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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

Re/framing design trends : a Burkean meta-rhetorical approach

Bowie, Anneli January 2018 (has links)
This thesis illustrates the potential of Kenneth Burke’s theory for interrogating visual design trend dynamics and rhetorics. The investigation originated in response to the perceived unsustainability of accelerated design trend dynamics, as amplified by rhetorically-driven aesthetic obsolescence. The hermeneutic framework developed in this study, referred to as a Burkean meta-rhetorical approach, is thus used towards re-framing attitudes towards and engagements with design trends. The framework is illustrated throughout the study by referring to visual design examples as well as verbal discourse surrounding prominent historical and contemporary design movements or trends. Various theoretical facets form part of the meta-rhetorical framework, namely Burke’s dialectics, dramatism, rhetoric, criticism and ethics. A Burkean dialectical perspective on design trends offers foundational insights on how symbolic language creates ‘design dialectics’, which translate into dynamic design change over time. Burke’s ‘dramatism’ sheds light on the human-relational ‘design drama’ that impacts design trend engagements. Burke’s rhetoric offers insights on rhetorical strategies or persuasive tactics found in ‘the rhetorical design situation’, where designers are both producers and consumers of design trend rhetorics. Burke’s critical theory is useful for interrogating perceived ‘design (dis)orders’ or design attitudes and behaviours that become imbalanced, potentially contributing to and exacerbating problematic trend dynamics. Lastly, Burke’s symbolic re-framing strategies are considered towards developing more ethical, honest and responsible (less polemical or melodramatic) trend rhetorics. Burke’s meta-rhetorical theory is thus presented as a valuable theoretical approach in design, for nurturing greater rhetorical awareness and promoting more responsible rhetorical design citizenship. / Thesis (PhD)--University of Pretoria, 2018. / Visual Arts / PhD / Unrestricted
2

A visual design method and its application to high reliability hypermedia systems

Newman, Robert Malcolm January 1998 (has links)
This work addresses the problem of the production of hypermedia documentation for applications that require high reliability, particularly technical documentation in safety critical industries. One requirement of this application area is for the availability of a task-based organisation, which can guide and monitor such activities as maintenance and repair. In safety critical applications there must be some guarantee that such sequences are correctly presented. Conventional structuring and design methods for hypermedia systems do not allow such guarantees to be made. A formal design method that is based on a process algebra is proposed as a solution to this problem. Design methods of this kind need to be accessible to information designers. This is achieved by use of a technique already familiar to them: the storyboard. By development of a storyboard notation that is syntactically equivalent to a process algebra a bridge is made between information design and computer science, allowing formal analysis and refinement of the specification drafted by information designers. Process algebras produce imperative structures that do not map easily into the declarative formats used for some hypermedia systems, but can be translated into concurrent programs. This translation process, into a language developed by the author, called ClassiC, is illustrated and the properties that make ClassiC a suitable implementation target discussed. Other possible implementation targets are evaluated, and a comparative illustration given of translation into another likely target, Java.
3

Estudo de caso dos manuais de instrução do pólo moveleiro de Arapongas/PR : uma contribuição do design informacional /

Rodrigues, Lília Paula Simioni. - January 2006 (has links)
Orientador: José Carlos Plácido da Silva / Banca: Luís Carlos Paschoarelli / Banca: Carla Galvão Spinillo / Resumo: Esta pesquisa coloca em discussão e questão dos manuais de instrução que acompanham os produtos do Pólo Moveleiro de Arapongas, Paraná. Com o objetivo de investigar as características desse tipo de documento, este estudo foi desenvolvido a partir de manuais, em papel, angariados no Pólo. Para isso, elaborou-se um referencial teórico onde se procurou contextualizar a indústria moveleira, enfatizando as principais características do Pólo de Arapongas, sua relação com o design, com a normalização e com os manuais de instrução. Um estudo sobre os tipos, características e nomenclaturas de documentos de suporte, foi desenvolvido para melhor conhecimento dos títulos e conteúdos. Realizou-se uma investigação teórico-analítica dos manuais, em relação às características de produção gráfica do documento, a abordagem do conteúdo processual e não processual, e a apresentação gráfica. A aplicação de tais metodologias possibilitou obter dados que, ao serem sistematizados e discutidos, permitiram a proposição de nomenclaturas vinculadas ao conteúdo e ao objetivo do documento, identificar as principais características dos manuais e suas precariedades específicas. Além desses resultados, pôde-se propor algumas indicações para melhoria desses manuais e criar subsídios para futuras investigações e diretrizes acerca dos manuais da indústria moveleira / Abstract: This study discusses the manuals of instruction that come with the products from the Pool of Furniture Manufacturers in the town of Arapongas, State of Parana. This reserach used printed manuals of instruction collected from the plants at the pool in Arapongas. In order to investigate the characteristics of this sort of document, a theoretical referential was developed, trying to contextualize the furniture industry with emphasis on the main characteristics of the pool of furniture manufacturers in Arapongas, its relation with design, with standardization and manuals of instruction. A study about types, characteristics and nomenclatures of support documents was developed aiming at a better understanding of the titles and contents. A theoretical-analytical analysis of the manuals, concerning their graphic production characteristics, the approach of their process and non-process contents, and their graphic presentation was carried out. The use of such methodology made possible to obtain data that, after systematized and discussed, allowed for the proposition of nomenclatures linked to the content and objective of the document, as well as for the recognition of the main characteristics of the manuals of instruction and their specific drawbacks. Apart from the results mentioned above, it was also possible to make some suggestions aiming at improving the quality of such manuals, at creating resources for future investigations and guidelines regarding manuals of instruction for the furniture industry / Mestre
4

Towards Creative Astonishment : A Metaxological Approach to Design

Nel, Gideon Phillipus January 2021 (has links)
This study offers a philosophical hermeneutic of design. It aims to achieve this by exploring William Desmond’s metaphysics, specifically his fourfold sense of being, and how it relates to design. Desmond’s fourfold sense of being is a valuable lens through which to understand being and the dynamic relations that constitute being. It consists of the following: the univocal sense of being; the equivocal sense of being; the dialectical sense of being; and the metaxological sense of being. This study suggests that Desmond’s fourfold sense of being not only speaks to the rich complexity of being, but can also be a valuable lens through which to understand the ontological richness of design and to explore different approaches to problem-solving methodologies in design. / Dissertation (MA (Information Design))--University of Pretoria, 2021. / UP Postgraduate Masters Research Bursary (2020) / Visual Arts / MA (Information Design) / Unrestricted
5

Visual Form and a Typology of Purpose: A Peircean-Based Approach to Visual Information Design Pedagogy

Rosenquist, Christina Laraine Perkins 12 June 2012 (has links) (PDF)
Visual information design is a vital part of modern communication. Currently discussion is occurring in most disciplines to determine more effective ways to incorporate visual information design into all their communication, including website and document design. These discussions typically focus on elements of traditional graphic design that tell the student what is "good" graphic design; however, traditional graphic design depends on trial and error, luck, and best practices, with only rare attempts to construct general principles. Selection of visual elements is usually based on designer preference rather than any consistent conceptual framework or empirical support for design decisions. Another approach to visual information design was introduced by Alan Manning and Nicole Amare, based on the work of C. S. Peirce, who created a number of three-part typologies aimed particularly at modes of communication in relation to purpose. Manning and Amare's approach to visual information design maps specific visual elements to consistent definitions based on both formal characteristics and useful functions, as predicted by analysis in terms of primary Peircean categories. These definitions provide a consistent framework for selecting the appropriate visual elements that have the desired communicative effects. Manning and Amare's work was written for an academic audience. The primary purpose of my Master's project is to adapt their information-design concepts for a more general audience, particularly students. An abbreviated and simplified version was created online and was pilot-tested in two undergraduate Linguistics classes for students who are pursuing an editing minor.
6

User-Centered Critical Parameters for Design Specification, Evaluation, and Reuse: Modeling Goals and Effects of Notification Systems

Chewar, Christa M. 25 August 2005 (has links)
Responding to the need within the human-computer interaction field to address ubiquitous and multitasking systems more scientifically, this research extends the usefulness of a new research framework for a particular class of systems. Notification systems are interfaces used in a divided-attention, multitasking situation, attempting to deliver current, valued information through a variety of platforms and modes in an efficient and effective manner. Through review of literature and experiences with empirical dual-task perceptual studies, we recognize a lack of unifying framework for understanding, classifying, analyzing, developing, evaluating, and discussing notification systems--fundamentally inhibiting scientific growth and knowledge reuse that should help designers advance the state-of-the-art. To this end, we developed a framework (referred to as the IRC framework) for notification systems research based on a core taxonomy of critical parameters describing user goals. Next, we extend the framework, focusing on three key aspects: 1) a system description process, allowing articulation of abstract design objectives that focus on critical user requirements; 2) interface usability evaluation tools, enabling comparison of the design and user's models, while supporting generalizability of research and early identification of usability concerns; and 3) design comparison and reuse mechanisms, saving time and effort in requirements analysis and early design stages by enabling design reuse and appreciation of design progress. Results from this research include the development of tools to express IRC design models (IRCspec) and user's models (IRCresults), and the extension of the critical parameters concept. Validation studies with novice designers show sufficient assessment accuracy and consistency. Leveraging these tools that help designers express abstract, yet critical, design intentions and effects as classification and retrieval indices, we develop a repository for reusable design knowledge (a claims library). Responding to challenges of design knowledge access that we observed through initial user testing, we introduce a vision for an integrated design environment (LINK-UP) to operationalize the IRC framework and notification systems claims library in a computer-aided design support system. Proof-of-concept testing results encourage the thought that when valuable design tools embody critical parameters and are coupled with readily accessible reusable design knowledge, interface development will improve as a scientific endeavor. / Ph. D.
7

Diseño de información y motivación hacia el material formativo de la Asociación Scouts del Perú / Design of information and motivation towards the formative material of the Scouts Association of Peru

Flores Cruz, Kamila Alexandra 02 July 2019 (has links)
El escultismo es una de las asociaciones juveniles más grandes y reconocidas del mundo. Su propuesta formativa, conocida como Método Scout, trabaja con niños y jóvenes a nivel personal y grupal con el objetivo de formar mejores ciudadanos. Sin embargo, tiene un déficit para presentar su material formativo, ocasionando falta de motivación entre scouts para iniciar su progresión. Por ello, el principal objetivo del presente trabajo es rediseñar el material formativo de la Asociación Scouts del Perú haciendo uso de las herramientas que brinda el diseño de información. Se espera que aplicando el diseño de información como herramienta se pueda transformar el material formativo de la Asociación Scouts del Perú brindando una alternativa que genere mayor motivación en los lobatos. La metodología utilizada es investigación experimental, ya que incluye una variable experimental, en un entorno fijo. El nivel de investigación es experimental y el enfoque que se ha elegido es mixto ya que se utilizara tanto el método cuantitativo como el cualitativo. La solución presentada es un juego para móviles en el cual los lobatos responden preguntas para ir avanzando a través de un circuito, tiene la opción de juego en equipo donde las seisenas y manadas compiten entre sí. La propuesta responde a las dificultadas encontradas en el material actual sin desligarse de las bases del escultismo. En conclusión, luego del testeo, el 100% de lobatos respondieron positivamente a la propuesta, demostrando interés hacia el material y motivación por iniciar su progresión, validando así la hipótesis presentada. / Scouting is one of the largest and most recognized youth associations in the world. Its formative proposal, known as the Scout Method, works with children and young people on a personal and group level with the aim of forming better citizens. However, they have a deficit to present their formative material, causing lack of motivation among scouts to start their progression. Therefore, the main objective of this work is to redesign the training material of the Scouts of Peru Association using the tools provided by the design of information. It is expected that applying the information design as a tool can transform the training material of the Scouts of Peru Association providing an alternative that generates more motivation in scouts. The methodology used is experimental research, since it includes an experimental variable, in a fixed environment. The level of research is experimental one and the approach that has been chosen is mixed one since both the quantitative and the qualitative method will be used. The presented solution is a game for mobiles in which the scouts answer questions to go through a circuit, has the option of team play where they compete in teams. The proposal responds to the difficulties found in the current material without breaking away from the foundations of Scouting. In conclusion, after testing, 100% of scouts responded positively to the proposal, demonstrating interest in the material and motivation to start their progression, thus validating the hypothesis presented. / Trabajo de investigación
8

Återanvändning av information i  ABB Robotics beställnings- och konfigureringsdatabas BusinessOnline

Luthardt, Runa January 2008 (has links)
No description available.
9

Att lokalisera kompetenser på flexkontoret :

Arnbom, Camilla January 2012 (has links)
To find competencies on a workplace with flex office structure. Companies today, 2012 are facing new opportunities and challenges. Information technology develops, competition is bigger today than ever, increased environmental requirements will be added and new patterns of life and values are occurring. This means that people who work in offices feel strong pressure of conversion, which is something that people experience differently. Therefore it is essential how the working environment is designed in an office. Working in an office means a lot of information processing and we can see large changes taking place. The ability to work efficiently, flexible and to be able to lead and plan a company’s resources efficient is essential. The flex office was developed in the beginning of 1992 and was meant to be an office independent of space and time, and an office where all information and working material is gathered in a common database. At a flex office there are no given working places instead the employees chooses their working station for the day. A problem for the employees in flex office environment is to find the competencies they need. The purpose of this thesis is to develop a design proposal that solves the customer's information design problem in finding competencies at the workplace. Theoretical data has been gathered through studies of literature. Empirical data has been gathered through interviews, observation and a questionnaire. These data have then formed the basis for the design proposal which is created with help from Michanek and Breilers design model. To find the competencies, different working environments have been created and also a workplace location system. The design proposal divides the working environment in three different activity environments. These are made to help form the workplace location system; in order to include the needs from the target group as well as it gives the opportunities to find the working competencies through good information design. The workplace location system gives the employee the opportunity to find other competencies at the office by explicit showing the status and localization of the employee.
10

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Luthardt, Runa January 2008 (has links)
No description available.

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