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  • 1.
    Abdipour, Morteza
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Arrangement Design Studies: the introduction of the digital wall in domestic environments2021Licentiatavhandling, monografi (Annet vitenskapelig)
    Abstract [en]

    This research focuses on the emergence of 'digital walls' that can project images onto almost all or even the entirety of interior (and perhaps exterior) walls, and what implications this might have for how we arrange our rooms. It demonstrates the arrangement, i.e., the way that domestic products are arranged physically, of rooms changes in the domestic environment in a complex scenario when using large screens. Due to the fast-growing demand for large screens, this product could potentially be available to be used by people in their home environments; however, it does not yet exist in reality at this scale. Constructing large screens can be carried out using different production methods. Here, this concept is called the digital wall, a very thin wall-sized interactive screen. The characteristics of the digital wall will vary to be able to create different scenarios. One such scenario is a space in the home where the surface of the wall is covered with screens, which allows multiple possibilities to experience and interact with digital content. 

    In this research, the social gathering space of homes, nowadays called the living room, is considered as a highly relevant space for installing the digital wall. In this space, the conceptual framework outlines the basic elements of the research and demonstrates the relationships between people’s interactions with the digital wall and domestic products in the domestic environment. I show two examples from design history to understand how arrangement changes impact the home environment: the transformation of the parlor to the living room, and entry of the television into the living room. These two examples are focused on the place in the home where people gather for socializing. The discussion of these examples led to the elaboration of the relationships between the elements in the conceptual framework.

    I explored relevant design research methodologies to bring this future scenario into the present to understand the relationships between people and the digital wall. I applied research through design and the constructive design research approaches to frame the design research methodology. In this thesis, I set up seven series of design studies in two cluster groups: Supportive studies and Main studies. All of the design studies were conducted in the Design Research Lab, the actual space for carrying out the design experiments, prototyping the digital wall, and the setting of the experiments for user participation. The Lab was fully equipped with relevant technology and allowed me to use multiple methods to collect data while people were experiencing the design study sessions. The Lab was useful as a platform to understand user experiences, barriers for interactions as well as people's experiences in a simulated space of a domestic environment. 

    The main contribution of this research is to understand the forms of arrangement changes when people use the digital wall in homes. The research demonstrates two significant implications that are seen in two forms of arrangements: tangible arrangement and imperceptible arrangement. These findings are useful for both designers and users of the elements of domestic contexts and the relations that can be shaped by the presence of a digital wall in home environments. This understanding may provide design guidelines in future scenarios in which the digital wall is used in homes. The findings are also beneficial for designing the domestic environment, improving the arrangement of space, and raising the requirements for designing domestic products.

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  • 2.
    Abele, Alexander
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Acculan System: The next generation of a Surgical Power Tool2019Independent thesis Advanced level (degree of Master of Fine Arts (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Orthopedic surgery is dangerous, especially for the surgeon! Tool failures belong to the ten most frequent causes of operation delays. Nowadays, hospitals are pressured to optimize procedures and lower costs. Especially, orthopedic surgery is physically demanding for the ergonomics of the surgeon and tools wear out more quickly.

    Could the evolution of a surgical power tool be used in these scenarios to ease and support the surgeons work, increase the efficiency and flexibility of usage and at the same time offer more control and knowledge about the condition of the tools?

  • 3.
    Aditya, Pawar
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Composing the Umeå pantry: a platform for dialogue on food production and human survival2015Inngår i: Participatory Innovation Conference, PIN-C / [ed] Rianne Valkenburg, Coen Dekkers, Janneke Sluijs, The Hague, 2015, Vol. 1, s. 83-90Konferansepaper (Fagfellevurdert)
    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.

  • 4.
    Aditya, Pawar
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Open-collaborative libraries: Libraries as generative community centres2015Konferansepaper (Annet (populærvitenskap, debatt, mm))
  • 5.
    Aditya, Pawar
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Prototyping boundary objects: Boundary objects as means for negotiating a cultural imaginary2015Konferansepaper (Annet vitenskapelig)
  • 6.
    Aditya, Pawar
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    The Ability To Make A Difference In Participatory Design Projects2017Konferansepaper (Fagfellevurdert)
    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.

    Fulltekst (pdf)
    fulltext
  • 7.
    Aggarwal, Akansha
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    DONOR SPACE: Bringing everyone together to support volunteer donors in Blood stem cell donation process2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Globally in the medical and healthcare field, due to technological advancement and higher success rate of life-saving procedures, there has been a dramatic increase in the number of blood stem cell transplants performed each year. Consequently, the demand for blood stem cells from the donors is continual. The process of acquiring these cells from donors has its obstacles. Once volunteers are willing to donate and are identified as a potential match to the patient, they go through various stages, involving a long waiting period for the donors. 

    The aim of the project  is to apply and combine interaction design practices in the healthcare and medical world: how it would affect and shape specific experiences for the blood stem-cell donor. I would propose a digital service design that provides strategies to enhance the donation journey experience for the volunteer donors and the stakeholders involved in the process.

    The thesis project explores how we might design alternative ways to enhance a donor experience through digital services. 

    Fulltekst (pdf)
    fulltext
  • 8.
    Al Khamissi, Saif
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Velaria: Investigating the Value of Shared Vehicles in Future Megacities2023Independent thesis Advanced level (degree of Master of Fine Arts (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Solving future problems is a part of the masterprogram of transportation design, where thepossibilities and the push are to tackle socialand environmental problems. In this thesis, thedesigner was keen to investigate the value ofshared vehicles in future megacities since thesedense urban areas will face more challenges thantoday with the increased demands in housing,education, health, leisure and transportation.In order to investigate the future problems thatmegacities will face, the designer focuses ona speculative design approach that is used tohelp navigate the scenarios and determine themost applicable one, enabling him to determinethe values of a shared vehicle. The speculativefuture suggested a formation of segregated sub-societies within the city where individuals areforced to share certain mobility services. However,this segregation will have a reverse effect onhow the mobility behaviour of individuals mightchange in avoiding certain mobility services dueto its association with a sub-society other thanthe one they belong to, for example, people withdifferent ethnicity or social classes.Since mobility systems and vehicles areconsidered facilitators of such segregation andsub-societies formation, the solution can beprovided as a shared mobility vehicle. Such avehicle will form a focal interaction between twostrangers sharing the same route. Using ancientarchitectural techniques (the velarium andoculus), the vehicle creates a humble gatheringexperience that crosses economic, social andethnic differences.To achieve such a design, the designer useddifferent techniques in 2D design and 3Dmodelling to push for multiple directions that led to the formation of one concept, Velaria. TheVelaria is an autonomous oval-shaped vehiclewhere the rounded form, the velarium and theoculus at the roof provide an experience ofhumbleness and gathering by introducing thesky and the light as a higher umbrella or domethat brings users from different backgroundstogether. This technique was used in romanbuildings like the Pantheon and the Colosseum,and carried on to modern art and architecture.This project provides a glimpse of the implicationsof current mobility systems regarding theformation of social sustainability. Thereforethe project gives a clear direction of what thefuture values of the vehicle can be and how thevehicle can be the starting point of weaving thesocial fabric to achieve a resilient society thatcan change the future scenario of mobility andsociety in future megacities.

    Fulltekst (pdf)
    fulltext
  • 9.
    Alessandrini, Andrea
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    How an undergraduate group of design students solved wiring errors during the prototyping of an interactive artifact2022Inngår i: ECCE '22: proceedings of the 33rd European conference on cognitive ergonomics / [ed] Achim Ebert; Thomas Lachmann; Klaus Dreßler; Jessica Lindblom; René Reinhard, Association for Computing Machinery (ACM), 2022, artikkel-id 12Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The introduction of maker technology and personal fabrication has radically changed how we learn, design, and innovate. In recent years, a growing number of people have begun using a broad range of creative technologies. A common challenge with using these technologies is the difficulties during electronic circuit prototyping, particularly for end-users. This research investigates the causes of wiring problems and the troubleshooting strategies used during the prototyping of electronic circuits by nonexpert users. We conducted an ethnographic study of students at a university design school engaged in prototyping electronic circuits with creative technologies. We performed a microanalysis of the students' interactions and dialogues according to the distributed cognition framework. Results show the significance of having meaningful information on the prototyping tool in addition to the importance of the students sharing common ground so that they can effectively detect and solve wiring errors. Our conclusions highlight some relations between types of wiring errors and solution strategies.

  • 10.
    Alpay, Aylin
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Untangling Road Trip Experiences with Conected Car: Planning and bringing it to the car2017Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    With developing technologies and growing infrastructures, connected experiences are expanding their realms towards various devices and scenarios in our lives. One of the areas, which is going under a big change due to this connectivity is the car related experiences. As connectivity is intrinsically enabler of different experiences and services, it is foreseen that it will bring a different dimension to car and driving related experiences as well.By investigating the future trends and possibilities that connectivity can provide to car and driving related experiences, this thesis aims for imagining the near future scenarios with an explorative approach, focusing on one and addressing to the rising issues with a design proposal that is meaningful to both users and the industry.The result, Tripcloud, contributes to the future scenario of having a road trip with the car, with a new digital platform that aims for supporting the users throughout the planning and bringing the plans into the car experience seamlessly and safely. It aims for reducing today’s existing complexity in terms of interaction and cognition to provide a better experience and avoid driver distraction. With providing organised information pieces, information exchange between people and automated links with mobile devices and car, Tripcloud offers easier an more convenient alternative for road trip planing and bringing the plans into car experiences for the near future.

    Fulltekst (pdf)
    fulltext
  • 11.
    Altun, Sinan
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    FUSE: AI-Assisted Guidance and Documentation System for Crashed Vehicle Handling2022Independent thesis Advanced level (degree of Master of Fine Arts (Two Years)), 80 poäng / 120 hpOppgave
    Abstract [en]

    As a response to the zero emission targets set for 2050, the number of electric and alternative fuel vehicles is increasing drastically. While those vehicles are not more likely to burn compared to vehicles with combustion engines, there are numerous accidents where the batteries ignite, the firefighters couldn't handle them properly due to lack of experience with new cars and on-site real-time information. It becomes even harder as there are not widely accepted procedures. Extrication has also become very hard due to the structural changes in the new vehicles.

    The structural variety of vehicles makes it harder for firefighters to properly respond to car accidents. The FUSE system provides AI-assisted guidance to the firefighters while responding to car crashes and documents it to improve the AI and the firefighters for future cases.

    FUSE is an AI-assisted handheld device and a system designed for firefighters to be used for car accidents. FUSE has a set of sensors and cameras together with flashlights and a laser cross generator. It’s not only packed with sensors but a powerful AI which has the access to a database of 3D models and rescue information of the vehicles together with the real-world knowledge. It compares 3D data of vehicles with real-world scans and generates recommendations in augmented reality form.

    Fulltekst (pdf)
    fulltext
  • 12.
    Andersson, Anton
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Viewpoint: Hur kan personliga hudundersökningar i hemmet  förenklas för att tidigare upptäcka hudförändringar?2018Independent thesis Basic level (degree of Bachelor of Fine Arts), 10 poäng / 15 hpOppgave
    Abstract [en]

    Skin cancer is the most common type of cancer and the most lethal kind is malignant melanoma. By detecting suspicious skin lesions early the diesease can be cured. Dermatologists stress the importance of checking your own skin regularly in order to mitigate the risk of developing cancer. Today there is only different guides for people who want to examine their skin.This thesis investigates the possibilities of creating a tool for skin self monitoring at home in order to detect lesions earlier.

    The end result ”Viewpoint” is a product that supports and helps users to get an overview of the parts of the body where malignant melanoma most commonly develops.With Viewpoint the user get an overview of the skin like a threedimensional map so that hard to reach areas of the skin can be checked for suspicious lesions. The product has cameras that collect data about the skin and its changes over time and smart image analyzing software gives the user tips and helps to identify areas that require a closer look.

    Thanks to the placement of the product where people already are intimate, it is easy to use it regularly and thereby increase the chance of detecting a pontentially cancerous skin spot early. In the long run this can increase the chance of surviving.

    Fulltekst (pdf)
    fulltext
  • 13.
    Andersson, Björn
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Hur kan man göra det enklare för äldre människor att duscha ?2020Independent thesis Basic level (degree of Bachelor of Fine Arts), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Sverige har en stigande befolkning som blir äldre, vilket ger en påfrestning av vårat hälsosystem1. Rädslan av att ramla i duschen hos äldre är stor och det gör att många väljer att sitta ner i duschen. Detta betyder inte att dom inte har kapaciteten att stå.Det är svårare att bibehålla kroppstemperaturen när man sitter ned pga att vattenspridningen över kroppen blir annorlunda. Det i kombination med sämre motorik och blodcirkulation gör att man snabbare blir kall.Att implementera ett hjälpmedel i ett tidigt stadie i livet kan förhindra fallolyckor, samt att det blir en mental förberedelse, att brukaren kan komma att behöva hjälp senare i livet.I detta projekt undersöks hur man kan underlätta samt göra det bekvämare för äldre att duscha. Detta resulterade i en flexibel duschpanel med rörliga munstycken som är lätta att positionera beroende på om man står eller sitter ned i duschen. Produkten har en diskret och enkel design för att passa in i de flesta badrum.

    Fulltekst (pdf)
    fulltext
  • 14.
    Andersson, Isabel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Ett designprojekt med fokus på för tidigt födda barns emotionella behov i kuvös2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Babies born prematurely are deprived of normal sensorimotor stimulation when placed in an artificial environment, the incubator. The aim of this project was to design a series of products that could promote the baby’s emotional and neurological development, and to facilitate parental bonding. 

    The products designed in this project has a theoretical basis on the research available today on cognitive and emotional development in children born prematurely. They were developed in close cooperation with a group of parents and nurses in a neonatal intensive care unit.

    Presence is a product collection for developmental care, consisting of a mattress, a figure and a necklace. The mattress has vibration sensors that transfer the mother’s heart beat and speakers with recorded heartbeat and her voice. The figure in silicone is designed for sensorimotor stimulation and can be together with the child in the incubator. The figure wears a cloth with mother’s scent. The cloth can be worn by parent in a necklace made of silicone.

    Fulltekst (pdf)
    fulltext
  • 15.
    Andersson, Isabel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Our body body as an expressive tool2017Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Humans were made to move. Many hours in front of a screen leads to stiff bodies and a diminished bodily awareness. The aim of this project was to explore how technology can serve to increase our body awareness and adapt to our physical conditions in everyday life with focus on office spaces.

    The study is explorative with a user-centered approach and a focus on embodied prototyping, where the user is a subject of design. Data was collected with recordings, interviews, and workshops. Reflexion-on-action, prototyping and iterations lead to the final outcome.

    The final concept is a wearable that encourage people to move and stretch out more often and spontaneously throughout the day. It does so by vibration patterns along your spine and shoulders.

    The idea of this concepts is to make people move often and regularly during the day; to react spontaneously to a reminder from the body, mediated by the vibrations. The system is thought to be self-awarding; if it feels good to stretch out, to extend the arms, to move – then you will want to do it again.

    Fulltekst (pdf)
    fulltext
  • 16.
    Andersson, Malin
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Back in the boat: A safer boating experience2014Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    My result address the problem that getting back up in the boat after one have fallen in can be very difficult. My research led me to focus on the very smallest boats, rowing boats and open motorboats under 6 meters in length.

    My solution to the problem is to provide an easily attached footstep that can be reached and pulled down from water level. The product can be adapted to different boats. For the smallest boats, manually activated flotation units can be integrated to prevent the boat from tipping.

    Fulltekst (pdf)
    fulltext
  • 17.
    Anna Maria, Puchalska
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Solar Literacy: exploration of energy-aware digital experiences.2023Independent thesis Advanced level (degree of Master of Fine Arts (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    The Internet is rapidly growing in complexity, with increasing negative environmental and social impact. While heating and lighting are tangible examples of energy consumption, internet usage is not perceived as such. Therefore, it opens up opportunities for new, energy-efficient, slower, resource-saving and mindful protocols for the Internet to emerge.

    I propose Glow OS, an operating system that enables individuals and communities to align their online activities with intermittent solar energy. This system aims to accelerate the transition to a fossil-free internet by promoting solar literacy in the spirit of joy.

    Fulltekst (pdf)
    Solar_literacy
  • 18.
    Arcari, Alexander
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    How might we prevent burnouts?2022Independent thesis Advanced level (degree of Master of Fine Arts (Two Years)), 80 poäng / 120 hpOppgave
    Abstract [en]

    Burnouts are the most common reason for sick-leave in Sweden and is affecting 77000 every year.There are countless ways of dealing with stress, all with different focus, benefits and setbacks.According to doctor and researcher Anders Hansen, creating lifestyle changes is the numberone way of preventing a burnout. This methodology has been a reoccurring approach, shared by many through my research, to change the over all lifestyle in a long term perspective, rather than introducing short term solutions.

    What I had concluded during my research is that a good way of achieving lifestyle changes isthrough reflection. A hypothesis that was later confirmed by industry professionals working with atherapy form named acceptance commitment therapy, ACT in short. They concluded that peoplehaving suffered a traumatic event often come to clarity, as they then reflect over what’s important in life in a long term perspective and that the purpose they tried to achieve was to offer this reflection in a preventive manner.

    The core principle of ACT is to find out what an individual values, and take actual concrete step towards those values. This therapy form has documented effect and established tools for reflecting.The setbacks with these tools today is that they operate in closed environments by industry professionals as well as in literature, since they require a lot of guidance and explanation.

    The goal of this project has been to take these tool and tailor them to a preventive space where people can make use of them before they have to seek professional care.

    I had identified that a hight risk user group are newly employed and engaged co-workers. This usergroup has little knowledge about the expectorations in their new line of occupation and has an elevated risk of experiencing high levels of stress and in some cases burnouts.

    As a mean to address stress at workplaces I have developed a system called bloom. It’s a system that works on the same principle as fire management training for corporations and aims to create an introduction to stress, practice preventive tools for handling stress as well as an action plan for what to do in case stress gets overwhelming.

    The bloom system contains two products for managing stress that exists as both physical as well as in an app format. The products are based around ACT thinking and aims to aid changes of lifestyle through the reflection element called weighted questions.

    Many companies has outsourced agreements with corporate wellness companies but insteadof contacting these companies when stress has already become a problem, the bloom system aims to work with stress management early and in a preventive way and gives the co-workers the powere of evidance based tools that they can use themself.

    Fulltekst (pdf)
    fulltext
  • 19.
    Arvind, Sushil
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    First mile of healthcare2022Independent thesis Advanced level (degree of Master of Fine Arts (Two Years)), 80 poäng / 120 hpOppgave
    Abstract [en]

    Healthcare visits fall into the category of either Emergency or scheduled visits. Post-pandemic, a significant number of people are avoiding their scheduled and routine healthcare visits due to perceived risk of infection. Any delay in treatments could potentially lead to their condition worsening. The demographic of people avoiding their healthcare include people with reduced mobility ( wheelchair or crutch users) - who experienced a shortage of accessible transportation, people with per-existing conditions who were in-fact the most susceptible to contagious diseases, and lastly unpaid adult care takers. Our current mobility options, which include private vehicles, shared services such as Uber and public transport fail to cater to the unique accessibility and hygiene requirements of patients. This lead me to ask if it was possible to address this gap and create a new solution for a very specific purpose ?

    My research included understanding the pain points of users with a varying degree of mobility, such as the elderly, who found it challenging to enter vehicle with low ceiling and wheelchair user, who found transferring to the car seat tiring or sometimes impossible without assistance. Users also described how frequently touched surfaces, small enclosed areas with poor ventilation and crowding present in shared/public transportation was a cause of concern and lead to anxiety. During my process, I had used a combination of 3D models, tape drawing and projection mapping to ideate, validate and arrive at the final result. The end product was Neon- a non emergecy on demand mobility service designed to bridge the gap between home and healthcare. It is designed to have a minimal footprint on the road (smaller than a compact car), without compromising comfort of the passengers. Neon has a high ceiling and low floor, so that it’s easy for people with limited mobility to enter and exit the vehicle. In the interior, seats are designed to face each other, in order to provide comfort and security for the patient and also enable the caregiver accompanying them. Neon is wheelchair accessible, with an ejecting ramp that meets at curb height. At the center of the vehicle, a rotating pedestal orients the wheelchair user to their seats, and an innovative locking mechanism secures them in place.

    During their journey to the healthcare center, patients can have an on-route check up with the medical staff. Depending on the condition of the patient, the medical staff can activate the ‘Emergency mode’, where a blue cross illuminates on the exterior. With its many hygiene and accessibility features, Neon provides a seamless experience for the first mile of healthcare.

    Fulltekst (pdf)
    fulltext
  • 20.
    Auricchio, Valentina
    et al.
    Department of Design, Politecnico di Milano, Milan, Italy.
    De Rosa, Annalinda
    Department of Design, Politecnico di Milano, Milan, Italy.
    Göransdotter, Maria
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Experiential ways of mapping: revisiting the Desktop Walkthrough2022Inngår i: Engaging spaces: how to increase social awarness and human wellbeing through experience design / [ed] Barbara Camocini; Annalisa Dominoni, Milano: FrancoAngeli , 2022, s. 131-158Kapittel i bok, del av antologi (Fagfellevurdert)
    Abstract [en]

    Design has formed as a professional field, over time, in relation to social, political, cultural, and industrial transformations. In this process, the ways that designing itself is carried out have responded to these changes as well. There is not one singular way of doing design. The varieties of tools, methods, materials, and situations that design now engages with spans from practices that are well-established since more than a century, to emerging and experimental endeavours that contribute with new approaches and methods. However, attention to the historical origins of design methods is seldom present in contemporary design practice. Instead, methods and tools seem almost timeless, if not neutral. Design’s ways of working are generally not framed in relation to the diverse historical contexts, constellations, and cultures in which they once were formed and introduced. Embedded in the methods applied in design today, however, we can still find traces of the historical situations, concerns, and ideas that they once were made to respond to. An awareness of these embedded historical aspects of designing can bring forth perspectives that support developing what we do in design, and how we relate to the methods that we use. The point of attempting to map a certain design method in relation to its history, therefore, is here not intended as simply a matter of tracing a linear historical genealogy of from where and how this method has come to enter design practice. Through an attention to the historicity of designing, we wish to point to a complex cartography of multi-level relationships between different design practices, diverse conceptual understandings of design, and various trajectories that designing could take towards the future.

    In this chapter we revisit a specific method used within design projects that deal with integrating spatial and service design solutions, the desktop walkthrough. Through exploring its possible connections to and relationships with previous experiential ways of mapping spatial and environmental interactions, we wish to move beyond discussing what such a method instrumentally “does” and highlight some of the embedded historical and conceptual understandings it brings into designing.

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  • 21.
    Auricchio, Valentina
    et al.
    Politecnico di Milano.
    Göransdotter, Maria
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet. Politecnico di Milano.
    Mapping Design Methods: A Reflection on Design Histories for Contemporary Design Practices2021Inngår i: AIS/Design, ISSN 2281-7603, Vol. 8, nr 15, s. 132-146, artikkel-id 15-08Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    This article outlines a direction for a research endeavour bringing togetherdesign research and design historical research from a perspective of contem-porary design methods. There is a need to probe and question the historiesand geographies of design’s methods, to explore how they could contribute toexpanding conceptual foundations and develop new ways of designing.We are proposing a programmatic framework that brings design methods tothe attention of design history, and to historicity of design in design prac-tices, by sketching a map, a geography in time, to move toward a deeperunderstanding of the evolution of methods linked to the specific cultures andcontexts from which they emerge. It is a starting point for a wider researchproject, an example bringing design historical and design methodologicalresearch agendas closer to each other. Starting from interviews with Italiandesigners we highlight the need for a deeper and continued investigation intodesign histories of design methods.

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  • 22.
    Ausinsch, Fredrik
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    HUR KAN VI REDUCERA DEN INTERNA ÖVERGÖDNINGEN SAMT REGLERA ALGBLOMNINGAR FRÅN ATT NÅ EGENTLIGAÖSTERSJÖNS KUSTZON ?”: En vision om att återfå en balans i Östersjön genom att skörda algöverskott och använda biomassan som en framtida råvara.2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The Baltic Sea is one of the world’s most polluted seas. Increased discharge of nutrients due to greater populations of people, together with a slow water exchange, creates great stress on the sea. Too much nutrients leads to increased growth of algae and causes problem in the ecosystem. Even if we reduce nutrient discharge the problem still exist in the ocean. When algae dies and sinks, more nutritional substances is produced called "internal eutrophication". This phenomenon will grow in the future due to a warmer climate and the problem is spreading towards the coastal zone, which is an important site for fish recreation. By removing the abundance of algae, the nutritional and toxic substances are reduced and the algae biomass can be a future resource for biofuel production.

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  • 23.
    Bachmann, Lea
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    A provocation around the ethics in human-conversational agent relationships: A contribution to an ethically responsible future between humans and conversational agents2021Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    The usage of conversational agents in domestic spaces is increasing every year and with this ethical issues that we have not anticipated will arise, both because these relationships are human-like and not human-like.This thesis shows that ethically responsible relations- hips between humans and conversational agents in private contexts and domestic environments are much more than conversational design. This project is not primarily focussing on designing dialogues, words, and voices but takes a closer look at the qualities and values these relationships are based on. It is looking at how agents are staged, using design fiction as a methodlogy and medium to raise questions around the impacts of these relati- onships. Furthermore, it is also pointing out some of the possible unintended consequences that could occur if these agents are staged, like personaswith human-like features or if technology goes in between human-human relationships.After multiple design explorations and realizing how complex human-agent and human-human re-lationships are, I realized that the best way to make an impact was not to provide solutions on how ethically responsible relationships between humans and conversational agents should look like. Instead, I have created a set of fictional design ar- tifacts in different future contexts. They aim to point out what designers who design for these relations- hips need to tweak and pay attention to to create more ethically responsible futures.As I created these design fictions, I aimed to find a good balance between humor, provocation, and abstraction to leave room for people‘s imagination. In addition, I am hoping to provoke enough for my audience to feel triggered to raise even more re- levant questions and point out further opportunities for other designers to build on my work.Finally, a fictional design organization was created, which I called “A(i)activists“. I see this as a space where the design fiction can live on and a great medium to communicate the project vision and mis- sion and create a small place for ongoing debates and input from a diverse audience.

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  • 24. Barbosa, Janaina T.
    et al.
    Wiltse, Heather
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Mota, João A.
    Power of design agency in building and sustaining collaboration: two cases in São Paulo2017Inngår i: Nordes 2017: DESIGN+POWER, Nordes , 2017, nr 7Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Design research has considered the power of collaboration in terms of the politics of artefacts, services and practices to build or to support publics. Working within a framework of “commons” as continuing processes of negotiation in collaboration, this study asks: How can designskills and agency build up collaborative capacities in urban communities for sustained processes of social innovation? This qualitative research explores two case studies in Brazil, where design agency is identified in social practices carried out by both designers and non-designers. Three key processes involved in designing collaboration were identified: experimenting, disrupting and sustaining. This work concluded that design skills facilitate the distribution of power to build collaboration through co-production of common spaces. This investigation contributes to the ongoing discussion of design and “infrastructuring,” identifying the power of design agency in building and sustaining collaboration in a complex social landscape of an emerging city.

    Fulltekst (pdf)
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  • 25.
    Bauer, Christina
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Aesthetics and temporality of shared memories2022Independent thesis Advanced level (degree of Master of Fine Arts (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    This thesis focuses on the aesthetics of shared memories, specifically on how additional insights and infor-mation might trigger and alter our perception of a shared incident and experience. Delving deeper into the aesthetics of human recollections might help us gain a better understan-ding and appreciation for ourselves as well as for one another.Even though memory itself is somet-hing individual, most of it is shared (or at the very least linked) with others and is therefore dependent on exter-nal influences and how we interpret them. Our recollection fully relies on what we consciously and unconsci-ously choose to pay attention and at-tach value to. Even if we have shared the same moment, our memories may differ in terms of the facts we recall and how we interpret that information. To explore this topic further, I decided to focus on the aesthetics and mea-ning of shared memories and their ability to alter our perceptions. It was critical for me to maintain a poetic and experimental approach throug-hout the process to grasp the subject on a more abstract level and not lose sight of the aesthetics of memories and their interplay.My project is envisioned as an immer-sive experience that emphasises and includes embodied interaction in or-der to create an environment condu-cive to exploratory engagement and conversation by discussing shared memories. Through this approach, I intend to encourage the users to en-gage in more self-reflection and the-refore build stronger bonds between one another. At this point I would like to emphasise that, for the time being, the context is purely centred on recol-lecting and establishing an intimate moment between the users. Following the completion of my thesis, I intend to reflect on this project in order to determine how it might be expanded to further operate on a societal level in the future.

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  • 26.
    Beauprez, Kimberley
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Carefree in 2060: Pension saving for a full life2023Independent thesis Advanced level (degree of Master of Fine Arts (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    The pension system in Sweden today is a very simple system. Taxed incomes generate pension incomes, paid out monthly after retirement. Yet the topic seems riddled with emotions; guilt, shame and anxiety over what you should or should not do. Increasing inflation, population age and climate change are projected to pose big threats to pensions in the coming decades. By 2060, pension incomes are projected to diminish substantially. Yet the future brings hope too; the gender gap in pension incomes is today at 30% and is projected to go down to 4% by 2040 as the changing view on women in the workplace and policy making is evening the (occupational) field.

    To learn about pension on the personal, professional and societal layers, I conducted conversations with professionals working for the pension agency, banks, savings solutions and researchers at economics and sociology departments at universities, as well as with individuals with pension planning on their minds (or not). The professionals argued that financial literacy teaches how simple the system is while the individuals feel overwhelmed and confused, showing that the system is not complicated but feels complicated. This dissonance became the space for designing.

    I propose to look at money as an actor we have a relationship with, to scale away guilt, shame or anxiety and leverage the positives. Through the strategic use of reflection, we learn about our ongoing relationship with money; formed in childhood, and shaped by everyday life planning towards the future. Thus, we grow towards a life where money serves us by investing in our values, hopes and dreams. As we change our financial behaviour today, we change our relationship in the future.

    The value of money does not start with the currency, but with the intention of use, in the hopes and dreams of a person that wants to spend their time with families and hobbies, not with stocks and funds. Looking at financial planning more holistically shows how the established system is biased, rejecting those that do not speak the language. We as designers can be mindful of this and make more inclusive tools to learn this financial language. Insofar the system can be changed is what I examine through speculative futures methods and designs.

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  • 27.
    Becze, Joseph
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Volvo VISE2020Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Every year over 1.35 Million lives are lost to road accidents. Trucks are probably the most dangerous vehicles on public roads due to their size and mass. 15% of all accidents involve trucks and the majority of victims are car occupants. Most of these accidents happen outside of urban areas at high speeds. In the dawn of autonomous drive and electromobility the trucking industry has the opportunity to reinvent their products. Volvo Trucks is a company that has Safety in its DNA. Future Volvo trucks could be tailored around Safety to save lives and bring justice to this core

    value. Autonomy has the potential to make road accidents history in the long run. Before that becomes a reality, society will face a transitioning period where autonomous vehicles will share the space with manually driven vehicles. Communication between human and machine will be more important that ever.

    Product Designers must account also for situations where an accident is unavoidable. The focus of this project is to explore what safety means for the human eye. How do we perceive safety visually and how do we create trust?

    Trucks are versatile products built with modularity in mind. Manufacturers are

    responsible for delivering a capable tractor unit. Trailers and other accessories are built externally. Throughout the process of this project a holistic approach was adopted. The only way to have full control over the product experience is to design

    a complete product: trailer and tractor unit. Volvo Trucks experts are consulted along

    the way covering key points of interest such as Passive Safety, User Experience

    Design and Aerodynamics. Benchmarking of existing concepts sets a starting point.

    Initial explorations question the architecture of conventional trucks. Different set-ups and layouts are proposed. Each decision is made based on various safety needs of the future semi-autonomous traffic. Analog sketches and digital renderings of design proposals build the way towards a key sketch. The chosen design direction is further developed and built in CAD. The vehicle is designed with an eye on its environment. The link between truck and car, truck and human is the core of this project.

    This vehicle sheds light on the mystery of how autonomous vehicles will blend with traffic as it is known today. Focusing on long haul highway routs Volvo VISE is designed to execute hub to hub transport services autonomously.

    Signals used to communicate in road traffic are translated to the digital age. By being able to understand its environment and react to it, Volvo VISE comes to life with a soul of its own. Through various sensors and autonomous technology the vehicle measures each traffic situation and earns the trust of its surroundings through clear communication of intent. With soft and generous shapes the exterior design describes a friendly vehicle that wins over its audience at the first glance. Volvo VISE has a deeper understanding of safety. Beneath the skin and besides its capability to communicate, the vehicle is equipped with several passive safety features, taking control in every situation. Volvo VISE ensures road safety for all.

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  • 28.
    Beller, Philip
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    FLUX: Rethinking two-wheel mobility2020Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    This project has investigated how to reshape two-wheel mobility in a more functional driven way, without losing the thrill of riding a motorcycle. The intitial cue was offered by the current rise of electric powertrains in the market. The opportunity of finding new spaces in the existing motorcycle architecture that could increase it's functionality and safety served as inspiration for this project. By achieving these steps this project wishes to envision a product that can attract new audiences whilst making two-wheel mobility more accessible.

    The process involved a variety of techniques that range from concept creation to 3D visualisation. During the ideation phase digital and analogue sketching techniques were combined after benchmarking existing products and visualising through animations possible solutions. In a later step the design was refined using digital painting in addition to polygon modelling. It has been helpful to evaluate the product in VR through various steps of the process, this provided a better understanding of the volumes and enabled a more accurate design of certain components.

    The result of the project is Flux. Combining unusual materials, like silicone, with a new layout offered the possibility of creating a simple yet advanced solution that provides various benefits to riding in everyday life. These benefits range from an enhanced cargo capability to an easier way to swap or recharge the batteries. In addition, it features some seamlessly integrated technology improvements that are vowed to make riding safer, without compromising on the experience.

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  • 29.
    Bentzen, Armand
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Frisk: Showcasing Design Opportunities in a World of Change2014Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Three global trends are about to greatly influence the world we live in; collaborate consumption, a strong environmental awareness and a third industrial revolution that includes 3D printing, advanced robotics and open source software. This project is addressing these changes in order to evoke new enthusiasm for cars among the general public and again be a creative and positive driving force in our modern society.

    The proposal is illustrated through a halo car for a local car sharing fleet targeted at the Norwegian market. The car seeks to create immediate attention through dynamic design elements as well as long lasting enthusiasm through non-compromised usability.

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  • 30.
    Berg, Andreas
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Canoo Link: From City to Nature2021Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    People in cities have a need of recreation. Leisure activities are a big part of people’s health and well- being. Many leisure activities are practiced outside in the nature. Today many citizens do not own a car and public transportation fail to meet the peoples need to move out from the city center out into the wild nature. Public transportation run according to a certain timetable and an established route. They also come with restrictions of what you can bring on board. In other words, there is a need for agile transportation that transport people and their equipment from the city out to the nature; and the need will only increase as the urbanization continue.

    The whole idea of the project originated from the question, “How might future mobility adapt to fit people’s need for recreation?” The project started with a research. The author studied trends how cities will develop, what defines generation Z, how 6G can be used in the future transportation industry, how electrification changes the terms of car design, the current status of autonomous technology etc. The research also included Canoo, a car company that design, develop and build electric vehicles with focus on lifestyle, utility and sustainability. After completed research, the project moved into a creative phase which included analog sketches of the vehicle, testing of proportions in scale 1: 1 and a storyboard that describes how the vehicle can be used. When thecreative phase was done, the project moved to its final phase; visualization. A 3D model was constructed in Autodesk Maya, a polygonal modelling software, and rendered images of the 3D model was conducted with Autodesk VRED, a 3D visualization software.

    The project resulted in Canoo Link; Link, targeting year 2035, is an electric autonomous utility vehicle that you subscribe to. It can carry 4 passengers and has storage space to haul equipment and supplies for canoeing, mountain biking etc. With its robust design and high ground clearance it is ready to take on some tough terrain. The subscription offers the customer full disposal of the vehicle during the activities for convenience and security. It acts like a hub for your activities, not just as a vehicle for commuting.

    To summarize; Link is a design proposal of a vehicle that connect people living in cities to the nature. It is not just a car that takes you from one point to another, it is a lifestyle.

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  • 31.
    Berglund, Anders
    et al.
    Integrated Product Development, School of Industrial Technology and Management, Royal Institute of Technology (KTH), Stockholm, Sweden.
    Lindh Karlsson, Monica
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Ritzén, Sofia
    Integrated Product Development, School of Industrial Technology and Management, Royal Institute of Technology (KTH), Stockholm, Sweden.
    Innopoly: Design steps towards proficiency in innovative practices2011Inngår i: DS 69: Proceedings of E and PDE 2011, the 13th International Conference on Engineering and Product Design Education, the Design society , 2011, s. 281-286Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper presents design steps to bundle innovation skills in an educational model that in our previous research involved ideas and construct foundations rooted in a game plan ideology that aims at examining innovativeness [1]. In this paper, our ambition is to deepen students' abilities for self-governed innovative practices within a team. The paper presents an educational model towards embracing design creativity building on the foundations of a game plan ideology formed to examine innovation-driven practices. It also sets out to find a way to communicate a coveted and sustainable knowledge and to motivate the learning since it will affect the momentum of a self-driven learning process. We have used a series of workshops, focus groups and course analysis with engineering design students to frame and concretize the 'Innopoly' educational platform. The educational prototype 'Innopoly' consists of an inclination model inspired by Bloom's taxonomy whose ambition is to prepare our students for future challenges. The implementation efforts of specific interdisciplinary design elements aim to strengthen the acknowledgement of how to carry out a common and open innovative process and a holistic perspective. The ambition to examine innovative practices is fulfilled by incorporation of skills applied to manifest an autonomous level of performance and integrity. 'Innopoly' carries the outline logics from the innovation process - identification, research, ideation, concept, prototyping, testing and commercialization - similar to the increase of value that can be traced back to the original game form. In summary, the proposed 'Innopoly' prototype comprises both an operational (i.e. course activity) level of description and a strategic (i.e. course design) level rooted in Bloom's taxonomy to leverage students' innovation-related experiences and knowledge. In this paper we focus on the operational level; the learning and game fundamentals.

  • 32.
    Berglund, Emanuel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet. Umeå insitute of design.
    PULS, minskad smittspridning på offentliga gym2021Independent thesis Basic level (degree of Bachelor of Fine Arts), 180 hpOppgave
    Abstract [sv]

    Träning idag blir bara allt mer och mer populärt och gymmet är en av de platser som växer mest. Detta sätter dock höga krav på hygien och sanitet hos de som vistas på dessa anläggningar; något som ofta visar sig vara bristfälligt när man kollar lite mer noggrant.

    Detta projekt visar tankeprocessen från idé till färdigt koncept för en produkt som är tänkt att minska spridning av bakterier och virus på offentliga gym.Resultatet blev en liten kompakt lampa som kan monteras på olika platser på gymmet och med hjälp av far UV-C ljus minska mängden bakterier och virus på ett säkert och hållbart sett. Produkten syftar även till att underlätta för de som tränar på gym och ta bort ansvaret att rengöra från kunderna och istället skapa en automatiserad lösning som låter de tränande fokuserade på sitt.

    Lampan är designad för att smälta in i gymmet och inte dra för mycket uppmärksamhet till sig.

    Fulltekst (pdf)
    PULS, minskad smittspridning på offentliga gym
  • 33.
    Bhogaonkar, Chinmay
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Elevating CPR Training: Innovating on the Resuscitation Quality Improvement Program for Better User Experience and Effectiveness2024Independent thesis Advanced level (degree of Master of Fine Arts (Two Years)), 80 poäng / 120 hpOppgave
    Abstract [en]

    I began the project by analysing existing products and their usage contexts. My research revealed a need to enhance accessibility to reduce barriers for users engaging in CPR training. Additionally, it is essential to bridge the gaps between training and actual clinical scenarios to make the training sessions more effective. Live feedback during CPR training significantly influences its effectiveness. Another important observation that came to light during the research was that the users were focusing on feedback interfaces while ignoring the patients’ vital signs during training. This could reinforce incorrect practices in users. To address these needs, I developed full-scale experience prototypes to test and validate interactions with experts. Using the Wizard of Oz prototyping technique, I simulated various methods of providing feedback to users, making the process more realistic and less speculative. The result of the process is the Resusci Cart, a mobile simulation station designed to make CPR training more engaging by projecting live feedback directly onto the manikins through projections. By displaying feedback on the manikin, the user’s focus remains on the patient, simulating the vital sign checks required in a clinical situation. Thanks to its mobility, users can effortlessly move it within the hospital for private practice sessions. The compact form and reduced footprint facilitate its use in various settings without occupying excessive space. The feedback interfaces are ergonomically positioned to enable users to practice and retain their skills effectively. Resusci Cart enhances the in-hospital CPR training experience by making it more accessible and engaging for learners.

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  • 34.
    Biltharia, Ashutosh
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    animo- "Engaging children in storytelling activity through physical play”2021Independent thesis Advanced level (degree of Master (One Year)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Today’s generation is born with digital devices like computers, tablets, smartphones, and gaming consoles. Children’s passive engagement with digital mediums (digital devices and the content they offer) has become a primary concern for parents because it limits children’s learning opportunities through physical play. In this digital age, we cannot completely take away these devices from children’s sight. Still, we can create more situations and contexts that encourage children to reduce their time with digital mediums and/or convert children’s passive engagement into an active engagement.

    This research-informed design project aimed to understand children’s (aged 8-11) motivations, aspirations, likes, dislikes, and engagement with different physical and digital activities in their daily lives. Learning from different phases of the design process was applied to design a proposal that helps increase children’s physical play during their engagement with digital activity.

    Method: Findings from the exploratory research led to a few opportunity areas, which were further investigated using research through the prototyping method. User personas, their needs, and their involvement in different activities inspired me to define a few design principles I followed throughout the project to evaluate my design decisions. I set my initial research question as “How might we integrate ‘digital mediums’ with the qualities of ‘physical play’ to provide our children more exciting growth opportunities.” I could probe, test, observe, learn, and finally prototype a few scenarios that enabled children’s physical play during the digital activity.

    Result: The final concept is “animo- A tool to engage children in a storytelling activity through physical play.” The concept combined children’s current interest in digital mediums with their interests in the creative activity of drawing and doodling. It creates opportunities for children to build the creation by COMBINING two or more objects or mediums, by ENGAGING in physical play and/or with the surrounding, and SHARING the creation that increases their social interactions.

    Children learn drawing, handwriting, animation, and storytelling skills. They become more curious, observant and notice more the living and non-living things. Bringing feelings and emotions to their drawings increases their expressive and imaginative abilities. They develop empathy, love, and care by sharing their creation with others. Small recognitions of their creation give them a sense of being noticed and encourages them to explore more. Animo helps children learn storytelling through animation, but more than that, it exposes them to the infinite possibilities of learning through physical play.

    Fulltekst (pdf)
    'animo- Engaging children in storytelling activity through physical play'
  • 35.
    Birke, Patrick
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    MINI Nature-X2020Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Inspiration is something which can be found in nearly everything. The author´s inspiration is coming from the people around him, the world he lives in, all the shapes, smells, and impressions he inhales on a daily basis. But in fact the biggest inspiration for his thesis concept was the love to nature with all its facets. Together with a huge interest in sky observation and our Universe in general, the author knew quite early that those are some major topics which should be found and set-in in his thesis. Shape-wise he was as well inspired by creating a vision, which doesn´t remind people of already existing products. It should be a concept which triggers other people to rethink what we have today and what we could have in future. To achieve this, it is as well necessary to look into new technologies or inventions.

    The process for this concept, but also for the authors work-flow itself was meant to go into an experimental direction. With a lot try and error and learning about observations. It was a combination of a digital and physical working process, trying to mix VR with physical crafts. Starting with a vague idea, followed by loose doodles on paper which were further developed in 3D and have been evaluated in VR - this was the writers goal.

    In the one hand this concept will inspire other people in the way they think and perceive their environment. On the other hand side it reflects the author´s goals and wishes for this thesis. A concept which entails a whole process of theory and praxis and teaches a lot about work planning, time management, team working, or deadlines. If the final result brings people to interpret their own thoughts into the concept, it shows how mind opening an idea can be.

    Fulltekst (pdf)
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  • 36.
    Björkqvist, Maja
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Asking for a friend: Youths experience with youth health centres in Sweden2020Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    This thesis explores the stigmas and taboos surrounding youth health centers in Sweden and how this might be hindering young people to visit the youth health centers. It’s exploring how this can be challenged and how the threshold can be lowered by involving the informal support system and bringing the youth health center to the youth arena which allows for a more informal type of support and guidance. The youth health centers in Sweden have been around since 1970 and are a well known and established form of healthcare, yet the majority of the visitors are young women. How come? I’ve been working from the hypothesis that there is a need for more youth to seek help but that they for various reasons don’t manage to make it all the way there. There are many stigmas surrounding topics that the youth health center is dealing with, such as sex, depression, or domestic violence. This is especially true for young people on the edge between childhood and adulthood. Using a human-centered design approach this project has through the involvement of adolescents, midwives and youth workers among others, been exploring challenges and finding opportunities where interaction design can be used to improve the situation for the youth that do not make it to the youth health centers but that want and would benefit from their services. The final design proposal is an ambassadorship, aimed towards adults already part of the informal support system, that will enable youth to feel more empowered to seek help. It is set up to reach the youth in new ways, in an informal manner to bring the solution to the youth and to create a more comfortable space for them to open up within. Part of this is also a service for youth to effortlessly get in contact with the youth health center and to create personal connections to its personnel through link cards and video presentations. These connections are there to prepare the youth and to lower the bar of contact by building trust and humanize the help-seeking process. To make it clear that they are not trying to contact an institution but a person.

    Fulltekst (pdf)
    fulltext
  • 37.
    Björkqvist, Maja
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Food Thinking: How can we reduce the food waste in the households?Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    70% of the fresh water and 40% of the earth surface is used for agriculture purposes. Today we throw away nearly every 3rd grocery bag we buy. By doing this we waste a lot of the worlds resources. Only in Sweden we spoil 1.2 billion tons of food every year.

    700 000 tons of this is from the households. The biggest source to the waste is single households and families with children, this became the target group for this project. We have to change our behavior to preserve the earth’s resources. The research showed that the biggest reasons that we throw so much food is that we first of all buy too much food. We don’t have time to eat all the food we buy and it get therefore spoiled. This is a consequence from that we don’t see it as a problem. There is a lack of knowledge in how much we throw away and how to store food correctly. We are bad at planning our meals and grocery shopping and we end up with too much food because of this.

    This project investigates how we can reduce the food waste. The analyzed problem areas was used as a starting point in the ideation. The project focus is during the storing of the food in the households and how to keep track on the food we have. The storing of the food can be divided in three parts, make food last longer, plan the meals and shopping and keep track on the food we have. The final result is the smart food storage. It is a concept that helps the user to get a good overview of the food and to store it in the optimized way. It enables for planning of grocery shopping and helps you keep track on the food you have.

    Fulltekst (pdf)
    Food Thinking- Bachelor Thesis Maja Björkqvist
  • 38.
    Blomqvist, Viggo
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    IMPROVING PRODUCTIVITY AT CONSTRUCTION SITES2022Independent thesis Advanced level (degree of Master of Fine Arts (Two Years)), 80 poäng / 120 hpOppgave
    Abstract [en]

    Construction has been around us humans since the beginning of stone age, and probably will be with us as long as we exist. Our world population is growing at a rapid pace, and we are in need of new construction more than ever before, and at the same time tackling the demand of building larger and more complex structures. It is one of the largest industries we have today, but it has severely been lacking in productivity rate the past two decades. Other leading industries are constantly evolving by introducing modern methods and processes, whereas the construction sector is falling more and more behind. According to the report Reinventing Construction (McKinsey Global Institute, 2017), there is an opportunity to boost the construction industry's productivity rate by 60% by implementing modern methods and new technology. Some innovation is starting to make promising changes in the area of construction, but the industry is far behind and have a long way to catch up. 

    The aim of this master thesis in Advanced Product Design was to explore how we can boost productivity at large scale construction sites and envision a product system that allows the stakeholders involved to communicate, document and share vital product information and media with each other. 

    The project resulted in Garmin Crew, a physical product solution for on-site construction workers, which in turn is a part of a holistic cloud system that every stakeholder involved in a construction project is a part of. It empowers the construction workers to share changes and problems, as well as receive drawing updates on the go, directly to their device. 

    This report includes the research, thought and design process of the Garmin Crew development. 

    Fulltekst (pdf)
    fulltext
  • 39.
    Blomqvist, Viggo
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Pilot - Streaming for beginners: How can we make it easier for people to start streaming?2019Independent thesis Basic level (degree of Bachelor of Fine Arts), 10 poäng / 15 hpOppgave
    Abstract [en]

    To broadcast live media to the viewer, more known as streaming, has grown in popularity a tremendous amount the last few years. Despite the large viewerbase and people’s dreams to share their creation with the world it’s still quite difficult to get started as a streamer. How can we make it easier for people to start streaming?

    This project includes the thought and design process of the development of a new product linefor streamers. The product’s purpose is to offer the correct functions that makes it possible, but also easy for anyone to share their passion with the entire world. Letting anyone in the world not just watch you, but also be a part of the experience. The project resulted in a conceptual starter kit for streaming. The kit includes products that cooperate with each other, giving the user a personal and positive experience when starting out with streaming.

    Fulltekst (pdf)
    ViggoBlomqvist_Rapport
  • 40.
    Brück, Maximilian
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    We're Hiring: Re-humanizing recruiting processes for the future work world, by design2020Independent thesis Advanced level (degree of Master (Two Years)), 80 poäng / 120 hpOppgave
    Fulltekst (pdf)
    fulltext
  • 41.
    Bäckström, Eva-Lena
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Colour, form and product: form ghosts in design education2023Inngår i: Proceedings of the 15th Congress of the International Colour Association 2023, International Colour Association - Multidisciplinary Association in the field of Colour(AIC) , 2023, s. 470-475, artikkel-id 69Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In the design process, selecting colours and creating a palette is usually done digitally or with two-dimensional samples. However, when it comes to product design, the colour of the product is made and manufactured in the physical three-dimensional space, and will be perceived differently than in a digital presentation or on a physical surface. This study aims to investigate the significance of colour choices and highlight the difference between the perception of subtractive and additive colour on three-dimensional objects. It also emphasizes the importance of artistic training in design education.The study involves creating an interactive object that embodies a function, has a recipient in mind, and a context chosen by the user, which is clarified through the specific colour selection. These objects are known as "form ghosts" because they are low-fi and resemble products but with minimal detail and design features. The task requires working systematically to provide reasoning for one's results and presenting a well-developed colour proposal that aligns with the product.The goal of "form ghosts" is to shift the focus from form creation to the process of developing a colour proposal. It is worth considering if the lack of refinement in the form ghosts leads to simplified colour choices. Nonetheless, utilizing form ghosts as a tool in the colour process can be a first step in comprehending and reflecting on the appearance of a hue on a three-dimensional object in a physical context.

  • 42.
    Bäckström, Eva-Lena
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    The unexpected meeting: How to create unique colour choices for products2018Inngår i: Proceedings of the International Colour Association (AIC) Conference 2018: Colour & Human Comfort, 2018, s. 283-287Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The goal of this artistic development work was to deepen the knowledge in the area of colouring for products. Strategies and choices of colour are often made without using design methods or engaging the user, thus not making much use of all the developments in user-centred methodology otherwise influencing many areas of design. In this series of experiments I performed, two different issues were central. The first challenge was to look into creative methods for making colour suggestions. In order to deepen the understanding of process and method, the second issue investigated was to perform colour studies where chance played a central role. The methods developed were evaluated through exercises in teaching “colour on form” as a subject for BFA students in industrial design. In this paper, I report on these experiments, the methods developed, the output they resulted in, as well as reflecting on their potential relevance in design education.

  • 43.
    Bäckström, Eva-Lena
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    The unexpected meeting: How to create unique colour choises for products2017Rapport (Annet vitenskapelig)
    Abstract [en]

    The goal of my artistic development work was to deepen my knowledge in the area of colouring for products. In my practice I have worked with colouring in several fields of product design, in different materials and contexts. Since I started working as an industrial designer in the 90’s the importance of colour for the success of the design has become more obvious in recent years. Colour expertise from material suppliers and trend institutions are regarded as truth and many companies rely on their forecasts. The strategies and choices of colour can be made without the designer.

    Scanning through colour history to find ideas related to colour and form I found that this is an area still to be explored.

    In this work I have had two different tasks that I wanted to look at. My first challenge was to see if I could make colour suggestions for a product/form regardless of trends and prejudice. My other task was to see if I could find a creative way of working with colour to boost the process. Testing my creativity by performing colour studies conducted by chance.

    The intention was to see if these two different approaches would converge in some way by testing new strategies to approach colour and form. I hoped to find a way as a designer to strengthen my professionalism and I also wanted to find out if the exercises were valuable for teaching colour on form as a subject.

    Our perception and ways to interpret colour is influenced by experience, social norms and short-lived trends. In my process I wanted to be free from conventional thinking and have a norm critical approach.

    Reflecting on the result there is still much to be explored in the field of colour and product. To continue this work I can see many tracks and one would be to explore the connection between function of a product and its colour. Another track would be to look at the intuitive part of the colouring process versus design method.

    Fulltekst (pdf)
    fulltext
  • 44.
    Charlotta, Sahlin
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Little journalist: Bläcket2021Independent thesis Basic level (degree of Bachelor of Fine Arts), 10 poäng / 15 hpOppgave
    Abstract [en]

    The work is based on the increasing absence of local journalism, that continue to grow in rural areas and in suburbs to large cities. The consequences are so-called white spots or news desserts, areas with weak or with out any journalistic presence at all. Disappearing advertising revenues and attempts to get readers to become paying subscribers, in order to survive as a local newspaper, place limits on both time and resources. 

    The difficulty of reaching out to young adults in age 25 - 39 with local journalism, grows and news agencies are working hard to find a solution. The lack of time and resources make it difficult for journalists to address schools. Children’s insight into their parents’ media habits are also disappearing as the newspaper moving into digital platforms. Today’s children and youths are therefore in risk of growing up without relation to the local media.

    This project put focus on the children. The work contains a process that has led to a concept, that aims to create a strong and early relationship with local media. The project resulted in an application for children, where they have the opportunity to enter the role of a journalist, to create, choose and assemble their own news together with friends. The start of the activity will take place within the school. Where the student learns about source criticism, press ethics, editing, the journalist’s responsibility and what distinguishes journalism from other communication. The learning element runs parallel to a playful approach to increase the student’s motivation and engagement. The concept aims at a collaboration between local media and students.

    Fulltekst (pdf)
    fulltext
  • 45.
    Charpentier, Axel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Future waste collection: A vision of how we could collect waste year 20302017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Fulltekst (pdf)
    Thesis report Axel Charpentier
  • 46.
    Charpentier, Axel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    VERTAL MONO: Mobility for the future vertical cityscape2020Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    The project is highly inspired by the rise of vertical cityscape and how it can shape a new context for mobility to exist within. When the destinations travelled will be spread out in the vertical landscape instead of only the horizontal one. A rearrangement of housing, schools, restaurants and parks will create new needs for mobility to fill. In which the vehicles restricted to the two dimensional format of today can not. This will create a new era of vertical transportation to combat the densification of the future. The project investigates how new technologies such as magnetic levitation could be applied to architecture and open up space for vertical transportation. To give a flexible mobility system in high rise, high density urban areas. And with this create walkways thriving with nature on the horizontal planes. That promotes walkability, social connections and gives more space to people.

    For this to work, the project was set in the year of 2050 inside of a protoype district. By the reason to let the technology mature, this will also be a pivotal time of how to accommodate for the densification. Exploring how mobility would work and the everdaylives of the innhabitants in the district. The Project aims to provoke the perception of what a future urban area could be and how it would affect the need for transportation.

    When the premise was set, the mission was to create this new type of mobility, its functionality, its experience and of course a vehicle to convey these different elements. This was made through a number of ideation sessions, physical prototypes, hand sketches, digital sketches and digital modeling. Realizing it into an viable solution.

    The result of this project is Vertal Mono, A compact vehicle suited for the era of vertical transportation. It is designed to be a daily commuting vehicle within Vertico district, a prototype district testing vertically connected cityscapes. Mono is designed to be the smaller human footprint pod of the Vertal line up. It is nimble and flexible, being able to reach anywhere at any time. It is an essential part of mobility to the inner circles of the district and part of the communities living there. Vertal offers an on demand shared experience whether the occupant is riding for a single minute or for 15. The interior space offers great flexibility as a response to the vast range of usecases it needs to fulfill.

    Fulltekst (pdf)
    fulltext
  • 47.
    Chen, Nianzhong
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    AMG D-VISION2015Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Today China faces the issue of overcrowded urban spaces. Booming automobile ownership is causing massive traffic congestion. Even though public transportation has been promoted and regarded as mainstream within the society, I believe that private vehicles do not necessarily need to be a controversial option in the future.

    The design process included background research, user definition, packaging studies, ideation, digital form development and context visualization. All these were carefully executed to ensure a sensible and creative result.

    The proposed concept vehicle envisions greater technical efficiency combined with environmental responsibility. A sports car that is the ultimate carpooling solution during weekdays and a fun getaway drive for the weekends.

    Fulltekst (pdf)
    fulltext
  • 48.
    Chien, Yi-Ting
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Immersive Tour at Umeå’s Prison Hotel2018Independent thesis Advanced level (degree of Master (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    The overall purpose of this project is to develop an immersive storytelling experience that connects with both physical and social environment. To be specific, it focuses on the old prison in Umeå which was closed in 1981 and nowadays serves as a hotel. There are abundant historical materials related to the old prison preserved, and how might we transform such textual, historical information into relatively interactive experience. By collaborating with Hotell Gamla Fängelset ( Umeå’s Prison Hotel ), the result turns out to be an application in combination with augmented reality (AR), to build a guided tour that brings history to life at Umeå’s Prison Hotel. The tour not only demonstrates the plight of the prisoners, but also showcases the reform to humanized treatment over time, at the end linking back to the cozy hotel where the guests are staying. After users experience the tour application, it stimulates people’s imagination of the prisoners’ story and raises their awareness towards the cultural heritage that has always been forgotten.

    Fulltekst (pdf)
    fulltext
  • 49.
    Chuffart, Emile
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Exploring the future of music interaction2024Independent thesis Advanced level (degree of Master of Fine Arts (Two Years)), 20 poäng / 30 hpOppgave
    Abstract [en]

    Before the smartphone era, the medium we used to listen to music held a special charm, mainly used by the music enthousiast. The streaming services era democratized access to music, people have access to more music than ever before. However, the modern reliance on smartphones and streaming services introduces challenges such as decision paralysis and decreased engagement with music. To create a future engaging music experience, it’s essential to re-engage users with music consumption through tangible interaction and mindful listening to create memorable experiences beyond convenience and abundance of choice. Inspired by my love for music I dedicate my thesis to creating the next music listening experience for audiophiles.Voyage offers a new music listening experience, unlike our usual search-based resources. It revolves around the concept of curation and emphasizes physical interaction to connect with the Hi-Fi world. The outcome is a music player (a DAC: digital to analogue converter) that can be added to an existing Hi-Fi system. The player projects a digital interface onto the wall, which can be controlled using a magnetically attached remote. The remote, crafted out of stone and divided by a stainless steel ring, can be rotated, flipped, and pressed to operate the unique interface designed for it. It is meant to feel like an extension of the interface rather than a traditional remote, with specific interaction features. Voyage aims to create enjoyable sensations and interactions that fully engage the user in the music-listening process, offering a memorable experience.

    Fulltekst (pdf)
    fulltext
    Fulltekst (pdf)
    fulltext
  • 50.
    Clark, Brendon
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Expansive Video Capture: Up close, personal & specific tutoring "performances"2021Inngår i: Design Culture(s). Cumulus Conference Proceedings Roma 2021 / [ed] Loredana Di Lucchio; Lorenzo Imbesi; Angela Giambattista; Viktor Malakuczi, Rome: The Cumulus Association , 2021, Vol. 2, s. 2253-2264Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Moving fully or partially online during the pandemic has exposed challenges in appreciating the nuances of sociomaterial design work in the design student / tutor encounter, while also offering opportunities for introducing “new” practices to otherwise resistant students and tutors. This paper explores a simple format for and practice of video capture that encourages students to provide detailed descriptions of up-close visual material, giving tutors a comparatively expanded view of the student work and the student or student-teams relationship to their work. By framing the video capture moment as a form of performance for both the tutor(s) and the student(s) involved in the video capture, the paper argues that the video-making process is a productive practice in and of itself, and a collaborative, dialogic one in concert with the tutor as audience, as well as its use as representational practice for tutor consumption. 

    Fulltekst (pdf)
    fulltext
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