Dissertations / Theses on the topic 'Design empathy'
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Leyva, Carolina. "Empathy in Design." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1367926038.
Full textNong, 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 textCullen, Carley Nicole. "Empathy + entropy." Thesis, University of Iowa, 2019. https://ir.uiowa.edu/etd/6721.
Full textHytönen, 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 textDet 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.
Stevens, Mitchell. "Obliti - Empathy game regarding depression." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/353.
Full textFouad, Noha. "Embodiment of Empathy: Experiencing Disease Through Design." VCU Scholars Compass, 2016. http://scholarscompass.vcu.edu/etd/4136.
Full textRuiz, 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 textWilliams, Gregory Spencer. "Empathy and the Instructional Designer." BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/5808.
Full textMcGinley, Christopher Gerard. "Supporting people-centred design through information and empathy." Thesis, Brunel University, 2012. http://bura.brunel.ac.uk/handle/2438/7591.
Full textFord, Loretta. "Creating Empathy for Nature through Illustrative Storytelling." Kent State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=kent1620323088875422.
Full textHodgson-Teall, Angela. "Drawing on the nature of empathy." Thesis, University of the Arts London, 2014. http://ualresearchonline.arts.ac.uk/12039/.
Full textMinkeviciute, 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 textOne of the author's legal name is Dana Taillefer, but preffered name that is on the thesis is Levi Taillefer
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 textPolinedrio, 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 textThe full thesis contains copyrighted material which has been removed in the published version.
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 textLee, 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 textIncludes 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.
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 textMaconachie, 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 textDuncan, 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 textMaxlow, 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 textHoltkamp, 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 textWozniak, 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 textMed 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
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.
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evaluations.
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"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.
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 textEn 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.
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 textChaney, 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 textAl-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 textNilsson, 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 textCarrizales, 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 textAdolescence 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
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.
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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.
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 textCleaver, 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 textBowerman, Julian. "Understanding users in context : an investigation into designers' requirements." Thesis, Loughborough University, 2014. https://dspace.lboro.ac.uk/2134/14327.
Full textLockner, 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 textBeyond 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
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 textGrant, Joe W. III. "Raubeaux Scientician." VCU Scholars Compass, 2006. http://scholarscompass.vcu.edu/etd/1458.
Full textWelter, 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.
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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.
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 textDesign 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.
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 textIn case of further contact, you can also write to the private email of the author: carlosglesdiaz@gmail.com
Wu, Shuangshuang. "Human/Nature." VCU Scholars Compass, 2006. http://scholarscompass.vcu.edu/etd_retro/110.
Full textMcDonagh, D. C. "Empathic design : emerging design research methodologies." Thesis, Loughborough University, 2006. https://dspace.lboro.ac.uk/2134/7785.
Full textHedman, Elliott B. (Elliot Bruce). "Thick psychophysiology for empathic design." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/91436.
Full textCataloged 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.
Chen, Chien-Bang. "An approach to empathic design for assistive technology." Thesis, De Montfort University, 2012. http://hdl.handle.net/2086/9027.
Full textBarrett, 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 textLundström, 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 textEmpathy 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.
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 textGao, 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 textBranham, Stacy Marie. "Designing Technologies for Empathic Communication." Diss., Virginia Tech, 2014. http://hdl.handle.net/10919/51750.
Full textPh. D.
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.
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