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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.
431

Konceptframtagning av en kaffekvarn : Formspråket och dess betydelse för en enhetlig produktserie / Concept development of a coffee grinder : The importance of design language when creating a unified product range

Långström, Johannes January 2018 (has links)
3temp har i dagsläget ett mindre utbud av noggrant utvalda, högkvalitativa kaffemaskiner. Deras ambition med projektet har varit att bredda deras utbud, detta genom att ta fram ett koncept av en kaffekvarn som skall ge 3temp en möjlighet att täcka en större del av kaffemarknaden. Målet med projektet har varit att utföra en självständig designprocess, där ett koncept av en kaffekvarn tas fram och presenteras för 3temp. Under förstudien har det lagts ned mycket tid på att undersöka formspråk, kommande trender, konkurrenter samt att även undersöka användaren. Med hjälp av brainstorming, modellering i lera, skisser, moodboards och CAD, togs det fram ett antal koncept som gick igenom en process där de sållades och modifierades tills att det bara fanns två förslag kvar som presenterades för 3temp. Det slutgiltiga konceptet är en produkt som passar in i 3temp’s igenkänningsbara “hipster-linje”. Produkten modellerades och renderades i CAD för att ta fram en produktbild. För att visa dess layoutkonstruktion gjordes en genomskuren bild av CAD-modellen.
432

A dimensão emocional no design do móvel brasileiro

Maynardes, Ana Claudia 31 March 2015 (has links)
Tese (doutorado)—Universidade de Brasília, Instituto de Artes, Programa de Pós-Graduação em Artes, 2015. / Submitted by Fernanda Percia França (fernandafranca@bce.unb.br) on 2015-12-04T11:57:08Z No. of bitstreams: 1 2015_AnaClaudiaMaynardes.pdf: 6575859 bytes, checksum: 43963e58047e23302f85a432868dbe87 (MD5) / Approved for entry into archive by Raquel Viana(raquelviana@bce.unb.br) on 2016-05-19T22:04:13Z (GMT) No. of bitstreams: 1 2015_AnaClaudiaMaynardes.pdf: 6575859 bytes, checksum: 43963e58047e23302f85a432868dbe87 (MD5) / Made available in DSpace on 2016-05-19T22:04:13Z (GMT). No. of bitstreams: 1 2015_AnaClaudiaMaynardes.pdf: 6575859 bytes, checksum: 43963e58047e23302f85a432868dbe87 (MD5) / Esta pesquisa avaliou que o atual processo projetual do designer direciona os objetos a caminhos em que aspectos emocionais são considerados ou privilegiados como construtos, por meio de uma investigação das “qualidades” ou características evidenciadas nos objetos que desencadeariam respostas emocionais.Verificou como se desenvolve e se orienta a criação ou o projeto de objetos com características emocionais. A percepção das emoções por meio das funções dos objetos está diretamente associada aos aspectos sociais, culturais e de percepção do indivíduo, pois são eles que determinarão a intensidade do interesse pelo objeto e diversificarão as formas de compreensão, de interação e de utilização. Assim, este trabalho analisou e entendeu quais são e como são embutidos os pressupostos simbólicos, estéticos, culturais e sociais nos produtos a ponto de serem considerados “objetos emocionais”. O setor moveleiro no Brasil foi escolhido representativo para esta pesquisa, que objetivou compreender e descrever os aspectos, as qualidades e as características emocionais do móvel doméstico brasileiro, considerando o projeto do móvel “de autor”; e identificou nessas características as relações estabelecidas com o “design emocional”. Ao analisar os móveis Poltrona Mole, de Sergio Rodrigues; Cadeira Vermelha, dos Irmãos Campana; e Banco Siri, de Claudia Moreira Salles, buscou-se perceber como suas características proeminentes aguçam o processo subjetivo do indivíduo e abrem para um processo de significação. Quanto ao objeto emocional, foi definido como aquele que está apto a oferecer ressignificações e ressimbolizações ao longo do cotidiano imediato e da vida do sujeito: propõe estórias, permite trocas, e possibilita que a história do sujeito seja contada por meio de suas relações. / Through an investigation of the “qualities” or characteristics of objects capable of triggering emotional responses, this paper evaluated that the current design process followed by designers leads objects to paths where emotional aspects are considered and privileged as constructs. It analyzed how the process of creating or designing objects with emotional characteristics is developed and directed. The perception of emotions through an object’s functions is directly associated with an individual’s social, cultural and perception aspects, as these will determine the intensity of interest in the object and promote new forms of understanding, interaction and use. In this regard, this paper analyzes and shows what are the symbolic, aesthetic, cultural and social assumptions and how they are embedded in the products to the point of being considered “emotional objects.” The Brazilian furniture sector was chosen as representative for this paper, which aimed at understanding and describing the aspects, qualities and emotional characteristics of domestic furniture in Brazil, considering designer furniture pieces, and identified the relationships established with “emotional design” in these characteristics. In analyzing the furniture pieces Poltrona Mole, by Sergio Rodrigues, Cadeira Vermelha, by the Campana Brothers, and Banco Siri, by Claudia Moreira Salles, this paper sought to understand how their prominent characteristics sharpen an individual’s subjective process and lead to a process of signification. Emotional objects were defined as those capable of giving new meanings and symbolizations during the individual’s immediate and daily life: they propose stories, enable exchanges and allow for the individual’s story to be told through his or her relationships.
433

Volkswagen V-Trek : The Rise of Mental Transportation

Laukkanen, Antti January 2018 (has links)
I started this project with a mindset that I want to design something for younger generations living in the future megacities. After a while, trying to figure out their urban mobility needs, I came to this conclusion: Already today we have so many different options for urban com- muting as well as several different car sharing services. I couldn’t find a way to create some- thing new. I changed my approach and I started thinking; what is it that they don’t have? I pret- ty soon understood it. They have no nature. By the year 2040, 70% of world’s population is expected to live in urban areas. This, in turn, is diminishing the natural environments around the globe. Needless to say, that people are becoming more and more disconnected from nature. In my research I quoted George Monbiot from The Guardian: “If Children lose contact with nature, they won’t fight for it.” This de- scribes the problem to the core. Coming gen- erations need to know where all that we have comes from. This is why I decided to create a way, people in megacities can connect to nature instantly. Volkswagen V-Trek offers an instant escape to nature from megacities to conservation areas around the world. With an immersive full-body experience, V-Trek engages people with nature, as well as with Volkswagen as a brand. The concept is demonstrated in a visual story. The scenario of the events was created based on predictions and possible events in the future. Most of the time in my process I used for research about VR and other technologies related to the topic. As the physical movement is an important part of the concept, and because I wanted to enhance it on the platform, I spent time trying to figure it out. When things started to get together, I began to shape quick mockups in 3D for development of the form and archi- tecture. Later on in the process, it was easy to transform those mockups into sketch models and for testing in VR. The most important part of the project was the story and scenario, which justifies and ex- plains the whole concept. I started planning the scenario and the details early on which made it easier for me to visualize it in finalization phase. This project also raises a question: What comes next in the field of transportation and mobil- ity? For years’ cars and transportation have remained the same. We move from place A to B, this is what I call: Physical transportation. Right now we are living times of change as autono- mous technology is finally breaking through. However, cars have always been about the driv- ing experience and in autonomous future; trav- eling experience. Because of the changing atti- tudes towards cars amongst youth, cars are not seen as a pleasant experience anymore. Rather as a necessity. Experiences engage users with brands, whether it is a smartphone or a car, and this is what young users appreciate. When Physical transportation is no longer delivering that experience, car brands need to figure out a way to engage the users. This is where Mental Transportation changes the game. Mental Transportation is a term I came up with along the process and as the name suggests, it enables users to travel in their mind. With the idea of mental transportation, I want to chal- lenge everyone to think differently and with an open mind about the future of mobility and transportation.
434

LYNK&CO CIRC : WHAT IF THE AUTOMOTIVE BUSINESS EMBRACED A CIRCULAR MINDSET?

Marteliusson, Karl January 2018 (has links)
This project is questioning our modern way of life. With the current capitalistic economy we are draining the world on resources and creating inequality among people. It is often said the the capitalistic system is lifting people out of poverty and there is no better way. However, it is proven to be negative for our ecology and it is important that we find new ways of develop mobility. So our future generations can enjoy the freedom that we today have become so ac-customed to. What can we do to consume less and respect the world we are living by. Is it a matter of consuming green. Or do we need a fundamental change in how we create things. A bright light in these questions is maybe to head into a circular economy. This project therefore explores how a automotive interior would look like when designed with a circular mindset. Could a Universal Basic Income reduce extraction and what is the role of A.I and automation in the development for better mobility. For this project an in depth literature research was carried out to gather information about our economic system and social factors. The research about digitalisation and automatisation have been gathered from highly regard-ed magazines and web news papers. Second part of the research is also web based, and about sustainable materials that could be used in this interior concept. The design phase started with creation of a user in a chinese context, based from the trend analyzer firm Stylus. China was chosen because it’s a rapid growing economy and it’s the main market for the Chinese-owned car brand Lynk & Co. The collaboration partner for this thesis. The design phase followed with sketching to quickly visualize early ideas. These were then brought into a CAID program to fit the chosen package of a small city car. The design was created around a male mannequin to ensure usability. A full-size mockup was built to test functions and validate design around a large male and the smallest female percentile.  The project resulted in a strategic concept of how a new business model would push for a greener development using a circular mindset. From that perspective a interior was created using sustainable materials. The overall struc-ture is covered in a hard cover manufactured in recycled plastic. The seating and dashboard were design with the highly efficient material Abroform in mind. Abroform is based of Lignin which is a byproduct of the paper indus-try. Therefore no additional extraction is needed making it sustainable. Further it had all the positive design charac-teristics from conventional plastics. The soft seat cushions and the front dash was designed with compressed felt, manufactured from organic wool. These parts created a friendly and soft interior and are easy changeable for maintaining purposes. Overall the interior focused on providing smart storage solutions using few materials with an “bolt-on aesthetic”. The design language is using a friendly surface treatment and to include users make the journey pleasant.
435

The Aurora : What will space tourism look like in 2040?

Macdonald, Tyler January 2018 (has links)
What is Space Tourism? Space Tourism is when humans venture past 100km above the earth for recreational purposes. It could be for the view or just the thrill, either way space has captured our imaginations ever since we could look up and ask what is beyond our sky. What has happened in the past 10 years in the rocket industry has been amazing. We now have more private companies sending rockets to space at a rate faster than during the space race between the Soviets and Americans. At the current rate we will see the cost of traveling to space drop to a point where more and more people and companies will be able to afford such a flight. And so... it is only a matter of time before we see space tourism as a new industry. Designing something new like a space ship that has no 'standard'. Thus requiring a lot of research in order to contextualize its possibilities. Is it a HTOL (Horizontal Take Off and Landing) or a VTOL (Vertical Take Off and Landing) or Multistaged or Single Stage Rocket? Seemingly endless possibilities are available. As a result the process to create the final design took on the form of a trdional industrial design process, not one that would be similar to the automotive industry. This isnt a project about perfect surfacing or all the proper lead ins. Its something bigger, the beginning of a new discussion. And so, collaborating was a key factor. One with an interaction designer who researched the before launch senario for such a space flight experience. And the other, an aviation geek who loves cool flying machines and finally an aersopace engineer. All allowing for idea bouncing and expansion on strategy and thoughts. Of course what followed was sketching, mood boarding, 3D, and VR and back and forth discussions that such activites provoke. In order to showcase the experience such a product would provide, a small video was finished alongside the final result. In the end this project resulted in 4 products a: Spaceship Exterior, Interior, Helmet and Spacesuit. All connected to each other (quite literally) and thus leading to a complete experience; a solved design. That design is the Aurora. A HTOL SSTO (Horizontal Take-Off and Land, Single Stage To Orbit) Spaceship for the year 2040. A year that will see the beginning of commercial spaceflight for the masses.
436

Do desenho industrial ao design no Brasil: uma bibliografia crítica para a disciplina / From industrial design to design: a critical bibliography to the subject

Milene Soares Cará 28 May 2008 (has links)
Do desenho industrial ao design uma bibliografia crítica para a disciplina apresenta um caráter bibliográfico ou antológico, que tem como um de seus principais objetivos tornar-se um instrumento para futuras pesquisas direcionadas ao tema. Isto se dá por meio da construção de um repertório significativo de informações, apoiado em três parâmetros fundamentais: artigos, exposições e diretrizes do ensino da disciplina. Trata-se, portanto, de um inventário da produção teórica e cultural relativa à disciplina, localizado entre as décadas de 50, 60 e 70. Deste amplo panorama, são destacados e analisados os artigos mais significativos para a construção e definição do campo de conhecimento. É nos anos 60 que o panorama da historiografia sobre arquitetura e design contemporâneos é enriquecido com novas contribuicões mais atentas a considerar o peso e as conquistas do movimento moderno. Contemporaneamente também é possível identificar uma crise da noção de desenho industrial. É neste mesmo período que a literatura internacional abandona nomenclaturas como industrial design, que fora traduzido como desenho industrial, enfocando sobretudo o desenho do produto, e passa a utilizar somente o termo inglês design, com significado mais amplo, incluindo as complexas relações entre a produção e os aspectos tecnológicos, sociais, políticos e psicológicos que a envolvem. Dessa forma, a dissertação tenta compreender o processo de construção da noção de desenho industrial apoiada no modelo modernista e identificar, a partir dos anos 60 e 70, como esta crise é absorvida no ambiente brasileiro. O intento de estabelecer um repertório de referências bibliográficas e contribuir para a reflexão aprofundada sobre o significado da disciplina na contemporaneidade não pretendeu estabelecer uma definição para a área em questão, mas somente contribuir à reflexão sobre a disciplina no país evidenciando a complexidade do debate, ao ampliar a discussão sobre os parâmetros nos quais deverá se apoiar a prática e o ensino da disciplina no Brasil. / From industrial design to design - a critical bibliography to the subject presents a bibliographic or anthological character, which has as one of its main goals become a basis point for future related research through the construction of a significant repertoire of information, supported on three basic parameters: articles, exhibitions and guidelines for teaching the subject. Therefore, it is an inventory of theoretical and cultural production, during 50s, 60s and 70s. From this broad panorama, the most significant articles for the construction and definition of the field of knowledge are highlighted and analyzed. It is in the sixties that the historiography on contemporary architecture and design panorama is improved with new and more attentive contributions to consider the importance and the conquers of the modern movement. At the same time, is also possible to identify a crisis of the concept of industrial design. In this same period, the international literature leave behind nomenclatures as industrial design, which was translated as desenho industrial, focused on the design of the product. The English word design will be used with wider meaning, including the complex relationships between production and technological, social, political, psychological aspects that surrounds the final result product. The work tries to understand the process of the construction of the concept of industrial design based in the modernist models and identify, from the sixties and seventies, as this crisis gets in the brazilian scene. The purpose of establish a repertoire of bibliographic references and contribute to the reflection on the meaning of this subject nowadays do not intend to establish a definition for the questions here presented, but just to contribute to the reflection on the topics in this country, highlighting the complexity of the debate, expanding the discussion on the parameters which should support the practice and teaching of the subject in Brazil.
437

HOLD : En undersökning i hur glas kan anpassas efter reumatikers behov.

Basara, Anja January 2017 (has links)
I denna uppsats undersöker jag hur dricksglas i materialet glas kan anpassas för reumatiker. Syftet med studien är att titta på om jag kan finna alternativa lösningar på att det idag inte finns ett attraktivt alternativ för reumatiker vad det gäller glas. Jag utför min undersökning genom att designa ett antal olika exempel på glas och dessa testas senare av en testgrupp som består utav fyra av Reumatikerförbundets medlemmar i Göteborg. Uppsatsens resultat visar att tre av de glasen jag designat har särskilt potencial vad gäller behjälpliga former för reumatiker.
438

Stimulerande väntan : Att formge för barnens väntrum inom vårdmiljö / Stimulating while waiting : Designing for children's waiting rooms in the healthcare enviroment

Eliasson, Elin January 2017 (has links)
Efter min tre år som student på Malmstens har ett intresse mot rum och dess påverkan hosmänniskor vuxit fram hos mig. Jag har undermedvetet sökt mig till situationer där möbler blir något mer än att till exempel sitta, utan ska vara flerfunktionella, smarta och ha olika värden psykologiskt. I mitt arbete Stimulerande Väntan har jag undersökt situationen för barn i väntrum inom vården. I ett av mina tidigare designprojekt arbetade jag med förvaringsmöbler för barn, något jag tyckte var väldigt roligt och utmanande, då barn ser på världen annorlunda än vuxna. I mitt kandidatprojekt vill jag få större förståelse och fördjupad kunskap om barnprodukter, samt den situation barnet befinner sig i. Jag har också valt att undersöka hur ett väntrum skulle kunna se ut i sin rumsliga utformning för att stimulera barnet. Min frågeställning jag har arbetat efter är; hur kan jag skapa en stimulerande situation för barn inom vårdmiljö? Via en inlärningsetapp där jag undersöker hur barn ser på rum, leksaker och rädslor har jag skaffat erfarenhet för att designa för barn. I min omvärldsanalys har jag samlat fakta om väntrum inom vården och hur kraven på möbler inom vården ser ut inom olika delar av processen. Jag har även gjort studiebesök, samtal och en enkät för att få en inblick i hur väntrummen används. Utifrån mitt underlag presenterar jag ett rumsförslag samt en möbelgrupp som jag designat för barnen och deras nyfikenhet, där fantasin får styra definitionen av objekten. / After my three years as a student at Malmstens, I have grown an interest towards spatialities and its influence on people. It have subconsciously sought me into situations where furniture becomes something more than sitting, but being multifunctional, smart and having psychological values. In my work Stimulating Waiting I have investigated the situation of children in waiting rooms in health care. In one of my previous design projects I worked with children's storage furniture, something I thought was very fun and challenging, because children look at the world differently than adults. In my thesis project I want to gain more understanding and deeper knowledge of children's products, as well as the situation the child is in. I have also chosen to explore how a waiting room could look in its spatial design to stimulate the child. My question I have worked with is; How can I create a stimulating situation for children in the healthcare environment? Through a learning stage where I investigate how children look at rooms, toys and fears, I have acquired experience in designing for children. In my world analysis I have gathered facts about waiting rooms in healthcare and how the requirements for furniture in healthcare looks in different parts of the process. I have also made study visits, conversations with competent people and a survey to gain an insight into how the waiting rooms are used. Based on my inquest, I present a room proposal as well as a furniture group that I designed for the children and their curiosity, where the imagination sets the definition of the objects.
439

ION: Konceptuell utveckling av elcykel / ION: Conceptual development of a pedelec

Hegestrand, Daniel January 2017 (has links)
This project was conducted in collaboration with Emtes Autotech and Berge consulting with the goal to develop and design an electric pedelec for general and off-road use. The idea behind the pedelecs Is to introduce something that can both be used as a source for everyday transportation, and as a source of fun exercise. The idea behind this is to incorporate a stronger engine into the pedelec, giving it an increase in force, acceleration and speed.  The thesis is written in the field of industrial design and will take the reader through a typical design process. The project will start with a design brief that is formulated with the client and continue into understanding the problem by analyzing the target consumer, the market and other factors of interest. The project will then go into an ideation face that explores opportunities found during research and finish with a worked-through concept that in the end was presented as a full-scale model.  Methods used during the project are among others: Bootleg Bootcamp, Gannt-schedule, Functional analysis, Trend analysis, Parts breakdown structure, Competitor analysis, Image board, Brainstorming, CAD-modelling and Rapid prototyping.
440

Creating guidelines for game character designs : Bachelor thesis in the subject of computer graphics arts

Lundwall, Clara January 2017 (has links)
This thesis will address the subject of character design for games. I will look into developing a method for creating a design template that one can use as basic guidelines when designing a character. The thesis includes research work revolving the subject of how shapes and colors are used to convey a game character’s personality and identity without dialogue or context. How the use of different poses and combinations of lines and shapes help define a character and the essence of the characters role in the game. The essay includes the creation of a module, how it would be used in a character design pipeline, and also ideas on how the module could be further developed. The module is tested by being used to create three different characters and the result is presented along with an evaluation of the usability of the module in a design pipeline. The summary and discussion includes how the module might be useful for less experienced artist, whilst redundant for the more experienced. How the module gave an initial boost and starting point in the designing of the three characters in this essay is also discussed. / Denna uppsatts kommer att behandla ämnet karaktärsdesign för spel. Jag kommer att undersöka hur man utvecklar en metod för att skapa en designmall som man kan använda som grundläggande riktlinjer när man utformar en karaktär. Avhandlingen innehåller forskning som undersöker hur former och färger används för att förmedla en spelkaraktärs personlighet och identitet utan dialog eller sammanhang. Hur användningen av olika poseringar och kombinationer av linjer och former hjälper till att definiera en karaktär och karaktärens roll i spelet. I uppsatsen ingår skapandet av en modul, hur den skulle användas i en karaktärsdesign pipeline, och även idéer om hur modulen skulle kunna vidareutvecklas. Modulen testas genom att användas för att skapa tre olika karaktärer och resultatet presenteras tillsammans med en utvärdering av modulens användbarhet i en designpipeline. Sammanfattningen och diskussionen behandlar hur modulen kan vara användbar för mindre erfarna konstnärer, samtidigt som den kanske är överflödiga för de mer erfarna. Hur modulen gav ett första steg och utgångspunkt i utformningen av de tre karaktärerna i denna uppsats diskuteras också.

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