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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

The path of increasing awareness: applying new models for experiential design

Naji Almassi, Sara 26 January 2012 (has links)
The exploration of developing digital components and integrating technology with design informs a new model for retail design. This model responds to its users and lets them engage more with the space than the traditional retail stores. It also provides an experiential space informing customers in more attractive interactive ways. Advances in computing technology and software, along with new ways to configure and display these systems, have made it possible to create a new generation of immersive environments. This new environment, which is integrated with design, gives more freedom to users. According to the more links and connections this immersive environments creates, It provides a more liberated environment that is free from place and time and engages more people to attend to the space and be a part of that. Equipping the retail with digital components makes it accessible for people to interact with each other and get any information they want. As a result, interactive retail space relies less on materials and locations and more on social and technical capabilities.
2

The path of increasing awareness: applying new models for experiential design

Naji Almassi, Sara 26 January 2012 (has links)
The exploration of developing digital components and integrating technology with design informs a new model for retail design. This model responds to its users and lets them engage more with the space than the traditional retail stores. It also provides an experiential space informing customers in more attractive interactive ways. Advances in computing technology and software, along with new ways to configure and display these systems, have made it possible to create a new generation of immersive environments. This new environment, which is integrated with design, gives more freedom to users. According to the more links and connections this immersive environments creates, It provides a more liberated environment that is free from place and time and engages more people to attend to the space and be a part of that. Equipping the retail with digital components makes it accessible for people to interact with each other and get any information they want. As a result, interactive retail space relies less on materials and locations and more on social and technical capabilities.
3

Austin south shore : an experiential design strategy

De Regt, Elizabeth Laura 08 July 2014 (has links)
This project takes an experiential design approach to urban planning. By focusing on the public spaces of an urban area, it develops a design process based on the experiences felt by those walking down the street: both visitors and residents. Each type of user has a different experience, and a variety of building-street interface typologies have therefore been developed. This project uses the same calculations and basic framework from Dean Almy’s Texas Futures Lab studio of Spring 2013. It then looks into the various user groups and adjusted the public spaces to provide more variety, reflecting the various experiences sought after by these users. / text
4

EXPERIENCE THROUGH MOVEMENT: DESIGNING FOR MOTOR SCOOTERS

WINTERS, STEPHANIE J. 02 July 2007 (has links)
No description available.
5

Rethinking the Role of the Landscape in Historic Interpretation: A Constructivist Design Approach to Interpreting Slavery in Appalachian Virginia

Calorusso, Christine 05 March 2003 (has links)
This thesis explores how the landscape, or the physical environment in general, can play a more active, meaningful role in historical site interpretation for the public. It asserts that the landscape can serve not merely as a passive backdrop or stage set for interpretation but as an active tool for communicating important understandings about history. To accomplish this, a constructivist approach to design—one that emphasizes the direct interaction between the individual visitor and the physical site as the origin of meaning—is presented. The Constructivist Design Approach (CDA) emphasizes the manipulation of form, scale, materials, and path to facilitate visitors' physical, psychological, and emotional immersion in their environment. The CDA was developed from three research areas: an epistemological grounding in constructivism, ritual theory, and case studies of built works that promote the interaction of visitor and site. Application of the CDA to historical site interpretation is explored through a conceptual design proposal for an Appalachian slavery interpretive complex in Southwestern Virginia, which interprets mountain slavery from the slaves' perspective. Through direct interaction with the landscape of the participatory living history complex, visitors deepen their understanding of how mountain slaves perceived, moved through, and appropriated the landscape for their survival. The design project indicates that the CDA can enhance the effectiveness of interpretive programs. It also reveals the importance of ongoing collaboration between landscape architects and historians throughout project development in order to achieve a physical site design that effectively incorporates and reflects interpretive content and objectives. / Master of Landscape Architecture
6

Imagineering Healthcare: A Healing Environment Design Model based on Experiential Design, Authenticity and Disney's Design Approaches

January 2012 (has links)
abstract: Healthcare is one of the most personal and complex services provided, and as such, designing healthcare environments is particularly challenging. In the last couple of decades, researchers have concentrated their efforts on exploring the elements of the hospital environment that affect patients' health and in finding ways to apply that knowledge in contemporary healthcare design. But despite the growing body of research, there is an element of utmost importance to healing environments that has not been studied very extensively: the patient experience. The interaction of patients with their environment shapes their personal experience, and inversely, focusing on designing experiences rather than services can inform the design of successful healing environments. This shift from designing services to designing experiences has deep implications in healthcare settings because of the stressful situations that patients have to go through; memorable experiences have a positive influence on a patient's emotional health because they help minimize stress and in healthcare environments this translates into improved outcomes. The concept of assembling experiences is not new, especially in the entertainment industry; it was, in fact, the underlying principle behind the creation of the first theme park more than fifty years ago: Disneyland. Today, Disney is an entertainment industry leader and their design concepts and practices have been perfected to achieve the Company's main purpose: to immerse Guests in a happy, unforgettable experience. This research study focuses on examining the principles used by Disney designers, or Imagineers, as they are called within the organization, to generate memorable experiences, and how those theories can be adopted and adapted by healthcare designers to create better healing environments. However, Disney's Imagineering is not the only approach considered in this research. A thorough analysis would not be complete without delving into the concept of experiential design as a design process and from an economical perspective, as well as without analyzing recent notions about the importance of authenticity in businesses and its implications on design. This study, therefore, suggests a new healing environment design model based on a comprehensive review of the literature related to three main design approaches: Disney Imagineering, experiential design and authenticity. / Dissertation/Thesis / M.S.D. Design 2012
7

Green (inside)? An eating experience which addresses ecological & lifestyle sustainability, with the interior as a tool

Schroder, Hilde January 2017 (has links)
This dissertation originated from a concern regarding healthy and sustainable living, with the focus on aspects of well-being, eating and nutrition. It has not been seen or explicitly explored as a problem to address within the discipline of interior design. It is of the opinion that the environments in which we live can directly influence the way we live. Green (Inside)? is a project proposal which addresses both a normative stance towards interior design and a recognized gap in the social sphere. A scarceness of experiential design in interior environments is examined. This stance is contextualized as a response against the status quo of the restaurant industry towards sustainable living. Restaurants, specifically fast-food outlets or caf?'s, tend to promote unhealthy lifestyles and lack to provide an experience beyond the food itself. The theoretical approaches of sustainable development, human centred design and experiential design, informed the design discourse. The character of the design is guided by the found theories of a process oriented view, the farm-to-table concept, urban farming and principles of the changing kitchen. The programme is placed within the Maboneng precinct in Johannesburg CBD. It establishes a new urban food identity and brand, furthermore connected with its creative and industrial identity. The conceptual restaurant, the Inside, proposes an eating experience, using the eating process as medium of communication to address various topics of ecological and lifestyle sustainability. It will intentionally expose users to participate and interact within the spaces, its processes and a specific sensory-story. The design interventions will aim to encourage and educate users towards sustainability. / n Kommer oor gesonde en volhoubare lewensstyle, spesifiek gerig op welsyn en eetgewoontes, was die vertrekpunt vir die verhandeling. Hierdie kwessie is nog nie heeltemal verken as 'n probleem wat aangespreek kan word in die dissipline van binne-ontwerp nie. Dit is egter van mening dat die ruimtes waarin ons leef en beweeg ons manier van lewe be?nvloed. "Green (Inside)?" is 'n projek wat gebaseer is op twee aspekte: Die eerste handeling is 'n normatiewe standpunt vir binne-ontwerp, waar 'n skaarste in die ervarings van binneruimtes erken is; die tweede aspek het 'n tekortkoming in die sosiale mark ge?dentifiseer. Die probleem is geplaas in die konteks van die restaurant bedryf, rakende volhoubare lewenswyses. Restaurante, spesifiek kitskoswinkels en kafee's, is geneig om ongesonde lewensstyle aan te moedig. Daar is ook 'n gebrek aan ruimtelike ervarings, buiten die ervaring wat die kos self bied. Verskeie teoretiese benaderings het die argument versterk, onder andere die kwessie van volhoubare ontwikkeling, 'n her-definie?ring van kos en die eet proses, verbruiker fokus in ontwerp en laastens ervaringsleer ontwerp. Die karakter van die ontwerp was be?nvloed deur die proses-geori?nteerde uitkyk teorie, die plaas-tot-tafel konsep, stedelike landbou asook nuwe beginsels van hoe 'n kombuis verander. Die projek is geplaas in die Maboneng gebiedct, Johannesburg. Verder was 'n nuwe stedelike kulin?re verbruiker voorgestel, gebaseer op die kreatiewe en industri?le identiteit van die ligging. Die konseptuele restaurant, "the Inside", is a voorstelling van 'n eet-ervaring. Die eetproses word gebruik as kommunikasiemiddel waarmee ekologiese en volhoubaarheids kwessies aangespreek word. Verskeie prossesse van die ruimtes sal doelbewus blootgestel word, van waar di? interaksies sal beoog om 'n sensoriese storie vir die verbruiker te skets. Die ontwerp sal beoog om mense te onderig en aan te moedig om aspekte van volhoubaarheid te beoefen. / Mini Dissertation (MInt (Prof))--University of Pretoria, 2017. / Architecture / MInt (Prof) / Unrestricted
8

Experiential Design: An Interdisciplinary Certificate Program for Post-Secondary Design Education

Sanvido, Loran 02 June 2023 (has links)
No description available.
9

Here and now : Foundations and practice of human-experiential design

Hoshi, Kei January 2012 (has links)
The thesis claims that an experiential approach to design really does promise the possibility of scientific design of everyday life. The purpose of this thesis is to show the promise. René Descartes conceptualized the classical formulation of a mind-body dichotomy. Various resulting and unbalanced dichotomies, such as subjective-objective, internal-external, experiential-practical and so on, raise serious concerns surrounding the concept of design. The thesis raises a crucial issue about the imbalance between technological and human concerns in the context of human-computer interaction, an imbalance that has been caused partly by the mechanistic aspect of informatics and its impact on designing human computer interaction. The thesis first explores the origin of design as a distinct activity during the industrial revolution, and reviews the tide of design history from then until today. The brief review of design history indicates that design is not merely the skill of making things or presentations. This gives direction to how design can be positioned in our modern information society. Second, the author starts a critical discussion about ordinary design approaches that, it is suggested, may have hindered true human-centred design, and then introduces an alternative approach to design and research, which the author calls Human-Experiential Design. Third, the notion of Tangible Presence in Blended Reality Space is introduced. The conceptual grounding that illustrates the experiential approach to interaction design is discussed. Fourth, the thesis presents use cases and provides examples of Human-Experiential Design in specific practical contexts. The concrete examples suggest that the emphasis on ‘balance’ or appropriate blending is very important in the development of better interactive systems for health, capitalizing on seamless combinations of the virtual and the physical in Blended Reality Space. As exemplified in the thesis, the human-experiential approach, striving for optimal combinations of tangibility and evoked presence, offers a promising tool in designing for special needs groups such as elderly people with some cognitive weaknesses, and children undertaking physical rehabilitation programmes. It is suggested that such virtual-physical blends will release human beings from the strain that existing perceived dichotomies bring. Finally, the author concludes by offering a way forward, a way that is neither subjective nor objective but rather a meaningfully integrated blend of the dichotomies, which responds to the question of what it means to be human.
10

體驗經濟下,休閒飯店經營管理之探討--以台東如意休閒事業飯店為例 / Experiential Economy,the study of Leisure Hotel Management and Administration--A case study of Tai-Tung Ru-Yi Leisure hotels

李慕雄, Lee, Mu Hsiung Unknown Date (has links)
臺東縣觀光休閒產業是大家目光焦點,已有千百個民宿業,配合市場需求已扮演住宿重要角色。所到之處,都是民宿業天下。隨著時間南迴鐵路、南迴公路以及蘇花二改全面進行中。未來3-5年交通上會有很大躍進。臺東市區BOT飯店業陸續完工,臺東市觀光旅遊產業軟硬體逐漸成形,臺東成為一個觀光城市,迎向陽光未來指日可待。 在這個"休閒者為中心”的時代,正逐漸成為一個日益引起關注、富有生機和活力的體驗經濟時代。體驗經濟的出現滿足了消費者對商品的需要、情感的需要、自我實現的需要。體驗經濟是以客戶為中心的經濟,它反映人類的消費行為和消費心理正在進入一種新的高級形態。 我們建議台東如意休閒事業飯店能朝以下方向前進,1)主題飯店2)體驗主題化 3)公益敎育提倡推廣4)異業結盟共創佳績 在這個世代希望創造自己和朋友、家人、孩子們的歡樂童年和美好回憶。忘憂館景觀旅店和曙光渡假酒店,要朝向這方向前進,要提供好的條件給消費者,藉由人的感受所創造的價值,是需要不斷提昇和優化來帶動經濟成長和發展。 / Tai-Tung tourism and leisure industry catch everyone’s eyes, hundreds of B & B in Tai-Tung, have been playing an important role in tourist-stay market. B & B could be found everywhere. With transportation to connect Tai-Tung and other cities will have great improvement in the nearly 3 to 5 years due to south-link highway and the Su-Hua Highway. Hotels in Tai-Tung downtown by BOT are being completed. Threrfore, Tai-Tung, as a tourist city, is expended to have a bright future. Since, the hardware and software of tourism are gradually being matured. In this "casual person-centric" era, the era of experience economy is becoming a growing concern, full of vigor and vitality. Experience economy fullfills to cousumers’ needs , emotion and self-actualization. Experience Economy is customer-centric economy, which reflects consumers’ behavior and consumer psychology are moving forward to a higher level. We recommend Tai-Tung Ru-Yi Leisure Hotels can move in the following directions, 1) Theme hotel 2) theme experience 3) Promote Public Education 4) cross-industry alliance to create success. People in this age want to create the joy of childhood and lovely memory for their friends, family, and children. The forget worry village and Sunrise Hotel should donate themselves to be the providers who provide customers the good living conditions, with the feelings of people to create value, is the need to constantly improve and optimize to boost economic growth and development.

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