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  • 1.
    Ahlén, Richard
    et al.
    Mälardalen University, School of Innovation, Design and Engineering.
    Grönholm, Robin
    Mälardalen University, School of Innovation, Design and Engineering.
    En analys av ljudlatens i Windows 10 på tillgängliga enheter2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This report is written during a project done by two students at Mälardalen University during the course DVA331. The purpose of this project was to determine if it was possible to reduce the latency on devices with Windows 10 to what is possible on an iOS device. The reason behind this research is that Windows 10 has come with an API that supports low latency sounds. This study was made on an iPhone 4S, iPhone 6, Nokia Lumia 720 and a Nokia Lumia 920 with a contact microphone that was put on the device. The latency was measured 50 times per version of an application implemented for both operating systems. The latency could be measured between the point where the surface is touched and and the point where sound is audible, using the microphone and the audio processing software Audacity. The readings proved that iOS is still a lot faster than Windows 10 and that Windows 10 is way above the accepted audio processing limit. Further research showed that the Windows 10 reading results were caused by the Lumia devices long input latency. User tests were made on 10 individuals with the response that the latency on the Windows 10 devices was a lot longer than the iOS devices. The conclusion was that the Lumia devices used in this study were not suitable for responsive sound applications but that Windows 10 devices with lower input latency that are better suited and that new readings should be done to determine if this is the case.

  • 2.
    Eriksson, Pelle
    et al.
    Dalarna University, Sweden.
    Swenberg, Thorbjörn
    Mälardalen University, School of Innovation, Design and Engineering. Dalarna University, Sweden.
    Audiovisuella designprocesser och digitala verktyg2014In: Audiovisuellt: Ljud och Bild: En artikelsamling med bidrag från projektet Audiovisuella medier / [ed] Árni Sverrisson, Falun: Högskolan Dalarna, 2014Chapter in book (Other academic)
  • 3.
    Eriksson, Per Erik
    et al.
    Mälardalen University, School of Innovation, Design and Engineering.
    Eriksson, Y
    Swenberg, Thorbjörn
    Mälardalen University, School of Innovation, Design and Engineering. Dalarna University.
    Design Management Support for the Audiovisual IndustryIn: Journal of Integrated Design & Process Science, ISSN 1092-0617, E-ISSN 1875-8959Article in journal (Refereed)
  • 4.
    Gustafsson, Joel
    Mälardalen University, School of Innovation, Design and Engineering.
    Animation som förklarar tekniska funktioner: Hur animation kan utformas för att förklara tekniska funktioner i stridsvagnar.2014Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Detta arbete har försökt besvara hur en animerad film kan förklara tekniska

    funktioner i ett stridsfordon för att underlätta förståelsen för hur fordonstypen

    generellt fungerar, hos en allmän svenskspråkig målgrupp med varierande

    förkunskaper.

    Arbete belyser den kritik som finns mot användandet av animation i undervisande

    syfte. För att sedan titta på hur den kritiken besvarats av senare forskning, främst

    inom kognitionsvetenskap, där man diskuterar hur animation kan ha en

    undervisande funktion.

    För att finna exempel på hur forskningen kan appliceras på skapandet av

    animation i praktiken gjordes analyser av animationer som försöker förklara

    tekniska funktioner i stridsvagnar. Dessutom har en gestaltning som syftar till att

    generellt förklara en stridsvagn för en allmän svensktalande målgrupp, tagits fram

    i samarbete med Sveriges försvarsfordonsmuseum Arsenalen. Gestaltningen

    består av en fyra och en halv minut lång, animerad film och heter Hur fungerar en

    stridsvagn?

    Filmen visades för fem personer som med olika hög förkunskap på området

    stridsvagnar. Sedan intervjuades personerna om upplevelsen av filmen, och för att

    se mycket de hade lärt sig av den. Resultaten visade tendenser på att, hastigheten

    på animationen, detaljnivå i maneret och på vilket sätt animationen leder

    åskådaren genom informationen påverkar den kognitiva belastning som åskådaren

    utsätts för. Detta ledde till förslag på hur man kan förbättra gestaltningen för att

    reducera denna kognitiva belastning.

  • 5.
    Hellgren, Anders
    Mälardalen University, School of Innovation, Design and Engineering.
    "Ja, det här blev ju snyggt!"2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Most major companies today have a visual identity. It answers questions like: which font do I use? and when can I use the logo or not? Westinghouse Nuclear Fuel in Västerås have a visual identity but no guidelines for the employees to follow. Further-more, rollups and rollup handouts produced by Westinghouse are not mentioned in the visual identity. ᰀerefore the external information from Westinghouse is someti-mes, both by employees and customers, perceived as not uniform.  In this thesis I focus on how Westinghouse produces rollups and rollup han-douts. Wo the reader’s attention and interest. The result also indicates that the ma-terial often fails to achieve this purpose cause of how it is produced. It also showed that the employees had diᴀerent experiences in how the material was produced and therefore wished for guidelines to help in the process.  With knowledge gained from theoretic studies, literature studies and the re-sults of my situation analysis, interviews and material analysis, I produced a proposal on how the guidelines and templates could look like. I did a testing of the guidelines and templates where a test subject had to produce a print ready rollup with the help of them and achieved a positive result.  The conclusions of my thesis is that templates and guidelins should be expla-natory and designed with the user in mind and that the company and indivdual has much to gain from using templates and guidelines.

  • 6.
    Hildebrand, Gustaf
    Mälardalen University, School of Innovation, Design and Engineering.
    Spaden i mobilen: Ett förslag på hur information kan formges i mobila applikationer2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Genom att arbeta med informationsdesign har jag i detta arbete tagit fram ett förslag på en mobilapp tänkt att användas till projektet Spaden i Eskilstuna. Spaden är ett kommunalt projekt där invånare har möjlighet att påverka småskaliga byggprojekt runtom i Eskilstuna kommun. Målet med min gestaltning är att lägga fram ett förslag på ett lättanvänt, intuitivt verktyg som medborgare kan använda sig av för att lämna synpunkter till kommunen. Den mobila plattformen i mitt förslag erbjuder en ökad insyn i Spaden-projekt i den bemärkelse att invånare kan lämna synpunkter ”ute i fält”, på den plats byggprojektet planeras.

    Jag har i huvudsak använt mig av textdesign för att ge exempel på hur information kan presenteras och utformas i appen. För att få mitt förslag att framstå som genomförbart var det även nödvändigt att beröra ett flertal omkringliggande områden, såsom gränssnitt, utvecklingskostnad, vissa tekniska aspekter och hur appen kan marknadsföras.

    Detta examensarbete skrevs i samarbete med Stadsbyggnadsförvaltningen i Eskilstuna kommun. Både kvalitativa och kvantitativa metoder har använts för att ta fram en basis till mitt designförslag.

  • 7.
    Kjelleryd, Oskar
    Mälardalen University, School of Innovation, Design and Engineering.
    Illustrerade klättringsmoment: En studie kring hur man påminner om praktiska moment2013Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    I detta arbete har jag undersökt hur man kan tillämpa teorier inom informationsdesign för att gestalta en designlösning som hjälper klättrare att minnas moment från topprepskursen.Svenska klätterförbundet vill utforma ett material med information om klättringsmoment som genomförts under topprepskursen. Materialet ska ges ut till examinerad klättrare i samband med att topprepskursen inomhus avklarats, för att påminna om vad för moment som genomförts under kursen. Tidigare material som ska fylla samma syfte finns tillgängligt men är inte utvecklat för att ges ut i samband med avklarad kurs. En designlösning som utifrån teorier inom informativ bild och kognition har producerats och testats genom öppna observationer. Resultatet i arbetet var att sju av åtta testpersoner i en observation kunde minnas hur ett praktiskt moment skulle utföras utifrån designförslaget.

  • 8.
    Nygren, Thomas
    et al.
    Umeå universitet, Sweden.
    Sandberg, Karin
    Mälardalen University, School of Education, Culture and Communication, Educational Sciences and Mathematics.
    Vikström, Lotta
    Umeå universitet, Sweden.
    Digitala primärkällor i historieundervisningen: en utmaning för elevers historiska tänkande och historiska empati2014In: Nordidactica: Journal of Humanities and Social Science Education, ISSN 2000-9879, no 2, p. 208-245Article in journal (Refereed)
    Abstract [en]

    In this study, 110 Swedish upper secondary students use a historical database designed for research. We analyze how they perceive the use of this digital tool in teaching and if they are able to use historical thinking and historical empathy in their historical writing and presentations. Using case-study methodology including questionnaires, observations, interviews and text analysis we find this to be a complex task for students. Our results highlight technological problems and problems in contextualizing historical evidence. However, students show interest in using primary sources and ability to use historical thinking and historical empathy, especially older students in more advanced courses when they have time to reflect upon the historical material.

  • 9.
    Persson, Annika
    Mälardalen University, School of Innovation, Design and Engineering.
    Vad händer hos oss?: Om att hitta rätt sätt att kommunicera uppdateringar och nyheter till kunder2012Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    The purpose of this thesis is to compose a way for a small IT-company to communicate with their costumers and include them in the development of their IT-solution. The ambition with this study is to make this information strategy applicable to other small companies with the same problem.

    The empirics is built on literature studies and qualitative interviews which leads to a design proposition and try-outs with the target group. The results lead to a newsletter where news and information from the company could be presented simple and clear.

  • 10.
    Swenberg, Thorbjörn
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation. Dalarna University.
    Media Production or Audiovisual Design?2013In: / [ed] Ali Simsek, Agah Gumus, Fahme Dabaj, 2013, p. 128-134Conference paper (Other academic)
    Abstract [en]

    Media production includes many moments of creative work that would be best addressed as audiovisual design. The two paradigmatic understandings of design, ‘design-as-problem-solving’ (Simon, 1996), and ‘design-as-meaning-creation’ (Krippendorf, 1995), have bearing on those work-moments. The issues dealt with during those media production work-moments, as well as the problems to solve and the characteristics of the work-processes in use, resemble issues, problems and process characteristics familiar within design work (Sato & Poggenpohl, 2009).From a perspective of communication, audiovisual communication preferably is addressed as multimodal (Kress & van Leeuwen, 2001) where both strata, design and production, are considered to make important impact on a message.This paper discusses the theoretical implications of considering media production as audiovisual communication during its process of being created, where design is an integrated part of that process. The benefits of considering media production as audiovisual design are proposed from a design research perspective, and are compared with other perspectives.

  • 11.
    Swenberg, Thorbjörn
    Mälardalen University, School of Innovation, Design and Engineering.
    Postproduction Agents: Audiovisual Design and Contemporary Constraints for Creativity2012Licentiate thesis, comprehensive summary (Other academic)
    Abstract [en]

    Moving images and sounds are processed creatively after they have been recorded or computer generated. These processes consists of design activities carried out by workers that hold ‘agency’ through the crafts they exercise, because these crafts are defined by the Moving Image Industry and are employed in practically the same way regardless of company.

    This thesis explores what material constraints there are for such creativity in contemporary Swedish professional moving image postproduction. The central aspects concern digital material, workflow and design work as distributed activities. These aspects are coupled to production quality and efficiency at the postproduction companies where production takes place.

    The central concept developed in this thesis is ‘creative space’ which links quality and efficiency in moving image production to time for creativity, capacity of computer tools, user skills and constitution of digital moving image material. Creative spaces are inhabited by design agents, and might expand or shrink due to material factors. Those changes are coupled to parallel changes in quality and efficiency.

  • 12.
    Swenberg, Thorbjörn
    et al.
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation. Dalarna University, Sweden.
    Eriksson, Per Erik
    Dalarna University, Sweden.
    Film and TV Industry Responses to Research Results in a Workshop Setting2015In: IASDR2015 Interplay Proccedings / [ed] Vesna Popovic, Alethea Blacker, Ding-Bang Luh, Nithikul Nimkulrat, Ben Kraal, and Yukari Nagai, 2015, p. 1917-1931Conference paper (Refereed)
    Abstract [en]

    Immediate return of results to the Swedish film and TV industry from researchers conducting ongoing research within the field is rather unusual. As a design research approach we, as researchers, adopted this method in order to disseminate results and confront a wider group of interest parties than those represented by our informants.

    The results from the research project, New Design Processes in the Audiovisual Industry, revealed that the transition from recording on celluloid with analogue film cameras to using high definition video cameras presented new cruxes for the film and TV industries (Eriksson & Swenberg, 2012). These cruxes preliminary concerned the choice of proper video codecs and file formats and how to configure them, in order to reinforce efficient workflow later in the production chain.

    Members of the industry and educators were invited to participate in public workshops, held at Dalarna University, where these results were presented along with expert solutions to the problems. Questionnaires were distributed among participants before the start of each workshop, as well as at the end. Seminars and panel discussions, both consisting of question and answer sessions for participants were video-recorded.

    The responses extrapolated from industrial representatives show an urgent need for discussion regarding the situation of digital cruxes within the film and TV industry. The Q & A sessions confirmed the widespread need for understanding several of the problems that had emerged. In the questionnaires, many industrial representatives expressed their appreciation for the opportunity to understand the nature of problems, how widespread they were, how to address them, and how to fill some of the most critical prevalent knowledge gaps.

  • 13.
    Swenberg, Thorbjörn
    et al.
    Mälardalen University, School of Innovation, Design and Engineering.
    Eriksson, Per Erik
    Mälardalen University, School of Innovation, Design and Engineering.
    Yvonne, Eriksson
    Mälardalen University, School of Innovation, Design and Engineering.
    Workflow Management in Design Processes in Professional Audiovisual Production and Design Management Support2012In: / [ed] Dr. Wolfgang Reisig, Dr. Sang Suh, Society for Design and Process Science , 2012Conference paper (Refereed)
    Abstract [en]

    This paper deals with the need for design management support within the Audiovisual Industry, due to the increasing variety of video file formats and codecs available to professionals. The amount of video file formats and codecs are referred to as ‘the file format jungle’ by moving image professionals, and needs to be navigated by managerial staff that are not electronic engineers or technicians, but responsible for audio-visual design work within film and TV production.

    We have evaluated a prototype for a design management support tool that compares file formats and codecs for different production tools, with the help of Swedish moving image industry producers. The core principals of the support tool prototype are found to cohere with the needs for design management support within film and TV production, and the tool is therefore an option for commercial development.

  • 14.
    Swenberg, Thorbjörn
    et al.
    Mälardalen University, School of Innovation, Design and Engineering, Innovation and Product Realisation. Dalarna University, Sweden.
    Sverrisson, Árni
    Dalarna University, Sweden; Stockholm University, Sweden.
    Agents, design and creativity: A postproduction analysisArticle in journal (Refereed)
    Abstract [en]

    The purpose of this paper is to clarify major issues in production planning and collaboration in the making of assemblies of moving images and soundtracks (postproduction of film, TV-programs et cetera). We argue that worker creativity in the making of such assemblies is constrained by the digitalization of production technology. We also argue that the members of each craft that collaborate in the process have their own set of aesthetic and technical problems that need to be solved and that the possible solutions are constrained by the creative space accorded to each craft. Participants do not necessarily subscribe to this idea and any theoretical understanding of the process must also account for the variety of notions put forward by the agents. We give examples from the Swedish TV show, Värsta Språket, from interviews and technical writing in order to clarify and support these arguments.

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