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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.
71

Business Environmental Design, Consumer Visual Literacy and Self-Concept

Rutherford, Sarah 26 November 2012 (has links)
No description available.
72

Färger och förtroende i e-handel / Colour and trust in e-commerce

Johansson, Starfighter January 2021 (has links)
Färgerna på en webbsida har potential att direkt påverka användarens uppfattning om webbsidan, dess trovärdighet och känslan av förtroende. Användaresuppfattning om färg varierar starkt beroende på kontext och över tid. Syftet med detta examensarbetet är att undersöka på vilket sätt och varför vissa färgnyanser påverkar förtroendet hos besökare av webbplatser med inriktning mot e-handel och specifikt kring musik, och på så sätt bidra till en framtida färgrepertoar för webbdesigners. Detta undersöktes med hjälp av fyra färgmässigt varierade fiktiva webbsidor, ett mindre skattningssystem och semi-strukturerade kvalitativa intervjuer med sex personer mellan 30 och 45 år bosatta i Sverige. Det framkom att grön färg kunde förmedla önskad känsla på en webbsida avsedd för musikförsäljning och deltagarna beskrev det som en bra kompromiss mellan affärsmannamässighet och entusiasm. Detta understryker vikten av att ha en färgrepertoar som designer där färger väljs ut inte bara efter vad som ser bra ut tillsammans utan även är anpassat efter både kontext och målgrupp. / The colours of a web page have the potential to directly affect the user's perception of said page, its credibility and the sense of trust. Users' perceptions of colour vary greatly depending on the context and also over time. The purpose of this thesis is to investigate in what way and why certain colour hues affect the trust of visitors of websites with focus on e-commerce and specifically around music, and in this way contribute to a future colour repertoire for webdesigners.This was investigated with the help of four colour-varied fictional websites, a smaller rating system and semi-structured qualitative interviews with six people between the ages of 30 and 45 living in Sweden. It turned out that a green colour could convey the desired feeling on a website intended for music sales and the participants described it as a good compromise between business acumen and enthusiasm. This underlines the importance of having a colour repertoire as a designer where colours are selected not only according to what looks good together but also is adapted to both context and target group.
73

Towards an Ontology and Canvas for Strongly Sustainable Business Models: A Systemic Design Science Exploration

13 September 2013 (has links)
An ontology describing the constructs and their inter-relationships for business models has recently been built and evaluated: the Business Model Ontology (BMO). This ontology has been used to conceptually power a popular practitioner visual design tool: the Business Model Canvas (BMC). However, implicitly these works assume that designers of business models all have a singular normative goal: the creation of businesses that are financially profitable. These works perpetuate beliefs and businesses that do not create outcomes aligned with current natural and social science knowledge about long term individual human, societal and ecological flourishing, i.e. outcomes are not strongly sustainable. This limits the applicability and utility of these works. This exploratory research starts to overcome these limitations: creating knowledge of what is required of businesses for strongly sustainable outcomes to emerge and helping business model designers efficiently create high quality (reliable, consistent, effective) strongly sustainable business models. Based on criticism and review, this research project extends the BMO artefact to enable the description all the constructs and their inter-relationships related to a strongly sustainable business model. This results in the Strongly Sustainable Business Model Ontology (SSBMO). To help evaluate the SSBMO a practitioner visual design tool is also developed: the Strongly Sustainable Business Model Canvas (SSBMC). Ontological engineering (from Artificial Intelligence), Design Science and Systems Thinking methodological approaches were combined in a novel manner to create the Systemic Design Science approach used to build and evaluate the SSBMO. Comparative analysis, interviews and case study techniques were used to evaluate the utility of the designed artefacts. Formal 3rd party evaluation with 7 experts and 2 case study companies resulted in validation of the overall approaches used and the utility of the SSBMO. A number of opportunities for improvement, as well as areas for future work, are identified. This thesis includes a number of supplementary graphics included in separate (electronic) files. See “List of Supplementary Materials” for details.
74

Comunicação visual no livro ilustrado: palavra, imagem e design contando histórias. / Visual communication in picturebook: word, image and design telling stories.

FERREIRA, Anália Adriana da Silva. 11 June 2018 (has links)
Submitted by Johnny Rodrigues (johnnyrodrigues@ufcg.edu.br) on 2018-06-11T19:08:30Z No. of bitstreams: 1 ANÁLIA ADRIANA DA SILVA FERREIRA - DISSERTAÇÃO PPGDsign 2017..pdf: 10863421 bytes, checksum: f502d4a8a5cd3ca66fe6947e9da120a5 (MD5) / Made available in DSpace on 2018-06-11T19:08:30Z (GMT). No. of bitstreams: 1 ANÁLIA ADRIANA DA SILVA FERREIRA - DISSERTAÇÃO PPGDsign 2017..pdf: 10863421 bytes, checksum: f502d4a8a5cd3ca66fe6947e9da120a5 (MD5) Previous issue date: 2017-05-03 / Esta pesquisa tem por objetivo investigar a comunicação visual e a relação palavraimagem mediada pelo design em livros ilustrados, para isso, selecionou-se o acervo da Fundação Nacional do Livro Infantil e Juvenil, FNLIJ, especificamente a categoria Criança. Realizou-se estudo panorâmico de caráter histórico-cultural do livro infantil no Brasil, observando temáticas, concepções gráficas, autores, ilustradores e a narrativa visual com o intuito de compreender o objeto e identificar a participação do design gráfico no mesmo; levantamento e discussão sobre as classificações do livro infantil, as necessidades de leitura de imagens e os aspectos do design na organização visual também foram contemplados nesta dissertação. Os livros selecionados passaram por análise sintática e semântica para melhor observar as articulações entre as narrativas visual e verbal. Para análise sintática utiliza-se as teorias da Gestalt como norteamento, observando formas, cores, tipografia e composição. Para análise semântica o uso da Semiótica, identificando ícones, índices e suas simbologias. A metodologia seguiu as etapas propostas pelo Método Feldman de Leitura de Imagens e precisou ser adaptado para o livro ilustrado com aplicação das teorias mencionadas. Como resultado destaca-se a diversidade de concepções na narrativa visual e as experimentações que o design possibilita ao livro. Espera-se por meio deste trabalho contribuir para a ampliação de estudos do design no livro infantil, fomentar a discussão sobre leitura de imagens e as práticas de projetos de comunicação para criança. / This research aims to investigate visual communication in picturebooks and the text-image relation mediated by the design. Therefore the collection of the FNLIJ, Brazilian version of International Board on Books for Young People – IBBY, specifically the Child category was selected. In order to understand the object and identify the participation of graphic design in it, a panoramic historical-cultural study of the children's book in Brazil was carried out, emphasizing its thematic, graphic conceptions, authors, illustrators and visual narrative. This study also comprises a selection and discussion about the child book classifications, the need to foment for reading images, and the aspects of design in the visual organization of the information. The selected books were analyzed syntactically and semantically to better observe the articulations between the visual and verbal narratives. The syntactic analysis followed Gestalt theories as a guide, observing forms, colors, typography and composition. The semantic analysis was conducted through semiotics theories to identify icons, indexes and their symbologies. The methodology was an adaptation of the steps proposed by the Feldman Method of Reading Images redirecting to the Picturebook with application of the mentioned theories. As a result, this research highlights the diversity of composition of the visual narrative and the experimentation that the design makes possible to the book. Moreover, it seeks to contribute to the growth of design studies in children's books, to stimulate the discussion about reading images and for the practices of communication projects for children.
75

Журналы о кино в условиях современного рынка (на примере "Искусство" кино и "Сеанс") : магистерская диссертация / Magazines about cinema in the conditions of the modern market (by the example of the Art of Cinema and Session)

Поморцев, П. О., Pomorcev, P. O. January 2020 (has links)
Объектом исследования являются концептуальные особенности современных журналов о кино в России. Предметом исследования является соответствие концепций журналов о кино запросам современного рынка. Цель магистерской диссертации – выявление эффективных с точки зрения современного рынка стратегий формирования контента, структуры и дизайна журналов о кино. В первой главе рассматриваются следующие аспекты: место кинематографа в современном мире, понятие, видовая классификация и концептуальные характеристики журналов о кино. В ходе изучения было проанализировано состояние журнального рынка в стране, рассмотрены отечественные издания о кино, определена доля этих изданий среди прочих журналов. Во второй главе проанализированы концептуальные особенности журналов «Сеанс» и «Искусство кино»: целевое назначение и читательский адрес, способы формирования контента и структуры, выбор дизайна и полиграфических особенностей, а также современные механизмы продвижения журналов. На основе проведенного анализа выявлены стратегии, позволяющие существовать журналам в условиях современного книжного рынка. / The object of the research is the conceptual features of modern film magazines in Russia. The subject of the research is the correspondence of the concepts of cinema magazines to the demands of the modern market. The purpose of the master's thesis is to identify effective strategies for the formation of content, structure and design of film magazines from the point of view of the modern market. The first chapter discusses the following aspects: the place of cinema in the modern world, the concept, species classification and conceptual characteristics of film magazines. During the study, the state of the magazine market in the country was analyzed, domestic publications about the cinema were examined, the share of these publications among other magazines was determined. The second chapter analyzes the conceptual features of the Session and Art of Cinema magazines: the purpose and readership address, ways of creating content and structure, the choice of design and printing features, as well as modern mechanisms for promoting magazines. Based on the analysis, strategies have been identified that allow journals to exist in the modern book market.
76

<b>Augmenting Group Contributions Online: </b><b>How do Visual Chart Structures Applied to Social Data Affect Group Perceptions and Contributions</b>

Marlen Promann (18437544) 01 May 2024 (has links)
<p dir="ltr">Humans are social beings and throughout our evolution we have survived and thrived thanks to our ability to cooperate [7]. Overcoming our current societal challenges from sustainability and energy conservation [8] to democracy, public health, and community building [9] will all require our continued cooperation. Yet, many of these present us with a dilemma where our short-term personal goals are at odds with the collective long-term benefits. For example, many of us listen NPR radio but never make a donation to help cover its operational costs. The success of cooperation during such dilemmatic situations often depends on communication, reward and punishment structures, social norms and cues [10], [11], [12], [13]. But how to encourage cooperation online where social cues are not readily available?</p><p dir="ltr">Accelerated by the COVID-19 pandemic and the prevalence of digital technologies, cooperation among individuals increasingly happens online where data-based feedback supports our decisions. Problematically, people online are often not only remote and asynchronous, but often also anonymous, which has resulted in de-individuation and antinormative behavior [14]. Social data, information that users share about themselves via digital technologies, may offer opportunities for social feedback design that affords perceptions of social cohesion and may support successful cooperation online.</p><p dir="ltr">This dissertation seeks to answer the normative question of how to design for cooperation in social data feedback charts in dilemmatic situations online. I conducted mixed methods design research by combining theory-driven design with a series of controlled experiments on Amazon Mechanical Turk to understand the perceptual and behavioral effects of visually unifying social data feedback charts. To achieve this, I mapped the design space for home energy feedback (<i>Chapter 2</i>) to guide my iterative and user-centered theorizing about how visual unity in social feedback charts might prime viewers with unified group perceptions (<i>Chapter 3</i>). I then validated my theorizing with controlled perceptual (<i>Chapter 4</i>) and decision experiments (<i>Chapter 5</i>).</p><p dir="ltr">The triangulated results offer evidence for visually unifying cues in feedback charts affecting social data interpretation (<i>Chapter 4</i>) and cooperation online (<i>Chapter 5</i>). Two visual properties: data point <i>proximity</i> and <i>enclosure</i> -, trigger variable levels of perceivable social unity that play a partial role in participants’ decision to cooperate in a non-monetary social dilemma situation online. I discuss the implications for future research and design (<i>Chapter 6</i>).</p>
77

En studie av hur en webbapplikation för annonsering av konsultuppdrag till studenter kan implementeras för att uppfattas som användbar / A study of how a web application for advertising consulting jobs to students can be implemented to be perceived as useful

Åström, Adam, Öberg, Albin, Elkjaer, Alice, Olsson, Fredrik, Bengtsson Malmborg, Hannes, Jacobson, Madeleine, Schwartz-Blicke, Oscar, Storsved, Viktor January 2021 (has links)
Studentkonsultprojekt gör det möjligt för studenter att applicera sin kunskap i näringslivet samtidigt som det blir mindre kostsamt för företagen att anlita konsulter. Då jobbsökande via internet blir allt vanligare finns det ett behov av en webbapplikation för konsultuppdrag som kopplar samman studenter och företag. En av de viktigaste aspekterna för att skapa en konkurrenskraftig webbapplikation är användbarheten. Således är intentionen med denna studie att undersöka Hur kan en webbapplikation för konsultuppdrag mellan företag och studenter implementeras för att uppfattas som användbar av studenter? För att besvara frågeställningen har en webbapplikation för förmedling av konsulttjänster mellan företag och studenter utvecklats. Webbapplikationen baseras på en teoretisk grund där olika dimensioner av begreppet användbarhet analyserats. De dimensioner som lyfts är effektivitet, ändamålsenlighet och tillfredsställelse. I tillägg till detta har vikten av att specificera användare och de estetiska aspekternas påverkan på användbarhet behandlats. För att utvärdera om webbapplikationen upplevs som användbar testas den på tre testgrupper i tre olika skeden för att undersöka deras upplevelse av webbapplikationen. Testerna utgår från metoden thinking aloud tillsammans med enkäterna System Usability Scale (SUS) och Visual Aesthetics of Websites Inventory Short (VisAWI-S). SUS- och VisAWI-S-enkäterna gav indikationer på en starkt användbar applikation genom hela utvecklingsprocessen. Detta utifrån implementation av en design som främst utgick från principerna enkelhet och färgrikedom samt fokusområdena Synlighet av systemstatus, Igenkänning istället för återkallande, Flexibilitet och effektiv användning och Estetisk och minimalistisk design. Genom att analysera resultaten från thinking aloud-testerna kunde en tydlig minskning av negativa kommentarer identifieras mellan användartest 1-3. Utifrån dessa testresultat, dras slutsatserna att genom återkoppling relaterad till utförda aktioner, implementation av markörer och färgval med hänsyn till kontraster kan en webbapplikation för konsultjobb implementeras för att uppfattas som användbar av studenter. / Studentconsulting makes it possible for students to use their knowledge in business cases. In addition to this it also reduces the cost for enterprises when hiring consultants. As job hunting via the internet becomes more common there is a need for a web application that connects company projects with students who are interested in consulting. One of the most prominent aspects for a web application to be competitive is usability. The intention with this study is to examine How can a webapplication for consulting jobs between enterprises and students be implemented to be perceived as useful by students? To answer this question a web application for intermediation of consulting jobs between enterprises and students has been developed. The web application is developed on a theoretical basis where the different dimensions of the term usability has been analysed. These dimensions are efficiency, effectiveness and satisfaction. In addition to this the importance of specifying users and the aesthetic aspects effects on usability has been discussed. To evaluate if the web aplication is perceived as useful it is tested on three groups of people on three different occasions to examine their perception of the web application. The tests are based on the thinking aloud method together with the questionnaires System Usability Scale (SUS) and Visual Aesthetics of Websites Inventory Short (VisAWI-S). The SUS and VisAWI-S questionnaires indicated that the web application had a high level of usability throughout the development process. This was achieved through implementing a design based on simplicity and colorfulness as well as the principles Visibility of system status, Recognition rather than recall, Flexibility and efficiency of use and Aesthetic and minimalist design. By analysing the results from the thinking aloud tests a reduction in negative comments between test 1 and 3 could be identified. From the test results, the conclusion is that through responses related to completed actions, implementation of markers, and contrasting colors a web application for consulting jobs between enterprises and students can be implemented to be perceived as useful by students.
78

Att vara eller inte vara en drömtjej : En kvalitativ analys av filmtropen Manic Pixie Dream Girls egenskaper i en spelkontext. / To be or not to be a Dream Girl : A qualitative analysis of the film trope Manic Pixie Dream Girl’s attributes in a video game context.

Tufvesson, Alexandra January 2024 (has links)
This paper is a qualitative study of signs and associations that seemingly communicate the influence of film tropes on female character design in video games. It analyzes and correlates the visual attributes and characteristics of the League of Legends character Zeri with the traditional attributes and trends of the Manic Pixie Dream Girl (MPDG) film trope, and applies theories within women’s representation and gender to examine the results. The findings suggest that Zeris design and description communicates the traditional characteristics of the MPDG such as quirky, energetic, nostalgic, retro, cute and “twee” and that several of these attributes may reflect an idealized portrayal of the female character rooted in fictive stereotypes. Furthermore the paper highlights the complex interaction between design elements and their ability to communicate (possibly unintended) concepts, and the concepts ability to transcend media formats.  This paper includes a design documentation after page 25 called "Kalasklister i Djurparken", which is the second part of the final exam project(s) at the Visual Communication program at Malmö University. "Kalasklister i Djurparken" is an image bank that aims to update the marketing of Helsingborg's djur- och lekpark (zoo and playground) in order to appeal more to children.

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