Change search
Refine search result
1 - 20 of 20
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Rows per page
  • 5
  • 10
  • 20
  • 50
  • 100
  • 250
Sort
  • Standard (Relevance)
  • Author A-Ö
  • Author Ö-A
  • Title A-Ö
  • Title Ö-A
  • Publication type A-Ö
  • Publication type Ö-A
  • Issued (Oldest first)
  • Issued (Newest first)
  • Created (Oldest first)
  • Created (Newest first)
  • Last updated (Oldest first)
  • Last updated (Newest first)
  • Disputation date (earliest first)
  • Disputation date (latest first)
  • Standard (Relevance)
  • Author A-Ö
  • Author Ö-A
  • Title A-Ö
  • Title Ö-A
  • Publication type A-Ö
  • Publication type Ö-A
  • Issued (Oldest first)
  • Issued (Newest first)
  • Created (Oldest first)
  • Created (Newest first)
  • Last updated (Oldest first)
  • Last updated (Newest first)
  • Disputation date (earliest first)
  • Disputation date (latest first)
Select
The maximal number of hits you can export is 250. When you want to export more records please use the Create feeds function.
  • 1.
    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.

  • 2.
    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. 

  • 3.
    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.

  • 4.
    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.

  • 5.
    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.

  • 6.
    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.

  • 7.
    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.

  • 8.
    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.

  • 9.
    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.

  • 10.
    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.

  • 11.
    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

    The full text will be freely available from 2020-03-07 08:52
  • 12.
    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.

  • 13.
    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
  • 14.
    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.

  • 15.
    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.

  • 16.
    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.

  • 17.
    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.

  • 18.
    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.

  • 19.
    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)
  • 20.
    Özcan, Çiğdem
    Blekinge Institute of Technology, Faculty of Engineering, Department of Spatial Planning.
    The Effects of Gentrification on Cultural Identity: A case study in İstanbul, Sulukule2015Independent thesis Advanced level (degree of Master (One Year)), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Gentrification is a formation that demonstrate the revitalisation of urban areas where local inhabitants is displaced and force to move other districts. In the last years, there are several debates about positive and negative consequences of revitalisation projects. This paper discusses the effects of gentrification researched through an analysis and perspective on changes in a given district. It underlines the influences of alterations on the cultural landscapes and cultural identities. Focusing on the historic neighbourhood of İstanbul, Sulukule as a case study, this thesis analyses the change on character of a region with particular attention to the shifts of identity of a district. The aim is examining the role of gentrification on cultural identity, its effects, project process and consequences for neighbourhoods.

1 - 20 of 20
CiteExportLink to result list
Permanent link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf