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  • 1.
    Andersson, Victor
    et al.
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences.
    Bröms, Dennis
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences.
    Reform, refine, reforest: Designing ergonomic equipment for manual reforestation2017Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Reforestation is typically performed by manually planting seedlings of desired trees by a small team of workers. The workers, referred to as planters, has a very physically demanding job that requires navigating through tough terrain and carrying varying loads in different positions throughout a full work day. This master thesis project is performed for SCA, Sweden’s largest private owner of forest land, and the reforestation equipment manufacturer BCC. A part of SCA’s work is a new project cal- led ZERO, which aims to improve the working environment and safety for all af liated workers of the company. Many planters use old equipment that is not satisfying the ZERO-project demands thus leading to the importance of improving the planters’ equipment.

    The objective of this master thesis project is to improve the way manual reforestation with the usage of seedling trays is performed, with focus on improving the user’s work environment through im- proved ergonomics and ef ciency. The equipment is designed under the brand Pottiputki, owned by BCC, which is dominating the Swedish market for manual reforestation equipment. The nal result was expected to be a conceptual 3D model, focusing on communicating its functions rather than be- ing nalised for manufacturing.

    The design process that was used in this project is an iterative design cycle of ve steps and was heavily focused on implementing user-centred design thinking. The cycle was repeated for every in- cluded component in the equipment to achieve a reliable result. Using information gathering such as interviews, surveys and testing of equipment the user needs have been mapped on which the ideation process is based. With access to a workshop and several useful materials the project is centred around the creation of prototypes and letting users test these said prototypes.

    A deeper study of the current state showed that the current equipment is very unergonomic and for the planter to keep a high productivity the equipment is used in ways that reduce the ergonomic pro- perties even further. From the performed context analysis, an overwhelming majority of users are displeased with the current equipment and many users are speci cally complaining on insuf cient ergonomic properties. To solve these problems a reforestation harness and planting tube has been developed with higher comfort that reduce demanding and clumsy actions and improving usability. When used together with each other the harness and tube combines a main idea which is to distribute the strenuous workload more evenly across the body to avoid strain-related problems for the user.

    The improvement in ergonomics and ef ciency have been proved in various user tests. No new way of increasing productivity apart from the improved working environment was found to be a valid addition for the equipment. In order to increase productivity, SCA is recommended to make sure that the planting task is performed systematically. Furthermore the growing system using seedling trays is a limiting factor for productivity improvement out on the clear-cuts and is recommended to be reviewed. 

  • 2. Björk Engström, Philip
    Measured values versus artistic input: Shading and material creation for film2017Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [en]

    How important is a perfect index of refraction value for the look of a material? Does everything have to be physically accurate to be percieved as a photorealistic material?

    There are some aspects of a lot of materials that is already physically measured, like its reflectance values. Are all these measurements enough to create a material that can be percieved as photorealistic, or are there other more diffuse things that needs and artistic input? This paper will take silver as an example. Silver often has two distinct types of oxidation: one semi-transparent yellow-ish coating and one more black opaque tarnish. Is this something that can be dialed in from derived data? What properties of the metal will change when the oxidation occurs and how will it affect it look of it from a shading perspective?

    Silver utilitys will be thoroughly examined to make out what important visual cues there are, and what they are made of. This information will then be used to create a silver material that could be percieved as real. A reference silver cup will be used as a comparison next to the rendered material.

  • 3.
    Carlström, Mikael
    et al.
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences.
    Wargsjö, Hampus
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences.
    Printing Prosthetics: Designing an additive manufactured arm for developing countries2017Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    The traditional prosthetic arms that are being fitted in developing countries are facing major issues in suppling patients with proper assistive aids. Not only is the process time consuming with every single unit having to be customized for the user but some parts can’t be locally produced which drives up price even further. The objective of this master thesis was to develop a prosthetic arm for developing countries with the help of additive manufacturing (3D printing) for the client 3D Life Prints which are based in Nairobi, Kenya. A prosthesis is used to aid an amputee in daily living activities. With additive manufacturing the intention is that a local manufacturing process could be developed and improved which would reduce the time of fitting and distributing a prosthesis. The initial prosthesis, that was the origin of the design, was a below elbow prosthetic arm that was being developed by the client. The prosthesis was fabricated with the additive manufacturing process fused deposition modelling (FDM) which has the advantage of providing the cheapest printers. To summarize the aim of the project the research questions that was established was as followed

    1. How are conventional prosthetic arms generally being manufactured, distributed and used compared to additive manufactured prostheses in Nairobi, Kenya? 

    2. Who is the primary user of prosthetic arms in developing countries, what problems are they facing with current solutions and what factors are considered as the most important? And why?

    3. How should additive manufactured prostheses be designed for optimal usage in developing countries?

    In addition to answer the research questions the aim was that the development of the system would lead to enhanced functionality for the user and to facilitate manufacturing for the organization.

    To get a general overview of additive manufacturing prostheses the fields theories that was studied included context of developing countries, user centred design (since the aim was to approve on a product which needed to suit a specific user), upper limb prostheses and additive manufacturing. As a result, from different stages of the design process a final design was reached called the “3D Life Arm”.  The final system was comprised of four main components, the Harness system, the Insert, the Cover and the Socket. These components used additive manufacturing in both rigid material (Harness parts, Socket and Insert) and flexible material (the Cover). Locally available components were used for parts not feasible to additive manufacture e.g. fishing wire and screws. The two factors that were concluded to be the most important for the user were the aesthetic appeal and cost. With social stigmas playing a major part according to users and experts in Nairobi, the prosthesis needs to resemble the missing limb as much as possible. It was concluded that cost was the major factor when designing prostheses for developing countries since user just wasn’t able to afford the prostheses that was being manufactured in Nairobi. In the end a cost and time analysis was conducted to verify what price the complete system would need to be manufactured. With three printers all parts could be printed for the price of 282 SEK and would take approximately 15 hours and 15 minutes to print which is considerably lower than that of the functional prosthesis being distributed in Nairobi. Further evaluations need to be done to establish that the prosthesis will manage the strains and stresses of daily living activities of the user and a complete fitting strategy needs to be evaluated further. It’s the authors belief however, that with the help of fully educated prosthetist there is a future for additive manufacturing of upper limb amputees. 

  • 4.
    Eldstål, Emil
    Luleå University of Technology, Department of Arts, Communication and Education.
    Generating Procedural Environments using Masks: Layered Image Document to Real-time environment2019Independent thesis Basic level (degree of Bachelor of Fine Arts), 180 HE creditsStudent thesis
    Abstract [en]

    This paper will explore the possibilities of using an automated self-made procedural tool to create real-time environments based on simple image masks. The purpose of this is to enable a concept artist or level designer to quickly get out results in a game engine and to be able to explore ideas. The goal of this thesis was to better understand how you can break down simple ideas and shapes into more complex details and assets.

    In the first part of this thesis, I go over the traditional workflow of creating a real-time environment. I then go on and break down my tool, what it does and how it works. I start off with a Photoshop file, make tools in Houdini and then utilize those in Unreal for the end result. I also argument about the time-saving possibilities with these tools. From the work, I draw the conclusion that these kinds of tools save a lot of time for repeating tasks and the creation of similar environments.

  • 5.
    Filipsson, Birgitta
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences.
    Prata meänkieli: Hur grafisk design kan bryta traditioner kring meänkieli2019Independent thesis Basic level (degree of Bachelor of Fine Arts), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    Different perspectives has been explored with the intention that the project will lead to innovation for the language culture. Traditions need to be developed over time and language modernized, for youth to be able to identify themselfs with language and therefore pass on meänkieli to the next generation of speakers.

    The project means to break with tradition around the minority-language meänkieli through graphic design. The range of litterature for youth is thin, today are most books for children or adults. The culture around meänkieli is often build with old traditions, which contributes to the lack of innovations. To understand how graphic design can raise language the background and relevant theories about graphic design needs to be explained.

  • 6.
    Forsberg, Joakim
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences.
    Aesthetical Perspectives in Street Lighting: A Study of Future Potentials in LED Lighting2016Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    As of today, around 19% of all electricity that is produced around the world goes toward lighting roads and cities. The light is also produced in a wasteful manner, creating disturbances in nature as well as for people. Recent developments in light emitting diodes offers remedy to these problems but the technology needs a proper revision of street lighting’s purposes. Light emitting diodes use a fraction of the energy needed for previous lighting methods. They offer unique implementation opportunities in physical construction as well as being highly controllable which makes them highly adaptable. The thesis looks at how aesthetics can be used to optimally introduce the upcoming worldwide installation of the new technology. Its unique characteristics were looked at and used to create a Korean styled luminaire and an interactive street lighting system in two separate design processes. The results of the developments were firstly, a modular luminaire which combines Korean architectural aesthetics with a cost effective construction. The second result was an interactive urban street lighting system which suggests a dimmable lighting that through an adaptable computer control responds to pedestrians’ presences. This is a master’s thesis (D7014A) is a project in product design at the education of industrial design engineering at Luleå University of Technology and is worth 30 credits. The project spanned 20 weeks during the spring semester of 2016. The project was conducted in collaboration with Pukyong National University’s industrial design department, in Busan, South Korea.

  • 7.
    Friedrich, Hedvig
    Luleå University of Technology, Department of Arts, Communication and Education.
    Ilska, lycka och sorg i icke-mänskliga varelser2018Independent thesis Basic level (degree of Bachelor of Fine Arts), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The intention with this report is to investigate the possibilities of animate, breathe life into and show relatively human emotions in creatures that normally can’t show those in a manner that we recognize. That includes making suggestions on how that creature can mimic three specific emotions. These are anger, happiness and sadness.The report doesn’t have the intention to take away or add bones, joints and such to increase the possibilities for this, but the work is done with only what the original can provide.One of the goals with the report is to animate and create still frames to give life to such a creature through animation with the mentioned emotions. The animation and the created poses are what’s going to be in focus, not texturing or parameters that are too technical. Eventual texturing that are in the pictures are textures that have been available since before this report.The models for the animations comes from different sources, which is gone through later, and the animations themselves are done and compiled in the 3D-programs Cinema 4D by MAXON and Autodesk Maya.

  • 8.
    Fryklund, Martin
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences.
    Såld på dina skor: The Becker Project2018Independent thesis Basic level (degree of Bachelor of Fine Arts), 20 credits / 30 HE creditsStudent thesis
    Abstract [sv]

    Världen står inför utmaningen att tackla den tilltagande miljökrisen. Våra naturresurser har sedan industrialiseringen använts mer och mer oansvarsfullt på grund av ett kortsiktigt tänk och iver efter mer. Vi producerar er och er saker som dessutom många gånger har kort livslängd och snart måste ersättas. Antingen på grund av dålig kvalitet, att de upplevs omoderna eller helt enkelt för att konsumenten vill göra ett nytt inköp. Överkonsumtionär troligtvis en av de största faktorerna till miljökrisen, och det är därför jag valt att belysa detta område.Designers och marknadsförare har haft en central roll i den här företeelsen. Det är de som lyckats göra företags produkter attraktiva hos konsumenterna och som många gånger lett ”merköp”. Med bra kännedom om hur folk konsumerar reklam, vad de har för drivkrafter och vad det är som lockar dem har de tillsammans med företag kunnat bidra till ett överkonsumtionsbeteende.Jag tror att med samma förmåga att påverka människors konsumtionsbeteende kan des- giners också använda för styra människors beteende i en annan riktning. Det handlar inte enbart om att köpa ”gröna” produkter eller utveckla teknik som effektiviserar produktionen eller resursanvändningen. Vi måste förändra vårt beteende grundligt och konsumera produkter i mindre utsträckning.Enligt WWF skulle vi behöva 3,7 jordklot för att kunna försörja hela världen med naturre- surser om alla levde som vi i Sverige (wwf.se, 2013). Överkonsumtion och resursförbruk- ning måste minskas, något måste göras för att stoppa trenden. Jag vill undersöka vad design kan göra för att dämpa konsumtionsbeteende och leda mot en mer hållbar livsstil.

  • 9. Grahn, Niklas
    GPU vs CPU2018Independent thesis Basic level (degree of Bachelor of Fine Arts), 10 credits / 15 HE creditsStudent thesis
  • 10.
    Hugardt, Lovisa
    Luleå University of Technology, Department of Arts, Communication and Education.
    Ta färgen tillbaka!2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Arbetet utgår från att ge barn ett alternativ på kläder som inte bestämts till ett visst kön genom att arbeta med färgsättning, illustration och sedan mönsterkonstruktion. Detta mönster ska sedankunna appliceras på barnkläder. Problemet idag ligger i att kläder och andra identitetsgivande ting kan begränsa barnen i att kunna vara den man är. Det finns en stark könsuppdelning av färg i butikeroch i marknadsföring för kläder och leksaker. Syftet med det här arbetet är att erbjuda ett alternativ på barnkläder som inte utgår ifrån en könsstereotypisk färgssättning.Utifrån en workshop tillsammans med förskolebarn har ett mönster arbetats fram i syfte att användas på kläder för 4-7 åringar. Barnen ska inte känna sig hindrade att använda färger, vare sig man är pojkeeller flicka. Alla barn ska kunna ta färgen tillbaka! Det här är ett inlägg i genusdebatten för ett mer jämställt samhälle.

  • 11.
    Jerner, Joel
    Luleå University of Technology, Department of Arts, Communication and Education.
    On Exaggeration of Sound Detail as a Way of Affecting Perceived Realism in Sound Effects and Musical Instruments2019Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Based on previous research into realism in sound effects, this experiment was intended to study the effect of exaggerating minor details as a way of increasing perceived realism in sound effects. To do this, a framework for discussing components and subcomponents of sounds was constructed and a listening test designed using the framework was conducted. A two-way repeated measures ANOVA was used to measure the two main effects exaggeration (yes/no) and sound type (musical/non-musical). There was no effect of exaggeration by itself (p = 0.224). Musical sounds were perceived to be more realistic than non-musical sounds (p = 0.004). There was some evidence (p = 0.102), non-significant but interesting, of an interaction effect but it cannot be declared with confidence.

  • 12.
    Johansson, Lucas
    Luleå University of Technology, Department of Arts, Communication and Education.
    Improving asset readability in top-down VR games2017Independent thesis Basic level (degree of Bachelor), 180 HE creditsStudent thesis
    Abstract [en]

    With this work I wanted to examine how to improve readability of battlefields in top-down gamesfor VR by increasing the visual distinction between units. I analyzed three successful PC gameswithin the genre and created three different user tests to come up with my results and conclusions.The results from my VR test is compared to my non-VR tests to see what one has to do to reachthe same level of readability or better in VR. It turns out you need to put more time in to yourassets for improving readability in VR than without VR on a non-stereo display.

  • 13.
    Lewitzki, Alexander
    Luleå University of Technology, Department of Arts, Communication and Education.
    Taking control of the horror: Working with visuals in the psychological horror game genre2017Independent thesis Basic level (degree of Bachelor of Fine Arts), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Horror, one of the most popular genres of entertainment, can be quite hard to get right. This report explores the visual subject of psychological horror in games, aiming to answer the following questions:

    • How is the genre handled in movie production?
    • How have previous game developers done this, both for bigger productions as well as indie games?
    • How well did the chosen movies and games manage to translate the horror feeling into the visuals?

    The chosen method to determine this is image analyses and surveys. The results showed that there are not many differences between how the genre is handled in movies compared to games, though there are a few. Results from the surveys showed that games are more often perceived scary and disturbing on a higher degree than movies.

  • 14.
    Liljegren, Anni
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences.
    Koncept till campingbutik: Förbättringsarbete av campingbutik med fokus på platsinnovation2020Independent thesis Basic level (professional degree), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Detta projekt har gjorts i Leksand, 2019, som ett examensarbete för en kandidatexamen i Teknisk design. Anledningen för att detta arbete görs är att förbättra en campingbutik på Leksands Strands camping med fokus på platsinnovation. Då jag själv jobbat i butiken och varit ansvarig för den i tre somrar är detta ett projekt för att hjälpa mig och företaget att utveckla butiken för att göra den mer attraktiv för både gäster och personal. Teorin har fokuserat mycket på turism, platsinnovation samt marknadsföring och delar i platsens identitet. Metoderna i detta projekt har handlat om att hitta och analysera fakta och sedan använda metoder som moodboard och persona för att kunna framföra resultatet om hur butiken ska designas och förbättras. Resultatet utgick från platsinnovationens tre byggstenar; Gestaltning, Innehåll och Marknadsföring. Var del har förslag på förbättringar som alla smälter ihop till ett enda stort förbättringsförslag. I sista delen av denna rapport diskuteras resultatet och frågeställningar samt syfte och mål besvaras.

  • 15.
    Lindquist, Cassandra
    Luleå University of Technology, Department of Arts, Communication and Education.
    Agera och animera2017Independent thesis Basic level (degree of Bachelor of Fine Arts), 10 credits / 15 HE creditsStudent thesis
  • 16.
    Lindström Rignell, Ludvig
    et al.
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences.
    Nohlgård, Claudia
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences.
    Design of a Cultivation Unit: Communicating the potential of reusing residual heat by using the design of a cultivation unit2020Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    Today, climate change is one of the world's greatest challenges. The main cause of this is humans' emissions of greenhouse gases, which for instance occur when burning fossil fuels. A prerequisite for meeting this challenge is that society change the way energy is produced and used. In the pursuit of fighting climate change, it is therefore crucial to create awareness among people regarding energy use.

    The purpose of this thesis project is to design a cultivation unit which uses residual heat. In this way, we aim to create awareness regarding the reuse of energy that would otherwise be wasted in society. To achieve this, we have used an established design process and creative methods, such as workshops, focus groups and prototyping. The thesis project resulted in a concept for a cultivation unit that in an innovative way brings attention to the reuse of residual heat.

    The work has been carried out in collaboration with Luleå Energi, an energy company that supplies Luleå with energy, and works to create conditions for more sustainable energy use.

  • 17.
    Linnea, Hedlund
    Luleå University of Technology, Department of Arts, Communication and Education, Media, audio technology and experience production and theater.
    En studie i spelvegetation: Hur man kan minimera skuggor mellan korsande polygonplan2018Independent thesis Basic level (degree of Bachelor of Fine Arts), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report focuses on establishing a foundation in how to create game foliage with criss-crossing polygon planes, without getting unwanted artefacts or shadows. There are several different methods to achieve this depending on what kind of lighting the game has implemented, but also which game engine is being used. In this research, only one game engine with basic lighting will be used.The goal was to research several different methods that would give the desired result, which as stated above, was to create working game assets with criss-crossing polygon planes without artefacts. Stages that are not included in this research are how vertex normals work from a mathematics perspective, and how these methods would work in other game engines. Research was focused on how geometry and vertex normals affect the object visual appearance, as well as the impact the material settings in the games engine provided.The survey quickly showed the importance of having a clear vision on what type of game foliage was sought to be created before the work began. Organic and soft shapes are preferred, and it is also important to check how the vertex normals affect the object in the selected game engine. In the game engine itself, it is the material on the object that has the greatest impact on the result, especially the material's subsurface colour. By following these guidelines, the goal was achieving game foliage with less visible shadows and artefact.

  • 18.
    Lugnet, Johan
    et al.
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science. Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Digital Services and Systems. Luleå University of Technology.
    Ericson, Åsa
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science. Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Digital Services and Systems.
    Wenngren, Johan
    Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science. Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Digital Services and Systems.
    Innovation supports for small-scale development in rural regions: A Create, Build, Test & Learn approach2019In: International Journal of Product Development, ISSN 1477-9056, E-ISSN 1741-8178Article in journal (Refereed)
    Abstract [en]

    Small and medium sized firms’ businesses in rural regions typically address a home market and the delivery of niched products. This makes them exposed to business downturns, innovation is thus one way to survive and prosper. Small-scale product development is typically very hands-on, a sort of trial and error process. This experimental way is in favour for the implementation of innovation processes, but one challenge is the limited resources that firms can, or are willing to, spend on innovative work. A challenge is that procedures for organisational learning are lacking in the straightforward approach. The article describes the background and rationale for supporting small-scale manufacturing by introducing a support toolbox for early product development work. The support toolbox’s rationale is built upon learning cycles and communicative prototyping which may enhance innovation process capabilities.

  • 19.
    Lundwall, Clara
    Luleå University of Technology, Department of Arts, Communication and Education.
    Creating guidelines for game character designs: Bachelor thesis in the subject of computer graphics arts2017Independent thesis Basic level (degree of Bachelor of Fine Arts), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis will address the subject of character design for games. I will look into developing a method for creating a design template that one can use as basic guidelines when designing a character. The thesis includes research work revolving the subject of how shapes and colors are used to convey a game character’s personality and identity without dialogue or context. How the use of different poses and combinations of lines and shapes help define a character and the essence of the characters role in the game. The essay includes the creation of a module, how it would be used in a character design pipeline, and also ideas on how the module could be further developed. The module is tested by being used to create three different characters and the result is presented along with an evaluation of the usability of the module in a design pipeline. The summary and discussion includes how the module might be useful for less experienced artist, whilst redundant for the more experienced. How the module gave an initial boost and starting point in the designing of the three characters in this essay is also discussed.

  • 20.
    Moussallik, Amel
    Luleå University of Technology, Department of Arts, Communication and Education.
    Hero VS. Villain: Visually2019Independent thesis Basic level (degree of Bachelor of Fine Arts), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This thesis will cover what visually sets apart a hero from a villain. Are there dangers in nature and historical events or moments that have affected how we perceive something as good or evil thus reoccurring in designs?

    I will base the thesis on the following questions:

    • What are the visual similarities and differences between the heroes and villains?
    • Can I use these visual components to create my own hero and villain?

     Then by analysing case studies I will produce silhouettes for a hero and a villain and create a 3D modelled counterpart. The report will be concluded with a discussion about the result achieved.

  • 21.
    Nilsson, Jenny
    Luleå University of Technology, Department of Arts, Communication and Education.
    The Process of Realistic Grooming for Animals2017Independent thesis Basic level (degree of Bachelor of Fine Arts), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Creating photorealistic animals in computer graphics is common within the VFX industry and is increasing as the technology advances. With CG you can nowadays create almost realistic and believable animals. One of the biggest challenges in creating a realistic animal is creating realistic fur. The question is what challenges poses creating realistic fur and what is the process to achieve it? How does groom affect the other departments in the pipeline such as modeling and texturing, what are things you need to keep in mind when creating fur? In this thesis, the study of recreating a realistic fur for a lion was conducted while examining the challenges posed while creating it. The study shows that grooming demands more out of the other departments and while creating realistic fur is one thing, accomplishing realistic hair within a context such as for a specific animal is an elaborate process which demands both technical and artistic skills in conjunction with a structured approach. 

  • 22.
    Normark, Carl Jörgen
    et al.
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences, Human and technology.
    Öhrling, Therese
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences, Human and technology.
    Håkansson, Anders
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences, Human and technology.
    Results from cross-fertilization of courses for improved student learning2017In: Proceedings of the 19th International Conference on Engineering and Product Design Education: Building Community: Design Education for a Sustainable Future, E and PDE 2017 / [ed] Gulden T.,Pavel N.,Kovacevic A.,Buck L.,Bohemia E.,Berg A., Glasgow: Institution of Engineering Designers, The Design Society , 2017, p. 734-739Conference paper (Refereed)
    Abstract [en]

    This paper describes results from the development of two new industrial design courses in order to improve student learning in both practical and theoretical skills. Practical skills, such as model making and sketching, cannot be studied only as theory. These skills need training, implementation, and time to allow the knowledge to mature. The new course design build upon the CDIO framework where especially two standards are incorporated in the new course design: Standard 3 - Integrated curriculum, where personal and interpersonal skills, and product, process, and system building skills are interwoven with disciplinary knowledge, and Standard 5 - Design-Implement Experiences, where emphasis is on learning by doing, that the students will learn from actually designing something. This paper contains results from studies made during the first implementation of the two new courses, both from a teacher- and a student perspective. Redesigning several courses at the same time facilitates constructive alignment on course level where course activities are aligned with examination, and on program level where course content build upon previous courses and the proper learning outcomes are addressed at the proper time in the education program. On a course level, the results indicate that students are positive towards the interwoven practical and theoretical parts. Also, the student understanding of how different knowledge interact, both practical hands-on and theoretical knowledge, seem to have increased compared to previous years. On a program level, there are indications that much effort should go into organizing the sometimes new roles for the teachers and if overlooked could affect the course negatively, but we now have the knowledge how to implement the CDIO framework to develop courses for improved student learning.  

  • 23.
    Normark, Jörgen
    et al.
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences, Human and technology.
    Öhrling, Therese
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences, Human and technology.
    Gustafsson, Anders
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences, Human Work Science.
    Grane, Camilla
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences, Human and technology.
    AIM4s 2: Attitudes, Insights and Motivation for Safety : DEL 2 - Ett interaktivt läromedel för att minska arbetsplatsolyckor2016Report (Other academic)
    Abstract [sv]

    Denna rapport redogör för andra delen av förstudien AIM4S (Attitudes, Insights andMotivation for Safety). Studiens syfte och mål har varit att undersöka hur eninteraktiv träningsmiljö, som med hjälp av s.k. gamification, skulle kunna fungerasom verktyg för att förmedla säkerhetsrutiner. Inom ramen för studien har 43personer testat en prototyp av en interaktiv spelliknande miljö för träning avsäkerhet och efter det besvarat en enkät. Några av testpersonerna har ävenintervjuats. Resultatet av denna studie visar att den interaktiva träningsmiljönupplevs positiv och att den har förutsättning att kunna utgöra ett bra verktyg förlärande av säkerhetsrutiner.Den interaktiva träningsmiljön anses förmedla information och regler på ettlättillgängligt, roligt och tydligt sätt. En interaktiv träningsmiljö tycks kunna fungerabåde för inlärning, påminnelse och ökad riskmedvetenhet. Det är dock oklarthuruvida inlärningsformen kan bidra till minskat risktagande och till att sänkaantalet arbetsplatsolyckor i realiteten. För att detta ska ske tycks det vara viktigt attden interaktiva träningsmiljön inte upplevs som för lätt utan att den kan utmana ochmotivera till fortsatt ”spelande”. Många respondenter önskar även att träningsmiljönska uppmuntra till ”upptäckarglädje” och inte bestraffa en användare som önskarutforska träningsmiljön genom att ibland välja fel svarsalternativ. Vidare efterfrågasäven tydliga visualiserade konsekvenser av felaktiga val i den interaktivaträningsmiljön som kan verka som avskräckande exempel vid bristandesäkerhetsrutiner. Detta resultat har likheter med den första delen av förstudienAIM4S och det kan rekommenderas att utbildningsmaterial bör utvecklas så att de påemotionell påverka kan påverka brukaren till minskat risktagande för att därmedkunna bidra till färre arbetsplatsolyckor i industrin.

  • 24.
    Olsson, Katarina
    Luleå University of Technology.
    Bryta ner och definiera visuell identitet2017Independent thesis Basic level (degree of Bachelor of Fine Arts), 10 credits / 15 HE creditsStudent thesis
  • 25.
    Pålsson, Nicholas
    Luleå University of Technology, Department of Arts, Communication and Education.
    Guiding the viewer using visual components: Eye-tracking for visual analysis 2019Independent thesis Basic level (degree of Bachelor of Fine Arts), 180 HE creditsStudent thesis
    Abstract [en]

    Are there ways to assess the objective value of the image? By first breaking down visual components and visual structure that are commonly used in image construction, this report will try to predict how a audience chooses to view an image.

    Through eye-tracking technology using a webcam to track the subjects' eye movement, these visual components validation will be tested. The result is presented as heatmaps; which illustrate the point of attention of the audience. The result is then compared with a hypothesis that was compiled in preparation for the examination.

    The result of the survey shows that potential off using eye-tracking for analysis, though the technology of using a web camera might not be the most suitable.

  • 26.
    Sjödin, Caroline
    et al.
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences.
    Eriksson, Veronika
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences.
    SMASK!: Mot matsvinn2019Independent thesis Basic level (degree of Bachelor of Fine Arts), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    Did you know that one third of all the produced food gets thrown away? (Globalamalen, u.å). You might as well throw away the third grocery bag you purchased right away, because that is what you will do in the end. This phenomenon is called food waste, meaning the food that is thrown away unnecessarily. In Sweden, households account for the majority of the country's total food waste. According to the Swedish Environmental Protection Agency (2018), 1.3 million tonnes of food waste arose in Sweden in 2016, which corresponds to 129 kilos per person, of which one third is classified as pure food waste.

    The world faces a major challenge of dealing with the growing environmental crisis. If everyone lived like us in Sweden, we would need four planets to be able to supply the whole world with natural resources (WWF, 2018). We need to change our consumption behavior, because material consumption goes hand in hand with our ecological footprint. According to the Swedish Environmental Protection Agency (2018), food waste in Sweden accounts for 20-25 percent of the country's total climate impact. At the same time, approximately 870 million people in the world are estimated to be malnourished (Swedish Environmental Protection Agency, 2018).

    One contributing factor is the consumer's attitude towards food; we do not appreciate the food like we used to and we have forgotten where it comes from. Media and designers has a huge part in this phenomenon, who promote and encourage us to consume more and more. According to a study from Popia (2012), 76 percent of all purchasing decisions are made in the store; Therefore, as designers, we have an important role in the design of packaging, advertising and signs.

    Food waste is a major contributing factor to the environmental crisis, and we have therefore chosen to highlight this area. In our work we have chosen to explore the area of ​​food waste and see how we through graphic design can influence, illuminate and change behaviors and attitudes of consumers.

    We believe that as designers, we have a social responsibility in shaping the future. In this work, we will examine two issues: Is it possible to encourage consumers in a positive way to change their behavior towards food waste in the long term? How can design methods break consumer behavior and attitudes to achieve reduced food waste?

    Our work has resulted in a packaging concept called SMASK!, where we have applied behavioral design methods on graphic form. Our challenge is to change consumers behavior and create new ones through graphic design. A great initiative for a sustainable future. Our home, our country, our mission.

  • 27.
    Smith, Emelie
    Luleå University of Technology, Department of Arts, Communication and Education.
    Representing personality traits with the principles of design: Design solutions to visualizing traits on an avatar2018Independent thesis Basic level (degree of Bachelor of Fine Arts), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The main objective of this thesis is to see if principles of design, from the gestalt theory, could be associated with personality traits and represent progress on an avatar in the game of Spawn. The game includes seven personality traits, and all of them are fully leveled up as you complete the avatar. The methodology was based in the gestalt theory, concepts from sociology, and visual stereotypes and associations. The thesis looks at the correlation between elements of design and human body language, and were tested during the Spawn game mechanic test sessions. The tests resulted in an avatar concept where three out of the seven traits of Spawn could be associated to the principles of design.

    The tests are limited to affect the body posture of the avatar to maintain the option of customization in future Spawn concepts. Further work could benefit from working with the whole composition (avatar and background) to visualize all the principles of design and association to personality.

  • 28.
    Stugendal, Bäm
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences.
    Du är min hjälte: För en mer inkluderande värld2019Independent thesis Basic level (degree of Bachelor of Fine Arts), 15 credits / 22,5 HE creditsStudent thesis
    Abstract [en]

    Norms are everywhere, children learn these through the environment they are in and the people they are around. But should it be strange to not follow these?

    This work is an attempt to create a more inclusive world by acting from an early age. Can a norm-critical and interactive book teach children to be more inclusive?

  • 29.
    Wikberg Nilsson, Åsa
    et al.
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences, Human and technology.
    Normark, Jörgen
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences, Human and technology.
    Törlind, Peter
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences, Human and technology.
    Öhrling, Therese
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences, Human and technology.
    Experiences of educational reform: Implementation of cdio at industrial design engineering2017In: Proceedings of the 13th International CDIO Conference, University of Calgary, Calgary, Canada, June 18-­22, 2017, University of Calgary Press, 2017, Calgary: University of Calgary Press, 2017Conference paper (Refereed)
    Abstract [en]

    Luleå University of Technology (LTU) joined the CDIO initiative in 2015. The development of the MSc program Industrial Design Engineering (IDE) was one of LTU’s four test pilots of educational reform with support of the CDIO framework. The current educational reform comprises all CDIO standards, however some have been easier to implement than others. The results from the current CDIO-implementation are so far positive experiences from both faculty and students. While the program curriculum has been developed at a macro level, changes also impact the program objectives, teachers’ skills development, and students’ learning outcomes at a micro level where, for example, courses have been redesigned regarding teaching and learning activities, and assessments have been developed to include both formative and summative feedback to promote a deep learning approach. Great efforts have also been put into development of new learning environments, finalized in 2016. However, implementation of CDIO also deals with changing the educational culture, a work that takes more efforts and time than just one year. A success factor in the current implementation is the involvement of experienced CDIO-implementers that have inspired, motivated and coached the IDE faculty in re-designing the program. 

  • 30.
    Öhrling, Therese
    et al.
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences, Human and technology.
    Grane, Camilla
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences, Human Work Science.
    Normark, Jörgen
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences, Human and technology.
    Visual communication for improved safety learning and safety culture in mining industry2017In: Proceedings of the Nordic Ergonomic Society (NES) conference 20-23 August 2017, 2017Conference paper (Refereed)
    Abstract [en]

    Work related accidents do occur in heavy industry even though written safetyinstructions and routines exist. In order to improve work safety, the impact ofdifferent artefacts for visually communicating safety aspects is explored. Posters,short animated movies, a longer documentary movie, and a game-like interactivetraining environment prototype were explored with interviews and questionnaires.The documentary movie showed the best effect for increasing risk awareness andmotivation for applying safety routines. Results also revealed a discrepancybetween knowing the safety routines and actually applying them. A conclusion isthat visual communication improves learning and increases motivation to followsafety routines

  • 31.
    Öhrling, Therese
    et al.
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences, Human and technology.
    Gustafsson, Anders
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences, Human Work Science.
    Grane, Camilla
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences, Human and technology.
    Normark, Jörgen
    Luleå University of Technology, Department of Business Administration, Technology and Social Sciences, Human and technology.
    AIM4S: Attitudes, Insights and Motivation for Safety : Visuella representationer och gamification som verktyg för att minska arbetsplatsolyckor i gruvindustrin2015Report (Other academic)
    Abstract [sv]

    Denna rapport redogör för förstudien AIM4S (Attitudes, Insights and Motivation for Safety). Studiens syfte och mål har varit att undersöka hur LKAB-anställda och entreprenörer uppfattar olika typer av nya visuella representationer av säkerhetsrutiner, som tagits fram av företagshälsan vid LKAB, samt att undersöka hur interaktiv träningsmiljö, som med hjälp av s.k. gamification, skulle kunna fungera som verktyg för att förmedla säkerhetsrutiner. Enkätsvar och intervjuer bland LKABs anställda och LKABs entreprenörer visar att det finns ett behov av visuella representationer i verksamheten som kan påminna och uppmana till ett säkert handlande. Det upplevs positivt att det påminns om säkerhet på flera sätt, hellre en gång för mycket än en gång för lite. Studien visar att många avställda ofta tummar på säkerhetsföreskrifterna av bekvämlighetsskäl, men många tror att de visuella representationerna till viss del kan bidra till att de påminns om rutinerna och om riskerna de utsätter sig för om de bryter mot reglerna – vilket också ökar motivationen att följa dem. Den faktor som flest av de tillfrågade anser vara den mest kritiska orsaken till varför det ibland slarvas med säkerhet är en brist på lättillgänglig säkerhetsutrustning. Om säkerhetsutrustningen inte finns nära till hands utför man det man upplever som mindre riskfyllda arbeten utan säkerhetsutrustning. Skälet uppges vara bekvämlighet snarare än tidspress. En osäkerhet för gällande rutiner finns hos de anställda. De efterfrågar material i form av checklistor eller träningsprogram att gå tillbaka till vid säkerhetsronder och upplärning av nyanställda. Bland de entreprenörer som deltagit i studien finns en önskan om mer kunskap om given arbetsplats och dess eventuella risker då de inte har samma kunskap om detta som LKABs anställda.Denna studie visar att bilder och filmer i verksamheten uppfattas positivt av anställda eller entreprenörer. Visuellt material anses förmedla information och regler på ett lättillgängligt sätt. Materialet fungerar både för inlärning, påminnelse, ökad riskmedvetenhet och ändrat handlande. Det är dock oklart huruvida bilderna och filmerna fyller sitt syfte med att sänka antalet arbetsplatsolyckor. Den visuella representationen som samtliga tillfrågade ansåg bidra mest till ett minskat risktagande var dokumentärfilmen, som genom att anspela på känslor, emotion, påverkade de anställda och entreprenörer. Dokumentärfilmen skapade en förståelse för hur lätt olyckor kan hända och gav en riskmedvetenhet som flera bar med sig under det egna arbetet. Tysta tavlor och tysta filmer ansågs bra för att ständigt påminna om rutiner. Samtliga personer som deltog i studien förhöll sig neutrala eller försiktigt positiva till en interaktiv träningsmiljö, dvs. gamification av säkerhetsföreskrifterna. De ansåg att det skulle kunna vara bra för inlärning av rutiner genom att bidra till ett mer aktivt tänkande. Aktiviteten fick dock inte bli för enkel och barnspelslik och de ingående exemplen kändes svåra att bedöma utan att ha testat dem. En prototyp av spelet skulle behövas för en bättre utvärdering av åsikter kring detta. Affischer med LKAB anställda ansågs trevliga. En del associerade affischerna med säkerhet på fritiden eller bibehållen hälsa medan de flesta hade svårt att se syftet. Konst på fasader upplevdes fint och önskvärt men ansågs inte bidra till att sätta säkerheten först.

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