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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.
291

Designing for AI : A collaborative framework to bridge the gap between designers and data scientists, and enabling designers to create human-centered AI products and services / Design för AI : Ett kollaborativt ramverk för att underlätta samarbetet mellan designers och dataingenjörer, samt för att möjliggöra designers skapande av människocentrerade produkter och tjänster med hjälp av AI

Mohapatra, Avantika January 2020 (has links)
Emerging advances in the realm of Artificial Intelligence (AI) have had a tremendous impact on various fields around us and society as a whole. As technologies continue to evolve, so will the role of designers when it comes to using AI. It has the potential to be the next tool designers use to create human-centered products and services. To truly understand AI and harness its capabilities, it is crucial to demystify the term and its inner workings. This thesis is explorative research to shed light on collaborative intelligence and how designers can harness the capabilities of AI. It further explores how to integrate the principles of design and AI to create AI-driven products and services. In addition to background research conducted on both design and AI, the importance of both these fields’ intersection was also researched upon. The project followed the Double Diamond design process principles, consisting of four phases: discover, define, develop, and deliver. This process was then used again to design a framework that bridges the gap between AI & design principles. This research aimed to explore how designers could use AI to develop new products and services. The project resulted in a framework that guides designers on how to get acclimated to AI and uses a specific set of principles to design for AI. It contains concepts necessary to understand the different aspects of AI and aims to build a common language amongst all AI practitioners. The framework also serves as a basic outline of a workshop that provides various design methods that AI practitioners can use to ideate AI-driven solutions. / Framsteg inom Artificiell Intelligens (AI) har redan haft enorma effekter på diverse ämnesområden med direkt eller indirekt påverkan på oss människor. I och med att teknologin som utnyttjar AI kommer att utvecklas, kommer även rollen för designers att förändras. AI innehar potentialen att bli nästa verktyg som kan brukas för att skapa människocentrerade produkter och tjänster. För att förstå och nyttja AI och dess förmåga är det kritiskt att avmystifiera termen och dess potential. Detta explorativa arbete syftar till att nysta upp kollaborativ intelligens samt att undersöka hur det kan användas av designers för att nyttja AIs fulla potential. Därtill utforskar arbetet hur AI och designprinciper kan integreras för att skapa AI-baserade produkter och tjänster. Utöver forskningen inom design och AI undersöks även fältens skärningspunkter. Följande arbete använder sig av Double Diamond designprocessen och dess principer: discover, define, develop, and deliver. Denna process kommer att användas för att konstruera ett ramverk som binder samman AI och designprinciper. Arbetet syftar till att utforska hur designers kan använda AI för att skapa nya produkter och tjänster. Resultatet är ett ramverk som kan vägleda designers att acklimatisera sig med AI och dess specifika principer för att kunna applicera AI i sitt arbete. Ramverket innefattar nödvändiga koncept för att förstå olika aspekter av AI och strävar efter att bygga ett gemensamt språk för alla utövare av AI. Ramverket ger dessutom riktlinjer för att strukturera workshops som förser alla möjliga AI användare med designmetoder för att skapa AI baserade lösningar.
292

A Design Thinking Framework for Human-Centric Explainable Artificial Intelligence in Time-Critical Systems

Stone, Paul Benjamin January 2022 (has links)
No description available.
293

Design Interjection for Business Incubators

Wendorff, Todd Louis 24 April 2014 (has links)
No description available.
294

Mapping the Gap: Using Growth Opportunity Items and Principles as well as Design Thinking to Eliminate the Creative Achievement Gap

Burns, Mikaila Marie January 2014 (has links)
No description available.
295

A Comparative Analysis of Problem Solving Approaches Between Designers and Engineers

Taylor, William D. January 2014 (has links)
No description available.
296

THE IMPACT OF INTERACTIVE SYNCHRONOUS HYFLEX MODEL ON STUDENTS’ PERCEPTION OF SOCIAL, TEACHING AND COGNITIVE PRESENCE IN A DESIGN THINKING COURSE

Lakshmy Mohandas (13123365) 22 July 2022 (has links)
<p> Universities have increased the number of fully or partially online courses they offer to meet students' family, work-life, and academic needs. As a result of this shift, the HyFlex learning paradigm, which provides hybrid and flexible learning options, has gained traction in academia in recent years. The COVID-19 pandemic has altered the standards for academic levels of success in higher education for the foreseeable future. In order to offer a sense of belonging and sustain an equal or greater degree of engagement, instructors have been compelled to try and replicate the rich interaction of face-to-face situations in a virtual context. During the pandemic, the results of studies and surveys revealed a story of student dissatisfaction due to a lack of involvement, participation, sense of community, lack of faculty readiness, and technology concerns. Evidence from the past has supported the fact that synchronous online modality not only facilitates the tasks of a traditional face-to-face learning environment, but also has some distinct advantages over conventional approaches. Students' commitment to stay connected in the learning experience is linked to their sense of belonging to a learning cohort. It is vital to create a learning environment in which students feel a part of a learning community and actively participate in the learning process in order to foster knowledge generation. An Interactive Synchronous HyFlex model, intended to help students feel committed and engaged in their learning community through these uncertain times and beyond, is being explored as part of this research. The approach is studied using a Community of Inquiry (CoI) framework, as communities are a crucial part of effective student-centered learning settings. A convergent parallel mixed methods case study design was used to gain a deeper knowledge of the usefulness of the new HyFlex model under study. Students enrolled in the Interactive Synchronous HyFlex design thinking course during the Fall 2020 semester were the study's participants. The quantitative phase of the study looked into a) the students’ perception of overall teaching, social and cognitive presences in the HyFlex design thinking classroom; and b) if there was any change in students’ perception of community of inquiry based on their mode of participation (face-to-face/remote). The qualitative part of the study looked in-depth at the lived experiences of students in the HyFlex design thinking classrooms throughout the semester. The integration and interpretation of the two phases provides a positive student perspective of the Interactive Synchronous HyFlex model, and it helps to observe how the community of inquiry has played out in HyFlex design thinking classrooms. </p>
297

A Human-Centered Approach to Designing an Invasive Species Eradication Program

Santo, Anna Ruth 22 May 2015 (has links)
The increasing scope and speed of biological invasions around the world is a major concern of the modern environmental conservation movement. Although many ecological impacts of biological invasions are still not well understood, there is a general consensus that exotic, invasive species are a primary driver of extinctions globally. By altering ecosystem structure and function, invasive species also affect human quality of life; however, not all impacts lead to negative outcomes. Given that invasive species have diverse impacts on society, their management in human-dominated landscapes is a wicked problem wherein the resolution is as much an issue of social value as technical capacity. The purpose of my research was to understand the propensity for engaging private landowners in an effort to eradicate an invasive species on an inhabited island. Specifically, I investigated private landowner perspectives on eradicating the North American beaver (Castor canadensis) from the Tierra del Fuego (TDF) island archipelago in Argentina and Chile. The beaver was introduced in 1946 and has since become a central conservation issue due to its long-lasting changes to local hydrology, nutrient cycling, riparian vegetation, food webs, and aquatic and terrestrial species assemblages. Because eradication requires near complete cooperation from stakeholders and no research had been conducted to understand the perspectives or willingness of private landowners to cooperate, my objectives were to: 1) characterize the links private landowners make between the presence of beavers and impacts to the ecosystem services in their riparian areas, and 2) explore the role of a market-based incentive program to increase landowner cooperation in eradication efforts. Through semi-structured interviews, I elicited landowner mental models of how beavers impact the ecosystem services they receive from their riparian lands. I found that TDF ranchers prioritized provisioning ecosystem services, and held diverse and idiosyncratic beliefs about how beavers influence these outcomes. TDF ranchers may not recognize the beaver as a highly salient problem because they do not connect them to reductions in ecosystem services that are important to them. Among those who do perceive beavers affecting important ecosystem services, there is no clear, unified understanding of how the beavers disturb the ecosystem and key ecosystem services. Additionally, in a broadly administered survey, I used a factorial vignettes to examine the role of program structure and other program-related factors on landowners' willingness to participate in a voluntary eradication program. Overall, landowners were willing to cooperate in an incentive program to eradicate beavers. They were positively motivated by greater financial compensation, an increased expectation that the program would be successful, and the program assuming full responsibility for its implementation. Other factors returned mixed results indicating that further research may be required. In diverse, human-inhabited, and privately-owned landscapes, conservation requires collective action—i.e., the high threshold of participation needed for eradication to be achieved. Understanding the knowledge systems that cause landowners to perceive value or risk serves as a first step in understanding behaviors, and can also serve as a framework for crafting more effective outreach, as current communication about the beaver and the proposed eradication may not resonate with private landowners. Further, barriers to inaction can be overcome by understanding landowner needs and how program-related factors influence the potential for cooperation. In sum, by putting human needs at the forefront of program design, conservation planners can better understand stakeholder perspectives, reduce barriers to participation, and ultimately increase cooperation and improve conservation outcomes. / Master of Science
298

Bringing books to life in Augmented Reality : An exploratory design study of an Augmented Reality reading experience for children to increase engagement / Väcka böcker till liv i förstärkt verklighet : En utforskande designstudie av en läsupplevelse i förstärkt verklighet till barn för att öka engagemang

Lindqvist, Amanda January 2024 (has links)
Motivated by the alarming trends of decreased reading among young children and their increased use of technology, this thesis explored the design of an Augmented Reality (AR) reading experience aimed at increasing engagement among young readers in a non-educational setting. Research on technological reading experiences designed to further learning is well-established; however, fewer studies have assumed a non-educational perspective, and none have explored the naturalness of using head-mounted displays (HMD) AR. Following an exploratory Design Thinking process, a high-fidelity prototype of an HMD-AR reading experience designed to increase engagement was developed based on insights derived from related state-of-the-art research and a focus group conducted with children. The proposed AR reading experience was evaluated through tests with children aged 3-9 years old. A self-reported user engagement matrix was used to evaluate engagement based on seven different components, such as interest and challenge. The results suggest that the proposed AR reading experience had moderately positive effects on overall engagement. The engagement component interest elicited a collectively high engagement, with results indicating that reading with an interactive character in AR was the main aspect of interest. However, future research should include longitudinal testing for more conclusive results. / Motiverad av de alarmerande trenderna med minskad läsning bland unga barn och deras ökade användning av teknik, utforskade denna avhandling designen av en läsupplevelse i förstärkt verklighet (AR) avsedd att öka engagemang bland unga läsare i ett icke-pedagogiskt sammanhang. Forskning på teknologiska läsupplevelser utformade för att främja lärande är väletablerad; däremot har färre studier antagit ett icke-pedagogiskt perspektiv, och ingen har utforskat naturligheten av att använda head-mounted displays (HMD) AR. Genom att följa en explorativ design-tänkande process och baserat på insikter erhållna från relevant forskning och en fokusgrupp utförd med barn, utvecklades en fungerande prototyp av en HMD-AR-läsupplevelse designad för att öka engagemang. Den föreslagna AR-läsupplevelsen utvärderades genom tester med barn i åldrarna 3-9 år. En självrapporterad matris för användarengagemang användes för att utvärdera engagemang utifrån sju olika komponenter, däribland intresse och utmaning. Resultaten antyder att den föreslagna AR-läsupplevelsen hade måttligt positiva effekter på det övergripande engagemanget. Engagemangskomponenten intresse framkallade kollektivt högt engagemang, och resultatet indikerar att läsning tillsammans med en interaktiv karaktär i AR var den främsta aspekten av intresse. Framtida forskning bör inkludera längre studier för slutsatsgivande resultat.
299

Diseño de identidades digitales: metodología iterativa para la creación y desarrollo de marcas

Canavese Arbona, Ana 07 September 2023 (has links)
[ES] El desarrollo del medio digital ha transformado nuestra forma de consumo en las últimas décadas. La invención de Internet, su democratización, la aparición de múltiples dispositivos de acceso y las redes sociales, la tecnificación de los objetos y la llegada de la inteligencia artificial han tenido un impacto significativo en la sociedad, así como entidades esenciales como las empresas y sus marcas. La integración total de la digitalización en las marcas es una realidad, y cada vez se opta más por este medio como un espacio prioritario para aportar valor al público a través de sus productos o servicios. Esta investigación se centra en profundizar en el significado de la marca digital y en sus características esenciales. Para ello, se realizará un recorrido histórico de la evolución de los signos identitarios con relación a la tecnología, lo que permitirá tener un enfoque global en su adaptación a cada uno de los avances digitales. Además, se analizarán los múltiples significados de marca y se revisará y recogerá la metodología específica para su creación: el branding. Con el fin de entender las particularidades y ventajas de los marcos de trabajo aplicados en el sector digital y del desarrollo de software, se estudiarán metodologías iterativas basadas en sistemas ágiles como el Design Thinking, el Diseño Centrado en Usuario o el Atomic Design, entre otros. Finalmente, a partir del estudio realizado, se generará una metodología híbrida para crear marcas digitales capaces de adaptarse mejor a los cambios de contexto del medio. Para ello, se hará uso de procesos, herramientas y plataformas complementarias empleadas en ámbitos tecnológicos y se diseñará un proceso de revisión constante con el fin de asegurar la calidad y el buen funcionamiento de las marcas en todo momento. / [CA] El desenvolupament dels mitjans digitals han transformat la nostra forma de consum en les últimes dècades. La invenció d'Internet, la seua democratització, l'aparició de múltiples dispositius d'accés i les xarxes socials, la tecnificació dels objectius i l'arribada de la intel·ligència artificial han tingut un impacte significatiu en la societat i en les entitats essencials com les empreses i les seues marques. La integració total de la digitalització en les marques és una realitat, i cada vegada s'opta més per aquest mitjà com un espai prioritari per a aportar valor al públic. Aquesta investigació es centra en aprofundir en el significat de la marca digital i en les seues característiques essencials. Per a això, es realitzarà un recorregut històric de l'evolució dels signes identitaris en relació amb la tecnologia, la qual cosa permetrà tindre un enfocament global de la seua adaptació a cadascun dels sorgiments digitals. A més a més, s'analitzaran els múltiples significats de marca i es revisarà i recollirà la metodologia específica per a la seua creació: el branding. Amb la finalitat d'entendre les particularitats i avantatges dels marcs de treball aplicats al sector digital i del desenvolupament del software, s'estudiaran metodologies iteratives basades en sistemes àgils com el Design Thinking, el Disseny Centrat en l'Usuari, l'Atomic Design, entre d'altres. Finalment, a partir de l'estudi realitzat, es generarà una metodologia híbrida per a crear marques digitals capaces d'adaptar-se millor als canvis de context del mitjà. Per a això, es farà ús dels processos, eines i plataformes complementàries emprades en àmbits tecnològics i es dissenyarà un procés de revisió constant amb la finalitat d'assegurar la qualitat i el bon funcionament de les marques en tot moment. / [EN] The advancement of digital media has significantly impacted how we consume information in recent years. With the Internet and social networks becoming more accessible, coupled with the emergence of multiple access devices and the application of artificial intelligence, society and essential entities such as companies and their brands have been significantly affected. Digitalisation has become an integral part of branding, and companies now prioritize using digital media to provide value to their customers. This research explores the meaning of digital branding and its fundamental characteristics. It will provide a historical overview of how identity signs have evolved with technological advancements, offering a comprehensive approach to their adaptation in the digital age. To fully understand the advantages and nuances of digital and software development frameworks, this study will delve into iterative methodologies based on agile systems, such as Design Thinking, User-Centered Design, and Atomic Design. Ultimately, the study will generate a hybrid methodology for creating digital brands that can adapt better to environmental changes. For this purpose, other complementary processes, such as tools and platforms used in technological fields, will be used. A constant review process will also be present to ensure the quality and proper functioning of the brands at all times. / Canavese Arbona, A. (2023). Diseño de identidades digitales: metodología iterativa para la creación y desarrollo de marcas [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/196737
300

Entwerfen Entwickeln Erleben 2014 – Beiträge zum Technischen Design

20 October 2014 (has links) (PDF)
Die Konferenz »Entwerfen – Entwickeln – Erleben« bietet ein be­sonderes Podium zum Austausch von Wissenschaftlern und Praxis­vertretern aus den zentralen Bereichen der Produktentwicklung. Der vorliegende Band enthält Beiträge der EEE2014 unter anderem zu Innovationsstudien und Zukunftskonzepten für verschiedenste Bran­chen, zu Design Thinking und Designprozessen von frühen Phasen bis zum Qualitätsmanagement, Methoden und Werkzeugen von Mindcards bis Eye-Tracking sowie zu den Themen User Experience und Nutzererleben, Öko-Design, Universal Design und partizipative Gestaltung. Die Technischen Universität Dresden und technischesdesign.org er­möglichten in Kooperation mit der Gruppe Virtuelle Produktentwick­lung der Wissenschaftlichen Gesellschaft für Produktentwicklung (WiGeP), dem Mathematisch-Physikalischen Salon der Staatlichen Kunstsammlungen Dresden und der Hochschule für Bildende Küns­te Dresden die fachübergreifende Diskussion des Schwerpunkt-The­mas inmitten der Dresdner Altstadt. In diesem Band sind die Bei­träge zum Technischen Design enthalten, ein weiterer Band (http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-144963, herausgegeben von Ralph Stelzer) fasst die Beiträge zur Konstruktionstechnik und zur Virtuellen Produktentwick­lung zusammen.

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