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  • 1.
    Andersson, Therese
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    de Jong, Jonathan
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Hur designar man en e-handelssite:: är designers och dokumenterad forskning överens?2012Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This paper examines and summarizes rules, guidelines and methods for how an e-commerce site should be designed, which elements it should contain and where these should be placed. Our approach consists of two phases. First we comprise relevant research within the target area. This is then divided into logical themes and is used as a foundation for an interview guide, which will be used in the second phase. After this, in the second phase, we conduct qualitative interviews with designers that are actively working with design of e--‐commerce  sites. These can be part of a larger team or work more or less alone, i.e. the participants are not limited to being part of a larger or smaller company or project. The purpose of this is to establish if the relevant research is coherent with how designers work within the area of  Västra Götaland. The result will also serve as a kind of general template, which can be used as support or inspiration while creating an e--‐commerce site, supported by the research material as well as the interviews. We concluded that the research and the way the designers work were mainly coherent. The difference between the research and the result of the interviews were mainly that the people in the business develop more methods and guidelines in a faster pace than the research can keep up with. This is because they are actively developing the business as part of the design community. 

  • 2.
    Haj-Bolouri, Amir
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Bernhardsson, Lennarth
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Rossi, Matti
    Information Systems, Aalto University, Finland.
    PADRE: a Method for Participatory Action Design Research2016Inngår i: Tackling Society's Grand Challenges with Design Science: 11th International Conference, DESRIST 2016, St. John's, NL, Canada, May 23-25, 2016, Proceedings / [ed] Editors: Parsons, J., Tuunanen, T., Venable, J., Donnellan, B., Helfert, M., Kenneally, J. (Eds.), Springer International Publishing , 2016, Vol. 9661, s. 19-36Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Action Design Research (ADR) is a Design Research (DR) method that enriches the Design Science Research (DSR) paradigm, by providing stages and principles for designing artifacts and allowing for their emergence in an organizational context. The method has been used and elaborated by scholars, extending the mode of the method and its stages, incorporating and adopting knowledge from related approaches such as Participatory Action Research (PAR) and Participatory Design (PD). In this paper, we have adopted principles and philosophy from PAR and PD to extend and elaborate the AD R method, by providing a front-end of Action Research (AR) that emphasizes learning through incremental iteration. We will introduce our elaborated method as Participatory Action Design Research (PADRE) and demonstrate how we have used it in our own research. We argue that the ADR method can benefit from incorporating learning within and across each and every stage iteratively. We also argue that learning can be used as a learning nexus, which informs and gets accumulated for formalization of learning that can be re-used within different cycles of ADR. Hence, we introduce PADRE and provide a model that consists of a set of key-components, which extends and elaborates the ADR method

  • 3.
    Haj-Bolouri, Amir
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Flensburg, Per
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Bernhardsson, Lennarth
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Winman, Thomas
    Högskolan Väst, Institutionen för individ och samhälle, Avd för socialpedagogik och sociologi.
    Svensson, Lars
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Designing a Web-Based Education Platform for Swedish Civic Orientation2014Inngår i: Proceedings of the 37th Information Systems Research Seminar in Scandinavia (IRIS 37), Ringsted, Denmark, 10-13 August. / [ed] Ahmad Ghazawneh, Jacob Nørbjerg and Jan Pries-Heje, Ringsted, 2014, s. 1-13Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Newcomers in Sweden face a problem of learning the Swedish society with respect to laws, culture, democratic values, education system, labor market and aspects of taking the role as a parent. The municipality of Gothenburg and the county administrative board in Västra Götaland are appointed by the Swedish government to educate newcomers in civic orientation. This paper describes some problems in providing distance education for Swedish civic orientation in forms of advanced learning modules (ALM). Requirements for implications for design were gathered through several conducted workshops together with relevant stakeholders through a participatory design approach. We concluded that our design for implications can be processed for future research and used together with a system solution.

  • 4.
    Lundgren, Ulrika
    et al.
    Högskolan Väst, Institutionen för ekonomi och it.
    Mowbray, Ben
    Högskolan Väst, Institutionen för ekonomi och it.
    The Struggles of Rigging: On Joint Deformation Problems in Human Digital Characters2012Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The bulk of research in digital 3D animation is focused on problem solving and the development of new techniques and innovations for the 3D animation software of the future. However, little consideration is given for the underlying reasons why problems arise from a psychological perspective, and if 3D animation is to establish itself as a discipline in academia, strides must be taken to strengthen its foundations with existing academic disciplines.This undergraduate thesis examines the possible causes of joint deformation problems inherent to digital human character rigs in Autodesk Maya using cognitive psychology, specifically theories of perception, with additional considerations for the roles of the Uncanny Valley effect and suspension of disbelief. An experiment was devised to evaluate the presence of joint deformation problems on a basic human character rig and in two approaches of solution.The results supported the presented hypothesis on what causes the viewer to notice joint deformation problems, but further investigation is required for test it definitively. The study also implied that whilst joint deformation problems may be noticed by the viewer and cause distraction from the content of a digital film, other factors also strongly affect the viewer’s experience in a similar manner. The results of further studies could help digital artists better understand how the audience may respond to the presence of joint deformation problems and optimise their workflow.

  • 5.
    Olsson, Markus
    et al.
    Högskolan Väst, Institutionen för ekonomi och it.
    Svensson, Magnus
    Högskolan Väst, Institutionen för ekonomi och it.
    Det Mobila Spelandet: en kartläggning av vårt mobila spelande2012Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    I detta examensarbete försökte vi med hjälp av två vetenskapliga metoder, en enkät och ett antal intevjuer, skapa oss en bild över svenskarnas användning av, och beteende kring, spel till smartphones och surfplattor. Med andra ord en undersökning över hur och varför folk spelar på sin mobila enhet. En analys av tidigare forskning inom detta ämne jämfördes med resultaten från våra undersökningar med förhoppningen på att kunna få ett tillfredställande resultat. Våra resultat pekar på ett antal faktorer som gör att man väljer att spela på sin mobila enhet. Exempel på dessa faktorer är enkelheten att sätta igång och spela samt avsluta när och var som helst, för avslappning, för att det är socialt eller som ett rent tidsfördriv. Att vara geografiskt obunden var den största och viktigaste unika aspekten vi hittade för mobilt spelande. Vart man än befinner sig så har man tillgång till snabb och lätt underhållning.

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