Dissertations / Theses on the topic 'Grafisk teknik'
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Tano, Maja, and Therese Thiel. "Grafisk förpackningsdesign : – En studie över arbetsprocesser inomlivsmedelsindustrin." Thesis, KTH, Industriell ekonomi och organisation (Inst.), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-33664.
Full textOsman, Mohamed, and Danela Samlija. "Grafisk design : Hur förhåller den sig till webbanvändbarhet?" Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-18996.
Full textUppsatsnivå: C
Astrup, Hällkvist Jon. "Vad? Hur? Vart? : En grafisk koppling mellan gymnasieutbildning och karriär." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-37509.
Full textThis essay will narrate the process of my degree project on how to create an artifact in the form of an informative material. The purpose of this informative material is to help upper secondary school students, that study the arts program with art and design as a specialization, to create a relation between their art education and a future career as well as further education. To reach that goal, I have tried to visualize facts in an informative and meaningful way that have been customized for the target audience. This degree project is based on theories and methods within the information design field. To answer my thesis statements, I have for example conducted an interview with a teacher and had a focus group discussion with a group of students, with the purpose to customize and adapt the artifact to the target audience. I have also worked with the design method KISS (Keep it short and simple) to create structure within the information in the artifact. The finalized artifact is also based on several theories, for example, theories on gestalt psychology and visual hierarchies to make the information clearer and easier to understand. I have also worked with theories regarding for example visual messaging and rhetoric to engage the target audience. The result of this project takes form as a brochure where the students may be able to receive a fast and simple overview of professions and education regarding art and design: What you can work with, How to get there and Where you can work.
Ferizovic, Dino, and Merlida Mehmeti. "Vägen till användbara webbplatser : en flermetodstudie om grafisk design och användbarhet." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17092.
Full textProgram: Interaktions- och kommunikationsdesignerutbildningen
Sörensen, Tveter Malin. "Vad skapar förtroende på e-handelssidor? En undersökning med fokus på designprinciper." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-19865.
Full textKerttu, Greta. "Grafiska dekaler : Utveckling av internationella brandskyddsdekaler för släcksystem i fordon." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-69955.
Full textDenna rapport beskriver ett examensarbete på 15 högskolepoäng för högskoleingenjörsprogrammet teknisk design, inriktning produktutveckling, vid Luleå tekniska universitet.Arbetet skapades i samarbete med uppdragsgivaren Dafo Brand AB med målet att skapa språkoberoende säkerhetsdekaler för deras släcksystem, något som deras kunder efterfrågat på grund av administrationen med flera uppsättningar språkdekaler. Dafo har alltid haft främst textbaserade dekaler, men med exporter världen över, både för dem och deras kunder, skulle administrationsarbetet underlättas med färre artiklar. Önskemålen var att skapa enhetliga dekaler som är användarvänliga för slutanvändaren; fordonsföraren, som bör förstå dekalerna oavsett språk.För att skapa dessa dekaler har en designprocess använts där faser som förstudie, teorifördjupning, idéarbete och konceptutveckling genomgåtts för att utveckla konceptet till en användbar produkt. Fasernas tillvägagångsätt har innehållit bland annat enkäter, intervjuer, marknadsundersökning och kreativa metoder för att ta ut tre finalkoncept som sedan prövats i användartester för att ta ut det slutgiltiga konceptet. Resultatet blev totalt 12 dekaler med symboler för släcksystemet. Symbolerna är främst uttagna utifrån marknadsundersökningen, internationella standarder och enkätsvar från fordonsförare.
Pasic, Ademir, and Mothe Otilia La. "Den digitala ritplattan : Ett essentiellt verktyg när fria och organiska former ska utformas inom grafisk design och illustration." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-34652.
Full textSundell, Johanna. "Colour proof quality verification." Thesis, Linköping University, Department of Science and Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2358.
Full textBACKGROUND
When a customer delivers a colour proof to a printer, they expect the final print to look similar to that proof. Today it is impossible to control if a match between proof and print is technically possible to reach at all. This is mainly due to the fact that no information regarding the production circumstances of the proof is provided, for instance the printer does not know which proofer, RIP or ICC-profile that was used. Situations where similarity between proof and print cannot be reached and the press has to be stopped are both costly and time consuming and are therefore wished to be avoided.
PURPOSE
The purpose of this thesis was to investigate the possibility to form a method with the ability control if a proof is of such good quality that it is likely to produce a print that is similar to it.
METHOD
The basic assumption was that the quality of a proof could be decided by spectrally measuring known colour patches and compare those values to reference values representing the same patches printed at optimal press conditions. To decide which and how many patches that are required, literature and reports were studied, then a test printing and a comparison between proofing systems were performed. To be able to analyse the measurement data in an effective way a tool that analyses the difference between reference and measurement data was developed using MATLAB.
RESULT
The result was a suggestion for a colour proof quality verification method that consists two parts that are supposed to complement each other.The first one was called Colour proofing system evaluation and is supposed to evaluate entire proofing systems. It consists of a test page containing colour patches, grey balance fields, gradations and photographs. The second part is called Colour proof control and consists of a smaller set of colour patches that is supposed to be attached to each proof.
CONCLUSIONS
The method is not complete since more research regarding the difference between measurement results and visual impression is needed. To be able to obtain realistic tolerance levels for differences between measurement- and reference data, the method must be tested in every-day production. If this is done the method is thought to provide a good way of controlling the quality of colour proofs.
Blomqvist, Emilie, and Veronica Cedergren. "Visuell utvärdering av frekvensmodulerat raster på obestruket papper." Thesis, Högskolan Dalarna, Grafisk teknik, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:du-4880.
Full textJohansson, Emelie, and Anna-Mia Lagerstedt. "Hur skapas positiv användarupplevelse av resetjänster i ett internetbaserat system?" Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-20040.
Full textLiljegren, Anni. "Koncept till campingbutik : Förbättringsarbete av campingbutik med fokus på platsinnovation." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-77525.
Full textWitowska, Klaudia. "Varumärkets visuella identitet – en studie om hur rebranding påverkar konsumenternas uppfattning med exempel av ett svenskt varumärke Tretorn." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20282.
Full textToday, all the companies must adapt to graphical trends to keep an updated and fresh image as well askeep their position on the market. This can be done by a regular review and update of their graphicprofile to ensure the profile follows current trends and can appeal to the intended target audience. Thisessay will explore how Tretorn, a Swedish company has changed their graphic profile and how it hasaffected the company’s consumers. The purpose of the survey is to discover how rebranding canchange and affect consumers perceptions. To achieve this goal, a qualitative method has been used,such as interviews and focus group survey. The result shows that consumers experience the change aspositive and their interest in the company has increased.
van, Leeuwen Ellinor. "Posterdesign: att förmedla ett budskap genom färg och typografi." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-160508.
Full textKarlsson, Johanna. "Visualisering av igenkänningsmärken till grundskolor : Ett examensarbete om framställandet av symboler som uttrycker egenskaper för grundskolor i Enköpings kommun." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-36732.
Full textWahlgren, Sophia. ""Medieteknik är mitt viktigaste verktyg"." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20529.
Full textThe fact that graphic designers need to use mediatechnology in their everyday work indicates that technostress can affect their professional practice. This study therefore aims how much technostress is experienced by graphic designers in the mediaindustry. The purpose of this thesis is to increase the overall understanding of how the technostress expresses itself through their communication and producing when they use their mediatechnology.To clarify what stresses graphic designers, the study will discuss which different stressfactor that can occur when they use their mediatechnology. The various stressors that can arise through mediatechnology is called techno creators. The study therefore intends to aim which techno creator that can occur or are the most experienced in their workprocess.Through qualitative interviews with five graphic designers in Malmö, the study has been conducted with an inductive approach. The empire and the theory have been analyzed with each other, and the research question has been answered in the result. The study points out that two out of five techno creators are experienced by five designers in Malmö.
Vestin, Karl. "Hur svårt är det att köpa reklam?" Thesis, Malmö högskola, Teknik och samhälle, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20557.
Full textThe purpose of this essay is to understand how advertisers and buyers of graphic design choose between different advertising agencies, and how they cooperate with their suppliers. The report is based on qualitative interviews with twelve people who work part or full time with buying of advertising or graphic design services. The interviews focus on the choice of advertising agency, the buying process and common pitfalls when doing this.When choosing between different advertising agencies, the interviewed advertisement buyers focus on cooperation skills and personal chemistry. Usually, the agency is first contacted after being recommended by a current or former client of theirs. The roles of the buyer and the supplier vary widely between different types of buyers, and this is often a source of conflicts between the two of them. Experienced buyers working in small organisations tend to act as project managers and co-workers, while unexperienced buyer or those from large organisations tends to control the process from the outside. The interview part of this report contains quite a few tips for advertising buyers-to-be. Those can be summed up in two words: be prepared.
da, Silva e. Souza Andersson Patricia, and Österlund Teresa Yurag. "Utformning av nätbutiker : Designprinciper och besöksfrämjande aktiviteter." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-20594.
Full textProgram: Kandidatutbildning i informatik
Lindholm, Elias, and Hanna Bjurström. "Visuell kommunikation av ljusmiljöer på kontrollpaneler." Thesis, Jönköping University, Tekniska Högskolan, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-49987.
Full textSpaces that requires lighting control between different lighting scenarios due to the fact that the room have different functions oratmospheres also requires some kind of control panel. A problem at present is that control panels often are difficult to understand. One of the problems that are causing control panels to bedifficult to maneuvereris that fact that the end user sometimes cannot understand the information provided. Information is mediated through text or symbols.The aim of this study was to investigatehow graphicalsymbols on control panels for lighting mediates light scenarios.This was examined using a research questioninvestigatingaspectsthat areconsidered important for graphical symbolsto describe lighting characteristics ina room.This was examined using a poll withthree different lighting scenarios (general lighting, point lighting, vertical lighting) and nine graphical symbols.Symbols were evaluated byan online questionnairewith42 respondents.The questionnairesgenerated quantitativedata showing whichsymbols that was preferredfor each lighting scenario and qualitative data in whichthe participantsdescribed thereasons for theirchoicesinmoredetail.The results showedthat the symbols had different aspects that could contribute to mediatelight characteristics.One way was to visualize the light as its own physical object or visualize the physicalobjects within the room. The most important properties conveyed were light intensity and light distribution. The result further showed thatnot only the aspects mentionedaffect the compositionof graphical symbols for control panels. Non-light related aspects are also important for the composition of graphical symbols. Another finding was that somesymbols where more frequently chosenthen othersfor different lighting scenarios although the participants were able to choose amongst all symbols for each lighting scenario.This study contributes to the understandingofhow to facilitate communication with the user and thus help to use the right lightand symbolfor the right occasion and function. The study maps what characteristics the symbols need to convey light properties andthus helps to solve the problem of how communication should be given to the end user.
Bäck, Karlander Marie, and Anders Eriksson. "Det första intrycket gör allt : Webbdesign på användarens villkor." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17334.
Full textOlsén, Emma. "Redesign of a website and visual brand language : Development of a new website and graphic profile for an energy efficiency company." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-83074.
Full textProjektet som presenteras i den här rapporten är resultatet av ett examensarbete för Civilingenjörslinjen Teknisk Design vid Luleå Tekniska Universitet. Projektet har drivits mot och i samarbete med energiföretaget Leosol under hösten 2020. Leosol har investerat både pengar och tid i annonsering online. Detta har genererat ett större besöksflöde, dock har det inte lett till en ökning av bokningar av deras tjänster. Leosol vill öka antalet bokningar som sker via deras hemsida. Detta examensarbete har utförts för att bidra till detta mål. Projektet har därför kretsat kring att förstärka Leosols varumärke genom att utforska olika alternativ till en ny grafisk profil och ett nytt visuellt varumärke. Dessa nya varumärkesverktyg kommer sedan att implementeras i en helt ny hemsida. En variant av IDEO’s Human-Centered Designprocess har använts under projektet för att uppnå detta. Genom att arbeta nära och tillsammans med användaren, i detta fall Leosols kunder, har de nuvarande problemen samt olika lösningar förtydligats och identifierats. Under processen har den grafiska profilen och wireframen för hemsidan skapats separat. I sista fasen i projektet kombinerades dessa till det slutgiltiga konceptet. Projektet har resulterat i en ompositionering av Leosols varumärke genom att skapa en mer professionell ton. Den grafiska profilen har sammanfattats i form av en poster. Denna beskriver den nya logotypen, färger, typsnitt, bildspråk samt en kort instruktion som förklarar hur dessa bör appliceras. Den nya grafiska profilen applicerades sedan på wireframen, för att skapa den slutgiltiga hemsidan. Hemsidans layout är skapad för att användaren ska snabbt kunna identifiera Leosol’s identitet samt deras tjänster. Genom att implementera en hemsida som verkligen representerar Leosol ökar chanserna för att antalet bokningar på deras hemsida stiger.
Särnbrink, Henrik, and Klas Johansson. "Användbarhetsutvärdering av en grafiskt visualiserad patientjournal." Thesis, Linköping University, Department of Science and Technology, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-12331.
Full textFirst-year students at Linköping University have developed a prototype that graphically visualizes a medical record in a new way. The customer of that project was the Department of Biomedical Engineering at Linköping University. They now want a usability evaluation to be performed of the prototype. The prototype is to be used by employees in the public health care and is supposed to be used on a small portable unit with a multi-touch interface. For this reason the prototype will be used as a complement to existing systems when the users work near the patients. Since the prototype is still in the design phase it is important that the continuing development is carried out in close collaboration with the users.
The purpose of this thesis was to point out which usability problems the prototype violates and which needs it must satisfy. The purpose was also to examine how the users interact with an iPod touch and what they consider of using an iPod touch. Usability is created when human interacts with a product to achieve specified goals, where the product is easy to learn, effective to use, easy to remember, has few errors and is satisfactory to use. By early and continuously involving the users in its development a product is able to reach a high level of usability. In this thesis a number of well known usability methods were used, e.g. interviews, heuristic evaluation and thinking aloud protocol. All these methods are described thoroughly in this report among with a review of how they were implemented. Finally, these methods are being discussed together with the obtained results.
During the interviews with the users a number of usability problems in the prototype were discovered together with the users’ needs which it must satisfy. It was also discovered that most of the users thought positive of working with an iPod touch. In the continuing development of the prototype these usability problems should be fixed in order to satisfy the users’ needs.
Förstaårsstudenter vid Linköpings Universitet har utvecklat en prototyp som på ett nytt sätt visualiserar en patientjournal grafiskt. Beställare av projektet var Institutionen för medicinsk teknik vid Linköpings Universitet som nu vill att en användbarhetsutvärdering genomförs av prototypen. Prototypen riktar sig till anställda inom sjukvården och ska användas på en liten handhållen enhet med pekskärm. Av denna anledning ska den vara ett komplement till befintliga system när användarna arbetar nära patienterna. Då den ännu befinner sig tidigt i utvecklingsstadiet är det nödvändigt att fortsatt utveckling sker i nära kontakt med användarna.
Detta examensarbete syftade till att peka på vilka användbarhetsprinciper prototypen bryter mot, vilka behov den måste tillgodose, att undersöka hur användarna interagerar med en Ipod touch och vad de anser om att arbeta med en sådan enhet. Användbarhet uppstår när människan interagerar med en produkt för att lösa givna uppgifter, där produkten är lätt att lära, effektiv att använda, har få fel, är subjektivt tilltalande och där det är lätt att komma ihåg hur den används. Genom att tidigt och kontinuerligt involvera användarna i utvecklingsarbetet uppnås god användbarhet. I detta arbete tillämpades ett flertal kända användbarhetsmetoder, bl.a. intervjuer, heuristisk utvärdering och tänka högt. Alla metoder finns beskrivna teoretiskt i rapporten tillsammans med en redogörelse för hur de tillämpades. Slutligen följer en diskussion kring dem och det resultat som erhölls.
Under intervjuerna med användarna framkom flera användbarhetsproblem i prototypen samt de behov den måste tillgodose. Arbetet kom även fram till att användarna över lag ställer sig positiva till att arbeta med en Ipod touch. I den fortsatta vidareutvecklingen av prototypen bör dessa användbarhetsproblem åtgärdas för att prototypen ska tillgodose användarnas behov.
Spjuth, Emy, and Pernilla Lindh. "Grafiskt användargränssnitt kontra kommandoradsgränssnitt - En jämförande studie av gränssnitts effektivitet för expertanvändare." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20163.
Full textThis paper has been made in order to examine how well a graphical user interface (GUI) measures compared to a command line interface (CLI). Is it true that a CLI generally is faster to work in or does it depend on the tasks to be performed?We have based this study on a general perception among CLI-expert users that a CLI is much more efficient and faster to work in than a GUI. Therefore, in this study we investigate expert users’ performance when they work with computers. We do this with thru performance test measured on the speed and from a survey response to complement the result of the usability test.The result we obtain show that the choice of interface is mainly dependent on the tasks and data size, which is confirmed by the survey replies. The more the data increases in size and scale, the more efficient CLI gets in comparison with the GUI. The user tests shows that the GUI, on average, don’t succeed to keep the same level of efficiency as CLI. We will also analyze the factors that affect the interfaces efficiency.Keywords: Expert users, interfaces, CLI, GUI, efficiency, operation system.
Karlsson, Tobias. "Mikroplast skapar makroproblem : Grafik över ett förlopp som inte syns." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-36178.
Full textHow does microplastics end up in the Baltic sea? Which are the sources, how does the process look and how does it affect the environment and the wildlife? This thesis examines how this process can be portrayed in an accurate way while still satisfying information requirements, the context and the target audience. The focus is on how complex processes are visualized in a way that promote understanding while creating interest. The study began with research based on the requirements set for the material and continued with theory formation to guide the design process. In addition, three similar artefacts related to the subject were analysed. The design process resulted in a prototype that was tested on the target audience to see the efficiency and to identify shortcomings. The results of these methods influenced the design and the shortcomings found were improved. It resulted in a final design that could be evaluated. The conclusion of the study is that processes of this kind can advantageously present the entities in an accurate order with a clearly marked starting point and graphical codes that show the interaction between entities. To visualize a complex process with numerous elements can result in a messy material, therefore key elements in the graphic should stand out to facilitate perception and create an overview of the artefact as a whole. The design of a process can be aesthetically appealing, however, purely decorative elements should be avoided.
John, Amanda. "DIGITALA TEKNIKER FÖR HISTORISK FORSKNING : Ett arbete om digitaltbevarande av kulturarv." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-6524.
Full textEriksson, Ellen. "Augmented reality-tekniken och dess tillämpning i en kontext av barnböcker, museer och kulturarvsplatser." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12965.
Full textPersson, Victor, and Hanna Fellwing. "Intelligenta Grafiska Användargränssnitt: Attityder och behov från utvecklare och användare." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20549.
Full textDuring the last decades user interfaces have evolved in several different directions and experienced constant change. The first user interfaces consisted of simple, yet effective, text-based command line interfaces. Since then, focus has shifted to usability and icon-based, graphical user interfaces are today a common element in many people's everyday lives [1]. At the same time, the use of classic text-based command-line interfaces is still significant in peoples professional lives as they are in some contexts considered to be more effective. Intelligent graphical user interfaces have been proposed as a potential next step in the development of interfaces. This technique combines user-friendly principles behind graphical interfaces with intelligent functionalities which may reduce information overflow, interaction cost, and streamline the interface. On the other hand, previous implementations and research on intelligent user interfaces point to several obstacles and usability issues surrounding the technology [2].The ERP system Bison is one example of an information system that has implemented both a graphical and a text-based user interface [3]. By studying the users and their opinions and thoughts concerning the current interface, as well as their attitude towards the technology of intelligent graphical interfaces, the intent of this study is to find out if there is a need for an intelligent graphical user interface among today's users of an information system.Survey data collected from the users of Bison indicates that the acceptance of an intelligent graphical user interface is strong amongst the users. Furthermore, there are indications of a need for an intelligent graphical user interface to improve the current error handling and information filtering. In order to successfully implement an intelligent user interface, one must consider previous implementation attempts, previous research as well as the problems related to maintaining an adaptive user interface.
Lindfors, Patrik. "HälsoHjälparen : En användarvänlig kostprogramsapp." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-86010.
Full textSedan starten av coronapandemin har antalet nedladdade hälsoappar ökat med 25 procent (Orcha, 2021). I nuläget finns hundratals hälsoappar till hands. Dessa är dock bristfälliga i flera avseenden. Vissa av dem erbjuder kompletta kostprogram, men då får användaren inte flexibiliteten att själv välja vad som ska ätas. I andra fall får användaren skapa sina egna kostprogram. Då krävs i stället en tidskrävande metod där användaren antingen kritiskt måste analysera olika livsmedel från en databas alternativt själv ange näringsinnehåll för olika livsmedel. Detta har lett till en idé om en app som automatiskt genererar kostprogram som matchar användarens behov av energi och energikällor, utan bekostnad på flexibilitet. Detta är ett kandidatexamensarbete inom teknisk design på Luleå tekniska universitet (LTU). Projektet har utförts under tio veckors tid och har motsvarat 15 högskolepoäng. Syftet med projektet var delvis att ge kostintresserade människor möjligheten att snabbt och enkelt kunna ta fram egna, individanpassade kostprogram, som ska leda till mer hälsosamma kostvanor. Projektets mål var att ta fram en prototyp till en app som genererar högkvalitativa och användarvänliga kostprogram med minimal arbetsinsats från användaren. Projektet har följt IDEO:s användarcentrerade designprocess. I början av projektetgjordes en projektplan följt av en litteraturstudie som resulterade i en teoretisk referensram. Sedan följde projektet tre större faser; kontextundersökning, idégenerering och konceptframtagning. För att undersöka kontexten utfördes först en enkätundersökning för att utreda människors åsikter gällande dagens kostappar. Vidare utfördes en konkurrentanalysbestående av flera steg, framför allt användartester på konkurrerande produkter. Utifrån den data som togs fram under fasen skapades två personas. Idégenereringsfasen inleddes med en brainstorm för att generera dellösningar. Fyralösningsförslag togs sedan fram med en morfologisk matris och utvärderades sedan med en konceptviktning baserad på kriterier hämtade från tidigare insamlat material med stöd från en intervju. På så vis valdes ett koncept ut för vidare implementering. I konceptframtagningen gjordes först pappersskisser för det valda konceptet. Sedan gjordes en tidig prototyp i form av en wireframe i Adobe XD. Utifrån denna wireframe skapades sedan den slutgiltiga prototypen. Det slutgiltiga konceptet blev en prototyp till en app vid namn HälsoHjälparenvars huvudfunktion är att generera individanpassade matscheman som matchar användarens behov av energi och energikällor. Vidare ligger fokus på användbarhet genom implementering av annan funktionalitet baserat på de behov som identifierats under projektets gång. Projektet anses ha uppfyllts sitt syfte genom att ta fram en produkt som potentiellt kan förbättra människors hälsa.
Johansson, Kevin. "Ljussättningsmetoder för logotyper inom motion graphics : En visuell innehållsanalys av logotypanimationer." Thesis, Högskolan Dalarna, Grafisk teknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:du-29925.
Full textEver since the film industry started implementing computer generated content in film productions the presence of 3D in our everyday life has increased. The purpose of this study is to help the 3D artists optimize their workflow and streamline a time-consuming technical task. Through visually analyzing and further categorizing existing logotype animations this study has created a foundation towards mapping how a potential plug-in with predefined lighting setups best matches found categories. To answer the questions of this study a visual content analysis was conducted during which 50 3D animations were analyzed. The analyzed logotypes were chosen from the categories: film and cars. The findings of this study suggest that there are reoccurring styles and methods for lighting in motion graphics. The study has not been successful categorizing the most commonly used lighting setups due to the analysis not resulting in more than one lighting setup. The result provides a foundation for an optimal setup for lighting in motion graphics. The study also provides suggestions for future research on the subject.
Larsson, Mikael. "A Visualization Tool for Drill Rig Simulators used in Software Development." Thesis, Örebro University, School of Science and Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-10313.
Full textBoomer is a machine that is developed and produced by Atlas Copco Rock Drills AB, which is used for underground mining and tunneling. It is a blast-hole drilling rig equipped with drills that are attached to the arms, called booms, which the rig holds. The machine is controlled and monitored by Atlas Copco’s Rig Control System (RCS), which consists of a number of intelligent units connected in a CAN-net. When developing software for the RCS, a simulator that makes it possible to run the software on an ordinary desktop PC is used. The problem is that there is no intuitive way to see how the booms are oriented, while positioning. Therefore it is desirable to have a 3D visualization of the rig, with focus on the booms, which can be used alongside the simulator to get immediate feedback about the movements of the booms. This report describes the process of developing an application that handles communication with the simulator and the 3D visualization.
Boomer är en maskin som utvecklas och produceras av Atlas Copco Rock Drills AB. Maskinen används vid gruvbrytning och tunnelkonstruktion. Boomer är en spränghålsborrigg som är utrustad med borrar vilka är monterade på riggens armar, kallade bommar. En Boomer övervakas och kontrolleras av Atlas Copcos kontrollsystem, RCS, som är ett system bestående av intelligenta enheter sammankopplade i ett CAN-nät. Vid utveckling av mjukvara till RCS används en simulator som gör det möjligt att köra mjukvaran på en vanlig PC. Problemet är att det inte finns något intuitivt sätt att se hur bommarna är riktade medans de blir positionerade. Därför är det önskvärt med en 3D visualisering av borriggen, med fokus på dess boomar, som kan användas tillsammans med simulatorn för att ge en direkt återkoppling av boomarnas förflyttning. Denna rapport beskriver utvecklingsprocessen för en applikation som hanterar kommunikationen med simulatorn och 3D visualiseringen.
Helgersson, Lisa. "Att kommunicera rummets varierande funktion genom 3D-visualiseringar." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-35959.
Full textAtt kommunicera rummets varierande funktion genom 3D-visualiseringar is a thesis in information design with orientation in spatial design. The assignment comes from the company Husmuttern AB who work with house concept that will lead to production of module housing. The purpose has been to study how a 3D- visualisation should be formed to communicate rooms varying functions. All this so that I will know how to visualize a classroom in a module housing. To be able to come up with a 3D-model that have this quality it was requires to study communication between two parties, properties of the image, shape and color of the room, with the help of literature, previous research and user tests. Then it was possible to come up with a model that could communicate a classroom constructed in module. Through the user tests it was shown to be preferable with a model that focuses on the basic units of the module housing but that also has some realistic decor to show some function. All this resulted in a model which includes the basic units of the module on one half and realistic décor on the other half in the same model. Thanks to literature and previous research the result for visualization was that it is common to use 3D-modells. In the modeling details and realistic views should be avoid. The focus should be on the essential or it will be too much for the viewer to take in and the message gets lost, but also that to realistic models were considered to be fully complete. All this resulted in a sketchy model with a small amount of décor to show the rooms function
Wilcox, Andreas. "Simulation av Xbox Live Indie Games gränssnittet." Thesis, Örebro universitet, Akademin för naturvetenskap och teknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-15978.
Full textDetta examensarbete utfördes som uppdrag åt Ludosity Interactive där målet var att utveckla en kopia av Xbox Live Indie Games-marknadsplatsens gränssnittet från Xbox 360:n. Ludosity Interactive hade ett behov av att enkelt kunna testa ett spels attraktionskraft hos potentiella kunder med hjälp av utomstående testpersoner i en simulerad testmiljö; utöver detta systemet finns det inget sätt att kunna göra en sådan analys utan att släppa produkten på Xbox Live Indie Games-marknaden och sedan analysera försäljningen av produkten. Det färdiga systemet var tvunget att vara såpass snarlikt originalförlagan att en användare skulle kunna förbi se själva gränssnittet och använda det precis som de använder den riktiga marknadsplatsen. Det skulle också vara enkelt att kunna förändra och lägga spel i systemet så att som Ludosity Interactive lätt kan visa de spelen och den data de anser intressant för sina tester. Den färdiga produkten utvecklades med hjälp av C#, XNA och XML samt en Agile-inspirerad utvecklingsmetod i kombination med Pivotal Tracker. Denna rapport beskriver hur den produkten definierades och utvecklades.
Wannerberg, Petter. "Punktgrafen : Komprimerad information över tid." Thesis, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-52755.
Full textThis thesis work is part of the research project COMMAND that was conducted by the research institute RISE SICS Västerås together with SSAB during 2018 and 2019. One of the work-packages in the project was aimed to help industry companies present their machine data as an overview and in a more user friendly way. The goal of this thesis work was to make it easier to detect anomalies in the data for the purpose of predictive maintenance. The result from this thesis work is a type of graph that presents data in the form of stacked points rather than lines. I call this a “node based graph” as the nodes of the graph segment to compress the data to increase overview. To develop this artifact, literature such as “The Visual Display of Quantitative Information” and Colin Ware’s design principles of proximity, likeness and pop-out was applied to help form the graph. A Unity-scene was created to rapidly generate simulated but accurate real time data for visualization tests. The first test however showed an increased strain on the users ability to read the graph. High cognitive load made readability lower rather than higher. For this reason a secondary test was conducted to verify changes made to the artifact during the design process. After iterations were made the design took a more useful form that appeared to increased the users ability to overlook large data sets and detect patterns previously unseen. It also came to light that this particular type of presentation of data perhaps hold higher value outside the initial target audience, and that its redesign could turn it into a beneficial tool, not just monitoring of industrial machines, but for data analysis in general.
COMMAND - Communication and maintenance for the digital factory