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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.
11

Las estrategias de diseño de la marca fast fashion Zara que influyen en la decisión de compra de indumentaria de las mujeres del sector A y B en Lima en los últimos 8 años / The design strategies of the fast fashion Brand Zara that influences the decision to buy women’s clothing from sector A and B in Lima over the past 8 years

Bazán Bazán, Alessandra Janet 11 July 2020 (has links)
A través de los años, el rubro de la moda ha ido atravesando por diversos cambios, los cuales han impulsado a que las marcas se adapten a estos e implementen constantemente propuestas innovadoras que cumplan con las exigencias del público. Por ello, como parte del cambio, la moda se ha adaptado de manera rápida a las últimas tendencias a través de un movimiento acelerado llamado fast fashion. Un claro ejemplo de marca exitosa que opera con el fenómeno de moda rápida es la firma española Zara. Esta se caracteriza por su gran manejo de innovación, flexibilidad, rápida recepción de tendencias y producción acelerada para posicionarse exitosamente en el mercado y en la mente de los consumidores. Del mismo modo, Zara aplica diversas estrategias; entre ellas, las de diseño para influir en la decisión de compra de los consumidores y motivarlos a que adquieran artículos en algunos de sus establecimientos. La presente investigación con enfoque cualitativo busca conocer las estrategias de diseño de la marca Zara. Por ello, la pregunta de investigación es la siguiente: ¿De qué manera influyen las estrategias de diseño de la marca fast fashion Zara en la decisión de compra de indumentaria de las mujeres del sector A y B en Lima en los últimos 8 años? Por tal motivo, el trabajo describe las estrategias de diseño que usa Zara para atraer cada vez a más clientes e incentivarlos a comprar indumentaria en las tiendas y a la vez, para mantenerse un paso más adelante de la competencia. / Over the past years, the fashion business has gone through several changes, which have encouraged brands to adapt them and constantly implement innovative proposals that satisfy the demands of the public. That’s why, as part of this change, the fashion industry quickly adapted to the latest trends through an accelerated movement called “fast fashion”. A clear example of a successful brand that operates with this phenomenon, is the firm “Zara”, which is characterized by it’s great handling of innovation, flexibility, quick reception of trend and production to position itself successfully in the market and in the mind of the consumers. In the same way, Zara applies different strategies; between them, the design to influence the decision of buy items in some of their establishments. This investigation, with a qualitative approach, seeks to know the strategies of the Zara brand. Therefore, the research question is the next: How the design strategies of Zara influences in the decision to buy women’s clothing from sector A and B in Lima over the past 8 years? For this reason, this works describes the design strategies that Zara uses to attract more and more customers and motivate them to buy clothing in some of the stores and, at the same time, to stay one step ahead of the competition.
12

Framework for Increased Intrinsic Motivation using Gamification Strategies in E-Learning / Ramverk för Ökad Inre Motivation genom användande av Spelifieringsstrategier inom E-lärande.

Larsson, Love January 2015 (has links)
This paper explores how intrinsic motivation can be increased by making use of meaningful gamification strategies in an E-Learning environment. A framework for increased intrinsic motivation in E-Learning, based on existing gamification strategies is proposed. The proposed strategies are: Meaning & Framing, Autonomy & Freedom of Choice, Mastery & Reflection and Social Connection & Relatedness. The framework is implemented into a case design: an introductory online course for coding at the Royal Institute of Technology (KTH). The design was discussed in a focus group. The findings from that focus group along with the proposed design strategies formed the basis for the discussion. The results showed that this framework has promise, but a proper implementation of the case design would be required in order to truly validate or dismiss the framework. It was also found that the user situation and the context of the learning were important to keep in mind when designing for meaningful gamification. Thus, Context & User Situation was added to the framework. / Detta arbete utforskar hur inre motivation kan ökas genom att använda så kallade meningsfulla spelifieringstekniker i miljöer för E-lärande. Ett ramverk baserade på existerande spelifieringstrategier togs fram. Ramverket innehåller följande strategier: Mening & Inramning, Autonomi & Fria Val, Bemästrande & Reflektion samt Social Anknytning & Samhörighet. Ramverket implementerades i ett design-case: en introduktionskurs för programmering vid Kungliga Tekniska Högskolan (KTH) i Stockholm. Designen diskuterades och utvärderades i en fokusgrupp. Resultaten från den fokusgruppen bidrar till vidare diskussion om hur ramverket träffar målet om ökad inre motivation. Slutsatsen för arbetet blev att ramverket är lovande, men en riktig implementation av designen skulle behövas för att fullständigt validera eller avfärda det. Resultaten visar också på att användarens situation och i vilken kontext lärandet sker är viktiga att ta hänsyn till när det handlar om att designa för inre motivation. Således lades Kontext & Användarsituation till i ramverket.
13

Post-Pandemic Alternative Architectural Design

haj, Juana January 2021 (has links)
Architecture is known to gather people and encourage shared spaces in our buildings and homes, while the Corona virus, aka COVID-19 has refrained us from our usual face to face communication and meetups. For some, work and social life has been reduced and limited to a screen, virtual meetings for studies, work, social events and so forth. Architecture has its impact on us more than ever before. It can and should provide us safety, infection control and prevention from getting sick. The materials we choose to design our home with is also crucial in a pandemic situation as we should be looking for disinfectant material properties. Copper have been shown to perform better than other common materials like steel, plastic, and wood. Air circulation and ventilation in inner spaces will also have stricter requirements where the air should be changed every hour and checking the air quality – that could be improved with the ratio of greenery and open spaces. Designing a home that can stimulate the productivity, flexibility, comfort, happiness, and health in its dwellers is the ultimate goal for this study. The target audience for the thesis are architects, interior designers and laymen who are interested in this field or those that are seeking a design which promotes healthy, safe and adequate living spaces and homes. The methods used in this study where both quantitative and qualitative methods through an international online survey as well as conducting local interviews with residential buildings’ dwellers in Berlin. On one hand, poor design can lead to both higher expenses in the long term as well as leading to bad physical and mental health, which is felt through the responses from both the survey and interviews. The biophilic design on the other hand, can have a huge positive impact on the dwellers both physically and mentally and should be tested and used more as a solid base for designing interior spaces.
14

Cirkulär design hos svenska modeföretag : cirkulära designstrategier och dess tillämpning / Circular design at Swedish fashion companies : circular design strategies and their application

Braska, Sonia, Hellgren, Mikaela January 2022 (has links)
Textil- och modeindustrin är en av de mest miljöförorenande industrierna i världen, med dess resursintensitet och stora mängd producerat avfall. De senaste åren, med start från år 2000 har klädproduktionen fördubblats, medan det genomsnittliga antalet gånger plagget används innan det slängs har minskat. Förändringar i produktionsteknik, konsumtionsmönster och materialval är sannolikt inte tillräckligt för att vända textilindustrins påverkan på miljön. Branschen behöver övergå från den nuvarande linjära ekonomin till en mer cirkulär ekonomi där design spelar en central roll. Denna studie belyser de svenska modeföretagens arbete med cirkulära designstrategier och utforskar hur kunskap om cirkulära strategier från andra branscher skulle kunna hjälpa modebranchen att gå mot ökad cirkularitet. Med hjälp av mixed method undersöktes den svenska modebranschens arbete med cirkulära design strategier och branschens utmaningar för ökad cirkularitet. Studien utforskade även organisationer utanför modebranschen för att avgöra hur deras cirkulära framgångar kan implementeras på modeindustrin. Resultaten visar att medan svenska modeföretag implementerar cirkulära designstrategier regelbundet behöver det inte översättas till ökad total cirkulariteten i deras kollektioner. Studien finner att ett gemensamt mått på cirkularitet inom modeprodukter, en systemförändring där cirkulär design och affärsmodeller implementeras genom hela värdekedjan, och ökat samarbete kombinerat med nödvändig infrastruktur är de mest nödvändiga faktorerna för att öka cirkulariteten inom branschen. / The textile and fashion industry is one of the most environmentally polluting industries in the world, with its resource intensity and large amount of produced waste. In recent years, starting from the year 2000, clothing production has doubled, while the average number of times a garment is used before it is thrown away has decreased. Changes in production technologies, consumption patterns and material choices are likely not, enough to reverse the textile industry's impact on the environment. The industry needs to shift from the current linear economy to a more circular one where design plays a pivotal role. This study sheds light on the Swedish fashion companie's work with circular design strategies and explores how knowledge about circular strategies gained from other industries could help fashion move towards increased circularity. With help of mixed method research the Swedish fashion industry's work with circular design strategies and the industry's challenges for increased circularity were examined. The study also explored organizations outside the fashion industry to determine how their circular successes can be implemented here. The results show that while Swedish fashion companies implement circular design strategies regularly it doesn’t necessary translate into increased overall circularity of their collections. The study finds that a common measure for circularity in fashion products, a systemic change where circular design and business models are implemented throughout the entire value chain, and increased collaboration paired with necessary infrastructure are the most necessary factors to increase circularity within the industry.
15

Inspiration by Nature: Biomimetic Research Informs Adaptable Building Skin System for Natural Ventilation and Daylight in Hot Dry Climate (Yazd, Iran)

Navidi, Parisa 01 January 2014 (has links) (PDF)
Many plant species, including Barrel Cacti, have developed long-term evolutionary adaptable traits to survive in extreme climates. The most important trait of cacti in extreme hot dry climates is to reduce water evaporation and increase water storage. The exterior skin of a cactus plays an important role in preventing water evaporation through heat transmission. On the other hand, there have been many passive design strategies applied to the space planning and building design of architecture in hot dry climates. The goal of these passive design strategies is to regulate the penetration of heat into building spaces while creating a strong ventilation system to help bring cool air inside the building. In this paper, adaptations of the Barrel Cactus' exterior skin, along with architectural passive design strategies for hot dry climates (in this caseYazd, Iran) will be discussed and integrated with one another through the concept of Biomimicry. The goal is to design an exterior building skin that is attuned to the environmental conditions of a hot dry climate, based on the successful applicable behaviors demonstrated in the Barrel Cactus. Key architectural features such as natural ventilation and daylight will be informed by the evolutionary cacti adaptations and passive architectural strategies in the design of the building skin in order to increase the possibility of consistent comfort for users of an office building.
16

Instructional Design Implications for Non-native English Speaking Graduate Students: Perceptions on Intercultural Communicative Competences and Instructional Design Strategies for Socially Engaged Learning

Park, Yeonjeong 27 May 2010 (has links)
A university is an academic place with students from a variety of cultures. Non-native English speaking (NNS) graduate students are a group representing diverse cultural backgrounds. However, these students' challenges in linguistic and socio-cultural adjustment impact their effective learning and academic success. Intercultural Communicative Competence (ICC) is an important ability that they need to consider. It assesses attitude, skills, knowledge, adaptability, flexibility, and communication ability with culturally different people. Researchers in Instructional Design and Technology (IDT) have suggested that instructional designers should understand diverse learners' abilities and cultural characteristics and apply them in their Instructional Design (ID) strategies. However, the existing ID models do not specifically include ICC as a consideration in the design process. Furthermore, there has been a lack of research on culturally diverse or minority students. Considering NNS graduate students' characteristics, cultural diversity, and need to develop ICC, the researcher reviewed three social theories of learning: social learning theory, sociocultural and cultural-historical activity theory, and situated learning theory. Socially engaged learning, a synthesized framework, was recommended for NNS graduate students along with effective ID strategies. This research investigated perceptions on ICC and ID strategies for socially engaged learning in a sample of 208 NNS graduate students. Quantitative methods were used to assess students' ICC level and perceptions of effective instructional strategies in four categories: (1) students' gradual engagement and active participation, (2) learning in rich cultural context, (3) self-regulation and learning ownership, and (4) integration of communication technologies. Results showed that NNS graduate students were diverse in background characteristics, academic disciplines, cultural origins, and previous experiences; they perceived a moderately high level of ICC; and they generally had positive views on ID strategies for socially engaged learning. This research can help instructional designers and instructors in higher education to better understand the needs of NNS graduate students and to prepare them to study more effectively and have more valuable intercultural experiences. / Ph. D.
17

The Conceptualization, Utilization, Benefts and Adoption of Learning Objects

Kim, Sunha 22 January 2010 (has links)
Learning objects have received attention because of their potential to improve current methods of teaching and learning. Despite perceived importance, there has been lack of studies that examine the use of learning objects across various contexts. In response, this study examined the actual use of learning objects and their perceptions among Instructional Design and Technology (IDT) practitioners in U.S. This study was based on the data from 191 IDT practitioners from various sectors, including higher education, business, government, and K-12. The study results contribute to the body of knowledge on learning objects in terms of four areas: conceptualization, utilization, benefits, and adoption. First, the study results should allay the concern that the conceptualization of learning objects focuses too much on technical aspects. IDT practitioners emphasized both technical and learning aspects in conceptualizing learning objects. In conclusion, the present study laid the foundation for a working definition of learning objects. Second, the study showed that IDT practitioners were utilizing learning objects to empower learners to have control over their own learning. The current study identified design strategies that IDT practitioners were frequently using. The most frequently utilized strategy was the provision of concrete, authentic examples and problems. Along with design strategies, this study identified the frequently adopted granularity levels: assets, combined media, one complete instructional unit, lesson or module, and course. Combined media, which consists of content and optional media, was the most frequently utilized granularity level of the five levels. The study provided empirical data to help determine formal design strategies and optimal granularity levels in utilizing learning objects based on the frequent use among IDT practitioners. Third, this study filled the research gap on the benefits of learning objects from an IDT perspective. Study results showed that IDT practitioners were positive about the overall benefits for the ID process, along with reusability and the support for the motivation and interactivity features. However, they were less convinced of the time and cost savings. Generally, IDT practitioners were satisfied with the benefits of learning objects. Fourth, the present study improved the understanding of the adoption status of learning objects. Currently, many of the participants' organizations were adopting or exploring the implementation of learning objects. The adoption of learning objects has a promising future, as IDT practitioners were positive about their organizations' intentions to use learning objects in the future. At the individual level, IDT practitioners were found to use learning objects for their professional role and across various projects. As an adoption factor, IDT practitioners showed the positive reactions to learning objects' perceived usefulness. / Ph. D.
18

Primary energy use of residential buildings : implications of materials, modelling and design approaches

Tettey, Uniben Yao Ayikoe January 2017 (has links)
Buildings can play an essential role in the transition to a sustainable society. Different strategies, including improved energy efficiency in buildings, substitution of carbon intensive materials and fuels, efficient energy supply among others can be employed for this purpose. In this thesis, the implications of different insulation materials, modelling and design strategies on primary energy use of residential buildings are studied using life cycle and system perspective. Specifically, the effects of different insulation materials on production primary energy and CO2 emission of buildings with different energy performance are analysed. The results show that application of extra insulation materials to building envelope components reduces the operating primary energy use but more primary energy is required for the insulation material production. This also slightly increases the CO2 emissions from material production. The increases in primary energy use and CO2 emissions are mainly due to the variations in the quantities, types and manufacturing processes of the insulation materials. Thus, choice of renewable based materials with energy efficient manufacturing is important to reduce primary energy use and GHG emissions for building material production. Uncertainties related to building modelling input parameters and assumptions and how they influence energy balance calculations of residential buildings are explored. The implications on energy savings of different energy efficiency measures are also studied. The results show that input data and assumptions used for energy balance simulations of buildings vary widely in the Swedish context giving significant differences in calculated energy demand for buildings. Among the considered parameters, indoor air temperature, internal heat gains and efficiency of ventilation heat recovery (VHR) have significant impacts on the simulated building energy performance as well as on the energy efficiency measures. The impact of parameter interactions on calculated space heating of buildings is rather small but increases with more parameter combinations and more energy efficient buildings. Detailed energy characterisation of household equipment and technical installations used in a building is essential to accurately calculate the energy demand, particularly for a low energy building. The design and construction of new buildings present many possibilities to minimise both heating and cooling demands over the lifecycle of buildings, and also in the context of climate change. Various design strategies and measures are analysed for buildings with different energy performance under different climate scenarios. These include household equipment and technical installations based on best available technology, bypassing the VHR unit, solar shading of windows, combinations of window u- and g-values, different proportions of glazed window areas and façade orientations and mechanical cooling. The results show that space heating and cooling demands vary significantly with the energy performance of buildings as well as climate scenarios. Space heating demand decreases while space cooling demand and the risk of overheating increase considerably with warmer climate. The space cooling demand and overheating risk are more significant for buildings with higher energy performance. Significant reductions are achieved in the operation final energy demands and overheating is avoided or greatly reduced when different design strategies and measures are implemented cumulatively under different climate change scenarios. The primary energy efficiency of heat supply systems depends on the heat production technology and type of fuel use. Analysis of the interaction between different design strategies and heat supply options shows that the combination of design strategies giving the lowest primary energy use for space heating and cooling varies between heat supply from district heating with combined heat and power (CHP) and heat only boilers (HOB). The primary energy use for space heating is significantly lower when the heat supply is from CHP rather than HOB. Operation primary energy use is significantly reduced with slight increase in production primary energy when the design strategies are implemented. The results suggest that significant primary energy reductions are achievable under climate change, if new buildings are designed with appropriate strategies.
19

Mobilapplikationsutveckling med en användarcentrerad designfilosofi : enligt ISO 9241-210 / Mobile application development with a user-centred design philosophy : with ISO 9241-210

Aho, Jim, Höijer, Hans January 2012 (has links)
Marknaden för smartphones har vuxit stort under de senaste åren och även utveckling av applikationer till dessa. Då utveckling av applikationer för smartphones skiljer sig från traditionell utveckling så passar inte traditionella utvecklingsprocesser för utveckling till smartphones på ett optimalt sätt. Denna studie undersöker mobilapplikationsutveckling med fokus på användbarhet. Då det råder brist på systemutvecklingsprocesser för mobilapplikationsutveckling så vill denna studie utvärdera ISO standarden ”ISO 9241-210 – Användarcentrerad design för interaktiva system”. Denna standard är en samling av riktlinjer och krav för generell systemutveckling. Studien utvärderar därför lämpligheten att använda ISO 9241-210 för utveckling av mobilapplikationer, då fokus ligger på användbarhet. En prototyp för iPhone utvecklades med ISO 9241-210 som bas och utvärderades sedan för att se om användbarheten var acceptabel. Författarna utvärderade också hur ISO 9241-210 riktlinjer hade implementerats i utvecklingen av prototypen och även utvärderat om riktlinjerna i Apples App Design Strategies har motsvarande riktlinjer i ISO 9241-210. Slutsatsen är att ISO 9241-210 är en bra grund att stå på vid utveckling av mobilapplikationer men att det finns några riktlinjer som kan ges mer eller mindre fokus, beroende på projektets omfattning. / Program: Systemarkitekturutbildningen
20

Design e paisagem urbana – estratégias de design para parques de Goiânia / Design and urban landscape – design strategies for parks of Goiânia

Silva, Matheus Lima da 23 March 2018 (has links)
Submitted by Erika Demachki (erikademachki@gmail.com) on 2018-04-05T21:32:38Z No. of bitstreams: 2 Dissertação - Matheus Lima da Silva - 2018.pdf: 13609524 bytes, checksum: 827a68656124dfb82fd37c814aa8b095 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2018-04-06T12:24:35Z (GMT) No. of bitstreams: 2 Dissertação - Matheus Lima da Silva - 2018.pdf: 13609524 bytes, checksum: 827a68656124dfb82fd37c814aa8b095 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Made available in DSpace on 2018-04-06T12:24:35Z (GMT). No. of bitstreams: 2 Dissertação - Matheus Lima da Silva - 2018.pdf: 13609524 bytes, checksum: 827a68656124dfb82fd37c814aa8b095 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2018-03-23 / This research approaches Goiânia’s parks as part of the contemporary urban landscape and as an architectural element of citizenship production. It investigates the nature of these environments through the design optics. It was observed that even being a public space, the urban parks present aggregations and segregations in its uses. In response to this, it is possible to notice that some of this behaviors are detracted, generating interactions and conflicts in the functioning of these environments. Apparently, the current physical distribution of the environment has contributed to this behavior. The hypothesis is that through design strategies, people's interaction can be effectively triggered for the production of citizenship. By this perspective, the aim was to understand the functioning of contemporary urban parks and to identify how the space interfere in social behavior, in order to recover their primary function, which is the use of the environment in a collectively way, but with belonging. The methodology is based on a historical and qualitative approach, through the analysis of parks that present similar morphological structures. The expectation is that these design strategies can direct their 're-operation' in favor of interaction among users. / Esta pesquisa aborda os parques de Goiânia como parte da paisagem urbana contemporânea e como um elemento arquitetônico de produção de cidadania. Nela dedica-se a investigar a natureza destes ambientes através da ótica do design. Observa-se que mesmo sendo um espaço de caráter público, os parques urbanos apresentam agregações e segregações entre seus usuários. Em consequência a isto é possível notar que alguns comportamentos são desvirtuados, gerando tanto interações quanto conflitos no que diz respeito ao funcionamento destes ambientes. Ao que tudo indica, a atual configuração física dos parques tem contribuído para estes comportamentos. Emerge-se, então, a hipótese de que através da criação de estratégias de design, o convívio das pessoas pode ser efetivamente acionado no que tange a produção de cidadania. Tendo em vista este preceito, o objetivo é buscar compreender o funcionamento dos parques urbanos contemporâneos e identificar como o espaço físico constituído interfere no comportamento social, a fim de transformar sua função primordial que é o uso do ambiente de modo coletivo, porém com pertencimento. A metodologia baseia-se em uma abordagem histórica e qualitativa, por intermédio da análise de parques que apresentam estruturas morfológicas semelhantes. A expectativa é que essas estratégias de design, possam direcionar seu ‘re-funcionamento’ em prol da interação entre os usuários.

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