Representing personality traits with the principles of design : Design solutions to visualizing traits on an avatar
The main objective of this thesis is to see if principles of design, from the gestalt theory, could be associated with personality traits and represent progress on an avatar in the game of Spawn. The game includes seven personality traits, and all of them are fully leveled up as you complete the ava...
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Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande
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ndltd-UPSALLA1-oai-DiVA.org-ltu-704542018-08-21T06:19:33ZRepresenting personality traits with the principles of design : Design solutions to visualizing traits on an avatarengAtt representera personlighetsdrag med principerna av design : Designförslag till att visualisera personlighetsdrag på en avatarSmith, EmelieLuleå tekniska universitet, Institutionen för konst, kommunikation och lärande2018DesignDesignThe main objective of this thesis is to see if principles of design, from the gestalt theory, could be associated with personality traits and represent progress on an avatar in the game of Spawn. The game includes seven personality traits, and all of them are fully leveled up as you complete the avatar. The methodology was based in the gestalt theory, concepts from sociology, and visual stereotypes and associations. The thesis looks at the correlation between elements of design and human body language, and were tested during the Spawn game mechanic test sessions. The tests resulted in an avatar concept where three out of the seven traits of Spawn could be associated to the principles of design. The tests are limited to affect the body posture of the avatar to maintain the option of customization in future Spawn concepts. Further work could benefit from working with the whole composition (avatar and background) to visualize all the principles of design and association to personality. Detta examensarbete undersöker om de visuella principerna av organisation från gestaltningsteorin kan användas till att visualisera personlighetsdrag i en avatar. Arbetet utfördes i samband med Spawns spelmekaniktester, och undersöker alternativ till hur en avatar kan visuellt utvecklas utav att samla på sig spelets sju personlighetsdrag. Undersökningar som genomfördes i skolklass grundades i gestaltningsteorin, koncept från sociologi, och visuella stereotyper och associationer. Efter prövning om samband mellan bildelements beteende kontra en människas kroppsspråk, samt respons från elever, så skapades ett avatarkoncept där tre utav de sju personligheterna kunde associeras till principerna av organisation. Arbetet limiterades till att påverka kroppshållning hos avataren, för att behålla alternativet till individuell anpassning i framtida spel. Vidare arbete kan undersöka om hela kompositionen (avatar och bakgrund) kan utnyttjas för att visualisera de olika principerna av organisation, samt knytas till personlighetsdrag. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-70454application/pdfinfo:eu-repo/semantics/openAccess |
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Design Design Smith, Emelie Representing personality traits with the principles of design : Design solutions to visualizing traits on an avatar |
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The main objective of this thesis is to see if principles of design, from the gestalt theory, could be associated with personality traits and represent progress on an avatar in the game of Spawn. The game includes seven personality traits, and all of them are fully leveled up as you complete the avatar. The methodology was based in the gestalt theory, concepts from sociology, and visual stereotypes and associations. The thesis looks at the correlation between elements of design and human body language, and were tested during the Spawn game mechanic test sessions. The tests resulted in an avatar concept where three out of the seven traits of Spawn could be associated to the principles of design. The tests are limited to affect the body posture of the avatar to maintain the option of customization in future Spawn concepts. Further work could benefit from working with the whole composition (avatar and background) to visualize all the principles of design and association to personality. === Detta examensarbete undersöker om de visuella principerna av organisation från gestaltningsteorin kan användas till att visualisera personlighetsdrag i en avatar. Arbetet utfördes i samband med Spawns spelmekaniktester, och undersöker alternativ till hur en avatar kan visuellt utvecklas utav att samla på sig spelets sju personlighetsdrag. Undersökningar som genomfördes i skolklass grundades i gestaltningsteorin, koncept från sociologi, och visuella stereotyper och associationer. Efter prövning om samband mellan bildelements beteende kontra en människas kroppsspråk, samt respons från elever, så skapades ett avatarkoncept där tre utav de sju personligheterna kunde associeras till principerna av organisation. Arbetet limiterades till att påverka kroppshållning hos avataren, för att behålla alternativet till individuell anpassning i framtida spel. Vidare arbete kan undersöka om hela kompositionen (avatar och bakgrund) kan utnyttjas för att visualisera de olika principerna av organisation, samt knytas till personlighetsdrag. |
author |
Smith, Emelie |
author_facet |
Smith, Emelie |
author_sort |
Smith, Emelie |
title |
Representing personality traits with the principles of design : Design solutions to visualizing traits on an avatar |
title_short |
Representing personality traits with the principles of design : Design solutions to visualizing traits on an avatar |
title_full |
Representing personality traits with the principles of design : Design solutions to visualizing traits on an avatar |
title_fullStr |
Representing personality traits with the principles of design : Design solutions to visualizing traits on an avatar |
title_full_unstemmed |
Representing personality traits with the principles of design : Design solutions to visualizing traits on an avatar |
title_sort |
representing personality traits with the principles of design : design solutions to visualizing traits on an avatar |
publisher |
Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande |
publishDate |
2018 |
url |
http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-70454 |
work_keys_str_mv |
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