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  • 1.
    Aava, Kim
    Gotland University, School of Game Design, Technology and Learning Processes.
    Game Save: Game Save Incorporation in Game Design through a MDA Analysis2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This paper is about save systems and will analyze save functions in various games. Save systems in games are usually blamed for harming the suspension of disbelief as it is an act taking place outside the game and should only be used for its intended purpose: letting the players store their game data, and progress whenever they need.

    The game save function developed as rapid leaps of technology were made, with the beginning era of home consoles and home computers allowing players to spend more time playing, creating a demand for longer play sessions in games which lead to a need of methods for storing game data.

    The analysis of save systems is carried out in this paper by using MDA Framework (Mechanics, Dynamics, Aesthetics), a tool used for documenting game design. This framework can be used to analyze a game from a designer‟s or player‟s perspective. By reversing the framework ADM (Aesthetics, Dynamics and Mechanics) one can analyze the user experience, which is how the player perceives the game‟s aesthetics to be, depending on the dynamics and mechanics.

    This analysis aims to provide knowledge of how consistency in game design and the save system can be used to create a cohesive game world that facillitates the player's experience and immersion.

  • 2.
    abbevik, elin
    University College of Arts, Crafts and Design, Department of Design, Interior Architecture and Visual Communication (DIV), Industrial Design.
    Mind Wander: A design project in the field of social sustainability, aiming to create awareness about our imagination in today ́s society.2017Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
  • 3.
    Abdipour, Morteza
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design. Mid Sweden University.
    A Design Research Lab—An Integrated Model to Identify Conscious and Unconscious Behavior in the Design Process2016In: Proceedings of the AHFE 2016 International Conference on Design for Inclusion, July 27-31, 2016, Walt Disney World®, Florida, USA: Advances in Design for Inclusion, Springer International Publishing Switzerland, 2016Conference paper (Refereed)
    Abstract [en]

    To understand how different design solutions affect users, designers traditionally use different evaluation methods that mainly rely on conscious feedback from the users. However, the complexity of human behaviour, where a large part is unconscious, point to a need for an extended tool box addressing the part not accessible to human conscious knowledge. Here, we describe a design research lab where traditional methods are complemented with tools to measure physiological signals influenced by emotional and sympathetic responses. These tools include galvanic skin response (GSR), electrocardiograph (ECG), and electroencephalograph (EEG). Typical sessions with acquired data of conscious and unconscious user reactions are described. The large body of data collected, which also require non-design expertise for interpretation, suggest that a further development towards simplified output data of the unconscious reactions is needed to allow wider use within industrial design work.

  • 4.
    Abdipour, Morteza
    et al.
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Industrial Design.
    Lorentzen, Lena
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Industrial Design.
    Olin, Håkan
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Natural Sciences.
    A Design Research Lab—An Integrated Model to Identify Conscious and Unconscious Behavior in the Design Process2016In: Advances in Intelligent Systems and Computing: Design for Inclusion, Springer International Publishing Switzerland , 2016, Vol. 500, 553-563 p.Conference paper (Refereed)
    Abstract [en]

    To understand how different design solutions affect users, designers traditionally use different evaluation methods that mainly rely on conscious feedback from the users. However, the complexity of human behaviour, where a large part is unconscious, point to a need for an extended tool box addressing the part not accessible to human conscious knowledge. Here, we describe a design research lab where traditional methods are complemented with tools to measure physiological signals influenced by emotional and sympathetic responses. These tools include galvanic skin response (GSR), electrocardiograph (ECG), and electroencephalograph (EEG). Typical sessions with acquired data of conscious and unconscious user reactions are described. The large body of data collected, which also require non-design expertise for interpretation, suggest that a further development towards simplified output data of the unconscious reactions is needed to allow wider use within industrial design work.

  • 5.
    Abou Chakra, Rima
    University College of Arts, Crafts and Design, The Department of Design, Crafts and Art (DKK), Experience Design.
    The personal, the global, and the uncertain: Alternative design strategies for living with uncertainty2014Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Can we change the way we imagine and relate to the risks of our common world, such as plastic pollution, nuclear threats, climate change or economic crisis? With this question at heart, this thesis discusses our interaction with the mediated, and often distant, global complexities and risks.

    Following the perspective of the spectator and consumer, this study weaves together literature with stories from culture, media, design and entertainment. It examines the relationship of the personal to the global by outlining five critical looking lenses focused on distance, emission, contact, disruption and invisibility.

    The resulting project articulates speculative design strategies for reconfiguring our relation to two select global risks; the nuclear contamination threat and plastic pollution. What if these scenarios were real, what if we felt these values, how would the world be different? By questioning the rational, these narratives aim to trigger the imagination of alternative possibilities, and requestion our current global dilemmas.

  • 6.
    Abrahamsen Egenes, Else
    University College of Arts, Crafts and Design, The Department of Design, Crafts and Art (DKK), Interior Architecture & Furniture Design.
    Organising of Space: about a orphanage in Tanzania2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    In my BA project, I travelled to Tanzania with a MFS stipend and experienced humanitarian architecture up close - by following architectural group Asant Collective´s project in Tanzania: a new Children Centre for a small non-governmental organization called ECONEF. 

    I have worked with social questions / responsibilities regarding our role as interior architects in developing countries - often feeling like a anthropologist.

    In my design part, I have re-drawed the layout for ECONEF´s planned new orphanage after a analyse of the existing orphanage, culture and traditions.

  • 7.
    Abrahamsson, Melissa
    Mälardalen University, School of Innovation, Design and Engineering.
    Möten i stadsrummet: Att väcka en outnyttjad plats till liv2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Meetings in urban spaces is a thesis in information design with emphasis on spatial design. The aim of this thesis is to is to examine how poorly utilised spaces in urban environments can become more useful, as well as which criteria are required to enable a pleasant stay in these locations. The object of the study is the terrace outside Stockholm Public Library which, due to its current appearance and lack of function, most of the time is unused and deserted.

    The study’s aim is to generate a design proposal that encourages an increase in the flow of people to the terraces and that makes people want to spend more of their time there. The goal is to get more visitors to appreciate the terraces and utilise the space better.

    From the results of collected empirical data through spatial analysis, observations, notations of movement, interviews and discussions it has become clear that the reason for the terraces being unused is a lack of functionality and the spaces appearance. The conclusion of the theoretical and practical studies about spatiality, shape, urban public spaces and cognitive psychology etc., show that the choice of shape and placement of spatial elements can contribute to people choosing to linger on the library terraces. In its turn, this knowledge can create the right conditions for a changed pattern of movement and a greater flow of people to the location.

    A design proposal was created, based on theories and empirical data presented in the study. The aim design proposal is to show how it may be possible to draw visitors’ attention to the terraces and create a more natural flow there. This may be achieved by adding round shapes and curved lines, more variety in shape and proportion and by creating more obvious functions that meet visitors’ needs of activity and aesthetics. While this study is focused on the terraces of Stockholm Public Library it is my hope that these conclusions may also be applicable to similar environments in other location. 

  • 8.
    Adam, Priester
    Linnaeus University, Faculty of Arts and Humanities, Department of Design.
    Consume/d: Konsumtionssamhället visualiserat2017Independent thesis Basic level (Higher Education Diploma (Fine Arts)), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [sv]

    I det här projektet har jag som mål att bryta ner och visualisera ämnet konsumtionssamhälle med hjälp utav motion design. Mitt syfte är att skapa förståelse, diskussion och väcka tankar kring ett samhälle som ofta tas för givet. Genom research letar jag efter starka koncept att visualisera, jag bryter ner ämnet i tre kategorier (varför, effekter, lösningar). Resultatet är ett antal animationer som ska kunna ses individuellt eller som en helhet. Jag redovisar min process och återkopplar till projektet. 

  • 9.
    Adams, Ernest
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Rollings, Andrew
    Fundamentals of Game Design2006 (ed. 1)Book (Other academic)
    Abstract [en]

    An introductory undergraduate textbook on the design of computer and video games.

  • 10.
    Adborn, My
    University College of Arts, Crafts and Design, Department of Crafts (KHV), Textiles.
    Förnimmelsens besiktning2016Independent thesis Basic level (degree of Bachelor of Fine Arts)Student thesis
  • 11.
    Adenfelt, Elin
    University College of Arts, Crafts and Design, The Department of Design, Crafts and Art (DKK), Industrial design.
    Successful sustainable design2005Report (Other academic)
  • 12.
    Aditya, Pawar
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Composing the Umeå pantry: a platform for dialogue on food production and human survival2015In: Participatory Innovation Conference, PIN-C / [ed] Rianne Valkenburg, Coen Dekkers, Janneke Sluijs, The Hague, 2015, Vol. 1, 83-90 p.Conference paper (Refereed)
    Abstract [en]

    The Umeå Pantry was a five-week long public art event held in Umeå, Sweden, aimed at making concerns about food production public and supporting local communities interested in food related practices.

    The event consisted of a series of performances where participant communities were invited to a dialogue on food concerns and practices in the region. The performances took the form of communal activities such as food harvesting, cooking, workshops, debates and demonstrations.

    The making of the art event highlights the practice of creating forms for engagement and participation of disparate communities around social issues.

    In the broader picture, this project contributes to the understanding of community participatory design and design for social innovation.

  • 13.
    Aditya, Pawar
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Open-collaborative libraries: Libraries as generative community centres2015Conference paper (Other (popular science, discussion, etc.))
  • 14.
    Aditya, Pawar
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Prototyping boundary objects: Boundary objects as means for negotiating a cultural imaginary2015Conference paper (Other academic)
  • 15.
    Aditya, Pawar
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    THE ABILITY TO MAKE A DIFFERENCE IN PARTICIPATORY DESIGN PROJECTS2017In: THE ABILITY TO MAKE A DIFFERENCE IN PARTICIPATORY DESIGN PROJECTS, Oslo, 2017Conference paper (Refereed)
    Abstract [en]

    The case study presented here is an intensive nine day community participation project in a Swiss town, aimed at fostering community food production. The approach to participatory design presented here seeks to emphasize the in-situ improvisatory ‘doing' of collaborative activities. Using notions such as diffusing, reifying and catalyzing the study describes the iterative movement of the project that is bound up in material arrangements and social relations. Through a reflection in action approach, the author unpacks how the designer's agency is understood through social interactions and acts of summarizing, materialization and translation. The paper concludes by discussing power and agency, both as an outcome and central to the design process. This reflective exploration through the lens of agency seeks to encourage the reflexivity of designers in collaborative practice.

  • 16.
    Aditya, Pawar
    et al.
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Redström, Johan
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Publics, Participation and the Making of Umeå Pantry2016In: International Journal of Design, ISSN 1991-3761, E-ISSN 1994-036X, Vol. 10, no 1, 73-84 p.Article in journal (Refereed)
    Abstract [en]

    This paper is about the making of Umeå Pantry, a public participatory art festival performance on matters of concern regarding local food production. Participatory projects have been criticized for the way that researchers harness the creative outputs of collaborative work while safeguarding the underlying power structures. In addressing such critique this project focused on design’s relational and socio-political form rather than the value-added object of design. We argue that a public orientation, as in the case of Umeå Pantry, involves a critical enquiry and reflexive approach, which goes beyond participatory design within institutional boundaries and that there is a need for informal tactics to navigate this open public space. Thus, the paper argues that public participatory design needs to rethink its sensibilities and aim for a greater emphasis on the relational and socio-political underpinnings of a project. Articulating notions such as an open program, movement, relational exchanges and infrastructure, we are trying to find out more about what it takes to prototype new participatory design practices engaging with public matters of concern.

  • 17.
    Aditya, Pawar
    et al.
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Rosenbak, Søren
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    PROTOTYPING DESIGN RESEARCH TOOLS2016Report (Other (popular science, discussion, etc.))
    Abstract [en]

    In this workshop, we propose that design research needs to actively think about designing research tools and procedures as part of the research process. Following from this a number of questions arise: How can we get a critical understanding of how research tools shape our research practices? How can we practice collaborative sharing, critiquing and making of tools? For example, in a setup using materials and manual making at the PhD by Design session. When engaging in experimental practice-based research, what capabilities do design researchers need to prototype and articulate their tool-making practices?

  • 18.
    Aditya, Pawar
    et al.
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Wiltse, Heather
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Lindh Karlsson, Monica
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Lindström, Kristina
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Ståhl, Åsa
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Non-local Situations: Speculating About Future Response-abilities of Postindustrial Design (Research)2016Report (Other (popular science, discussion, etc.))
    Abstract [en]

    Industrial design has had a certain character because it was called into being in order to serve new forms of production and consumption. Now, design (research) is being called on to “frame and address the societal problems that face us” and “shape our lives in more responsible, meaningful, and open ways”. This means addressing complex, large-scale, non-local (but locally manifested) challenges. But design—particularly when it has aspirations of being democratic and participatory is typically highly local and situated.

    The aim of this conversation is to speculate about future articulations, practices, and contexts of postindustrial design (research), and in the process to prototype the inclusive, rich, realistic yet hopeful discourse among passionate partial perspectives that is necessary to support it. This is a process of developing our ‘response-abilities’—our ‘collective capacity to respond’ as we face what challenges and calls on us to act.

  • 19.
    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.

  • 20.
    Ahl, Zandra
    University College of Arts, Crafts and Design, The Department of Design, Crafts and Art (DKK), Ceramics & Glass.
    The National Museum of Stockholm and I - examined2013In: Artists work in museums: histories, interventions, subjectivities / [ed] Mathilda Pye, Linda Sandino, London: Wunderkammer, 2013, 177-186 p.Chapter in book (Other (popular science, discussion, etc.))
  • 21.
    Ahlberg, Marie
    Linnaeus University, Faculty of Arts and Humanities, Department of Design.
    Plast i offentliga möbler2015Independent thesis Basic level (degree of Bachelor), 10 HE creditsStudent thesis
  • 22.
    Ahlbäck, Johan
    Linnaeus University, Faculty of Business, Economics and Design, School of Design.
    Projektet Elda: Ett typsnitt och en undersökande arbetsprocess2012Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [sv]

    Projektet Elda är ett undersökande arbete om det digitala verktyget och vilka kvalitets- aspekt det påverkar. Datorn som ett kreativt hjälpmedel inom formgivning är i dag ett självklart verktyg i designprocessen, men vad händer egentligen med designers personliga avtryck när formen blir digital? Undersökningsmetoden i detta subjektiva projekt är em- pirisk och består av designprocessen bakom typsnittet Elda, under hela projektets gång reflekterar jag tankar, form och litteratur mot varandra. Diskussionen består av min syn på den digitala grafiska produkten, yrkets egenvärde och mänsklig kommunikation. 

  • 23.
    Ahlgren, Ida
    University College of Arts, Crafts and Design, The Department of Design, Crafts and Art (DKK), Interior Architecture & Furniture Design.
    Blyerts, linje, yta: en studie om att formge skåp för mönster2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    For my project, I was inspired by old decorative painting traditions and I chose to put them in a more modern context. I am inspired by the decorative approach of handling the surface and by letting patterns and decorative elements take the limelight. In the project, I investigate the lines and the surface and how they form patterns together.

    I want craft to meet function and then to bring these two elements together. My work with the furniture that my project resulted in was based on the body. I want it to be a meeting of the body, the mind and the materiality of the furniture.

  • 24.
    Ahlin, Manja
    Mälardalen University, School of Innovation, Design and Engineering.
    Att möta företaget ur ett rumsligt perspektiv:  Hur rummet kan fungera som en informationslänk mellan företaget och besökaren.2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Det här är ett examensarbete i informationsdesign med inriktning mot rumslig gestaltning. Syftet med detta examensarbete har varit att undersöka utvecklingsmöjligheterna för den rumsliga utformningen i X huvudentré, med målet om att rumsligt stärka informationslänken mellan företaget och besökare. Genom att skapa en förståelse för hur rummets gestaltning samspelar med människans upplevelse ges en större insikt i hur ett rum bör utformas för ett bestämt syfte, både för att kunna stödja en praktisk funktion och även en visuell upplevelse.

    Syftet med de undersökningar som utförts i examensarbetet har varit att få en uppfattning kring besökarnas upplevelse av den rumsliga utformningen i X huvudentré. Huruvida rummet som informationslänk fungerar mellan företag och besökare. Genom att använda mig av olika metoder såsom litteraturstudie, semistrukturerad intervju, observationer, notationer och enkäter kunde en bristande informativ länk konstateras. Med stöd av litteratur och olika forsknings- teorier har jag designat en modul där olika rumsliga element har inkluderats, för att på ett tydligare och mer integrerande sätt presentera företaget. Med modulens centrala placering skapas ett mer lättillgängligt informationsflöde i rummet. Modulens form och innehåll väcker besökarens intresse ”på vägen”. Det blir en central plats för information, där företaget genom sin moderna teknik kan förmedla nya projekt, sin visionsbild och på så sätt stärka sin image. 

  • 25.
    Ahlsell, Chandra
    et al.
    Linköping University, Department of Management and Engineering, Carl Malmsten - furniture studies.
    Knutsson, JohanLinköping University, Department of Management and Engineering, Carl Malmsten - furniture studies.Leijonhielm, MariaLinköping University, Department of Management and Engineering, Carl Malmsten - furniture studies.Sandin Bülow, KerstiLinköping University, Department of Management and Engineering, Carl Malmsten - furniture studies.
    Carl Malmsten Furniture Studies: Josef Frank : studenter och lärare vid Carl Malmsten Furniture studies utforskar Josef Frank2016Collection (editor) (Other (popular science, discussion, etc.))
  • 26.
    Ahlsén, Emely
    University College of Arts, Crafts and Design, The Department of Design, Crafts and Art (DKK), Ädellab/Metal.
    Konst som kommunikation?2005Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
  • 27.
    Ahmed Bäckström, Siri
    University College of Arts, Crafts and Design, The Department of Design, Crafts and Art (DKK), Graphic Design & Illustration.
    Five picture books2011Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
  • 28.
    Ajling, Niklas
    University College of Arts, Crafts and Design, Department of Design, Interior Architecture and Visual Communication (DIV), Interior Architecture & Furniture Design.
    Ajron: ett försök att få ljud till rum2016Independent thesis Basic level (degree of Bachelor of Fine Arts)Student thesis
  • 29.
    Akabane, Miwa
    University College of Arts, Crafts and Design, The Department of Design, Crafts and Art (DKK), Textiles.
    Pieces of wood, Pieces of daily life,: Storytelling pattern is an endless chain of imagination2012Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Daily life resembles a textile pattern. Both are built on forever by repeating things. Both transform every second by the effect of chance.The repetition of pattern relaxes us, and the appearance caused by the chance inspires us. Both trigger a chain of imagination in unique harmony. Textile pattern is a medium to express the chance. Any pieces of daily life become a pattern. The pieces of daily life, which are discovered by the “third eye” (different angle than usual), become a point of departure of the chain of imagination. The viewers have freedom to interpret the design in the way they want. They connect their personal memories with the design, which makes the differences in reaction. The story continues to be narrated while transforming its appearance. Storytelling is a succession from designer to viewer, as if to draw a spiral. One day, I took pieces of wood. They had lines on their surface. Each line had a unique shape because they were a part of an annual ring. I saw them like a human fingerprint. There was nothing the same. Daily life as ordinary, but special days. There is nothing the same in a usual day. Pieces of wood are pieces of daily life, it is a point of departure for a chain of imagination. I narrate a story of it in textile pattern. Storytelling pattern is an endless chain of imagination.

  • 30.
    Akabane, Miwa
    University College of Arts, Crafts and Design, The Department of Design, Crafts and Art (DKK), Textiles.
    Storytelling pattern is an endless chain of imagination2012Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Daily life resembles a textile pattern. Both are built on forever by repeating things. Both transform every second by the effect of chance.The repetition of pattern relaxes us, and the appearance caused by the chance inspires us. Both trigger a chain of imagination in unique harmony. Textile pattern is a medium to express the chance. Any pieces of daily life become a pattern. The pieces of daily life, which are discovered by the “third eye” (different angle than usual), become a point of departure of the chain of imagination. The viewers have freedom to interpret the design in the way they want. They connect their personal memories with the design, which makes the differences in reaction. The story continues to be narrated while transforming its appearance. Storytelling is a succession from designer to viewer, as if to draw a spiral. One day, I took pieces of wood. They had lines on their surface. Each line had a unique shape because they were a part of an annual ring. I saw them like a human fingerprint. There was nothing the same. Daily life as ordinary, but special days. There is nothing the same in a usual day. Pieces of wood are pieces of daily life, it is a point of departure for a chain of imagination. I narrate a story of it in textile pattern. Storytelling pattern is an endless chain of imagination.

  • 31.
    Akner, Corina
    Mid Sweden University, Faculty of Science, Technology and Media, Department of Industrial Design.
    Labyrinternet: Vilken plats tar internet i ditt liv?2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Internetifieringen i vårt samhälle går rasande fort och vi blir mer och mer uppkopplade.Detta projekt handlar om att upplysa betraktaren om mötet med internet och skapa enpersonlig relation till det fenomen som internet är. Genom ett synliggörande med aktiv interaktionligger projektet i gränslandet mellan kritisk design, interaction design och industridesign med fokuspå 'Design För Alla' frågor för alla.’Design För Alla’ är en innovationsmetod som innebär att frågeställningar ställs på sin spets ochatt man utgår från och testar sina idéer tillsammans med dem som ställer högst krav och harstörst behov. ’Design För Alla’ gör att man kan ifrågasätta gammal praxis och existeradereferensramar för standardlösningar och istället angripa en frågeställning utifrån nyaassociationsbanor och inspirationsingångar som gör researchen mer tillåtande och spännande.Ett av projektets viktigaste moment var en workshop med en grupp kognitivt nedsatta ungdomarfrån Höghammarskolan. Att blanda in personer med kognitiv funktionsnedsättning lägger fokuspå andra frågor än en “normalstörd” studiegrupp skulle ha gjort. Dessa ungdomar lever under en”disorienterad norm” där de med sin funktionsnedsättning lärt sig hitta vägar runt sinaproblem och ofta går problemlösning till mötes mer ”rakt på” och intuitivt. ’Design För Alla’ har berikatmin process genom att jag försökt anamma deras ”hands on” och lekfulla sätt för att förberedamig för workshopens laborativa moment kring färg, ljud, form, material, rörelse ochsemiotiska funktioner kring framför allt på och avstängning. Det har gjort att jag sökt efter merintuitiva och basala kroppsliga uttryck för interaktion och kommunikation med mitt internetkoncept.För hur lever och upplever vi något som är osynligt? Resultatet är Labyrinternet; ett homage tillinternet i form av en el&internet-station som också agerar plattform för debatten kring frågan”Vilken plats tar internet i vår vardag och i våra liv?”

  • 32.
    Akner-Koler, Cheryl
    University College of Arts, Crafts and Design, The Department of Design, Crafts and Art (DKK).
    A Note on Nano (FormGiving)2015In: Radical Re Re Re Re Re Rethinking / [ed] Maria Lantz, Staffan Lundgren, Stockholm: Konstfack / University College of Arts, Crafts & Desi , 2015, 1 uppl., 128-133 p.Chapter in book (Other academic)
  • 33.
    Akner-Koler, Cheryl
    University College of Arts, Crafts and Design, The Department of Design, Crafts and Art (DKK), Industrial design.
    Expanding the Boundaries of Form Theory and Practice: Developing the Model Evolution of Form2012In: Shaping Design Teaching: Explorations into the Teaching of Form / [ed] N. Steinö & M. Özkar, Aalborg: Aalborg Universitetsforlag, 2012Chapter in book (Other academic)
  • 34.
    Akner-Koler, Cheryl
    University College of Arts, Crafts and Design, The Department of Design, Crafts and Art (DKK), Industrial design.
    Expanding the boundaries of form theory: Developing the model Evolution of Form2006In: Wonderground - 2006 DRS International Conference / [ed] Ken Friedman et. al., Design Research Society , 2006, 79-92 p.Conference paper (Other academic)
    Abstract [en]

    The design research community is beginning to recognize the organizing capacity of form as a scientific method of its own right. The aim of this study was to a) develop a pedagogically framed case study method that applied a participatory action research approach and b) create a 3-D form model bridging geometric- to organic structures. A 10-step-concept-translation-form method was developed which resulted in a “Evolution of form” model with two axes: The first horizontal axis presents a sequence of geometrically derived forms that gradually take on organic qualities of convexities and concavities. The second axis expands the model in a vertical dimension to include a bipolar spectrum at each stage. This vertical dimension opens up a dichotomy between congruent and incongruent properties in relation to original features of the geometric form.

    The discussion deals with the active formgiving process; the need for sculptural awareness and the inner sense of form; validity of the created method and model and finally the pros and cons of aesthetical abstractions that build on geometric references.

  • 35.
    Akner-Koler, Cheryl
    University College of Arts, Crafts and Design, The Department of Design, Crafts and Art (DKK), Industrial design.
    Form & formlessness: Questioning aesthetic abstractions through art projects, cross-disciplinary studies and product design education2007Doctoral thesis, comprehensive summary (Other academic)
  • 36.
    Akner-Koler, Cheryl
    et al.
    University College of Arts, Crafts and Design, The Department of Design, Crafts and Art (DKK), Industrial design.
    Bergström, Lars
    Complex Curvatures in Form Theory and String Theory2005In: Leonardo: Journal of the International Society for the Arts, Sciences and Technology, ISSN 0024-094X, E-ISSN 1530-9282, Vol. 38, no 3, 226-231 p.Article in journal (Refereed)
    Abstract [en]

    The authors use new aesthetic criteria concerning structures and properties to explain parallel concepts within theoretical astroparticle physics and contemporary form/compositional research. These aesthetic criteria stem from complex curvature models developed both in string theory and in artistic perceptual research on transitional surfaces and concavities. The authors compare the complex curvatures of the mathematically derived Calabi-Yau manifold with one of Akner Koler's sculptures, which explores an organic interpretation of the looping curvature of a Möbius strip. A goal of the collaboration is to gain experience and insight into the twisting paradoxical forces in the 3D world and to explore the properties of transparency as applied to the Calabi-Yau manifold and a point cloud translation of Akner Koler's sculpture.

  • 37.
    Akoglu, Canan
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    The relationship between industrial design and interaction design in product development activities2012In: Human Factors in Computing Systems (CHI) International Conference, Austin, TX, USA, May 5-10, 2012 (on DVD), Association for Computing Machinery (ACM), 2012Conference paper (Refereed)
  • 38.
    Akoglu, Canan
    et al.
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Er, Alpay
    Istanbul Technical University.
    The role of interaction design in information and communication technologies embedded product development activities2010Conference paper (Refereed)
  • 39.
    Akoglu, Canan
    et al.
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Valtonen, Anna
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    Yours or mine?: Role sharing between industrial design and interaction design2012In: Design Research Society (DRS) International Conference, Bangkok, Thailand, July 1-5, 2012, 2012Conference paper (Refereed)
  • 40.
    al Rawaf, Rawaf
    Stockholm University, Faculty of Science, Stockholm Resilience Centre.
    Social-Ecological Urbanism: Lessons in Design from the Albano Resilient Campus2017Independent thesis Advanced level (degree of Master (Two Years)), 80 credits / 120 HE creditsStudent thesis
    Abstract [en]

    Currently there is a demand for practical ways to integrate ecological insights into practices of design, which previously have lacked a substantive empirical basis. In the process of developing the Albano Resilient Campus, a transdisciplinary group of ecologists, design scholars, and architects pioneered a conceptual innovation, and a new paradigm of urban sustainability and development: Social-Ecological Urbanism.  Social-Ecological Urbanism is based on the frameworks of Ecosystem Services and Resilience thinking. This approach has created novel ideas with interesting repercussions for the international debate on sustainable urban development. From a discourse point of view, the concept of SEU can be seen as a next evolutionary step for sustainable urbanism paradigms, since it develops synergies between ecological and socio-technical systems. This case study collects ‘best practices’ that can lay a foundational platform for learning, innovation, partnership and trust building within the field of urban sustainability. It also bridges gaps in existing design approaches, such as Projective Ecologies and Design Thinking, with respect to a design methodology with its basis firmly rooted in Ecology.

  • 41.
    Alessandra, Cislaghi
    University College of Arts, Crafts and Design, Department of Design, Interior Architecture and Visual Communication (DIV), Interior Architecture & Furniture Design.
    YourTube2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Oh, the good old metro stations! No matter how much we change, how much our society changes, they all look pretty much the same.

    We walk down the stairs, grab a coffee on the way, pass the gates, get to our platform and then we wait.

    But what if? What if it wasn’t like that? What if we could decide not to rush down to the platform, but instead enjoy the few minutes we have, before being drawn back to our daily life, in a nice, entertaining environment? A place for everyone to enjoy, not just those who own a metro card.

    After all, a station is still a public space, isn’t it?

  • 42.
    Alexandra, Björsell
    Mälardalen University, School of Innovation, Design and Engineering.
    Attraktivare miljörum. En studie i hur ett miljörum kan göras mer användbart, som ett led i att öka intresset för källsortering.2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This is a study in how a room for recycling can be designed as a way tocommunicate and make it easier for users to sort their waste. The long-termgoal for the room is to further encourage the users and increase their interestfor recycling. For this study a room for recycling at SGS Studentbostäder inGothenburg has been chosen. Currently, the room does not communicate itspurpose clearly, and has several problems causing low usability.The main focus of this study is to improve the usability of the room, and also tomake it more attractive. The research question that has been answered is “Howcan a recycling room be designed so that it can communicate and make it easierfor the user to quickly and efficiently sort their waste; and thus become moreusable?”By combining the results of both a literature review and empirical investigations,this study have resulted in two different design suggestions for the investigatedroom. Both design suggestions addresses the problems that were identified duringthe empirical study of the room, but in slightly different ways depending on thelevel of change that is wanted by the property owner. The overarching design ideahas been to introduce a clear and thorough color coding, with attention to smalldetails that have big impact.

  • 43.
    Alfthan, Frida
    Mälardalen University, School of Innovation, Design and Engineering.
    Ta på historien - inkluderande design på museum2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete redogör för hur en stadshistorisk utställning kan utformas för att kommunicera sitt innehåll till målgruppen utrikes födda med bristande kunskaper i svenska. Undersökningen mål är att hitta riktlinjer som visualiserar ett koncept för denna typ av utställning. I undersökningen behandlas den lokalhistoriska utställningen ”Se Eskilstuna” på Eskilstuna stadsmuseum. Utställningen används idag som undervisningsmaterial för studenter från SFI; svenska för invandrare. Idag har utställningen brister som gör att den inte uppfyller den specifika målgruppens behov. Genom låg kontrast och struktur samt att den idag till stor del utgår från text, försvåras möjligheten att kommunicera sitt innehåll till målgruppen. I detta arbete diskuteras främst utställningens rumsliga formgivning, men även hur innehållet påverkar förståelsen för utställningen. Syftet med arbetet är att undersöka hur en utställning på bästa sätt kan förmedla information om platsen och platsens historia, utan att enbart förlita sig till kompletterande text-information. Detta för att underlätta för målgruppen att ta till sig innehållet. Med hjälp av tydligare struktur, och genom att skapa grupperingar och ett visuellt narrativ, skapas ökade förutsättningar för målgruppen att ta till sig utställningens innehåll. I undersökningen kombineras teorier om kognitiva processer, distribuerad kognition och affordans som vetenskaplig utgångspunkt. Genom kvalitativa metoder i form av fokusgrupp och öppen observation har en förståelse för målgruppen och dess behov skapats. Genom en platsanalys har brister i den existerande utställningsmiljön identifierats och en förståelse för rummet formulerats. Med stöd av litteratur och metodresultat har sedan ett designförslag skapats.

  • 44.
    Ali, Ahmad
    et al.
    Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
    Marcus, Svensson
    Animation through Body Language: A study using the fictional character Mokhtar2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Learning to read body language is something we do throughout our whole life. It is a complex non-verbal language that can express more than words. In this study we investigate the possibility to use only body language to portray emotions to the viewer. In a background of a game project we have used a character that has his face covered, therefore, facial expression is not visible during the online survey, which we used as a method for our investigation. As a foundation we have created four character animations to portray anger, frustration, exhaustion and hurt. To find the answer if it is possible to recognize those five emotions in the character animations survey, participants were obligated to name the emotion expressed on each of the video clips. The results of this study show that the characters body language could be sufficient to portray those five emotions. However, it was concluded that body language could be enough to represent the character's emotional state to the viewer; but by including facial expressions we could help to portray the emotion even further.

  • 45.
    Alkacir, Hakan
    University College of Arts, Crafts and Design, Department of Design, Interior Architecture and Visual Communication (DIV), Industrial Design.
    Sound in motion: Ljud, musik och aktivitet2017Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
  • 46.
    All, Aron
    University College of Arts, Crafts and Design, The Department of Design, Crafts and Art (DKK), Ceramics & Glass.
    Kandidatexamensrapport2004Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
  • 47.
    Allison, Philip
    et al.
    Jönköping University, School of Engineering, JTH, Mechanical Engineering.
    Pye, Michael
    Jönköping University, School of Engineering, JTH, Mechanical Engineering.
    Eicher 2020+2012Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Investigating the Indian society, culture and truck market to develop a list of criteria (design brief) for an optimal truck for these markets. These criteria will be used as a starting point for the design process of designing the truck.

    Investigations in Sweden (at Volvo) and in India (at Eicher).

    Research conducted through design methods and interviews with stakeholders.

     

    It is the goal of this thesis to create two examples of what a domestically built truck for the Indian market could be.

  • 48.
    Almer, Mathilda
    University College of Arts, Crafts and Design, The Department of Design, Crafts and Art (DKK), Textiles.
    Sju sorters kakor: Lekmoduler för barn i förskolemiljö : Lek med maten!2005Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
  • 49.
    Almquist, Kristel
    et al.
    Linnaeus University, Faculty of Arts and Humanities, Department of Design.
    Sundberg, Catrin
    Linnaeus University, Faculty of Arts and Humanities, Department of Design.
    Gelifoam: Ett experiment med godis som material2014Independent thesis Basic level (degree of Bachelor), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [sv]

    Projektet Gelifoam bygger på en utforskande process. Författarna undersöker och dekonstruerar ämnet lösgodis för att ta reda på vad det egentligen är. Genom en rad experiment har lösgodis tagits isär och sats i en ny kontext. Arbetet resulterar i ett nedbrytbart material där trä och godis möts.

  • 50.
    Almén, Elias
    Mälardalen University, School of Innovation, Design and Engineering.
    Man får vad man betalar för: Ett arbete i hur visuell information bör matcha ett varumärkes budskap2017Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This project has been done in cooperation with Etteplan. Etteplan has requested a user manual that sends a specific message: premium.In this project, attention has been focused on the visual design of a user manual and its importance to the brand. Brand theory, messages, gesture theories, pop out effects, information structure, paper quality and technical illustration have been studied to investigate how this can be designed to reach the premium feeling. In order to gain empirical data, interviews and world-wide analysis have been used. From the results of the world-wide analysis, the work has been able to systematically analyze how other actors visualize their user user manuals. Furthermore, the work, based on the results of theory and empirical data, has produced prototypes. These prototypes have been evaluated and developed and presented in the draft proposal.Creating something that is experienced as a premium is a challenge. It is not possible to point out where exactly the premium feeling comes from. It is a sum of all signals that a brand sends to the buyer. Everything from customer service, quality, price, staffing, visual profile, environmental profile and, for example, an instruction manual. In my role as information designer, my ambition has been to, create new guidelines for how a premium quality manual should be visualized.

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