To see the other types of publications on this topic, follow the link: Design empathy.

Dissertations / Theses on the topic 'Design empathy'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 dissertations / theses for your research on the topic 'Design empathy.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

Leyva, Carolina. "Empathy in Design." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1367926038.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Nong, Yushi. "Applying Empathy Design: Designing New Crutches for College Students with the Strategy of Empathy Design." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1479821362298024.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Cullen, Carley Nicole. "Empathy + entropy." Thesis, University of Iowa, 2019. https://ir.uiowa.edu/etd/6721.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Hytönen, Alexandra. "Portraying Empathy In Character Design." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-258216.

Full text
Abstract:
This thesis examines possible improvement in evoking empathy through character design. The method used is research by design, by gathering information about emotions, emotional- and character design, and applying it during the design phase, two new characters were created based on an existing game character. The evaluation was done through a survey which concluded that the re-designed characters ability in evoking empathy was significantly stronger than the original characters. The characters ability in evoking empathy improved because they were more distinct when it came to expressing emotions through facial features and body language.
Det här arbetet undersöker möjliga förbättringar att väcka empati genom karaktärsdesign. Metoden som används är forskning genom design, genom att samla information om emotioner, emotionell- och karaktärsdesign, och applicera det under design fasen, två nya karaktärer är skapta baserat på en existerande spel karaktär. Utvärderingen görs med hjälp av en undersökning vars slutsats är att de nya karaktärernas förmåga att väcka empati ökade drastiskt till skillnad från original karaktären. Detta var huvudsakligen på grund av deras tydligare ansiktsuttryck och kroppspråk.
APA, Harvard, Vancouver, ISO, and other styles
5

Stevens, Mitchell. "Obliti - Empathy game regarding depression." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/353.

Full text
Abstract:
Obliti is a game meant to promote empathy for people with depression, and applies a personal story to the experience. Empathy is the experience of understanding another person€™s condition from their perspective. You place yourself in their shoes and feel what they are feeling. 17 The story follows the character through corrupted dream states, stuck in an infinite loop; reliving the tarnished dreams. This paper will discuss the story of Obliti, its history and the way the design helped the story come to the forefront of the experience. Using lighting, first person character and art assets, Obliti puts the player into the shoes of the main character. The paper also includes a post mortem in order to discuss the challenges of working with paid art assets, making a game about your past and the overall outcome of the project. In order to test the effectiveness of Obliti, 20 subjects were asked to fill out a series of questions regarding mood and depression. The results of the study showed a change in mood from pretest and posttest, pointing toward empathy being transferred to the player. Part of the study asked players if they understood depression, in which there was a 10% change from €œNo,€� to €œI don€™t know,€� suggesting some internal thoughts were changed on the topic.
APA, Harvard, Vancouver, ISO, and other styles
6

Fouad, Noha. "Embodiment of Empathy: Experiencing Disease Through Design." VCU Scholars Compass, 2016. http://scholarscompass.vcu.edu/etd/4136.

Full text
Abstract:
Today, more than 400 million individuals around the world have diabetes. This number is expected to grow to more than 600 million by 2023. However, diabetes is more than just a statistic. It is an incurable, psychologically nuanced disease, with daily battles and far-reaching complications. The lives of those afflicted undergo permanent physical and psychological changes. Reading the stories of diabetics, or hearing them share their experience may elicit an immediate yet often fleeting sense of realization. How, then, can this brief moment of awareness be prolonged? How can a non-diabetic feel diabetes? More importantly, why should they? This research explores empathy as a tool to achieve that level of understanding. Elements found on the dining table, a place most diabetics are acutely aware of, were redesigned in an attempt to recreate certain aspects of the diabetic experience. These items no longer function in the way they were intended to, but have been transformed into tools that evoke empathy. A non-diabetic will get to experience the struggles associated with four main areas: control, or lack thereof; unpredictable dysfunctionality; a constant state of alertness; and finally, the burden of living with the disease, and the anchoring effect it has on those afflicted.
APA, Harvard, Vancouver, ISO, and other styles
7

Ruiz, Costilla Alfredo I. "Empathic Design Guidelines in Healthcare for Successful Product Development." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1428046933.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Williams, Gregory Spencer. "Empathy and the Instructional Designer." BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/5808.

Full text
Abstract:
The purpose of this study was to understand how instructional designers define empathy in the context of instructional design technology and how empathy was manifest in their daily work. Through a series of in-depth interviews with six designers, three definitions of empathy emerged including caring for the learner, referencing personal experience in service of the learner, and taking on somebody else's viewpoint. Additionally, analysis of empathy in participants' daily work resulted in six themes: personal experience, metacognition or self-awareness, project management constraints, multiple stakeholders, practical processes and traditional learner analysis, and navigating learner goals and motivation. Several complexities regarding empathy and learner analysis were revealed, including those pertaining to institutional constraints, managing empathetic relationships with various stakeholders beyond learners, the amount of learner analysis necessary for a good design, the degree to which interaction between designer and learner is necessary, and whether increased content knowledge helps designers effectively empathize with learners. In addition to these complexities of practice, the gap in research regarding learner analysis and empathy in instructional design were recommended as important topics for further research.
APA, Harvard, Vancouver, ISO, and other styles
9

McGinley, Christopher Gerard. "Supporting people-centred design through information and empathy." Thesis, Brunel University, 2012. http://bura.brunel.ac.uk/handle/2438/7591.

Full text
Abstract:
People-centred design is a design approach that takes the intended end users into consideration throughout the development process, resulting in more appropriate design output in terms of meeting peoples needs and wants. There is recognised value in the use of user-based information, and in establishing empathy with those being designed for, yet there is a distinct lack of literature addressing both aspects and the potential for associated support mechanisms for designers. The combination of information and empathy is the focus of this research. This thesis presents studies carried out to investigate the potential for ‘supporting people-centred design through information and empathy’, focusing upon the early stages of design development. The main aims of this research were to understand designers’ processes and where users fit into these, and to suggest means of support that could promote user focus whilst remaining a practical and appropriate complement to established methods. The under-explored nature of this area required empirical research engaging in practical ways with designers, which was achieved through in-depth probe studies and follow-up interviews with 10 designers; active participation in two four-month real-life design projects; the examination and co-creation of resource tool concepts during two workshops, each with 20 design participants; and ‘MHIRROR’ (Means of Human Information Retrieval, Representation, Organisation and Reflection), a mixed media human information resource was developed and trialed with six experienced inclusive design practitioners. These qualitative explorations with designers and within real-life projects facilitated understanding of the potential for human information resources to support the design process. The thesis has made original contribution to knowledge in terms of the formation of a framework for the manipulation and integration of human information into the design process; the iterative design and embodiment of a working prototype resource MHIRROR, and it has provided insights into the value of information and empathy resource combinations and their potential to promote people-centred design.
APA, Harvard, Vancouver, ISO, and other styles
10

Ford, Loretta. "Creating Empathy for Nature through Illustrative Storytelling." Kent State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=kent1620323088875422.

Full text
APA, Harvard, Vancouver, ISO, and other styles
11

Hodgson-Teall, Angela. "Drawing on the nature of empathy." Thesis, University of the Arts London, 2014. http://ualresearchonline.arts.ac.uk/12039/.

Full text
Abstract:
My research investigated the impact of introducing structured drawing activities to staff of a mixed ethnicity hospital community in south–east London, to address the question of whether drawing was a useful tool in the practice of empathy. Empathy, ‘putting oneself in the shoes of another’was examined critically through drawing as practice, conducted within the hospital environment. This research coincided with a period of major change for the hospital Trust, which had low staff and patient satisfaction and poor financial performance when the research began in autumn 2006. The long-term nature of my collaborative doctoral research enabled me to slowly expand the boundary of what was acceptable arts practice in a healthcare context, while ensuring that the‘dangerous’ practice of empathy was worked through via art practice in such a way that these dangers were encountered, analysed and understood. The research project focused on the benefits (and complications) of drawing within the hospital community, during a time of immense turmoil. Drawing was used to aid investigations, sustain the craft skills of medicine, explore emotions and thoughts, and ground and focus staff in empathic therapeutic interventions. These interventions allowed staff to slow down, play, analyse and reflect, creating a space within the context of the hospital, where the practice of empathy was reviewed. The work used dialogue between the dual practices of art and medicine to explore complex intersubjective communication. The core practice, drawing, was embedded in a longitudinal study of drawing events based in the same hospitals at yearly intervals since 2007, so that a similar body of staff had the opportunity to participate in these collaborative events. Using cross-sectional surveys centred on the Big Draw(Campaign for Drawing, 2000) I set up a series of encounters including interactive drawing events,lectures, performances and exhibitions, and participated in drawing conferences within the Trust,galleries and art colleges nationally and in the USA. Smaller scale investigations of individual practice over the same period of time, in venues for both the visual arts and music, complemented the main studies and allowed a triangulation of theory, methodology and data, bringing a number of methods to bear upon the question of whether drawing was a useful tool in the practice of empathy in hospital environments. At the core of my research is a definition of a practice of empathy based on my work in the research activities. The elucidation of a set of features, pertaining to the practice of empathy, has been defined by these events. My definition of empathy was constructed by building temporary collaborative communities during these events through which the dynamics of empathy were examined and its features analysed. In my research, art practice emerges as methodologically important to the proper understanding of the problems, dangers and opportunities of empathy in clinical practice.
APA, Harvard, Vancouver, ISO, and other styles
12

Minkeviciute, Greta, and Dana (Levi) Taillefer. "Representing Lower Socioeconomic Class Struggles through Prosocial Game Design." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-445598.

Full text
Abstract:
The aim of this thesis is to design a game, created in the form of a game design document, that represents lower socioeconomic class struggles. It is done by using a research through design method, with which we delve into studies and simulations of poverty, socioeconomic classes, previous games and studies on empathy. To make the representation unappropriated, an autoethnographic method is utilized to write down personal experiences as stories to use as inspiration. The studies and methods are used to inform the design decisions for this game called Lesser<Than... . The results show an overview of a finished game design document alongside informed design decisions. We also break the game down into and discuss its mechanics, dynamics and aesthetics. Extra attention is paid to the narrative too, since that is the biggest area of socioeconomic representation. For the conclusion, from this finished game design, we are also picking out three key ways of representing lower socioeconomic classes and explaining why these ways work for us.

One of the author's legal name is Dana Taillefer, but preffered name that is on the thesis is Levi Taillefer

APA, Harvard, Vancouver, ISO, and other styles
13

Kartberg, Emma. "OCD and Empathy Games : Using empathy games to inform the public about ODC." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17846.

Full text
Abstract:
This research focuses on obsessive-compulsive disorder (OCD) and how games focused on making the player feel empathy (empathy games) can increase the public’s general knowledge of the disorder. The disorder is currently commonly misunderstood and is not always taken seriously, something that potentially could hurt those with OCD. The stigma surrounding OCD sometimes makes people avoid getting the help they need, making them suffer in silence. The objective of the research was to define several game design principles that suggests what a developer should focus on when making an empathy game about OCD with the purpose to inform the general public. This was done by analyzing several scientific articles discussing either OCD or empathy games, and concluding the most important parts from them into game design principles. Four game design principles were found; target audience, reality, clarity, and includation. These have not been tested in a practical setting, but can possibly serve as guidelines when making an empathy game focusing on OCD.
APA, Harvard, Vancouver, ISO, and other styles
14

Polinedrio, Veronica. "Emotions, fear, and empathy: a design approach to human experiences." Thesis, Konstfack, Experience Design, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-4713.

Full text
Abstract:
Fear is an intrinsic human emotion, which produces with variable intensity a bodily reaction as a response to a stimuli. It is considered one of the basic human emotions, and it is universal of all animal species. Despite its subjective quality, fear has gained a rather negativistic stereotype that this research intends to debate and readdress, proposing that “negative fear” is part of an evolutionary transition cultivated by social and cultural constructs. This thesis will analyze the context in which fear operates, employing experience design methodologies and design research to reevaluate the role of fear in the contemporary settings of our societies to prove its connection to imagination, transhumanism and the production of empathy. After a brief historical perspective to situate this thesis in the contemporary framework of experience design, this research will investigate fear as prolific tool for the production of imagination, derived from its aesthetic connection to wonder and pleasure. This particular connection between fear to wonder was investigated among others by Charles Darwin, who also promoted the functionality of fear as the key to animal survival. The complex mechanism in which fear engages us will lead to the production of design prototypes that look at the animal kingdom and several other species’ talents in the detection and implementation of fear as a tool to survive. Here, the potential of our species to further evolve through the use of design will open a discussion on transhumanism and the future of humanity. The last section speculates a counterfactual conditional statement of how our humanity would operate, if emotional identities were reevaluated. In particular, the emotion of fear will be reevaluated for its unpleasant characteristics, from the bodily sensations to the mental postliminary conditions, to understand why certain human behaviors are still exercised, when the physiological effects are universally acknowledged as distasteful. By interpreting the physiological impact of fear, this research will continue its argument towards empathy, questioning what it truly means to ‘stand in someone’s else shoes’, specifically when fear is practiced. Empathy, as a pilaster in the mission statement of many contemporary disciplines, has surfaced in this research as viral phenomenon, which little has to do with truly ‘empathizing’. Here, it investigates how empathy can be experienced when fear is in play: if sharing fear as the bodily experience of someone else can lead to the production of authentic empathy, then humans have a chance to reevaluate its application in the contemporary global topics of war and diplomacy, domestic and public violence, or bullying to name a few. This research ultimately establishes a new perspective on the role of emotions in our societies, and creates a connection between design and the experience of intangibles, producing a view of the intrinsic systems of our being as ones deemed of value in the ambitious evolution of our species.

The full thesis contains copyrighted material which has been removed in the published version.

APA, Harvard, Vancouver, ISO, and other styles
15

Ruijsch, Van Dugteren Jill. "The dynamics of empathy within participatory design pedagogy and practice." Master's thesis, University of Cape Town, 2014. http://hdl.handle.net/11427/6864.

Full text
Abstract:
The nature of this qualitative study has been guided by my goals to firstly explore a framework for design, and design education, that attempts to alleviate and not exacerbate complex social problems, many of which can be seen to stem from a lack of empathy and accountability. These act to isolate and invalidate our interactions within a broader web of relations - with others, with the environment, and also with our selves. Secondly, I wanted to explore the changing role of the designer in grappling with these challenges, which necessitate by their complex nature, interdisciplinary collaboration. And thirdly, I wanted to explore beyond the familiar comfort zone of my own design education practice in order to improve and expand upon it. Participatory Design is significant here, as it provided a design methodology and lens, which both addressed the above goals and theoretically grounded the accountability and responsibility of the designer. Through their access to key platforms of mass communication and production, designers inadvertently and persistently, become both educators and influencers whose capacity and reach will exponentially magnify the brief contact they have experienced studying design at tertiary level. This draws into sharp focus both the key moral imperative that educators continue to gravitate towards, but also the role that empathy plays here. What is lacking, and what this research seeks to address is the manner in which we are not only distinct cognitive and affective 'components', but that we empathically connect, and participate both in the world and with design, through our bodies and our interactions. This study explores how the dynamic of empathy is embodied, enacted and expressed within Participatory Design pedagogy and practice.
APA, Harvard, Vancouver, ISO, and other styles
16

Lee, Steve M. Arch Massachusetts Institute of Technology. "Empathy with the built environment : exploration through the design of a museum." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/68305.

Full text
Abstract:
Thesis (M. Arch.)--Massachusetts Institute of Technology, Dept. of Architecture, 1995.
Includes bibliographical references (leaves [60]-[61]).
How can we build to allow empathy with the physical environment? The term empathy is understood primarily from sociology referring to an association with another person. In terms of architecture, empathy can be understood as a positive association with the built environment. Association, whether positive or negative, is subjective to some extant; however, this is not the aim of the thesis. There are behaviors of the physical environment that are positively associative to all people, in spite of race, culture, and differences in personal experience. The more people can associate with the built environment the better they are able to understand the world they live in. The aim of this thesis is to look at two ways of building this association with the physical world. The first aspect of this topic is to reveal the making of the buildings we live in. The second aspect of this subject is size relationships. The understanding of the built environment by revealing building systems may be contrary to advocates of neutral gallery spaces. Minimization of the setting in the dialogue between art and viewer results in undifferentiated and non articulated spaces and surfaces . This enhances the disassociation of the viewer from the physical environment. How can we build museums to allow association between the built space that we inhabit and the requirements for a museum?
by Steve Lee.
M.Arch.
APA, Harvard, Vancouver, ISO, and other styles
17

Grover, Emily R. "Investigating the Influence of Zoo Exhibit Design on Visitor Empathy for Wildlife." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1515095282489716.

Full text
APA, Harvard, Vancouver, ISO, and other styles
18

Maconachie, Glenda Jo-Ann, and n/a. "Invading the Spaces: Regulated Empathy, Managerial Control and Alienation in Two Government Agencies." Griffith University. School of Industrial Relations, 1996. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20050831.113753.

Full text
Abstract:
This thesis examines the transformation of work in two public sector organisations, the Commonwealth Employment Service and the Department of Social Security. The analysis considers the impact of organisational and technological change on operational staff at Administrative Service Officer 3 level within these agencies. The relationship between these changes, managerial control and the degree of alienation experienced by staff is highlighted. Considerable transformation of the labour process of workers in both organisations is evident. The most significant cause of these transformations has been facilitated by new technology. New technology has facilitated the reorganisation of work and permitted government policies to reorient the focus of these agencies. In both, a more professional relationship is being fostered between clients and staff, not only through government programs but also through a quality service emphasis. A close relationship between clients and public servants was contrary to all traditional notions of bureaucracy, where impersonality and impartiality are highlighted. This change in focus has been facilitated in the CES by circumstances which rendered newer staff unprepared in the face of increasing client numbers, inadequate training and constantly changing government policy. Staff under these circumstances resorted to empathetic behaviours and emotional labour to offset their deficiencies. These behaviours have now been incorporated into organisational practices. The emotional labour has become regulated empathy. In the DSS regulated empathy has been imposed upon staff as an outcome of new technology facilitating job redesign, and government policy requirements. The utilisation of emotional labour in the DSS is in an embryonic stage consistent with it having been imposed upon workers who were previously all but invisible to their clients. Regulated empathy is argued to be a new type of managerial control in the public sector, incorporating aspects of the worker's personality into the wage-effort bargain. Management has invaded spaces which were once private and has incorporated these into the labour process. Furthermore, it is concluded that the incorporation of these aspects into the wage-effort bargain has the potential to create incompatibilities between constructed work identities and non-work identities, resulting in psychological harm to workers.
APA, Harvard, Vancouver, ISO, and other styles
19

Duncan, Erin. "Design and Critical Thinking: A Process Model to Support Critical, Creative and Empathic Learning in Studio-based Design Education." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1354643684.

Full text
APA, Harvard, Vancouver, ISO, and other styles
20

Maxlow, James Richard. "Mission us and historical empathy: A qualitative case study of sixth-grade students' experiences." W&M ScholarWorks, 2015. https://scholarworks.wm.edu/etd/1539618633.

Full text
APA, Harvard, Vancouver, ISO, and other styles
21

Holtkamp, Christina M. "Empathetic Awakening: Reaching a resistant male audience through emotional design." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1459438464.

Full text
APA, Harvard, Vancouver, ISO, and other styles
22

Wozniak, Robert. "Toward a Transdisciplinary Model of Highly Emotional Experiences in Narrative Media : An Inwards Sound Design Approach." Thesis, Blekinge Tekniska Högskola, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14620.

Full text
Abstract:
With an ever increasing pool of theories designed to help the creator instill emotion, we’reapproaching a point where even the most stubborn audience can’t fully escape the grasp thatfilm can have on their feelings. Thanks to multidisciplinary research for the cognitive andsympathetic structures that make up emotions (Blincoe, 2011; Dolan, 2002; Ekman, 1973;Panksepp, 2004), a larger understanding for emotions has been built. In succession, anintegrative emotion model is becoming a realistic proposition (Loui & Harrison, 2014). Inthis thesis I’m suggesting that to make such a model a success, an understanding of the targetgroup is a requirement. I argue that each project has unique criteria found in the individual,rather than in the current general understanding of the human mind and body, and it’s appliedknowledge in modern design theories. This angle requires new tools, which I attempt tocreate based on Scherer’s (2001) Sequential Check Theory, in combination with establishedethnographic methods. In turn the tools will be tested on a local self-defined group as anintroduction to the workflow and data collection. To prove the model’s transdisciplinarypotential I attempt to apply this data in a real world sound design context, where this methodis hypothetically less effective than earlier stages in production, like writing. To generatequalitative data, the films, in the form of two pilot episodes of a series, will be shown to thetarget group. One episode without our theory applied, and the other with changes accordingto data collection and model directions. Rounding it out with a questionnaire regardingelicited emotion, and qualitative interviews, it stands as a sufficient base for discussion, albeitrather lacking as proof of concept. The thesis ends with a discussion of potential futureapplications where models like this one could be applied.
Med den ständigt ökande mängden teorier designade för att hjälpa skaparen att framhävakänslor börjar vi nå en punkt där till och med den mest envisa åskådaren inte kan undgågreppet som film har på våra känslor. Tack vare multidisciplinär forskning om de kognitivaoch sympatiska strukturerna som står för uppbyggnaden utav känslor (Blincoe, 2011; Dolan,2002; Ekman, 1973; Panksepp, 2004), så har det byggts en bättre förståelse kring ämnet.Därav har en integrativ känslomodell blivit en realistisk proposition (Loui & Harrison, 2014).I denna uppsats föreslår jag att för att göra en sådan modell en succé så är förståelse förmålgrupp ett krav. Jag argumenterar för att varje projekt har unika kriterier som hittas hosindividen, snarare än i den generella förståelse för sinne och kropp, och dess appliceradekunskap i moderna designteorier. Den här vinkeln kräver nya verktyg, som jag försöker skapabaserat på Scherers (2001) Sequential Check Theory, i kombination med etnografiskametoder. I sin tur så testas verktygen på en lokal egendefinerad grupp som en introduktion förarbetssättet och datasamlandet. För att bevisa modellens transdisciplinära potential försökerjag applicera datan i ett verkligt ljuddesignkontext, där metoden hypotetiskt sett är mindreeffektiv än i tidigare stadier inom produktion, som skrivandeprocessen. För att genererakvalitativ data så har filmerna, i form av två pilotavsnitt i en serie, visats för gruppen. Ettavsnitt utan applicerad teori, och ett med ändringar enligt den insamlade datan och modellensriktlinjer. Avrundas med ett frågeformulär som berör de framhävda känslorna utav avsnitten.Detta står som en tillräcklig bas för diskussion, om än aningen otillräcklig för konkreta bevis.Uppsatsen avslutas med diskussion om potentiella framtida applikationer där modeller somdenna kan florera.
HYENOR
APA, Harvard, Vancouver, ISO, and other styles
23

Ozcelik, Derya. "Presenting The Outcomes Of A Participatory User Workshop: A Design Resource Based On The Case Of Tv Remote Controls." Master's thesis, METU, 2007. http://etd.lib.metu.edu.tr/upload/12608341/index.pdf.

Full text
Abstract:
This thesis explores participatory design methods and presents the process and the outcomes of a related case study, carried out in collaboration with Vestel Electronics, a Turkish consumer electronics manufacturer, on TV remote controls. The thesis comprises a literature review on participatory design, including its historical background and evolution, the motivations behind its contemporary utilization and the methods, techniques and tools utilized within the approach. The case study comprises two phases. In the first phase, a participatory user workshop was realized with eight middle-aged Turkish housewives. In the second phase, an interactive, computer based design resource was developed by the author, which aims to present the workshop outcomes to designers. The resource was evaluated by the designers of Vestel Electronics and the outcomes are presented in the thesis. Through such a case study the approach of a Turkish in-house design team towards participatory design methods was reached. Moreover, insights about how such a design resource can be developed were gained through designers&
#8217
evaluations.
APA, Harvard, Vancouver, ISO, and other styles
24

Bordas, Eddy Marta. "Universal accessibility : on the need of an empathy-based architecture." Doctoral thesis, Universitat Politècnica de Catalunya, 2017. http://hdl.handle.net/10803/405709.

Full text
Abstract:
Universal Accessibility: On the need of an empathy-based architecture is a PhD thesis researching the paradigm of accessible architectural design. Starting from the very first understanding of accessibility in architecture, it analyses the evolution of the concept over recent decades up to the present, in order to evaluate its current significance. The assumption of this dissertation is that all current theories concerning accessibility in architecture are not properly approached and/or they are poorly linked to architectural practice, since the main postulate of this thesis is that the quality of built environments is poor in respect to accessibility. Therefore, this thesis aims to point out the main problems that accessible designs face nowadays and, more importantly, to rationalize why this situation must be reversed while also exploring the tools for doing this. Accessibility standards were defined decades ago and are continuously being updated to more precise and restrictive regulations, aiming at higher compliance for fully accessible thus, “non-discriminating” designs. Hence, we cannot deny the existence of abundant literature concerning how to design accessible built environments. Nevertheless, the fact is that the quality of designs in respect to accessibility is doubtful on many occasions. The regulations give plenty of instructions on how to design the built environment to be “wheelchair friendly” and have also recently introduced tools for being “blind friendly”, but they have not adopted a design for all understanding, at least, not in a way that is holistically inclusive. Indeed, many current accessible designs are not designs meant for all, but just mere differentiated “designs for the disabled” that do not form a part of the whole “normal” environment. Consequently, non-disabled people rarely use them, even when they are more practical, because they do not identify themselves with such segregated “designs for the disabled”. In this respect, accessibility needs to evolve from the current simplistic view of barrier-free environments towards a more inclusive approach. Accessibility should be understood as comprehending higher existential needs such as pleasantness and identity; that is, it must take into consideration how we perceive and experience the built environment. This is crucial for the psychological wellbeing of the users. We all need belonging, to feel part of and not separated from society and our environment; we need a sense of normality. Thus, the premise of this dissertation is that an empathic approach is necessary for designing an accessible built environment that goes beyond the regular barrier-free requirements, beyond functionality and usability concerns. Empathy is essential to satisfy the “supra-functional needs”, those social, emotional, spiritual, aspirational and cultural aspects that are relevant to all of us equally. Herein lies the real pleasure, the sense of wellbeing and perception of a good life. Empathy is the key and starting point for defeating the “design for the disabled” and for success in achieving inclusive architecture. If we do so, we will be looking at long-term designs that are able to healthfully support needs that cover a human lifespan. Thus, sustainable designs which provide quality of life. If this is achieved, some standardized behaviours and prejudices against people with disabilities will simultaneously be defeated. To sum up, this thesis is a general reflection regarding the paradigm of accessible architecture, observed from different points of views, and arriving at some final thoughts. Thus, this thesis is not so much about giving instructions on how to build accessible architecture, but it instead reflects on 'why' it is necessary. This dissertation attempts to change attitudes regarding accessibility, so that is truly embraced as designing architecture for all; that is, architecture in which sustainability and social justice in all design is ensured.
"Accessibilitat Universal: Sobre la necessitat d’una arquitectura basada en l’empatia" és una tesi doctoral centrada en el paradigma del disseny arquitectònic accessible. Partint de la primera comprensió de l’accessibilitat en l’arquitectura, s’analitza l’evolució del concepte des de les últimes dècades fins a l’actualitat, per tal d’avaluar el seu significat actual. La hipòtesi és que totes les teories vigents que avaluen i defineixen l’accessibilitat en l’arquitectura no estan correctament enfocades i/o no estan suficientment vinculades a la pràctica professional, ja que el postulat principal d’aquesta investigació és que la qualitat dels entorns construïts és pobre en matèria d’accessibilitat. Resulta necessari evolucionar de l’actual punt de vista simplista de l’accessibilitat entesa com a entorn sense barreres arquitectòniques, cap a un enfocament més inclusiu. Cal entendre que l’accessibilitat abasta necessitats existencials superiors tals com l’amenitat i la identitat. És a dir, cal que tinguem en consideració com percebem i experimentem l’entorn construït. Això resulta crucial per al benestar psicològic de tota persona. Per a tothom resulta important el sentiment de pertinença, el sentir que formem part de, i no que estem apartats de la societat i del nostre entorn; per a tots resulta indispensable la sensació de normalitat. És per aquest motiu que la premissa d’aquesta tesi defensa que és necessari un enfocament empàtic cap el disseny d’entorns accessibles. L’empatia és essencial per tal de satisfer aquelles necessitats ‘suprafuncionals’, aquells aspectes socials, emocionals, espirituals i culturals que són rellevants per a tots nosaltres de la mateixa forma. Aquí rau el veritable plaer, el sentiment de benestar i la percepció d’una bona vida. L’empatia és la clau i el punt de partida per derrotar el ‘disseny per al discapacitat’ i per a l’èxit d’una arquitectura inclusiva. Si ho aconseguim, estarem front dissenys duradors que són capaços d’assumir, d’una manera saludable, les diverses necessitats que sorgeixen al llarg d’una vida. És a dir, dissenys sostenibles que proporcionen qualitat de vida. Si ho aconseguim, certes conductes predeterminades i prejudicis vers persones amb discapacitat seran a la vegada enderrocats. En resum, aquesta tesi és una reflexió general sobre el paradigma de l’arquitectura accessible, observat des de diversos punts de vista, i arribant a unes conclusions finals. Per tant, aquesta tesi no tracta tant de donar instruccions sobre com construir de forma accessible, sinó que més aviat reflexiona sobre el per què és necessari Aquesta dissertació pretén canviar actituds respecte a l’accessibilitat, de manera que sigui veritablement integrada dins del disseny arquitectònic. El resultat serà una arquitectura per a tothom en la que la sostenibilitat i la justícia social quedarà assegurada.
APA, Harvard, Vancouver, ISO, and other styles
25

Unander, Marcus. "Keeping the User and User Data in Mind : A Study on Empathy and Personas." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-264539.

Full text
Abstract:
One method to create and work with personas is to abstract the user data into a character with a background story and a set of goals. This method has been argued against as the method is argued to lead to, for example, stereotyping users and for not exposing User Experience (UX) designers to user data. User data has been argued to be used by UX designers to make design decision. This study examines the possibility for UX designers to empathize with a persona that have additional accessible representations of user data. The results from this study imply that it is possible for UX designers to empathize with a persona while having access to representations of user data. Additionally, the results indicate that the persona design methods used in this study need further development.
En metod för att skapa och jobba med personas är att abstrahera användardatan till en karaktär med en bakgrundshistoria och ett antal mål. Denna metod har argumenterats mot bland annat för att metoden leder till att man skapar stereotypa användare och för att inte exponera User Experience (UX) designers till användardatan. Användardata har argumenterats användas av UX-designers för att göra designrelaterade beslut. Denna studie undersöker möjligheten att empatisera med en persona som har ytterligare representationer av användardata tillgängliga. Resultatet av denna studie indikerar att det är möjligt för UX designers att empatisera med en persona medan representationer av användardata finns att tillgå. Ytterligare indikerar resultaten att designmetoderna för den persona som användes i denna studie är i behov av ytterligare utveckling.
APA, Harvard, Vancouver, ISO, and other styles
26

Yuan, Meng. "Applying Design Thinking to Coping with Social Anxiety." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin159216877650761.

Full text
APA, Harvard, Vancouver, ISO, and other styles
27

Chaney, Nichole M. "Designing an Interactive Experience to Facilitate Conversations, Create Empathy and Change Attitudes on Race." University of Cincinnati / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ucin162316948408367.

Full text
APA, Harvard, Vancouver, ISO, and other styles
28

Al-Homaid, Maryam. "Personified - Objects with personalities that illustrate applied empathy as a mechanism to document Qatar’s changing phenomena." VCU Scholars Compass, 2014. http://scholarscompass.vcu.edu/etd/3466.

Full text
Abstract:
In the past, a user’s interaction with objects was usually limited to a core function. Whereas today, there is a trend toward objects that can offer multi-layered experiences with the potential to not only serve a core function, but to communicate information and emotion. These interactions offer a give-and-take relationship between the user and the object, with the potential for characteristics, individualistic features, and even personalities to appear. Interactions with such objects provide the potential for empathic relationships to form between human and object. Empathy becomes the bond that gives a user the opportunity to view the world from the object’s perspective. It can create a sense of connection beyond the objects functional expectations, and provides the potential for a more meaningful exchange. In my research, I speculate that empathy can be used as a powerful tool of communication. I offer possibilities on how this tool might be used to learn a skill, to recall a memory or to show an accomplishment. Applied empathy in my research is illustrated through a series of experiments and proposals that demonstrate mechanisms to document today’s changing phenomena in Qatar through the creation of objects.
APA, Harvard, Vancouver, ISO, and other styles
29

Nilsson, Felix, and Minelius David Lindsten. "Love to Help: The Roles of Compassion and Empathy in Regards to Altruism." Thesis, Örebro universitet, Institutionen för juridik, psykologi och socialt arbete, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-83885.

Full text
Abstract:
Unresolved global problems, such as extreme poverty, ask for a better understanding of what predicts altruism and what does not. The aim of this thesis project was to address this topical and timely research question by studying the predictive role of compassion and empathy in understanding altruism. In past research on the relationship between altruism and empathy, distinct empathic processes (Perspective taking, Empathic concern, Personal distress, Emotional contagion, and Behavioral contagion) have been often lumped together and the context dependency of the relationship has been insufficiently taken into account, resulting in confusion and contradictory findings. Compassion overcomes these issues. The present web-based survey with previous or current university students (age 18-45; N=240) aimed to clarify relationships between components of empathy, compassion, and altruism. It was hypothesized that (1) compassion would predict altruism beyond all components of empathy; (2) Empathic concern would mediate the relationship between Perspective taking and altruism; (3) compassion would mediate the relationship between Empathic concern and altruism, and (4) higher levels of compassion would result in a reduced negative relationship between Personal distress and altruism. The results supported all hypotheses except for the final one. These findings are discussed in context of previous research and theory, considering the current study limitations and with focus on theoretical and practical implications. In sum, the findings suggest that efforts to motivate altruism should focus on invoking positive emotions of warmth, concern, and relatability. Care should be taken to avoid unnecessary Personal distress when invoking altruism, as this reduces its likelihood.
APA, Harvard, Vancouver, ISO, and other styles
30

Carrizales, Alexia. "Le rôle des milieux de vie dans le développement de l'empathie et des comportements prosociaux à l'adolescence." Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0246/document.

Full text
Abstract:
L'adolescence est une période importante de la vie caractérisée par des changements majeurs psychologiques et comportementaux qui ont été théoriquement et empiriquement reliés aux changements dans l'environnement social. Les différents milieux de vie des adolescents leur offrent un «terrain de jeu» pour explorer, tester, développer et intégrer des compétences cruciales nécessaires à l’interaction sociale, comme les comportements prosociaux. À l'adolescence, les relations entre pairs deviennent plus saillantes et plus importantes qu’a toute autre période de la vie. Au-delà des contextes familial et scolaire, les adolescents consacrent beaucoup de temps à différentes activités avec des pairs. Parmi ces activités, nous nous sommes focalisées sur la participation à des activités extrascolaires qui sont considérés comme un milieu de vie important dans le développement positif des adolescents.Le premier objectif de cette thèse était de mieux comprendre le rôle des milieux de vie dans l'empathie et les comportements prosociaux à l'adolescence. Nous avons développé et examiné un modèle théorique intégratif des relations entre les caractéristiques positives et négatives des milieux de vie (famille, classe et groupe de pairs extrascolaire), la perception par les adolescents des comportements prosociaux dans chacun de ces milieux de vie et de leurs propres comportements prosociaux, en tenant compte du rôle médiateur de l'empathie.Le deuxième objectif était de mieux comprendre les relations longitudinales bidirectionnelles entre l'empathie et les comportements prosociaux à l'adolescence, en mettant un accent particulier sur les processus internes à la personne.Enfin, le troisième objectif était de mieux comprendre les trajectoires de développement de l’empathie et des comportements prosociaux des adolescents en prenant en compte leur participation à des activités extrascolaires.Nous avons conduit un recueil de données longitudinales à 3 vagues avec un intervalle d’un an. Les adolescents ont répondu à des questions concernant les caractéristiques des trois milieux de vie, les comportements prosociaux dans chacun d’eux, leur participation extrascolaire, ainsi que leur empathie et leurs comportements prosociaux.Nos résultats suggèrent que les caractéristiques des groupes de pairs extrascolaires et de la famille (en particulier les plus négatives) et la perception de leurs comportements prosociaux jouent un rôle majeur dans les comportements prosociaux des adolescents via l'empathie à l'adolescence. Ils montrent également que l’empathie est un prédicteur des comportements prosociaux et que les trajectoires de développement de l’empathie et des comportements prosociaux à l’adolescence sont différentes chez ceux qui participent à des activités extrascolaires où on n’observe pas de trajectoire développementale décroissante comparé à ceux qui n’y participent pas.En utilisant une seule approche théorique dans trois milieux de vie différents, nous avons pu saisir les caractéristiques communes et spécifiques de la famille, du groupe-classe et des groupes de pairs extrascolaires, qui ont une influence sur les comportements prosociaux des adolescents. De plus, prendre en compte les différences entre les individus et les processus de développement intra-individuels, l’hétérogénéité des trajectoires développementales concernant l’empathie et les comportements prosociaux à l’adolescence est essentiel pour saisir l’interaction complexe entre la famille, la classe, le groupe de pairs extrascolaire, l’empathie et le développement prosocial
Adolescence is a significant period in life that is characterized by major changes that have been theoretically and empirically related to changes in social environments. Adolescents different living environments offer the “playground” to explore, to test, to develop and integrate social cues and crucial abilities that are necessary for social interaction, such as prosocial behaviours. During adolescence, peer relationships become more salient and prominent than in any other period in life. Away from the family and the school context, adolescents spend a large amount of time in activities with peers. Among these activities we focused on extracurricular activity participation, that have been conceptualised as an important developmental context of adolescents’ livesThe first aim of this dissertation was to provide more insight into the role of living environments in relation to empathy and prosocial behaviours in adolescence. We developed and examined an integrative model of the relations between positive and negative living environment features, adolescents’ perceptions of prosocial behaviours across the three contexts (family, class and extracurricular peer group) and their own prosocial behaviours, taking into account the potential mediating role of empathy.The second aim was to provide more insight into the bidirectional longitudinal relations between empathy and prosocial behaviours during adolescence, with a special focus on the within-person processes.Finally, the third aim of this dissertation was to provide more insight into adolescents’ prosocial behaviours and empathy developmental trajectories considering extracurricular activity participation.This dissertation used data from a 3-Wave longitudinal study gathered during the three years of the PhD with data collected at one-year intervals. Adolescents answered questions concerning the features of the living environment, their peer group’s and parents’ prosocial behaviours, extracurricular activity participation, and their own empathy and prosocial behaviour.Our findings suggest that extracurricular peer group features, family features (particularly the negative ones) and extracurricular peer group and parents’ prosocial behaviours play a major role in adolescents’ prosocial behaviours via empathy in adolescence.Therefore, we found that empathy is a driver of prosocial behaviours. We also identified that latent class growth for empathy and prosocial behaviour were different in the extracurricular activity group for which there was no downward trend trajectory over time compared to the non-extracurricular group.Using one approach across three living environments allowed us to capture the common and specific features of the family, school and extracurricular peer group contexts that influence adolescents’ prosocial behaviours. Furthermore, our results highlighted the need to acknowledge the between person differences and the within-person processes of development. Moreover, it is important to consider the heterogeneity of developmental trajectories concerning empathy and prosocial behaviours during adolescence if we want to capture the complex interplay between family, class, extracurricular peer group, empathy and prosocial development
APA, Harvard, Vancouver, ISO, and other styles
31

Mandelli, Roberta Rech. "A contribuição do design para o desenvolvimento da experiência empática em crianças de idade escolar." Universidade do Vale do Rio dos Sinos, 2018. http://www.repositorio.jesuita.org.br/handle/UNISINOS/6997.

Full text
Abstract:
Submitted by JOSIANE SANTOS DE OLIVEIRA (josianeso) on 2018-04-17T16:38:33Z No. of bitstreams: 1 Roberta Rech Mandelli_.pdf: 41030989 bytes, checksum: e9029cb358f68d4da26a1469f3661707 (MD5)
Made available in DSpace on 2018-04-17T16:38:34Z (GMT). No. of bitstreams: 1 Roberta Rech Mandelli_.pdf: 41030989 bytes, checksum: e9029cb358f68d4da26a1469f3661707 (MD5) Previous issue date: 2018-02-26
CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
Para além da área de design emocional que trabalha com a evocação e prevenção de emoções efêmeras, destacam-se novas pesquisas que tem como foco a experiência afetiva de uma forma mais abrangente e duradoura. Entre elas, evidencia-se o Design para o Desenvolvimento Humano, campo de estudos que tem como um dos focos entender de que forma o design pode contribuir - por meio de brinquedos e brincadeiras que estimulem o aprendizado de habilidades sociais - para que as crianças manifestem um comportamento socialmente competente. Dentre das habilidades sociais, escolheu-se trabalhar com a empatia, que é definida como uma expressão afetiva que compreende e compartilha as experiências do outro. A proposta deste trabalho foi pesquisar de que forma o design de brinquedos e brincadeiras - a partir de diretrizes de projeto - pode auxiliar no estímulo da experiência empática em crianças na idade escolar. Para isso, utilizou-se o método de pesquisa-ação. Foram efetuadas reuniões com especialistas - designer e psicólogos - para elaboração de diretrizes projetuais. Estas foram utilizadas em uma ação projetual que se concretizou no jogo eu também!. Foram efetuadas oito rodadas de coleta de dados com grupos de quatro crianças do terceiro ano do ensino fundamental interagindo com o jogo desenvolvido. Uma Análise de Conteúdo dessas partidas permitiu a observação de comportamentos empáticos - manifestados pelas falas e ações - das crianças interagindo a partir das dinâmicas propostas pelo jogo. Uma discussão dessas respostas buscou validar a eficácia das diretrizes que nortearam o projeto, das quais as seguintes foram verificadas: projetar considerando o estágio da vida escolar em que as crianças se encontram; se enquadrar dentro da esfera de gênero neutro; promover o engajamento; possuir uma temática lúdica e fantástica; utilizar personagens; estimular a troca de perspectiva; explorar os motivos das revelações que emergirem no jogo; buscar diferentes níveis de complexidade nas dinâmicas; falar sobre emoções e sentimentos; estimular a autorrevelação; e incentivar a colaboração.
Beyond the field of emotional design that studies ways to evoke and prevent ephemeral emotions, it is possible to highlight new research that focus on affective experience in a more embracing and lasting view. Among them is the design for human development, which aims to understand how design may contribute - through toys and games that stimulate the learning of social skills - so that children manifest socially competent behavior. Within social skills, we have chosen to work with empathy, which is defined as an affective expression that enables understanding and sharing experiences of another. The purpose of this work is to investigate how the design of toys and games - from design guidelines - can help to stimulate the empathic experience in children of school age. For that, we used the action research methodology. Meetings were held with specialists - designers and psychologists - to elaborate project guidelines. These were used in a project that resulted in a game called me too! (eu também!). The data was gathered from eight rounds with groups of four children in the third year of elementary school interacting with the developed game. A content analysis of these data allowed the observation of empathic behavior - manifested through speeches and actions - of those children when interacting with each other in the dynamics proposed by the game. A discussion of these responses related to each of the project guidelines sought to validate their effectiveness, of which the following were verified: design considering the stage of school life of children; to fit within the neutral gender sphere; to promote engagement; to have a ludic and fantastic theme; use characters; stimulate the exchange of perspective; explore the reasons of the revelations that emerge in the game; seek different levels of complexity in the dynamics; talk about emotions and feelings; stimulate self-revelation; and encourage collaboration.
APA, Harvard, Vancouver, ISO, and other styles
32

Casey, Davida L. "Awakening Empathy: Integrated Tools for Social Service Workers in Establishing Trust with Young, Single Mothers." University of Cincinnati / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1504799069495305.

Full text
APA, Harvard, Vancouver, ISO, and other styles
33

Cleaver, Dreama D. Cleaver. "Breaking the Fourth Wall: A Study of Gender Fluidity Using Immersive Storytelling as a Medium for Evoking Empathy." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu153173611895785.

Full text
APA, Harvard, Vancouver, ISO, and other styles
34

Bowerman, Julian. "Understanding users in context : an investigation into designers' requirements." Thesis, Loughborough University, 2014. https://dspace.lboro.ac.uk/2134/14327.

Full text
Abstract:
In the future, as world markets become more diverse, designers will be increasingly asked to create products for people dissimilar to themselves. Human issues, such as product pleasure, will also become more important as advances in manufacturing (enabling companies to produce high quality goods more cheaply) will mean companies will look elsewhere to achieve a competitive edge. These changes will affect designers who presently work with little or no user information. This thesis investigates the attributes designers need in resources that offer them an immediate yet broad understanding of users. The research presented in the thesis has a philosophical strand and a design strand. In the design strand, two mock up resources and a prototype resource are developed. These creations are used in the philosophical strand: the mock ups are used to provide focus while collecting opinions from participants and the prototype is evaluated at the end of the research as if it were a real resource. The thesis starts with a literature review; this review reveals that designers need to understand users' physical, psychological and social needs as well as their environments if they are to design appropriate products for them. It explains that designers find much ergonomics information too technical and not visual enough and reveals that no tools or methods exist that offer a broad and instant understanding of users at the start of the design process. Following this, the results from a set of interviews and a focus group are presented. These studies reveal that designers want both personal and general user information that is reliable, video based, contextual and authentic. The results also show that designers want a fast, online resource that allows information to be easily tagged, compared and shared. Next, the thesis describes the development of the prototype resource and its examination using a heuristic inspection. This resource is then evaluated by designers. The evaluation reveals that designers perceived that the resource would be of value to the design process and thought that the videos showing people going about their everyday lives and the virtual tours around people's homes would be particularly useful. The thesis concludes that designers want contextual user information presented as easily navigable video in an Internet based resource. In doing so, it provides an original contribution to knowledge.
APA, Harvard, Vancouver, ISO, and other styles
35

Lockner, Damien. "Évaluation émotionnelle des interfaces : vers une proposition de patterns de design contribuant au caractère empathique de la relation humain-machine." Thesis, Aix-Marseille, 2015. http://www.theses.fr/2015AIXM3146.

Full text
Abstract:
Au-delà de l’utilisabilité, la question du ressenti émotionnel est devenue prépondérante pour les équipes de conception d’applications souhaitant se différencier par la qualité d’utilisation. Mais malgré l’importance des enjeux, les bonnes pratiques de conception pour l’émotion ne sont pas ou peu documentées. L’objet de ce travail de thèse consiste donc à concourir à la définition des stratégies de design émotionnel d’interface susceptibles de susciter un ressenti positif des utilisateurs. Deux étapes sont considérées :1. l’identification de patterns de design émotionnel, au travers des pratiques existantes des designers et des modèles théoriques afférant ; 2. la définition d’une méthode d’évaluation des patterns de design préalablement identifiées. Considérant l’hédonomie comme paradigme succédant à l’utilisabilité, nous proposons une synthèse de patterns de design émotionnel structurés autour de la notion de personnalité applicative. Les patterns d’empathie et de sympathie apparaissent ainsi particulièrement pertinents. En ce sens, nous proposons une déclinaison de l’hédonomie pour le « design sympathique » d’interfaces. Une seconde étape de ce travail s’oriente vers l’évaluation des patterns de design. Nous proposons ainsi une sélection de méthodes de mesure de l’émotion adaptées aux spécificités d’une utilisation d’interface. Les expérimentations menées permettent de proposer une méthode d’évaluation du ressenti suscité par le design d’interface. Enfin, nous proposons des orientations de recherche alternatives ou complémentaires afin de guider les futurs travaux vers la définition de recommandations pour le design émotionnel d’interface
Beyond usability, the question of the emotion has turned preponderant for application design teams wishing to get differentiated by the quality of use. But despite the important issues, good practices of design for emotion are not or poorly documented.The purpose of this thesis is therefore to contribute to the definition of emotional interface design strategies to create a positive feeling by the users.Two steps are considered:1. the identification of emotional design patterns, through the practices of designers and the related theoretical models;2. the definition of a method of assessment for the previously identified design patterns.Considering hedonomics as a new paradigm succeeding to usability, we propose a synthesis of emotional design patterns structured on the notion of applicative personality. Empathy and sympathy patterns thus appear particularly relevant. In this sense, we propose a variation of hedonomics for the “sympathetic design” of interfaces.A second phase of this work is oriented towards the evaluation of design patterns. We offer a selection of emotion measurement methods adapted to the specificities of an interface use. The conducted experiments allow to propose a method of evaluation of the emotion elicited by the interface design.Finally, we propose alternative or complementary research directions to guide future work towards the definition of recommendations for emotional interface design
APA, Harvard, Vancouver, ISO, and other styles
36

Chan, Kah Hoe. "Understanding empathy in children : a thesis submitted to the Victoria University of Wellington in fulfilment of the requirements for the degree of Master of Design /." ResearchArchive@Victoria e-Thesis, 2009. http://hdl.handle.net/10063/1191.

Full text
APA, Harvard, Vancouver, ISO, and other styles
37

Grant, Joe W. III. "Raubeaux Scientician." VCU Scholars Compass, 2006. http://scholarscompass.vcu.edu/etd/1458.

Full text
Abstract:
The works contained in "Raubeaux Scientician" are about a triadic relationship between people, science, and art. The obsessions, of individuals and the apparent change brought about by their physical presence guide my artistic research. I am awestruck at the capabilities of the individual to overcome conventional thought and through creative action yield a new vision. Some of the people I am fascinated by put forth theories and inventions that continue to affect myriad aspects of our world today. Among those at the forefront are, Robert Oppenheimer, and Edward Teller. Their contributions to science and mathematics remain almost unmatched. These and many others on the Manhattan Project team were employing cutting edge physics in their atomic research. The decisions to go through with the testing and the resulting construction of atomic weapons quite simply changed the face of humanity forever. With the knowledge of how to obliterate mankind, however, came a closer understanding of nature and the universe. But was it all worth it? And what about the not so famous men and women on this project, those such as Stanislaw Ulam who felt the calculations for atomic testing were all wrong and traveled the scientific community to try and stop the making of the bomb. What if he had been successful in ending the use of these postulates?
APA, Harvard, Vancouver, ISO, and other styles
38

Welter, Eline Faliane de Araújo. "E-MuLearn: Design de cenários de aprendizagem para museus virtuais baseado em personas." Universidade Federal de São Carlos, 2016. https://repositorio.ufscar.br/handle/ufscar/7971.

Full text
Abstract:
Submitted by Milena Rubi (milenarubi@ufscar.br) on 2016-10-20T16:16:59Z No. of bitstreams: 1 WELTER_Eline_2016.pdf: 27782397 bytes, checksum: f2050143ad69181311811e982813ec1c (MD5)
Approved for entry into archive by Milena Rubi (milenarubi@ufscar.br) on 2016-10-20T16:17:19Z (GMT) No. of bitstreams: 1 WELTER_Eline_2016.pdf: 27782397 bytes, checksum: f2050143ad69181311811e982813ec1c (MD5)
Approved for entry into archive by Milena Rubi (milenarubi@ufscar.br) on 2016-10-20T16:17:35Z (GMT) No. of bitstreams: 1 WELTER_Eline_2016.pdf: 27782397 bytes, checksum: f2050143ad69181311811e982813ec1c (MD5)
Made available in DSpace on 2016-10-20T16:17:57Z (GMT). No. of bitstreams: 1 WELTER_Eline_2016.pdf: 27782397 bytes, checksum: f2050143ad69181311811e982813ec1c (MD5) Previous issue date: 2016-06-30
Não recebi financiamento
The use of technology to improve the process of teaching and learning is a well-known practice, young people have shown increasing interest in the use of computers and mobile devices as support classes. To encourage this practice, several pedagogical activities can be performed via Internet. However, to contribute to the teaching of History and spread of Culture and Art, museums have sought space in virtual environments. From this premise, it was observed that virtual museums can be seen as an important tool in the teaching and learning process. The aim of this work is to propose a cycle to help create learning scenarios from elements of a museum, based on personas technique to support the teaching of History or a related field. In the first part of the study, Action Research methodology was adopted to carry out the investigation process by the teachers, museums expert and students; to verify the viability of the use of learning scenarios. The AR1 was conducted with 14 teachers and 1 museum expert to verify the feasibility of creating a learning scenario from museum elements. Already AR2 was conducted with 174 elementary school students, to verify the acceptance of learning scenarios. One of the results identified by the AR1 were the artifacts required to compose learning scenarios. However, there was a need for a device to aid in building the persona. For this, there was an adjustment in the empathy map technique called MapLearn as teacher support during the persona construction process. It has also been identified the need to create a cycle to support teachers and museum experts for the creation of learning scenarios. The validation of the proposal included the evaluation of MapLearn; cycle e-MuLearn; and learning scenarios, through 2 case studies and a controlled experiment. The analyses showed that the cycle e-MuLearn and their artifacts can contribute to creation of learning scenarios to support teaching of History.
O uso de tecnologias para melhorar o processo de ensino-aprendizagem é uma prática bastante conhecida, os jovens têm apresentado cada vez mais interesses no uso do computador e dispositivos móveis como apoio `as aulas. Para incentivar esta prática, diversas atividades pedagógicas podem ser realizadas através da Internet. Para contribuir com o ensino de História e disseminação da Cultura e Arte, os museus têm buscado espaço nos meios virtuais. Partindo dessa premissa, observou-se que os museus virtuais podem ser vistos como uma importante ferramenta no processo de ensino-aprendizagem. O objetivo desta dissertação é propor um ciclo para auxiliar a criação de cenários de aprendizagem a partir de elementos de um museu, baseado na ttécnica de personas, como apoio ao ensino de História ou áreas correlatas. Na primeira parte do estudo, a metodologia de pesquisa-ação foi adotada para realizar o processo de investigação junto a professores, museólogos e alunos; para verificar a viabilidade da utilização dos cenários de aprendizagem, foram realizados dois ciclos de pesquisa-ação chamados de AR1 e AR2. O AR1 foi realizado com 14 professores e 1 museólogo, para verificar a viabilidade de criação do cenário de aprendizagem a partir de elementos de um museu. Já o AR2 foi realizado com 174 alunos do ensino fundamental, para verificar a aceitação dos cenários de aprendizagem. Um dos resultados identificado através do AR1, foram os artefatos necessários para compor os cenários de aprendizagem. No entanto, observou-se a necessidade de um artefato para auxiliar na construção da persona. Para isso, realizou-se uma adaptação na técnica de mapa de empatia, denominada MapLearn, como apoio ao professor durante o processo de construção da persona. Também se identificou a necessidade da criação de um ciclo para apoiar professores e museólogos durante a criação dos cenários de aprendizagem. A validação da proposta incluiu a avaliação do MapLearn; o ciclo e-MuLearn; e os cenários de aprendizagem, através de 2 estudos de caso e um experimento controlado. As análises apontaram que o ciclo e-MuLearn e seus artefatos podem contribuir com a criação de cenários de aprendizagem, como apoio ao ensino de História.
APA, Harvard, Vancouver, ISO, and other styles
39

Ravichandran, Balachandar, and Harshavardhan Ramanujam. "Implementing Design Thinking principles for increasing customer centricity in a B2B company : A case study at Mycronic." Thesis, KTH, Produktinnovationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-281244.

Full text
Abstract:
Design Thinking (designtänkande) är ett kundfokuserat förhållningssätt som används för att stödja innovation. Sedan starten har designtänkandet utvecklats från ett rättframt sätt att lösa tekniska designproblem till en komplex paraplykonstruktion för innovation och förhållningssättet har genom åren blivit ett allmänt accepterat och målinriktat tillvägagångssätt för effektiv produktutveckling. Flera av de praktiska användningsfallen som finns tillgängliga om designtänkande i forskning hänvisar till ett enskilt fall för att lösa specifika problem eller dess tillämpning i business-tocustomer företag. Syftet med detta examensarbete var att kritiskt undersöka hur designtänkande kunde implementeras i ett business-to-business (B2B)-företag med välutvecklade produktutvecklingsprocesser för att balansera kundfokus med produkt strategi. För att förstå effekterna av designtänkande i sådana företag undersöktes hinder som förhindrar designtänkandets implementering och möjligheterna med att införa det med hjälp av en fallstudie på Mycronic AB-kontoret i Täby, Sverige. Materialet i studien samlades in genom interna och externa kvalitativa intervjuer. Resultaten från intervjuerna användes för att föreslå ett ramverk och ett pilotprogram för att stödja Mycronic att införa principer för designtänkande i sin befintliga PDP. Målet med ramverket är att skapa förutsättningar för ett B2B-företag att anpassa sin produktutvecklingsprocess till designprinciper för att bättre förstå slutkundernas explicita och outtalade behov och behoven hos interna intressenter samt för att öka förmågan att identifiera rätt initiativ i ett tidigt skede av ett projekt.
Design Thinking (DT) is a customer centric approach for managing innovation. Since its inception, design thinking has evolved from a straight forward approach to solve engineering design problems into a complex umbrella construct for innovation and has over the years been widely accepted as a goal-oriented approach for effective product development. Several of the practical use cases available in the existing design thinking discourse refer to oneoff case for solving specific problems or its application in a business-to-customer set-up. Thepurpose of this master thesis was to critically examine how design thinking could be implementedin a business to business (B2B) company with well-developed product development processes(PDP) to balance customer centricity with product strategy. To understand the impact of design thinking in such companies, barriers preventing design thinking's implementation and the opportunities enabling its implementation were explored using a single case study approach at Mycronic AB office at Täby, Sweden. The material for the case study was gathered through internal and external qualitative interviews. The results from these interviews were used to propose a framework and pilot programs that would facilitate Mycronic to introduce design thinking principles to its existing product development process. The goal of the framework is to empowera business-to-business company with well-developed product development processes to adapt design thinking principles so as to increase their understanding of end customers' spoken and unspoken needs, recognize the needs of internal stakeholders, and improve their ability to secure the right initiatives in the early phase of a project.
APA, Harvard, Vancouver, ISO, and other styles
40

González, Díaz Carlos. "ATTITUDE GAME : A study in the increase of bullying awareness in 9-12 years old children." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11532.

Full text
Abstract:
This thesis analyses how an increase in bullying awareness can be produced in children aged 9-12 years old playing an iPad serious game called Attitude Game. The project is conducted in collaboration with the company IUS Innovation, where two prototypes were developed by the author of the study, one with mechanics empowering not to bully and the other with mirror mechanics empowering to bully other children. The experiment was conducted with 29 children from a sports club in Göteborg.  A pre-measurement of empathy and a pre-test-post-test measurement of attitude towards bullied children were used to gather data, together with a post-interview during the experiment. Students were assigned to 3 groups, based on a random selection and previous knowledge about the game. The result of the experiment displayed that there was no statistical difference between the change in attitude towards bullied children regarding the empathy level and the prototype tested. The post-interviews displayed that all the participants understood the serious purpose of the game

In case of further contact, you can also write to the private email of the author: carlosglesdiaz@gmail.com

APA, Harvard, Vancouver, ISO, and other styles
41

Wu, Shuangshuang. "Human/Nature." VCU Scholars Compass, 2006. http://scholarscompass.vcu.edu/etd_retro/110.

Full text
Abstract:
This project has evolved from my own observation of our deteriorating living environments. I am exploring the development of a visual story to represent my contemplation of humankind's consumption, and how it endangers the balance of the natural world. Through drawing and animation, I hope to develop a visual language and an approach to storytelling that will inspire people to think about balancing economic, environmental, and ethical issues in design and development, and to advocate a simple honest life and noninterference with the necessary course of natural events.
APA, Harvard, Vancouver, ISO, and other styles
42

McDonagh, D. C. "Empathic design : emerging design research methodologies." Thesis, Loughborough University, 2006. https://dspace.lboro.ac.uk/2134/7785.

Full text
Abstract:
A new relationship between product designers and the users of products is emerging. It is now being realised that users have complex supra-functional needs, which include the emotional, spiritual, social, tribal aspects of the relationship between particular products and the user/consumer'. Users seek more than mere functionality. In order to meet these needs designers need to actively develop research methodologies that are specifically aimed at collecting design relevant data which includes the often difficult to grasp elements of the supra-functional. The comfort zone for many designers involves designing products for themselves (or people like themselves) when intuition and insight can be closely matched. In modern, international markets and with increasingly demanding consumers, such approaches are inadequate. However, it is possible for designers to become directly immersed in researching users' needs and experiences rather than rely on third party research which, whilst potentially valuable, does not enable the same intimacy and potential for growth of experience for the designer. This approach is termed empathic design research. It seeks to broaden designers' 'comfort zone' by expanding the number of people they can empathise with, broadening their 'empathic horizon'. This thesis presents a body of published work by the author that explores the position of design research in relation to the changing role of Industrial/Product designers. The thesis consists of an introductory paper that pulls together the various strands in the published work. Following this a set of ten journal papers, one refereed conference paper and three book chapters is presented. The work as a whole defines a number of research approaches that designers can employ to elicit and understand users' suprafunctional needs. The papers establish the evolving context of product design and the growing interest in User-centred Design in its various forms. They examine research approaches that extend beyond user observation, involvement and draw the designer into a more empathic contact with users to illuminate functional and supra-functional requirements. Designers must learn to 'get under the skin' of the user; to develop empathy with users from population groups very different from their own in terms of culture, age and ability. This empathic intimacy can result in data generation and insight with this evaluation becoming an integral part of the designing process. The changing role of the product designer, as well as the nature of the design research process, frames the argument for adopting an empathic design research model. Finally, the author explores the implications of this important paradigm shift for design education.
APA, Harvard, Vancouver, ISO, and other styles
43

Hedman, Elliott B. (Elliot Bruce). "Thick psychophysiology for empathic design." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/91436.

Full text
Abstract:
Thesis: Ph. D., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2014.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 147-155).
Over the course of six years, I brought ambulatory psychophysiology into a variety of industries as a means of conducting design research. I looked at the stress of children in occupational therapy, the frustration of playing Hasbro board games, the thrill of driving a Google Self Driving Car, the confidence of shopping at Best Buy and Lowes, the excitement of playing LEGO Technic for the first time, the tension of watching one's first symphony, and the anxiety of talking about birth control. Working with stake holders within these settings I developed "Thick Psychophysiology," defined by four characteristics: 1. Psychophysiological data is quantitatively measured, 2. The research answers explorative, open ended questions, 3. The research measures external context, and 4. The research measures internal context. By combining ethnographic methods with psychophysiology, researchers can address the challenges of specificity that ambulatory, explorative research produces. Two case studies of preliminary design research are provided about the LEGO Group and the New World Symphony, showcasing how thick psychophysiology can help uncover customer's unarticulated needs. Once needs are uncovered, the challenge is how to motivate an organization to address those needs. Traditionally, designers use storytelling as a way to communicate research findings in regards to user experience, which in some cases can be ineffective in creating the needed motivation. The method developed in this thesis contains components designed to help influence organizational change. To test the effect psychophysiological data can have on organizational change, I delivered a survey testing four ways (conditions) of presenting findings: Storytelling (the most common method used by companies such as IDEO), Video-based (adding video to the story), and two conditions using Video and psychophysiology, varying how the physiological insights were presented (narrow vs. broad). Participants in the broad condition were told the skin conductance could mean a variety of things including moving, breathing hard, being stressed, or being excited. We analyzed the results of 143 LEGO employees. Participants in the broad skin conductance condition had a 47% chance of increasing the priority of the proposed initiative, whereas only 9% of participants in the storytelling condition increased the priority of that initiative (p<0.0 1). Post hoc analysis showed that when participants reported an empathic response to the skin conductance, they were even more likely to increase the priority of that broad skin conductance initiative (75%). These results suggest that, when compared to storytelling, presenting psychophysiological data can be a more effective way to communicate customer experience.
by Elliott Bruce Hedman.
Ph. D.
APA, Harvard, Vancouver, ISO, and other styles
44

Chen, Chien-Bang. "An approach to empathic design for assistive technology." Thesis, De Montfort University, 2012. http://hdl.handle.net/2086/9027.

Full text
Abstract:
The levels of income and employment rates of people with disabilities are often lower than those without them. An effective way to free disabled people from these circumstances would be to design proper job accommodation for them. Ordinarily, physical conditions severely restrict their ability to carry out their work efficiently unless they have are provided with appropriately designed assistive technology (AT). However, due to the physical conditions unique to each disabled person, understanding the requirements of a disabled person is often a challenge to an AT designer. The aims of this research were to develop a design model for an empathy tool that would assist in the process of designing AT for job accommodation, and to explore the relationship between the use of empathy tools and the improvement of design elements in job accommodation AT. The design models employed were developed by analysing interviews with AT users and examining the results of observations and a literature review. The model was then used to build an empathy tool to be used in designing job accommodation AT for a selected subject; the empathy tools were used in a series of assessments of designer users. The results show that, when compared with tools used in traditional design briefs, empathy tools can successfully help designers to improve design elements in terms, respectively, of their understanding of users' physical abilities (22 per cent), work requirements (26.6 per cent), ergonomic requirements (22.8 per cent), and environment characteristics (21.4 per cent). Meanwhile, it is difficult for the tool to improve upon other design elements, about which one must learn by gaining design experience.
APA, Harvard, Vancouver, ISO, and other styles
45

Barrett, R. L. "Customer driven ideation : an exploratory study of empathic designs' impact on industrial design practice." Thesis, Cranfield University, 2004. http://dspace.lib.cranfield.ac.uk/handle/1826/4551.

Full text
Abstract:
This research provides a study of practices of innovative ideation. The literature highlights the need for more radical innovation as drivers for customer delight, and more innovative approaches to understanding customers. However, both the theory and application, including the resultant practise describe and present a product-centred approach to innovation as best practise. Using an Action Research methodology within the Advanced Product Group of a well known automotive manufacturer; the technical centre of another well known automotive manufacturer and the industrial design department of a university, this exploratory and descriptive study contributes to the understanding and practise of more innovative approaches to customer driven ideation. Literature suggests that integrating customer understanding into the earliest stages of new product development was critical both to its effectiveness and its ability to innovate. This study, therefore aimed to investigate innovative ideation by considering two key factors: 1. Its integration into the early stages of the product design and development process 2. Industrial design practises of customer understanding The research concluded on Industrial Design practise as well as the evolving practise of Innovative Ideation. Industrial designers' participate in ideation processes and practices in a unique way, not fully represented or accounted for in existing prescriptions for integrating customer understanding. They require specific types of information, usually general in nature and presented visually. Information integrated into these practises is often substantiated with case study and example-based evidence or data. The potential to innovate is regarded as the single most significant motivator for designers to participate in customer understanding. Paradoxically, designers' processes use and rely upon 'product' as a focus for innovation and communication of design integrity. A designer's key role and most significant contribution, is in creative and strategic thinking: (new ideas: IDEATION): that is the integration of the actions of idea generation and the formulation of creative design responses; and the proposal of new concepts, which place a strong emphasis on increasing the desirability of 'product experiences' or new behaviours. This orientation of design considerations and the questions associated with them are particularly unique to industrial design disciplines. They are systems based and holistic in their approach in order to prioritise customer needs within the design brief. An important early aspect is the identification of customer attitudes and activities, which broadens the design considerations. This study relates these findings to an existing Empathic Design methodology and Kano's model of delight (1995), as identified best practice drivers for ideation. This study also concludes that 'Empathic Design' (it's theory, descriptions, definitions and practise) and product design as a discipline (its profile, uses and practise) need to evolve in order to embrace customer understanding as a pathway to innovation.
APA, Harvard, Vancouver, ISO, and other styles
46

Lundström, Malin. "Interaktionsdesigners upplevelse av utvecklares empati för design." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-107410.

Full text
Abstract:
Empati mellan interaktionsdesigners och utvecklare är viktigt för att samarbetet ska fungera och för att parterna ska kunna kommunicera med varandra. Detta tillsammans med förmågan att se situationer ur varandras perspektiv är något som påverkar samarbetet avsevärt. Empati bygger på förståelse, förstår man andra personers perspektiv kan man också känna empati för andra personers prioriteringar och ta hänsyn till dessa. Det är också av stor vikt att interaktionsdesigners och utvecklare har en gemensam bild av situationen och de projekt de arbetar med. En förstudie som genomfördes under hösten 2013 visade att interaktionsdesigners upplevde att utvecklare inte känner empati för deras arbete vilket de upplevde har skapat problem i samarbetet. För att få en djupare förståelse för detta genomfördes en fenomenologisk studie där nio interaktionsdesigners intervjuades. Resultatet visade att interaktionsdesigners upplevde att utvecklare ibland ändrar i en design utan att diskutera detta med dem vilket gör att syftet med designen kan falla bort och i vissa fall känner interaktionsdesigners inte igen sin design i den färdiga produkten. De upplevde även att utvecklare ser på design som något onödigt eller lyxigt som inte behövs för att ta fram bra produkter. Utvecklingen har istället varit det som ses som viktigt och prioriterats i projekten. Interaktionsdesigners har även upplevt denna bristande förståelse på organisatorisk nivå, exempelvis när kunder inte köpt deras tjänster fram tills att produkten är färdig. Därför har det inte funnits möjlighet till avstämning mellan interaktionsdesigner och utvecklare under tiden utvecklare implementerar designen. Missförstånd har då uppstått och produkten har inte nått sin fulla potential. Vissa anser att en stor del av problemet grundar sig i detta, att utvecklare inte i sitt arbete uppmuntras diskutera designen eller följa upp implementationen med den som skapat designen.
Empathy between interaction designers and developers is important in order for the collaboration to work and for them to be able to communicate with each other. This, as well as the ability to see situations from other persons perspective, is something that affects collaboration significantly. Empathy builds on understanding, if one understands other persons perspective one can also feel empathy for other persons priorities and take these in to consideration. It is also of great importance that interaction designers and developers have a common picture over the situation and the projekts they are working with. A pre study was carried out in the fall of 2013 and showed that interaction designers felt that developers does not have empathy for their work, which they experienced has created collaboration problems between them. In order to create a deeper understanding for this, a phenomenological study was carried out where nine interaction designers were interviewed. The result showed that interaction designers felt that developers sometimes changes a design without discussing it with them, which can lead to deviations from the purpose of the design and in some cases the designers does not recognize their design in the developed product. The interaction designers also felt that developers think design is something unnecessary or luxury that is not needed in order to create successful products. The development is instead seen as what is important and what is prioritized in the projects. Interaction designers have also experienced this lack of understanding at an organizational level, for example when customers have not bought their service all the way, until the product is done and ready for release. Because of this there has not been possible for the interaction designers and the developers to talk to each other during the development process. Misunderstandings have then occured and the product has not lived up to its full potential. Some believe that a big part of the problem originates from this, that developers in their work is not encouraged to discuss the design with the interaction designer that created it.
APA, Harvard, Vancouver, ISO, and other styles
47

Tripsa, Silvia Casandra. "The Value of Light in Contemporary Memorials : Understanding the needs of contemporary memorials and how they can be accomplished with light. Proposal of a light installation for commemorating the 1989 acticommunist Revolution in Timisoara." Thesis, KTH, Ljusdesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-221666.

Full text
Abstract:
The master thesis is a research about the relationship between memorials and light. It first studies the characteristics of cultural memories and tries to find what the advantages of using lighting as a means of commemoration are. The nowadays memorials are very different compared to the traditional monuments and they should include a changing narrative, treating local and universal messages. They should involve the public.A contemporary memorial is ephemeral and continuously changing- the same as light is.A series of contemporary memorials have been selected to understand the tools that makes them successful. Furthermore, it was analyzed how these parameters could be achieved through light. 12 memorials that use light as an eloquent tool have been interpreted according to certain criteria.The second part of the thesis is an applied project related to the events that happened in Timisoara, Romania, in 1989 during the anticommunist Revolution. The process of creating memorials for Timisoara is a key focus of the study. The development is equally important as the end result. It searches for the significant messages and lessons of the event. Testimonials of the participants to the revolution have been studied. Interviews and questionnaires have been developed. Following this, significant places in the city and messages were chosen. The research will conclude with a lighting installations project proposal.
APA, Harvard, Vancouver, ISO, and other styles
48

Gao, Hao. "Portable Pillbox: An Empathic Design Approach to Medicine Adherence for Chronic Adolescent Illnesses." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1470757166.

Full text
APA, Harvard, Vancouver, ISO, and other styles
49

Branham, Stacy Marie. "Designing Technologies for Empathic Communication." Diss., Virginia Tech, 2014. http://hdl.handle.net/10919/51750.

Full text
Abstract:
If you have ever used your phone while on a date to send a text message, or snapped a picture with a friend to upload to Facebook, or cut a sentence down to 140 characters to broadcast on Twitter, you may agree with some leading Social Scientists that technology is changing the way we relate with one another. Our interactions through technology seem to be getting increasingly short with less sophisticated language. More and more, our thoughts are broadcast to everyone instead of intended for someone special. Yet, there is something profoundly human and central to our development that is neglected in these interchanges. Close human relationships---with families, significant others, friends---need complex, intimate, ongoing conversations in order to create and maintain empathic connectivity. In these types of conversations, individuals become part of one another, defined by each other. Together, they change, they grow, they find meaning in life. This is, in essence, what I call Empathic Communication. Until now, this concern has been largely neglected in the field of Human-Computer Interaction, a community of researchers and technology designers who are arguably best positioned to address it. To suggest one path forward, in this dissertation I raise the question of whether computer technologies can become brokers of Empathic Communication between people who care about each other, with a specific focus on intimate partners. How can we conceptualize Empathic Communication, how can we build tools that support it, and how do we know if we have succeeded? I address these questions by creating a simplified model of the therapeutic process of intimate reconnection, or the 4Rs framework---Repattern, Reflect, Restory, Reconnect. Using the 4Rs framework as an ideation tool, I designed and field-tested a technology concept for a dyadic journaling application, Diary Built for Two, that might help romantic partners reconnect through deep communication. Using the 4Rs framework as an evaluation tool, I found that Diary Built for Two enabled more intimate, more thoughtful, more Empathic Communication that changed the way partners saw themselves, one another, and their relationship. Unexpectedly, I found that research interviews I conducted with intimate partners had the same type of therapeutic effect. Simply asking partners questions about their relationship caused them to reflect on and change their understandings of their relationship and each other. To guide other researchers and designers of Empathic Communication Technologies (ECTs), I present a set of specific outcomes of my study. First, I present Symmetric and Asymmetric interface profiles, which identify new human-technology configurations that may better support deep communication---for example, having one shared device between two people, as opposed to one separate device for each. I also share some of the ways in which research interviews may positively and negatively affect study participants towards reconsidering current informed consent practices. Both of these findings showcase the utility of selectively conceptualizing our technology designs as well as our research methods as therapeutic interventions; when we apply the therapy metaphor, new design and research opportunities become apparent.
Ph. D.
APA, Harvard, Vancouver, ISO, and other styles
50

Nivala, Wen Cing-Yan. "Developing a persona-based user-centred design model in relation to idea generation that will both manage the product design processes and solve design problems." Thesis, De Montfort University, 2013. http://hdl.handle.net/2086/9704.

Full text
Abstract:
User-Centred Design (UCD) was proposed in the 1980s and, since then, its philosophy has helped to solve design problems, regardless of the advances in technology over time. The standard ISO 9241:210 (2010), formerly ISO 13407, provides guidance in human-centred design principles and activities undertaken throughout the design lifecycle to further support UCD. In addition, since it was mentioned in ISO 9241:210, UCD has also utilised User Experience Design (UXD) in recent years. There are many approaches that support UCD to ensure it is more attainable when designing. In addition, large firms, such as HP, IBM and Microsoft, use anthropologists in their user research in order to make products more user-centred. However, the concept of UCD should, theoretically, be more widely used in all product design and it is intriguing as to why it is not as popular as it should be. As noticed in the real world, imperfect designs still frustrate us everywhere. The aims of this thesis were to investigate the difficulties of practicing a UCD approach in idea generation and to design solutions for idea generation that would encourage further practice of UCD/UXD. In the first part of the thesis, there is an exploration of the problems encountered when practicing UCD idea generation. When examining the process, a multitude of problems were found, with most blamed as being costly, time consuming and requiring complex skills. In addition, it was suggested that a systematic solution was required to overcome such difficulties. Therefore, later in this research, a systematic model is proposed and evaluated using participants (both designers and target users). Due to the fact that design practitioners are not usually researchers, further help to implement the model in the form of persona application software is needed. Hence, the concept of service design was employed to further assist with the use of the model. In the end, computer-aided development was introduced, together with the integration of the systematic UCD model. The UCD model and the software have been evaluated as effective from both the responses of product design practitioners and end-users. Future recommendations and the research limitations are also discussed in each chapter and the overall results are given in the last chapter. This thesis successfully provided the complete process during the exploration of the low usage problems of UCD, and solutions were presented to assist designers with their UCD/UXD in the future.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography