Essays about: "tangible tools"

Showing result 1 - 5 of 56 essays containing the words tangible tools.

  1. 1. Sensory : Designing an Ai-Powered Interactive Artefact for Managing Sensory Overload Experiences

    University essay from Malmö universitet/Institutionen för konst, kultur och kommunikation (K3)

    Author : Bianca Trăistar; [2023]
    Keywords : Sensory Overload; mHealth; wearable; Artificial Intelligence; pattern recognition;

    Abstract : This project aims to explore how interactive technological artefacts can support young adults with sensory overload in their experiences. It intends to investigate the potential of carefully designing technologies tailored to the user's sensory needs of managing and reflecting on the sensory experience, and understanding their patterns. READ MORE

  2. 2. Virtual vistas : exploring the art of in-game photography presence on social media

    University essay from Lunds universitet/Medie- och kommunikationsvetenskap; Lunds universitet/Institutionen för kommunikation och medier

    Author : Yimeng Li; [2023]
    Keywords : Photograph; Video Game; New Media Art; Authorship; Virtual Reality; Screenshoot; Virtual Photography; Game Culture; Social Sciences;

    Abstract : This thesis delves into the emerging field of virtual photography, an artistic form seamlessly integrated into the digital landscapes of video games. Investigating the intricate relationship between the virtual and the tangible, the study meticulously analyzes in-game photographs to unveil the subtleties often overlooked, decoding implied meanings. READ MORE

  3. 3. From Idea to Innovation: Exploring the Application of Design Thinking in Product Development

    University essay from Jönköping University/JTH, Industriell produktutveckling, produktion och design

    Author : Sejla Skaljo; Elaine Ljungberg; [2023]
    Keywords : Design thinking; innovation; interdisciplinary; Kansei engineering; IDEO; organisation; human-centered;

    Abstract : Design thinking (DT) is a popular method and methodology for leveraging innovation. However, using DT in practical organisational settings is challenging because there is little acknowledgment of such research in academia. READ MORE

  4. 4. Designing and evaluating the impact of gamification in e-learning platforms for non-Swedish people learning Swedish

    University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Author : Vaishnavi Walajapet Bhakthavathsalam; Mahidhar Reddy Vaka; [2023]
    Keywords : E-learning; Gamification; Motivation; Persuasive design; User engagement.;

    Abstract : Background. Learning a new language is essential for global communication and cultural understanding as it enhances communication skills and promotes respect for diverse cultures. In this digital age, e-learning platforms have become popular tools for language learning. READ MORE

  5. 5. Unwrapping Brand Activism

    University essay from Lunds universitet/Företagsekonomiska institutionen

    Author : Denise Vork; Bruno Dewever; [2023]
    Keywords : Brand Activism; Packaging; Consumer Engagement; Consumer Perceptions; Socio-political Issues; Consumer Resistance; Business and Economics;

    Abstract : This research used a qualitative approach, more specifically, netnography based on two cases. The two empirical cases on the use of brand activism on packaging that have been selected for this study are: (1) Walmart’s introduction of a ‘Celebration Edition’ Ice Cream for Juneteenth, and (2) Skittle’s introduction of a rainbow- free packaging to support the LGBTQ+ community. READ MORE