Searched for: contributor%3A%22Giaccardi%2C+E.+%28mentor%29%22
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van der Woude, Marco (author)
When building online systems designers have to make many decisions that impact user experience. One of said choices is whether certain interactions are automated or remain human. To make matters more complicated, they can also decide to make certain interactions seem automated or human. Making the right decision has increased in importance as...
master thesis 2020
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Fusaro, E. (author)
The overall objective of this master thesis is how to create a customizable system of everyday objects that empower the elderly to live independently and resourcefully. Ageing is a natural and inevitable process that everyone will experience. It is predicted that in the coming thirty years, the number of elderly people is projected to account...
master thesis 2016
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Amram, T. (author)
Expressing creativity answers to fundamental human needs such as Autonomy, Competence and Self-Esteem (Sheldon, Elliot et al. 2001). However, as industrialisation caused the first consumer revolution, passive consumption of mass-produced objects became the norm. A contemporary response to this passive consumption can be found in an increasingly...
master thesis 2016
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Lionarons, M. (author)
Data from health wearables promises to deliver value to all stakeholders by improving the quality of care, while making them more convenient and cost-friendly. However, many companies are collecting data now without a clear purpose, expecting it to pay out tomorrow. They handle the data as a currency, with similar risks and benefits, and often...
master thesis 2016
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Bitter, F.K.W. (author)
Emerging technologies not only shape how people live, entertain themselves, move forward, relate to each other, but also how they work. The Internet of Things is a technological development which is by many experts, expected to change all of these aspects tremendously. However, it is not yet known which role this technology will actually play...
master thesis 2016
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Boonen, S. (author)
Preserving and protecting art for the enjoyment of future generations is part of a museum’s mission. But what if the objects on display are not that costly or rare, were in fact mass produced once? This may sound unlikely, though it is exactly the case in a museum devoted to contemporary design: The Design Museum in London. This is a museum with...
master thesis 2016
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Schoumans, R.A.J. (author)
Our life is full of products that are designed to claim our attention. We learn to occupy every piece of time we have. We want to spend our time ‘useful’. We only have 24 hours each day and we even need to spend some of it on sleeping. This attitude of being occupied all the time seems to have a major downside. People are exposed to too much...
master thesis 2016
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Postma, L. (author)
In a world where resources are wasted as products are unused, it is time for a new way of sharing products. What if you don’t own a product but still have access to it? It’d be an ownerless product. This graduation project emphasises the best user experience of such a product and reimagines a new product-service system from the ground up, by...
master thesis 2015
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Schellekens, K. (author)
Almost every mundane activity in which we engage during the day (e.g., walking, running, meeting other people etc.) leaves a trace in the form of data that can be collected, measured and shared as input to shape individual and social interactions. This data can be referred to as ‘activity traces’ (Dong 2014). A nascent application domain for...
master thesis 2015
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Liu, J. (author)
“If you could relive a moment of your life, what would it be?” Beautiful moments are constantly happening in everyone’s life and the answer for this question can be different from person to person. Big life events such as wedding, graduation, the birth of your child, are certainly those memorable moments. But our life is also full of moments...
master thesis 2014
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Xiao, Y. (author)
The goal of this graduation assignment is to designing the user experience strategy for the second generation of Fairphone, which is a social enterprise with the aim to develop a smartphone designed and produced by putting social values first. The goal of second generation product - Fairphone 2 is to develop a simple, easy-to-use device that...
master thesis 2014
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Gohres, E.E.W. (author)
Socially Tangible Media (STM) is a term describing an emerging category of products that aim to link social data to the materiality of objects and spaces. Digital networks are increasingly used to connect on a social level, while a growing number of objects are becoming part of such networks. The aim of this graduation project is to provide...
master thesis 2014
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Romagnoli, L. (author)
TINK offers designers a complete Internet of Things (IOT) development environment to sketch experiential prototypes of connected objects. TINK is a user-friendly, visual, collaborative, open-source tool for designers to build connected interactions among objects. User-Friendly TINK targets interaction designers with minimal Arduino experience...
master thesis 2014
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Muntslag, S.P.M. (author)
This master thesis is the result of the graduation project for the master Design for Interaction at Delft University of Technology and is an attempt to combine two field of research, namely, materiality and (social) interaction design. As this project did not originate from a specific problem but merely from an opportunity for innovation the...
master thesis 2014
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Chen, Y.C. (author)
Nowadays people are increasingly sharing, collaborating and exchanging things. For example, AirBnB and Zipcar have been growing since the past five years. The economic recession and the rise of sustainable solutions are causes for this trend. Especially, car-sharing has been growing ever due to the legislative, and cultural emphasis on green and...
master thesis 2014
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Wang, Y. (author)
Social networking sites are today playing an essential role in our daily lives. These web-based services not only focus on providing people a platform to share interests and activities, but also facilitate the process of keeping in touch with families and friends. Take Facebook, the most popular social networking website, as an example: people...
master thesis 2013
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Wei, H. (author)
This project focuses on 2 issues: 1. Explore the meaning to make social media tangible and 2. Sustain and enrich social intimacy on social media services. The 1st issue was the initial project goal, while later on we choose to address it through creating a design to fulfil the 2nd issue, since through a preliminary investigation we did see the...
master thesis 2013
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Van Beusekom, J. (author)
When a child is diagnosed with childhood cancer, parents tend to forget about their own well-being and focus totally on their child. In many cases, parents break during the two year treatment and get emotional problems. Mokkop is coffee mug that reminds parents to take a moment for themselves. Five times a day it lights up to trigger parents to...
master thesis 2013
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Jansweijer, J.J. (author)
The goal of this project was to support the social development of isolated children in child cancer hospitals by bringing them into contact with other children in the hospital. In interviews with children three play types were found: adventurers, gamers and tinkerers. To support each of these play types, an ambiguous game, which could be played...
master thesis 2013
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Eng, M. (author)
PLATFORM------- Interactive (technology-enhanced) spaces are becoming omnipresent in our modern world. Designers and companies alike are learning that technology can change people?s impression of a sample of physical space in such a way that yields profit and creates meaning. In the business of designing interactive spaces, there is a dependency...
master thesis 2013
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