Examensarbeten för kandidatexamen // Bachelor Theses
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- PostAugmenting Board Games using Virtual Reality(2017) Berndtsson, Daniel; Östebo Dehmer, Martin; Römer, Hanna; Sandberg, Alexander; Eliasson, Fredrik; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)Virtual reality, VR, is a relatively new technology which right now shows great commercial potential and garners the attention of many game developers. Even though many games and prototypes have been made using VR technology, few studies have been found which explore how VR could augment games of genres other than computer games. Identifying and characterizing the possibilities of virtual reality could help developers to more effectively incorporate new aspects in their applications, as well as allowing them to easier identify novel areas of different design spaces. In this project, one such design space, Virtual reality augmented board games, is chosen as the subject for examination. Around this subject, two closely intertwined processes are done, one investigative and one developmental. Current games and literature are examined and several elements of interest are identified. Also, an original game, BoardNight, loosely based on an existing board game, is developed simultaneously as a compliment to the investigative effort, which allows for a more thorough examination of certain aspects of the design space. The elements of interest that were identified highlights aspects of the studied subject which was considered interesting in relation to developing BoardNight. While not necessarily enhancing a gameplay experience, all identified elements of interest proved to be of interest when augmenting board games. The resulting elements are not exhaustive and there are still elements within the design space which could be of interest to study further. Also, it would be beneficial to conduct user tests to get more objective results, which as of now could be considered to be somewhat subjective.
- PostEducation in Emergencies Designing a mobile solution for the education of refugees(2017) Carlström, Herman; Jansson, Erik; Johansson, Alice; Larsson, Filip; Lindén, Magdalena; Samuelsson, Oskar; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)An overwhelming number of people are currently displaced as a result of con icts and face numerous challenges in accessing education. In order to address this limited access, this project strived to determine the requirements of a mobile e-learning platform which could support the education of refugees in regions with limited internet access. The requirements were established as a result of data collection in the form of interviews with educators and students in the region. The data collection focused on Jordan as this represents both urban and camp environments. A nal design concept and software prototype were created with the speci cation in mind and tested on-site in Amman, Jordan, in order to validate the requirements. These need to consider nancial limitations, non-binary internet access and limited English literacy and are presented as a step towards a solution for supporting refugee education.
- PostLUTA A Collaborative Game Designed for Children With Cognitive Impairments, Using Multiple Tablets to Create a Unified Playing Field(2017) Carlshede, Johan; Karlkvist, Erik; Kjellgren, Adam; Linder, Jennifer; Rönström, Hampus; Trens, Olle; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)The compulsory schools, focusing mostly on logic, language, and motor skills. However, researchers in the Touch AT! project have noted that children with cognitive impairments to a much bigger extent are struggling with social and emotional skills. The game LuTa was developed in collaboration with Touch AT! with the purpose of encouraging social and emotional activity and uses four connected iPads to create a unified playing field. This thesis describes the development process of a game for children with cognitive impairments, focusing on collaboration and communication. It starts of with a prestudy consisting of interviews and observations leading up to a list of requirements that a game for this user group has to meet. Afterwards follows a description of the development process which in an iterative way researched and tested different solutions. Tests were performed during the development in the game’s intended environment. LuTa ended up being a ball game where the players control the board on which the ball rolls. Each player controls one corner of the playing field, and therefore communication and collaboration is important. After testing the game with the user group some of the design choices made were proven to be problematic. While some of these flaws where fixed in the final product, there are still some flaws left in the game that could be improved to make the game more suitable for the children.
- PostREMOTE CLASSROOM A Mobile Learning Platform for Education in Emergencies(2017) Albertsson, Carl; Aringskog, Axel; Arvidsson, Nils; Astorsson, Billy; Cano, Ajla; Wikström, Matilda; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)The aim of this thesis is to investigate and identify the essential design characteristics of an education platform meant to be used for education in emergencies. A sense of safety and normality, better preparation for rebuilding the society, and belief in the future are all aspects that can be derived from education during emergencies. In present day, 3.5 million children are denied education even though it is a human right. This thesis primarily focuses on the area in and around Zaatari refugee camp, located in Jordan close to the Syrian border. The work was conducted as a case study to investigate and get an understanding of the situation where several interviews were held. The case study led to a series of design iterations where concepts where created and evaluated. The iterations concluded into a prototype implemented as a hybrid mobile application. The prototype was evaluated using remote expert sessions and a eld study at Studium, a Swedish for Immigrants center. From the study, it was clear that the situation for refugees di ered both on an individual and geographical level. Although, some general similarities were found that could be applied to most refugees. In the report, these similarities are presented as four core factors; smartphone ownership, economical limitations, weak infrastructure and cultural differences. From these factors, several design characteristics, such as cross-platforming, backward compatibility, short lessons, assessment of understanding, offline usage and sharing, universal design, etc., were identified. Some of these were implemented in the application while some were held on a conceptual level, resulting in an educational platform adapted for refugee needs.
- PostSlime Attack! A forced collaboration game across four iPads designed for children in primary school(2018) Andreasson, Adam; Djukic Dimander, Viktor; Illipe, Daniel; Olsson, Patrik; Randevik, Marcus; Svensson, Viktor; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)The increased usage of tablets in recent years has caused significant changes throughout society. This change can also be seen in schools where tablets are now incorporated throughout primary education. Though, tablets are often used individually causing a lack of collaboration, which is an essential part of education. This paper describes the development process of the mobile game Slime Attack! and how it encourages young children aged 7-9 to cooperate while playing. Slime Attack! is a castle defence game, played on four iPads placed adjacent to each other, collectively forming a large playing field. Initially, a prestudy was carried through, mainly focusing on interaction design theory. Another important basis came from interviews concluded with the intended user group. The gained knowledge from the prestudy provided a foundation for the development to further build upon. This foundation, summarized in a number of strict requirements, together with the narrow scope of the project were thereafter used to form the final game concept. Slime Attack! was shown to encourage collaboration amongst children by fueling a discussion of strategies concerning the expansion of their outpost, and also in supporting each other when the amount of enemies increased. We also discuss flaws in the prototype, including the children’s initial competitive playing style, and issues with the user interface that slowed down the onset of collaboration. Finally, we put forth a number of possible changes to the game that would address the major flaws we found in our tests.
- PostSoftware Market Combining User Experience Design and Data Protection in an Agile Software Development Process(2016) GUSTAFSSON, DAVID; IRANZAMINI, ARYAN; MÖLLER, HENRIK; SJÖHOLM, ANTON; SKOGLUND, ANNA; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)The purpose of this thesis was to study how an Agile software development methodology would affect user experience design and data protection in a software development process. This was accomplished through the development of a platform called Software Market. The Software Market was created for the Gothenburg based company Software Skills, and its purpose is to connect companies and developers worldwide for shorter IT-projects. The Software Market was developed alongside a bachelor’s and a master’s thesis project. The process started out organized through the use of Scrum. Even though Scrum is an Agile practice, it was discarded in favor of a more fluid approach to Agile. This was necessitated by the complex and rapidly changing development environment where the other thesis groups were designing and developing related platforms. The user experience design benefited from this fluid approach to Agile due to its ability to rapidly respond to changing requirements. The added stress of evolving design considerations was overshadowed by the ability to quickly reach new design goals. The work with data protection can not be said to have benefited from the fluid Agile approach in the same manner. Since the work on the Software Market was production focused the security considerations tended to become secondary concerns. This was alleviated through the creation of the security design document that enabled the individual developers to implement a secure design in a more independent manner. Still, security would likely have benefited from the use of a more rigidly organized method. Overall we found that the Agile methodology was well suited for this project. Considering the many interactions and connections with other groups, we even deem it a necessity.
- PostVirtual Reality Operating System User Interface(2017) Falkengren, William; Lilja, Malin; Solback, Anton; Strandman, Anton; Swanberg, Johan; Höglund, Andreas; Chalmers tekniska högskola / Institutionen för data- och informationsteknik (Chalmers); Chalmers University of Technology / Department of Computer Science and Engineering (Chalmers)New virtual reality (VR) technology has been developed and is reaching a broader consumer-base than ever before. However, no consumer operating system (OS) has been released optimized for VR. In this project, a concept VR OS user interface (UI) was developed, and different interaction patterns were developed and evaluated. Several concept applications were developed and evaluated in user tests. The project resulted in a concept VR UI application with basic OS features such as viewing files and opening programs. The tests conducted suggest that some interactions, such as throwing away programs to close them and opening programs through a hand menu with 3D icons, are efficient. The tests also suggest that new interaction patterns for interacting with legacy 2D applications in VR should be researched.