Digitalt Rejsekort
When users are introduced to the design process of a digital solution to Rejsekortet, this is the result
When users are introduced to the design process of a digital solution to Rejsekortet, this is the result
This project examines the efficacy of DSB’s technostructure as it relates to culture and structure in the face of challenges related to changing DSB’s core fleet of intercity trains from diesel to electric (IC5). Megaprojects such as this one carry severe implications for budget, time, and utility, as can be seen from the past two decades of research in this field, spearheaded by Bent Flyvbjerg and his associates. With a theoretical foundation in Schein’s model of culture and Mintzberg’s model of organizational structure, a qualitative analysis of interviews, available reports, and literature
SeaVis is a company that uses underwater drones to photograph the seafloor, collecting valuable data on the location and density of mussels. Unfortunately, they lack an effective way of visualising and communicating this data to their users, limiting the ability of mussel gatherers to optimise their harvest. This project aims to provide SeaVis with a user-friendly mapping client that displays their data on the location and density of mussels on the seafloor, as well as a means to convert their raw data into a form which can be readily displayed in the TimeZero software package.
Tourism made up 10 percent of the global GDP in 2019, a trillion-dollar industry that includes everything from air travel to underwater travel. This paper focuses on the growing sea tourism sector involving cruises, which had 27.5 million passengers in 2019.
It will investigate what constitutes a good cruise experience, and how we can improve it through design meant to tackle problems onboard the DFDS Oslo Ferry. This will involve ana-lyzing the actor-network of the cruise industry and the Oslo Ferry to understand the advantages and disadvantages of a design prototype. Ideas for a new design w
For the past one hundred years, the white cane has not been developed in its function or
design. This project examines the
function of the traditional white cane and how it could possibly be optimized for its tasks. A
prototype was created of the traditional white cane with sensors and haptic feedback. The
prototype was manufactured to determine if there was a possibility to invent a smarter white cane.
The intention of this product is to clean the oceans where there is a huge amount of garbage as shown in the front picture.
We believe O.S.C.A.R could be an idea to solving this problem.
Vi undersøger i dette projekt om virtual reality kan bruges i behandlingen af socialfobi. I dag er den mest effektive behandlingsform kognitiv adfærdsterapi, hvor eksponering er nøglen til effektiviteten. Vi undersøger hvordan eksponering virker i virtual reality, og om dette er et bedre alternativ end den nuværende behandlingsform.
Prototypens færdiggørelse