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  1. 1. Testing a contemplative landscape method to design a stress-reducing therapeutic landscape for the Mellanorrlands Hospice

    University essay from SLU/Dept. of Urban and Rural Development

    Author : Anna Artemeva; [2024]
    Keywords : Therapeutic garden; contemplation; stress reduction; palliative care; hospice centre;

    Abstract : This thesis explores the effectiveness of the Contemplative Landscape Method (CLM) in designing a stress-reducing therapeutic landscape for Mellanorrlands Hospice, aimed at improving the well-being of palliative care patients. With the increasing importance of palliative care due to an ageing population and the growing demand for hospice services, this study addresses the pressing need for therapeutic landscapes that make a positive contribution to the emotional and psychological health of patients and staff. READ MORE

  2. 2. Incorporating Environmental Psychology in Architectural Design Processes : creation of a Translation Tool based on Affordances

    University essay from SLU/Dept. of People and Society

    Author : My Gutke Lunsjö; [2024]
    Keywords : Environmental Psychology; Architectural Design; Tool Development; Affordances; Research Implementation; Applied Research;

    Abstract : Considering the enormous investment society makes in developing and shaping the built environment, and the huge impacts that buildings have on people’s health and well-being, there is an urgent need to better understand how to design buildings for human welfare. In the realm of architectural practice, designers are increasingly met with demands to present evidence of how their designs perform from a user perspective. READ MORE

  3. 3. Perspectives of dropped-out children on quitting public primary schools in Kasur- Pakistan

    University essay from Göteborgs universitet/Institutionen för pedagogik och specialpedagogik

    Author : Somia Bashir; [2023-07-03]
    Keywords : dropped-out children; dropout rate; public primary schools; Kasur- Pakistan; perspectives; education;

    Abstract : Aim: This thesis is an endeavour to explore the causes behind the significant rate of students leaving their primary-level education at the Primary level. The study aims at exploring the causes of high dropout rates by recording the voices of out-of-school children and examining the help they receive from their learning institutions after leaving their studies and schools in the Kasur District in Pakistan. READ MORE

  4. 4. It Takes Two to Tango: Perceptions and Motivations Towards Campaign Clientelism in Zambia

    University essay from Lunds universitet/Graduate School

    Author : Fubu Ngubu; [2023]
    Keywords : Keywords: Campaign clientelism; Information theory; mixed methods; System justification theory; Zambia.; Social Sciences;

    Abstract : Various studies on clientelism usually start from a common puzzle: Why is campaign clientelism widely practised by politicians even when they have no means of ensuring reciprocity from the voters? Similarly, why is campaign clientelism widespread amongst voters despite its numerous negative consequences on societies, democracy, and development? These puzzles have motivated my research, where I attempt to understand the perceptions and motivations of politicians and voters towards campaign clientelism in Zambia. To address the research question, two forms of data collection methods were utilised, in-depth interviews with politicians at the local level and a survey of voters in densely populated areas (Lusaka and Kitwe). READ MORE

  5. 5. Improving player experience using Flow in Tower Defense game Daidala : A case study on improving Flow according to Sweetser & Wyeth's GameFlow criteria

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Mario Palleschi; Isak Larsson; [2023]
    Keywords : Flow; GameFlow; Quality Assurance; Qualitative Comparative Analysis; Research through Design;

    Abstract : Using a Research through Design approach, this research aims to utilize the criteria of Flow outlined by Csikszentmihályi in Flow: The Psychology of Optimal Experience (2014) and later adapted to videogames by Sweetser & Wyeth in GameFlow: a model for evaluating player enjoyment in games (2005) to improve the Tower Defense game Daidala by increasing players’ time spent in a state of Flow. This serves to provide future game designers with an example of how this model and these concepts can be applied when designing and developing a game. READ MORE