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<title>Praca magisterska - Komunikacja multimedialna 2021</title>
<link href="https://repin.pjwstk.edu.pl/xmlui/handle/186319/1777" rel="alternate"/>
<subtitle/>
<id>https://repin.pjwstk.edu.pl/xmlui/handle/186319/1777</id>
<updated>2026-01-01T22:00:36Z</updated>
<dc:date>2026-01-01T22:00:36Z</dc:date>
<entry>
<title>Multi-respondent research and Human Centered Design as a design foundation</title>
<link href="https://repin.pjwstk.edu.pl/xmlui/handle/186319/1780" rel="alternate"/>
<author>
<name>Jasicki, Maciej</name>
</author>
<id>https://repin.pjwstk.edu.pl/xmlui/handle/186319/1780</id>
<updated>2022-10-25T06:51:27Z</updated>
<published>2022-10-25T00:00:00Z</published>
<summary type="text">Multi-respondent research and Human Centered Design as a design foundation
Jasicki, Maciej
In the following study, I have tried to introduce the concern relevant to a&#13;
comprehensive way of designing products and services. Most often, the issues I discuss are&#13;
related to digital products and focus on the topic of user-centered design, although the design&#13;
methods described by me can also be applied to the process of designing physical objects&#13;
such as furniture or buildings. Design is, of course, not only a matter of design, but also the&#13;
preceding research, analysis, testing and implementation of design conclusions. In,&#13;
user-oriented approach, design should not be a form of expression of the designer or&#13;
illustration of her vision, but mainly it is a process that seeks to create a useful and attractive&#13;
product for the recipient. For such a product to be created, designers must take into account&#13;
the needs and problems of the recipients for whom they design. Designing is a way of&#13;
conveying information between the designer and the recipient, in other words a kind of&#13;
communication.&#13;
“Good design requires good communication.”1 The quotation by Don Norman, a&#13;
world-renowned designer and researcher in the field of user experience, emphasizes the&#13;
essence of design which is communication and understanding the recipient. In order to&#13;
understand the user of a product or service designed by researchers and designers there is a&#13;
strong need to understand his or her needs. For this purpose, researchers conduct the research&#13;
which results will be a foundation that will give designers the opportunity to design in&#13;
accordance with the needs of users. This kind of design process is based on information, not&#13;
on beliefs or vision of the designer. There are many design methods and ways to gather&#13;
information and not each of these methods will give us specific results. This variety of&#13;
options makes the design process and project management a long and complicated process,&#13;
which is the reason why the ability to manage and plan it is so important. I would like to&#13;
explain those methods to my audience in the following chapters. All factors, such as the&#13;
choice of research method, the way of collecting information from respondents, defining the&#13;
research group and the target audience of the project have a real impact on the quality and&#13;
usability of the designed product. &#13;
Design is not only something we all need, but it also pays off. The constantly growing&#13;
market in 2021 is flooding us with a wave of products and offering a hugely diverse choice.&#13;
Just by taking a look at the number of apps available for smartphones we can see the scale of&#13;
products the users can potentially interact with. In 2020 alone, according to the report from&#13;
www.safebettingsites.com Google Play alone recorded 108.5 billion billion app downloads.2&#13;
Therefore, we can ask ourselves what to do to make my product/brand/service visible and&#13;
respected on the market. There are many factors contributing to this problem, but I would like&#13;
to emphasize the role of a well-planned design process based on research rather than&#13;
anticipation.&#13;
Good design, as we already know, consists not only of the visual aspect, but also of&#13;
the experience that the user will experience during the interaction. To have an idea how the&#13;
product should look like and what emotions it should evoke in the user, we need to do some&#13;
research first. After all, how can we design something for people without knowing their&#13;
habits, customs or demand for a given product? "No one can show your customer what works&#13;
and what doesn't, what pleases and what bothers them, what engages or bores the user better&#13;
than they can."3 According to the quote of Dr. Janet. M. Six, the specialists in the field of&#13;
information visualization, ignoring the user in the design process may lead to a situation&#13;
where the designed product will not meet the expectations of users. Designers can avoid this&#13;
mistake by using a continuous validation of ideas through creating research on users and&#13;
conducting usability tests.&#13;
In my paper, I focus on the issue related to ignoring the audience in the design phase.&#13;
In the theoretical work, I describe and highlight the advantages of Human-Centered Design,&#13;
and the practical work introduces specific solutions that address the problem of recipient&#13;
ignorance in the design of medical services in Poland. Designing things by putting emphasis&#13;
on people, responding to their needs and problems is crucial and creates the basis for the idea&#13;
of Human Centered Design. By the definition of ISO 9241-210:2019(E): Human-Centred&#13;
Design is an approach to interactive systems development that aims to make systems usable &#13;
and useful by focusing on the users, their needs and requirements, and by applying human&#13;
factors/ergonomics, and usability knowledge and techniques. This approach enhances&#13;
effectiveness and efficiency, improves human well-being, user satisfaction, accessibility and&#13;
sustainability; and counteracts possible adverse effects of use on human health, safety and&#13;
performance.4 We cannot guess another person's thoughts and needs, but we can ask about it&#13;
and apply verified methods to bring it out. There are many techniques of user research that&#13;
are designed to gain as much information as possible about the user's needs, which allows us&#13;
to tailor the product design even better. Research and consequently defining a specific&#13;
problem/need should be the initial phase of every design process. Without knowledge about&#13;
the given environment and potential users, unfortunately, we will not design a good product&#13;
or service. My practical part is focused on the design of morphology test results that are&#13;
incomprehensible and unreadable to users such as patients. For this purpose, I conducted&#13;
research on different groups including patients, doctors, medical specialists and business&#13;
advisors to learn more about the problem. The research done on the respondents and the&#13;
currently available solutions on the market is the basis of my design.&#13;
The final result of the whole process will be an application for mobile devices, which&#13;
is to serve as a tool for archiving and imagining the morphological examination results for&#13;
patients and doctors. With the help of a well-conducted research phase and analysis, the&#13;
designing tool is able to change the unpleasant process of collecting, archiving and reading&#13;
the test results into a much simpler and more pleasant one for the user. This approach to the&#13;
process of design based on patients' needs and struggles can not only give us a tool to work&#13;
with, but really affect the quality of our daily lives. A patient who knows his results and can&#13;
read them is much more aware of his health than one who cannot read his/her results.&#13;
Increasing awareness and interest in morphological testing can be a big step in promoting a&#13;
healthy and balanced lifestyle and improving our quality of life.
</summary>
<dc:date>2022-10-25T00:00:00Z</dc:date>
</entry>
<entry>
<title>Learn and Play: Computer games and the development of children imagination</title>
<link href="https://repin.pjwstk.edu.pl/xmlui/handle/186319/1779" rel="alternate"/>
<author>
<name>Klymenko, Iryna</name>
</author>
<id>https://repin.pjwstk.edu.pl/xmlui/handle/186319/1779</id>
<updated>2022-10-25T06:44:36Z</updated>
<published>2022-10-25T00:00:00Z</published>
<summary type="text">Learn and Play: Computer games and the development of children imagination
Klymenko, Iryna
The purpose of this thesis is to investigate the relationship between the following trio: computer games, cognitive processes, and motivation for learning of younger students. This topic has been chosen for the research because nowadays computers are deeply integrated into all areas of our life, and now it is difficult to imagine life without these machines. Children grow up in a world where computers are “obvious” parts of the surrounding world and social landscape. What quite recently seemed like a miracle of technology to adults, is not a miracle at all for them – it is just an object that gives them great options for spending time. Now we live in a digital era, and technologies have been introduced into the life of society and every family, not only for work or entertainment but also in the educational sphere. The main goal of including a computer into the educational process of a primary school student is the formation of readiness for life in the modern information society, and in the same time the formation of a comprehensively developed personality. For children, there are also many educational computer programs that help in learning to read and count. However, I decided to look at learning from a different angle. After all, learning can be completely different, and art is a new part of the gaming space. Children have a good visual memory and can learn the material much better in a playful way. One of the important tasks for modern adults is the creation of such conditions that would contribute to the complex development of the child, building the environment that would help to disclose his / her creative potential. From the other side, it is important to develop children’s cognitive abilities and logical thinking. One of the most effective ways to build these skills in an accessible way is a game. A learning game is a complex educational system that allows different ways of presentation. It can act as an activity, as a process connected with other activities, and as a special form of learning activity. Each of these concepts has its own scope of application. I want to convey to the player that learning and development, even at a young age, can be interesting and useful with the help of the game. I also support the theory that in the future, only creative and quickly learn specialists will be appreciated, so games will be based on learning art pieces and logical strategies.
</summary>
<dc:date>2022-10-25T00:00:00Z</dc:date>
</entry>
<entry>
<title>Scripting for InDesign Publication creation using programming tools</title>
<link href="https://repin.pjwstk.edu.pl/xmlui/handle/186319/1778" rel="alternate"/>
<author>
<name>Płudowski, Wojciech</name>
</author>
<id>https://repin.pjwstk.edu.pl/xmlui/handle/186319/1778</id>
<updated>2022-10-25T06:41:03Z</updated>
<published>2022-10-25T00:00:00Z</published>
<summary type="text">Scripting for InDesign Publication creation using programming tools
Płudowski, Wojciech
Vertical typography is widely omitted and disregarded as an important part of type design. However, it is used widely and should not be treated this way. This paper brings up topics vital for the analysis of this subject.&#13;
Firstly, the topic of the convention of letterforms and direction in type design to better understand how the current state of typography influences possible changes in the vertical typesetting. Secondly, the analysis of research on reading vertical texts and designs focusing on this subject. Finally, everything is summarised while theorising on possible paths, that design could follow with future vertical type developments.&#13;
This thesis aims to bring up vertical typesetting to a bigger audience and encourage thinking more about this issue while designing, experimenting and researching similar areas of study through highlighting vertical typography’s existing issues and find possible paths and solutions for future designs.
</summary>
<dc:date>2022-10-25T00:00:00Z</dc:date>
</entry>
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