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  • 1. Aaro, Fredrik
    The Joy of Riding2015Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    2045 a progressive European city is banning driving and BMW has to respond. Technological evolution, and a culture used to new interfaces leads to the option to recreate the relationship between human and car. But how to interact with our new friends?

    Talking to experts in the fields of science fiction, environmentalism, horse riding and piloting helped in first constructing a future and then tailoring an interface-vision for its inhabitants and their autonomous cars.

    The result is a tactile bond connecting driver and machine. Working together with your car doesn't have to mean loosing control, it's just another quality of control.

  • 2.
    Abdipour, Morteza
    et al.
    Mid Sweden University.
    Lorentzen, Lena
    Olin, Håkan
    A Design Research Lab—An Integrated Model to Identify Conscious and Unconscious Behavior in the Design Process2016Ingår i: Advances in Design for Inclusion: Proceedings of the AHFE 2016 International Conference on Design for Inclusion, July 27-31, 2016, Springer, 2016Konferensbidrag (Refereegranskat)
    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.

  • 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 survival2015Ingår i: Participatory Innovation Conference, PIN-C / [ed] Rianne Valkenburg, Coen Dekkers, Janneke Sluijs, The Hague, 2015, Vol. 1, s. 83-90Konferensbidrag (Refereegranskat)
    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 centres2015Konferensbidrag (Övrig (populärvetenskap, 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 imaginary2015Konferensbidrag (Övrigt vetenskapligt)
  • 6.
    Aditya, Pawar
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    The Ability To Make A Difference In Participatory Design Projects2017Konferensbidrag (Refereegranskat)
    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.

  • 7.
    Akoglu, Canan
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    The relationship between industrial design and interaction design in product development activities2012Ingår i: Human Factors in Computing Systems (CHI) International Conference, Austin, TX, USA, May 5-10, 2012 (on DVD), Association for Computing Machinery (ACM), 2012Konferensbidrag (Refereegranskat)
  • 8.
    Akoglu, Canan
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Er, Alpay
    Istanbul Technical University.
    The role of interaction design in information and communication technologies embedded product development activities2010Konferensbidrag (Refereegranskat)
  • 9.
    Akoglu, Canan
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Valtonen, Anna
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Yours or mine?: Role sharing between industrial design and interaction design2012Ingår i: Design Research Society (DRS) International Conference, Bangkok, Thailand, July 1-5, 2012, 2012Konferensbidrag (Refereegranskat)
  • 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 car2017Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 11. Anderer, Markus
    Peking to Paris: The Evolution of Rally Motorsport2019Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    In this modern age, interest in cars is waning and motorsport faces its biggest threat yet. Television numbers are down and its fan base is aging, leading us to wonder: Is there a way to bring back the excitement about motorsport and cars in general? Throughout history, numerous innovations have trickled down from the race track to production cars, thus there is a need to keep this culture alive. Especially in the new era of autonomous driving, we will require a competitive arena to challenge and improve this future technology. And with the rising climate challenges on our planet, motorsports, especially, needs to be a leader in green and efficient energy technology.

    During the research and concept development phase, the author investigated topics around the issue of motorsport. Research areas included: core values of motorsport fans, AI in offroad vehicles, future target groups Gen Z and Gen Alpha, alternative energies, and benchmark races like Rally Dakar and Roborace. After the broad research, the design ideation took place, starting with several package proposals and initial sketches. Based on those sketches, the author was able to guide the Maya mock-up modeling process where the final design direction was shaped.

    Peking to Paris Rally 2030: a new motorsport series, showcasing the combined strength of human and artificial intelligence under the harshest conditions on the planet. This technology offers new opportunities in racing. Given the advance of intelligent high-performance driving systems, an endurance rally can be even more extreme than it is today. Higher speeds, jumps, twists, and turns across the most diverse terrain will grant the spectator an extraordinary experience. With the use of VR and 3D video capturing drones, rally fans can follow their favorite team -up close and on demand from the start to finish line. The highperformance technology surrounded by the distinctive shape unifies rationality and emotionality into one cohesive design.

  • 12.
    Andersson, Isabel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Ett designprojekt med fokus på för tidigt födda barns emotionella behov i kuvös2014Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    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.

  • 13.
    Andersson, Isabel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Our body body as an expressive tool2017Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 14.
    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.2014Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    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.

  • 15.
    Aytekin, Cenk
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Living an Active Life with Asthma2012Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    In 2019 a striking 400 million people worldwide will be living with asthma. Environment, genetics and lifestyle are all factors that are assumed to cause this chronic disease. The current treatment of asthma is focused on medication, and wellness through exercise is not promoted. The benefits of an active lifestyle for asthmatics are many and include a reduced medication dose, increased tolerance to triggers and less asthma symptoms. Regular exercise can therefore dramatically decrease the effects of asthma and the mental and physical limitations that may follow. However, many asthmatics experience difficulties maintaining an active lifestyle due to the fear of having an exercise-induced asthma attack. There is also reluctance to the necessary intake of the high dosage of preventive medication.

  • 16.
    B. Torretta, Nicholas
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    New Behaviours of Design for Sustainability2017Övrigt (Övrigt vetenskapligt)
  • 17.
    B. Torretta, Nicholas
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Reitsma, Lizette
    RISE Interactive.
    Design, power and colonisation: decolonial and antioppressive explorations on three approaches for Designfor Sustainability2019Ingår i: Academy for Design Innovation Management 2019 (ADIM2019), Loughborough University London, 18th - 21st June, 2019, London, 2019Konferensbidrag (Refereegranskat)
    Abstract [en]

    Our contemporary world is organized in a modern/colonial structure. As people,professions and practices engage in cross-country Design for Sustainability (DfS), projectshave the potential of sustaining or changing modern/colonial power structures. In suchproject relations, good intentions in working for sustainability do not directly result inliberation from modern/colonial power structures. In this paper we introduce threeapproaches in DfS that deal with power relations. Using a Freirean (1970) decolonialperspective, we analyse these approaches to see how they can inform DfS towards beingdecolonial and anti-oppressive. We conclude that steering DfS to become decolonial orcolonizing is a relational issue based on the interplay between the designers’ position inthe modern/colonial structure, the design approach chosen, the place and the peopleinvolved in DfS. Hence, a continuous critical reflexive practice is needed in order to preventDfS from becoming yet another colonial tool.

  • 18. 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 Paulo2017Ingår i: Nordes 2017: DESIGN+POWER, Nordes , 2017, nr 7Konferensbidrag (Refereegranskat)
    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.

  • 19. Beck, Jordan
    et al.
    Stolterman, Erik
    Examining Practical, Everyday Theory Use in Design Research2016Ingår i: She Ji: The Journal of Design, Economics, and Innovation, ISSN 2405-8726, Vol. 2, nr 2, s. 125-140Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This paper discusses how theories (as objects) are used in articles published in Design Studies. While theory and theory construction have been given time and attention in the literature, less is known about how researchers put theories to work in their written texts about practical, everyday theory use. In the present paper, we examine 32 articles and synthesize six models of theory use based on our examination.

  • 20. Beck, Jordan
    et al.
    Stolterman, Erik
    Examining the Types of Knowledge Claims Made in Design Research2016Ingår i: She Ji: The Journal of Design, Economics, and Innovation, ISSN 2405-8726, Vol. 2, nr 3, s. 199-214Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    While much has been written about designerly knowledge and designerly ways of knowing in the professions, less has been written about the production and presentation of knowledge in the design discipline. In the present paper, we examine the possibility that knowledge claims might be an effective way to distinguish the design discipline from other disciplines. We compare the kinds of knowledge claims made in journal publications from the natural sciences, social sciences, and design. And we find that natural and social science publications tend to make singular knowledge claims of similar kinds whereas design publications often contain multiple knowledge claims of different kinds. We raise possible explanations for this pattern and its implications for design research. Examining the Types of Knowledge Claims Made in Design Research.

  • 21.
    Bergbom, Joakim
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    HOME DIALYSIS: HOW COULD THE DIALYSIS TREATMENT BE OPTIMIZED IN ORDER TO MINIMIZE THE AFFECT TO THE PATIENTS LIVES?2013Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    2006 my mother had to start her dialysis treatment due to renal failure caused by a congenital defect on her kidneys. With this mandatory readjustment to her life she accepted all changes that were made. 

    Patients with renal failure (when the kidneys fail to adequately filter the blood from waste) are increasing all over the world and 2020 it is calculated to exceed 3.8 million. The cause for renal failure could be one of many, but it is often seen as an outcome of heavy dehydration, severe infection or long-term diabetes which could explain the increasing number of patients.

    The most common treatment for renal failure is hemo dialysis. This treatment is an effective way to clean the blood outside the body in an artificial kidney connected to the patient by a hemo dialysis machine. The patients are spending 6-7 hours 4 days a week at hospitals to clean their blood which is comparable with an 80% employment. By adapting the hemo dialysis to where the patient live, I want to show that there are better ways to effectively treat patients.

  • 22.
    Björkqvist, Maja
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Food Thinking: How can we reduce the food waste in the households?Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    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.

  • 23.
    Bradzell, Jeffrey
    et al.
    Indiana University Bloomington, USA.
    Bardzell, Shaowen
    Indiana University Bloomington, USA.
    Stolterman, Erik
    Indiana University Bloomington, USA.
    Reading Critical Designs: Supporting Reasoned Interpretations of Critical Design2014Ingår i: CHI '14: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2014, s. 1951-1960Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Critical Design has emerged as an important concept in HCI research and practice. Yet researchers have noted that its uptake has been limited by certain lacks of intellectual infrastructure theories, methodologies, canons and exemplars, and a community of practice. We argue that one way to create this infrastructure is to cultivate a community adept at reading that is, critically interpreting and making reasoned judgments about critical designs. We propose an approach to developing close readings of critical designs, which are both evidence-based and carefully reasoned. The approach highlights analytical units of analysis, the relevance of design languages and social norms, and the analytical contemplation of critical aspects of a design. It is intended to be relatively easy to learn, to try out, and to teach, in the hopes of inviting more members of the HCI community to engage in this practice. We exemplify the approach with readings of two critical designs and reflect on different ways that a design might serve a critical purpose or offer a critical argument about design, society, and the future.

  • 24.
    Bui, Lynn
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    10/60: Make Gravity Visible: A social movement to challenge our society to move more.2013Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Gravity plays a vital role in our everyday lives. It provides the development of our muscle mass which fuels our brain’s advancement and our ability to complete daily tasks. Yet we often take for granted the things we do not see. From hunting and gathering, chasing after prey, migrating from one place to the next, to growing and harvesting crops to long hours laboring away, we have felt gravity through millions of years in time. 

    Along with the rise of technology, we are witnessing the fall of our physical selves. Our lives have become busier, more stressful and our days behind a screen much longer. Within the past 30 years, gravity has been intercepted by the chair and the ratio of moving to sitting has been reversed. Instead of feeling this force within our legs and lower limbs, it has now been deferred to our fingers, buttocks and backs. 

    We spend the bulk of our days in a seated position, often behind a screen. Sitting has become such a norm that daily exercise at the gym is no longer enough to offset all the negative things done to our bodies in a sedentary posture. 

    We were programmed to move, but we’ve hacked our brains to think otherwise. Prolonged sitting is a serious issue that should not be overlooked. The challenge is to change a habit that we’ve acquired from an early age. 

    The numbers are staggering, over 1.5 billion people worldwide are obese.(WHO. int, 2013) 5.3 million die each year from heart related diseases and diabetes as indirect result of the chair, .3 million more than smoking. (Thelancet.com, 2012) 

    It is time to break the norm, adjust our perceptions, expectations and stop living in extremes and move towards moderation. It’s time to stand up and make gravity visible. 

    10/60: Make Gravity Visible is a social movement to challenge our society to move more, reminding people to be up and moving 10 minutes for every 60 minutes. 

    The goal is to challenge society to integrate movement within the home, work and societal environments through the support and influence of communal behaviour. 

    10/60 is facilitated by a website and a smartphone application. The website provides ideas shared by the community to help inspire movement into people’s lives. The app tracks a person’s daily physical activity levels and sends a reminder when he/she has been sitting for too long. How much a person moves is reflected by an avatar’s physical state as well as graphical data by the time of day. Challenges can be submitted within the inner circle of friends to encourage more movement. 

    The initial strategy around this topic was through the intersections of four subjects: human evolution, philosophy, behavioral psychology, and physiology. This concept was developed based on findings from foundational research, expert interviews, user tests, experiments and behavioral observations - in particular social influences and the underlying principle that motivation is different for everyone. 

    Awareness alone does not generate action. Motivating people to move more is beyond an individual problem - sitting is a societal and cultural issue and unless that is addressed, no long term changes can be sustained. 

    This project aims to inspire people to leverage their communities and integrate more physical activity in the home, work and societal environments. 

    Societal and cultural norms will not change unless we change together. 

  • 25.
    Bäckström, Eva-Lena
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    The unexpected meeting: How to create unique colour choices for products2018Ingår i: Proceedings of the International Colour Association (AIC) Conference 2018: Colour & Human Comfort, 2018, s. 283-287Konferensbidrag (Refereegranskat)
    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.

  • 26.
    Bäckström, Eva-Lena
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    The unexpected meeting: How to create unique colour choises for products2017Rapport (Övrigt vetenskapligt)
    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.

  • 27.
    Carneiro, Camila
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    ACCESSIBILITY FOR ILLITERATES IN THE CURRENT BRAZILIAN SOCIETY: INTRODUCING FUNCTIONAL ILLITERATES TO MOBILE BANKING SERVICE2012Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    The objective of this project is to approximate the functional illiterates population to the society within the Brazilian banking service in a more accessible way: through their personal mobile phones. It aims to enhance the social integration of the illiterate people by experiencing this service developed through a process focusing on their feedback, wishes and expectations augmented with the designer’s background.The mobile phone it is quite accessible in developing countries, like Brazil, and counts on technology that enhances the user's interaction; the banking service is a facilitator concerning the economic life of any citizen. Both aspects were the starting point of this project due their importance in the everyday life and relevance for a person’s autonomy.My personal goal is also to use this project to alert the society about the issues regarding the social life of an illiterate – their difficulties and fears towards daily situations – through a consistent project that can be used as a reference to develop products and services towards this group of potential users.

  • 28. Chen, Xintao
    DECELERATION: Mobility Designed to be Slow2017Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    What is next for the luxury experience when autonomous technology is replacing your private chau eur and there is no need for improving the performance of a vehicle? What if consumers simply get bored of rare and expensive materials as the only reference to luxury? There is a potential to change the mindset and rethink the value of mobility. As it is already happening, people start to treasure experiences rather than ownership. Vehicles play multiple important

    roles in our lives and some of our most precious stories can happen during a ride. Inspired by such insights, this project pushed the boundaries to envision a new kind of luxurious mobility experience designed to be slow.

    Research, ideation, storytelling, 3D modelling and visualisation were used to propose a shared airborne mobility service for the megacity. A system composed of dirigibles and docking stations, inspired and fictitiously operated by the Lexus brand. 

  • 29.
    Chien, Yi-Ting
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Immersive Tour at Umeå’s Prison Hotel2018Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    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.

  • 30.
    Chintanamanus, Soramist
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    The sync: Creative Community for Social Innovation2012Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Many people dream of making a change to our society. But most of the time, they are struggling to turn their dream into reality. Passion alone won’t bring change. There are many difficulties that people have to face when it comes to creating innovation, especially social innovation.

    Within this project, my goal is to create a community for social innovation in Thailand focused on integrating design (as a process) into the core culture of its community. I want people to understand better the importance of design, and adopt it as a tool for their creation, as I believe it will help them to succeed in whatever they do, in a more sustainable manner.

    Together with my collaborator ChangeFusion, a social business incubator, we have created The sync, a social enterprise with a mission to build a creative community that foster social innovation in Thailand.

  • 31.
    Ciobanu, Alexandra
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Lotus Firefly: The art of defeating gravity2013Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    How many times have you been dreaming as a child that you run and after a few steps your body detaches off the ground and floats into the air? Most of the leisure activities we cultivate today have deep roots into humankind`s history and are still confined to land. The history of hovering has been inspired by the great comic books sci-fi stories and was illustrated through Star Wars flying vehicles, which have been later translated into jetpacks and hovering bikes. What if you would be stuck somewhere in the middle way between dream and reality? What if this vehicle would be at first available to you in a virtual platform, so that you could train to fly it, and when you would master the art or flying it, you could try the real experience?

  • 32.
    Clark, Brendon
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    B. Torretta, Nicholas
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Co-creating language learning journeys: a designerly approach to supporting experiential language learning practices : a resource for teachers and teacher educators2018Bok (Övrigt vetenskapligt)
    Abstract [en]

    There is often a great difference between what a student learns in a second language class and the competence a student needs to use a second language in the context of everyday life. The ability to speak a language and the ability to participate in everyday activities using a language are tightly linked. For many, the goal of language learning is to be able to participate competently in activities with other people using the target language, whether it is in a simple service interaction such as ordering food at a restaurant, or joining a conversation with colleagues during a break at work, or more involved types of participation such as interacting with the hospital staff during an emergency, or giving a presentation to a room full of colleagues, investors, or a scientific community. These interactive situations are potentially influenced by the physical environment, surrounding physical artefacts, gestures and other bodily actions. Often these situated interactions are influenced by what each of the participants may have been doing before and what they are intending to do afterward, and the practices they have developed in similar situations, and the relationships they have developed with the other participants. 

    These materials introduce a set of concepts, 'toolboxes' and examples for supporting a reflective experiential language learning practice where the learner uses the social interactions in everyday situations as the basis for reflection and future action.

  • 33.
    Dam Roadley-Battin, Nikolaj
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Educational VR: An exploration of educational VR for professional users2018Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    This thesis explores Virtual Reality (VR) as a digital medium for teaching in a professional context. In collaboration with ABB, a pioneering technology leader, the thesis questions whether VR could be the future medium for training ABB service personnel. 

    The research discusses how you can design for VR, by drawing parallels to traditional mediums; Moreover, the research covers insights into the ABB education and VR explorations. 

    Three experience prototypes were designed as the final concept. These experience prototypes aim to highlight educational use cases through VR, covering collaborative work, safety guidelines and various utilities. The goal of the final experience prototypes is to engage potential users and designers in a dialog concerning VR as an educational medium of the future.

  • 34.
    Davoli, Lorenzo
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Transtructures: prototyping transitional practices for the design of postindustrial infrastructures2016Doktorsavhandling, monografi (Övrigt vetenskapligt)
    Abstract [en]

    This dissertation is about 'transtructures', a term coined to describe new kinds of infrastructures that are more attentive and responsive to the needs of contemporary society, its emerging economies and technological capabilities. The purpose of this inquiry is to begin to explore the character and possibilities of a design practice that could guide responsibly and ethically the transition of existing industrial infrastructures towards these new configurations: what processes it could follow, and what materials it could include. Through a series of design experiments in the areas of logistics and telecommunications, I started to prototype and develop a programmatic framework for a 'redirective' design practice, which is aimed at engaging publics with infrastructural issues. Design probes and speculative mockups have been employed to express and materialize present and future infrastructural configurations, opening them up to public scrutiny and participation. The premise of this work is fairly simple: if we want to provide more citizen-centered solutions to emerging social demands, we need to explore what changes are possible, and even required, within the industrial systems that currently frame our possibilities for implementing such innovations. Thus, certain design interventions will be necessary to allow people outside these systems to understand and relate to these networks and to identify possibilities for their transformation. The result of this inquiry is the early 'prototype' of what a practice for redirecting and transitioning towards the design of such postindustrial infrastructures could be like. In particular, it exemplifies how design may inquire into the artificial space of industrial infrastructures and explore opportunities for their reconfiguration toward more contextually adaptive forms and functions.

  • 35.
    Davoli, Lorenzo
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Kuenen, Christoffel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    New participative tools require new foundations2013Ingår i: 10th European Academy of Design Conference - Crafting the Future Göteborg April 17th - 19th, 2013 / [ed] EAD, 2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    The radical changes of our environment under the influence of information technology require an adaptive approach between programmers and designers to enable lay participation and interaction with it. Satin is an application builder for mobile devices that enables end-users without programming skills to create and share their own apps (http://www.satinproject.eu/). Using shortcomings discovered in its design and development as a basis, we use the foundational principles and process behind the design of the Satin interface to illustrate that apart from following user centered design, designers also need to consider the constraints and influences of the design space they operate within. When designing a product, the systems and paradigms within which designers act, in this case information infrastructure and work practices, inevitably affect the solution space in which the final designs and products will be searched for. This often results in a limited impact or intelligibility of the initial goals. The design of innovative, collaborative user centered solutions requires designers to work not only on the final product, but also to challenge and evolve the foundations and underlying infrastructures that determine the possibilities of that specific design space. We conclude the paper by emphasizing the need for development of ways of working on the design of interactive systems that are informed by a holistic stance based on day-to-day experience and behavior as a guiding principle for technological development.

  • 36.
    Davoli, Lorenzo
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Wiltse, Heather
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Redström, Johan
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Trojans & Drones: Materializing possibilities for transforming industrial infrastructures2015Ingår i: Proceedings of the 2nd Biennial Research Through Design Conference, Cambridge, UK, 2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    Emerging post-industrial societal needs require the evolution of existing networks of industrial infrastructures toward more distributed and citizen-centered configurations. This opens up new questions regarding what design processes and practices are necessary to effect change within these systems that are often deliberately not accessible and open for design interventions. We here present a set of design explorations in tracing and materializing infrastructures in order to make them available for design and participation, taking logistic services in a remote rural

    area of northern Sweden as a case study and field site. A design concept consisting of a drone and drone postbox were used to speculate about the possibility of a community-owned delivery network operated by drones

    in synergy with existing infrastructures. We used these artifacts in staging participatory processes of imagination and experimentation in order to explore possible future configurations. The project provides an example of a possible framework for initiating and curating the transformation

    of industrial systems towards more open and locally adaptive forms and functions.

    In particular, it illustrates the rich potential and opportunities for design when it comes to ways of knowing and designing with the infra- structural—that which is usually hidden beneath the surface. 

  • 37.
    Dawod, Jakob
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Seek: More than just a smoke detector2015Självständigt arbete på grundnivå (kandidatexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Every year, approximately 100 people die in fire related incidents in Sweden.

    ”Seek” is designed to assist fire fighters to locate people faster in smoke diving procedures.

    ”Seek” identifies people and possible dangers within the building before the smoke diving procedure begins. This allows the operation to be streamlined and planned, as well as avoiding risks which fire fighters are exposed to today.

    The early overview created by the ”Seek” smoke detector not only saves time in planning but reduces the time from accident until the people in the burning building can receive skilled care, increasing their chance of survival.

  • 38.
    de Haas, Marije
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet. UID.
    Dementia: Rituals of Farewell2016Rapport (Övrig (populärvetenskap, debatt, mm))
  • 39.
    Degn, Thomas
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Ridder, Iris
    Högskolan Dalarna.
    Finding best practices within education: the student and the teaching as the starting point for new directions2015Konferensbidrag (Refereegranskat)
    Abstract [en]

    Vocation-focused design education should ideally aim at foreseeing the challenges and opportunities society and industry face, and act accordingly to these needs. Some of the obvious questions are: what should the next generation of designers be able to do, and how should they do it? Or to phrase it from an academic point of view what should they learn, and how should we teach it? In order to answer these questions, we first need to fully understand what makes present education and teaching successful and how it is structured and pedagogically organised, before a next step can be taken. This paper will show case studies from a small international masters education in industrial design that only enrol approximately 20 students annually. Despite its small size, it has ensured that the design institute it belongs to is presently positioned in the top of the ranking lists for the most awarded design schools in the world, from three different design competitions representing Europe, Asia, and North America. 

  • 40.
    Deshpande, Parag
    University of Limerick.
    Bringing an interactive artefact into being: Examining the use of an architectural design model in interaction design2009Doktorsavhandling, monografi (Övrigt vetenskapligt)
    Abstract [en]

    This thesis examines the use of an architectural design model in interaction design and provides a detailed and concrete account of bringing an interactive artefact, the Recipe Station, into being.

    The model of architectural design, with its view of the activity of design as envisioning and making incorporates a number of design traditions that allows architects to deal with novel challenges in an effective and efficient manner. It is argued that the prevalent model of architectural design can provide a more coherent and richer framework for the activity of interaction design than is currently the case.

    This model of architectural design is illuminated by the author’s reflection on design research carried out in traditional design disciplines as well as his own experience in the professional practice of architecture. The model of architectural design, thus illuminated, is then evaluated by applying it to bring an interactive artefact, the Recipe Station, into being.

    This thesis demonstrates that the model of architectural design offers a number of advantages for interaction design activity.

    The account of bringing an interactive artefact discussed in this thesis illustrates a process or morphology of the activity of reflective design that can be applied to interaction design (Schön, 1983).

    The thesis also illuminates a number of design traditions associated with a architectural design practice, such as, study of design cases, a solution-focused approach to the process of problem formulation, and a ‘design by drawing’ approach, that can offer significant advantages for the activity of interaction design.

    This thesis, thus, introduces a way of thinking about the activity of design which is driven by the design skills of the designer and makes contributions to interaction design research.

  • 41.
    Deshpande, Parag
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Comparing the design processes informed by the engineering design and the creative design approach – implications for interaction design practice2012Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Interaction design research acknowledges that two distinct design approaches, namely, the engineering design approach and the creative design approach can be applied to carry out the activity of interaction design. The interaction designer therefore appears to have a choice when it comes to the selection of a design approach when confronted with a design situation. But what should be the basis of this choice? In this paper, considering design as a problem solving process, I compare the structure of the design processes informed by the engineering design approach and the creative design approach. I identify some differences between the design process informed by the engineering design and the creative design approach and note that the awareness of such differences could form the basis for interaction designers to opt for one design approach over the other.

  • 42.
    Deshpande, Parag
    University of Limerick, Ireland.
    Designing for integration: interaction design intervention in an external public space2007Konferensbidrag (Refereegranskat)
  • 43.
    Deshpande, Parag
    University of Limerick, Ireland.
    Designing for integration: interaction design intervention in an external public space2007Konferensbidrag (Refereegranskat)
  • 44.
    Deshpande, Parag
    University of Limerick, Ireland.
    Everyone Designs2007Konferensbidrag (Refereegranskat)
  • 45.
    Deshpande, Parag
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Getting to grips with design thinking in interaction design: lessons from architectural practice2012Ingår i: Articulating design thinking, Libri Publishing, 2012, s. 9-26Konferensbidrag (Refereegranskat)
    Abstract [en]

    In recent years, the concept of design thinking has received significant attention within the research literature originating from several design as well as management fields [1, 5]. However, there does not seem to be any agreement on what exactly design thinking is, nor on how it guides the activity of design. In this paper, we introduce one recently articulated view of design thinking originating from the field of architectural design [4]. We briefly discuss some characteristics of this view of design thinking and how it guides the activity of design and then apply the process of design guided by this view of design thinking to address the design brief provided by DTRS9. We conclude by pointing out that unlike the descriptions of the activity of design provided by design paradigms, the design process informed by architectural view of design thinking consists of both the process of problem decomposition and the process of solution focused process of the solution focused problem formulation which provides a means for designers to get to grips in a more practical way with real design issues.

  • 46.
    Deshpande, Parag
    University of Limerick, Ireland.
    Inculcating culture of design critique in interaction design education2007Konferensbidrag (Refereegranskat)
  • 47.
    Deshpande, Parag
    University of Limerick.
    On conceptual design stage in interaction design : what can we learn from architectural design process2007Konferensbidrag (Övrigt vetenskapligt)
  • 48.
    Deshpande, Parag
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    On the integration of design fiction prototypes into the ubicomp design process2013Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Within ubicomp research literature a novel type of prototype, referred as Design Fiction prototype, has received some attention in recent years. While such prototypes appear to have significant potential to inform ubicomp design how to integrate them into the ubicomp design process is a question that has not recieved adequate attention thus far.

    In an attempt to answer the above question a design experiment was carried out at the Umeå Institute of Design where the integration of design fiction prototype into the ubicomp design process was examined in two different ways: one, after establishment of requirements and development of design concepts, following the prevalent ubicomp design process and two, at the very beginning of the design process following the design process prevalent in traditional design disciplines.

    In this paper, I briefly discuss the deign experiment carried out and reflect on results. I conclude the paper by pointing out that the problem focused nature of the prevalent ubicomp design process is not conducive to leverage the advantages offered by such prototypes whereas the solution focused design process prevalent within the traditional design disciplines appears to offer better opportunities.

  • 49.
    Deshpande, Parag
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    On the notion of the user in Service Design2012Konferensbidrag (Refereegranskat)
    Abstract [en]

    The prevalent design methods and tools being used in Service Design appear to have been informed by the prevalent design traditions within the technology design fields (e.g. HCI and User Experience Design). Such design traditions put users at the centre of the activity of design and aim to cater to their needs, aspirations and desires. But should the user in service design be conceived in the same manner as it has been conceived in technology design fields?

    To investigate this question, in this paper, first, I discuss why the notion of user is important for the activity of design. I then discuss how the notion of user has informed the attributes of user artefact interaction within the technology design disciplines over the years. Following this I discuss some of the everyday services to identify attributes of user service interaction. By comparing the user service interaction attributes with the user artefact interaction attributes originating from technology design disciplines, I point out that user service interaction attributes are somewhat different than the user artefact interaction attributes within technology design disciplines. I conclude the paper by arguing for the need of re- conceptualization of the user in service design to assist service designers to design innovative, efficient and effective services.

  • 50.
    Didrichsons, Anja
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    BMW Motorrad Spirit2018Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    The aim of this thesis project was to create something, that has never been there before in motorcycle design. A new, deep collaboration between the future generation of riders and their bikes. It should create a whole new riding experience. And this experience should be inspirational and new to several fi elds of transportation design besides motorcycling.

    The process started with the research and inspiration fi nding. It continued with form exploration through sketching, ergonomic tests and photoshop sketches. The whole process was based on an interdisciplinary working method. Being in touch with modelers, engineers, generative designers, color and trim designers was an essential part of the project. The interdisciplinary work continued digitally, with many different types of software. Creating the 3D visualisation of the project required the use of Alias, Cinema 4D, Rhino, Grasshopper, Fuse, Speedform, Maya and VRED. Frequently reviews on the current project status and taking part in technical meetings, along with responsible designers at BMW, in combination with weekly reviews with the university, structured the time plan throughout the whole project. As well as fl ying to the university for check-ups and presentations.

    BMW Spirit provides a revolutionary experience for future motorcycle riders. Focusing on the interaction between the rider and the bike, it creates the opportunity to build a deep relationship. Since AI becomes more and more important in our daily lives developing ways of human-machine interactions will be crucial for our future. The concept is focused on the opportunities it could bring to combine an Artifi cial Intelligence with motorcycling. BMW Spirit creates a human-machine symbiosis and is controlled like an extension of the human body, with intuitive movements. The built in Artifi cial Intelligence is the rider’s companion and develops its own character and consciousness over time. It learns and grows together with the rider and adapted to the rider. Growing trust enables more possibilities to push the limits and enjoying the power of this unique riding experience.

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