبست علوم شناختی تا یک پلتفرم بازی بنیان: = From Cognitive Science Basics to the Game-based Platforms: مقدمهای بر استخراج پتانسیل بازیوارسازی در آموزش طراحی معماری = An Introduction to the Gamifying Potential in Architecture Design Training2019In: City & Landscape, Vol. 7, no 39, p. 98-111Article in journal (Refereed)
    Abstract [en]

    The importance of the Games has already been perceived for more than three decades by the use of computers in education as an aid in the process of knowledge construction. In Gamification, the game is dislocated from the distraction function, since it has influence in the sensory and cognitive development of the individual. The elements of the Gamification do not follow a specific rule or a standard, and can be applied in whole or in part of an educational process, remodeling of existing procedures in both theoretical tasks or practical procedures. Developing a gamification platform will depend on the purpose, available resources and cognitive pedagogical bases, since the concept tends to redefine the learning process, rescuing the interest and participation with a view to intellectual growth. The current architectural education methods in Iranian universities suffer from lack of coverage of methods both artistically and technologically; the mentioned methods are mostly following the traditional teacher-focused trainings.. Nowadays, considering the advancement of new educational technologies, one of the most fundamental issues facing the current educational systems would be the contextual innovation which seems to change the learning methods both in content and method. The new processes and methods have formed a new playground which makes it possible to take the next step and make a decision on the set of new tools, educational goals and quality of the courses in the discipline architecture. The method of teaching based on the gamification approaches is more effective than other educational methods but there must be a comprehensive platform accordingly. The current study extends the authors' prior work examining the possibility of the formulating a model-based integration of architectural design education with a gamified platform based on the associated literature and resulting in a comprehensive understanding of role games and serious games in the overall educational field. Finally, we have tried to shape the conceptual model of the platform as a framework for creating a followable pattern for regenerating a game-based architecture design education.

  • 28.
    Hooshyar Yousefi, Bahram
    et al.
    University of Skövde, School of Business. University of Skövde, Enterprises for the Future.
    Razavi, Nastaran
    Architectural Design Process: An Introduction to Managerial Approaches2014Book (Other academic)
    Download (jpg)
    cover
  • 29.
    Hållberg, Pontus
    University of Skövde, School of Informatics. pon.hallberg@gmail.com.
    Designheuristiker och Barn2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Denna studie har undersökt om barn uppfattar information i ett brädspel baserat på designheuristiker. Designheuristikerna har arbetats fram med inspiration och stöd från teorier hämtade från Koivisto och Korhonen (2014) och Federoff (2002).Brädspelet spelades sedan av deltagare i åldrarna sju och åtta. Mängden av information som uppfattats undersöktes genom att analysera deltagarnas verbala svar och kroppsspråk på intervjufrågor som ställdes under spelomgången. Jean Piagets Utvecklingsteori (Wadsworth 2003) användes för att avgöra vilka kognitiva förmågor som kunde ligga till grund för deltagarnas beteende under undersökningen.Resultatet indikerade att deltagarna uppfattade en övervägande mängd information från designheuristikerna. Detta gäller alla designheuristiker förutom en, som på grund av problem med validiteten av insamlad data inte har ett pålitligt resultat. Ett framtida arbete skulle kunna fokuseras på vilken del i spelutvecklingen som kan utvecklas och förbättras istället för vilken del av artefakten som barnen uppfattar.

    Download full text (pdf)
    Designheuristiker och Barn
  • 30.
    Johansson, Daniel
    et al.
    University of Skövde, School of Engineering Science.
    Ohretall, Marcus
    University of Skövde, School of Engineering Science.
    Flexible storage solution for power tool accessories2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This thesis project at bachelor level, is conducted at University of Skövde in the spring of 2020 in collaboration with SNA Europe. SNA Europe design and manufacture tools for all types of industries such as landscaping, building and construction, automotive and aviation. The given task is to develop a proposition for a flexible storage solution for power tool accessories for the user group Carpenters.Carpenters uses a variety of tools which requires a good storage solution that both protects the tools and makes them easy to access. Methods relevant to integrated product development for exploration and idea-generation are utilized to present a final conceptual solution. The final concept suggestion consists of a toolbox for hole saws in which the interior can be rearranged to fit multiple different compositions of hole saws and hole saw arbors that gives both the manufacturer and the user advantages when storing equipment.

  • 31.
    Jonsson, Anton
    University of Skövde, School of Informatics.
    Rädslans Yta: Är våta varelser mer hotfulla än torra?2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Arbetet undersökte hur hotfull betraktaren uppfattade en varelse utifrån olika grader av våta alternativt torra ytegenskaper, genom enbart visuell perception. Arbetet inleds med en genomgång av tidigare forskning kring visuell perception, ytors relationer till fruktan samt hotfullhet i form och färg. Definitioner för begreppen ”Yta” och ”våt- och torrhet” skapades även, med vetenskapliga belägg.

    Artefakten som skapades för arbetet bestod av 10 stycken 2D-bilder, indelade i två bildserier med olika färgmättnad. Bilderna föreställde en och samma varelse som skapades med olika grader av våt- och torrhet på dess yta. En kvantitativ webbenkät användes för att undersöka respondenterna upplevda hotfullhet hos de olika bilderna. Resultatet visade att respondenterna upplevde bilderna som mer hotfulla ju våtare de blev, men ökningen i hotfullhet var marginell, andra faktorer verkade spela större roll i hur hotfull varelsen upplevdes.

    Download full text (pdf)
    Rädslans Yta
  • 32.
    Juárez Mejía, Gabriel
    et al.
    University of Skövde, School of Engineering Science.
    Soria de la Torre, Julián
    University of Skövde, School of Engineering Science.
    Design of a family of acoustic panels that follows Kinnarps guidelines2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Development of a conceptual proposal of acoustic panels for the Swedish company Kinnarps. The project uses as main methodology Design Thinking with an user centred approach. Secondarily is influenced by the product development process of Ulrich & Eppinger and some IDEO method cards. A literature review that mainly covers acoustics with an emphasis in absorption, a market research, and user studies were performed in order to have a based foundation to create feasible concepts. Along this report is possible to see how the development of the concepts has been done, how they were generated, evolved, and evaluated. As a final result it was proposed a family of 3 different types of structures with 4 variable absorbent panels that ease the way of mounting with a magnetic attachment, and gives several compositions to the customer. It is considered that the final concept fulfils all the demands, although there are some debatable requirements like the functionality, and sustainability that require further development. The methodology and the approach chosen were considered effective tools to work with product design projects that seek an innovative result because they give an appropriate mix of exploration and selection of ideas, and relevant input obtained by the involvement of the users.

    Download full text (pdf)
    fulltext
  • 33.
    Katzeff, Cecilia
    et al.
    Department of Sustainable Development, Environmental Sciences and Engineering, KTH Royal Institute of Technology, Sweden.
    Milestad, Rebecka
    Department of Sustainable Development, Environmental Sciences and Engineering, KTH Royal Institute of Technology, Sweden.
    Zapico, Jorge Luis
    Department of Computer Science and Media Technology, Linnaeus University, Växjö, Sweden.
    Bohné, Ulrica
    University of Skövde, School of Engineering Science. University of Skövde, Virtual Engineering Research Environment.
    Encouraging organic food consumption through visualization of personal shopping data2020In: Sustainability, E-ISSN 2071-1050, Vol. 12, no 9, article id 3599Article in journal (Refereed)
    Abstract [en]

    Although food retailers have embraced organic certified food products as a way to reduce their environmental loading, organic sales only make up a small proportion of total sales worldwide. Most consumers have positive attitudes towards organic food, but attitudes are not reflected in behaviour. This article addresses consumers' attitude-behaviour gap regarding their purchase of organic food and reports on how visualization of personal shopping data may encourage them to buy more organic food. Through the design of the visualization tool, the EcoPanel, and through an empirical study of its use, we provide evidence on the potential of the tool to promote sustainable food shopping practices. Of 65 users that tested the EcoPanel for five months, in-depth interviews were made with nine of these. The test users increased their purchase of organic food by 23%. The informants used the EcoPanel to reflect on their shopping behaviour and to increase their organic shopping. We conclude that the visualization of food purchases stimulates critical reflection and the formation of new food shopping practices. This implies that food retailers may increase sales of organic food through using a visualization tool available for their customers. In this way, these retailers may decrease their environmental impact. © 2020 by the authors.

    Download full text (pdf)
    fulltext
  • 34.
    Koohnavard, Saina
    et al.
    Högskolan i Borås.
    Tepe, Jan
    Högskolan i Borås.
    Johansson, Veronica
    University of Skövde, School of Informatics.
    Arltoft, Emma
    University of Skövde, School of Informatics.
    Engström, Henrik
    University of Skövde, School of Informatics. University of Skövde, Informatics Research Environment.
    Thornquist, Clemens
    Högskolan i Borås.
    Mode och spel: en förstudie för nya digitala möjligheter till hållbar utveckling2022Report (Other academic)
    Abstract [sv]

    Digitaliseringen av mode växer fram i allt större takt och under en tid där fysisk interaktion är begränsat. Under de senaste åren har flertalet samarbeten ägt rum mellan mode- och spelföretag, där digitala tvillingar av fysiska kläder skapas och implementeras i spel. Denna förstudie är finansierad av Västra Götalandsregionen och ämnar att undersöka kopplingar mellan mode och spel, dess skillnader och likheter när det kommer till konsumtion och betydelse av digitala respektive fysiska kläder, samt även undersöka samarbetsvägarna mellan dessa två områden och hur samarbeten skulle kunna se ut. Under förstudien har aktörer inom mode- och spelindustri intervjuats och en workshop har hållits för att få en djupare förståelse kring gemensamma intressepunkter och utmaningar. Resultatet har visat att det finns starka paralleller kring kläders representation för både skaparen och användaren i båda världar och att utmaningarna för samarbete dels ligger i tekniska begränsningar, företagskultur och bristande kunskap om det andra området hos respektive område. Resultatet visar också ett växande intresse och behov av hybriddesigner eller hybrida team som agerar som broar mellan dessa två områden.

  • 35.
    Lin, Lolo
    University of Skövde, School of Informatics.
    What are the graphical differences between Asian and Western playable female game character?: And what do people with different ethnic background prefer?2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This research aimed to investigate game developers' preferences and graphical differences between Chinese and Western female game characters. Parts of the survey were conducted in China and in cooperation with Game Hub Scandinavia (2015).

    For this research, an image analysis and two models were made. The image analysis analyzed common elements that exist between different female characters from Chinese and Western game toplists. One model was based on a Chinese game toplist and the other model was based on a Western game toplist. The survey was conducted through Internet surveys and interviews.

    Results showed that there were graphical differences between games from Chinese and Western game lists, but there is not a significant difference between game developers' preferences.

    Download full text (pdf)
    fulltext
  • 36.
    Lindh, Erik
    University of Skövde, School of Informatics.
    Ljudbaserade användargränssnitt i äventyrsspel: Ljudbaserade användargränssnitt som inkluderande speldesign i äventyrsspel2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Download full text (pdf)
    fulltext
  • 37.
    Lindsköld, Samuel
    University of Skövde, School of Informatics. lindskold@email.com.
    Hur påverkas spelarens upplevelse av sinnesbaserad immersion av ’luftbaserade’ karaktärsljud i ett tredjepersonsactionspel?2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Denna rapport går först igenom olika typer av immersion samt tar upp andra relevanta begrepp som är nödvändiga för arbetet, som har frågeställningen: ”Hur påverkas spelarens upplevelse av sinnesbaserad immersion av ’luftbaserade’ karaktärsljud i ett tredjepersons-actionspel?”. En prototyp skapades med tre olika variationer på ljudläggningar för att kunna användas under undersökningar där de deltagande fick spela de olika versionerna samt svara på frågor efter varje genomspelning. Resultaten från dessa tyder på att spelarens upplevelse av sinnesbaserad immersion både kan påverkas positivt och negativt, men studien som gjorts är i för liten skala för att det ska vara möjligt att dra välgrundade slutsatser. En större studie som inte enbart använder sig kvalitativa intervjuer skulle kunna bidra till bättre grundade slutsatser med högre validitet. 

    Download full text (pdf)
    fulltext
  • 38.
    Ljungberg, Lennart
    University of Skövde, School of Technology and Society.
    Des Produits Responsables: Des Choix de Design et Matériaux2006In: Designplus Magazine, ISSN 1274-5510, no 26, p. 37-42Article in journal (Other academic)
  • 39.
    Marín Melgar, Javier
    et al.
    University of Skövde, School of Technology and Society.
    Medel Cáceres, Juan Ramón
    University of Skövde, School of Technology and Society.
    Development of a tool for making chocolate chips2013Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    This Bachelor Degree Project report is based on the development of a tool for making chocolate chips from chocolate bars carried out in cooperation with LéKUé, manufacturer company of kitchen tools specialized in silicone and plastic products.

    The aim is to develop a kitchen tool that breaks chocolate bars in small fragments, as currently there are no utensils that can efficiently solve this task.  This tool is oriented to be used at home.

    The design process includes a pre-study, a concept development and final design chapters. The pre-study consists of the following parts: an evaluation of existing tools, tool testing, early idea generation and selection, chocolate bar dimension study, identification of potential consumers, study of human factors, manufacturing process selection, materials selection and requirement specifications. The concept development section is based on mechanism and aesthetics development. The last chapter presents the final design, which is the result from the combination of findings inferred in the previous parts.

    A final and manufacturable product by an industrial method will be defined as result. In the results, a CAD model, photorealistic renderings and a final prototype are included.

    Download full text (pdf)
    Development of a tool for making chocolate chips
  • 40.
    Nilsson, Nathalie
    University of Skövde, School of Informatics.
    Syntetiserad karaktärsanimation: Hur syntetiserad animation kan användas inom karaktärsskapande2018Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Detta projekt har studerat hur syntetisk animation kan användas för att representera karaktäristiska drag hos barnbokskaraktärer. Fokus i projektet har varit att analysera tidigare karaktärsanimation från kända barnfilmer animerade i 3D, samt stop-motion och därefter skapa syntetiserad animation baserat på resultatet från analysen. Helkroppsanimation utan personifierade fysiska attribut som till exempel kläder eller hårstilar användes för projektets artefakt, genom att animera en ansiktslös 3D modell vilken skapades för projektet.

    Download full text (pdf)
    fulltext
  • 41.
    Nähl, Niklas
    University of Skövde, School of Humanities and Informatics.
    Ljudeffektens betydelse: En studie om analytiskt lyssnande kopplat till effektljud i en ljudberättelse2012Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Denna rapport undersöker ljudovana personers analytiska lyssnande till effektljud i en ljudberättelse och även hur olika angreppsätt till ljuddesign påverkar testpersonernas kritiska lyssnande till berättelsen. Detta har gjorts genom att ljudlägga tre versioner av en kort berättelse med tre olika angreppsätt till ljuddesign: realistiskt, hyperrealistiskt- och surrealistiskt ljud. Undersökningen har skett med kvalitativa intervjuer med frågor kopplade till Tuuri, Mustonen och Pirhonens lyssnarmodell. Modellen baseras på en kombination av Michel Chions tre lyssnarsätt och David Hurons åtta känslomässiga komponenter kopplade till ljud. Intervjuerna genomfördes med tolv informanter där elva av dessa inte hade tidigare erfarenheter inom ljudproduktionsarbete. Resultaten visade att olika angreppsätt till ljuddesign påverkar personernas analytiska lyssnande och uppfattning av ljudberättelsen. De realistiska effektljuden visade sig vara det mest passande medans de surrealistiska effektljuden var svåra att identifiera. Informanterna var således mer kritiska mot det surrealistiska angreppet. En mer djupgående analys av varenda ljudelement i ljudberättelsen kan ge ytterligare förståelsen av det analytiska lyssnandet.

    Download full text (pdf)
    Ljudeffektens betydelse
  • 42.
    Nähl, Niklas
    University of Skövde, School of Humanities and Informatics.
    The Restorative Sounds: Creation and analysis of a soundroom for recreation2013Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Denna rapport redovisar en prototypframställning av ett rekreativt ljudrum och en undersökning baserad på denna prototyp. Detta rekreativa ljudrum har utvecklats i samband med utställningsprojektet "Det ligger i tiden" där Anna Hadders från Regionmuseet i Kristianstad är projektledare. Undersökningen fokuserar på personers upplevelse av denna ljudinstallation utifrån ljudperceptuella modeller och undersöker även hur rekreationskonceptet The Restorative Experience inom miljöpsykologi kan användas i skapandet och analysen av installationen. Undersökningen baseras på teorier och modeller inom ekologisk perception, ljudlandskapsforskning och miljöpsykologi. Undersökningen bygger på 8 testpersoner. Dessa testpersoner fick lyssna på ljudmiljön i fem minuter och fick sedan svara på frågor i ett formulär och sedan genomfördes en kort intervju. Medan de lyssnade kunde de även interagera med ljudmiljön via en iPad-app som skapade vågliknande ljud i realtid. Resultatet av formulärundersökningen visade att respondenterna beskrev de naturliga ljuden främst som behagliga och stilla men det visade sig också att de mänskliga/teknologiska ljuden fick en hög spridning av olika värderingar från respondenterna. Respondenterna tyckte också att installationen bidrog till en avkopplande stämning och många menade också att de även skulle vilja styra ljudmiljön på ett mer komplext sätt. Framtida arbete är att skapa mer valmöjligheter för besökarna att skräddarsy sin ljudmiljö själva genom att ange specifika ljudkällor som ska finnas i ljudmiljön.

    Download full text (pdf)
    The Restorative Sounds
  • 43.
    Persson, Sara
    et al.
    Faculty of Engineering and Science, University of Agder, Grimstad, Norway.
    Hjort af Ornäs, Viktor
    University of Skövde, School of Technology and Society. Department of Product- and Production Development, Division of Design Chalmers University of Technology, Göteborg, Sweden.
    Jordan, Patrick W.
    Department of Product- and Production Development, Division of Design Chalmers University of Technology, Göteborg, Sweden.
    Product constructs: Investigating differences between human factors specialists, industrial designers and engineers2007In: Proceedings of the 39th Annual Nordic Ergonomics Society Conference, Lysekil, Sweden, October 1-3, 2007 (NES 2007) CD-ROM, Nordic Ergonomics Society, 2007Conference paper (Refereed)
    Abstract [en]

    In the product development work, differences in language, education and cultural thought worlds influence actors’ view of the product. Drawing on personal construct psychology, this paper investigates differences in how triads of products are distinguished from each other to reveal the usage of constructs depending on disciplinary belonging. The study identifies some differences in the use of constructs between human factors specialists, industrial designers and engineers.

  • 44.
    Pettersson, Matilda
    University of Skövde, School of Informatics.
    Environmental Storytelling inom 3D-miljöer: Narrativa och mekaniska ledtrådar inom Survival Horror2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Syftet med detta arbete var att undersöka ”environmental storytelling” och dess betydelse i att bygga ut spelmiljöer. Begreppet och tankarna på ”environmental storytelling” har baserats på Don Carson och Henry Jenkins tankar kring ämnet. Utöver dessa källor användes även områdena kring ”immersion” och ”affordence”.

    Till undersökningen producerades en artefakt bestående av tre utrenderade 3D-miljöer, som sedan användes i kvalitativa intervjuer. Intervjuerna bestod av frågor kring hur informanterna uppfattade bilderna.

    Resultatet av intervjuerna visade att de narrativa ledtrådarna fick störst fokus över de mekaniska ledtrådarna. Det visades även att flera av ledtrådarna kunde byta roll, narrativa kunde fungera som mekaniska respektive mekaniska kunde fungera som narrativa.

    Det framgick att ”environmental storytelling” ger ett ytterligare djup till spelaren från spelmiljöerna.

    För ett framtida arbete skulle ytterligare fördjupning inom olika miljöer förekomma, med större fokus på hur människor uppfattar berättelser genom tecken och objekt, samt fler infallsvinklar från andra livserfarenheter.  

    Download full text (pdf)
    fulltext
  • 45.
    Pilerot, Ola
    et al.
    University of Skövde, University library.
    Hiort af Ornäs, Viktor
    University of Skövde, School of Technology and Society.
    Design for information literacy: towards embedded information literacy education for product design engineering students2006Conference paper (Other academic)
    Abstract [en]

    This paper describes improvements in how information literacy is taught on a design methodology course. The change is presented in the light of four approaches to information literacy education suggested by Bundy (2004). Our guiding principle has been that information literacy should be contextualized and embedded in the curricular activities of design. There are parallels in the design process and the information seeking process, and using these is one way to help students relate to the subject. Statements indicate that the students found the assignments worthwhile and became familiar with resources that they will use in the future. While we have strived for an embedment of information literacy, the course is probably more correctly described as one in which information literacy has been integrated. We describe how the course has developed over years and point to potential future improvements that may lead to a design of the course where information literacy can be seen as truly embedded.

  • 46.
    Ramirez Martinez, Natalia
    et al.
    University of Skövde, School of Technology and Society.
    Sanchez Pena, Maria del Pilar
    University of Skövde, School of Technology and Society.
    Development of a cabinet for reduced spaces2013Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Download full text (pdf)
    Development of a cabinet for reduced spaces
  • 47.
    Rexfelt, Oskar
    et al.
    Chalmers, Product and Production Development, Gothenburg, Sweden.
    Hiort af Ornäs, Viktor
    University of Skövde, School of Technology and Society.
    Betalning för nytta?: Privatkonsumenters resonemang kring tre funktionserbjudanden2006Report (Other academic)
  • 48.
    Rexfelt, Oskar
    et al.
    Chalmers, Product and Production Development, Gothenburg, Sweden.
    Hiort af Ornäs, Viktor
    University of Skövde, School of Technology and Society.
    From consumption to use: Consumer requirements in functional sales2008In: Tools and methods of competitive engineering: Proceedings of the Seventh International Symposium on Tools and Methods of Competitive Engineering - TMCE 2008, April 21-25, Izmir, Turkey / [ed] Imre Horváth; Zoltán Rusák, Delft, Netherlands: Delft University of Technology , 2008Conference paper (Refereed)
  • 49.
    Rexfelt, Oskar
    et al.
    Chalmers, Produkt- och produktionsutveckling, Design, Göteborg.
    Hiort af Ornäs, Viktor
    University of Skövde, School of Technology and Society. University of Skövde, The Virtual Systems Research Centre. Chalmers, Produkt- och produktionsutveckling, Design.
    Funktionsförsäljning till privatkonsumenter: Resonemang kring fyra funktionserbjudanden2006Report (Other academic)
  • 50. Roos, John Magnus
    Democracy and Design in Swedish Personal Assistance2016In: Service Design Geographies: Proceedings of the ServDes.2016 Conference / [ed] Nicola Morelli; Amalia de Götzen; Francesco Grani, Linköping: Linköping University Electronic Press, 2016, p. 415-428, article id 34Conference paper (Refereed)
    Abstract [en]

    The present study investigated the role of personal assistance service providers for people with disabilities from the users’ point of view. Interviews with 12 users resulted in five value categories: (1) Interact with the user in a service-minded way (2) Have a proper ideology of personal assistance, (3) Mediate between users and personal assistants, (4) Provide good work conditions for personal assistants and (5) Represent the user politically. This study illustrates that classical theoretical models of customer service might be less suitable to explain the role of service providers for Swedish users of personal assistance. In order to provide successful service and support, service providers might need to consider interactions beyond the provider and the end-users, and also include issues such as political lobbying, working conditions for social workers and sustainability in terms of guaranteeing the service in the future. The findings are discussed in relation to service management theories and the service design society.

12 1 - 50 of 61
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • apa-cv
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf