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Dissertations / Theses on the topic 'Empatic design'

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1

Casaca, Casaca. "A empatia no design." Master's thesis, Universidade de Lisboa, Faculdade de Arquitetura, 2021. http://hdl.handle.net/10400.5/22753.

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Dissertação de Mestrado em Design com a especialização em Design de Comunicação apresentada na Faculdade de Arquitetura da Universidade de Lisboa para obtenção do grau de Mestre.<br>Esta investigação incide sobre o valor da empatia no Design para a compreensão e caracterização do problema social da experiência da pessoa idosa no contexto de institucionalização em ERPI (Estrutura Residencial para Pessoas Idosas), e para o redesenho da interação partilhada entre a pessoa idosa, o cuidador, e dos múltiplos elementos que compõe essa experiência. A pertinência do tema escolhido prende-se com as te
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Alves, Isabel Sofia Duarte Bexiga Marques. "Experiência dos passageiros nos aeroportos." Master's thesis, Universidade de Lisboa. Faculdade de Arquitetutua, 2016. http://hdl.handle.net/10400.5/13466.

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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.

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4

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

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

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Thesis: Ph. D., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2014.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 147-155).<br>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 pla
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Chen, Chien-Bang. "An approach to empathic design for assistive technology." Thesis, De Montfort University, 2012. http://hdl.handle.net/2086/9027.

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

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8

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.

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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 u
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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.

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10

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.

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

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12

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.

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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 emotion
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Gouveia, Ana Raquel Morgado. "História e estórias: design de experiências empáticas." Master's thesis, Universidade de Évora, 2022. http://hdl.handle.net/10174/31370.

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O presente documento pretende dar a conhecer o projeto de investigação na área do Design para a Inovação Social e Design de Experiências, que procura entender e explorar contextos interativos pedagógico-lúdicos que estimulem a experiência empática através da saudade/nostalgia/memória. O projeto pretende contribuir para o desenvolvimento de estratégias interativas, materiais e imateriais, que permitam o desenvolvimento empático enriquecedor, intra e inter indivíduos, recorrendo a estórias-testemunho e ao seu enquadramento na História. O desenvolvimento de uma plataforma digital interativa e de
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Stevens, Mitchell. "Obliti - Empathy game regarding depression." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/353.

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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, Ob
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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.

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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 &amp; Harrison, 2014). Inthis thesis I’m suggesting that to make such a model a succes
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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.

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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.

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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&lt;Than... . The results show an ove
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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.

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19

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

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

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

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22

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

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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 s
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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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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)<br>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<br>CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>Para além da área de design emocional que trabalha com a evocação e prevenção de emoções efêmeras, destacam-se novas pesquisa
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Hodgson-Teall, Angela. "Drawing on the nature of empathy." Thesis, University of the Arts London, 2014. http://ualresearchonline.arts.ac.uk/12039/.

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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 natur
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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.

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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 familia
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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.

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

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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 inve
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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.

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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 abo
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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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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,
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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.

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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 collaborati
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Farinha, Ana Maria Telo de Morais. "Design de comunicação e terapia da fala." Master's thesis, Universidade de Lisboa, Faculdade de Arquitetura, 2017. http://hdl.handle.net/10400.5/15282.

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Dissertação de Mestrado em Design, com a especialização em Design de Comunicação, apresentada na Faculdade de Arquitetura da Universidade de Lisboa para obtenção do grau de Mestre.<br>A terapia da fala auxilia pessoas, com problemas de comunicação, pretendendo melhorar essas mesmas capacidades. Enquanto que o design de comunicação cria recursos, normalmente visuais, também com o intuito de comunicar alguma coisa. A Terapia da Fala é uma área da saúde que tem vindo a crescer significativamente nos últimos anos . Não só no universo escolar, mas também, e especialmente, no universo das microe
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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.

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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 be
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Maconachie, Glenda Jo-Ann. "Invading the Spaces: Regulated Empathy, Managerial Control and Alienation in Two Government Agencies." Thesis, Griffith University, 1996. http://hdl.handle.net/10072/365897.

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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 be
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34

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.

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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.

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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 pratiq
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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.

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Thesis (M. Arch.)--Massachusetts Institute of Technology, Dept. of Architecture, 1995.<br>Includes bibliographical references (leaves [60]-[61]).<br>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 p
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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.

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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.

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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.

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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 insufficie
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Ericsson, Niclas. "Användarcentrerad design och utvärdering av en barnbokapp för inlärning av känslor och empati genom social interaktion." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-189319.

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Med dagens teknik kan traditionella bilderböcker för barn återskapas i form av interaktiva applikationer. Detta gör att digitala element som animationer och ljudeffekter kan implementeras för att förstärka berättelsens budskap. Detta öppnar också upp för intressanta forskningsfrågor kring hur sådana applikationer, och deras interaktiva funktioner, bör utformas i den givna kontexten. I den här studien undersöks hur utformningen av en barnbokapplikation, med fokus på inlärning av känslor och empati, kan påverka den sociala interaktionen mellan den vuxna läsaren och barnet. För att förstå hur utf
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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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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 T
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Ruvald, Ryan. "Supporting product development with a tangible platform for simulating user scenarios." Thesis, Blekinge Tekniska Högskola, Institutionen för maskinteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15367.

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Motivation: Today’s sustainability challenges are increasingly being addressed by Product Service Systems to satisfy customers needs while lowering their overall environment impact. These systems are increasingly complex containing diverse artifacts and interactions. To provide a holistic solution centered on the human experience element, design of product-service systems are best driven by data gathered from design thinking methods.     Problem: When considering innovation challenges, such as the deployment of autonomous electric machines on future construction sites, data driven design can s
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Bornsäter, Jonas, and Sara Hoffsten. "Att synliggöra det omedvetna : En komparativ studie mellan marknadsförares och industridesigners arbetsmetodik vid produktutveckling." Thesis, Södertörn University College, School of Business Studies, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-3714.

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<p>När företag ska utveckla produkter och tjänster behöver de informationsunderlag om kunder och användare. Traditionella marknadsundersökningar kräver ett rationellt förhållningssätt och avslöjar åsikter och attityder, men uppvisar brister när det kommer till att upptäcka omedvetna behov hos användare. Lösningen på denna problematik är att observera användare i deras egen kontext, ett tillvägagångssätt som är vanligt bland industridesigners.</p><p>Syftet med studien var att jämföra hur industridesigners och marknadsförare arbetar för att samla in information om användare i samband med produkt
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44

Emery, Susannah Katharine Alice. "Raising Awareness of Domestic Violence through the Application of Social Empathy to Game Design." Thesis, Curtin University, 2021. http://hdl.handle.net/20.500.11937/87945.

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Consisting of a game prototype Hannah: A Friend in Need and an accompanying exegesis, this research explores the application of Segal’s (2006; 2011) social empathy theory to game design to strengthen support networks for victim-survivors of domestic violence (DV). Informed by academic research, narrative and game design elements inspired by Segal’s (2006; 2011) work were implemented in the narrative and interactive elements of the game to raise awareness of DV and promote empathy for victim-survivors.
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45

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

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46

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.

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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)<br>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)<br>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: f2050143ad69181311811e982813ec
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47

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.

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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 e
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48

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.

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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
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Alkahtani, Minahi Mesfer. "An Evaluation of Modified Empathic Design for the Improvement of the Quality of Primary Health Care Services in Saudi Arabia." Thesis, Lancaster University, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.518156.

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50

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.

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