Meetings in urban spaces is a thesis in information design with emphasis on spatial design. The aim of this thesis is to is to examine how poorly utilised spaces in urban environments can become more useful, as well as which criteria are required to enable a pleasant stay in these locations. The object of the study is the terrace outside Stockholm Public Library which, due to its current appearance and lack of function, most of the time is unused and deserted.
The study’s aim is to generate a design proposal that encourages an increase in the flow of people to the terraces and that makes people want to spend more of their time there. The goal is to get more visitors to appreciate the terraces and utilise the space better.
From the results of collected empirical data through spatial analysis, observations, notations of movement, interviews and discussions it has become clear that the reason for the terraces being unused is a lack of functionality and the spaces appearance. The conclusion of the theoretical and practical studies about spatiality, shape, urban public spaces and cognitive psychology etc., show that the choice of shape and placement of spatial elements can contribute to people choosing to linger on the library terraces. In its turn, this knowledge can create the right conditions for a changed pattern of movement and a greater flow of people to the location.
A design proposal was created, based on theories and empirical data presented in the study. The aim design proposal is to show how it may be possible to draw visitors’ attention to the terraces and create a more natural flow there. This may be achieved by adding round shapes and curved lines, more variety in shape and proportion and by creating more obvious functions that meet visitors’ needs of activity and aesthetics. While this study is focused on the terraces of Stockholm Public Library it is my hope that these conclusions may also be applicable to similar environments in other location.
Gym finns i alla dess former i stora delar av världen, de är grundade och ägda av enskilda personer med olika perspektiv och är därför utformade på olika sätt.
Utifrån metoder som omvärldsanalys, participant observation och intervjuer med personer som använder rullstol så skapades en helhetsbild av hur dagens form på gymmets entréer kommunicerar tillgänglighet. Detta gav förståelse för vad som skulle kunna vara ett problem och vad som behöver förbättras för att bli mer tillgängligt för rullstolsanvändare.
Med hjälp av studien skapades ett gestaltningsförslag på hur man kan förbättra och kommunicera tillgänglighet på ett gyms entré.
Det här är ett examensarbete i informationsdesign med inriktning mot rumslig gestaltning. Syftet med detta examensarbete har varit att undersöka utvecklingsmöjligheterna för den rumsliga utformningen i X huvudentré, med målet om att rumsligt stärka informationslänken mellan företaget och besökare. Genom att skapa en förståelse för hur rummets gestaltning samspelar med människans upplevelse ges en större insikt i hur ett rum bör utformas för ett bestämt syfte, både för att kunna stödja en praktisk funktion och även en visuell upplevelse.
Syftet med de undersökningar som utförts i examensarbetet har varit att få en uppfattning kring besökarnas upplevelse av den rumsliga utformningen i X huvudentré. Huruvida rummet som informationslänk fungerar mellan företag och besökare. Genom att använda mig av olika metoder såsom litteraturstudie, semistrukturerad intervju, observationer, notationer och enkäter kunde en bristande informativ länk konstateras. Med stöd av litteratur och olika forsknings- teorier har jag designat en modul där olika rumsliga element har inkluderats, för att på ett tydligare och mer integrerande sätt presentera företaget. Med modulens centrala placering skapas ett mer lättillgängligt informationsflöde i rummet. Modulens form och innehåll väcker besökarens intresse ”på vägen”. Det blir en central plats för information, där företaget genom sin moderna teknik kan förmedla nya projekt, sin visionsbild och på så sätt stärka sin image.
This is a study in how a room for recycling can be designed as a way tocommunicate and make it easier for users to sort their waste. The long-termgoal for the room is to further encourage the users and increase their interestfor recycling. For this study a room for recycling at SGS Studentbostäder inGothenburg has been chosen. Currently, the room does not communicate itspurpose clearly, and has several problems causing low usability.The main focus of this study is to improve the usability of the room, and also tomake it more attractive. The research question that has been answered is “Howcan a recycling room be designed so that it can communicate and make it easierfor the user to quickly and efficiently sort their waste; and thus become moreusable?”By combining the results of both a literature review and empirical investigations,this study have resulted in two different design suggestions for the investigatedroom. Both design suggestions addresses the problems that were identified duringthe empirical study of the room, but in slightly different ways depending on thelevel of change that is wanted by the property owner. The overarching design ideahas been to introduce a clear and thorough color coding, with attention to smalldetails that have big impact.
Detta arbete redogör för hur en stadshistorisk utställning kan utformas för att kommunicera sitt innehåll till målgruppen utrikes födda med bristande kunskaper i svenska. Undersökningen mål är att hitta riktlinjer som visualiserar ett koncept för denna typ av utställning. I undersökningen behandlas den lokalhistoriska utställningen ”Se Eskilstuna” på Eskilstuna stadsmuseum. Utställningen används idag som undervisningsmaterial för studenter från SFI; svenska för invandrare. Idag har utställningen brister som gör att den inte uppfyller den specifika målgruppens behov. Genom låg kontrast och struktur samt att den idag till stor del utgår från text, försvåras möjligheten att kommunicera sitt innehåll till målgruppen. I detta arbete diskuteras främst utställningens rumsliga formgivning, men även hur innehållet påverkar förståelsen för utställningen. Syftet med arbetet är att undersöka hur en utställning på bästa sätt kan förmedla information om platsen och platsens historia, utan att enbart förlita sig till kompletterande text-information. Detta för att underlätta för målgruppen att ta till sig innehållet. Med hjälp av tydligare struktur, och genom att skapa grupperingar och ett visuellt narrativ, skapas ökade förutsättningar för målgruppen att ta till sig utställningens innehåll. I undersökningen kombineras teorier om kognitiva processer, distribuerad kognition och affordans som vetenskaplig utgångspunkt. Genom kvalitativa metoder i form av fokusgrupp och öppen observation har en förståelse för målgruppen och dess behov skapats. Genom en platsanalys har brister i den existerande utställningsmiljön identifierats och en förståelse för rummet formulerats. Med stöd av litteratur och metodresultat har sedan ett designförslag skapats.
This project has been done in cooperation with Etteplan. Etteplan has requested a user manual that sends a specific message: premium.In this project, attention has been focused on the visual design of a user manual and its importance to the brand. Brand theory, messages, gesture theories, pop out effects, information structure, paper quality and technical illustration have been studied to investigate how this can be designed to reach the premium feeling. In order to gain empirical data, interviews and world-wide analysis have been used. From the results of the world-wide analysis, the work has been able to systematically analyze how other actors visualize their user user manuals. Furthermore, the work, based on the results of theory and empirical data, has produced prototypes. These prototypes have been evaluated and developed and presented in the draft proposal.Creating something that is experienced as a premium is a challenge. It is not possible to point out where exactly the premium feeling comes from. It is a sum of all signals that a brand sends to the buyer. Everything from customer service, quality, price, staffing, visual profile, environmental profile and, for example, an instruction manual. In my role as information designer, my ambition has been to, create new guidelines for how a premium quality manual should be visualized.
Here, all fans are welcome is an examination paper in Information Design, specializing in spatial design. This paper is based on a case study of a sports bar and restaurant in Eskilstuna called O’Learys. Using an inclusive design approach and a participatory design process, a new and improved design proposal was developed. Throughout this study, a series of design theories and methods were implemented in order to identify and study flaws within the current restaurant environment. The new design proposal paid close attention to the visitors needs in order to ensure that they would be met.
The aim of the study is to identify what different spatial elements communicate an including or an excluding environment. In order to identify this, several methods were utilized such as observation, spatial analysis and conversation with the user. All of these points were taken into account so as to better understand the users experience within the environment. The findings made resulted in a new design proposal. The proposal was developed in the 3Dmodelling program Sketch-Up and rendered in Shader-Light. This method of illustration was chosen because of its ability to communicate a realistic feeling within the room.
The final design is of an inclusive multi-functional environment that contributes and encourages social interaction between visitors.
Marine transportation in EU currently emits 18% of the total global marine CO2 emissions, which is approximately 140 million tonnes of CO2. In response to this, new regulations aim to reduce carbon emissions by 40% by the year 2030, therefore, green innovations in marine technology are more important than ever. However, reducing carbon emissions requires people to accept these new technologies. In this paper, I explore the role of human-centred design in technology acceptance by using some methods in the design process. The design process included various methods such as user-, heuristic evaluations, expert reviews, role-playing, parallel prototyping, and prototyping. I studied, evaluated, and redesigned the interface of EcoPilot, that is a product which calculates, decreases, and optimizes fuel consumption in marine transportation. The design process of EcoPilot resulted in increased knowledge about the current user experience of marine technology aimed at reducing carbon emissions, as well as conclusions and reflections on how human-centred Design can improve the experience and promote the acceptance of new green technology.
Denna rapport avser arbetsprocessen bakom ett examensarbete på Mälardalens högskola med tema”flöde och processer”. Arbetets uppgift har varit att framställa en informativ bildserie för barn iårskurs 0 till 6 som informerar om källsortering och motiverar att källsortera. Rapporten innehållerkvalitativa undersökningar kring hur man framställer bra effektiv informationsdesign anpassat förbarn, hur man finner rätt bildmanér för målgruppen samt huruvida om serier är effektfulla i läromedel.
In information design education, we strive to find methods that provide students with opportunities to explore different ways of learning and designing. We seek to support development of contextual competences that will be helpful in navigating an unknown future of design in society. A challenge in today's design education is to formulate and use methods that support design students in developing competencies in the space between basic form training and context-rich training. The aim of this study was to evaluate prototyping exercises in design education where the focus was in that in-between space. The study is based on 33 prototyping workshops done between 2008 and 2015 and involving 160 students and two design teachers. Four different approaches to prototyping exercises are described, examined and evaluated: "spatial prototyping," "multi-material prototyping," "physical prototyping," and a mix between the latter two, "physical multi-material prototyping." The results show that the prototyping exercises did support the learning of diverse competencies in the in-between space of basic form training and context training. However, the exercises were also counterproductive and met with different kinds of resistance. The results of the study invite to a dialogue on how different prototyping techniques can stimulate learning in relation to future design competences.
This is a thesis specializing in Spatial design in the field of Information Design. The purpose of the study is to examine how a multimodal and visual design of today's rooms for recycling can affect children's spatial experiences and lead to a higher degree of accessibility and inclusive for children and other users of the room. The study includes a methodological work through literary studies on spatial elements, cognition and perception, the learning spaces based on children's learning, multimodality, spatial experiences, and environmental psychology. As well as a place analysis, a survey, a qualitative interview with experts, a participatory workshop with the study's target group. This to gain an in-depth understanding of the problems surrounding the room, the user, and the context in which they operate to answer the study's question at issue. Based on collected theories and empirical data, a exemplifying design proposal was designed, in which the environmental space of an apartment building in Eskilstuna was redesigned. The design proposal relates to the children's perspective and conditions, with the goal of creating an inclusive, learning and living place – where the children are included early and become part of the environmental work for a better future.
The thesis was conducted as the master thesis for a Master's in innovation and design. The aim of this thesis was to investigate in what ways scent can be used as an olfactory stimulation within exhibitions and to access the possible effects that occur from bridging historical contexts with scent within the exhibitions – as a tool for embodied storytelling. The olfactory study focuses on Leksmedjan Smetuna in Rademachersmedjorna, Eskilstuna. The thesis theoretical framework presents theories on sense of smell, museum experiences, storytelling, and embodied storytelling. A space analysis and a qualitative interview with a museum pedagogue at Västermanland´s county museum. An observational smellscape with different scented elements is conducted as well, with visiting children at Leksmedjan Smetuna in Rademachersmedjorna – where children get the chance to experience historical scents from the 17th century, through their sense of smell. This with the aim to visualize the physical-, emotional- and social effects that occur during children´s sensory museum experiences. The scented elements for the observational smellscapes were designed and produced during the thesis design process and are based on theoretical and empirical data collection. The results of the thesis bring forth important perspectives regarding children´s sensory museum experiences that incorporate scented elements.
Denna undersökning är en fallstudie av Birka en del av världsarvet Birka och Hovgården. Birka tros ha varit en aktiv köpstad under vikingatiden och är en betydelsefull del av Sveriges historia. Ett världsarv är ett natur- eller kulturminne som anses så värdefullt att det har betydelse för hela mänskligheten. Själva platsen och mötet med kulturmiljön är en viktig del av studien. Det finns idag tre huvudaktörer som förvaltar och driver Birka. Utmaningen med studien består av två delar, aktörernas olika intressen och relationen mellan att skydda känslig kulturmiljö samtidigt som platsen ska levandegöras för besökare.
Syftet är att med en fallstudie av Birka undersöka möjligheter och begränsningar vid informationsgestaltning i känslig kulturmiljö. Studien riktar sig till besökare som på egen hand vill upptäcka och förstå platsen. Den specifika frågeställningen handlar om Vilka informationsbehov uppstår för den besökare som på egen hand vill utforska en kulturmiljö och hur kan dessa behov mötas?
Empirin består av observationer, utprovning och platsanalys på Birka. Intervjuer har genomförts med aktörerna och nuvarande informationsmaterial har samlats in. Analysen är kvalitativt tolkande med hermeneutisk angreppsätt.
Då studien inte har någon uppdragsgivare har en viktig del av undersökningen varit att identifiera informationsbehov för att sen kunna ge ett förslag till framtida informationsinsatser. Informationsbehoven som identifierats åt den enskilde besökaren är: kunna förstå var fornlämningsområdet börjar och dess utformning. Möjligheten till att orientera sig inom området och att det finns information om Birka och dess historia tillgänglig oavsett tid på dygnet eller året. Möjlighet till fördjupning är också önskvärt.
Framtida informationsinsatser kan bestå av vandringsstråk utformade efter olika teman som gör att besökaren själv kan påverka valet av information, detta i form av en mobilapplikation. Möjligheten till en folder bör finnas som tar upp intressanta platser och erbjuder en grundläggande förklaring av Birka. Den passar bra till enskilda besökare som besöker platsen för första gången. För att orientera sig till den plats som kartan i foldern avser placeras platsmarkeringar i landskapet. Förslagsvis kan fornlämningsområdets entré markeras och ha ett liknande formspråk som Birkamuseet. En skylt vid entrén kan presentera världsarvsområdet och visualisera området på en karta.
This study is a bachelor thesis within Informationdesign with a focus oninformative illustration. The work explores how it is possible to create aninstructional material for CPR using visual means in cognition and through anorm-critical perspective. The goal is that a new instructional material shouldcontribute to an increased knowledge of CPR among the general population,which in turn can contribute to increased safety in performing CPR. Interviewswith the target group and experts were carried out to collect experiences andknowledge, and image analyzes of existing instructional material were carried out.The methodical work resulted in design points which works as the basis for thechoices in the new instructional material. The work asked how cognition andnorm criticism can visually characterize visual material of this type, whichresulted in a representation without depicting gender, age, ethnicity, etc. As wellas an image material that stands out for its user perspective and adaptation to thetarget group.
This is a bachelor thesis in Informative illustration at Mälardalens university in Eskilstuna. The work involves designing instructions to motivate and inform about the performance of physical activities at workplaces. Today’s society consist of a lot of sedentary work. The aim is to create instructions that can contribute to more physical activity at workplaces and contribute to better health.To create a design proposal, the work has been based on theories about perception, motivation, and instructional design. Methods that have been used are interviews, behavioral mapping, image analysis, sketches, A/B testing and observation.The work was carried out in a proposal that uses external and internal motivation as the basis of the design. A game concept was developed where users could collect points from each exercise performed. The instruction consists of exercises, points, QR-code, information about the exercise and sedentary work.
The possibility that physical space can support or disturb processes for innovation in production systems is overlooked in the manufacturing industry and in research. This article rests on three studies in manufacturing industries and one in a design firm, with a focus on the employees' subjective experience of the physical space in relation to innovation. The employees made photographs and used keywords (followed up with verbal interviews) to communicate the relationship they perceived between physical space and innovation. The study shows that there is a relationship between company culture and the individual’s choices of physical spaces understood to support or hinder innovation. From the results, it can be concluded, that manufacturing companies which were studied form cultures that produce few spaces that support divergent thinking, while such spaces are prioritized in the design firm. This article show clean and orderly spaces for innovation in the manufacturing industry; for the design company, informal, collaborative, and visually simulative environments.
A challenge in today's design education practice is to formulate and use methods that support competences in the in-between-space between basic form training and learning that is relevant for designers in the future society. The aim of the paper is to discuss and to evaluate prototyping exercises in design education placed in that in-between space. Four different approaches to prototyping exercises are described, examined and evaluated in the paper. The prototyping exercises are engaging the students in the learning cycle phases of learning by experimentation and learning by experiencing. The result shows that the prototyping exercises did support learning of diverse competences in that in-between space but were also counterproductive and met different kinds of resistance in the students. This paper invites to a dialogue on how different prototyping techniques in design education might be used when educating designers.
This study is about inclusion in digital environments with a focus on videogames. The purpose of the study is to provide insight into how to increase inclusion in the digital environment, primarily for women, and provide examples of how to apply good information design to digital spaces to contribute to increased inclusion in videogames. The aim is also to increase the understanding of how spatial design affects inclusion for users and which parts of the spatial aspect are important for the environment to be perceived as inclusive or not. The goal is to try to raise awareness about inclusion in the gaming environment and to get people to question the design. The methods used are questionnaire, interview workshop, site analysis and traditional masculine and feminine scale, as well as human centered design as a method and process in the work. Of these methods, prototypes were made and used to produce different notions of what is masculine or feminine, as well as what the users in the study perceived as more inclusive designs. The results show signs that the spatial environment gives signals to be able to behave in a certain way that can be linked to hypermasculinity. The users in the study perceived the most popular games to be in the more masculine direction with Counterstrike as the most masculine direction. The attributes of the game's environment and spatial elements were perceived by the users in the study as violence and terror, which may in this way send signals to the users that it is okay to behave in a more hypermasculine way as one of the attributes of hypermasculinity is violence. The conclusion is that a larger study would need to be carried out on the interaction between the environment and its signals to the users to see if it has a greater impact on the inclusion of the users, as there are signs that the spatial design also contributes to a hypermasculine environment in the digital space.
This is a thesis in information design focusing on spatial design. This project is a collaboration with visitor center Bergmancenter on Fårö, who has asked for an interactive aspect to their permanent exhibition Fårö – Ingmar Bergman’s Filmic landscape. Bergmancenter is open for the public during the summer season, May to September. Fårö, which has a population of 500, is a popular destination, which makes the number of inhabitants increase significantly during the summer. Tourism significantly affects Bergmancenter. This work will be based on how exhibition content can be shaped so that it benefits the users who visit Bergmancenter as a quick stop on their way through Fårö, a crowd of users with different conditions in previous knowledge, interests and motivation.
The work is partly based on theories in exhibition design – storytelling, hierarchies and multimodality. The design concept is based on culture –and media consumption and aims to meet the user’s interests, motives and motivations. By compressing information, distributing it on the user’s terms and allowing the user to create their own experience, the concept allows the user to discover the cinematic landscape on Fårö through the auteur Ingmar Bergman.
Tillgänglighet och användbarhet i förskola och skola är ett examensarbete inom Informationsdesign med inriktningen Rumslig gestaltning. Syftet med denna rapport är att presentera de studier, rumsliga komponenter, fältstudier och avstämningar som studerats under projektets gång. Allt detta har bidragit till en förståelse över hur skolor kan utformas och gestaltas för att de ska vara så tillgängliga som möjligt för alla.
Gestaltningsarbetet utgår från en skola som tagits fram under projektets gång. Skolan finns inte i dagsläget då den är ritad för denna gestaltningsprocess. I skolan gestaltas ett klassrum och en RWC som har de anpassningar som krävs vid ny- eller ombyggnation av offentliga miljöer. Gestaltningarna som presenteras har som syfte att visa dessa krav och hur de kan samspela med gestaltning och strävar efter att visa så tillgängliga rum som möjligt. Målet är att alla, oavsett funktionsnedsättning ska kunna orientera sig i rummen och utnyttja alla funktioner.
Empirin består av insamlad forskning och annan litteratur inom ämnet tillgänglighet, fältstudier och avstämningar med Fastighetskontoret på Västerås stad. Genom att göra detta är det tydligt att det krävs en mängd olika funktionskrav som måste följas för att en miljö ska vara tillgänglig och även få bygglov i dagsläget. Det framgick även att ett gestaltningsarbete blir något begränsat när samtliga krav följs, dock kan vissa krav uteslutas om det motiveras väl i bygglovshandlingarna.
Utifrån empirin har gestaltningar tagits fram som främjar tillgängligheten för alla och skapar goda förutsättningar till orienterbarheten, rumsupplevelsen och användbarheten.
The aim of this thesis was to explore the spatiality’s affect on refugee’s sense of safety in the Osire refugee settlement in Namibia. The gathered empirics together with previous research and theories should lead to a design for a spatial information system. The system should contribute to peoples’ understanding of their environments’ whole structure as well as showing the way to the health centre and the police station, thus increasing their sense of psychological and physical safety. A wish was also to breathe life into the point of intersection of spatial information design and human science.
The methods used to enable this were first and foremost a field study in the settlement to experience and acquire first-hand information. In addition observation, introspection and several interviews were conducted.
As a result I established safety to be an issue that could be solved with spatial design. Refugees expressed that not knowing your environment or finding your way leaves you scared, uncomfortable and confused. With the use of a spatial information system safety can literally be created, as demonstrated in the design proposal. The conclusion is that much could be done to spatially solve complex issues as long as it’s addressed from that perspective.
Futures Literacy is the capability to imagine and understand potential futures to prepare ourselves to act and innovate in the present. This pilot study aims to understand how artistic methodologies and speculative design can support the collaborative exploration of futures in the context of work and contribute to developing peoples' capability of futures literacy. Our premise is that technologies such as Artificial Intelligence and the Internet of things can augment people and support their needs at work. To illustrate this process, we have presented a collaborative method that integrates an artistic intervention with speculative design activities. We tested the method in a full-day workshop with seventeen (17) participants from a Swedish academy responsible for enabling learning and competence development at work in the healthcare sector. The results indicate that the artistic intervention, combined with the speculative design activities, can challenge current participants' perspectives and offer them new ways of seeing futures with technologies. These new ways of seeing reveal underlying premises crucial in developing the capability of futures literacy.
Artificial Intelligence offers a wide variety of capabilities that can potentially address people's needs and desires in their specific contexts. This pilot study presents a collaborative method using a deck of AI cards tested with 58 production, AI, and information science students, and experts from an accessible media agency. The results suggest that, with the support of the method and AI cards, participants can ideate and reach conceptual AI solutions. Such conceptualisations can contribute to a more inclusive integration of AI solutions in society.
With the growing demands for product variety, Mixed-Product Assembly Lines (MPALs) as an effective means of creating product variety are recently increasing in manufacturing companies. However, handling different products from distinct product families creates high complexity in performing assembly operations in an MPAL. The elevated complexity, calls for increased similarity between assembly operations in an MPAL which requires product design changes accordingly. Hence, the objective of this paper is to suggest an assembly-oriented product design methodology to increase similar assembly operations for various products cross-product families. The proposed methodology uses Interface Diagram, a product architecture modelling tool, for comparing assembly operations crossproduct families, suggesting an assembly-oriented design, and communicating it to designers. The methodology has been developed by conducting a case study in heavy vehicle manufacturing industry. The results highlight a visual approach towards establishing a common language between assembly and design teams to consider the requirements of an MAPL in product design.
In this report, I explain how and what I have done to create an illustrated learning material that can explain the different events in the life cycle of flowering plants for pupils in grades 4-9. This has has been a collaboration between me and the Uppsala Botanical Garden. This material is meant to be used by teachers or personnel during visits at the Uppsala Botanical Garden to teach pupils about flowering plants. The information in the finished material include how the lifecycle of flowering plants might look like, how these plants can spread their seeds and how flowers are pollinated.To find out how to illustrate the important information of these evenets I have used principles of information design. A situational analysis and target audience analysis has also been conducted to investigate how this kind of learning materials might look like and under what conditions the pupils understand the information.
This essay will narrate the process of my degree project on how to create an artifact in the form of an informative material. The purpose of this informative material is to help upper secondary school students, that study the arts program with art and design as a specialization, to create a relation between their art education and a future career as well as further education. To reach that goal, I have tried to visualize facts in an informative and meaningful way that have been customized for the target audience. This degree project is based on theories and methods within the information design field. To answer my thesis statements, I have for example conducted an interview with a teacher and had a focus group discussion with a group of students, with the purpose to customize and adapt the artifact to the target audience. I have also worked with the design method KISS (Keep it short and simple) to create structure within the information in the artifact. The finalized artifact is also based on several theories, for example, theories on gestalt psychology and visual hierarchies to make the information clearer and easier to understand. I have also worked with theories regarding for example visual messaging and rhetoric to engage the target audience. The result of this project takes form as a brochure where the students may be able to receive a fast and simple overview of professions and education regarding art and design: What you can work with, How to get there and Where you can work.
This study is about what happens to text and image content in a printed teaching material when adapted to a digital format. The purpose of my work is to find out if readability is changing in the new medium.
The theoretical focus of the study is readability, text and image in collaboration, as well as multimodality. To find out if the digital format affects readability, i have performed two text analyzes, a readability analysis of the printed material and a comparative analysis of the digital material. I have also conducted interviews with teachers and experts about the teaching methods. A test and a participant observation were conducted with the target group where my improvement proposal was compared with the existing material.
The conclusions i have come to is that there must be clear links between text and image in a digital teaching material. Color markings in body text with word explanations can interfere with the reading rhythm and too many heading levels can confuse the reader. The most important conclusion is, however, that how readable a text is depends on the audience's previous knowledge, objectives and motivation for the subject. A hard-worded factual text does necessarily need to be easier by splitting the text into short paragraphs, but it can however, make it more difficult to understand the content.
This work is a thesis in Information Design with a focus on Spatial Design. The purpose of the work is to investigate the needs and functions that a larger food store’s foyer boutique has to fill, with increasing digitalization and the changing habits of shoppers using more online services instead of shopping in physical stores. Digitalization means that people do not have to shop at a physical location, with a result in people no longer meeting face-to-face in the same manner as before. The work also examines how the store’s foyer area spatially can make visible and communicate a solution to meet these needs and functions.
Questionnaires have been developed to find out what needs and functions a food store’s foyer boutique needs to fill. A focus group has been carried out with participants who are knowledgeable in the area of shop fittings. Also, a site analysis of ICA Maxi Eurostop in Örebro has been carried out in order to be able to communicate and make visible a solution to the needs and functions to be found in a grocery store's foyer boutique.
Based on theory and empirical evidence, a design proposal has been developed that shows how larger food stores' foyer boutiques can be used as meeting places. Instead of only placing a bench, this work has produced a modular booth with several types of seating possibilities. The module booth also has electrical outlets to be able to charge digital devices and has ceilings and fabric-covered walls to reduce the transition of sound, thus forming a kind of sound-damping room within the room. By placing out different types of seating opportunities, more people can stop and meet, which can facilitate social interactions between people (Gehl 2011).
Keywords: Digitization, shop fittings, meeting place, spatial design, public spaces.
Norms about masculinity and femininity have characterized athletics throughout history and even today there are notions of how men and women should be. Gym has historically been for the man but is now also an arena that women have taken over. However, there are many stories of women being treated badly in gyms and the factor of that has been that girl departments and girl gyms have been established. Though the real problem cannot be solved by distinguishing men and women.
This study will examine how men and women experience gym environments and how it affects their training at the gym. As a result, the gender perspective will be applied to a design proposal that aims to facilitate the process of finding in a gym environment for a first-time visitor.
Through literature studies, site analyzes, interviews with users of gyms and staff at gyms and a survey, the result was a digital 3D model based on an existing gym's floor plan. A solution proposal that improved the guidance in the environment for first-time visitors with the help of color coding, spatial shape and wayfinding in connection with training zones.
The conclusion was that it is beyond spatial characteristics to create a gym environment where both men and women thrive and that a change in behavior and norms is required about what we consider to be masculine and feminine. However, a change of the room can be a first step in the right direction.
Summary: The healthcare environments of the future are developing at a rapidpace, which is a built-in change for us visitors. Today's waiting rooms are often open rooms and can be a problem for users' privacy.This study intends to investigate how zoning can affect the visitor's sense of a safe and secure waiting room environment. The underlying interest in the study is about the research of environmental psychology, which shows that the design of the room can affect the users' perception of privacy and personal space. The visions of this study is that the work will become an aid to future waiting room plans where the aid is in the form of a spatial concept with focus on zoning and its colors.
Research question:
• Can a zoned waiting room affect the visitor's feeling of a safe and calm waiting environment?
• What environmental psychological principles can affect the feeling in the different zones in the waiting room environment?
• How can the zoning be shaped in color and form to give the visitor a sense of safety and calm?
Purpose: The purpose of the report is to investigate how the waiting room environment in hospitals can be designed with a focus on the user's need for privacy and intimacy and how this can increase the feeling of security. The purpose is also to develop a concept for health care in Region Sörmland that will contain vital and decisive factors in spatial design that are important in a waiting room and which the local development unit can relate to for future renovations of waiting rooms. The waiting room should break the traditional waiting rooms and contribute to a sense of security and integrity.
Methodology: Several different methods have been used to obtain the most credible result possible. The study has a qualitative approach where primary data is collected with the help of interviews and surveys.
Conclusion: The respondents in the study generally felt that an open waiting room with chairs along a wall felt more insecure than a waiting room with separating walls with different types of seating. Because there were different seating options, the patient could control his or her desire to sit more or less securely and the control could affect safety. The design of the different zones through color and light also affected the room's feel in different ways. Strong colors felt stressful while more saturated, dull colors felt calm and safe. A stripped-down environment with few colors and impressions felt sterile and insecure. The method result resulted in a design proposal where different types of seating possibilities and other selectable activities were divided into zones in the room with the colors that according to results from method and theory create security.
Jag har studerat hur jag med hjälp av illustration, fotografi, text, färg och form kunnat hjälpa Uppsala linneanska trädgård att locka fler besökare till deras trädgårdar för att de i sin tur ska kunna inspirera de som vanligtvis inte odlar, till att börja odla själva och ha kul med mat.
Detta har jag undersökt genom att formge en affischlayout till ett kommande event där jag applicerat informativa illustrationer och tagit fram två olika typer av bildmanér. Ett bildmanér som ska attrahera barn och ett som ska attrahera vuxna, och testat om hen kan kombinera dessa olika bildmanér till en informerande enhet vad det gäller kriterierna för fungerande informationsdesign.
Alla kan känna en ovisshet med att befinna sig ensam på en busshållplats en sen kväll när det är mörkt ute. Däremot att inte tillämpa god belysning eller ett funktionellt vägledningssystem för att ens försöka bidra till ökad trygghetskänsla, är idag många busscentralers sanning. Busshållplatser i stadsområden står ofta inför en myriad av utmaningar som kan påverka övergripande effektivitet, säkerhet och användarupplevelse. En framträdande problematik härstammar från det stora antalet bussar som verkar inom en begränsad yta. Det stora antalet bussar kan leda till trängsel, vilket gör det svårt att upprätthålla ett smidigt trafikflöde både inom hållplatsen och på omgivande gator.
Denna studie fokuserar på att utforma ett designförslag med hjälp av ljusdesign och wayfinding, för att främst skapa en känsla av trygghet för unga kvinnor som använder sig av busscentralen. Målgruppen för arbetet är unga kvinnor mellan 18-30 år, eftersom idag är det dem som ligger i framkant med att framhålla deras upplevelse av otrygghet när de vistas utomhus ensamma när det är mörkt.
Denna eviga plågsamma väntan är ett examensarbete inom ämnet för Informationsdesign och Rumslig gestaltning. Syftet med det slutgiltiga designförslaget är att uppmärksamma vilka brister den nuvarande busscentralen har och vilka åtgärder som borde tas, för en tryggare upplevelse.
Artificial intelligence (AI) is a broad topic that many researchers and stakeholders want to implement into their daily tasks. There are expectations to implement AI in hospitals, starting with mammography centers. But there is a need to guarantee that it will be efficient and safe to use, and that requires a lot of research. However, the challenge is about how radiologists should understand how AI will communicate when it shows unclear results during mammography examinations. When it comes to cultural communication and expectations, radiologists are working with visual communications, since that is where they see the x-ray images of breasts. However, there seems not to be any clear directions on how the AI is supposed to communicate back, in a visual and explainable way. The current studies do not focus on the practical usage of AI towards its target group and how they take in information and how they take in information that is consistent with their work habits and the use of visual communication, as well as human interaction. The goal of this thesis is to view this field from an information design perspective and contribute with a different view. This master thesis will explore the possibility of how visual mapping can contribute for radiologists, in mammography, that will eventually work alongside AI. To highlight important factors that are important when it comes to working with AI. As well as inviting AI researchers and experts to explore the expectations of AI in mammography. The theoretical framework contains explainable AI (XAI), scientific visualization, visual perception, human computer interaction (HCI) and visual mapping etc. This research will use design thinking processes, to empathize with the radiologist and conduct interviews, artifact analysis and finalize a prototype. The results of the thesis will highlight important keywords from the participants that are emphasized on the prototype.
The Swedish Traffic Educator's National Association (STR) is an organization for traffic training companies that conducts vocational driver training. They are responsible for creating the driver's license books that are used at all Swedish traffic schools for pupils and teachers. This material includes all the rules and knowledge you need to know to take a driver’s licenses. The material is the same for everyone, but there is a desire from students and teachers to have more in-depth information about the driver's license than is available today, to gain a better understanding.In this thesis which is for the program focus informative illustration at Mälardalen University, a design proposal in the form of an animated information film has been created in order to be able to convey theoretical elements that are for students who study for moped class 1 driver’s license. The purpose of the film is to provide a broader understanding of students as they study for the moped class 1 driver’s licenses. The study examines how students today study today and what they have for general views on animated teaching material. The survey will raise questions about what kind of narrative would work for learning and whether the style of the illustrations has an influence in the animated teaching material. During work there will be theory gathering and empirical data collection that includes the construction of narratives, multimodal methods, semiotics, and rhetoric.
This thesis is written in information design with a focus on spatial design. The purpose of the study has been to explore how public art can contribute to navigation in a complex exterior environment. In this case, a residential area outside Strängnäs with similar buildings. The observation has been the decisive factor when choosing a place and subject area. With a lack of art or other spatial attributes, which create identification, visitors and passers-by have had more difficulty orienting themselves at the observed site.
The work presents the approach and results that form the basis for the design proposal. The scientific basis is based on empirical data, literature studies and performed methods. The methods performed in the study are site analysis, observation, quantitative and qualitative interview, external analysis, focus group work, prototype work in collaboration with focus group, and own idea generation in design. The site's needs and movement patterns have been observed and analyzed. Facts about the creation of public art and what it can contribute have been produced through interviews, literature and with the focus group's collaboration.
The design suggests how public art can facilitate navigation in residential areas of this kind. And examines what kind of design can be more favorable for the place in this context. The design proposal is presented through pictures, text and maps. The ambition through this work has been to take advantage of the various qualities of information design to a whole of value.
It is of most importance that information broschures for patients are easy to understand and that the information is easy to find. This is particularly important when it comes to information for patients who will undergo a coronary angiography. That is because they are awake during the procedure, and also receive their diagnosis during their examination. The purpose of this thesis has been to design an information broschure, based on a preexisting information text, that is easy to understand and search in. Pictures and other graphic design elements, based in theories in perception, cognition, picture rhetorics and semiotics, has been used to achieve this. To provide a structure that is easy to search in, colour coding has been used. Theories in emotional communication and perception has also been studied to try to provide a material that is communicating calmness. Both pictures and design has been tested to secure that the purpose has been achieved. In this report methods and theories are presented, which have been used to reach a result. The work has also resulted in some conclusions, that too are presented.
Det upplevda rummet är ett examensarbete i informationsdesign med inriktning mot rumslig gestaltning. Syftet med detta arbete är att studera vilka rumsliga formelement som kan understödja orienterbarheten och skapa ett bra flöde i ett rum. Arbetet utgår ifrån entréhallen på Tekniska museet i Stockholm där svårigheter i orienteringen leder till stopp i flödet. Arbetet strävar mot att ta fram ett designförslag som minskar dessa stopp, samt öka framkomligheten och orienterbarheten. Målet är att skapa en positiv och trygg upplevelse vid museibesöket.
Under inhämtningen av empirin ifrån notationer av rörelsemönster, observationer, rumsanalyser och intervjuer har det visat sig att rummet skapar stora folksamlingar på grund av svår orienterbarheten. Under inläsningen av teorier kring wayfinding, kognitionspsykologi, upplevelserum, formelement, m.m, har det visat sig att god orienterbarhet, tydliga och distinkta rum och kontrastrikedom är avgörande för att besökaren ska få en positiv upplevelse. Att upplevelsen i sin tur påverkar besökarens rörelse i rummet och att runda former skapar mjukhet men också generera rörelse är något som teorierna belyst.
Utifrån empiri och teori har ett gestaltningsförslag tagits fram som främjar besökarens möjlighet till att få en överblick över rummet. Kontraster och ”popout”-effekter har bidragit till att rummets delar blivit mer distinkta och funktionerna blivit tydligare. Tillsammans med runda linjer och böljande former har rummets framtoning blivit mjukare och den positiva upplevelsen har därmed ökat. Rummet har även förbättrat tillgängligheten för personer med nedsatt orienteringsförmåga som till stor del kräver en kontrastrik miljö för navigering.
This thesis is about how to improve safety on foot and bicycle paths through passages of places that have the accident factors intersection points, high speeds and poor visibility. The study is written in the field of Information Design with specialization in Spatial Design. Users experience many places on foot and bicycle paths as dangerous and measures at these dangerous places are insufficient. The statistics of accidents that happens today, as well as the lack of action in measures taken regarding accidents and the perceived danger is the practial problem that underlies this work. The essay includes information gathering and methodological work, which has resulted in a design proposal. This proposal with an economic awareness aims to contribute to a safer passage for the users with the help of clearer spatial design. A safer passage through places that have these accident factors can result in fewer accidents.
Over the past ten years, the need for public spaces to deal with burning societal issues, such as climate change, has become even more important. Participatory theatre offers ways to meet the longing for shared forums by engaging large groups of people in exploring difficult social dilemmas. It can potentially empower participants to change their own situations and organizations. In a previous design research project Quantifying your carbon footprint, this gap was in focus. We will use the findings from the Quantifying carbon footprint project as an entry point and expand it with Life Cycle Assessment (LCA) on objects from the current museum collection and on daily life activities that have a carbon impact. The goal of the project is to explore and understand the climate and environmental impacts of lifestyles. The method used here are participatory theatre and co-design methods and pop-up exhibitions are used to engage young citizens in negotiating social norms and understanding their possible impact on CO2 emissions. The museum collections play a crucial role in the process of understanding how LCA calculations are related to mundane objects and reflecting on the temporality of social norms that are negotiated and re-negotiated through the way we handle products and objects in our everyday life. Developing new practices for museums involving participatory methods in order to engage young citizens in climate research. The results of the introductory meeting and study visit show that using the museum’s collection, the history and the value of things in the past centuries become clear and easier to reflect on compared to today’s unsustainable lifestyle – travelling and over consumption. Carbon Dioxide Theatre is an attempt to shape a shared space on a local level, in line with the priorities of the museum’s three years plan.
Public trust in government institutions has many societal benefits: Institutions increase their efficiency due to decreased transaction costs and timesaving, while the general public enjoy living in democratic, safe and civilized societies. This trust is primarily affected by the general public’s expectations and perception of how institutions conduct their operative activities. One way to influence trust is through information about institutions’ operational activities. That’s the background that laid the foundation of this study’s purpose: To investigate how credibility can be conveyed through text in interaction with image and graphic form in governmental institutions’ external information campaigns, in order to reenforce their ethos.
In order to fulfil the study’s purpose, a specific case has been investigated – the Swedish Police authority’s communication. The results of the study were derived from comparing the Police Authority’s existing information material being compared and tested towards existent theories and previous research within classic rhetoric, plain language and text in interaction with image and graphic form. A design proposal was drawn up from the results of the study, which contains information about the police authority’s operative activities. It was developed through an iterative design process and resulted in a campaign concept “Vad är det som har hänt?” which informs about how far the police authority has come in their work during year 2020, with the goals set for the time period 2020–2024.
The result has indicated that when the sender possesses the ability to express logos and pathos, the sender has the potential to convey credibility, in order to reenforce ethos: Some of the most prominent discoveries were about wording and sentence construction needing to be based on concretion in order to clarify what exactly is meant, for example by addressing the reader directly, making it clear who the sender is and the usage of active verbs. Technical terms should be used and clarified, in order to clearly convey what the Authority’s tasks and functions consist of. Using informative rhetoric questions as rubrics should be used in order to further clarify the content of the body texts. The image motifs should create moderately positive emotions, but also always and in a clear way synergize with text in order to clarify the message. The logotype should always be included, in order to clarify who the sender is. The graphic form should be based on functional purposes. The sender should also be made visible though font and color choices, based on the graphic profile – if readability is not adversely affected.
This thesis discusses how informative illustrations about women’s history can be done with the help from gender perspectives, semiotics and picture telling. It’s hard to inform about women in stereotypical portrayals, since they mostly highlight women’s beauty and looks. Thus, the problem is about how to avoid stereotypical portrayals of women and instead highlight relevant information rather than looks and aesthetics. To do this I’ve developed four guidelines based on previous research and image analyses of gender in pictures. Those guidelines work as a model that helps the planning and designing of illustrations that avoids stereotypical representations of gender. To test the guideline’s impact on the design I made several sketches to test. To sum the thesis up I discuss and answer the question formulation that’s about finding awareness in what stereotypes exists and make guidelines based on them and the information goals, to make non-stereotypical portraits of women.
This study was made with the elementary school Åkerskolan in Strängnäs county and with some support from the Museum of Technology, Tekniska Museet, in Stockholm county. The students that participated in the case were in first to fourth grade. Qualitative interviews and observations have been done with the students in a forest during school trips. This was to collect data about their relation to the forests and animals in the forest.
The study is a phenomenological study that focuses on affordance, which is a concept within information design that describes the relation between a physical object and a person and the possible interactions between a person and its environment. The study also brings up theories about the human relation and distance to the forest and animals' relation to the forest, to give a perspective of the forest as a home.
The work has resulted in a design as a concept for teachers in first to fourth grade to do with their students in school. It could be both playful and educational for the students and it will change their way to look at their nearby forests and they will think before they act next time.
Detta examensarbete gjordes för att undersöka om och hur det är möjligt att utforma lättförstått studieunderlag för användning på SFI, genom att bara använda bilder. Förutom gestaltning måst målgruppens olika kulturella bakgrunder beaktas, då olika gester och uttryck inte har samma innebörd i alla kulturer och därför inte kunde användas i bilderna.
Genom handledning, teoretiska studier, och kvalitativa målgruppsintervjuer utformades och omformades informationen till sitt slutgiltiga utseende, där även läraren fick en roll i berättandet.
Information design is a practice and an academic field that views information through its representations, for example, through images, spaces, and texts. It is also human centered, not technological driven, in that its focus is on the users and their conditions and environments. As an academic field, information design is at an intersection of disciplines; cognitive science, media and communication, linguistics, visual studies, and art and aesthetics meet in information design. In our research, we have come to focus on the connection between aesthetics and visual-spatial information design; we are addressing the understanding of aesthetic matters in information design and its implications, using examples from the manufacturing sector.
In information design textbooks, text design is mostly understood as typography and layout. The meaning-making process of language, involving social interaction that affects language, is rarely acknowledged. Instead, texts are supposed to be "clearly" written. In this research article, we argue that the understanding of text design could benefit from also addressing text production and use situated amid social activity. This article presents a study on a text design process partly based on spoken language and owned by assembly operators in a workplace. Capturing the spoken dialogue and transforming it into instructive texts resembling transcripts are essential steps in securing the best practices for the smallest tasks in manual assembly, the minima of working, which is crucial for manufacturing. Our aim within the information design field is 2-fold: To underline the meaning-making process in language as a social phenomenon and to show that the situated design perspective, i.e., an outlook that highlights the uniqueness of the setting, can be important for the production and use of certain texts, such as instructions, and for affecting language. We asked ourselves: What are the consequences for the information design field when meaning-making in a language is understood as being socially situated in an activity? We have studied a design process and used observations, interviews, and text analysis to gather data. The result showed that the workers' ownership of text documents is crucial for the texts' use, yet the texts used do not meet the standard of information design textbooks. Moreover, the design of the text involves a continuous and non-linear collective negotiation that balances standardization in language and work procedures with the incorporation of operators' linguistic improvements. We unfold a case of text design where there is a closeness of designer and user roles, a non-linearity of the process, and an understanding of an information design product as becoming rather than having been finalized for use.
A concrete tunnel has an estimated lifespan of approximately 120 years. That cracks occur in its construction during this time is nothing unusual. In order to detect those that may present a safety hazard, inspections of the tunnel are carried out during given time intervals. As the inspections are carried out manually without technical means, ÅF AB wants to investigate an alternative approach. Which was using laser scanning to scan tunnels, based on them creating 3D models, which are then inspected in virtual reality (VR). The study's part of this initiative is to explore how parts of the 3D model can be designed to achieve the highest informative value in VR. The focus areas are the environment of the models and its damaged parts. The purpose of the work is to provide guidelines for how the above-mentioned factors can be visualized. To achieve this, empirical data has been collected through the use of scientific methods such as qualitative interviews, analysis of previous material, and usertests. To give a good reason in the visualization decisions taken, they have been anchored in theories of both informationdesign and virtual reality. In the design of the virtual reality environment, two areas were identified that had significance, clarity, and presence in combination with immersion. Where one area happens at the expense of the other. To compare which of the two areas was most important, three environments were designed. To answer how damaged parts can be visualized, three different markup levels were created that were included in different environments. Marking levels and environments were then compiled into three prototypes. To investigate the effects of the gestures as well as information value and experience, the prototypes were tested and evaluated by usertests. After completing the study, it is possible to discern that there are many variables to take into account when designing VR and that they have a major impact on each other. Nevertheless, it can be seen that immersion and presence to some extent exceeds clarity in the context. Where lighting, texture and simplified navigation are factors that play a decisive role in the experience. To mark cracking, it may be clear that colors have a positive effect both to highlight cracks, but also to analyze them.
This thesis is in the field of information design with a focus on spatial design. The study has been conducted to investigate how theories and methods in information design can be applied to digitally communicate activity zone functions in an activity-based flex office.
Previous research indicates that one of the biggest challenges with the transition from celloffice to activity-based flex office is that the new way of working is not used as planned. A zoning that is obvious to everyone is recommended. The thesis includes a study of how employees relate to the workplace and how they interact with the digital tool Campuskartan, which has been applied to facilitate the everyday work.
The methodological work includes a physical and digital site analysis that describes and evaluates visual elements and functions. It also includes an analysis of the factors that indicate strengths and challenges in terms of the interaction between the physical and the digital space. Employees at Mälardalen University have functioned as a focus group to capture needs from a user perspective and a qualitative interview with an expert have contributed good insights to the study. Subsequently, a participatory observation has been implemented to understand the university's communication work and overall goals with the transition to a new way of working.
The study also has a scientific theoretical basis that includes previous research in activitybased flex office and how the digitalization has affected how we work. The study highlights theories in, among other things, visual communication and cognition as well as interaction design. With support from the methodological work, previous research and theories, a visual concept has been created in order to digitally communicate the functions of the activity zones and how employees can relate to them.
Stationsmiljön – ökad tillgänglighet till de tre huvudfunktionerna: köpa biljett, kolla tåg tider och vänta, är ett examensarbete i informationsdesign med inriktning mot rumslig gestaltning. Syftet med detta examensarbete har varit att ta fram ett nytt designförslag åt Eskilstunas stationshus, som visar hur man med hjälp av den rumsliga formgivningen kan öka tillgängligheten till stationshusens tre huvudfunktioner, i denna besökstäta och intensiva miljö.
Under arbetet har observationer och rumsanalyser genomförts för få en ökad förståelse resenärernas rörelsemönster i rummet samt för att få en förståelse för hur tillgängligheten till de tre olika funktionerna fungerar i rummet i dag. Under dessa metoder har det konstaterats att det finns brister i den rumsliga utformningen gällande tillgängligheten till dessa tre funktionerna på de mindre stationshusen.
Jag har med hjälp av resultatet från metoderna, teorier och litteratur samt prototyping tagit fram ett nytt designförslag. Det nya designförslaget bygger på att utnyttja ytorna effektivare i rummet, samt genom god informations design vägleda resenärerna fram till de olika funktionerna.
Slutsatsen i det här arbetet bygger på att de olika funktionerna behöver separeras i rummet för att inte stoppa upp flödet i rummet och därmed öka tillgängligheten till dessa. Dock skulle en implementering och utprovning av detta behövas i verkligheten, då designlösningen endast studerats och diskuterats utifrån en 3D modell i Sketch Up.
The environment is impacted in a negative way when food waste is commingled with other waste from the household. Still, the latest statistics show that only 25,5 % of the food waste from Swedish households is sorted out. This seems to be caused by a negative attitude among other things, and can indicate a need for convincing information about the importance of sorting out. Therefor, Eskilstuna Strängnäs Energi & Miljö requested a material meant to motivate residents to change their attitude.
The study’s purpose was to find out how information about sorting out food waste can be formed to make a positive impact on the receiver’s attitude. The study emanated from theories within rhetoric, message strategies and human centered design, which along with empirical data became the foundation for a design proposal. Empirical data was collected through four methods: an interview with a expert within the subject to frame the problem, a rhetorical text analysis to discuss if existing information have contributed to that the problem still remain, a questionnaire survey to define the target group’s information need, attitude and preferred medium, and two evaluative tests to examine if the design proposal had the intended impact. Through this, multiple conclusions could be drawn. For instance that a combined message strategy, metaphors, images and addressing the reader as “you” can have a positive impact on the receiver’s attitude, by which a final design was created.