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Designa för barn med barn : En undersökning och diskussion om att involvera barn i designprocesser med fokus på maktobalans mellan barn och vuxna samt barnens ålder / Designing for children with children : A study and discussion about involving children in design processes with focus on the power dynamics between children and adults and the age of the children involvedWahlgren, Matilda January 2023 (has links)
The purpose of this paper is to investigate and discuss the practice of involving children in design processes, focusing on what the benefits are and which practical problems that can occur. By discussing previous research and conducting three interviews with people experienced in the field of designing together with children this paper aims to answer the question: When children participate in design processes what are the benefits, risks, and challenges? The paper concludes that many of the problems that can appear when designing with children are related to power dynamics between children and adults or to the age of the children. These two themes are the focus of the essays result and in addition to presenting the challenges connected to the themes, the paper will also discuss how these problems can be prevented and solved. The conclusion of the paper is that it is important to involve children when designing with children as a target audience because they are experts in being children today which an adult designer is not. The paper also concludes that it is important for designers and researchers to consider and respectfully work with the ethical challenges of involving children in design processes.
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I Egen Hög Person : Ett examensarbete om ångestDupouy, Mathilda January 2022 (has links)
I Egen Hög Person är ett möte mellan illustration och ångesthantering; hur man på ett säkert sätt kan närma sig sina känslor medan man samtidigt håller en välbehövlig distans. Arbetet är resultatet av en idé som vuxit fram ur tanken att inte låta våra känslor begränsas till den mentala tillvaron; i det här examensar-betet får de ta plats i den fysiska världen. Frågeställningarna “Hur kan jag med hjälp av grafisk design skapa ett visuellt och taktilt verktyg för ångesthantering riktat mot vuxna?” och “Hur kan jag med hjälp av illustration humanisera och förkroppsli-ga känslorna som kommer med ångest?” undersöker hur man kan möjliggöra ett mer förstående och hälsosamt förhållande till sig själv och det man känner. För vad är det som händer när vi helt plötsligt sätter ett ansikte på vår ångest? Genom enkäter, workshops, bildanalys, mindmaps, moodboards, skisser och designsprint utforskas ångest och hur den bäst kan förmedlas visuellt. / I Egen Hög Person is a combination of illustration and anxiety management; how to safely approach your emotions while simultaneously maintaining a much-needed distance. It’s the result of an idea that came out of the thought of not letting our emotions be limited to the mental state; in this thesis, they take a step out into the physical world. The questions “How can I use graphic design to create a visual and tactile tool for anxiety management aimed at adults?” and “With the help of illustration, how can I humanize and embody the emotions that come with anxiety?” explores how one can enable a more understanding and healthy rela-tionship to oneself and what one feels. Because what is it really that happens when we suddenly put a face to our anxiety? Through surveys, workshops, image analysis, mind maps, mood boards, sketches and design sprints, the subject of anxiety is explored, and how it is best conveyed visually.
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Design Research Planning and Execution:A comparison between undergraduate design students’ and design research practitioners’ processes of design research planning and executionHu, Lingyue January 2014 (has links)
No description available.
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Design Thinking for ConceptualizationGreen, Julia 19 September 2017 (has links)
No description available.
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Implementing Service Design Methodology Towards the Student Help-Seeking Journey for Mental Health ChallengesJenkins, Maya R. January 2021 (has links)
No description available.
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Hörlurarnas andra, tredje... chans. : En studie om hur over-ear hörlurar kan förbli aktuella genom emotionell design och design for disassembly. / Headphones second, third… chance : A study of how over-ear headphones can stay current by designing with emotional design and design for disassembly.Thaning, Jack January 2024 (has links)
Uppsatsen undersöker hur man med hjälp av teori, Co-Creation, emotionell design, hållbar design och design for disassembly kan skapa hållbara hörlurar ur en lagning och uppgraderingsperspektiv. Studien undersöker over-ear hörlurar med metoderna intervju, produktanalys, persona, moodboard, workshop, skiss och 3D modulering i samband med användare. Resultatet av studien visar på ett koncept med intuitiv lagning och uppgraderingsmöjligheter, resultatet är grundat ur ett emotionellt perspektiv från användarna. Kunskapsbidraget bidrar med kunskap om hur en emotionell koppling till produkter i kombination med Design for disassembly kan skapa en mer hållbar framtid genom att användaren konsumerar färre hela produkter. Uppsatsen avlutas med en diskussion som lyfter svårigheterna med individualiteten av emotionell design, stil, tycke och smak. / The essay examines with the help of theory, co-creation, emotional design, sustainable design, and design for disassembly how you can create sustainable headphones from a repair and upgrade perspective. The study investigates over-ear headphones using interviews, product analysis, persona, mood board, workshop, sketch, and 3D modulation in connection with users. The result of the study shows a concept with intuitive repair and upgrade possibilities, the result is based on an emotional perspective from the users. The study contributes to knowledge about how an emotional connection to products in combination with Design for disassembly and emotional design can create a more sustainable future. By the user consuming fewer products. The essay concludes with a discussion highlighting the difficulties with the individuality of emotional design, style, liking, and taste.
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Redesign av en webbplats via Joomla : Med fokus på en användarcentrerad design baserat på design thinking / Redesign of a website using Joomla : With focus on user-centered design based on design thinkingKarpinska, Justyna January 2016 (has links)
Denna rapport redogör för det praktiska examensarbete som har inneburit en redesign av Birnas Trafikskolas webbplats. Webbplatsen var i behov av en ny design, struktur och innehåll. I detta arbete har designprocessen utförts utifrån ett användarcentrerat perspektiv baserat på design thinking. Arbetsprocessen har bestått av research kring användarna, prototyparbete, framtagande av en grafisk profil och genomförande av användartester. Utvecklingen av den nya webbplatsen har skett via CMS-verktyget Joomla samt med användning av HTML och CSS-kod. Resultatet av detta examensarbete presenteras i form av en webbplats med ny grafisk design och innehåll. / This report describes the practical thesis that entailed the redesign of Birnas driving school’s website. The website was in need of a new design, structure and content. In this work, the design process was carried out with a user-centered approach based on design thinking. The work process has consisted of user research, prototyping, the developement of a graphic profile, and user testing. The developement of the new site has been made through the content management system Joomla and the use of HTML and CSS code. The result of this thesis is presented in the form of a website with new graphic design and content.
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Fundamentals in NatureQuam, Andrea 07 May 2008 (has links)
This project explores innovative methodologies for design education. It is an investigation of teaching design fundamentals in an outdoor classroom.
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O processo de design e a mudança na natureza dos games nos anos 1970 e 1980 / The design process and the nature change in games development in late 1970 and early 1980Da Luz, Alan Richard 17 May 2018 (has links)
O presente trabalho demonstra a infuência dos processos de design no desenvolvimento de games no final dos anos 1970 e início dos anos 1980 e como isso pode ter funcionado como catalisador no processo de evolução da mídia videogame, levando-a da condição de atividade de recreação baseada em habilidades motoras para condição de mídia expressiva capaz de contar histórias. Para isto foi levantado o que seria um processo de design, tanto como metodologia associada a uma prática laboral quanto como estratégia cognitiva, conseguindo assim uma estrutura formal do processo. Dez jogos foram eleitos e analisados extensivamente tanto por seu conteúdo quanto pelos processos usados em seu desenvolvimento, usando-se de pesquisa bibliográfica e também de nove entrevistas com desenvolvedores envolvidos no projeto de games no período do recorte pro posto, para termos um panorama do contexto sociocultural em soma aos processos usados por eles à época. Nessas análises, critérios do processo de design foram utilizados para conseguimos um quadro geral de sua infuência nos games. / The present work demonstrates the influence of design processes in game development in the late 1970s and early 1980s and how this may have functioned as a catalyst in the evolution process of video game media, leading it from the condition of recreational activity based in motor skills for expressive media condition able to tell stories. For this, what was a design process was raised, both as a methodology associated with a work practice and as a cognitive strategy, thus achieving a formal process structure. Ten games were chosen and analyzed extensively both for their content and for the processes used in their development, using bibliographical research and also nine interviews with developers involved in the game design in the period of the proposed cut, in order to have a panorama of the sociocultural context in addition to the processes used by them at the time. In these analyzes, criteria of the design process were used to obtain a general picture of their influence in games.
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Gestão do Design em empresas do setor 2,5: análise do processo de design de artefatos em negócios de impacto a partir da abordagem Design Thinking. / Design managment in hybrid organizations: an artifacts's design process analysis in social business throught Design Thinking.SOUZA, Lamunyel Luis de. 10 June 2018 (has links)
Submitted by Johnny Rodrigues (johnnyrodrigues@ufcg.edu.br) on 2018-06-10T18:34:58Z
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Previous issue date: 2017-07-26 / O presente estudo teve como objetivo analisar o Processo de Design de artefatos
projetados por Negócios de Impacto a partir das fases projetuais da abordagem Design
Thinking, no intuito de caracterizar como se dá o processo de desenvolvimento de
produtos, serviços e artefatos digitais em Empresas do Setor 2,5 (dois e meio). Com
abordagem qualitativa e finalidade exploratória e descritiva, esta pesquisa foi realizada
por meio de estudos de casos múltiplos, os quais foram suportados por levantamento
bibliográfico e documental. Para isso, desenvolveu-se um framework do processo de
Design Thinking, composto por 6 (seis) fases: Contexto, Empatia, Insights, Ideias,
Protótipos e Artefatos. A elaboração deste modelo de referência teve como fundamento
8 (oito) processos, publicados entre os anos de 2007 e 2014. A amostra investigada foi
composta por 5 (cinco) Negócios de Impacto, os quais foram identificados, mapeados e
selecionados de acordo com os critérios delimitados neste trabalho. Os dados foram
coletados virtualmente em 3 (três) etapas, por meio de 2 (dois) questionários publicados
no Formulários do Google, entrevistas semiestruturadas realizadas via Skype™ e
levantamento documental e bibliográfico sobre cada negócio. Os instrumentos utilizados
nesta pesquisa foram apreciados e aprovados pelo Comité de Ética em Pesquisa do
Hospital Universitário Alcides Carneiro (HUAC/UFCG), tendo como Certificado de
Apresentação para Apreciação Ética (CAAE) o registro n° 63084316.7.0000.5182. Os dados obtidos foram registrados, organizados e categorizados com o suporte dos softwares MP3 Skype Recorder v.4.29 e Microsoft® Groove, Word® e Excel®, assim como foram transcritos, revisados, codificados e interpretados à luz da abordagem de Creswell (2010) para estudos qualitativos. Como resultados, viu-se que cada negócio possui uma configuração processual bastante singular, influenciada pelas particularidades do projeto, pela cultura organizacional e experiência da empresa, bem como pelo repertório, expertises e aporte metodológico da equipe. Assim como o Design Thinking, o processo projetual nos Negócios de Impacto se caracteriza principalmente pelo foco no ser humano, pela colaboração multidisciplinar e pela experimentação de soluções. Isto posto, concluiu-se que o Processo de Design de Artefatos em Negócios de Impacto não somente se assemelha com o Design Thinking, mas que este é também utilizado deliberadamente como metodologia projetual pela maioria dos empreendimentos investigados. Ademais, viu-se que algumas de suas características se revelam difusas, em maior ou menor intensidade, de maneira consciente ou não intencional, entre os estágios projetuais das empresas pesquisadas, até mesmo naquelas que não utilizam o pensamento de design como método ou que não possuem um processo metodológico mais rigoroso. / This study aimed to analyze the Design Process of artifacts designed by Social Business
through the design phases of the Design Thinking approach, in order to characterize how
the development process of products, services and digital artifacts in Sector 2.5's
Companies occurs. With a qualitative approach and exploratory and descriptive goal, this
research was carried out through multiple case studies, which were supported by a
bibliographical and documental research. For this, a framework of the Design Thinking
process was developed, composed of 6 (six) phases: Context, Empathy, Insights, Ideas,
Prototypes and Artifacts. The elaboration of this reference modelwas based on 8 (eight)
processes, published among the 2007 and 2014 years. The sample investigated was
composed of 5 (five) Social Business, which were identified, mapped and selected
according to the criteria delimited in this study. The data was virtually collected through
3 (three) steps: 2 (two) surveys published in Google Forms, a semistructured interview via
SkypeTM, and the documental and bibliographical research. The data was recorded,
organized and categorized with MP3 Skype Recorder v.4.29 and Microsoft® Groove,
Word® and Excel®, as well as transcribed, revised, codified and interpreted through
CreswelLs (2010) approach for qualitative studies. This research was appreciated and
approved by the Research Ethics Committee of the University Hospital Alcides Carneiro
(HUAC / UFCG), having as Certificate of Presentation for Ethics Assessment (CAAE) the
number 63084316.7.0000.5182. As a result, each business has a singular process
configuration, influenced by the particularities of the project, organizational culture and
company experience, and the know-how of the team. As Design Thinking, the Social
Business design process is characterized mainty by the human-centered approach, the
multidisciplinary collaboration and the experimentation of solutions. Therefore, it was
concluded that the Social Business design process not only resembles the Design
Thinking approach, but that it is also deliberately used as a design methodology by the
most of the enterprises investigated. Thus, some of its characteristics have been diffused, to a greater or lesser intensity, in a conscious or unintentional way, between the design
stages of the companies researched, even by those that do not use Design Thinking as a
method, or that do not have a more rigorous methodological process.
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