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Tab.Ulmus : Framtidens skrivbordJohansson, Stefan January 2017 (has links)
Projektet Tab.Ulmus undersöker två saker. Dels vad kännetecknar framtidens skrivbord ur ett formmässigt, funktionellt och tekniskt perspektiv? Detta görs genom att gå igenom aktuell forskning inom området framtidens arbetsplatser och de trender som man idag ser inom utvecklingen av vårt sätt att utföra kreativt (kontorsbaserat) arbete. En prototyp på ett framtidens skrivbord kommer också att tillverkas i linje med de resultat jag kommer fram till. Dels kommer också ett designmanifest att utvärderas. Manifestets tio punkter har vuxit fram som ett resultat av mina studier i kombination med mina tidigare erfarenheter inom datavetenskaplig forskning och hobbysnickeri. Jag försöker i utvecklingen av skrivbordet att följa manifestet, och följer sedan upp i vilken mån punkterna kan anses vara uppfyllda. Resultatet är att jag tillverkat en fungerande skrivbordsprototyp, som i de allra flesta avseenden uppfyller manifestets punkter.
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Kaldera : Skålen som ökar din kunskap om solsystemetLöwf, Ludwig January 2017 (has links)
Astronomi är ett ämne som både intresserar och skrämmer, dock så finns det en del missuppfattningar om astronomi. För att förstå omvärlden och utvecklingen av den världsbild vi har idag behöver man kunna en del om astronomi. Mitt syfte med detta examensarbete var att öka såväl min som andras kunskap och intresse för astronomi då det är en sådan viktig beståndsdel i hur vår värld ser ut idag, och hur den kommer att se ut i framtiden. Det åstadkom jag genom att använda kvalitativa intervjuer för att ta fram en problemställning och sedan utveckla en lösning på problemet. Då syftet med en kvalitativ undersökning är att få en så bred och noggrann beskrivning som möjligt av det fenomen man vill belysa passade denna metod in för att hjälpa mig göra min diffusa frågeställning mer greppbar. Under mina intervjuer upptäckte jag att barn ofta är intresserade av astronomi då de börjar lära sig om det i grundskolan. Men det har visat sig att lärare och föräldrar har bristande kunskap inom ämnet och lär följaktligen ut fel information om astronomi till framtida generationer. Min problemställning blev då att öka intresse för astronomi till barnfamiljer vid matbordet. Det är vid matbordet hela familjen brukar vara samlad och man kan då tillsammans lära ut rätt kunskap till såväl barn som föräldrar. På så vis skapar man en lärande konversation runt ämnet. Jag använde mig av brainstormingmetoder för att ta framlösningar på problemet. Det resulterade i en matskål där innerskålen har vårat solsystem i sig och planeterna där innuti är skalenliga i förhållande till varandra. På så sätt lär man sig hur planeterna i solsystemet förhåller sig till varandra medan man njuter av sin måltid.
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Design art furniture and the boundaries of function : communicative objects, performative thingsTaylor, Damon January 2011 (has links)
Over the last two decades a category of artefact has appeared that has come to be termed 'design art': highly expressive furniture and domestic products that are created as self-initiated, often limited edition designs, sold through galleries, exhibited in museums and collected in the manner traditionally ascribed to art. To date no in-depth theoretical analysis of the growth of such design has been conducted and key protagonists such as Droog Design have received little critical attention, as those involved have been largely left to write their own history. Consequently, the aim of this thesis is to account for the development of these objects as the products of particular cultural and historical conditions and ask what the implications of the rise of these particular practices of making, distribution and use may be. This thesis proposes that close analysis of the objects, their form and functional potential, reveals their dialectical qualities, in that in their materiality the tensions and conflicts of the period of their development can be discerned. Through an account of the development of the market for such goods it examines the way in which these things can be studied as commodities, in that they can clearly be understood as status symbols or a form of cultural capital. It is also asserted that by regarding such design as having the potential to impact upon everyday life, and not just as existing as something to be consumed by an elite, such practices illuminate broader problems of the ethics of design in a wider sense. In this way it is argued that these communicative objects, in their ambiguous form and problematic relationship to function, can give an insight into the way we live with performative things: the ideological products of modernity that act upon us as we use them and which contain in their being the protocols and disciplinary forces of their time. The intention therefore is to ask whether design art can be seen as a politically radical practice that suggests ways in which both makers and users can assert a new relationship to the things with which we live.
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Core design aspectsWilson, Jacqueline Anne January 2011 (has links)
This statement gives an overall summary of the aims and achievements of the research work and scholarship carried out by the author during her time at The University of Manchester (and UMIST - now part of The University of Manchester) for which the publications presented give evidence. The research has been about exploring the design process, the activities and issues, and elements involved - from both an industry and student point of view. The publications explore design pedagogy, the skills required by designers and how these might fit into a curriculum for design today.In three parts it summarises the publications presented, reviews the main aspects of design and the current state of knowledge and research in design and summarises the core aspects as distilled from over 36 years practice, research and scholarship.The driver for much of the research undertaken has been to gain a better understanding of the core aspects of design - what key knowledge and skills are required by designers to allow the consistent design of better products and services which enhance the experiences of users. The work presented investigates design and design methods: the activities and processes and the elements involved. It considers responses to designs, the emotional aspect of design - why some designs are preferred over others, why some colour combinations are more desirable, and why repetition is so important to the human psyche. Underpinning the work presented are three research questions. • Are design rules and processes generic for whatever is being designed? • Can a better understanding of design theory and the emotional response to designs ensure a more effective process and thus lead to stronger designs? • Can students be educated to be better design thinkers and ultimately better designers? It concludes that: • 'design' is a process; • design is a problem-solving process and problem-solving is a design process; • for the most effective outcomes a creative and structured approach is required; • this process is based on generic rules and principles which are applicable across all discipline areas; • collaborative/cross disciplinary elements reinforce the concept that there are processes involved that are not unique to individuals or discipline specific; • a greater understanding of the process is of benefit to all individuals and organisations; • any design/problem solving activity will normally result in more than one solution option. The results of the research have informed the author's teaching practice and have been disseminated through publications to benefit the wider education arena. The work presented aims to inform students and design education practitioners.
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Recomendações de design da informação para a otimização do livro didático de geometria gráfica direcionado aos estudantes de cursos de nível superiorROLIM, Amália Maria De Queiroz 31 August 2012 (has links)
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Previous issue date: 2012-08-31 / A linguagem visual está presente em nossas vidas desde as primeiras civilizações humanas. Ao longo dos séculos, desenvolvemos várias maneiras de representação para transmitir informações, por meio de artefatos variados, porém nem sempre de forma eficaz. Dentre estes artefatos, o livro didático pode não apresentar o conteúdo informativo suficientemente claro para satisfazer as necessidades de compreensão do seu leitor. Portanto, neste estudo, analisaremos os aspectos gráficos das imagens impressas nos livros de geometria gráfica, com o objetivo de propor parâmetros de design da informação que permitam a compreensão do conteúdo impresso neste artefato e o esclarecimento das dúvidas de seus usuários. O trabalho foi dividido em três seções, como modo de facilitar a visualização dos dados. A Seção I: Referencial Teórico -contempla dois capítulos que abordam o uso do livro didático no Brasil e seus aspectos gráficos, dentro do campo do design da informação. A Seção II: Referencial Analítico -descreve a análise de cinco livros elencados dentre os demais, utilizados no ensino da geometria gráfica, baseadas em teorias da linguagem visual, desenvolvidas por Bertin, Twyman e Mijksenaar. Na Seção III: Referencial Experimental -apresenta o resultado de um estudo exploratório, realizado com alunos do curso de Arquitetura & Urbanismo de uma IES de Caruaru, Pernambuco, Brasil. O resultado deste experimento foi satisfatório, visto que conseguimos demonstrar de maneira objetiva, que existem questões a serem revisadas, referentes ao aspecto das representações gráficas impressas nos livros analisados. Por fim, alcançamos o nosso objetivo, sugerindo parâmetros para elaboração de livros ou apostilas de Geometria Gráfica, com base nas análises e no experimento realizado. / The visual language is within our lives since the first human civilizations. Over the centuries, we have developed many ways of representing to convey information through a variety of artifacts, but sometimes it is not effective. Among these artifacts, the textbook may not provide the information content sufficiently clear to satisfy the needs of your reader's comprehension. Therefore, in this work we analyze the graphical aspects of the images printed in books of graphics geometry, aiming to propose parameters of information design to the understanding of printed content on this artifact and to clarify the doubts of its users. The work was divided into three sections, in order to facilitate the visualization of data. The Section I: Theoretical Reference -includes two chapters that discuss the use of textbooks in Brazil and its graphical aspects, within the information design. Section II: Analytical Reference -describes an analysis, based on theories of visual languages, developed by Bertin, Twyman and Mijksenaar, of five bookslisted among others, used in the teaching of graphics geometry. Section III: Experimental Reference -we show the results of an exploratory study undertaken with undergraduate students of Architecture & Urban Planning from a college in Caruaru, Pernambuco, Brazil. The result of this experiment was satisfactory, considering that we can show objectively that there are issues to be reviewed in the representation of graphics aspects printed in the books analyzed. Finally, we reached our goal, based on the analysis and experiment, suggesting parameters, to improve design aspects of books or handouts of Graphical Geometry.
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Toddlers and interactive media : Interactimals, Smartphone powerd toysWahlström, Edvin January 2017 (has links)
The single biggest change in every day life for toddlers over the last couple of years has been the introduction of interactive media in the form of phones and tablets. How this affects those children is yet mostly unknown. Many parents utter concerns that their children use it too much, yet they feel they have no other options when it comes to distracting their children. Using the design process this problem is tackled from a holistic point of view, looking at both the child, parent and context. The solutions presented in this project is a commercial product called “Interactimals”. It uses the parents phone as the brain and sensory organ of an interactive toy. This toy comes in different forms and feature-sets to cater to the needs of children ranging from ages of 1-3. The result shows the final design for two of these toys and a suggestion to what the app might look like.
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En musikproducents roll : En undersökning av en musikproducents roll i en musikproduktion / The Role of The Music Producer : A Study About The Role of The Music Producer in a Music ProductionLind, Adam January 2018 (has links)
Ordet musikproducent finns inte i den svenska akademins ordbok, vilket tyder på att en musikproducents roll inte heller finns fastställt någonstans i akademin. Detta är grunden till ämnet i detta examensarbete, just om att definiera en musikproducents roll, att dokumentera en sådan roll som är vitt spridd åt många olika håll inom en musikproduktion. Syftet med arbetet var att finna tydliga roller inom rollen som musikproducent och att också få en förståelse om vilka bakgrunder som kan leda till att bli en sådan. De metoder som använts för att fullfölja detta arbete var dels två intervjuer med två erfarna musikproducenter i närområdet av Gävle, som tydligt gav en bild av deras uppfattning om musikproducenters roll, tack vare deras år av erfarenhet inom ämnet. Det användes också litteratur från Richard James Burgess, Andrew Blake med flera, inom ämnet musikproduktion. Detta resulterade i att en slutsats drogs om att musikproducentens roll inte är fast vid en konstant arbetsuppgift utan att den rollen är flexibel och är aldrig den andre musikproduktionen lik. ”The Role of The Music Producer: A Study About The Role of The Music Producer in a Music Production”
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Understanding and Supporting Product-Service System Designing : Preliminary Insights and Support for Designing Resource-Efficient and Effective SolutionsNeramballi, Abhijna January 2020 (has links)
This licentiate thesis aims to establish the basis for scientifically understanding and supporting the cognitive processes involved in the conceptual design of resource- efficient and effective product-service systems (PSSs). The research carried out is transdisciplinary in nature and includes both prescriptive and descriptive studies. First, the cognitive nature of conceptual PSS designing is investigated. Multiple pre-experimental protocol studies in a laboratory setting are carried out to do so. The cohort of these explorative studies includes experienced industrial practitioners conceptually designing a resource-efficient PSS. These descriptive studies provide quantitative insights into the cognitive effort expended by designers on various design issues and processes during conceptual PSS designing and its potential differences to conceptual product designing. These insights form the basis for future research that can eventually shine light on this complex process with statistically significant empirical results. Second, the essence of extant prescriptive PSS design principles, methods and tools is distilled through a literature analysis and synthesis of the state of the art. Subsequently, important aspects that need to be considered during conceptual PSS designing are consolidated in the form of a PSS design schema. Third, a design navigator named lifecycle-oriented function deployment (LFD) is developed. LFD is essentially a contextual decision-making support tool, developed to guide the conceptual designing of environmentally benign PSSs. This tool informs the designers regarding the potential environmental impacts of specific design parameters of an existing offering. It subsequently guides the designers in the redesign of this existing offering into a PSS with relatively benign environmental impacts. Fourth, the effects of the two proposed prescriptions are tested empirically. True experimental protocol studies are carried out in a laboratory setting to test the effects of the prescriptive PSS design schema on the cognition of PSS designers. LFD is applied in an industrial case study using the action design research method, to support the conceptual redesign of an existing product-centric offering into an environmentally benign PSS. Environmental impacts of the PSS concepts generated using LFD are then evaluated in comparison to that of the existing offering, using simulated lifecycle assessment. A semi-structured interview is carried out to evaluate the utility and usability of LFD, with the company personnel involved in the conceptual redesign process. This licentiate thesis is an effort to effectively design the future research work of the author. This future work will aim to support and establish generalizable scientific knowledge regarding the conceptual designing of resource-efficient and effective PSSs. / <p>Forskningsfinansiär: Mistra REES (Resource Efficient and EffectiveSolutions) program funded by Mistra (The Swedish Foundation for StrategicEnvironmental Research) (grant number DIA 2014/16).</p>
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Safe Space for DisagreementsFerreira, Margarida January 2021 (has links)
No description available.
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Flexiblare studiestöd för arbetande studenterWistemar, Viktoria January 2021 (has links)
Många studenter som arbetar på sidan om sina studier känner sig otrygga då de har svårt att veta vad de tjänar och planera sitt arbete. Dagens studiestödssystem är inte anpassat för dessa kunder och informationen som finns är inte lätt att förstå. Marknadsanalysen visar att det finns flera andra alternativa vägar att gå. Med hjälp av undersökningar, intervjuer och tester tas nya alternativ fram. Alternativen utvärderas och hur de skulle hjälpa att lösa problemen ses över. De aktuella lösningarna visualiseras sedan i form av ett förslag på CSN:s nya applikation för telefoner. Appen testas även av arbetande studenter och input från CSN:s UX designers och grafiska designer ges. Arbetet kommer att användas som beslutsgrund för vidareutveckling inom CSN.
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