1,720,975 research outputs found

    Tilstede: Et prosjekt om relasjoner til en kopp

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    Through this master's thesis, I have gone from working with ideas and sketches to ending up with a finished three-dimensional product. I have done this by using material-based research, by sketching directly in the material, to arrive at decisions. Methods such as the artistic hermeneutic spiral have been a good guideline throughout the thesis. The literature has supported and taught me even more about my subject. I have tried to make this as structured and clear as possible for both myself and the reade

    Tilstede: Et prosjekt om relasjoner til en kopp

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    Through this master's thesis, I have gone from working with ideas and sketches to ending up with a finished three-dimensional product. I have done this by using material-based research, by sketching directly in the material, to arrive at decisions. Methods such as the artistic hermeneutic spiral have been a good guideline throughout the thesis. The literature has supported and taught me even more about my subject. I have tried to make this as structured and clear as possible for both myself and the readerJeg har gjennom denne masteroppgaven gått fra å jobbe med ide og skisser til å ende opp med et ferdig tredimensjonalt sluttprodukt. Dette har jeg gjort ved å bruke materialbasert forskning ved å skisse direkte i materialet, for å komme frem til beslutninger. Metoder som kunstfaglig hermeneutisk spiral har vært en god rettesnor gjennom hele oppgaven. Litteraturen har støttet og lært meg enda mer om mitt fag. Jeg har forsøkt å gjøre dette så strukturert og oversiktlig som mulig både for meg selv og leseren.publishedVersio

    An opportunity for user experience design in primary antibiotics adherence in children: A narrative-based product, driven by big-data and gamification principles

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    Master i produktdesignRegardless how effective medications are, if patients do not follow the prescribed instructions, the whole healthcare system would be compromised. Non-adherence with medication generally or antibiotics specifically is a crucial healthcare problem in which substantial cost is required for patient’s frequent common hospitalization due to antibiotic resistance. There are two kinds of non-adherence with medications, unintentional and intentional. Unintentional adherence may be the result of forgetfulness and not knowing exactly how to use medicines; as the solution there are many innovations that address the forgetfulness or unintentionally around taking medications like pill dispensers or reminder mobile applications, but few regarding intentionality . So the focus of this project will be on the second cause, children with intentional non-adherence which is a consistent issue, when they choose not to take their prescribed antibiotics properly based on their experience or their parents´ beliefs or knowledge. Norway has recognized non-adherence issue and has produced pharmacy-follow-up solutions called “Medisinstart” service which is going to be adopted in pharmacies all over the country in May 2018 in which patients with chronic illness will receive two follow-up interviews and questionnaires with pharmacy 1-2 and 3-5 weeks after prescription. So, obviously health providers are trying to solve this problem from a medical and pharmaceutical angle but from a designer’s point of view; Intentional non-adherence with medication is largely a result of people’s behavior and the factors that prompt such a behavior should be recognized. There the challenge lies in educating the importance of taking medicine in general, but also supporting children to keep taking the treatments. People in general do not tend to finish a prescribed antibiotics course and specifically they stop taking their treatments once they feel better; it has happened to many of us but when we do not take a full course of antibiotics or take them for the wrong things, the hardiest bacteria survive, and spread. If we could break that destructive behavior, we would save thousands of lives and billions of Kroners a year. The final outcome would be an application alongside with the physical pack ; prescribed by doctors and provided by pharmacists to prevent potential children from intentional non-adherence behavior with antibiotics. This thesis is an exploration of gamification in the context of healthcare system in Norway and uses the widespread usage of technology as an intervention in order to meet a better experience for children, the so-called digital natives. According to Wikipedia, a digital native is a person who was born during or after the general introduction of digital technologies and who, through interacting with digital technology from an early age, has a greater understanding of its concepts (1). They have grown up with access to highly engaging video games and consumer software, and have similar expectations of every innovation. All pictures, Tables and maps are taken and done by me, unless I mention the reference.publishedVersio

    An opportunity for user experience design in primary antibiotics adherence in children: A narrative-based product, driven by big-data and gamification principles

    No full text
    Regardless how effective medications are, if patients do not follow the prescribed instructions, the whole healthcare system would be compromised. Non-adherence with medication generally or antibiotics specifically is a crucial healthcare problem in which substantial cost is required for patient’s frequent common hospitalization due to antibiotic resistance. There are two kinds of non-adherence with medications, unintentional and intentional. Unintentional adherence may be the result of forgetfulness and not knowing exactly how to use medicines; as the solution there are many innovations that address the forgetfulness or unintentionally around taking medications like pill dispensers or reminder mobile applications, but few regarding intentionality . So the focus of this project will be on the second cause, children with intentional non-adherence which is a consistent issue, when they choose not to take their prescribed antibiotics properly based on their experience or their parents´ beliefs or knowledge. Norway has recognized non-adherence issue and has produced pharmacy-follow-up solutions called “Medisinstart” service which is going to be adopted in pharmacies all over the country in May 2018 in which patients with chronic illness will receive two follow-up interviews and questionnaires with pharmacy 1-2 and 3-5 weeks after prescription. So, obviously health providers are trying to solve this problem from a medical and pharmaceutical angle but from a designer’s point of view; Intentional non-adherence with medication is largely a result of people’s behavior and the factors that prompt such a behavior should be recognized. There the challenge lies in educating the importance of taking medicine in general, but also supporting children to keep taking the treatments. People in general do not tend to finish a prescribed antibiotics course and specifically they stop taking their treatments once they feel better; it has happened to many of us but when we do not take a full course of antibiotics or take them for the wrong things, the hardiest bacteria survive, and spread. If we could break that destructive behavior, we would save thousands of lives and billions of Kroners a year. The final outcome would be an application alongside with the physical pack ; prescribed by doctors and provided by pharmacists to prevent potential children from intentional non-adherence behavior with antibiotics. This thesis is an exploration of gamification in the context of healthcare system in Norway and uses the widespread usage of technology as an intervention in order to meet a better experience for children, the so-called digital natives. According to Wikipedia, a digital native is a person who was born during or after the general introduction of digital technologies and who, through interacting with digital technology from an early age, has a greater understanding of its concepts (1). They have grown up with access to highly engaging video games and consumer software, and have similar expectations of every innovation. All pictures, Tables and maps are taken and done by me, unless I mention the reference

    Granstasjon: Et lokale for de lokale

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    Denne oppgaven studerer hvordan menneskesentrert design kan brukes til å kartlegge lokalbefolkningens ønsker for et nytt samlingslokale. Metoder som intervjuer, empirisk data og spørreundersøkelser er brukt for å kartlegge hva slags lokale som vil reflekterer behovene og ønskene til lokalbefolkningen. Prosjektet har tatt for seg Gran kommune som et case-studie. Målet for dette prosjektet er å vise hvordan menneskesentrert designmetodikk kan brukes til å utvikle et konsept for et potensielt populært samlingslokale som treffer behovet og ønskene til lokalbefolkningen. Et velfungerende samlingslokale kan ha en positiv og samlende effekt på lokalmiljøet. Innsiktene indikerer at nåværende samlingslokaler ikke har en identitet som gjenspeiler Gran, passer i all hovedsak best for de eldste innbyggerne og tilbyr ikke den stemningen eller de aktivitetene gransokninger ønsker seg. Dette har ledet opp til konseptet Granstasjon - et samlingslokale som tilbyr de aktivitetene som lokalbefolkningen ønsker seg, samtidig som det skal være et tilgjengelig lokale med en stemning som bedre passer flere av alders- og interessegruppene i Gran. Oppgaven argumenterer for hvordan et slikt lokale vil kunne skape et sosialt episenter i Gran som kan bidra til å skape et tilbud i Gran som passer for et større mangfold, og være et lokale som assosieres med kommunen. Konseptet eksemplifiserer hvordan andre distriktskommune kan lære fra metodene og skape sine egne tjenester som kan treffe deres egne lokalbefolkning sine behov

    An olfactory journey towards jewelry

    No full text
    This thesis ventures into the realm of olfaction. The sense of smell has long been regarded as a less important sense, however this is changing. By exploring the olfactory system, and training the sense of smell, botanical fragrance compositions have been created. Through perception these scents and fragrances have been interpreted into lines, and further to shapes, forms and representations of jewelry. The line has thus been utilized from a position of wayfaring, gradually turning into a meshwork of lines, supported by methods such as coupling, mapping, and autoethnography, where the emergent shapes become the foundation for further research, conducted by methods such as probing, leading to the creation of form. The definition of jewelry is here quite broad, and includes perfume, the criteria being that jewelry has to relate to the body. In this project, the analysis of perfume as jewelry presents many interesting perspectives. Wearing perfume can affect our mood directly, as an intimate, inward experience. Simultaneously it can be an intentional action of non verbal communication. Perfume is both inhaled into the body, absorbed into the skin, and vaporizes from the skin, venturing outwards. Shapes and forms that have emerged from fragrance through lines in this experiment, possesses characteristics of being organic, asymmetrical and in motion. They are ambiguous in nature, and can be both soft and sharp, concave and convex, and move in several directions. The line is not either/or, it is both-and, and it has value and possibility for novelty in so many ways. Here, I will show how the line can be utilized as a perceptual tool in olfaction to generate form, and in possible extension, jewelry

    Wonderground: An exploration of alternative playgrounds

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    Conventional playgrounds offer little variation and surprise for something considered to have great social and artistic potential in the city. Are these spaces becoming more about convenience than meaningful experience, and more about physical activity than stimulating the imagination? This thesis takes a look at Oslo’s biggest city development project in history, Hovinbyen, as a case study; and further, how to activate one of the area’s most distinctive landmarks, The Hovin Stream. Society have the potential to play a significant role in encouraging and supporting children’s sense of wonder; the name Wonderground was invented to suggest a way of doing this through the design of an alternative play space. The thesis challenges our collective understanding of what a playground is, and proposes an approach of using storytelling to connect a public play space to a fictional world

    Granstasjon: Et lokale for de lokale

    No full text
    Master i produktdesignDenne oppgaven studerer hvordan menneskesentrert design kan brukes til å kartlegge lokalbefolkningens ønsker for et nytt samlingslokale. Metoder som intervjuer, empirisk data og spørreundersøkelser er brukt for å kartlegge hva slags lokale som vil reflekterer behovene og ønskene til lokalbefolkningen. Prosjektet har tatt for seg Gran kommune som et case-studie. Målet for dette prosjektet er å vise hvordan menneskesentrert designmetodikk kan brukes til å utvikle et konsept for et potensielt populært samlingslokale som treffer behovet og ønskene til lokalbefolkningen. Et velfungerende samlingslokale kan ha en positiv og samlende effekt på lokalmiljøet. Innsiktene indikerer at nåværende samlingslokaler ikke har en identitet som gjenspeiler Gran, passer i all hovedsak best for de eldste innbyggerne og tilbyr ikke den stemningen eller de aktivitetene gransokninger ønsker seg. Dette har ledet opp til konseptet Granstasjon - et samlingslokale som tilbyr de aktivitetene som lokalbefolkningen ønsker seg, samtidig som det skal være et tilgjengelig lokale med en stemning som bedre passer flere av alders- og interessegruppene i Gran. Oppgaven argumenterer for hvordan et slikt lokale vil kunne skape et sosialt episenter i Gran som kan bidra til å skape et tilbud i Gran som passer for et større mangfold, og være et lokale som assosieres med kommunen. Konseptet eksemplifiserer hvordan andre distriktskommune kan lære fra metodene og skape sine egne tjenester som kan treffe deres egne lokalbefolkning sine behov.This master thesis studies how human-centered design can map what local citizens needs and desires in a new social venue. Methods such as interviews, questionnaires, and empirical data have been used to identify what kind of venue would reflect the local citizen's needs and desires. The project has been using Gran municipality as a case study. This project aims to show how human-centered design methods can be used to develop a concept of a potentially popular social venue that satisfies the needs and desires of the inhabitants in Gran municipality. A well-functioning social venue that epitomizes Gran, could have a unifying and positive social impact on the local community. The project collected insights indicating that Gran's existing venues do not have an identity that resonates with the local citizens. The existing venues are primarily only suitable for the elderly inhabitants, and they do not offer the atmosphere or activities that the rest of the local citizens wants. This has led to the concept of Granstation. Granstation is a venue that offers the activities that the local citizens wanted, while it is still an available venue that offers an atmosphere that better resonates with a more significant part of the diverse inhabitants in Gran and a venue that epitomizes Gran. The concept exemplifies how other rural communities could learn from these methods to create services that better satisfy their citizens' needs and desires.publishedVersio

    Wonderground: An exploration of alternative playgrounds

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    Master i produktdesignConventional playgrounds offer little variation and surprise for something considered to have great social and artistic potential in the city. Are these spaces becoming more about convenience than meaningful experience, and more about physical activity than stimulating the imagination? This thesis takes a look at Oslo’s biggest city development project in history, Hovinbyen, as a case study; and further, how to activate one of the area’s most distinctive landmarks, The Hovin Stream. Society have the potential to play a significant role in encouraging and supporting children’s sense of wonder; the name Wonderground was invented to suggest a way of doing this through the design of an alternative play space. The thesis challenges our collective understanding of what a playground is, and proposes an approach of using storytelling to connect a public play space to a fictional world.publishedVersio

    An olfactory journey towards jewelry

    Get PDF
    This thesis ventures into the realm of olfaction. The sense of smell has long been regarded as a less important sense, however this is changing. By exploring the olfactory system, and training the sense of smell, botanical fragrance compositions have been created. Through perception these scents and fragrances have been interpreted into lines, and further to shapes, forms and representations of jewelry. The line has thus been utilized from a position of wayfaring, gradually turning into a meshwork of lines, supported by methods such as coupling, mapping, and autoethnography, where the emergent shapes become the foundation for further research, conducted by methods such as probing, leading to the creation of form. The definition of jewelry is here quite broad, and includes perfume, the criteria being that jewelry has to relate to the body. In this project, the analysis of perfume as jewelry presents many interesting perspectives. Wearing perfume can affect our mood directly, as an intimate, inward experience. Simultaneously it can be an intentional action of non verbal communication. Perfume is both inhaled into the body, absorbed into the skin, and vaporizes from the skin, venturing outwards. Shapes and forms that have emerged from fragrance through lines in this experiment, possesses characteristics of being organic, asymmetrical and in motion. They are ambiguous in nature, and can be both soft and sharp, concave and convex, and move in several directions. The line is not either/or, it is both-and, and it has value and possibility for novelty in so many ways. Here, I will show how the line can be utilized as a perceptual tool in olfaction to generate form, and in possible extension, jewelry.publishedVersio
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