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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.
41

Le projet organisant et la dynamique des acteurs dans le projet d'aménagement pour une pensée du projet "par" le design

De Blois, Michel January 2007 (has links)
Mémoire numérisé par la Division de la gestion de documents et des archives de l'Université de Montréal
42

The Second Phase of Sustainability in the Field of Design: Identifying the Success Factors of Design Innovation Through Design Thinking in the Ethnic Craft Industry in Northern Thailand

January 2017 (has links)
abstract: This paper discusses the second phase of sustainability in the field of design and identifies the success factors of design innovation in the ethnic craft industry in northern Thailand. This study explored craftspeople’s capital, their means of developing it, and potential routes to sustainable development on the capital. The literature review examines three topics: (1) ethnic identity and craft; (2) northern Thailand and hill tribes; and (3) design thinking, vulnerability, and resilience. Empirical research was conducted with hill tribe craftspeople in northern Thailand. Seven types of capital—human, social, natural, physical, financial, cultural, and emotional capital—were identified through interviews and observation. Those types of capital indicated what the craftspeople wanted and needed. The key findings were as follows: First, social capital has a close relationship with both human capital and emotional capital, indicating that for craftspeople, networks and membership ensure knowledge and increase connections with friends and family. Secondly, emotional capital is affected by financial capital. Financial capital refers to the monetary resources used to achieve craftspeople’s livelihood objectives. The craftspeople required high order volumes to earn to more money and thus improve their economic condition; they experienced more stress when order volumes were low. Third, financial capital is not related to social and cultural capital. Graphs implied certain relationship among them, with the reasons varying depending on the individual craftsperson’s environment. A high level of social and cultural capital does not affect low financial capital, and vice versa. Finally, cultural capital directly influences emotional capital because the happiness of hill tribe craftspeople is related to their identity and dignity as craftspeople. / Dissertation/Thesis / Masters Thesis Design 2017
43

Imagination + Imagery: A Model for Design Pedagogy

January 2018 (has links)
abstract: The Imagination + Imagery model for design pedagogy is presented. Two studies were conducted to develop the model: (a) the visual imagery assessment of design students; and (b) a historical research on the concept of imagination. Results suggest the following implications as the components of strong imagination for design thinkers: (a) the ability to shape vivid images of objects in mind; (b) the ability to mentally transform the spatial representations of images; (c) to consider the ethical consequences of imagined situation; (d) to use imagination for resolving design wicked problems; and (e) to actively imagine for mental and emotional health. / Dissertation/Thesis / Masters Thesis Design 2018
44

O Design de Hiperlivros Educacionais para Tablets: uma pesquisa baseada na prática

Filho, Marcos Antonio de Lima 31 July 2014 (has links)
Submitted by Etelvina Domingos (etelvina.domingos@ufpe.br) on 2015-04-15T17:53:25Z No. of bitstreams: 2 DISSERTAÇÃO Marcos Antonio Filho.pdf: 14345264 bytes, checksum: 768b2b81f02e6b4c742442a4fcaa1fbc (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) / Made available in DSpace on 2015-04-15T17:53:25Z (GMT). No. of bitstreams: 2 DISSERTAÇÃO Marcos Antonio Filho.pdf: 14345264 bytes, checksum: 768b2b81f02e6b4c742442a4fcaa1fbc (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Previous issue date: 2014-07-31 / Esta dissertação explora o design de hiperlivros para tablets e investiga a utilização desta hipermídia como ferramenta educacional. Neste sentido, o estudo colabora para o avanço do estado da arte tecnológico dos livros didáticos ao produzir, como resultado de uma pesquisa baseada na prática, um hiperlivro paradidático. Em 1 ano, o hiperlivro Amazônia foi baixado 5 mil vezes, e sua prática projetual subsidiou construções teóricas necessárias para o desenvolvimento do conhecimento em design. A pesquisa conclui que os hiperlivros são uma proposta inovadora para o design de livros didáticos, pois superam antigas limitações dos livros impressos, tais como a possibilidade de atualizar o conteúdo, a visualidade ampliada, interatividade e acessibilidade. Bem como, validou-se a utilização dos hiperlivros em tablets como recursos didáticos, ao evidenciar que esta hipermídia pode melhorar a aprendizagem, motivar os alunos, facilitar sua compreensão e aumentar seu interesse pela disciplina. O estudo indica quais métodos e recursos de design devem ser aplicados a fim de atingir melhores resultados.!
45

Business Model Innovations / Inovace Business Modelu

Makarov, Daniil January 2012 (has links)
The thesis covers the phenomenon of business model innovation. It provides with theoretical background of the concept based on the works of several scientists who stand at the beginnings of the discipline. The paper also introduces the principles of design thinking applied to business model innovation in order to get superior results and serve as a guideline for ideation processes and presenting enhancements to existing business models. The practical part is devoted to applying the described concepts on examples from real life, which can especially help small companies in their battle with incumbents. Three industries are analyzed to see the flaws with the current state of things. New business models that can disrupt corresponding industries are offered at the end of each case.
46

Diseño del prototipo de la Unidad Militar de Emergencias 'Yanapay' de las fuerzas armadas del Perú

Follegati Melgarejo, Percy Alfieri, Muñoz Jara, Fernando Manuel, Ordaya Burneo, Angel Daniel 11 1900 (has links)
El objetivo del presente trabajo es diseñar un prototipo de Unidad Militar de Emergencias dentro de las Fuerzas Armadas que atienda las necesidades y expectativas de la ciudadanía en la preparación para la respuesta de la Gestión Reactiva del Riesgo de Desastres Naturales.
47

METODOLOGÍA PARA INTEGRAR EL DISEÑO EN UN PROCESO CURRICULAR STEAM A TRAVÉS DEL USO DE LAS NUEVAS TECNOLOGÍAS CREATIVAS

Azcaray Fernández, Joseba Koldobika 02 September 2019 (has links)
[ES] La entrada al s. XXI ha supuesto cambios tecnológicos que han influenciado los estilos de vida llevando a cabo una transformación de la sociedad más joven hasta la más adulta, abriendo nuevas perspectivas de investigación y paradigmas educativos. A lo largo de la historia, se ha demostrado el potencial creativo y de innovación que poseen los niños a la hora de resolver determinadas situaciones, pero a su vez, la capacidad de perderlo si no es gestionado adecuadamente. Inmersos ya en la cuarta revolución industrial, las nuevas herramientas tecnológicas sugieren retos innovadores hacia la búsqueda de soluciones de los problemas planteados en el marco de la enseñanza. Esta investigación plantea el diseño de un escenario basado en el movimiento maker y FabLab, donde los alumnos y profesores tengan opciones de aprendizaje a partir del uso de la fabricación digital, impresión 3D y la robótica educativa como herramientas para generar ideas creativas e innovadoras. Para llevar a cabo una integración de las técnicas del área de la creatividad, se realiza un estudio a partir de estrategias relacionadas con el diseño. Se presenta el concepto design thinking como una metodología dirigida a la resolución de problemas donde los estudiantes estarán capacitados para desarrollar nuevas ideas, construirlas y llevar a cabo una experimentación basándose en los conocimientos adquiridos en las aulas. Se elabora un enfoque donde tanto los docentes como los alumnos adquieren un nuevo rol de diseñadores. Para ello se establece un escenario, que, apoyado desde diversos informes internacionales, se analiza la innovación de la educación desde la nueva tendencia educativa multidisciplinar STEM (acrónimo del inglés Science, Technology, Engineering, & Mathematics) y cómo las distintas instituciones y políticas educativas comienzan en el desarrollo de nuevas herramientas y métodos basados en estrategias de diseño para ofrecer y generar modelos y tácticas curriculares. Como consecuencia, se analiza la evolución del concepto STEM to STEAM y cómo la integración del término Art (A) favorece el nexo creativo entre disciplinas de ciencia y tecnología. A modo significativo, destaca la importancia de utilizar estrategias basadas en el diseño y la creatividad como una prioridad en la búsqueda de soluciones. Para llevar a cabo esta gestión multidisciplinar, se desarrolla la metodología DiTec, implicando estrategias basadas en el design thinking como una guía creativa hacia la búsqueda de soluciones y el uso de las nuevas tecnologías como el medio curricular para experimentar ideas y generar conocimiento. Con el fin de validar la investigación, se realiza tres casos prácticos donde la metodología DiTec ha posibilitado estandarizar y dar viabilidad al concepto STEAM y cómo el diseño se establece como una futura disciplina proyectual. / [CAT] L'entrada al s. XXI ha suposat canvis tecnològics que han influenciat els estils de vida duent a terme una transformació de la societat més jove fins a la més adulta, obrint noves perspectives de recerca i paradigmes educatius. Al llarg de la història, s'ha demostrat el potencial creatiu i d'innovació que posseeixen els infants a l'hora de resoldre determinades situacions, però alhora, la capacitat de perdre'l si no és gestionat adequadament. Immersos ja en la quarta revolució industrial, les noves eines tecnològiques suggereixen reptes innovadors cap a la recerca de soluci-ons dels problemes plantejats en el marc de l'ensenyament. Aquesta investigació planteja el disseny d'un escenari basat en el moviment maker i FabLab, on els alumnes i professors tinguin opcions d'aprenentatge a partir de l'ús de la fabricació digital, impressió 3D i la robòtica educativa com a eines per generar idees creatives i innovadores. Per dur a terme una integració de les tècniques de l'àrea de la creativitat, es realitza un estudi a partir d'estratègies relacionades amb disseny. Es presenta el concepte design thinking com una metodologia dirigida a la resolució de problemes on els estudiants estaran capacitats per desenvolupar noves idees, construir-les i dur a terme una expe-rimentació basant-se en els coneixements adquirits a les aules. S'elabora un enfoc on tant els docents com els alumnes adquireixen un nou rol de dis-senyadors. Per a això s'estableix un escenari, que, amb el suport des de diversos in-formes internacionals, s'analitza la innovació de l'educació des de la nova tendència educativa multidisciplinària STEM (acrònim de l'anglès Science, Technology, Engine-ering, & Mathematics) i com les diferents institucions i polítiques educatives comen-cen en el desenvolupament de noves eines i mètodes basats en estratègies de disseny per oferir i generar models i tàctiques curriculars. Com a conseqüència, s'analitza l'evolució del concepte STEM to STEAM i com la inte-gració del terme Art (A) afavoreix el nexe creatiu entre disciplines de ciència i tecno-logia. A manera significativa, destaca la importància d'utilitzar estratègies basades en el disseny i la creativitat com una prioritat en la recerca de solucions. Per dur a terme aquesta gestió multidisciplinària, es desenvolupa la metodologia Di-Tec, implicant estratègies basades en el design thinking com una guia creativa cap a la recerca de solucions i l'ús de les noves tecnologies com el mitjà curricular per experi-mentar idees i generar coneixement. Per tal de validar la investigació, es realitza tres casos pràctics on la metodologia Ditec ha possibilitat estandarditzar i donar viabilitat al concepte STEAM i com el disseny s'estableix com una futura disciplina projectual. / [EN] The entry into the 21st century has supposed technological changes that have influenced modern life, undertaking this way a transformation of both the younger and the elder generation and opening the scope for new prospects of research and educational paradigms. Throughout history it has been illustrated the creative and innovative potential that children possess while facing and solving certain situations, but this ability may also vanish if it is not adequately managed. Already immersed in the Fourth Industrial Revolution, new technological tools suggest innovative challenges towards the search of solutions concerning to issues raised within the framework of formal education. This research presents the design for a scenario based on the maker movement and FabLab, where both students and teachers have available learning options from the use of digital fabrication, 3D printing and Educational Robotics as tools for the generation of creative and innovative ideas. In order to carry out the integration of techniques concerning the field of creativity, the research is guided through active strategies related to design. The concept of de-sign thinking is presented as a methodology focused on problem solving in which the students will be able to develop new ideas, construct them and carry out a testing, looking into the acquired knowledge inside the classrooms. For that, a new approach is elaborated; in this approach teachers and students acquire a new role as knowledge and learning designers. It establishes a context that, supported by diverse international reports, analyses the innovation of education from the point of the new STEAM (Science, Technology, Engineering, Art & Mathematics) educational tendency and how different institutions and education politics start within the development of new tools and methods based on design strategies to offer and generate curricular models and tactics. The study analyses the evolution of 'STEM to STEAM' and how the inclusion of the term 'A' favours the creative link among disciplines of science and technology. The importance of using design-based strategies and the creativity as a priority for solution searching is highlighted in a meaningful way. In order to conduct this multidisciplinary management, DiTec methodology is developed, involving strategies based on design thinking as a creative guide towards the search of solutions and the use of new technologies as the curricular vehicle to experiment ideas and generate knowledge. To validate this research, three practical cases are performed, in which DiTec method-ology has allowed for standardization and for the viability of STEAM concept and how the term design is established as a future curricular discipline. / Azcaray Fernández, JK. (2019). METODOLOGÍA PARA INTEGRAR EL DISEÑO EN UN PROCESO CURRICULAR STEAM A TRAVÉS DEL USO DE LAS NUEVAS TECNOLOGÍAS CREATIVAS [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/125704 / TESIS
48

Innovera med data : Bidra till en mer hållbar livsmedelsindustri med hjälp av Design thinking

Högberg, Martin, Olofsson, Victor January 2020 (has links)
Sustainable shopping is something that in recent years has become a growing trend among consumers. However, it can be difficult to know how to go about shopping sustainable and therefore many consumers seek guidence. The goals of this project are to be able to help consumers contribute to a more sustainable food industry by making more sustainable food choices, as well as awaken an interest in new types of food and reduce their food waste. By using the Design thinking method, a final prototype in the form of a mobile application has been developed through iteration of prototyping and testing. The final prototype has functionality to randomize receipes based on user preferences and to send push notifications to inspire consumers to try new recipes. Based on tests of the initial prototype, a ranked list of functionality requirements has been developed which has been the basis for the implementation of the final prototype.
49

Addressing challenges in the initial stages of Business Intelligence with Design Thinking

Kindvall, Oscar January 2022 (has links)
Business Intelligence (BI) can be a great source of advantage in a business decision process. However, as we move forward, data comes in a greater volume and variety than before which puts pressure on BI to utilize this complex data and take better decisions. From BI companies point of view, it is about creating as much value as possible for its customers and stakeholders. It can however be challenging creating value with data that does not correspond with the purpose, business- goals and needs as well as user- goals and needs. Setting up goals, desires, and an overall plan happens in the initial stages of the BI process. This thesis aims to investigate and characterize the possible challenges appearing in these initial stages and discuss a method for addressing these challenges. In consultation with a company within BI, the method chosen was Design Thinking (DT). The challenges of BI in the initial stages and DT relevant for this thesis was studied through a literature study as well as through qualitative interviews and a workshop-like approach. Since the goal of this thesis is to generate theory that can be further researched, grounded theory is used as a strategy. The interviews conducted was with four BI experienced persons, whereas one had experience in DT as well. The result of these interviews confirms, corroborate, and adds to the challenges in the initial stages of BI brought up in the literature study. Challenges such as extracting goals and needs, plan, involve and manage. A desire for a method of ensuring that value is created for the customers was expressed in the interviews. One of the interviewees had used DT-tools in an implementation project scenario before with success. Findings from literature review and interviews gave insights about common challenges in BI and that a human-centered method such as DT can address these challenges.
50

Cirkulär ekonomi för ett hållbart samhälle med inriktning på återbruk av inredningsdekor

Hägglund, Kristin January 2021 (has links)
Det finns ett stort problem bakom den linjära ekonomin vi utövar idag, vilket är att avfallen bara fortsätter att växa samtidigt som vi fortsätter att förbruka på jordens naturresurser. Om vi skall uppnå mål 12 i Agenda 2030 och säkerställa hållbara konsumtions- och produktionsmönster till år 2030 så krävs det åtgärder och engagemang. En bra startpunkt mot detta mål är att göra ett skifte till en cirkulär ekonomi, genom att bland annat börja konsumera secondhand istället för nyproducerad inredning. Secondhandbutiker har populariserats allt mer under de senaste året, vilket beror på människans behov att följa trender. Samtidigt så är det endast ett urval människor som besöker dessa butiker. Syftet bakom denna uppsats var att undersöka hur cirkulär ekonomi kan bidra till en hållbar konsumtion genom återbruk av inredningsdekor. Frågeställningarna hur förhåller sig ett urval secondhandbutiker i Sundsvall med omnejd till återbruk av inredningsdekor och hur förhåller sig ett urval människor till att dekorera sina hem med inredning från secondhand formulerades för att besvara detta. En visuell research i form av en omvärldsbevakning av vad som fanns i secondhandbutikerna, kvalitativa samtalsintervjuer med personal i secondhandbutikerna och en kvantitativ enkätundersökning med ett urval människor utfördes för att besvara dessa frågeställningar.   Det visade sig att främst unga människor är tillmötesgående för öka återanvändningen av inredningsdekor, samt att secondhandbutiker inte anstränger sig tillräckligt mycket för att utöka försäljningen av återbruk. Både konsumenter och secondhandbutikerna följer fortfarande till viss del en linjär ekonomi, men trots att de förekommer tillfällen då människor och secondhandbutiker slänger produkter, så har majoriteten en positiv inställning till att förändra sina konsumtionsmönster och besöker secondhand frekvent i dagens läge. Sammanfattningsvis så visar undersökningen att det finns en stor potential för att försäljning av inredningsdekor skall öka i secondhandbutiker. Detta i och med att undersökningen visar att de flesta konsumenter idag är påtagliga för att återbruka inredningsdekor, vilket vidare leder till en mer ansvarsfull konsumtion och produktion och mängden avfall skulle minska markant.

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