• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 30
  • 16
  • 15
  • 4
  • 2
  • 2
  • 2
  • 1
  • 1
  • 1
  • Tagged with
  • 85
  • 85
  • 27
  • 19
  • 16
  • 16
  • 13
  • 11
  • 10
  • 9
  • 9
  • 8
  • 8
  • 8
  • 8
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
61

Displays interativos como ferramentas de comunicação no processo de projeto de arquitetura / Interactive displays as communication tools in the architectural design process

Righi, Thales Augusto Filipini 13 August 2018 (has links)
Orientador: Maria Gabriela Caffarena Celani / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Civil, Arquitetura e Urbanismo / Made available in DSpace on 2018-08-13T14:27:02Z (GMT). No. of bitstreams: 1 Righi_ThalesAugustoFilipini_M.pdf: 12172867 bytes, checksum: 95a936523ecbb4577960d49d6bf62103 (MD5) Previous issue date: 2009 / Resumo: O uso de displays interativos introduz novas possibilidades de participação e interação entre os componentes de uma equipe no processo projetual em arquitetura, em suas diversas fases. O presente estudo se concentra em duas questões. A primeira etapa da pesquisa consistiu em uma revisão da bibliografia sobre a importância do desenho no processo de projeto. Em seguida foi realizado um levantamento das tecnologias disponíveis que permitem produzir esboços manuais diretamente em formato digital. Dentre essas tecnologias, duas foram escolhidas para o desenvolvimento da parte experimental da pesquisa: a lousa interativa e a mesa digitalizadora opaca. A etapa experimental da pesquisa teve inicio com um estudo piloto para avaliar a potencialidade e a interação dos equipamentos com os alunos. Em seguida a metodologia sofreu alterações em função dos resultados preliminares e um novo experimento foi realizado no segundo semestre de 2008, nesse experimento pode-se obter resultados que auxiliaram a descrever benefícios e deficiências do uso de displays interativos no processo de projeto. Espera-se que a pesquisa propicie a inserção de meios digitais no ensino de projeto de arquitetura e reformule a dinâmica atual do atelier de projeto convencional / Abstract: The use of interactive displays introduces new possibilities for participation and interaction between components of a team in the design process of architecture in various stages. The present study started with the identification of the difficulties in sharing information that design teams have to deal with during presential meetings. The study has focused on two issues. The first stage of the research consisted of a review of the literature about the importance of collaboration in the design process. Next, a survey of the available technologies that allow the production of manuals sketches directly in digital format was performed. Among these technologies, two were chosen for the development of an experimental research: an electronic whiteboard and an opaque tablet. The experimental stage of research began with a preliminary study to assess the capabilities of the equipment. The initial methodology was adjusted, according to the preliminary results, and a new experiment was performed in the second semester of 2008. This experiment allowed to obtain results that describe the benefits and shortcomings of the use of interactive displays during the design process. The present research is expected to contribute to the integration of digital media in design education and to help reformulating the dynamics of the architectural design studio / Mestrado / Arquitetura e Construção / Mestre em Engenharia Civil
62

Learning through collaborative design in a virtual environment : a case study

Viljoen, Johan H. C. January 2001 (has links)
This paper reports on an on-line collaborative design project of which the final outcome was a comprehensive, international World-Wide Web database of experts in the field of Instructional Technology as part of a learning task for post-graduate students in the same field. The main objective of the study was to determine the extent to which computer-supported collaborative design without face-to-face contact could be used to create a useful resource in this field. Sub-questions that arose were: How does a computer-supported collaborative design process evolve in an open-ended learning environment? What support could student designers working on a real-life project expect from their peers and experts in the field? How does one judge the success of such a project? What direct benefits can students derive from computer-supported collaborative design? The iterative design process was explored by means of an action research case study methodology. Three sets of issues fundamental to constructivist learning in an open-ended virtual environment came under scrutiny, viz. collaborative and participatory design, computer-mediated collaboration and collaborative learning. lt was found that computer-supported collaborative design could be a highly effective method both of learning and of producing a valuable artefact. / Dissertation (MEd)--University of Pretoria, 2001. / gm2014 / Education Management and Policy Studies / unrestricted
63

Transfert du génie industriel vers l'ingénierie urbaine : vers une approche collaborative des projets urbains / Transfer from the industrial engineering to the urban engineering : towards a collaborative approach of the urban projects

Dupont, Laurent 05 November 2009 (has links)
La complexité des systèmes urbains est un défi constant pour les acteurs qui y sont confrontés. L’appréciation de ce phénomène est largement conditionnée par la posture (usager, technicien, pouvoir public, chercheur) et le bagage culturel, disciplinaire et professionnel, comme en rend compte une littérature pluridisciplinaire prolifique. Sur le plan de la recherche, multiplier les regards sur les systèmes complexes contribue à déceler des pistes de développements originales. Cette thèse est le fruit d’une rencontre entre le génie industriel, les sciences politiques et l’urbanisme autour d’une logique de transfert technologique. En effet, les technologies de la conception, notamment collaborative, et de l’innovation centrée-utilisateur sont parmi les réponses du génie industriel aux problématiques générées par la complexité et auxquelles doit faire face le monde industriel. Notre analyse nous amène alors à considérer le potentiel que représente l’adaptation de la conception collaborative distribuée (CCD). En conséquence, nous formulons des outils, des méthodes et un environnement nécessaires au développement d’une CCD dédiée aux projets urbains afin de favoriser leur acceptabilité globale et durable. Ces travaux posent alors la question de la place accordée à l’usager final dans le processus de conception des projets urbains. Dans ce cadre, les sciences politiques nous aident à comprendre les rapports entre citoyens et experts. Ce faisant nous pouvons poser les bases d’une approche collaborative dès la phase de conceptualisation car celle-ci influence l’ensemble du développement des projets. Plus globalement, le collaboratif participe à l’émergence de villes durables / The complexity of urban systems is a constant challenge for the actors who are confronted with it. Prolific multidisciplinary literature shows the appreciation of this phenomenon is widely conditioned by personal culture, disciplinary knowledge and professional know-how. From a research angle, analyzing complex systems from various points of view (user, technician, public authority, researcher) helps generate original development opportunities. This thesis results from a meeting between industrial engineering, political sciences and town planning around a logic of technology transfer. Indeed, the technologies of collaborative design and user-centric innovation are among the answers industrial engineering brings to problems generated by complexity. Our analysis brings us then to consider the potential that the adaptation of distributed collaborative design (DCD) represents. Consequently, we formulate tools, methods and one specific environment necessary for the development of a DCD dedicated to urban projects to facilitate their global and sustainable acceptability. These studies ask subsequently the question of role which should be given to the final user in the urban project design process. Political sciences help us to understand the relations between citizens and experts. This gives us elements to develop a collaborative approach from the conceptualization phase as this impacts the whole development of the projects. More globally, such collaborative processes may contribute to the emergence of sustainable cities
64

Management de la complexité organisationnelle des projets en ingénierie systèmes : Mise en place d'une approche socio-technique pour l'amélioration des aspects collaboratifs / Managing Organisational Complexity in MBSE design projects : Use of a Sociotechnical Perspective to improve Collaboration

Roa castro, Laura 24 March 2017 (has links)
Du fait du développement de nouveaux produits (NPD) dans l’industrie, l’organisation devient de plus en plus complexe, ceci est dû notamment à la complexité même des produits. Dans ce contexte, le MBSE (Model Based Systems Engineering) et les approches collaboratives, qui adressent ces complexités, ont été reconnus pour leurs facultés à améliorer le NPD. Une implémentation réussie d’une conception collaborative du type MBSE, doit permettre de gérer ces deux complexités. Cette thèse de doctorat a pour objet l’étude de projets de conception collaborative MBSE au sein des équipes françaises chez des équipementiers automobiles et aéronautiques, afin de mettre en avant l’amélioration du développement des produits. La conception collaborative du type MBSE est assimilable à un système organisationnel complexe, impliquant des vues ou dimensions différentes. Ainsi, l’identification de ces dimensions, leur définition et l’étude de leurs interactions constituent le premier objectif de cette recherche. La compréhension de chacune d’entre elles pour améliorer la collaboration entre les différents membres du projet, est le deuxième objectif.Le troisième et dernier objectif de cette thèse est de proposer des systèmes socio-techniques (STS), assistant la collaboration. Les résultats de cette recherche, fournissent une méthodologie pour manager la complexité organisationnelle dans des projets collaboratifs du type MBSE. Elle est le produit d’une combinaison de quatre méthodes permettant la caractérisation de ses dimensions (processus, acteurs, objets et outils), tout en définissant leurs interactions. Ces méthodes assistent respectivement : 1) La description et l’évaluation de ces projets avec une perspective systémique 2) l’établissement d’une vision partagée du travail 3) l’analyse des coopérations entre les acteurs, et 4) le développement de STS tels quels des environnements collaboratifs et des supports collaboratif de capitalisation. L’implémentation en industrie des méthodes proposées, processus et recommandations, a montré comment la mise en avant de la collaboration dans les projets de design MBSE, permet d’améliorer l’ensemble du développement de produit. / The organisational complexity implied by New Product Development (NPD) within the industry, is often induced by the complex nature of the products themselves. In this context, MBSE (Model Based Systems Engineering) and collaborative approaches address those complexities and have been recognised by their contribution to improve the NPD processes. A successful implementation of a collaborative MBSE design would allow to manage both complexities. This PhD thesis describes an investigation on collaborative MBSE design projects within French teams in automotive and aeronautics companies, with the purpose of enhancing them to improve product development. We understand collaborative MBSE design as a complex organisational system which implies different views or dimensions. The identification of those dimensions, their definition and the study of their interactions constitute the first objective of this research. Understanding each dimension in order to improve collaboration between the project members is the second objectivedeuxième objectif.The third and last objective of this research is to propose Socio Technical Systems (STS) supporting this collaboration. The results of the thesis provide a methodology to manage organisational complexity in collaborative MBSE design projects. The methodology is a combination of four methods assisting the characterisation of the MBSE dimensions (people, process, information objects and tools), while defining their interactions. These methods support respectively: 1) The assessment and description of collaborative MBSE design projects from a systemic perspective 2) The establishment of a shared vision of the work 3) The analysis of the cooperation among the actors 4) The development of STS such as collaborative environment and a collaborative capitalisation support. The implementation of the proposed methods, process and guidelines in the industry has shown how the enhancement of collaboration in MBSE design projects can improve the overall product development.
65

Gestion des connaissances pour la conception collaborative et l’optimisation multi-physique de systèmes mécatroniques / Knowledge management for collaborative design and multi-physical optimization of mechatronic systems

Mcharek, Mehdi 12 December 2018 (has links)
Les produits mécatroniques sont complexes et multidisciplinaires par nature. Les exigences pour les concevoir sont souvent contradictoires et doivent être validées par les différentes équipes d'ingénierie disciplinaire (ID). Pour répondre à cette complexité et réduire le temps de conception, les ingénieurs disciplinaires ont besoin de collaborer dynamiquement, de résoudre les conflits interdisciplinaires et de réutiliser les connaissances de projets antérieurs. De plus, ils ont besoin de collaborer en permanence avec l’équipe d’ingénierie systèmes (IS) pour avoir un accès direct aux exigences et l’équipe d’optimisation multidisciplinaire (OMD) pour valider le système dans sa globalité.Nous proposons d'utiliser des techniques de gestion des connaissances pour structurer les connaissances générées lors des activités de collaboration afin d'harmoniser le cycle de conception. Notre principale contribution est une approche d'unification qui explique comment IS, ID et OMD se complètent et peuvent être utilisés en synergie pour un cycle de conception intégré et continu. Notre méthodologie permet de centraliser les connaissances nécessaires à la collaboration et au suivi des exigences. Elle assure également la traçabilité des échanges entre les ingénieurs grâce à la théorie des graphes. Cette connaissance formalisée du processus de collaboration permet de définir automatiquement un problème OMD. / Mechatronic products are complex and multidisciplinary in nature. The requirements to design them are often contradictory and must be validated by the various disciplinary engineering (DE) teams. To address this complexity and reduce design time, disciplinary engineers need to collaborate dynamically, resolve interdisciplinary conflicts, and reuse knowledge from previous projects. In addition, they need to work seamlessly with the Systems Engineering (SE) team to have direct access to requirements and the Multidisciplinary Design Optimization (MDO) team for global validation. We propose to use Knowledge Management techniques to structure the knowledge generated during collaboration activities and harmonize the overall design cycle. Our primary contribution is a unification approach, elaborating how SE, DE, and MDO complement each-other and can be used in synergy for an integrated and continuous design cycle. Our methodology centralizes the product knowledge necessary for collaboration. It ensures traceability of the exchange between disciplinary engineers using graph theory. This formalized process knowledge facilitates MDO problem definition.
66

Ett designverktygs roll i samarbetet mellan designers och utvecklare: En kvalitativ studie om hur Figma används i samarbeten mellan designers och utvecklare

Althini, Vera, Larsson, Rebecka January 2023 (has links)
Inom utveckling av mjukvaruprodukter kan samarbete ofta ske mellan designers och andra tekniska intressenter, såsom utvecklare. En förekommande process under samarbetet är en s.k. handoff, där design överlämnas från designers till utvecklade för att implementera denna i kod. Samarbetet mellan designers och utvecklare kan nuförtiden ske mer tillsammans och vara iterativt. Trots detta kan det finnas flera utmaningar inom samarbetet, såsom att försöka genomföra en exakt omvandling från design till kod. Andra sammanbrott (breakdowns) kan riskera att ske i samarbetet. Ett verktyg som kan användas inom design men som även erbjuder exportering av element och omvandling till kod är Figma. Verktyget beskrivs vara lämpligt för kollaboration, bland annat för designers och utvecklare. Figma menar att designer-utvecklare handoffs kan bli så lätt som en “handskakning”. I det här examensarbetet undersöks vilket roll Figma kan spela i samarbetet mellan just dessa två grupper, och huruvida Figmas verkliga användning skiljer sig från den som beskrivits. Studien försöker besvara hur Figma används i designer-utvecklare samarbetet i slutet av designprocessen och under konstruktionsprocessen, där konstruktionsprocess innebär där implementationen sker, detta enligt egen uppfattning. Semistrukturerade, digitala intervjuer genomfördes med tre designers och fyra utvecklare från företag i Sverige. De flesta deltagarna arbetade på olika företag. Affinitetsdiagram användes för analys. Resultatet visade att designers och utvecklare brukar använda Figma genom designprocessen, men även i skärningspunkten mellan design- och konstruktionsprocessen; designers skapar guidelines i designsystemet och kommentarer för att dela information med utvecklarna. Utvecklarna granskar och godkänner designers skapelser innan de läggs in i designsystemet, eller skapar komponenter själva. Designsystemet kan i sin tur fungera som en mall för utvecklarna när de ska börja koda. Det framgick även att andra faktorer kan spela roll i samarbetet, såsom mänskliga faktorer. Båda parterna använder Figma för att kommunicera med varandra skriftligt och visuellt, bland annat genom kommentarsfunktionen, prototyper och designsystem. Efter diskussion om resultaten visar det sig att Figma används under handoffs, men inte exklusivt. Verktyget kan dessutom användas för mer än att skapa gränssnitt. Det visar sig även att Figma på olika sätt kan främja designers och utvecklare i att tala samma språk; till exempel finns en del namn i Figma som liknar kodspråk. Å andra sidan såg deltagarna rum för förbättring i detta område då det fortfarande finns en del namn och funktioner i Figma som skiljer sig från kodspråk. En annan förekommande utmaning med samarbetet i Figma var synkronisering mellan designers och utvecklares representationer, det vill säga det som designers skapar och det som utvecklare skapar. Med andra ord upplevdes det svårt att fånga upp förändringar som gjorts i Figma eller i kodmiljön, och se till att det finns endast en sanningskälla. Slutsatsen är att Figma används i en kollaborativ designprocess för att kommunicera hur designen bör fungera och se ut visuellt. I konstruktionsprocessen används Figma för att granska olika designartefakter och inspektera designsystemet i Figma, vilka agerar utgångspunkter vid implementation. / In the field of software development, collaboration between designers and other technical stakeholders such as developers is common. During the collaboration, one occurring process is the so-called handoff, in which designers hand over a design to developers in order to implement the design into code. Today, designers and developers can often work together in an iterative fashion. Despite this, challenges may occur during the collaboration, such as when trying to transform design to code. Other breakdowns may also occur during the collaboration. One tool, that is used for design but can also offer exporting of elements and transforming to code, is Figma. The tool is described as being convenient for collaboration, such as designers and developers among other groups. According to Figma, using the tool may transform a designer-developer handoff into a “handshake”. In this thesis, the role of Figma in the designers-developer collaboration and its usage is studied. The goal of the study is to provide an answer to how Figma is used in the collaboration between designers and developers at the end of the design process and during the construction process. The construction process describes the process where the implementation is done, according to the authors' own understanding. Semi-structured digital interviews with three designers and four developers from companies in Sweden were conducted in this study. The majority of the participants worked at different companies. Affinity diagram were used to analyze the collected data. The results indicated that designers and developers usually use Figma throughout the design process, but also in the intersection of the design- and construction process; designers create guidelines in the design system and use comments to share information with developers. The developers review and approve designers’ creations before inserting them into the design system, or they just create the components themselves. Developers can also use the design system as a foundation for coding. Another interesting find was that other aspects outside of Figma, such as human factors, could impact the collaboration as well. Both designers and developers use Figma to communicate by text and through visuals, such as via the comment feature, prototypes and design systems. After discussing the results, it became clear the Figma is used during handoffs but not exclusively so. The tool can also be used for more than just creating interfaces. In many ways Figma can support designers and developers in speaking the same language, such as by having similar names to the ones found in code. On the other hand, the participants saw room for improvement in this area since some features and names in Figma differ from code. Another frequent challenge when collaborating in Figma was the synchronization between designers’ and developers’ representations, where representations are the things that designers and developers create respectively. In other words, designers and developers described challenges in picking up the changes made in Figma or in the development environment, and maintaining a single source of truth. The conclusion is that Figma is used in a collaborative design process to communicate the behaviour and visual aspects of the design. During the construction process, Figma is used to review design artefacts and inspect the design system in Figma, which acts as foundations for implementation.
67

Multi-User Methods for FEA Pre-Processing

Weerakoon, Prasad 13 June 2012 (has links) (PDF)
Collaboration in engineering product development leads to shorter product development times and better products. In product development, considerable time is spent preparing the CAD model or assembly for Finite Element Analysis (FEA). In general Computer-Aided Applications (CAx) such as FEA deter collaboration because they allow only a single user to check out and make changes to the model at a given time. Though most of these software applications come with some collaborative tools, they are limited to simple tasks such as screen sharing and instant messaging. This thesis discusses methods to convert a current commercial FEA pre-processing program into a multi-user program, where multiple people are allowed to work on a single FEA model simultaneously. This thesis discusses a method for creating a multi-user FEA pre-processor and a robust, stable multi-user FEA program with full functionality has been developed using CUBIT. A generalized method for creating a networking architecture for a multi-user FEA pre-processor is discussed and the chosen client-server architecture is demonstrated. Furthermore, a method for decomposing a model/assembly using geometry identification tags is discussed. A working prototype which consists of workspace management Graphical User Interfaces (GUI) is demonstrated. A method for handling time-consuming tasks in an asynchronous multi-user environment is presented using Central Processing Unit (CPU) time as a time indicator. Due to architectural limitations of CUBIT, this is not demonstrated. Moreover, a method for handling undo sequences in a multi-user environment is discussed. Since commercial FEA pre-processors do not allow mesh related actions to be undone using an undo option, this undo handling method is not demonstrated.
68

[pt] PARA LEMBRAR-ME DE MIM: PRODUTOS E SERVIÇOS TERAPÊUTICOS PARA PREVENÇÃO E REABILITAÇÃO DA DOENÇA DE ALZHEIMER EM IDOSOS INSTITUCIONALIZADOS / [en] REMINDING ME OF MYSELF: THERAPEUTIC PRODUCTS AND SERVICES FOR PREVENTION AND RECOVERY OF THE ALZHEIMER S DISEASE AMONG INSTITUTIONALIZED ELDERLY

ALINE DE SOUZA ARIDE 06 April 2020 (has links)
[pt] Diante do cenário epidêmico das demências e do crescente envelhecimento populacional, esta pesquisa teve como foco o desenvolvimento de produtos e serviços reabilitadores e preventivos do Alzheimer para/com idosos institucionalizados. O objetivo do estudo foi melhorar a cognição e a qualidade de vida dos hóspedes, bem como valorizar seu papel social. Quanto à estrutura, a pesquisa se articulou em 5 etapas: (1) revisão bibliográfica sobre memória, processos cognitivos e Alzheimer; (2) estudo de caso no Bem Viver, que cumulou: observações das atividades, da rotina e das respostas dos idosos aos estímulos aplicados, entrevistas com os hóspedes, funcionários e familiares, e desenvolvimento de conceitos projetuais voltados à criação de produtos e serviços com foco no Alzheimer e na institucionalização; (3) cocriação de artefatos interdisciplinares e multifacetados em parceira com os profissionais da casa, amparada pela ferramenta Card Sorting e por um diagrama interdisciplinar; (4) implementação dos produtos e serviços pelos funcionários da casa nas atividades do Bem Viver; e (5) identificação dos resultados dos estímulos na cognição e na qualidade de vida dos idosos, mediante comparação dos dados coletados no momento inicial e final da pesquisa. No desfecho desta investigação, observou-se que os artefatos em formato aberto e as oficinas foram capazes de melhorar a orientação temporal e as habilidades de escrita e de cálculo de idosos, bem como permitiram despertar a criatividade dos hóspedes, fortalecer os laços de amizade e estimular memórias e funções mentais de indivíduos com os mais variados tipos de demência e perfis cognitivos. / [en] Taking into account the epidemic scenario of dementias and the increased growth of the elderly population, this research consisted of proposing products and services for both recovery and prevention of the Alzheimer s disease among institutionalized elderly. The aim of this study was to enhance cognition and the quality of life of patients, as well as promoting their social role. Regarding structure, this project was organized around 5 stages: (1) a bibliographic review on memory, cognitive processes and the Alzheimer s disease; (2) a case study at the nursing home Centro de Atividades Bem Viver that included observations of activities, routine, and the elderly responses to the stimuli applied; interviews with the guests, employees and relatives; and the development of design concepts for the creation of products and services that focused on the Alzheimer s disease and institutionalization; (3) cocreation of interdisciplinary and multifaceted artifacts in partnership with the instructors of the institution, as well as the support of Card Sorting and an interdisciplinary diagram; (4) implementation of products and services by the staff of the nursing home in the activities at Bem Viver; and (5) identification of results, with respect to cognition and quality of life, by drawing a comparison of the data gathered early and later on. At the end, it was possible to assess that the open-design objects and the workshops improved spatial orientation and also the elderly s writing and math skills, along with the guests creative awakening, the strengthening of friendship ties and the stimulation of memories and mental functions of individuals with different types of dementia and cognitive profiles.
69

[en] CANVAS APPLIED TO SERVICE DESIGN: NEW KNOWLEDGE FOR THE TRAINING OF DESIGNERS / [pt] OS CANVAS APLICADOS AO DESIGN DE SERVIÇO: NOVOS CONHECIMENTOS PARA A FORMAÇÃO DE DESIGNERS

GILBERTO MENDES CORREIA JUNIOR 23 July 2021 (has links)
[pt] Esta dissertação tem como objetivo analisar a formação de designers à luz das ferramentas CANVAS na prática do Design de Serviço. A pesquisa buscou as origens dos CANVAS e do Design de Serviço, além de categorizar os principais CANVAS por área mercadológica de aplicação. Realizou-se uma pesquisa quantitativa que para identificar os principais CANVAS utilizados por designers e não designers, os benefícios e as dificuldades que estes encontram no uso desta ferramenta em projetos de Design de Serviço. Num segundo momento, entrevistas semiestruturadas, com profissionais atuantes no segmento de Design de Serviço e usuários de CANVAS, foram analisadas para encontrar as habilidades que designers e não designers necessitam possuir para manejar esta ferramenta em projetos colaborativos. Os resultados destes dois momentos foram consolidados, apontando para três habilidades importantes que designers precisam dominar: a identificar o grau de complexidade do projeto, a entender a forma como o grupo se organiza em sua arquitetura social e ter atenção aos conflitos intragrupais, certos de ocorrerem, pois estes quando tratados de maneira hábil, podem trazer muitas contribuições para processos de criação coletiva. / [en] This dissertation aims to analyze the training of designers in the light of the CANVAS tools in the practice of Service Design. The research sought the origins of CANVAS and Service Design, in addition to categorizing the main CANVAS by market area of application. A quantitative research was carried out to identify the main CANVAS used by designers and non-designers, the benefits and difficulties they encounter in using this tool in Service Design projects. Secondly, semi-structured interviews, with professionals working in the Service Design segment and CANVAS users, were analyzed to find the skills that designers and non-designers need to have to manage this tool in collaborative projects. The results of these two moments were consolidated, pointing to three important skills that designers need to master: to identify the degree of complexity of the project, to understand the way the group is organized in its social architecture and to pay attention to intragroup conflicts, certain to occur because these, when handled in a skillful way, can bring many contributions to collective creation processes.
70

[en] SCIENCE AS A GAME: PLAYFUL APPROACHES TO SCIENTIFIC SOFTWARE INTERFACE DESIGN / [pt] A CIÊNCIA COMO JOGO: ABORDAGENS LÚDICAS AO DESIGN DE INTERFACES PARA SOFTWARE CIENTÍFICO

FRANCISCO OLIVEIRA DE QUEIROZ 03 July 2019 (has links)
[pt] De grande importância para pesquisa científica, o software científico se mostra, por vezes, desafiador no que se refere ao design de interfaces com o usuário. Por outro lado, a gamificação se oferece como potencial solução em questões de experiência com o usuário e interatividade. Nesta tese, desenvolvemos um método para a gamificação de software científico voltado para processos de design colaborativo, orientado por um modelo baseado em jogo, informado por aspectos de uso e desenvolvimento deste tipo de software e, também, por aspectos similares ao jogo na prática científica. / [en] Vastly important to scientific research, scientific software is often challenging regarding the design of its user interfaces. On the other hand, gamification is seen as a potential solution in matters of user experience and interactivity. In this thesis, we develop a method for the gamification of scientific software aimed at collaborative design processes, guided by a game-based model, informed by aspects of use and development of that type of software and, also by game-like aspects of scientific practice.

Page generated in 0.0663 seconds