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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

Modelo MODThink: o pensamento de design aplicado ao ensino-aprendizagem e desenvolvimento de competências cognitivas em modelagem do vestuário / MODThink MODEL: The thought of design applied to teaching-learning and development of cognitive competencies in clothing modeling

Emídio, Lucimar de Fátima Bilmaia 29 May 2018 (has links)
Submitted by Lucimar De Fátima Bilmaia Emídio (lucimaremidio@gmail.com) on 2018-08-23T14:32:17Z No. of bitstreams: 1 Tese_Depósito.pdf: 11166218 bytes, checksum: 541dbd3c7fb7f804c9c22dde840baecb (MD5) / Approved for entry into archive by Lucilene Cordeiro da Silva Messias null (lubiblio@bauru.unesp.br) on 2018-08-24T12:54:47Z (GMT) No. of bitstreams: 1 emidio_lfb_dr_bauru.pdf: 11166079 bytes, checksum: 9ce69b1ebb85012b0b817ce6128f0a46 (MD5) / Made available in DSpace on 2018-08-24T12:54:47Z (GMT). No. of bitstreams: 1 emidio_lfb_dr_bauru.pdf: 11166079 bytes, checksum: 9ce69b1ebb85012b0b817ce6128f0a46 (MD5) Previous issue date: 2018-05-29 / A modelagem do vestuário é uma área de conhecimento do design de moda, que se consolidou como um tema de grande relevância, especialmente por relacionar-se com os domínios conceituais, funcionais, técnicos e estéticos do projeto, associados às questões produtivas. Por isso, esta tese trata da necessidade de substituir a tradicionalidade dos modelos e métodos de ensino praticados nesta área, ainda sob forte influência de padrões rígidos e práticas predominantemente instrucionais, por abordagens metodológicas de caráter flexível, capazes de atender a complexidade envolvida na construção do raciocínio de modelagem em uma perspectiva contextual e sistêmica, sobretudo integradas a contextos projetuais. Nesta perspectiva, propõe-se empregar as práticas projetivas utilizadas no design, para o ensino-aprendizagem e desenvolvimento da competência cognitiva em modelagem, que a partir da abordagem desta tese passa a ser conceituada em duas dimensões: técnica-criativa, voltada à concepção do vestuário e técnica-produtiva, direcionada a produção do vestuário. Há um entendimento de que é na articulação entre ambas dimensões, que é possível integrar o ensino desta área aos vários domínios do projeto. Além disso, apresenta-se um escopo teórico da área Educacional, do Design e da Criatividade, que associado ao levantamento e análise de dados quali-quantitativos, possibilita avaliar como a forma de pensamento, procedimentos cognitivos, métodos, técnicas e ferramentas, características do campo do design e da criatividade, podem ser aplicados ao ensino-aprendizagem de modelagem. Como resultado apresenta-se o modelo MODThink, voltado ao ensino-aprendizagem e desenvolvimento de competências cognitivas em modelagem, o qual visa instrumentalizar docentes desta área, para potencializarem níveis cognitivos de desempenho do aluno, durante o processo de ensino-aprendizagem das disciplinas relacionadas a este campo do saber, em cursos de design de moda. / The modeling of clothing is an area of knowledge of fashion design, which is consolidated as a subject of great relevance, especially because it is related to the current, functional, aesthetic and design concepts associated with productive ones. For this reason, this thesis deals with the need to replace the traditionality of the models and teaching methods practiced in this area, still under strong influence of rigid patterns and predominantly instructional practices, through methodological approaches of a flexible nature, capable of attending to the complexity involved in the construction of the modeling reasoning in a contextual and systemic perspective, mainly integrated to the project contexts. In this perspective, it is proposed to use the projective practices used in design, for teaching-learning and development of cognitive competence in modeling, which from the approach of this thesis is conceptualized in two dimensions: technical-creative, focused on the conception of clothing and technical-productive, aimed at the production of clothing. There is an understanding that it is in the articulation between both dimensions that it is possible to integrate the teaching of this area to the various domains of the project. In addition, a theoretical scope of the Educational, Design and Creativity area is presented, which, together with qualitative and quantitative data collection and analysis, enables us to evaluate the way of thinking, cognitive procedures, methods, techniques and tools, characteristics of the field of design and creativity, can be applied to teaching-learning modeling. As a result, the MODThink model is presented, focused on teaching-learning and development of cognitive skills in modeling, which aims to equip teachers in this area to enhance cognitive levels of student performance during the teaching-learning process of the disciplines related to this field of knowledge, in fashion design courses.
42

Transposition en architecture des connaissances d'ingénierie environnementale et des savoirs relatifs au choix des matériaux / Transposition to architecture of environmental engineering and materials choices knowledges

Fernandez, Laure 13 September 2010 (has links)
Les démarches environnementales s’accompagnent de plus en plus d’approches et d’outils d’aide à la conception. Toutefois, ces savoir-faire techniques s’avèrent peu exploités dans les projets architecturaux. Partant de ce constat, notre recherche porte sur la qualité environnementale des matériaux et procédés de mise en œuvre. Elle vise à alimenter, par la mise au jour de savoirs et de méthodes innovantes, les pratiques opérationnelles en architecture. La mise au jour d'outils d'aide à la conception simplifiée informant un public non spécialiste sur différents champs d'études explicites et relatifs à la qualité des matériaux, est une évolution importante dans le domaine de l’architecture.Nous avançons différentes propositions innovantes pour l’intelligibilité et la cohérence de futurs outils d’aide à la conception. Nous les illustrons par la mise en place d’un prototype d’outil MaTerre’iO renseignant globalement les concepteurs en architecture sur les savoirs liés aux matériaux et plus spécifiquement sur les connaissances de l’ingénierie environnementale.La principale retombée de notre travail de recherche est de contribuer à édifier une passerelle innovante entre les disciplines / Nowadays, environmental proceedings can use more and more methods and design tools to start with the conception. However, these technical methods turn out to be untapped into architectural projects. This question orientated our research towards environmental quality of materials and processes of implementation. Through the update of the knowledge and innovative methods, our work tends to increase the capacity of operational practice in architecture. The implementation of a design assistance tool - easy to use for non experts and providing several clearly configuration fields, based on caseworks and linked to quality of materials - is a significant evolution in architectural communities. We point up several innovative propositions for future design assistance tools. We illustrate it by the setting up of a prototype named MaTerre’iO. This mock up informs architectural designers about the knowledge upon materials, and more specifically on the environmental engineering knowledge.The main repercussion of our researched work is to contribute to initiate an innovating interface between environmental engineering topics and expectations of architectural design
43

Subsídios para seleção de materiais poliméricos termoplásticos. / Termoplastic material selection aids.

José Alex Piccolo Sant\'Anna 17 August 2007 (has links)
A constante evolução dos Materiais Poliméricos e seus compostos, a procura por um melhor desempenho e redução de peso em peças técnicas, têm levado a busca de soluções inovadoras em materiais termoplásticos para peças tradicionalmente produzidas em materiais metálicos. Nestes casos, a fase inicial de um projeto deve ser realizada com muito cuidado e é onde as metodologias de Seleção de Materiais e Processos de Fabricação (SMPF) mais podem contribuir para o sucesso de um produto. Existem muitas ferramentas para seleção de materiais, algumas delas até mesmo voltadas especificamente aos polímeros, mas nota-se que uma metodologia adequada - e talvez específica - ainda seja necessária. O objetivo deste trabalho foi analisar os métodos utilizados na academia e na indústria para a seleção de materiais termoplásticos, bem como os bancos de dados e programas de computador disponíveis, na busca de subsídios para auxiliar profissionais de projeto de produtos, sejam eles engenheiros ou não. Assim, tratou-se inicialmente de aspectos de Engenharia de Materiais e de SMPF e especificamente de Materiais Poliméricos termoplásticos, na busca de oferecer uma base comum por meio de definições e premissas utilizadas. Como é de interesse entender a inserção da filosofia de SMPF na indústria de transformação de materiais termoplásticos, investigou-se os processos de SMPF na academia e na indústria. A partir desta investigação, é apresentada uma discussão entre as semelhanças e uma possível intersecção entre estas duas realidades, analisando-se os sistemas existentes de maneira a apontar caminhos para estas duas áreas e culminando com uma proposta de modificações nas metodologias atuais para adequá-las as necessidades dos projetistas que trabalham com materiais poliméricos. / The constant evolution of polymers and its compounds, the search for better performance and weight reduction in parts have been leading to innovative solutions in thermoplastic replacing metals in parts traditionally made of the later. In such cases, the initial stages of a project needs a special care and are where the Material and Process Selection (MPS) tools can really shine. If the designer chooses wisely and take advantage of the design freedom made possible by the use of plastics, a part can not only be made more economically but also with a better performance. Many tools are available in the marketplace, some even designed to deal specifically with polymers, but it is becoming clear that a more adequate and specific polymer selection methodology is needed. The objective of this work is to analyze the methodologies used in the academy and in the industry in the area of thermoplastic materials selection, together with the databases and software available, in search for subsidies to help product designers in their work. In this way, this work deals initially with materials engineering, materials and process selection (MPS) and thermoplastic materials basic knowledge, in a way to offer a basis for discussion. As it tries to understand the MPS in the industry, these processes are investigated in the academy first, leading to a discussion on the similarities and possible intersection between both worlds, an analysis of the existing tools, and finally pointing towards modifications on the actual methodologies to bring the theory of MPS to the real world of designers.
44

RIN♀EBY - Exploring feminist design tools

Fagerberg, Erika, Ziakouli, Marina January 2016 (has links)
No description available.
45

Investigating a decision support tool for designing Internet of Things solutions

Lewandowski, Przemyslaw January 2021 (has links)
Despite the apparent benefits of IoT systems, designing them is challenging due to many technical aspects that need to be considered and their mutual interference. The aspects of latency, longevity, and interoperability influence the usability of the final product. Such design and implementation processes are even more challenging to those not experienced in the IoT field, such as beginning designers or product managers. Here, the author investigates a decision support tool – the IoT Solution Advisor, which aims to help IoT beginners to create a model of IoT system and help them to match its requirements with a compatible technology stack. This publication describes the IoT Solution Advisor’s design process by gathering insights via interviews and Research through Design approach. Except for the prototype, the outcome from the study is the list of features and characteristics necessary to make the tool utilitarian and learnable. The project was conducted in cooperation with Ericsson company. / Trots de uppenbara fördelarna med IoT-system (Internet of Things) är det svårt att utforma dem på grund av många tekniska aspekter som måste övervägas och deras ömsesidiga interferens. Aspekterna av latens, livslängd och interoperabilitet påverkar slutproduktens användbarhet. Sådana design- och implementeringsprocesser är ännu mer utmanande för dem som inte har erfarenhet av IoT-fältet, till exempel nybörjare eller produktchefer. Denna studie undersöker ett beslutsstödverktyg - IoT Solution Advisor, som syftar till att hjälpa IoT-nybörjare att skapa en modell av IoT-system och hjälpa dem att matcha dess krav med en kompatibel teknikstack. Denna publikation beskriver IoT-lösningsrådgivarens designprocess genom att samla insikter via intervjuer och forskning genom design. Resultatet från studien är en lista över funktioner och egenskaper som är nödvändiga för att göra verktyget nyttigt och lärbart.
46

LAGO : Linguagem de Acesso Global ao sistema AMPLO

Luzzardi, Paulo Roberto Gomes January 1991 (has links)
Este trabalho descreve LAGO - Linguagem de Acesso Global ao sistema AMPLO AMPLO é um ambiente de projeto de sistemas digitais que consiste de uma base de dados orientada a objetos e diversas ferramentas de projeto, como editores de texto, editores gráficos, compiladores e simuladores de sistemas digitais. LAGO é a interface de alto nível de AMPLO, sendo responsável pelo controle de acesso aos recursos do sistema. Através desta interface, os usuários de AMPLO podem ativar funções de administração, gerência de projeto, projeto propriamente dito e consulta a base de dados. O acesso as diversas funções do sistema esta vinculado a classificação do usuário. Um - administrador geral - responsável pelo cadastro de usuários e de grupos de usuários. Grupos de usuários são criados Para realizar projetos, sob a liderança de um - administrador de grupo - Este indicado pelo administrador geral quando da criação do grupo e realiza funções de gerência de grupo e da base de dados associada ao grupo. Usuários - projetistas - tem acesso as funções de ativação de ferramentas (editores de texto, editores gráficos, compiladores e simuladores) e as func6es de administração de tarefas (uma tarefa corresponde a uma transação longa, a nível de banco de dados, por exemplo, a criação de objetos em varias sess6es de edição). A cada tarefa esta associada uma base de dados temporária, privativa do projetista, removida após o término da tarefa. Portanto, a base de dados de AMPLO e dividida em três níveis: base de dados pública, bases de dados por projeto e bases de dados dos projetistas. Permanentemente, LAGO oferece facilidades de consulta a base de dados. Estas funções de consulta estão disponíveis quando o usuário inicializa o sistema ou, posteriormente, pela seleção de uma função de consulta. A navegação pelos objetos da base de dados rode ser feita de forma gráfica ou textual. Na forma gráfica, os objetos são apresentados através de arvores representando os diversos tipos de relacionamentos existentes. Na forma textual, LAGO apresenta listas com nomes de objetos. / This work describes LAGO - a language for accessing the AMPLO system. AMPLO is a design environment of digital systems which is composed of an object oriented data base and of several design tools, such as text editors, graphics editors, compilers and simulators of digital systems LAGO is the high-level interface of AMPLO, and it is responsible for controlling the access to the system's resources. With this interface, the users of AMPLO may activate administratation and, design management functions, data base queries, and design tasks. The access to the several system functions is in accordance to the user classification. A "general administrator" is responsible for creating users and groups of users. Groups of users create designs, under the leadership of a "group administrator", who is indicated by the general administrator when the group is created. The "grou p administrator" has private functions for managing the group and the data base associated to the group. Designers activate design tools as text editors, graphic editors, compilers and simulators. Also they can use task management functions (a task corresponds to a long transaction at the data base level, like the creation of objects in several editing sessions, for example). A temporary data base which is a designer private data base is associated to each task, and is removed at the end of the task. Thus, the data base of AMPLO is divided into three levels: p ublic data base, group data base and designer data base LAGO permanently, offers facilities of data base ueries. These q uery functions are available when the user inicializes the system and later on, when the query function is selected. The navigation through the data base objects can be done in a gra p hical or textual form. In the graphical form, the objects are presented by trees representing the several types of relationships. In the textual form, LAGO presents lists with the name of objects.
47

Online Distance Education: A New Approach To Industrial Design Education

Ozturk, Elif 01 September 2010 (has links) (PDF)
Today, the impact of information technologies on education field is ever more clarified with the integration of new tools and methods to the education. Education has been becoming away from the traditional classroom environment through virtual environment. Besides education of theoretical disciplines, education of practice based disciplines, like design related disciplines are moving toward virtual environments. One of these is Industrial Design (ID) education which also has made the transition to the virtual world. This thesis aims to explore and scrutinize the latest forms of ID education, especially the online distance ID education. In order to comprehend the technological progress of ID education and its possible future, an overview of the origins and an evaluation of the current state of distance online ID education are made. By this study, it is expected to shed light to the design educators and the educational systems&rsquo / developers, for designing these environments. At the end of this research, it is concluded that it is not possible to imagine a future of ID education without technology integration. However, it would be better to apply both technological and traditional methods. In fact, the key people in the development of these educational systems and tools would be the designers themselves.
48

Unfolding Diagrams As Generative Design Tools In Architectural Design Process:united Network (un) Studio-mobius House / Arnhem Central Station / Mercedes Benz Museum

Kuyumcu, Basak 01 September 2010 (has links) (PDF)
The aim of this thesis is to explore the role of the diagrams as generative design tools in architectural design process. Identifying the utilization of the diagrams as infrastructural and organizational elements in the design process, it aims to be concentrate on their potency for generating novel design concepts. The search has been for the possibilities of design processes developed and manipulated not through analytical use of diagrams that represents the already established relationships but through their generative use that is responsible for the proliferation of ideas for novel design concepts. The alteration in the definition of diagrams, their active role in the generation of design ideas, and their progression during the design process, as well as the ways in which they contribute to the delay of formal concerns through the practice are scrutinized. In order to explore the generative and mediating roles of diagrams in architectural design practice, this thesis examines the utilization of diagrams by exemplifying the strategies of UN Studio. Through exploration of their pioneering projects, the M&ouml / bius House, the Arnhem Central Station and the Mercedes Benz Museum, it aims to unfold their design methods regarding diagrams. Diagrams are examined in terms of the way they are utilized and operated from conceptualization to building. While standing at a critical distance, it argues for an architectural design process where design ideas are formed and evolved by utilization of diagrams as generative tools from the initial phases of the design to the actualization of the building.
49

Tools for Designing Mobile Interaction with the Physical Environment in Outdoor Lessons

Eliasson, Johan January 2013 (has links)
Mobile technologies are increasingly being used to support students in outdoor learning activities. For instance, in a growing number of research projects, smartphones and positioning technologies are being used to support students in exploring the natural environment. However, previous research has identified challenges with the introduction of mobile technology into outdoor lessons. One fundamental challenge is that interaction with mobile technology in outdoor lessons may distract students from interacting with the physical environment. In this thesis this challenge is approached from the perspective of human-computer interaction, guided by the following research question: How can we design, evaluate, and reflect on mobile technology for interacting with the physical environment in outdoor lessons? The thesis presents four design cases on outdoor geometry and biology lessons, which act as probes for developing conceptual design tools. The design cases were developed through a concept-driven design approach and evaluated on field tests with primary school students. Future workshop and Interaction analysis were the main methods used. The results of the field tests suggest that mobile technology needs to be designed to orientate students in their interaction with the physical environment. In line with the concept-driven design approach, the thesis proposes three design tools. The design tools proposed are: Design guidelines that are specific enough for guiding the design of mobile technology for outdoor lessons, a Design model for designing and evaluating mobile technology for outdoor lessons, and Design concepts for reflecting on the placement of mobile technology in outdoor lessons. The design tools are proposed as tools for researchers and designers to take the challenge of distraction into account in designing mobile technology for outdoor lessons. / Mobilteknologi används allt oftare för att stödja elever i läraktiviteter utomhus. Till exempel, i ett växande antal forskningsprojekt, används mobiltelefoner och teknik för positionsbestämning som stöd för skolelever i att utforska naturen. Tidigare forskning har dock identifierat utmaningar med införandet av mobilteknologi i utomhuslektioner. En av de huvudsakliga utmaningarna är att interaktion med mobilteknologi i utomhuslektioner kan distrahera eleverna från att interagera med den fysiska omgivningen. Den här avhandlingen angriper den utmaningen ur ett människa-datorinteraktionsperspektiv, vägledd av följande frågeställning: Hur kan vi designa, utvärdera och reflektera över mobilteknologi för att interagera med den fysiska omgivningen i utomhuslektioner? I avhandlingen presenteras fyra designinterventioner bestående av utomhuslektioner i geometri och biologi, som låg till grund för att utveckla konceptuella designverktyg. Designverktygen utvecklades genom en koncept-driven designstrategi och utvärderades i fälttester med skolelever. Framtidsverkstad och Interaktionsanalys var de huvudsakliga metoder som användes. Resultaten från fälttesterna visar att mobilteknologin behöver utformas så att den kan orientera eleverna i interaktionen med den fysiska omgivningen. I linje med den koncept-drivna designstrategin, bidrar avhandlingen med tre designverktyg. De föreslagna designverktygen är: Designriktlinjer som är specifika nog för att vägleda utformningen av mobilteknologi för utomhuslektioner, en Designmodell för att utforma och utvärdera mobilteknologi för utomhuslektioner, och Designkoncept för att reflektera över hur mobilteknologi placeras och används i utomhuslektioner. Designverktygen föreslås som verktyg för att forskare och designers, som vill designa mobilteknologi för utomhuslektioner, ska kunna möta utmaningen i att mobilteknologin kan distrahera eleverna från att interagera med den fysiska omgivningen.
50

LAGO : Linguagem de Acesso Global ao sistema AMPLO

Luzzardi, Paulo Roberto Gomes January 1991 (has links)
Este trabalho descreve LAGO - Linguagem de Acesso Global ao sistema AMPLO AMPLO é um ambiente de projeto de sistemas digitais que consiste de uma base de dados orientada a objetos e diversas ferramentas de projeto, como editores de texto, editores gráficos, compiladores e simuladores de sistemas digitais. LAGO é a interface de alto nível de AMPLO, sendo responsável pelo controle de acesso aos recursos do sistema. Através desta interface, os usuários de AMPLO podem ativar funções de administração, gerência de projeto, projeto propriamente dito e consulta a base de dados. O acesso as diversas funções do sistema esta vinculado a classificação do usuário. Um - administrador geral - responsável pelo cadastro de usuários e de grupos de usuários. Grupos de usuários são criados Para realizar projetos, sob a liderança de um - administrador de grupo - Este indicado pelo administrador geral quando da criação do grupo e realiza funções de gerência de grupo e da base de dados associada ao grupo. Usuários - projetistas - tem acesso as funções de ativação de ferramentas (editores de texto, editores gráficos, compiladores e simuladores) e as func6es de administração de tarefas (uma tarefa corresponde a uma transação longa, a nível de banco de dados, por exemplo, a criação de objetos em varias sess6es de edição). A cada tarefa esta associada uma base de dados temporária, privativa do projetista, removida após o término da tarefa. Portanto, a base de dados de AMPLO e dividida em três níveis: base de dados pública, bases de dados por projeto e bases de dados dos projetistas. Permanentemente, LAGO oferece facilidades de consulta a base de dados. Estas funções de consulta estão disponíveis quando o usuário inicializa o sistema ou, posteriormente, pela seleção de uma função de consulta. A navegação pelos objetos da base de dados rode ser feita de forma gráfica ou textual. Na forma gráfica, os objetos são apresentados através de arvores representando os diversos tipos de relacionamentos existentes. Na forma textual, LAGO apresenta listas com nomes de objetos. / This work describes LAGO - a language for accessing the AMPLO system. AMPLO is a design environment of digital systems which is composed of an object oriented data base and of several design tools, such as text editors, graphics editors, compilers and simulators of digital systems LAGO is the high-level interface of AMPLO, and it is responsible for controlling the access to the system's resources. With this interface, the users of AMPLO may activate administratation and, design management functions, data base queries, and design tasks. The access to the several system functions is in accordance to the user classification. A "general administrator" is responsible for creating users and groups of users. Groups of users create designs, under the leadership of a "group administrator", who is indicated by the general administrator when the group is created. The "grou p administrator" has private functions for managing the group and the data base associated to the group. Designers activate design tools as text editors, graphic editors, compilers and simulators. Also they can use task management functions (a task corresponds to a long transaction at the data base level, like the creation of objects in several editing sessions, for example). A temporary data base which is a designer private data base is associated to each task, and is removed at the end of the task. Thus, the data base of AMPLO is divided into three levels: p ublic data base, group data base and designer data base LAGO permanently, offers facilities of data base ueries. These q uery functions are available when the user inicializes the system and later on, when the query function is selected. The navigation through the data base objects can be done in a gra p hical or textual form. In the graphical form, the objects are presented by trees representing the several types of relationships. In the textual form, LAGO presents lists with the name of objects.

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