161 |
Visibilización de los diseñadores freelance de la Asociación Peruana de Diseño (ASGRAP) a través del diseño persuasivoEspinoza Salvatierra, Daniela del Carmen 31 July 2021 (has links)
El presente proyecto tiene como problema de comunicación la falta de visibilidad de los diseñadores freelance pertenecientes a la Asociación Peruana de Diseño (ASGRAP) hacia el mercado emprendedor peruano, quienes a su vez, representan un nicho laboral aún no explotado.Se pretender utilizar el diseño gráfico como una herramienta para la persuasión con la finalidad de crear un espacio de exposición y/o promoción de los diseñadores freelance, capaz de generar experiencias memorables que impacten e influencien pero que también informen adecuadamente a los emprendedores en relación a los servicios de los profesionales. Además, generar la posibilidad de que los emprendedores puedan tener marcas sólidas y competitivas en un mercado en el cual cada vez más se evidencia un incremento de emprendimientos.Es así que, la propuesta gráfica se basa en la complementación de los grupos anteriormente mencionados: emprendedores y diseñadores. Buscamos fusionar las características de dichos grupos a través de diversos códigos de la comunicación y de una construcción del mensaje sólida que considere la empatía como característica fundamental dentro del proceso.Los principales resultados que surgieron dentro de este proyecto fueron las enseñanzas que nos dejó la utilización del diseño persuasivo como herramienta que fortalece la construcción del discurso durante la creación de una campaña. Así también como la comprensión favorable de los usuarios en relación a los servicios de los diseñadores freelance y la importancia del diseño gráfico en sus marcas. / The present project has as a communication problem the lack of visibility of freelance designers belonging to the Peruvian Design Association (ASGRAP) towards the Peruvian entrepreneurial market, who, in turn, represent a job niche not yet exploited.It is intended to use graphic design as a tool for persuasion in order to create a space for exhibition and / or promotion of freelance designers, capable of generating memorable experiences that impact and influence but also adequately inform entrepreneurs in relation to the services of professionals. In addition, generate the possibility that entrepreneurs can have solid and competitive brands in a market in which an increase in entrepreneurship is increasingly evident.Thus, the graphic proposal is based on the complementation of the groups mentioned above: entrepreneurs and designers. We seek to merge the characteristics of those groups through various communication codes and a solid message construction that considers empathy as a fundamental characteristic within the process.The main results that emerged within this project were the lessons that the persuasive design tool left us as it strengthens the construction of the discourse during the creation of one. As well as the favorable understanding of users in relation to the services of freelance designers and the importance of graphic design in their brands. / Trabajo de Suficiencia Profesional
|
162 |
Sémiotické inženýrství a pravidla pro interakční design / Semiotic Engineering and rules for interaction designProkop, Pavel January 2010 (has links)
Semiotic Engineering is one of semiotic approaches to human-computer interaction problematics. Its theory is based on a simple notion of interface beeing a designers deputy through which the designer comunicates with users of this interface. Telling them, how to work with a program, he or she designed for them. Apart from teoretical foundation, semiotic engineering dispose also with research methods that can be used to evaluate a way an interface communicates with its users. This way it can compare with other non-semitic theories in this branch of research and thanks to its orientation to communication, it is even able to bring new points o wiev. Its theory and methods are used in this thesis as a basis for creation of a set of rules for user interface designers, that shoul serve them as guidelines for their thinking about interface. It turns out that semiotic theory is capable of bringing concrete results for praxis in the area of interaction design and it is not bound only to the academic enviroment.
|
163 |
Sémiotické inženýrství a pravidla pro interakční design / Semiotic Engineering and rules for interaction designProkop, Pavel January 2011 (has links)
Semiotic Engineering is one of semiotic approaches to human-computer interaction problematics. Its theory is based on a simple notion of interface beeing a designers deputy through which the designer comunicates with users of this interface. Telling them, how to work with a program, he or she designed for them. Apart from teoretical foundation, semiotic engineering dispose also with research methods that can be used to evaluate a way an interface communicates with its users. This way it can compare with other non-semitic theories in this branch of research and thanks to its orientation to communication, it is even able to bring new points o wiev. Its theory and methods are used in this thesis as a basis for creation of a set of rules for user interface designers, that shoul serve them as guidelines for their thinking about interface. It turns out that semiotic theory is capable of bringing concerete results for praxis in the area of interaction design and it is not bound only to the academic enviroment.
|
164 |
Raising Emerging Designers’ Awareness Of Their Own Implicit Biases So They Engage In More Equitable Design ApproachesOrdeman, Constance Campbell 25 April 2022 (has links)
No description available.
|
165 |
DISEÑAPPGambini Mestanza, Fidel Damaso, Gutierrez Cucho, Aída, Ramírez Martel, María Fernanda, Romero Franco, Milagritos Shakira, Vega Centeno Osorio, Darío Alonso 25 November 2021 (has links)
El trabajo de investigación presentado tiene como principal objetivo poder evaluar si el proyecto será viable, teniendo en cuenta los factores del mercado, en este caso la aceptación de los segmentos teniendo en cuenta que el proyecto trata del diseño y creación de un aplicativo móvil. En la cual pondremos en contacto directo a diseñadores gráficos profesionales con una buena trayectoria, junto con emprendedores que necesiten los servicios para la mejora de sus marcas, ya que durante el periodo de confinamiento fue donde nacieron muchos emprendimientos a raíz de la falta de trabajo. El aplicativo será una forma de conectarlos y que los interesados en los servicios de los diseñadores puedan cotizar y acceder a los paquetes ofrecidos por la plataforma, brindando ofertas por fechas especiales y descuentos aquellos que deseen inscribirse en pre venta. Lo que se busca es que se reduzca el nivel de desconfianza por parte de los emprendedores que buscan a un buen diseñador certificado y este pueda realizar un buen trabajo, y que no sean engañados por falsos diseñadores, así mismo brindar una plataforma donde se puedan realizar pagos seguros y se pueda visualizar el portafolio de diseños de los mismos.
Para la validación y sustentación del proyecto se han realizado diversos experimentos a lo largo del proceso, esto comienza desde identificar el problema que se quería solucionar, realizando el modelo de negocio, hasta finalmente la evaluación financiera del proyecto. Todo esto con el fin de poder evaluar que tan buenas respuestas tenemos por parte de los segmentos a los que nos dirigimos y qué tan viable sera Diseñapp. / The main objective of the research work presented is to be able to evaluate if the project will be viable, taking into account the market factors, in this case the acceptance of the segments taking into account that the project deals with the design and creation of a mobile application. In which we will put in direct contact with professional graphic designers with a good track record, along with entrepreneurs who need services to improve their brands, since during the confinement period many ventures were born as a result of the lack of work. The application will be a way to connect them and that those interested in the services of the designers can quote and access the packages offered by the platform, offering offers for special dates and discounts for those who wish to register for pre-sale. What is sought is to reduce the level of mistrust on the part of entrepreneurs who are looking for a good certified designer and he can do a good job, and that they are not deceived by false designers, as well as to provide a platform where they can be carried out. secure payments and the portfolio of their designs can be viewed.
For the validation and support of the project, various experiments have been carried out throughout the process, this begins from identifying the problem to be solved, carrying out the business model, until finally the financial evaluation of the project. All this in order to evaluate how good responses we have from the segments we are targeting and how viable Diseñapp will be. / Trabajo de investigación
|
166 |
The designer perspective: Opportunities and Obstacles toward circular fashionRidler, Sophie Joyce January 2020 (has links)
Circular fashion has become a favoured option for the fashion industry to transition toward as the fast fashion industry becomes unsustainable. Current research within academia, business and policy focuses on the lifecycle stages of the garments, with the designer and design phase in focus. Research on circular economy predominantly looks at material flows and the lifecycle. This however fails to acknowledge potential innovation and the capacity for this change to occur. This study uncovers the perspectives of the designer, who are largely absent from the current research agenda, in order to identify leverage points in the current system which would allow accelerated transition toward a circular fashion system. Using workshops as a method to involve designers, paired together with critical systems theory; the study first highlights a large gap between academia and reality, and reveals that there is a large misconception between designers from fast fashion and designers from luxury fashion and the power influences they allow, while, underlying internal organizational structures pose as an obstacle minimizing capacities for change. Finally, using a three horizons framework as a technique, six leverage points are identified: cultural norm, strong teams, digitalization, leadership for sustainability, education & knowledge and reducing intergenerational conflicts. Overall, the study provides a holistic view of the current environment and the transition toward circular fashion, how lifecycle phases connect to circular economy frameworks and highlights innovation and the ways in which the designer can be re-empowered. The study bridges fashion business with sustainability science in a straightforward way and sets and refines the future research on solutions and challenges.
|
167 |
Women’s Work: Re-evaluating the Canon of Graphic Design HistoryLust, Caitlyn January 2019 (has links)
No description available.
|
168 |
Finding differences in perspectives between designers and engineers to develop trustworthyAI for autonomous carsLarsson, Karl Rikard, Jönelid, Gustav January 2023 (has links)
In the context of designing and implementing ethical Artificial Intelligence (AI), varying perspectives exist regarding developing trustworthy AI for autonomous cars. This study sheds light on the differences in perspectives and provides recommendations to minimize such divergences. By exploring the diverse viewpoints, we identify key factors contributing to the differences and propose strategies to bridge the gaps. This study goes beyond the trolley problem to visualize the complex challenges of trustworthy and ethical AI. Three pillars of trustworthy AI have been defined: transparency, reliability, and safety. This research contributes to the field of trustworthy AI for autonomous cars, providing practical recommendations to enhance the development of AI systems that prioritize both technological advancement and ethical principles.
|
169 |
[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 DESIGNERSGILBERTO 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.
|
170 |
Unleashing the Awareness of Sustainable Human-Computer Interaction (HCI) Among Youth: : Bridging the Knowledge Gap and EmpoweringFuture Sustainable DesignersBasyouny, Mariam, Männik, Aleksandra January 2023 (has links)
This research paper aims to explore the knowledge gap among young designers in relation to sustainable human-computer interaction (HCI), focusing on Interaction Design, and investigating the necessary resources for designing sustainable HCI. Lack of knowledge among young designers regarding sustainable practices in digital design contributes to the overconsumption of energy, and increased carbon emissions, highlighting the need to raise awareness and bridge the knowledge gap in Sustainable Human-Computer Interaction (HCI) design among youth. Using qualitative methods, including 14 semi-structured interviews with informatics students in Jönköping, Sweden, the study identifies three main themes: Lack of Knowledge, Resource Needs, and Concerns About the Design Process. The findings highlight a limited understanding of sustainable HCI among young designers, emphasizing the significance of educational modules in sustainability within digital design. This study provides insights and recommendations for digital designers, educators, and policymakers to implement sustainable digital design practices in order to lessen environmental impact and promote sustainability within the digital world. The implications of this study include addressing the knowledge gap, fostering educational initiatives, and serving as a foundation for future research in sustainable digital design and HCI. This study addresses the challenge of motivating young designers to learn more about sustainable HCI while identifying essential resource requirements, education, design tools, eco-feedback technology, and support.
|
Page generated in 0.0154 seconds