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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.
831

Ecodesign : present attitudes and future directions ; studies of UK company and design consultancy practice.

Dewberry, Emma Louise. January 1996 (has links)
Thesis (PhD)-Open University. BLDSC no.DX195627.
832

Integration of computer aided design (CAD) technology in apparel design curricula /

Wimmer, Janet R., January 1994 (has links)
Thesis (M.S.)--Virginia Polytechnic Institute and State University, 1994. / Vita. Abstract. Includes bibliographical references (leaves 86-91). Also available via the Internet.
833

[en] A MODEL FOR THE REPRESENTATION OF THE DESIGN PROCESS EVOLUTION ASPECT / [es] UN MODELO PARA LA REPRESENTACIÓN DEL ASPECTO EVOLUTIVO DEL PROCESO DE DESIGN / [pt] UM MODELO PARA A REPRESENTAÇÃO DO ASPECTO EVOLUTIVO DO PROCESSO DE DESIGN

CARLOS ALBERTO MORENO BARBOSA 29 August 2001 (has links)
[pt] Esta dissertação propõe um modelo novo para a representação de processos de design baseado no aspecto evolutivo deste tipo de processo. Este trabalho também apresenta um tratamento inovador para processos de design baseado em objetos, bem como propõe uma visão nova e pragmática do Espaço de Problema de Design (DPS) baseada na história de design. Além do mais, os princípios subjacentes ao modelo são derivados do desenvolvimento de um sistema real de CAD para projeto de fornos realizado durante o trabalho presente de pesquisa. O modelo proposto está estruturado em termos de um número pequeno de tipos de objetos que são capazes de montar uma árvore hierárquica eficiente e robusta. Esta árvore incorpora todos os requisitos associados ao artefato desde a fase conceitual até a fase de especificação completa do artefato. O modelo proposto é apresentado dentro do contexto de um sistema completo de automação de design e vários requisitos de funcionamento são discutidos, tais como controle de versão, manipulação de alternativas e navegação na história. Por fim, algumas sugestões para trabalhos futuros são discutidas e uma literatura orientada para os problemas em aberto é apresentada. / [en] This dissertation proposes a new model for the representation of design processes based on the evolutionary aspect of this type of process. Also this work presents an innovative approach to object-oriented design processes and a new pragmatic view of the Design Problem Space (DPS) based on the design history. Furthermore, the principles underlying the model are derived from a working CAD system in furnace design developed during the present research work. The proposed model is structured in terms of a small number of object types which are capable of building an efficient and robust hierarchical tree. This tree incorporates all the requirements associated with the artefact from the conceptual stage up to the stage of the artefact complete specification. The proposed model is presented in the context of a complete design automation system and several working requirements are discussed, such as version control, alternative manipulation and history navigation. Moreover, a number of suggestions for future work is discussed and a selective literature for open questions are presented. / [es] Esta disertación propone un nuevo modelo para la representación de procesos de design basado en el aspecto evolutivo de este tipo de proceso. Este trabajo también presenta un tratamiento innovador para procesos de design basado en objetos, y propone una nueva y pragmática visión del Espacio de Problema de Design (DPS) basada en la historia del design. Además, los principios subjacentes al modelo se derivan del desarrollo de un sistema real de CAD para proyecto de hornos realizado durante el presente trabajo de investigación. EL modelo propuesto está extructurado en términos de un número pequeño de tipos de objetos que son capazes de montar un árbol jerárquico eficiente y robusto. Este árbol incorpora todos los requisitos asociados al artefacto desde la fase conceptual hasta la fase de especificación completa. EL modelo proposto se presenta dentro del contexto de un sistema completo de automación de design y se discuten varios requisitos de funcionamiento tales como control de versión, manipulación de alternativas y navegación en la historia. Finalmente, se discuten algunas sugestiones para trabajos futuros y se presenta una literatura orientada para los problemas abiertos.
834

Bacteria: In A New Light : exploring user to product relationships through microbiology

Klingler, Jan Patrick January 2018 (has links)
We are surrounded by microorganisms that are invisible to the bare eye. Just like us, bacteria, yeast cells and fungi have their own origin and story. In collaboration with M.D. Ph.D. Volkan Özenci* I want to use a lamp as a vessel to bring that story with us into our homes in a new way - one that will alleviate fear and promote an emotional bond.  “In a New Light” challenges us to see a new connection between object and user by creating a visible link through bacteria, yeast and fungi, shining a light on the very thing we thought should stay hidden and putting it on display.   *Department of clinical microbiology, Karolinska Institutet, Karolinska university hospital, Huddinge
835

Building experiences : a reflective design process for media architecture

Birk, Klaus January 2017 (has links)
Media Architecture design, although visually prominent and involving interdisciplinary collaboration, rarely succeeds in creating urban situations of contextual relevance beyond temporary effects. This research understands Media Architecture as a communication medium and proposes the need to engage with its multi-stakeholder audience from early on in the conceptual design stage. This practice-led design research presents a broad critical investigation into the emerging field of Media Architecture (Jaschko & Sauter 2006; Foth 2008; Haeusler 2009) spanning conceptions of media space, experience, participation and design as discourse (Scollon & Scollon 2003; Fatah gen. Schieck 2006). Its findings contribute a new perspective on Media Architecture as experiential visual design process, based on an analysis of design methods, principles of participatory design and reflection, as well as an overview and classification of Media Architecture practice. Following a related literature review, the thesis identified experiential learning and the notion of troublesome knowledge (Meyer & Land 2003; Perkins 1999) as a distinguishable new perspective on design for Media Architecture. By connecting exploratory and generative design research tools (i.e., interviews, collaborative expert workshops, visual prototyping) with theoretical constructs of learning theory (Schön 1983; Kolb 1983), experience (McCarthy & Wright 2004) and ownership in urban design (McDonnell 2009; Townsend 2013; Lange & Waal 2013), this thesis developed an experimental design methodology for stakeholder involvement in Media Architecture. An iterative review and reflection process led to methods evolving from initial research tools for analysis to self-reflective design process outcomes. The findings of this study were used to create the Media Architecture Archive (MAA), a digital participatory database using a comprehensive classification system of Media Architecture practice. It is complemented by an experiential method framework based on visual design for contextual research, envisioning and prototyping in Media Architecture. Thus, the research contributes a novel approach to visual communication in Media Architecture, by applying visual design to encourage stakeholder involvement, discourse and reflection at early stages in the design process. The self-reflective structure of the study contributes to our knowledge of how practice-led learning processes applied through visual communication can serve as an extension of the Media Architecture experience as both process and outcome.
836

Design de exposição de design : três estudos sobre critérios projetuais para comunicação com o público

Silva, Gustavo Cossio da January 2011 (has links)
Este estudo trata de exposições de fins educativos que tenham como objetivo oferecer uma reflexão sobre design. Para tanto, importa conceber a exposição como modalidade de projeto, o que torna oportuna a fundamentação teórica em design de exposição, alternativa na área do design gráfico-ambiental. As bases conceituais do trabalho compreendem a exposição como produto que constitui variável na percepção dos visitantes. O objetivo geral é elaborar critérios projetuais a partir da análise, em três estudos, sobre as ações de organizadores e designers, com vistas à comunicação com o público. A pesquisa é de caráter exploratório, para a qual lançamos mão de entrevistas semi-estruturadas. Os casos analisados, em três cidades do país, nos anos de 2010 e 2011, revelaram que, além de contribuir para a difusão do design, estes eventos constituem modos de refletir sobre os desafios do design e o papel do designer na contemporaneidade. / This study concerns educative exhibitions that aim to offer a reflection on design. Therefore the exhibition is conceived as a design type of project, which makes timely the theoretical foundations on exhibition design, an alternative in environmental-graphic design. The conceptual basis comprehends the exhibition as a product which is a variable in the visitors’ perception. The aim is to generate project criteria throughout the analysis in three studies regarding the actions of organizers and designers, considering the communication with the audience. The research is of exploratory kind, to which we lay hold of semi-structured interviews. The cases analyzed in three Brazilian cities during the years of 2010 and 2011 revealed that, besides its contribution to the diffusion of design, these events consist ways of reflecting about the challenges of design and the designer's role in contemporary society.
837

A gestão de design como ferramenta estratégica em âmbito hospitalar

Prodanov, Juliane Marçal da Silva January 2016 (has links)
Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro de Comunicação e Expressão, Programa de Pós-Graduação em Design e Expressão Gráfica, Florianópolis, 2016. / Made available in DSpace on 2016-09-20T04:48:53Z (GMT). No. of bitstreams: 1 340718.pdf: 1375485 bytes, checksum: a42f6a864eed5c35b74daf85653d5c4d (MD5) Previous issue date: 2016 / Na tribulação atual do mercado político financeiro mundial a necessidade de racionalizar a oferta de serviços,e não é diferente no setor hospitalar. Aplicar recursos de forma mais eficiente e aumentar a qualidade dos processos deverá orientar a reforma hospitalar. A Gestão de Design na área da saúde é uma atuação recente, por esta falta de pesquisa no campo referido à um campo grande de oportunidades. Como a Gestão de Design pode contribuir como uma ferramenta estratégica em uma unidade de internação hospitalar? A metodologia a ser utilizada na analise proposta neste trabalho é o modelo do "Disco Integrador da Gestão de Design", pôr se tratar de modelo conceituado na área do Design e pelo autor atuar especificamente no tema central do trabalho (gestão de processos). O resultado este trabalho deu-sepordiretrizes para orientar soluções aos problemas elencados ao longo da pesquisa, usando a Gestão de Design como elemento preponderante para esta tarefa.<br> / Abstract : In Current tribulation Political Financial Market world the need to rationalize the supply of services and is not different without hospital sector. Apply as Resources More Effectively and Increase Quality Process must guide a hospital reform in the country. The Project Management in Health and Performance a recent by this lack of any search that field to the unknown; As the Project Management can contribute as a strategic tool in a hospital unit? The methodology used one being the proposal review this work and the model of the Integrator Disk Management Design " , because it is regarded model in the area of Design and author specifically act on the central theme of Labor ( Process Management ) . The result of this work has if for proposals Solutions to Problems of listed along the search, using the Project Management as a major element for this task.
838

Recomendações para design de jogos eletrônicos no Museu de Arqueologia e Etnologia da UFPR

Marcolino, Fábio Luís Gasparello January 2017 (has links)
Orientador: Prof. Dr. André Luiz Battaiola / Dissertação (mestrado) - Universidade Federal do Paraná, Setor de Artes, Comunicação e Design, Programa de Pós-Graduação em Design. Defesa: Curitiba, 03/08/2017 / Inclui referências : p. 221-237 / Resumo: Os Museus têm se empenhado, sobretudo nas últimas décadas, na ressignificação de seu papel institucional - a fim de quebrar um persistente senso comum de "lugar de coisa velha" - para se consolidarem como instituições participativas, que estejam de fato a serviço da sociedade. Vêm, para isso, oferecendo uma vasta gama de atividades lúdicas e comunicativas, atento às possibilidades de educação não-formal, museal e patrimonial em vários contextos que transcendem a realização de exposições, tão somente. Em iniciativa recente do Museu de Arqueologia e Etnologia da Universidade Federal do Paraná (MAE-UFPR), houve o desenvolvimento de três jogos eletrônicos voltados ao público juvenil proveniente do ensino básico. Contudo, apesar de escassos e/ou frágeis relatos sobre experiências isoladas, não se encontra na literatura brasileira sobre Game Design estudos com maior atenção sobre a especificidade dos museus, o que deixa a criação de jogos eletrônicos museais carente de fundamentos teórico-metodológicos que possam orientá-la. Existe, portanto, uma demanda latente pelo aprimoramento do design dos jogos propostos pelas instituições. Tanto essa lacuna teórica no processo de design dos jogos museais, bem como os problemas observados no desenvolvimento destes jogos no âmbito do MAE-UFPR leva a seguinte pergunta de pesquisa: "Utilizando conhecimentos da área do game design e da museologia, como é possível definir um conjunto de recomendações para o desenvolvimento de jogos para o Museu de Arqueologia e Etnologia da UFPR?". A pesquisa é desenvolvida com base na triangularização de dados obtidos de um levantamento bibliográfico tanto da área de museologia quanto de game design, e os dados coletados a partir de observações e questionários que determinam as percepções e as motivações dos jovens visitantes do MAEUFPR, bem como do posicionamento como desenvolvedores de profissionais deste museu (stakeholders). Ao final, a pesquisa resulta em um conjunto de "Recomendações para Design de Jogos Eletrônicos no MAE-UFPR", elaboradas com o objetivo de nortear os processos do design de jogos desenvolvidos pelo MAE-UFPR ou de outras entidades museológicas que delas puderem se valer. A pesquisa também contribui com reflexões acerca das experiências que o público do museu, em especial, o mais jovem, gostaria de vivenciar dentro de museus e/ou demais instituições com os mesmos fins. Palavras chave: Museus. Game Design. Educação. / Abstract: In the last few decades, Museums have been striving to redimension their institutional role - both in order to break away from a persistent commonplace of "a place to showcase old stuff", as well as to consolidate themselves as participatory institutions that are truly at society's disposal. In order to do so, they have been offering a wide range of recreational and communication activities, being attentive to non-formal, museum and patrimonial possibilities in a wide array of contexts that go beyond the usual exhibition. In a recent initiative of the Museum of Archeology and Ethnology of the Federal University of Paraná (MAE-UFPR), three electronic games were developed aiming at young audiences coming out of basic education. However, in spite of only scarce and/or fragile accounts on isolated experiences, there is no specific studies on brazilian Game Design literature about the particularities of the museums, leaving the field of museum game creation in shortage of theoretical and methodological foundations capable of guiding its ways. Thus, there is a latent demand for the improvement of the design of the games proposed by these institutions. Both this theory gap in the museum game design process as well as the actual problems observed during the development of these games inside the MAEUFPR lead to the following research inquiry: "How can we define, by utilizing both game design and museology knowledge, a set of recommendations for the development of games for the Museum of Archeology and Ethnology of UFPR?". This research is developed based on the triangularization of data collected from bibliography both out of museology and game design areas and data collected from observations and questionnaire that determine the perceptions and motivations of young visitors of the MAE-UFPR as well as those of the team of professionals of the museum in their roles as game developers (stakeholders). In the end, the research results in a set of "Recommendations for Electronic Game Design on MAE-UFPR", elaborated with the objective of guiding the game design processes developed by MAE-UFPR or by other museological entities that may come to use it. The research also contributes with reflections about the experiences that the public of the museum, especially the younger one, would like to experience in museums and/or other institutions of the same kind. Keywords: Museums. Game Design. Education.
839

Life design app : requisitos de um aplicativo para construção de trajetórias de vida

Holanda, Livia Pereira 07 July 2017 (has links)
Dissertação (mestrado)—Universidade de Brasília, Instituto de Artes, Programa de Pós-Graduação em Design, 2017. / Submitted by Raquel Almeida (raquel.df13@gmail.com) on 2017-10-23T16:54:17Z No. of bitstreams: 1 2017_LíviaPereiraHolanda.pdf: 2496484 bytes, checksum: 9535886f78f23f9a1ac264e64cc84821 (MD5) / Approved for entry into archive by Raquel Viana (raquelviana@bce.unb.br) on 2017-10-24T11:31:13Z (GMT) No. of bitstreams: 1 2017_LíviaPereiraHolanda.pdf: 2496484 bytes, checksum: 9535886f78f23f9a1ac264e64cc84821 (MD5) / Made available in DSpace on 2017-10-24T11:31:13Z (GMT). No. of bitstreams: 1 2017_LíviaPereiraHolanda.pdf: 2496484 bytes, checksum: 9535886f78f23f9a1ac264e64cc84821 (MD5) Previous issue date: 2017-10-24 / O objetivo desta dissertação é especificar requisitos de um sistema de apresentação adaptativa de trajetórias de vida de acordo com a abordagem de Life Design. A partir da suposição de que há uma lacuna na abordagem das formas convencionais de orientação, fez-se necessária a análise e busca por alternativas a métodos tradicionais ainda em uso, segundo a base de teóricos da psicologia contemporânea. Com foco na linha de pesquisa da escola de construção da vida, sugerida por Mark Savickas e Maria Eduarda Duarte, esse projeto propõe definir as bases de um sistema informacional, que também faz uso de conhecimentos de hipermídia adaptativa propostos por Peter Brusilovsky, para oferta de direcionamento adequado aos tempos atuais em relação à carreira, à formação profissional e à própria vida. Foram realizadas pesquisas qualitativas e investigações sobre níveis de insatisfação no mercado de trabalho e sentido do trabalho para a vida humana, sobre métodos e ferramentas de orientação de carreira vigentes, sobre gerações e as diferentes características de comportamento dos perfis no mercado de trabalho, bem como sobre design de informação e interação em interfaces adaptativas, contemplando áreas do design e da psicologia. Acredita-se que, por meio do conhecimento gerado por esse projeto, será possível propor alternativas às ferramentas de orientação de carreira e vida vigentes. É possível que a existência de sistemas informacionais adaptativos focados na construção de vida possa contribuir para um direcionamento pertinente ao se falar de profissão e carreira. A pesquisa proposta identificou requisitos para um sistema capaz de viabilizar parâmetros de Life Design e demonstrou, por meio de um exercício, o potencial de desdobramentos que a definição desses requisitos pode gerar. / The purpose of this thesis is to specify the requirements for an adaptive presentation of life trajectories according to the Life Design approach. Starting from the assumption that there is a gap in the way conventional orientation is conducted, it has become necessary to find alternatives to the methods still in use, according to the theorists of contemporary psychology. The modern labor market and current employment dynamics lead us to believe in the updating of the vocational counseling tools that are being used. Focusing on the line of research of the school of life construction, suggested by Maria Eduarda Duarte and Mark Savickas, this project intends to set the base of an informational system, which also uses the adaptive hypermedia knowledge of Peter Brusilovsky, to offer adequate and present-day fit guidance in regard to career, professional training and life itself. Qualitative research and investigations were carried out on the levels of dissatisfaction in the labor market and the meaning of work for human life. Research was also carried on current career guidance methods, on generations and different employment configurations, as well as on information design and interaction in adaptive interfaces, contemplating design and psychology fields. It is believed that, through the insights generated by this project, it will be possible to suggest a change in the current career and life guidance tools. The existence of an adaptive information system focused on the construction of life might contribute to a proper direction when talking about profession and career. The proposed research identified requirements for a system capable of making Life Design parameters feasible. It also showed, by the means of an exercise, the potential developments that the definition of these requirements may achieve.
840

The Nature of the Relationships Between Brand Loyalty and Advertising

January 2018 (has links)
abstract: In the recent years, more and more products come into the market, which provides thousands of choices for consumers. We live in a world full of brands, all trying to attract our attention. A critical part of this process is the criteria for selection. Research has found that criteria always derive from individuals’ experience, which finally creates a unique identity for certain products and brands that could be considered synonym with the specific product. This is a fast-growing phenomenon since the advent of the commodity economy period. In today’s competitive environment, modern consumers are the decision makers and the heart of a value exchange. They are becoming increasingly informed as they compare the attributes of different brands. Advertising has always been one of the important ways for companies to build strong relationships with consumers. This research aims to study the relationship between brand loyalty and advertising. This research is focused on two kind of advertisements; advertisements through social network and launch events, which have different characters, differences in broadcast frequency, and different promotion methods. Interview and survey were mainly used for this study. Research results conclude that: 1) The impact of the press conference is greater than advertising through social network and the effect of a precise advertisement is greater than repeated advertising for individuals. 2) Advertisements should be launched in a less forceful way than in the past. They should try to affect consumers subconsciously, to disguise the fact that they are advertisements and thus keep in sync with consumers, in order to help create loyalty through certain brand. 3) Consumers also want to have more interactions with firms and other users and to participate in the creation of brand-consumer relationships. 4) Advertisements have positive effect in creating brand image. / Dissertation/Thesis / Masters Thesis Design 2018

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