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  • 1.
    Al Shehabi, Ahmad
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Quiroga, Cecil
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Queerness In Games2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The theme of this bachelor thesis was Queer Games. We discussed how queerness is applied in video games for queer people. We made some observations on how LGBTQ characters were represented within a few games that had representations of Queer experiences. We explored the topic of Queer Mechanics as presented by game creator Avery Mcdaldno (2014) and we researched discussions about Queerness in games by a select number of scholars. Namely, Bonnie Ruberg (Campus Gotland GAME, 2017), Naomi Clark (2017, Chapter 1) and Edmond. Y. Chang (2017, Chapter 2).

    We explained why we used Gay Memes as our anchoring topic for our Queer Game design and then we went through the methods and design process that we had while developing our Queer Game. These methods included Innovation By Boundary Shifting (Löwgren and Stolterman, 2004), Design Pillars (Max Pears, 2017) and The Crystal Clear method (New Line Technologies, 2018). Then, we broke down the design process starting with how we came up with the game concept, what design pillars we used and the programs and tools we used in the development of the game. We also explained the relation between our design process and the information we learned from the previously mentioned scholars and creators.

    At the end of this bachelor thesis, we discussed the effectiveness of the chosen methods, the results we found through research which included questioning the role of empathy and fun in games, putting less focus on superficial forms of representation and creating game mechanics that are queer. We described the finished video game we made and we introduced our ideas for future research on Queer Game Design.

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    Queerness In Games
  • 2.
    Bengtsson, Samuel
    Blekinge Institute of Technology.
    Ljudlandskapet i öppna spelmiljöer.: hur ljudlandskapet bidrar till ljudupplevelsen i spel.2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis is about examining how the Soundscape in open gameworlds contributes to the sound experience in games. The study explores the Soundscape, how open game worlds works and why sound is important to videogames but also how we are involved with sound, and the role music has in games. Two methods have been used to get a better understanding of how the Soundscape in two games are built and how game developers have gone about achieving their soundscapes.

    Based on this research, past and current research including methodology, a small game world was created with sound effect that was implemented in order to see how the Soundscape contributes to the sound experience. The result lay in the smaller details which helps to create an “atmosphere” between the Soundscape and the game world. This “atmosphere” is how the Soundscape can contribute to sound experience in the open game world.

    Keywords: Soundscape, open game world, sound experience, contribute.

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    Gestaltning Svenska
    Download (zip)
    Gestaltning English
    Download (zip)
    FMOD Svenska
    Download (zip)
    FMOD English
    Download (zip)
    FMOD Ljudfiler/Sound Files
  • 3.
    Bertoni, Alessandro
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering. Blekinge Institute of Technology.
    Hallstedt, Sophie
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development. Blekinge Institute of Technology.
    Dasari, Siva Krishna
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science. Blekinge Institute of Technology.
    Andersson, Petter
    GKN Aerospace Engine Systems, SWE.
    Integration of Value and Sustainability Assessment in Design Space Exploration by Machine Learning: An Aerospace Application2020In: Design Science, E-ISSN 2053-4701, Vol. 6, article id e2Article in journal (Refereed)
    Abstract [en]

    The use of decision-making models in the early stages of the development of complex products and technologies is a well-established practice in industry. Engineers rely on well-established statistical and mathematical models to explore the feasible design space and make early decisions on future design configurations. At the same time, researchers in both value-driven design and sustainable product development areas have stressed the need to expand the design space exploration by encompassing value and sustainability-related considerations. A portfolio of methods and tools for decision support regarding value and sustainability integration has been proposed in literature, but very few have seen an integration in engineering practices. This paper proposes an approach, developed and tested in collaboration with an aerospace subsystem manufacturer, featuring the integration of value-driven design and sustainable product development models in the established practices for design space exploration. The proposed approach uses early simulation results as input for value and sustainability models, automatically computing value and sustainability criteria as an integral part of the design space exploration. Machine learning is applied to deal with the different levels of granularity and maturity of information among early simulations, value models, and sustainability models, as well as for the creation of reliable surrogate models for multidimensional design analysis. The paper describes the logic and rationale of the proposed approach and its application to the case of a turbine rear structure for commercial aircraft engines. Finally, the paper discusses the challenges of the approach implementation and highlights relevant research directions across the value-driven design, sustainable product development, and machine learning research fields.

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    Integration of value andsustainability assessment in designspace exploration by machinelearning: an aerospace application
  • 4.
    Bigun, Christopher
    et al.
    Blekinge Institute of Technology.
    Sjöstrand, Erik
    Blekinge Institute of Technology.
    Den ljudlösa bilen: En undersökning om buller, bång och brummande bilar2015Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This degree project will examine active sound design for quiet vehicles. Based on former research wether electric cars expose humans living in urban areas to danger due to the absence of auditive information, we will develop suggestions for dynamic eninge sounds which are related to traffic safety, design and reduced noise pollution. Cities’ overall noise levels are far beyond recommended, and the consequences causes health issues in bigger cities. This paper will therefore discuss the problems with noise pollution in cities, and wether the electric car is capable of reducing the overall sound levels while maintaining pedestrians’ and cyclists’ awareness in traffic by auditive information. Our interpretation resulted in engine sounds which not only contains a causionary effect on it’s surroundings, but also could contribute to the reduction of noise pollution in comparison to combustion engines. 

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    fulltext
  • 5.
    Björkman, Fredrick
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Dinh, Martin
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Spekulativ Spelfilm2020Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [en]

    Speculative fabulation is a design perspective that enables the combination of facts and history with imagination. It advocates for fables' use of fiction within a fact-based environment. In this dissertation we have explored how we can create different perspectives of a historical event with the help of speculative fabulation. This is done by applying speculative fabulation to our design process to create a feature film that examines the encounter which occurs. We will go through the design methods that were used and that made it possible for our iterative work process, as well as argue for the design choices that were made in order to achieve the end results. Then we explore the results we received. We will also go a little more in-depth into the process in the discussion section. The discussion section explains how to avoid some of the problems we encountered and how to continue investigating speculative fabulation films for future investigations.

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    Spekulativ Spelfilm
  • 6.
    Blazevic, Sasha
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Kesten, Carl Johan
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Editing within The Thriller Genre2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Thriller is a favourite genre to many and has been around for longer than most think. Originally starting as a genre of literature, it has evolved into one of the most sought after genres within film. Early notable works such as Alfred Hitchcock's films in the mid 1900s have paved the way for the genre and solidified it’s editing and cinematography into what we have today. Despite its humbling beginnings in the mid 1900s the techniques, although somewhat repetitive, still manage to stay relevant today and have only gotten more advanced with time. In this article, we study the fundamentals within the thriller genre, the editing and cinematography techniques that are utilized; camera framing, cutting, PoV and color. In this study our main focus we intend to work towards is understanding why these techniques are used and the tendencies in which they are facilitated. Although we also intend to go in depth into the thriller genre as a whole and despite the repetitiveness of the genre, why it manages to stay relevant today and how editing and cinematography plays a big part in amplifying the emotions and feelings associated within thrillers in which these tendencies stem from.

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    Editing within The Thriller Genre
  • 7.
    Corsini, Lucia
    et al.
    Brunel University, GBR.
    Jagtap, Santosh
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Moultrie, James
    University of Cambridge, GBR.
    Design with and by Marginalized People in Humanitarian Makerspaces2022In: International Journal of Design, ISSN 1991-3761, E-ISSN 1994-036X, Vol. 16, no 2, p. 91-105Article in journal (Refereed)
    Abstract [en]

    There is a growing demand for humanitarian aid around the world as the number of displaced people has reached an unprecedented level. At the same time, the number of community-based design and fabrication makerspaces has been growing exponentially. Recently the humanitarian sector has become interested in how these spaces can help marginalized populations, including migrants, refugees, and asylum seekers. However, there have been few efforts to document what types of design projects marginalized populations develop in these spaces. More broadly, knowledge on design with and by marginalized people remains underdeveloped. This study responds to this gap in knowledge, by analyzing cases from three makerspaces that support migrants, refugees, and asylum seekers in Greece. Ethnographic studies are conducted of twenty-three design projects emerging from these spaces. These projects are analyzed using the framework of Max-Neef’s fundamental needs to show how they simultaneously address functional and non-functional needs. For researchers, this study contributes to knowledge on design with and by marginalized people. For practitioners, this study helps to document the impact of humanitarian makerspaces by showing how design projects emerging from these spaces can address the needs of marginalized people. © 2022 Corsini, Jagtap, & Moultrie.

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    fulltext
  • 8.
    Elfving, Viktor
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Malmgren, Johan
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Prototyper som designmetod för filmproduktion2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Det kan verka som en uppenbar fråga men hur skapas film? Vanligtvis behövs en kamera av något slag, analog, digital eller virtuell. Alltså något som kan spela in video och sedan spela upp den igen. Det vi är intresserade av är verktyg som precis som kameran möjliggör och har ett värde när de används i filmproduktion. Vi blev inspirerade av de verktyg, metoder, ramverk och filosofier som används inom mjukvaruproduktion och interaktionsdesign. Historiskt sett har filmproduktion varit väldigt svårt för en privatperson eller liten grupp människor att skapa om personen eller gruppen inte haft enorma mängder resurser eller teknisk kompetens men allt eftersom har filmskapande blivit mer och mer tillgängligt. Idag har nästan alla en filmkamera i fickan och det finns ett stort utbud av helt gratis program som kan användas för att skapa visuella effekter och allt annat som inte hade varit möjligt utan en enorm studio och ett enorm bankkonto trettio år tillbaka i tiden. Genom att arbeta med olika verktyg och pröva dem i filmskapande hoppas vi utforska hur film kan skapas och vad som är möjligt att skapa.

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    Prototyper som designmetod för filmproduktion
  • 9.
    Eliasson, Ocean
    Blekinge Institute of Technology.
    Musik som stöd för karaktärsskapande: En studie om att skapa karaktärer med hjälp av instrumentalmusik2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    I think when it comes to overall creation, it's a lot about getting ideas. When it comes to finding ideas, I think it’s about paying attention to your everyday meetings and surroundings to find useful materials that can be inspiring and create motivation to design. From architects who draw houses, to technicians who create in media technology, so have many ideas been inspired for some kind of basic. In my case, I have been inspired by Walt Disney’s Fantasia (1940) and got the idea of ​​trying to create a method about how characters can be produced with help from instrumental music. When it comes to movies, games or literatures, characters have a enormous importance in all kinds of stories. There are surely a variety of ways in how characters can be created, and my goal in this bachelor thesis have been to create an usable method for those who are in need or have interest in creating characters. In this bachelor thesis, my approach will be presented, about how I’ve created three different characters with help of using three different instrumental songs. In this bachelor thesis will research be presented on how we can experience music, useful information about character creation, and the methods that have been used in my character process. In the end, three different basic characters will be presented with various personalities and a design will introduce proposals on how the characters might look like.

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  • 10.
    Eriksson, Tobias
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Lindström, Jeanette
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    I jakten på gatukonst: Att utnyttja rummet2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In the search for street art we’ve in this project explored how street art can be developed through new techniques and how space and street art interact and influence each other in a narrative way. To find out what street art looks like and how it’s used in different cultures and environments we chose to travel through Europe's cities to document the street art from a broad perspective. By flying, traveling and hiking we have been using walking and ethnography as our methods to create this study. In our design process we want to challenge street art and it’s boundaries and have chosen to do so with augmented reality as a tool for creating site-based street art that can be experienced from a digital format in reality. Through augmented reality, cities and areas can have street art placed on the buildings even though it does not exist physically. It enables alternative ways to explore street art through a digital world.

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    BTH2017Lindström
  • 11.
    Faludi, Jeremy
    et al.
    TU Delft, HS Delft, NL .
    Hoffenson, Steven
    Stevens Institute of Technology, USA.
    Kwok, Sze Yin
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Saidani, Michael
    Université Paris-Saclay, FRA.
    Hallstedt, Sophie
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Telenko, Cassandra
    Ford Motor Company, USA.
    Martinez, Victor Gerardo
    Polytechnic University, CAN.
    A research roadmap for sustainable design methods and tools2020In: Sustainability, E-ISSN 2071-1050, Vol. 12, no 19, article id 8174Article in journal (Refereed)
    Abstract [en]

    Sustainable design methods and tools abound, but their implementation in practice remains marginal. This article brings together results from previous literature reviews and analyses of sustainable design methods and tools, as well as input from design researchers and professional practitioners to identify the needs and gaps in the area. It results in a shared vision of how sustainable design methods and tools can be more tightly integrated into mainstream product design and development, as well as the current state of practice and research in relation to four central questions: What are the needs and values of industry regarding sustainable design? What improvements in sustainable design methods and tools would most drive industry forward? How should researchers move forwardwith developingmore useful sustainable designmethods and tools? Howcan sustainable design be more effectively integrated into industry? A roadmap for the international sustainable design research community is proposed with descriptions of short-, medium-, and long-term tasks for addressing each question. The purpose is to support collective progress and discussions on method and tool development and adoption, and to enablemore tangible success inmainstreaming sustainable design practices in industry. © 2020 by the authors.

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    fulltext
  • 12.
    Gould, Rachael K
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development. Blekinge Institute of Technology.
    Bratt, Cecilia
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Lagun Mesquita, Patricia
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Broman, Göran
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Integrating sustainable development and design-thinking-based product design2017Conference paper (Refereed)
    Abstract [en]

    The aim of this research was to integrate sustainable development and design-thinking-based product design in order that the product design then contributes to society’s transition to a sustainable future. This is an important pursuit since product lifecycles are a major cause of society’s current sustainability challenges. To address this, many authors argue for integrating sustainable development into existing design processes rather than developing stand-alone tools and methods.Through action research with a design consultancy who wanted to start working with sustainable product design, we iterated between three stages: understanding needs, designing action, and trying out the action. The first stage comprised document analysis, focus-group style workshops, a survey and interviews. When designing the actions (enhancements to their design-thinking-based process), we drew on literature on sustainable product design, decision-making for sustainability, and organisational learning and change for sustainability. We also drew on our research partners’ practical experience. The enhanced process was tried out and further developed through feedback, student testing and co-development meetings.The result is an enhanced process where project teams (i) use the outcomes from the inspiration phase of the existing process to choose sustainable design strategies that are relevant for their particular project. Once the teams have chosen which strategies to work with, for example, design for remanufacture, we suggest that they (ii) use the strategies to develop ideation foci/questions that help them explore the design space. The third enhancement is for teams to (iii) compare concepts with respect to sustainability as part of their concept comparison and evaluation.

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    Gould - Sust design thinking
  • 13.
    Hall, Sofia
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Sandén, Lina
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    “Det borde en seende också förstå att det inte funkar”: En studie om tillgänglighet för synskadade i grafiskt material.2023Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    As technology advances, the gap between visual content and visually impaired users also grows, as visuality is the primary source of information design. This article aims to explore how a designer can adapt their design and design process to increase inclusivity and reduce the knowledge gap. The literature review of this article covers topics such as visual search, color blindness in relation to contrasts and other indicators, design and its principles, which created a broad foundation for the investigation and its purpose. In addition to information gathering, interviews were conducted with the Synskadades Riksförbund and Unga med Synnedsättning Syd, to gain an understanding of the visually impaired and their needs. The results were based on relevant literature, information from methods such as interviews and usability tests, and were accumulated in an accessibility template designed in a graphic identity and website for a mock-up company. 

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    “Det borde en seende också förstå att det inte funkar”: En studie om tillgänglighet för synskadade i grafiskt material.
    Download (pdf)
    (BROSCHYR) Gizmo Grafisk Profil 2023 L. Sandén & S. Hall
  • 14.
    Hallstedt, Sophie
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    HOW TO DEFINE A SUSTAINABILITY DESIGN SPACE2015In: Proceedings of the 20th International Conference on Engineering Design (ICED). Milan, Italy, July 27-30, 2015., DESIGN SOC, UNIV STRATHCLYDE , 2015Conference paper (Refereed)
    Abstract [en]

     In order for a company to define a sustainability design space and become more sustainable it must know: what sustainability means; how sustainability can be achieved; and, how sustainability can be measured. 

    The main contribution of this paper is an approach to define the design space for sustainability, with purpose to give support in the early product innovation process. A novel approach is presented for how to identify strategic sustainability criteria, tactical design guidelines and sustainability compliance index that are important parts of a sustainability design space. A case company within the aerospace industry has been chosen to test and validate the sustainability criteria and how it can give support in evaluating the current sustainability profile of a product component by using the suggested Sustainability Compliance Index (SCI). 

    The result from company feedback and early pilot-testing showed that the sustainability criteria and sustainability compliance index can give support in decisions regarding sustainability perspective in early concept development. The pilot-tests also indicated that there is a need for further development and validation.

  • 15.
    Hanna, Liljeberg
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Visuell och hållbar kommunikation2017Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [sv]

    Jordens klimat blir allt varmare. Fortsatta utsläpp innebär fortsatt stigande temperatur. I takt

    med att vårt klimat blir allt varmare, får även miljöfrågorna alltmer uppmärksamhet i vårt

    samhälle. Vi har blivit medvetna om vilka konsekvenser vårt agerande har och fokusen ligger

    på hur vi skall stoppa denna utveckling och vända trenden mot ett mer hållbart samhälle. De

    största frågorna handlar om att ta vara på restprodukter och att återanvända dessa och på så

    vis spara naturens resurser. En viktig del i detta arbete är återvinning och hållbar utveckling.

    Hållbar marknadsföring verkar som kommunikation utav hållbar utveckling. I dagens

    samhälle där vi lever och konsumerar mer än någonsin, är det viktigt att kunna kommunicera

    ut olika alternativ. Denna studie undersöker hur hållbar marknadsföring kan använda olika

    visuella medel för att kommunicera ut en mer hållbar framtid.

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    BTH2017Liljeberg
  • 16.
    Hedenberg, Pontus
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ljungcrantz, Emil
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Den ansiktslösa skräcken2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis aims to encourage other creators in norm creativity within the horror genre. This genre has become ever-repeated when it comes to certain horror elements. By working around the architectural atmosphere as the main entrance to create new concepts in the horror genre, we have developed a digital game that tries to remove the antagonist from the game and only bases the horror on the atmosphere. The methods used to execute and inspire the design have been a visual game analysis, "The 4-layers approach" and modular level design. The result of our digital game was entirely due to the fact that the player created a thought that an antagonist existed while in our case the enemy was only the architectural atmosphere. The hardest part of this bachelor thesis was that horror is such a subjective genre and the players will react differently, if at all.

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    fulltext
  • 17.
    Hedvall, Liam
    Blekinge Institute of Technology.
    Designed QR codes: An innovative way to invoke interaction2023Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This study approaches the question of how to use QR codes as a physical tool to attractconsumers to a digital platform. This is done by creating designs for three companies anddisplaying them publicly in different locations. In total, the designed QR codes were scanned15 times across all 11 locations and were affected by things such as location, design, andamount of displayed information. This was followed by a survey (N=51) which concluded thatthey rarely scan QR codes due to, as an example, lack of interest in the information. Despitethe low scan rates of the tested designs, the respondents of the survey view the tool assomething to make things accessible quickly and efficiently. Companies were also interviewed(N=5) and had a generally positive view on QR codes, some using them more than others.

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    Designed QR codes: An innovative way to invoke interaction
  • 18.
    Henriksson, Linn
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Spatial Planning.
    Ågren, Julia
    Blekinge Institute of Technology, Faculty of Engineering, Department of Spatial Planning.
    Att skapa plats för barn: ett kombinerat masterarbete om hur barns behov av fysisk aktivitet bättre kan integreras i täta stadsmiljöer2021Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
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    Att skapa plats för barn - ett kombinerat masterarbete om hur barns behov av fysisk aktivitet bättre kan integreras i täta stadsmiljöer
  • 19.
    Hirvelä, Link
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Vinterfall, Juri
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Relationell Ontologi som designprocess2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    We present an alternative to idealism and we meet the ideal with the concept of relational ontology. We compare Peter van Inwagen (2011), Bryan E. Bannon (2011), Achille Varzi (2016), Gil C. Santos (2015) and Robin Durie (2002) to create an understanding for what relational ontology is or could be. We choose Andrew Benjamin's (2015) definition to structure our theoretical method. This concretization means relations are fundamental for our becoming as people and objects. Relations are an exchange between singularities, the points which define an artefact or a phenomenon. Continually we analyze sketching techniques and apply that analysis and its components on digital techniques as photo editing and 3D modeling in what we call the Rhizo – Singular analysis as a process method.

    What we get from doing this is an alternative way of creating which we choose to define as a relational imaging, with this we challenge the idealism and the ideal pattern images (Ohlsson, 2013). In other words we approach to a openness and the material worlds distortions from Aristoteles and the aesthetics of Danius, Sjöholm, & Wallenstein (2012). We discuss the choices that we have made in the design process. We continue to argue for the open approach, the understanding which we gain and compare from Benjamin (2015) as well as Deleuze & Guattari’s (1987) rhizome. In other words the research, it's methods themselves can be understood and be applied in several variations. Finally the theoretical method grows and changes by people in a plural event that is Rhizo - Singular analysis as a process method.

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    fulltext
  • 20.
    Holmlund, Jonas
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Visuellt berättande genom karaktärer2019Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this thesis I have analysed game characters through the use of diffraction to see how thecharacters use aesthetics and visual expressions to describe characteristics, background andhow they can be used in new stories. I have analysed multiple game characters using the goodeye method and divided their aesthetics into content, color spatial organisation, light, andexpressive content and then tried to apply it on already written characters for a digital gameand adapt them to the aesthetics of the game world.

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    Visuellt berättande genom karaktärer
  • 21.
    Hultin, Sofi
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Lövberg, Hannah
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ett rikt narrativ och en karaktärs reflektion på världen2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this bachelor thesis, we’ve researched how a game’s narrative replayability is affected by a character’s reflection of the gameworld through the creation of a design - which focuses on the relationship between the world, the characters, and the player.

    By building a narrative with the help of existing narrative structures, we’ve provided ourselves with a testing ground where we can research our implementation of different methods to study the results.

    Through Donna J. Haraway’s theory about situated knowledge we’ve examined the narrative replayability from the perspective of the game world, the characters and the player. This has resulted in an understanding of a narrative’s replayability within games, and how perspective and context affect the story and how it’s situated.

    In our demo we create replayability by driving a false narrative that allows the player their own perspective depending on their own interpretation.

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    fulltext
  • 22.
    Ibrahim, Ahab
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Andersson Novela, Adam Xavier
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Information Conveyance: An Examination of Using Level Design to Communicating the State of Play in a Competitive Video Game2023Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This is a study on information conveyance, specifically a study on how specific level design techniques can be used to convey information to the players regarding a competitive multiplayer game's “state of play”. Through an analysis of different games, three different level design elements were identified as effective tools for conveying information and these elements are; architectural placement, visual cues and environmental changes. A third-person multiplayer shooter game was then created with the three elements applied in different forms and then tested for their effectiveness. Afterwards, the game was tested by a number of participants who filled out a survey of questions and were interviewed. It was discovered that the methods tested were found to be mostly effective at conveying information, the architectural placement of the capture point in conjunction with the visual cues aspect of it worked well to inform the players of the state of play. The environmental changes were an example where a method had an impact on the game but since the correlations were unclear, the information was not conveyed effectively, but with a few alterations has the potential to work well. 

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    Information Conveyance: An Examination of Using Level Design to Communicating the State of Play in a Competitive Video Game
  • 23.
    Jagtap, Santosh
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Key guidelines for designing integrated solutions to support development of marginalised societies2019In: Journal of Cleaner Production, ISSN 0959-6526, E-ISSN 1879-1786, Vol. 219, p. 148-165Article, review/survey (Refereed)
    Abstract [en]

    Marginalised societies face a wide range of deprivations and constraints at individual, institutional, economic, and technological levels. To satisfy unmet or underserved needs of poor people living in these societies, it is essential to address all the relevant constraints in the target context through the design of integrated solutions. Many studies have explored the design of integrated solutions for these societies using approaches and concepts such as holistic design for low-resource settings, Base of the Pyramid, product service systems, subsistence marketplaces, etc. We perform a systematic review of a broad range of literature on integrated design solutions for marginalised societies, gleaning ten guidelines to support design practice in this field. The derived guidelines cover different phases of the design process and life cycle stages of the solution. Each guideline is supported by findings of several studies. We have also included a detailed, illustrative example for each guideline. Additionally, the review allowed us to offer recommendations for how to use each of the ten guidelines. Finally, we discuss the guidelines relating them to constraints in marginalised societies and unfamiliarity of practitioners about these societies. © 2019 Elsevier Ltd

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    fulltext
  • 24.
    Jagtap, Santosh
    et al.
    Indian Institute of Technology, Guwahati (India).
    Goswami, Prashant
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    Design of Artificial Intelligence-Based Products: Barriers and Enablers2023In: Design in the Era of Industry 4.0, Volume 3: Proceedings of ICoRD 2023 / [ed] Amaresh Chakrabarti, Vishal Singh, Springer, 2023, p. 647-658Conference paper (Refereed)
    Abstract [en]

    Artificial Intelligence (AI) embodied products are becoming ubiquitous in the modern world. Organizations are hence updating themselves to design and develop such products. In this paper, we aim at identifying enablers and barriers in designing such products across several sectors. Our analysis of a broad range of literature in this field allowed us to identify these enablers and barriers. We have developed SOTCUT and SEECUT models representing these enablers and barriers. We have discussed implication of the findings for the practice of designing AI-embodied products.

  • 25.
    Jansson, Anna
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Brazilian Cultural Heritage in Serious Games2023Independent thesis Basic level (degree of Bachelor of Fine Arts), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Over the last few decades, the popularity of video games has skyrocketed thanks in part to their unique ability to engage their audience and to create empathy. Among them, serious games have an additional purpose beyond entertainment; to teach and help people. Serious games have been successfully applied in a variety of different fields, such as: education, health, tourism and also in bringing knowledge about cultural heritage. In this context, this thesis describes a serious game designed to promote Brazilian cultural heritage and  increase interest in tourism. The objective of this serious game was to involve the player in an interactive virtual exploration of Brazil, in order to teach more about its rich cultures and history. Our results show that the  majority of people learned something new about Brazil and became interested in traveling to Brazil, even  people familiar with Brazil.

    Download full text (pdf)
    Brazilian Cultural Heritage in Serious Games
  • 26.
    Jildenmyr, Rasmus
    Blekinge Institute of Technology.
    Emotion Through Motion: Rörelse är inte samma sak som levande2022Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This article aims to deliver a concrete example of how Disney’s 12 principles of animation from The Illusion of Life (1990) and methods in acting can be used to showcase emotion through only the animation of a character. To animate a character doesn’t mean that it gets a personality nor feelings to show the viewer, which brought forth the question of what methods could be used to achieve this through animation. A character will be animated for three different emotions with help from the 12 principles and the emotion-activating methods presented by Simon Blake (2022). A test group will then review the animations and then answer a survey containing questions about how they perceived the animations. This study will then be assembled and reviewed to later be presented as a concrete example of how you can convey emotion with the help of solely animation. The hope is that this can function as an educational example for newer animators about the importance of not only making their characters move, but also making sure that they feel alive with emotions.

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    Emotion Through Motion - Rörelse är inte samma sak som levande
  • 27.
    Juneskär, Christoffer
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Den digitaliserade verktygslådan: Om moderna verktyg och dess inverkan på skapandeprocess och resultat2016Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor’s thesis is about art & design and the way the tools used creating these impacts both the work process and the finished piece. To research this, works of art and design from three historic art & design movements and the world the creators of these lived in are analyzed. This research was then applied to the making of a motion graphic which interprets these works using modern tools. In the conclusion & discussion part of the thesis the studied impact is then discussed.

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    BTH2016Juneskär
  • 28.
    Karlborg, Emil
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Spatial Planning.
    Oskarsson, Hjalmar
    Blekinge Institute of Technology, Faculty of Engineering, Department of Spatial Planning.
    Upplevd trygghet i det offentliga rummet2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
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    Upplevd trygghet i den offentliga miljön
  • 29.
    Karlsson, Samuel
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Levels of Fear, level design för skräckspels genren.2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This article is meant to work as a resource for a level designer looking to create a level for a horror game.  To achieve this the article will go through the different components that a level designer needs to keep in mind when designing for the horror genre. But also how to use the design perspective emotional design (Van Gorp & Adams, 2012) to create a level that fulfills the goals a level in a horror game strives to fulfill. This is to build up a feeling of fear and make the player feel the emotion of horror. But how can a level designer with the help of  emotional design create specific moods and emotions in the levels they create? The purpose of this text is to explore how through combining emotional design with methods like Design Pillars, Moodboards and storyboards a level designer can create specific feelings and emotions in their levels. The article will serve as an example for level designers through explaining the components they have to keep in mind and the methods they can use when making levels for horror games. the article is tied to a production created using the methods i go through in the article and it serves as an example of what is written in the article.

    Download full text (pdf)
    Levels of Fear, level design för skräckspels genren.
  • 30.
    Krohn, Anton
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Petersson, Daniel
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Tillfälliga öar: – tillsammans med havet i materiell-diskursiva praktiker2014Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this Bachelor thesis we aim to establish a conversation with the sea. With Karen Barads posthumanist performativity, agential realism, as our companion we aim to challenge the anthropocentric role of the designer. In doing this we question the view of materiality as passive and the designer as the sole creator of meaning in the design process. 

    With Barads onto-epistemological standpoint we explore how the process of design is enacted in a performance of human and non-human actors, where meaning is negotiated through relations within phenomena. By putting this posthumanist notion into practice through playful experiments together-with-the-sea, we can understand how meaning is situated and shaped within the material-discursive phenomenas and apparatuses that is, and is part of, the design process. 

    We understand the design process as an intervening in the world’s becoming. An intervening where an assemblage of actors stands as co-creators and where meaning, bodies, subject and object is enacted and co-shaped through intra-action. This perspective gives us an awareness of our responsibility to intervene in the world’s becoming and our accountability for the bodies produced, an ethics in action.

    Download full text (pdf)
    fulltext
  • 31.
    Kwok, Sze Yin
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Hallstedt, Sophie
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Towards Strategic Sustainable Product Development: Challenges and Opportunities for Communicating Sustainability in a Value Chain2018In: Proceedings of NordDesign: Design in the Era of Digitalization, NordDesign 2018, The Design Society, 2018, Vol. Code 141730Conference paper (Refereed)
    Abstract [en]

    Sustainable product development and sustainable manufacturing have been considered one of the main enablers towards addressing the global sustainability challenge. Sustainable communication among stakeholders in a value chain is believed to be an important catalyst for effective collaboration towards reaching sustainability goals. However, research that focuses on sustainability communication in the context of product development remains scant.

    Sustainable product development literature has traditionally examined decision-making and value-adding activities without explicitly considering sustainable communication as part of these. A great variety of tools, methods and frameworks have been developed to enhance understanding of the complex sustainability challenge and support decision-making in product development and consumption. However, there lacks a complete picture of sustainability communication in product development context from a practical point of view.

    This paper aims to provide an updated overview of the existing practices in sustainability communication and related support tools. The overarching research question was defined to be: How to improve support for sustainability communication among stakeholders in a value chain?

    Findings reported in this paper are drawn from a conceptual literature review and a workshop with participants from two large product development and manufacturing companies. This paper outlines an overview of sustainability communication tools on operational, tactical and strategic levels in relation to stakeholders in the upstream and downstream of a value chain. It was found that the biggest communication gap lies between product developers and consumers. This led to the specific question of how can consumers communicate sustainability related information to product developers to accelerate the development towards more sustainable solutions? Challenges of bridging this communication gap, as well as challenges for applying support tools in the product innovation process are delineated. Based on the discussion with industrial partners involved in the workshop, a number of success factors of support tools were identified. Opportunities for developing sustainability communication solutions are proposed with an emphasis on connecting consumers with product developers. Two future research directions are suggested to be i) further investigation into consumer perception to improve information design on different levels, and ii) closing the communication loop with consumers using digital technologies such as the internet-of-things.

  • 32.
    Larsson, Paul
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Wijk, Jakob
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hållbarhetslära genom ett inkluderande medium: Ett interaktivt sätt att lära sig om cirkulär ekonomi2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor thesis aims to highlight virtual reality as a medium with potential within both educating and entertaining purposes. Exploration of concepts such as serious games, gamification, and edutainment is conducted to discover what makes certain games educational, what motivates the user to keep playing a game, as well as how these characteristics could be combined. To explore these areas, an interactive environment in virtual reality is designed, and meant to be used with VR-headsets such as Oculus Quest (2016) or Oculus Rift (2014). This environment allows the player to learn about circular economy in an immersive and interactive way. The hope is that the player can use this knowledge in real-life to contribute to the future wellbeing of the planet.

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    Hållbarhetslära genom ett inkluderande medium Ett interaktivt sätt att lära sig om cirkulär ekonomi
  • 33.
    Liljeberg, Johan
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Bjäreborn, Anton
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hur kan fysisk teater integreras i Virtual Reality för att främja kroppsligt berättande?2021Independent thesis Basic level (university diploma), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This article deals with the mixture of physical theater and Virtual Reality(VR) and aims to answer what benefits physical storytelling can generate from a digital environment. The context and the connections leads to a discussion of how VR as a media form can be compared to a theatrical mask that promotes physical storytelling. The article also addresses how the body is important in both VR and theater and how the design “Get Your Act Together” translates the physical world into a digital place. Finally, a connection between VR and theater is presented, which leads to a discussion about VR's role as a medium in a theater context.

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    Hur kan fysisk teater integreras i Virtual Reality för att främja kroppsligt berättande?
  • 34.
    Lind, Charlotta
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Lindfors, Sebastian
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Digitala Ridåer: Upplevelser: ett möte mellan teater och digitala spel2020Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In this Bachelor Thesis, we have explored whether theater as a medium for experiences could be translated into a digital game medium. Since 'experience' as a concept is very large, we have chosen to focus mainly on the feeling of exclusivity in live performances, and used a number of methods to explore this, including the design perspective ‘simulation’ with which we intended to simulate the agency the actor has in every performance. We have documented the design process, from idea generation and concept planning to our work process, as well as the product of our research. Finally, we have critically examined the result of this, and have therefore been able to determine that our question does not have a concrete answer but rather is an ongoing process in which more nuances of 'experience' would need to be explored to create a clearer picture of what an experience actually is.

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    Digitala Ridåer: Upplevelser: ett möte mellan teater och digitala spel
  • 35.
    Lund, Linda
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Aesthetics in User Interface Design:: The Influence on Users' Preference, Decoding and Learning2015Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The question of the relationship between, and the importance of usability and aesthetics, in the field of user interface design, has been debated back and forth. It has also been looked at from different perspectives since Raskin (1994) wrote his article on intuitive design. Several experiments have also been conducted over the last twenty years to find out exactly how much each factor matter, what the ultimate user preference is, and if it can be stereotyped. The more complex part of the discussion, however, seems to be the definitions: exactly what is aesthetics, what is usability and how do they affect each other? To find out, I explored the context of these factors from multiple perspectives, to draw the larger conclusions about what affects what. How accurate is the concept of halo when it comes to interface design; can a less aesthetic interface discourage users from exploring its content? Moreover, can a highly usable interface convince its users that the web page is also aesthetically pleasing? In this paper I will explain the ideas of aesthetic and intuitive design based on two fields of study; human computer interaction design and interaction design. That is in the pursuance of understanding user preference and the design decisions behind one of the most popular interfaces on the internet today.

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    fulltext
  • 36.
    Löfberg, Benjamin
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Tunhult, Erik
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ljuddesign för Virtual Reality: En studie om att gestalta närvaro2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In present research there exists a research gap within the field of sound production and sound design for virtual reality-applications. There is a ton of technical research to be found such as the deliverance of spatial audio for virtual reality through techniques like binaural audio, HRTF (head-related transfer functions) and ambisonics. All of these are highly relevant for this research and will be discussed in a later part of the article however they won't take a central part of the research process. It is rather the lack of methods and processes for the creative design and implementation of sound for virtual reality that this research finds interesting. This article takes an initiative to shed light on the importance of a well thought- through and properly executed sound design for Virtual Reality applications and gives an account for the thought process as well as methods that can be applied to an audio design process. This is done through an analysis of the phenomena known as immersion and presence. With the analysis as groundwork, the explanations of these phenomena then get translated to methods and keywords that support the creation of audio content for the given application. This research has formed the basis for a design object that exists as an example for this process and has been thoroughly documented along the way. The article ends with a comparative research study where this design object is placed together with other design examples from the general market in an annotated portfolio. The reason for this is to point out similarities through the lens of keywords that will be presented and explained in this article. This process sets out to clarify the role sound has in the creation of an immersive experience as well as to inspire other sound designers to apply these methods in their own design processes. 

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    Ljuddesign för Virtual Reality - En studie om att gestalta närvaro
  • 37.
    Lövdahl, Josefin
    et al.
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Hallstedt, Sophie
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    Schulte, Jesko
    Blekinge Institute of Technology, Faculty of Engineering, Department of Strategic Sustainable Development.
    IMPLICATIONS OF EU INSTRUMENTS ON COMPANY CAPABILITIES TO DESIGN MORE SUSTAINABLE SOLUTIONS-PRODUCT ENVIRONMENTAL FOOTPRINT AND DIGITAL PRODUCT PASSPORT2023In: Proceedings of the Design Society / [ed] Otto K., Cambridges Institutes Press, 2023, Vol. 3, p. 2245-2254Conference paper (Refereed)
    Abstract [en]

    In the EU, initiatives with concrete instruments for measuring and storing sustainability-related product data are now introduced in legislation. Based on literature review and semi-structured interviews, this study investigates two EU instruments, the Product Environmental Footprint method and Digital Product Passports, and their potential implications for company capabilities to design and select more sustainable solutions in a strategic way. The results show that these instruments can lead to increased transparency and traceability in the design and comparison of solutions, allowing for more effective collaboration across the value chain. By applying a strategic sustainability perspective, it was found that these EU instruments have major limitations as they lack a systems perspective, do not include a full socio-ecological sustainability perspective, and do not support strategic decision-making. This results in risks for suboptimization and the design of solutions that turn out to be costly dead-ends on the way towards a sustainable society. Research is therefore recommended to investigate how these instruments can facilitate a strategic development of sustainable solutions. © The Author(s), 2023. Published by Cambridge University Press.

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    fulltext
  • 38.
    Meinoryte, Viktorija
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Den levande soptunnan: designfiktion, rörlig bild och återvinning2017Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    This bachelor’s thesis is about motion pictures with pollution as a theme and how designfiction together with narrative can be used to create motion pictures. To research how narrative and choice of designmethod affects silent messages, a research about other motion graphics has been discussed. Based on the research, design fiction and stop motion has been choosen as a method of creating design. As result of the thesis, design fiction is discussed as a design method for the creation of future worlds with pollution as a theme and the narrative's influence on silent messages.

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    BTH2017Meinoryte
  • 39.
    Nohage, Jesper
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Danielsson, Simon
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Ljud i rörelse: Att framhäva ljudens berättande potential2018Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    With this bachelor thesis we seek to expand the understanding and interest of the narrative potential in sound design. We aim to do this by applying a rhizomatic perspective to our design process and attempt to approach a non-linear design method. The rhizomatic perspective is used as a source of inspiration, a way of finding new narrative tools and solutions. The testing of sound design was made in a film production where we, as sound designers, made attempts to weave sound design into the whole course of the project and work proactively to create space for our design.

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    BTh2018Danielsson
  • 40.
    Nygaard Ege, Daniel
    et al.
    Norwegian University of Science and Technology, Norway.
    Goudswaard, Mark
    University of Bristol, United Kingdom.
    Nesheim, Ole
    Norwegian University of Science and Technology, Norway.
    Eikevåg, Sindre W
    Norwegian University of Science and Technology, Norway.
    Bjelland, Oystein
    Norwegian University of Science and Technology, Norway.
    Christensen, Kim A.
    Norwegian University of Science and Technology, Norway.
    Ballantyne, Robert
    University of Bristol, United Kingdom.
    Su, Shuo
    University of Bristol, United Kingdom.
    Cox, Chris
    University of Bristol, United Kingdom.
    Timperley, Louis
    University of Bristol, United Kingdom.
    Aeddula, Omsri
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Machchhar, Raj Jiten
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Ruvald, Ryan
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Li, Jie
    Aalto University, Finland.
    Figueiredo, Sara
    Aalto University, Finland.
    Deo, Saurabh
    Aalto University, Finland.
    Horvat, Nikola
    University of Zagreb, Croatia.
    Čeh, Ivan
    University of Zagreb, Croatia.
    Šklebar, Jelena
    University of Zagreb, Croatia.
    Miler, Daniel
    University of Zagreb, Croatia.
    Gopsill, James
    University of Bristol, United Kingdom.
    Hicks, Ben
    University of Bristol, United Kingdom.
    Steinert, Martin
    Norwegian University of Science and Technology, Norway.
    VIRTUALLY HOSTED HACKATHONS FOR DESIGN RESEARCH: LESSONS LEARNED FROM THE INTERNATIONAL DESIGN ENGINEERING ANNUAL (IDEA) CHALLENGE 20222023In: Proceedings of the Design Society / [ed] Otto K., Cambridge University Press, 2023, Vol. 3, p. 3811-3820Conference paper (Refereed)
    Abstract [en]

    The International Design Engineering Annual (IDEA) Challenge is a virtually hosted hackathon for Engineering Design researchers with aims of: i) generating open access datasets; ii) fostering community between researchers; and, iii) applying great design minds to develop solutions to real design problems. This paper presents the 2022 IDEA challenge and elements of the captured dataset with the aim of providing insights into prototyping behaviours at virtually hosted hackathons, comparing it with the 2021 challenge dataset and providing reflections and learnings from two years of running the challenge. The dataset is shown to provide valuable insights into how designers spend their time at hackathon events and how, why and when prototypes are used during their design processes. The dataset also corroborates the findings from the 2021 dataset, demonstrating the complementarity of physical and sketch prototypes. With this paper, we also invite the wider community to contribute to the IDEA Challenge in future years, either as participants or in using the platform to run their own design studies. © The Author(s), 2023. Published by Cambridge University Press.

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    fulltext
  • 41.
    Olofsdotter Bergström, Annika
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Levelling Playing Fields: A Nomadic Play Design2020In: Making Smart Cities More Playable / [ed] Nijholt, Anton, Springer, 2020Chapter in book (Refereed)
    Abstract [en]

    In this article I am exploring how a feminist playing practice presents when using public spaces as playing field, with focus on the human body as the game piece. I will also investigate how this externalized playing gives potential to the player to act and to develop into, what I in this article will call, a nomadic play design. I will do this by describing the site-specific game ‘Levelling playing fields’, which Italian artist duo (Giuliana Racco and Matteo Guidi), a group of Palestinian women, and myself designed together at a sports field in the refugee camp Al-Arroub in the West Bank, in December of 2014. As a game designer, my interests are in the playful body’s meeting with the rules, norms, and behaviours of which public spaces are made up, and to study these rules, how they are created, and how they affect norm-breaking behaviours and actions of the players. I have chosen to name this physical play a deed of ‘a nomadic play design’, an idea inspired by Rosi Braidotti’s concept ‘nomadic body’. To cultivate the physical nomad, I will use as aid Maria Puig de la Bellacasa’s concept of ‘care’ and ‘touch’ in an attempt to link together the sometimes- elusive nature of the nomad with the apparently more structured public space to explore the outcome of that meeting. The aim of the article is to develop the site-specific game genre to emphasize the player’s body as a mean for game design.

  • 42.
    Olofsdotter Bergström, Annika
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Restrepo-Giraldo, Julia
    Linnaeus University.
    Walking backwards as a radical practice for design2023In: Nordic Design Research Society Conference (Nordes 2023), Nordes , 2023Conference paper (Refereed)
    Abstract [en]

    Walking backwards is proposed as a radical design practice as it creates time/spaces in-between needed to counter dominant narratives focused on effectivity. So-called time-saving technologies, instead of creating possibilities for free, spontaneous, unstructured, embodied time, add more time and space for production and consumption. Walking backwards is explored as a relevant practice to learn to work in-between complexities, certainty, and uncertainty. Even though walking is a widely recognised and explored method within the arts and academia, the practice of walking backwards has not been studied for the purposes proposed in this text. The aim is to problematise the notion of efficiency and how it affects how we relate to design and research. Also, to contribute to change by proposing an embodied practice that creates time/spaces to slow down, reflect, and think differently, facilitating designing and researching otherwise. Walking backwards is always done in collaboration with the environment and has the potential to support participatory work with other designers/researchers and participants. It is radical in its accessibility, inclusivity and potential to change how we as designers relate to design and futures.

  • 43.
    Olsson, Sarianna
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Fredholm, Nellie
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hållbarhet, färg & form: En grafisk profilguide för visuell kommunikation av hållbarhet2022Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Awareness of the environment and achieving a more sustainable way of life has increased among the general public and companies for several years. The purpose of this article is to investigate how a company might convey its values ​​of sustainability not only through words and texts but also through graphic design and visual communication. The article delves into graphic profiles and brand identities and examines how they can be used to visually express a company's focus on, and values ​​around sustainable manufacturing, packaging, and sustainability for the company and its employees. The article contributes research that could help designers, in the context of sustainability, deliver specific messages and values through graphics and visual elements, as well as how one can potentially approach topics such as "greenwashing". The results are based on relevant literature in the area, information gathered from methods such as focus groups and surveys, as well as a practical design in the form of a graphic profile for a mock-up company.

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    fulltext
  • 44.
    Opiyo, Eliab
    et al.
    St Joseph University Tanzania, Tanzania.
    Jagtap, Santosh
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Keshwani, Sonal
    Dayananda Sagar University, India.
    Conceptual Design in Informal Metalworking Microenterprises of Tanzania2023In: Sustainability, E-ISSN 2071-1050, Vol. 15, no 2, article id 986Article in journal (Refereed)
    Abstract [en]

    Product design is a key aspect of human intelligence and creativity, attracting not only experts but also people without any formal design training. Although numerous people in developing countries design and manufacture products in metalworking microenterprises in the informal sector, there is still little knowledge about their design process. This paper aims to fill this gap in design knowledge. We aim to investigate the design processes in metalworking microenterprises in the informal sector of Tanzania. In particular, we aim to explore how these microenterprises identify consumer needs and requirements, how they determine the specifications for the product, how they generate and evaluate alternative product concepts, and how they define product details. To address these aims, semistructured interviews were carried out in metalworking microenterprises operating in the informal sector of Tanzania. The findings reveal many facets of their design processes, providing a sound basis upon which design methods and tools can be developed to support their design activities.

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  • 45.
    Panarotto, Massimo
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    A Model-Based Methodology for Value Assessment in Conceptual Design2015Doctoral thesis, comprehensive summary (Other academic)
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  • 46. Parviainen, Daniel
    et al.
    Svensk, David
    Environmental Storytelling som ett ledande narrativ: Above the Clouds2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The purpose of the study has been to contribute to a better understanding of how the concept"Environmental Storytelling" can act as a leading narrative in a digital design, in the form ofa computer game, where the user is then advanced in the story with a focus on EnvironmentalStorytelling. In this article it’s briefly analyzed what storytelling in digital games means andthen proceeded to investigate what Environmental Storytelling plays as a role in digitalgames. The design perspective rhizomatics has been used both as theory and approach. Toconduct our research we created a digital game, to test how well we as game designers couldcreate a story that would be conveyed with the help of Environmental Storytelling. Theresearch was conducted with the help of game testing and a survey that 12 participants filledin and who also acted as game testers. The questions asked in the survey focused on how wellwe as game designers managed to convey and prescribe the story to the player. The results ofthe survey can not prove previous research of e.g. project Aporia. But the project's results stillshow differences in interpretation and experience among the participants. Since our surveytook place under limited circumstances, it is not possible to draw too great conclusions fromthe project's results, but we still dare to say that Environmental Storytelling can act as aleading narrative in a game.

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    Environmental Storytelling som ett ledande narrativ: Above the Clouds
  • 47. Runsten, Jakob
    et al.
    Pålsson, Anton
    Upplevelsen och Uppfattningen av ett narrativ.2021Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
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    Upplevelsen och Uppfattningen av ett narrativ.
  • 48.
    Ruvald, Ryan
    Blekinge Institute of Technology, Faculty of Engineering, Department of Mechanical Engineering.
    Innovation in a Changing World: Exploring PSS Design through Prototyping2023Doctoral thesis, comprehensive summary (Other academic)
    Abstract [en]

    Customers across all sectors have increasing expectations (e.g. value, efficiency, availability, quality, etc.) and expanding needs which traditional business models fail to address simultaneously and stand-alone products cannot be expected to solve. To expand the value provided to customers, manufacturers have begun adding services to their products through servitization. Similarly, service providers have begun adding products to expand their ability to capture market capacity. The end coupled product and service solutions have been classified as Product Service System (PSS) solutions. The challenge lies in defaulting to existing products or services as the starting point since these solutions can carry forward inefficiencies or limitations of legacy solutions. There is a recent proposal to integrate PSS design into a single process, rather than using separate design flows for products, services, and systems. This approach involves intentionally designing all elements together at the same time. Ideally, this approach will allow the most efficient existing and new products or services to be combined into a solution which produces exponentially more value than the sum of the individual elements. Realigning all components of a PSS from inception towards a function provides an opportunity to escape current product limitations and explore new solutions with potentially higher value. This approach becomes an increasingly wicked challenge of having a transformative view of the future solution scenario at the conceptual start of the design process while navigating the increased ambiguity brought forth due to the nature of PSS solution variability. A core tenet of the Design Thinking (DT) mindset prescribes extensive use of physical prototypes as a means to “dance with ambiguity” encouraging generative exploration in the early conceptual phases of design. This “show don’t tell” tenet of DT is incorporated in a novel way into what this research will define as "Intentional PSS design” through physical system prototypes to accomplish two primary objectives; Enabling internal consensus in a project team through rapid design space exploration and provoking Generative Design Questions from the various potential stakeholders up and down the future value chain. These prototypes enable co-creation of conceptual solutions that may not be technically possible today, but have enough impact potential to warrant deeper exploration and refinement to enable their evolution.    

    The aim of this thesis is to explore the phenomenon of creating and utilizing physical prototypes in the conceptual phase of PSS design. The initial context and case studies are within the domain of construction equipment manufacturing. The resulting work produced a functional scale prototype of a future solution yielding valuable gains in co-creation and GDQs. Generating this prototype and understanding its impacts in the conceptual phase of the PSS design process is the phenomenon in question for the first half of the research. The second half of the research focuses on how to enable other designers to replicate the observed   prototyping qualities through various experimental means delivered via workshops.  

    The work was performed in collaboration with a construction equipment manufacturer, conducting an exploration into the impacts of shifting towards autonomous electric machinery at a demonstrator production site. The thesis first depicts how the prototyping around the ancillary impacts and solutions leads to greater engagement from stakeholders regarding the new concepts. The later portion explores two methodological attempts at generalizing the process behind the creation of the demonstrator scale site as a boundary object for early phase exploration that are previously not accessible through current practices. This leads to the testing of the method in a broader perspective to represent tangible and intangible elements in a way that facilitates concept design decisions in interdisciplinary team settings. The thesis concludes by exploring the potential of utilizing the new workshop-based processes to move from an ambiguous asipirational goal towards an uncertain transformative PSS solution concept anchored by physical representations aiding concept generation, refinement and selection. 

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  • 49.
    Säfström Andersen, Oscar
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Johansson, Linn
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Tänk om män såg ut som slampor? - Normkritisk karaktärsdesign2022Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The male gaze phenomena, a theory coined by feminist film theorist Laura Mulvey, iscommon in todays media, it ranges from advertisements and films to comics and games. Thisstudy focuses on games and their character design. In this study, we analyzed and redesignedfour characters from four different games all from the same genres; Fantasy, Action, andMMORPG. After that, we create an alternative design, with our method reverse male gaze. Amethod we created based on the work and research carried out by Genusfotografen (2021) andEhrnberger (2017). We document our process, how we created our design and how it opposesthe male gaze with new perspectives. Finally, we discuss our process, our choices, furtherresearch opportunities and how well we answered the research question we asked ourselves inthe beginning

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    Tänk om män såg ut som slampor? - Normkritisk karaktärsdesign
  • 50.
    Tinggren, Simon
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Hauffman, Sixten
    Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
    Förbud för ljud med låg magnitud: En designers guide för hur symbolik och legatomusik kan användas i skapandet av en ljudberikad kontorsmiljö2022Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Sound enrichment is often used in office environments to make it more comfortable for work by lowering speech intelligibility, primarily in open plan offices. (Page, 2020). Traditionally these sound enrichments have consisted of different types of noise to heighten the background noise in the office. We look at sound enrichment, not through the perspective of an engineer, but through the perspective of sound designers and how we can use our knowledge and experience to drive the question of how we create a more intentionally designed work environment in an office. In this work we investigate how a designer can utilize tools like symbolism and legato music in order to create a sound enrichment for an office environment. We do this in order to create a clear structure and solid groundwork for future sound designers to design a sound environment that is more pleasant for the office workers. In the theoretical framework we will bring forth relevant research that shows how this angle of design of sound enrichment has a scientific and established foundation. With this research we have developed a method with a clear structure for how a sound enrichment for office environments can be designed, and how the design can be as satisfying as possible for a specifically targeted group. 

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    Förbud för ljud med låg magnitud: En designers guide för hur symbolik och legatomusik kan användas i skapandet av en ljudberikad kontorsmiljö
12 1 - 50 of 52
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