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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.
141

How to bridge the gap between theory and practice in argumentation research: Acting like the pragma-dialectical critical designer of acceptance

Vesper, Anton 30 April 2019 (has links)
Diese sprachanalytische Untersuchung befasst sich zum Zweck der Schärfung des argumentationsbezogenen Selbstverständnisses von Mediatoren mit ihren strategischen Handlungen gemäß einer modular strukturierten pragma-dialektischen philosophischen, theoretischen, analytischen, empirischen und praktischen Argumentationsforschung (fünf Komponenten). Durch die Ausarbeitung der internen Struktur der fünf Komponenten im Rahmen der Einführung einer Beschreibungssprache aus Relationsbegriffen wird die Dualität zwischen Theorie und Praxis der Argumentation, d. h. die „methodische Lücke“ zwischen Idealsprache und Aktualsprache, neuartig überbrückt. Es entsteht zugleich eine komplexe Übersicht über den Forschungsstand der Pragma-Dialektik. Dabei wird das analytische Potenzial des Idealmodells critical discussion kritisch bewertet, entsprechende Mängel werden in Bezug auf die Theorie-Praxis-Beziehung beseitigt. Wegen der praktischen Ausrichtung der Argumentationsforschung wird dann, erstens, über eine Integration von critical discussion mit Mediations-Regeln der Vereinten Nationen ein ontologischer Rahmen für strategische Gesprächsanalysen in Mediationssitzungen entwickelt. Zweitens wird eine Unterscheidung strategischer Handlungen im Rahmen der fünf Komponenten genutzt, um zu einer Lokalisierung der Komplexität der paradoxen Rolle von Mediatoren zu führen. Die zentralen Anforderungen an ihre argumentative Kompetenz sowie antizipierbare Strategien von Mediatoren als „analytisch-intuitive Praktiker“ werden ersichtlich, nämlich in ihrem Umgang mit der Theorie-Praxis-Lücke als „pragma-dialektische kritische Designer von Akzeptanz“. Wie, drittens, auf Grundlage dieser argumentativen Kompetenz durch die Nutzung der modular strukturierten Ergebnisse ein Flow von Kommunikation in der Praxis von Mediationssitzungen gesichert und damit zweckorientiert eine Optimierung der argumentativen Realität in Konfliktmanagements erreicht werden kann, wird in einer zweifach reflexiven Fallstudie vorgeführt.
142

Česká a polská právní úprava trestní odpovědnosti za drogové delikty / Czech and Polish legal regulation of criminal liability for drug offenses

Rosůlek, Adéla January 2019 (has links)
The dissertation thesis about Czech and Polish legislation on drug offenses deals with driving under the influence of addictive substances, responsibility for acts committed under the influence of addictive substances, drug possession, cannabis cultivation, production and distribution of drugs, handling of articles for drug production and spreading drug addiction. The aim of this work is to bring a critical view of the current Czech legislation on drug offenses and related issues and then to present specific legislative proposals based on comparison with Polish law. The thesis analyzes the Polish and Czech legal regulations of drug offenses and brings a comparison of the facts of the aforementioned crimes and specific case studies. The work is based on legal regulations and case law of both countries, practical knowledge and also available statistical data. The thesis deals with the legalization of drugs comprehensively, including the arguments for and against legalization, wich are used in the Czech Republic and Poland. It addresses the legalization of cannabis on the example of Holland, the USA and Uruguay, as well as the availability of hard drugs in substitution programs in the Czech Republic and Poland. In conclusion the thesis gets to the explanation how the Czech legislator should proceed...
143

A Study on Mixed-Initiative for Fostering Creativity in Game Design

Österman, Axel, Nuevo Nolasco, Chelsi Mutya January 2018 (has links)
Mixed-initiative systems highlights the collaboration between humans and computers infostering the generation of more interesting content in game design. In light of theever-increasing cost of game development, providing mixed-initiative tools can not onlysignificantly reduce the cost but also encourage more creativity amongst designers. Thisstudy focused on the improvement of mixed-initiative aspects for a previously developedtool called Evolutionary Dungeon Designer or Eddy for short. Eddy placed a focus onusing its genetic algorithms to produce content that adhere to game design patterns.Using the feedback from Eddy 2.0’s user study and studying other related works, newfeatures have been planned and implemented to improve the elements of mixed-initiativein Eddy for version 3.0. The results primarily feature a new and improved workflow aswell as enhancing a room’s context with the addition of a logical world grid. This in turnimproves the program’s intuitiveness and makes it possible for the designer to createmore complex designs of their preference while maintaining the general functionalities ofthe original Eddy.The study was evaluated with a small scale user study of five users at a gamedevelopment company with most of the feedback being positive in nature. From thefeedback more features have been planned for a future version of Eddy being version 4.0.
144

Integrating UCD with Agile Methods : From the perspective of UX-Designers

Varatharajah, Thujeepan January 2019 (has links)
With the increasing popularity of Agile methods in software development projects, an emerging question is how Agile incorporates user needs to their process – which is the staple of User Centered Design (UCD). Existing reports indicate that integrating Agile and UCD has shown to improve the process and end product and that they are a natural fit. However, there is also a general lack of guidelines of how an effective integration may be done, and further research is requested. This study aims to provide that by portraying some aspects of how Agile and UCD may be integrated in practice, but also some factors that may affect such an integration. This is done through an empirical study, by gaining insights from the perspective of UX-designers who are part of Scrum teams. TenUX-designers took part in semi-structured interviews, and based on a thematic analysis, results are portrayed in terms of suggested factors to consider when integrating Agile and UCD methods. / Samtidigt som Agila metoder ökar i popularitet inom mjukvaruutvecklingsprojekt, så uppstår även frågan om hur Agilt arbete integrerar användarcentrerade krav i sin process ett område som är i fokus inom Användarcentrerad Design (ACD). Tillgängliga rapporter indikerar på att integrationen av Agilt och ACD har givit förbättrade processer och slutprodukt, samt att båda processer är kompatibla med varandra. Det anses dock finnas en brist på riktlinjer i hur man kan integrera båda processer, och det efterfrågas vidare studier i ämnet. Denna studie ämnar till att erbjuda just detta genom att presentera några faktorer av hur Agilt och ACD kan integreras i praktiken, men också exempel på faktorer som kan påverka hur väl integration lyckas. Detta tas fram genom en empirisk studie, genom att ta del av insikter från UX-designers som jobbar i olika Scrum projekt. Tio UX-designers deltog i semistrukturerade intervjuer, och baserat på en tematisk analys så presenteras resultat i form av föreslagna faktorer att ta del av när man vill integrera Agila och ACD metoder.
145

Defining and Evaluating Design System Usability for Improved Developer Experience

Wirstad Gustafsson, Ella January 2021 (has links)
The recent growth of the software industry has drawn attention to strategies aimed at improving collaboration within the development team. Shown to frequently encounter dilemmas associated with cross-disciplinary work are User Experience designers and software developers, whose effective collaboration are essential for the success of the development process. Design systems have evolved as a response to the demand for efficient collaboration as a collection of reusable patterns and documentation used to establish a common language within software development teams. The popularity of using design systems within software development projects has grown rapidly in recent years, but little research has yet been conducted on its usability in development work. The goal of this thesis is to study design systems from a developer perspective, and evaluate its ability to facilitate the collaboration within software development teams. By building upon previous work on developer experience, this study proposes a method for assessing design system usability from a developer perspective. In this study, participating software developers were tasked with implementing user interface design in code with the help of a design system, followed by interview questions based on the Cognitive Dimensions Framework. Thematic analysis was used to analyze the data. Results provide insights into design system usability and developer experience. Findings include aspects of design system usability in general, such as the importance of developers' autonomy and flexibility of the system, as well as implications from the tested method in particular, such as the relevance of context of implementation. The results implicated an inherent dilemma of approaching design system development through conventions and best practices rather than with a systems theory and systems thinking perspective. / Senaste tidens tillväxt inom mjukvaruutvecklingsindustrin har resulterat i ett ökat intresse för att effektivisera samarbetet inom utvecklingsteamet. Två yrkesgrupper som påvisats stöta på dilemman associerade med multidisciplinärt arbete är de som designar och utvecklar mjukvara, vars samarbete är avgörande för utvecklingsprocessens framgång. Designsystem har vuxit fram som ett svar på en ökad efterfrågan på effektivt samarbete som en samling återanvändbara mönster och dokumentation som syftar till att etablera en gemensam vokabulär och inom mjukvaruutvecklingsteam. Trots att användandet av designsystem inom mjukvaruutveckling har ökat under de senaste åren har inte mycket forskning gjorts på dess användbarhet i utvecklingsarbetet. Denna uppsats syftar till att studera designsystem från ett utvecklarperspektiv, och utvärdera dess förmåga att facilitera samarbetet inom mjukvaruutvecklingsteam. Genom att ta avstamp i tidigare forskning kring utvecklarupplevelse föreslår denna studie en metod för att bedöma användbarheten och utvecklarupplevelsen av ett designsystem. Deltagande mjukvaruutvecklare fick i denna studie i uppgift att implementera gränssnittsdesign i kod med hjälp av ett designsystem, följt av intervjufrågor baserade på ramverket för Cognitive Dimensions. Tematisk analys användes för att analysera data. Resultaten ger inblick i användbarhet och designsystem i allmänhet, så som vikten av utvecklarens autonomi och systemets flexibilitet, samt implikationer från det testade design systemet i synnerhet, så som implementationskontextens relevans. Resultaten antyder att det finns svårigheter med att närma sig mjukvaruutveckling med designsystem genom konventioner och god praxis snarare än med ett systemteoretiskt perspektiv.
146

From SMEs, For SMEs: Qualitative Insights Within the Instructional Designer-Subject Matter Expert Collaborative Relationship in the Field of Technology and Innovation Management

Nielson, Spencer Jay 14 April 2023 (has links)
Recent literature on the relationship between instructional designers (IDs) and subject matter experts (SMEs) reveals how much more is known about the challenges faced by IDs and more solutions are offered in their respective role compared to their SME partners. This study uses interpretative phenomenological analysis (IPA) to investigate the ID-SME collaborative relationship from the perspective of and the utility for the SME role within the field of Technology and Innovation Management (TIM). Six SMEs within the field of TIM were interviewed to discover more on the nature of their working relationship, specifically in regard to (a) their conceptual understanding of roles and expectations, (b) the nature of the working conditions, and (c) the characteristics that present advantages and/or challenges. Results provide qualitative insights situated within the TIM field, partnership, and projects. SMEs convey expectations of openness for themselves and expectations of clarity in communications and processes for IDs; SMEs acknowledge advantages of expertise from both roles; SMEs admit their own limitations of being myopic, seclusive, overly complex, and uneducated in matters of instruction; SMEs express challenges of additional workload and deadlines; and SMEs share resources relied on or would have relied on to improve their collaborative relationship with IDs. The findings of this study suggest the value of considering the SME perspective in their unique role within the ID-SME relationship. Key implications for this study suggest overcoming barriers and providing support to the SME role in practical application.
147

Overtime work and the impact on job satisfaction : The case of young Chinese architects

Duan, Zhonghao, Sun, Yumou January 2022 (has links)
Background: Overtime work is a common phenomenon worldwide, the consequences of overtime work cannot be overlooked. Severe overtime work has led to some physical and psychological problems among workers. The seriousness of overtime work in China'sconstruction industry is not negligible. Therefore, this study takes young designers in China'sconstruction industry as the research object. Young designers may encounter more challenges and inequalities in their work process. The recent graduates who face even more severe overtime conditions. This study focuses on the association between overtime and job satisfaction. And to identify the working overtime reason of who has well-trained skill with intrinsic and extrinsic working motivations. Purpose: This study is a survey of young designers in the Chinese architecture industry through interviews to establish the reasons for overtime and the factors affecting job satisfaction for well-trained, intrinsically and extrinsically motivated new employees, analyze the link between overtime and job satisfaction. Methods: We research through a qualitative research method. Data are collected from using semi-structured interviews. The data are categorized and analyzed to gain insight into the causes and effects of overtime work. Conclusion: After research and analyze, we found that there are four main categories of reasons for young designers to work overtime. The reasons are internal to the construction industry, company management, company work atmosphere, and personal motivation to work overtime. For young designers, the intrinsic motivation is sufficient. They are not concerned about overtime, and a short period of active overtime does not reduce their job satisfaction. But when external reasons force them to work overtime for a long time. Their job satisfaction decreases. In this regard, there is no better way to improve the impact on job satisfaction than to reduce working hours.
148

Visuell management i designprocessen : Ett förbättringsarbete i kommunikationen mellan designer och klient / Visual management in design process : An improvement in the communication between designer and client

Monika, Carmvall January 2022 (has links)
Den här studien är ett pilotprojekt där visuell management har tillämpats i syfte att förbättra kommunikationen och samverkan i designprocessen mellan designer och klient. För att kunna göra ett förbättringsarbete har aktionsforskning tillämpats i samarbete med en designer på en webbyrå. Metodiken har inneburit att det först har gjorts en kartläggning på den befintliga designprocessen i ett skarpt projekt för att ta fram de behov som finns gällande information, dokumentation och kommunikation. Vidare i processen har dessa behov formats via ett processverktyg som applicerats på plattformen Trello i form av en visuell tavla. Förutsättningarna har därmed kunnat skapas för att testa processverktyget i ett annat av designerns riktiga designprojekt. Eftersom plattformen Trello är webbaserat har designprocessen via processverktyget kunnat observeras och kontinuerligt dokumenteras. Vidare har mer information kring upplevelsen av designprocessen samlats in genom samtal och intervju. Resultatet visade att försöket till förändringsarbetet har varit positivt och något som designern respektive webbyrån kommer fortsätta att jobba vidare med. Studien har bidragit till att upplysa visuell management som ett alternativt arbetssätt för designers att driva designprocessen i samarbete med sina klienter. Tillämpningen av visuell management har därmed också bidragit till en mer strukturerad och engagerad designprocess, där det tydligt går att se vad designern behöver leverera och vad som har godkänts av klienten.
149

Designing useful and effective mobile tools to assist light designers’ work process

Bengtsson, Olivia January 2019 (has links)
I takt med att e-handeln växer sig större behöver fysiska butiker blir allt mer upplevelseinriktad och leverera unika kundupplevelser för att inte mista sina kunder. Ljus och belysning är en viktig komponent för att påverka kundupplevelse, eftersom ljus direkt påverkar komfort och navigering i butiken. För att skräddarsy belysning för en specifik butik krävs expertis från en ljusdesigner. Finjusteringar av belysning på plats i butiken kan dock vara en utmaning även för ljusdesigners på grund av tidsbegränsning, mängden fel som kan uppstå i ljusinstallationen och avsaknaden av effektiva verktyg för att justera olika aspekter av ljus. Denna studie syftar till att förstå om ett mobilt verktyg för att justera ljusets färgtemperatur i realtid kan hjälpa en ljusdesigner vid installationen av belysning i en butik. För att förstå de utmaningar som är involverade i ljusdesigners arbete har två metoder använts. En deltagande observationsstudie och semistrukturerade intervjuer med tre ljusdesigners. Med kunskap från dessa metoder utfördes ett användarstudie där två versioner av en mobilapplikation för justera ljus testades. Detta utfördes för att dels undersöka användningen av en befintlig applikation och för att identifiera vilka element i den här typen av verktyg som är viktiga för en ljusdesigner. Denna studie indikerade att ett sådant mobilverktyg kan vara mycket användbart, men endast om det innehåller alla nödvändiga element som behövs för att finjustera en ljusinstallation. Studien visade även att en av de viktigaste komponenterna av ett sådant mobilt verktyg är möjligheten att justera färgtemperaturen på ljus, särskilt när man skapar belysning specifikt för en butik. En designövning utfördes för att undersöka hur användbara befintliga verktyg för att justera färgtemperatur är och hur sådana verktyg kan utformas för att passa en ljusdesigners behov. Baserat på resultatet av denna övning skapades en prototyp på ett verktyg för att justera färgtemperaturen av ljus. Denna prototyp utvärderades genom en formativ användarstudie samt ett frågeformulär för att utvärdera ett systems användbarhet. Enligt resultatet av testet uppfattades prototypen vara användbar. Sammantaget tyder resultaten från denna studie på att det finns ett behov av denna typ av mobila verktyg som effektivt kan hjälpa ljusdesigner i deras arbete. / With the significant growth of e-commerce, physical stores need to become more experience-driven, and delivering unique, high impact customer experiences is a core for their success. Lighting is an important element of customer experience, as it directly affects comfort and navigation. In order to customize lighting for a store,expertise from a light designer is needed. However, on-site lighting fine tuning is a challenge due to time restrictions, amount of error occurring to the light installation, and easy accessible tools for adjustments. This study aims to understand whether an mobile tool for adjusting color temperature of lights in realtime can assist a light designer when installing a light installation in a retail store. To understand the challenges involved in the work of lightning designers, two methods have been used. A participatory observational study and semistructured interviews with three light designers. Given that, an exploratory user test was performed, testing two versions of a lighting manager application in order to investigate the usage of an existing application and what elements in this kind of tool are of most importance for a light designer. The user tests indicated that a mobile tool like this could be very useful, but only if it contains all the necessary elements needed. The results show that one of the essential elements of such a tool regards options for adjusting color temperature, when creating specifically for a retail store. In order to investigate further how useful existing light color temperature tools are and how they could be designed to suit a light designer needs, a design exercise was performed. Through the result of this exercise a prototype of a color temperature tool was created. This prototype was evaluated through a formative user study. The usability of the prototype was evaluated through a System usability score evaluation questionnaire. According to the test, the prototype was found to be usable. All in all, the results of this study indicate that there is a need for this kind of mobile tools that can effectively assist light designers in their work.
150

Optimising 3D object destruction tools for improved performance and designer efficiency in video game development

Forslund, Elliot January 2023 (has links)
Background. In video game development, efficient destruction tools and workflows were crucial for creating engaging gaming environments. This study delved into the fundamental principles of 3D object properties and interactions, reviewed existing destruction techniques, and offered insights into their practical application, with a specific focus on Embark Studios’ destruction tool.  Objectives. This study focused on the optimisation of an existing destruction tool to enhance efficiency and integration within a gaming company’s pipeline. The key objectives included reducing execution time, and improving designer workflow. The study utilised performance counters and Unreal Insights profiling to identify and optimise hotspots in the destruction tool. Additionally, the performance of the op- timised tool was measured and compared to the existing one to quantify efficiency improvements. An expert evaluation with designers at Embark Studios was con- ducted to assess the impact of the optimised tool on their workflow.  Methods. The existing destruction tool was optimised primarily through parallelisation. The efficiency of the optimised tool was evaluated both empirically, by measuring the execution time, and subjectively, through an expert evaluation involv- ing three professional level designers.  Results. The optimisation significantly reduced the execution time of the destruc- tion tool. Feedback from the expert evaluation indicated that the optimised tool could enhance designer efficiency, particularly in rebuilding the destruction graphs. However, the performance of the optimised tool was found to be hardware-dependent, with varying execution times observed across different hardware configurations. Conclusions. This study presented an optimised destruction tool which demon- strated improved performance and efficiency, validating its suitability for integration into the pipeline of game development. It was proposed that future work could further optimise this tool and explore its performance across diverse hardware con- figurations.

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