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  • 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.
1

Concevoir les outils numériques du design / Designing Design Tools

Maudet, Nolwenn 11 December 2017 (has links)
Les outils de design graphique traditionnels n’ont que peu évolué depuis leur création, il y a plus de 25 ans. Dans cette thèse, je m’intéresse à deux questions principales: Comment les designers travaillent-ils avec leurs outils de design numériques? Comment peut-on créer de nouveaux outils numériques pour le design qui supportent les pratiques existantes? J’étudie en premier lieu quatre pratiques de design. Celles-ci s'échelonnent depuis des opérations spécifiques telles que la sélection de couleurs, l’alignement et la distribution d’objets graphiques vers des pratiques plus complexes telles que la structuration de la mise en page et la collaboration avec des développeurs pour créer de nouvelles interactions. Dans ces quatre études empiriques, je caractérise le décalage existant entre les outils numériques actuels et les pratiques des designers. Je montre comment les outils du design numérique actuels détachent la créativité de l’utilisation des outils en donnant la priorité à des valeurs telles que l’efficacité et la facilité d’utilisation. Je propose un nouveau type d’outil de design nommé “Substrats Graphiques”, fondé sur les résultats empiriques de mes quatre études et qui combine la souplesse et l'expressivité de la programmation avec la manipulation directe permise par les interfaces graphiques traditionnelles. Je conçois neuf outils différents qui répondent aux attentes identifiées dans mes études empiriques en réifiant (transformant en objets concrets) les processus spécifiques des designers en tant que Substrats Graphiques. À travers quatre observations structurées, je montre comment les designers s’approprient ces substrats dans leurs propres termes. Dans cette thèse, je soutiens que les Substrats Graphiques ouvrent l’espace des possibles des outils pour les designers en permettant de combler l’écart entre la programmation et les interfaces graphiques. / Mainstream digital graphic design tools seldom evolved since their creation, more than 25 years ago. In this dissertation, I address the following questions: How do designers work with design software? And how can we design novel design tools that better support designer practices? Using StoryPortraits, a method designed to capture rich qualitative insight, I first study four designer practices, ranging from specific design operations such as color selection, alignment and distribution, to more complex endeavors such as layout structuring and collaboration with developers. In these empirical studies, I characterize the existing mismatch between current digital design tools and designers practices. I show how design tools, because they decouple creativity from tool use, prioritize values such as efficiency and user-friendliness. Based on my empirical findings, I propose a new type of design tools, Graphical Substrates that combine the strengths of both programming and traditional Graphical User Interfaces. I design nine different tools that address the needs identified in the four empirical studies by reifying specific user process into Graphical Substrates probes. In four structured observation studies, I show how designers can appropriate these probes in their own terms. In this thesis, I argue that Graphical Substrates open the design space of designers' tools by bridging the gap between programming and graphical user interface to better support the wealth of designers' practices.
2

Game Design Tools : Can They Improve Game Design Practice? / L'utilisation d'outils peut-elle améliorer la pratique du game design ?

Neil, Katharine 18 December 2015 (has links)
Cette thèse constitue une recherche expérimentale pour évaluer la capacité des outils d’aide à la conception du « Game Design » de jeux vidéo. Elle cherche à dégager les éléments destinés à instrumenter et à améliorer le développement de ces outils.La production des jeux vidéos s’appuie sur de nombreux outils techniques allant des éditeurs graphiques et sonores jusqu’au moteurs de jeux. Mais, en amont, et à l’inverse des praticiens d’autres domaines du design, les concepteurs de jeux (Game designers) utilisent généralement peu d’outils dans leur travail quotidien. Bien que des modèles conceptuels et des outils logiciels aient été développés pour les assister, il manque une étude approfondie sur la pratique de ces outils. En prenant le point de vue d’un « Game Designer », notre étude se base sur une étude de terrain, menée par un participant–observateur, utilisant les outils sur 5 études de cas.Nous analysons dans un premier temps les pratiques du Game Design : les différentes activités impliquées et leur mise en œuvre dans le processus de conception. Nous nous intéressons plus particulièrement aux développe-ments et tendances actuelles.Le Chapitre 3 positionne le Game Design dans le contexte plus général des travaux en cours sur la critique et l’analyse du Design (Design Studies). Nous en concluons que le Game Design se situe plus comme dans le domaine de la conception artisanale (« craft-based ») et que l’utilisation d’outils serait une évolution vers une conception réflexive (« self-conscious »). Cette évolution constitue donc, à notre avis, une rupture par rapport aux pratiques actuelles.Le chapitre 4 retrace l’histoire du développement des outils de Game Design tant du point de vue de la recherche que de l’industrie. Ceci nous permet, au chapitre 5, de donner une définition plus précise et comparative des outils de Game Design.Le chapitre 6 formalise les questions de recherche de cette thèse et la nécessité d’une évaluation basée sur la pratique. Le point de vue méthodologique de notre travail est ensuite développé dans le chapitre 7.Nous présentons ensuite nos observations et analyses d’expériences réali-sées en utilisant une sélection d’outils reposant sur différentes approches. Parmi ces outils citons: « Articy:Draft », « Ludoscope » et « Progression Planning ». Nos critères d’évaluations sont tirés des publications sur le « Design Support » et le « Creativity Support Tool ».Au chapitre 12 nous décrivons et discutons les expériences effectuées avec un outil de design que nous avons développé dans le but d’évaluer et d’étendre l’approche « progression planning ». Nous explicitons les choix de conception de l’outil issus en partie du travail d’analyse mené dans cette thèse.La conclusion résume nos observations et introduit des principes d’amélioration des outils de « Game Design » et propose d’étendre nos travaux sur différents types d’outils et contextes d’utilisation non abordés ici. / This thesis contributes practice-led evaluation research to the question of whether game design tools can effectively support and expand game design practice. It offers insights that can be used to inform future game design tool development.Game designers, unlike most other design practitioners, typically do not use design tools in their work. While conceptual models and software tools have been developed to address this, we lack discussion and critique of how tools work in practice.Taking the point of view of a practitioner, this study of game design tools is based on longitudinal, practice-led evaluation research conducted as a par-ticipant-observer, applying game design tools to 5 contrasting game design case studies.Design tools support game design practice. In Chapter 2 I set out what that practice is today, reviewing the game design process and design activities, and giving particular attention to contemporary trends and directions.Chapter 3 situates game design within the broader context of Design Studies. After reviewing relevant ideas from this literature, I conclude that game design is best characterised as a crafts-based design discipline, and that adoption of design support would mean a shift towards “self-conscious” design. I argue that, within this context, the adoption of tools into current practice would represent a significant and disruptive change to current practice.Chapter 4 traces the history of development of game design tools within the game design and research communities. Chapter 5 goes on to offer a more precise definition of game design tools and presents a comparative review of the tools within this scope.In Chapter 6 I argue for the need bring practice-led evaluation research to this question. Here I set out my research goals and questions, before specifying the particular tools I practiced with for this study. Chapter 7 discusses methods used in relevant research fields and outlines the method used for this project.Chapter 8 introduces the game projects I used as case studies and describes how I worked with each. Chapters 9 and 10 present observations and anal-yses of my experiences using a selection of tools that vary in their approaches. These include (though not exclusively): Articy:Draft (Nevigo GMBH 2011), Machinations (Joris Dormans 2009), Ludoscope (Joris Dormans and Leijnen 2013), and “progression planning” (Butler et al. 2013). Evaluation themes and criteria are drawn from the Design Support and Creativity Support Tool literature. Chapter 11 refocuses attention on the practicalities, addressing the question of how game design tools integrate into the wider context of practice.In Chapter 12 I present and discuss my experiences with my own game de-sign tool, which I prototyped in order to evaluate and extend one of the tool approaches under study. I explain my tool design choices, some of which reflect the knowledge I have acquired through the course of this study.Chapter 13 summarises my conclusions in relation to how design tools might best support game designers, and offers ideas for further practice-led evaluation research related to this question.
3

Predicting Creativity in the Wild: Experience Sampling Method and Sociometric Modeling of Movement and Face-To-Face Interactions in Teams

January 2011 (has links)
abstract: With the rapid growth of mobile computing and sensor technology, it is now possible to access data from a variety of sources. A big challenge lies in linking sensor based data with social and cognitive variables in humans in real world context. This dissertation explores the relationship between creativity in teamwork, and team members' movement and face-to-face interaction strength in the wild. Using sociometric badges (wearable sensors), electronic Experience Sampling Methods (ESM), the KEYS team creativity assessment instrument, and qualitative methods, three research studies were conducted in academic and industry R&D; labs. Sociometric badges captured movement of team members and face-to-face interaction between team members. KEYS scale was implemented using ESM for self-rated creativity and expert-coded creativity assessment. Activities (movement and face-to-face interaction) and creativity of one five member and two seven member teams were tracked for twenty five days, eleven days, and fifteen days respectively. Day wise values of movement and face-to-face interaction for participants were mean split categorized as creative and non-creative using self- rated creativity measure and expert-coded creativity measure. Paired-samples t-tests [t(36) = 3.132, p < 0.005; t(23) = 6.49 , p < 0.001] confirmed that average daily movement energy during creative days (M = 1.31, SD = 0.04; M = 1.37, SD = 0.07) was significantly greater than the average daily movement of non-creative days (M = 1.29, SD = 0.03; M = 1.24, SD = 0.09). The eta squared statistic (0.21; 0.36) indicated a large effect size. A paired-samples t-test also confirmed that face-to-face interaction tie strength of team members during creative days (M = 2.69, SD = 4.01) is significantly greater [t(41) = 2.36, p < 0.01] than the average face-to-face interaction tie strength of team members for non-creative days (M = 0.9, SD = 2.1). The eta squared statistic (0.11) indicated a large effect size. The combined approach of principal component analysis (PCA) and linear discriminant analysis (LDA) conducted on movement and face-to-face interaction data predicted creativity with 87.5% and 91% accuracy respectively. This work advances creativity research and provides a foundation for sensor based real-time creativity support tools for teams. / Dissertation/Thesis / Ph.D. Computer Science 2011
4

The synthesizer programming problem: improving the usability of sound synthesizers

Shier, Jordie 15 December 2021 (has links)
The sound synthesizer is an electronic musical instrument that has become commonplace in audio production for music, film, television and video games. Despite its widespread use, creating new sounds on a synthesizer - referred to as synthesizer programming - is a complex task that can impede the creative process. The primary aim of this thesis is to support the development of techniques to assist synthesizer users to more easily achieve their creative goals. One of the main focuses is the development and evaluation of algorithms for inverse synthesis, a technique that involves the prediction of synthesizer parameters to match a target sound. Deep learning and evolutionary programming techniques are compared on a baseline FM synthesis problem and a novel hybrid approach is presented that produces high quality results in less than half the computation time of a state-of-the-art genetic algorithm. Another focus is the development of intuitive user interfaces that encourage novice users to engage with synthesizers and learn the relationship between synthesizer parameters and the associated auditory result. To this end, a novel interface (Synth Explorer) is introduced that uses a visual representation of synthesizer sounds on a two-dimensional layout. An additional focus of this thesis is to support further research in automatic synthesizer programming. An open-source library (SpiegeLib) has been developed to support reproducibility, sharing, and evaluation of techniques for inverse synthesis. Additionally, a large-scale dataset of one billion sounds paired with synthesizer parameters (synth1B1) and a GPU-enabled modular synthesizer (torchsynth) are also introduced to support further exploration of the complex relationship between synthesizer parameters and auditory results. / Graduate
5

Designing for Engagement: Using indirect manipulation to support form exploration in 3D modeling

Serim, Baris January 2012 (has links)
This thesis aims to study the design possibilities for supporting explorative form-finding in 3D modeling applications. For today’s many design professions, 3D forms are achieved partly in engagement with digital environments. Use of software has far exceeded final idea execution, extending to the early phases of design work in which the outcome is not predetermined. This insight led designers of interactive systems support sketching and ideating activities by reducing the risk of experimentation and cognitive effort demanded from user. Yet, there has been less emphasis on traditional design and craft practice that acknowledges engagement with materials and effort spent on work as an integral part of creative process.The notion of exploration in the scope of this thesis attempts to incorporate such aspects. Relevant literature about workshop practice in design and craft has been reviewed, as well as examples of CAD technologies that aid designers. In this light, HCI perspectives on the design of creativity support tools and games have been discussed. The thesis work aimed to concretize this background by building a design strategy and an interactive artifact. A 3D form-finding application concept using objects in modeling space to indirectly manipulate geometry, “kfields”, has been developed and evaluated with users at various stages. The thesis concludes by reflecting on the findings of different design stages and proposing further directions for design.
6

Reciprocal Explanations : An Explanation Technique for Human-AI Partnership in Design Ideation / Ömsesidiga Förklaringar : En förklaringsteknik för Human-AI-samarbete inom konceptutveckling

Hegemann, Lena January 2020 (has links)
Advancements in creative artificial intelligence (AI) are leading to systems that can actively work together with designers in tasks such as ideation, i.e. the creation, development, and communication of ideas. In human group work, making suggestions and explaining the reasoning behind them as well as comprehending other group member’s explanations aids reflection, trust, alignment of goals and inspiration through diverse perspectives. Despite their ability to inspire through independent suggestions, state-of-the-art creative AI systems do not leverage these advantages of group work due to missing or one-sided explanations. For other use cases, AI systems that explain their reasoning are already gathering wide research interest. However, there is a knowledge gap on the effects of explanations on creativity. Furthermore, it is unknown whether a user can benefit from also explaining their contributions to an AI system. This thesis investigates whether reciprocal explanations, a novel technique which combines explanations from and to an AI system, improve the designers’ and AI’s joint exploration of ideas. I integrated reciprocal explanations into an AI aided tool for mood board design, a common method for ideation. In our implementation, the AI system uses text to explain which features of its suggestions match or complement the current mood board. Occasionally, it asks for user explanations providing several options for answers that it reacts to by aligning its strategy. A study was conducted with 16 professional designers who used the tool to create mood boards followed by presentations and semi-structured interviews. The study emphasized a need for explanations that make the principles of the system transparent and showed that alignment of goals motivated participants to provide explanations to the system. Also, enabling users to explain their contributions to the AI system facilitated reflection on their own reasons. / Framsteg inom kreativ artificiell intelligens (AI) har lett till system som aktivt kan samarbeta med designers under idéutformningsprocessen, dvs vid skapande, utveckling och kommunikation av idéer. I grupparbete är det viktigt att kunna göra förslag och förklara resonemanget bakom dem, samt förstå de andra gruppmedlemmarnas resonemang. Detta ökar reflektionsförmågan och förtroende hos medlemmarna, samt underlättar sammanjämkning av mål och ger inspiration genom att höra olika perspektiv. Trots att system, baserade på kreativ artificiell intelligens, har förmågan att inspirera genom sina oberoende förslag, utnyttjar de allra senaste kreativa AI-systemen inte dessa fördelar för att facilitera grupparbete. Detta är på grund av AI-systemens bristfälliga förmåga att resonera över sina förslag. Resonemangen är ofta ensidiga, eller saknas totalt. AI-system som kan förklara sina resonemang är redan ett stort forskningsintresse inom många användningsområden. Dock finns det brist på kunskap om AI-systemens påverkan på den kreativa processen. Dessutom är det okänt om en användare verkligen kan dra nytta av möjligheten att kunna förklara sina designbeslut till ett AI-system. Denna avhandling undersöker om ömsesidiga förklaringar, en ny teknik som kombinerar förklaringar från och till ett AI system, kan förbättra designerns och AI:s samarbete under utforskningen av idéer. Jag integrerade ömsesidiga förklaringar i ett AI-hjälpmedel som underlättar skapandet av stämningsplank (eng. mood board), som är en vanlig metod för konceptutveckling. I vår implementering använder AI-systemet textbeskrivningar för att förklara vilka delar av dess förslag som matchar eller kompletterar det nuvarande stämningsplanket. Ibland ber den användaren ge förklaringar, så den kan anpassa sin förslagsstrategi efter användarens önskemål. Vi genomförde en studie med 16 professionella designers som använde verktyget för att skapa stämningsplank. Feedback samlades genom presentationer och semistrukturerade intervjuer. Studien betonade behovet av förklaringar och resonemang som gör principerna bakom AI-systemet transparenta för användaren. Höjd sammanjämkning mellan användarens och systemets mål motiverade deltagarna att ge förklaringar till systemet. Genom att göra det möjligt för användare att förklara sina designbeslut för AI-systemet, förbättrades också användarens reflektionsförmåga över sina val.
7

Imagining the Future of Creative AI Tools : A Cospeculative Workshop

Eriksson, Emelie January 2022 (has links)
Creative artificial intelligence (AI) is often explored in terms of machine intelligence on a philosophical basis. As a counter-reaction, there have been calls for user-centered creative AI. This thesis aims to make visible creative practitioners’ needs, values, and ethical perspectives that might inform us on the construction of future creative AI tools. It also discusses the need for pragmatic aesthetics as a holistic design approach. Five artists of different backgrounds were invited to a co-speculative workshop where they expressed their thoughts and imaginings regarding creativity, creative tools, and AI. The results suggest that we need to be mindful of virtue ethics, N-creativity, exploration, intuition, trust, and agency when designing creative AI tools. Furthermore, the findings were used to propose design sensitivities aimed at AI researchers and designers. Future research is needed in order to make conclusions about the practical value of the proposed design sensitivities. / Kreativ artificiell intelligens (AI) undersöks ofta i termer av maskinintelligens med filosofiska grunder. Som en motreaktion har det förordnats mer användarcentrerad kreativ AI. Denna avhandling syftar till att synliggöra kreativa utövares behov, värderingar och etiska perspektiv som kan informera oss om hur framtida kreativa AI-verktyg bör konstrueras. Den diskuterar även behovet av pragmatisk estetik som en holistisk designstrategi. Fem konstnärer av olika bakgrund deltog i en samspekulativ workshop där de uttryckte sina tankar och föreställningar om kreativitet, kreativa verktyg och AI. Resultaten pekar på att dessa verktyg bör designas med begrepp som dygdetik, N-kreativitet, utforskande, intuition, tillit och datainverkan i åtanke. Vidare användes resultaten för att föreslå designkänsligheter riktade till AI-forskare och designers. Vidare forskning krävs för att kunna dra slutsatser kring designkänsligheternas praktiska nytta.

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