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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.
1

Souvenir = Authentic+sustainable : a guide for designers

Hu, Yiqiu January 2019 (has links)
The designer explores how to improve souvenir design in the real market by questioning the issues of authenticity and the need of sustainable strategies. It takes the city of Växjö as a start point for a touristic place and analyses different categories. Through observations and interviews, the issues are confirmed and a design brief is made. Based on theories of product semantics and emotional design, the result from the investigation summarised to suggest guide for souvenir design. The guide is illustrated in a series of videos meant to anyone working in the souvenir industry.
2

Engineering Feelings of Quality

Ayas, Ebru January 2008 (has links)
<p>There is an increasing emphasis on developing systematical research approaches for design of products that appeal to people’s emotions and values. This thesis proposes methodological developments for investigating people’s subjective emotional needs and values towards quality and explores interactions of related physical design attributes for product design.</p><p>The overall aim of the licentiate thesis is to gain an understanding on Affective engineering of products through exploring the concept of quality feeling and to develop methodological approaches for this. Quality feeling can be described as a holistic concept considering individuals’ perceptions, expectations, experiences, physical and psychological expressions for a product or service. Affective Engineering methodology aims at translating human psychological processes, such as feelings and emotions, into appropriate product design attributes, such as size, shape, and surface characteristics.</p><p>The thesis presents three methodological approaches when evaluating products for affective engineering and one approach for an interactive product design support system development.</p><p>The first study presented deals with feelings of quality for reach truck operator’s cabin components. Components that would convey to give a higher total quality feeling were identified and improvement opportunities were prioritized. The second study presented is based on developing an interactive affective design and decision support system software for design of the steering wheel from drivers’ individual and shared preferences. In the third study affective values arising from judgments for important feelings of quality is the study basis. The author presents research on identifying interactions of design attributes for affective values in waiting areas of primary health care services.</p><p>Further, a new approach for applying Affective Engineering in design of complex contexts is proposed.The proposed approach aims to handle contexts where feelings and design attributes have complex interactions for products and services that give almost an infinite number of design alternatives that are difficult to handle in traditional Kansei Engineering studies. With this thesis also an interactive product design and decision support system software is developed for steering wheel design and proposed for educational and industrial use. The proposed system works based on linking product design attributes to human feelings by applying Genetic algorithms and provides potential basis for future product development and improvements.</p><p>This thesis has also contributed with affective design recommendations applicable for vehicle cabins and waiting areas in primary health care. Moreover, a number of existing methods in Affective Engineering have been tested and methodological experience is drawn, including advantages, disadvantages and limitations of using these methods.</p>
3

Development of novel design methodology for product mass customization based on human attributes and cognitive behaviours

Wang, Huanhuan January 2012 (has links)
The competition in the global market is accelerating rapidly because of less technological gap, matured manufacturing level, and various changing customer needs. Increasingly customers choose products in terms of experience desires, psychological desires and whether the products can reflect their values, in addition to the main product functions. Moreover, there are a large number of small and medium sized manufacturing companies in the developing countries. OEM (Original Equipment Manufacturer) and simple mass production cannot generate good value for these manufacture companies, and they have been seeking new opportunities to create higher value for their products/services and satisfy different needs of customers. Mass customization is one of the main business forms in the future, which can best meet the needs of individual customer, especially psychological needs. The key to mass customization is to provide enough modules to meet individual needs with a limited cost increase. The problem has been how to identify the real user needs and individual differences. The purpose of this research is to develop a sound design methodology based upon the current product design theories and practices for future product innovation and sustainable growth of small and medium sized manufacturing enterprises. The research focuses on the user-product cognitive behaviours and the relationship between human attributes and product features. Orthogonal experiment, eye tracking technology and artificial neural network have been successfully applied in this research. The research has developed a user needs hierarchy model and added value hierarchy model, and a robust theoretical basis to predict and evaluate (individual) user needs for product design. The research has further made the following contributions: 1) The relationship between human attributes and product features has been established, which can help designers understand the differences of various customer groups; 2) The different effects of various influence factors on people’s cognition and preference choice based on vision have been analysed and discussed; 3) A new method to identify, cluster, and combine common needs and personalized needs in early design stage for mass customization has been developed; 4) The research results can be reused in the future design of the same or similar kind of products.
4

Ben från vilt som resurs - ett ekologiskt material för produktdesign?

Hagström, Ragnar January 2019 (has links)
Den här studien visar hur ben från vilda djur, i kombination med benlim, kan tas till vara och användas som ett material för produktdesign. Studier visar även hur användare sannolikt kommer reagera på det. Detta genom att materialet som utvecklats utvärderades genom dels tekniska experiment, men också användarstudier. I studien används Material Driven Design som huvudsaklig metod där materialet är utgångspunkten för designprocessen. Det ledde till att ett produktkoncept också utvecklats för att visa materialets möjligheter och begränsningar. Resultatet blev två olika fullt fungerande klädgalgar, vilka skapades i det framtagna materialet. Formval baserades delvis på teorier kopplade till Emotional design. Utgångspunkten för studien var att problematisera resursåtgång, delvis av anledningen att global befolkningsökning kraftigt ökar efterfrågan på resurser i allmänhet, men även för att slöseri med resurser har en negativ påverkan på miljön. Studien visar också hur ben har använts som material av människor historiskt, och att den moderna människan sannolikt distanserat sig från naturen och sin animaliemateriella historia. / This study shows how bones from wild animals, in combination with bone adhesive, can be utilized and used as a material for product design. The study also show how users are likely to respond to it. This is because the material that was developed was evaluated through technical experiments as well as user studies. In the study, Material Driven Design is used as the main method where the material is the starting point for the design process. As a result, a product concept was also developed to show the possibilities and limitations of the material. The result was two different fully functioning coat hangers, which were created in the invented material. The design of the coat hangers was based in part on theories linked to Emotional design. The starting point for the study was to problematize resource use, partly because global population growth greatly increases the demand for resources in general, but also because waste of resources has a negative impact on the environment. The study also shows how bones have been used as material by humans historically, and that modern humans are likely have distanced themselves from nature and their animal-based material history.
5

Imbued Medical Device Design

Arredondo, Cecilia 14 October 2013 (has links)
No description available.
6

Designing Emotional Connections In Instant Messaging Tools

Hu, Xuanyi 21 September 2018 (has links)
No description available.
7

Creativity in Repurposing Textiles

Meyer, Kendra Louise 14 December 2010 (has links)
No description available.
8

Felicidade, emoção e hábito: novas abordagens do design digital com foco no bem-estar subjetivo do usuário

Pires, Luciano Lauri 19 September 2017 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2017-10-03T12:31:31Z No. of bitstreams: 1 Luciano Lauri Pires.pdf: 9988944 bytes, checksum: 357fae6660f0b797c8ae2a1cb3643a09 (MD5) / Made available in DSpace on 2017-10-03T12:31:31Z (GMT). No. of bitstreams: 1 Luciano Lauri Pires.pdf: 9988944 bytes, checksum: 357fae6660f0b797c8ae2a1cb3643a09 (MD5) Previous issue date: 2017-09-12 / Fundação São Paulo - FUNDASP / This work aims to discuss and investigate the role of the designer in the construction of digital experiences that promote user subjective well-being. It deals with the hypothesis that there is growing concern in the design community over its role in its field of work. That is due to the current level of maturity of user-centered design processes and due to new research covering infocognition, positive psychology and behavioral economy. It considers parallel approaches, such as emotional design and habit-building models through design. It is relevant due to the need to make evolve current design methods at a time when users are surrounded by ultra-designed digital environments that prioritize experience factors dedicated to usability and performance instead of factors that contribute to the construction of happiness. It draws the conclusion that Positive Design, a design approach for subjective well-being grounded on concepts of Positive Psychology and Aristotle’s eudaemonia, may present a major evolution in the digital design practice. By demonstrating that the quest for subjective well-being is connected to three main components (pleasure, personal meaning and virtue), this approach introduces a consistent framework and several design opportunities for happiness while leveraging discussions beyond the design community / Esta dissertação de mestrado pretende debater, de forma exploratória, o papel do designer na construção de experiências digitais que promovem o bem-estar subjetivo do usuário. Lida com a hipótese de que existe uma preocupação crescente na comunidade de design sobre o seu papel como área de atuação, causada pela atual maturidade dos processos de design centrado no usuário e pelo surgimento de novas pesquisas científicas nas áreas da infocognição, Psicologia Positiva e Economia Comportamental. Considera abordagens paralelas como o design emocional e os modelos de construção de hábito através do design. Justifica-se pela necessidade de evolução dos métodos vigentes de design, num momento em que o usuário encontra-se cercado por ambientes digitais ultra desenhados e que priorizam fatores da experiência voltados à usabilidade e ao desempenho, ao invés de fatores que contribuem para a construção da felicidade. Conclui que o exercício do Design Positivo, uma abordagem de design para o bem-estar subjetivo fundamentada nos conceitos da Psicologia Positiva e da eudaimonia de Aristóteles, pode trazer uma importante evolução na prática do design digital. Ao demonstrar que a busca do bem-estar subjetivo está vinculada a três componentes principais (prazer, significado pessoal e virtude), esta abordagem apresenta um framework consistente e diversas oportunidades de design para a felicidade, provocando discussões além da comunidade de design
9

Design av lättöppnad färdigmatsförpackning: Inriktning hållbar utveckling

Carlsson, Linnéa January 2013 (has links)
Ett utvecklingsarbete av en miljövänlig färdigmatsförpackning, lätt att öppna för reumatiker, har utförts i samarbete med CC Pack i Tibro. Förpackningen är tänkt för bruk inom äldrevårdens hemtjänst. Utvecklingsarbetet utfördes genom främst fokusgruppsundersökningar och tester av funktionsmodeller. En livscykelanalys med referens i dagens plasttråg som används på hemtjänsten i Skövde har utförts för att ta reda på vilket av de två slutkoncepten som var mest miljövänlig. Tydligt vid intervjuer och studiebesök var att en rundare och mer färgglad förpackning önskades. Ett enkelt ovalt tråg med en hård kartongflik löste problemet med de svåröppnade förpackningarna både genom själva placeringen av den hårda fliken och också ihop med en avlång form. / A development of an environmentally friendly, ready meals packaging, that is easy to open for people suffering from rheumatoid arthritis, has been performed in cooperation with CC Pack in Tibro. The package is intended for use in elderly care home services. The development work was mainly done by focus group surveys and tests of function models. A life cycle analysis with reference in the current plastic trays used in home care in Skövde was conducted to find out which of the two final concepts was the most eco-friendly. Evident in interviews and site visits was that a rounder and more colorful packaging was desired. A simple oval tray with a hard cardboard flap solved the problem of opening difficulties, both by the position of the hard flap and also with an elongated shape.
10

Emotional design : an investigation into designers' perceptions of incorporating emotions in software

Gutica, Mirela 11 1900 (has links)
In my teaching and software development practice, I realized that most applications with human-computer interaction do not respond to users’ emotional needs. The dualism of reason and emotion as two fairly opposite entities that dominated Western philosophy was also reflected in software design. Computing was originally intended to provide applications for military and industrial activities and was primarily associated with cognition and rationality. Today, more and more computer applications interact with users in very complex and sophisticated ways. In human-computer interaction, attention is given to issues of usability and user modeling, but techniques to emotionally engage users or respond to their emotional needs have not been fully developed, even as specialists like Klein, Norman and Picard argued that machines that recognize and express emotions respond better and more appropriately to user interaction (Picard, 1997; Picard & Klein, 2002; Norman, 2004). This study investigated emotion from designers’ perspectives and tentatively concludes that there is little awareness and involvement in emotional design in the IT community. By contrast, participants in this study (36 IT specialists from various fields) strongly supported the idea of emotional design and confirmed the need for methodologies and theoretical models to research emotional design. Based on a review of theory, surveys and interviews, I identified a set of themes for heuristics of emotional design and recommended future research directions. Attention was given to consequences; participants in this study raised issues of manipulation, ethical responsibilities of designers, and the need for regulations, and recommended that emotional design should carry standard ethical guidelines for games and any other applications. The research design utilized a mixed QUAN-qual methodological model proposed by Creswell (2003) and Gay, Mills, and Airasian (2006), which was modified to equally emphasize both quantitative and qualitative stages. An instrument in the form of a questionnaire was designed, tested and piloted in this study and will be improved and used in future research.

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