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Individuella koppar : Co-design, mänskliga behov och teknikbaserad produktdesignHultman, Annelie January 2018 (has links)
Projektet "Individuella Koppar" - som jag sammanfattar i denna rapport - är uppbyggd kring ett antal teman, dessa är: teknik, användarbehov, co-creation och gestaltning. Mitt arbete grundar sig i hur majoriteten av massproducerade produkter i dagens samhälle inte tar hänsyn till de olikheter, begränsningar och möjligheter som våra kroppar har. Jag valde utifrån detta att arbeta med olika funktionsvariationer och fokusera på användarens händer och deras relation till koppen och handtaget. Handen är den mest anpassningsbara kroppsdelen vi människor har, men också drycken som grunden för vår överlevnad. Syftet var att koppens och handtagens former mer effektivt ska kunna ge stöd och utgå från användarens olika behov. Min metod är den additiva produktionsmetoden - 3D printning i porslinslera - där jag har utforskat möjligheten till att fler produkter anpassas med och utifrån individen.
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Um framework para coprojeto de hardware e software de sistemas avançados de assistência ao motorista baseados em câmeras / Hardware and software codesign framework for camera-based advanced driver assistance systemsLeandro Andrade Martinez 30 June 2017 (has links)
A demanda por novas tecnologias, melhoria de segurança e conforto para veículos urbanos cresceu consideravelmente nos últimos anos, motivando a indústria na criação de sistemas destinados ao apoio de motoristas (ADAS - Advanced Driver Assistance Systems). Este fato contribuiu para o desenvolvimento de diversos sistemas embarcados na área automobilística destacando-se, à prevenção de colisão a pedestres por veículos. Através do avanço em diversas pesquisas, começaram a circular pelas ruas veículos com sistemas anticolisão e com navegação autônoma. Contudo, para alcançar objetivos cada vez mais desafiadores, os projetistas precisam de ferramentas que permitam unir tecnologias e conhecimentos de áreas distintas de forma eficiente. Nesse contexto, há uma demanda para a construção de sistemas que aumentem o nível de abstração da modelagem de projetos para o processamento de imagens em sistemas embarcados e assim, possibilitando uma melhor exploração do espaço de projetos. A fim de contribuir para minimizar este problema, este trabalho de pesquisa demonstra o desenvolvimento de um framework para coprojeto de hardware e software específico para a construção de sistemas ADAS que utilizam visão computacional. O Framework visa facilitar o desenvolvimento dessas aplicações permitindo a exploração o espaço de projeto (DSE - Design Space Exploration), e assim contribuindo para um ganho de desempenho no desenvolvimento de sistemas embarcados quando comparados à construção totalmente de um modo manual. Uma das características deste projeto é a possibilidade da simulação da aplicação antes da síntese em um sistema reconfigurável. Os principais desafios deste sistema foram relacionados à construção do sistema de intercomunicação entre os diversos blocos de Propriedade Intelectual (IP) e os componentes de software, abstraindo do usuário final inúmeros detalhes de hardware, tais como gerenciamento de memória, interrupções, cache, tipos de dados (ponto flutuante, ponto fixo, inteiros) e etc, possibilitando um sistema mais amigável ao projetista. / The demand for new technologies, enhanced security and comfort for urban cars has grown considerably in recent years prompting the industry to create systems designed to support drivers (ADAS - Advanced Driver Assistance Systems). This fact contributed to the development of many embedded systems in the automotive area among them, the pedestrians collision avoidance. Through the advancement in various research, began circulating through the streets vehicles with anti-collision systems and autonomous navigation. However, to achieve ever more challenging goals, designers need tools to unite technology and expertise from different areas efficiently. In this context, there is a demand for building systems that increase the level of abstraction of models of image processing for use in embedded systems enabling better design space exploration. To help minimize this problem, this research demonstrates a develop a specific framework for hardware/software codesign to build ADAS systems using computer vision. The framework aims to facilitate the development of applications, allowing better explore the design space, and thus contribute to a performance gain in the development of embedded systems in relation to building entirely in hardware. One of the requirements of the project is the possibility of the simulation of an application before synthesis on a reconfigurable system. The main challenges of this system were related to the construction of the intercommunication system between the various Intellectual Property (IP) blocks and the software components, abstracting from the end user numerous hardware details, such as memory management, interruptions, cache, types (Floating point, fixed point, integers) and so on, enabling a more user-friendly system for the designer.
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A pesquisa com usuários no processo de design : sugestões a partir de uma abordagem etnográfica / Users research in design process : suggestions from an ethnographic approachFialho, Uda Flávia Cunha Souza January 2014 (has links)
Designers e profissionais de diversas áreas de conhecimento têm utilizado a Etnografia com o intuito de aproximar a teoria da realidade na qual pode ser aplicada. No processo de design, a Etnografia propõe uma forma empática de abordar pessoas em seu ambiente de vivência, auxiliando o designer a conhecer a realidade do grupo da forma mais natural possível. Assim, o designer torna-se mais propenso a compreender melhor o comportamento das pessoas e identificar necessidades reais a serem atendidas. Esta pesquisa teve como objetivo elaborar um Framework para auxiliar o designer na realização da pesquisa com usuários, utilizando métodos que partem de uma abordagem etnográfica para identificar as necessidades de um grupo de pessoas. Para tanto, a revisão de literatura abrangeu o estudo da Etnografia e sua aproximação com a disciplina de Design, concentrando-se, em seguida, nos métodos de pesquisa com usuários. A partir disso, foi possível estabelecer categorias de métodos que se baseiam em diferentes formas de participação do usuário na pesquisa, incluindo métodos comumente aplicados em pesquisas de Marketing, métodos provenientes da Etnografia e métodos com influência do Co-design. Após a revisão de literatura, deu-se início ao desenvolvimento do Framework para Pesquisa com Usuários, realizado em três momentos. Inicialmente, foram definidas as etapas que compõem a pesquisa com usuários; em seguida, foram definidos os manuais e livros utilizados como fontes de referência; por fim, realizou-se uma triagem para selecionar os métodos de pesquisa com usuários. A triagem foi dividida em quatro etapas (listagem, mapeamento, agrupamento e seleção), abrangendo 337 métodos retirados das fontes de referência. Ao final, foram selecionados 45 métodos caracterizados a partir de uma abordagem etnográfica e agrupados de acordo com as categorias estabelecidas. O resultado deste estudo é composto por sugestões sobre importantes aspectos a serem considerados durante a pesquisa com usuários e pelo “Framework para Pesquisa com Usuários”, estruturado em três etapas (Planejar, Coletar, e Organizar), que contém as sugestões elaboradas de forma resumida e os métodos passíveis de aplicação, em conformidade com o objetivo de cada etapa. / Designers and professionals from various fields of knowledge have been used Ethnography in order to bring the theory for the reality in which it can be applied. In design process, Ethnography proposes an empathic manner to approach the user in its context, assisting the designer to know people’s life in the most natural way as possible. Thus, the designer becomes more likely to better understand people’s behaviour and identify real needs to be addressed. This research aimed to develop a Framework to assist the designer in conducting users research, using methods based on an ethnographic approach in order to identify real needs of a group. For such purpose, the literature review covered the study of Ethnography and its approximation with Design discipline, focusing then on methods for users research. From this, it was possible to establish categories of methods that are based on different forms of user participation in research, including methods generally used in Marketing research, methods from Ethnography, and methods influenced by Co-design. After the literature review, the development of the Framework for Users Research was performed in three moments. Initially, the steps of user research were defined; then the manuals and books used as reference sources were defined; and finally, a screening for select methods of user research was carried out. The screening was divided into four stages (listing, mapping, grouping, and selection) including 337 methods taken from reference sources. A whole of 45 methods were selected and characterized from an ethnographic approach, then they were grouped according to the established categories. The result of this study is composed by suggestions about important aspects to be considered during the user research; and by the “Framework for Users Research” structured in three stages – Planning, Collecting, and Organizing, that contains the suggestions briefly and the methods that can be applied in accordance with the purpose of each stage.
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Um ambiente para geração automática de biblioteca de componentes de comunicação em sistemas embarcados distribuídosDÓRIA, Valnor Calheiros January 2003 (has links)
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Previous issue date: 2003 / Hardware/software co-design é uma metodologia utilizada para o desenvolvimento de
sistemas digitais compostos por componentes de software e por componentes de hardware,
que possibilita obter um drástico ganho de produtividade no desenvolvimento de tais sistemas.
Este ganho de produtividade pode ser utilizado na exploração de diversas alternativas de
solução, a fim de se conseguir melhorar a qualidade e reduzir o custo do projeto final. Com o
recente crescimento da utilização de sistemas embarcados distribuídos, os projetistas têm cada
vez mais utilizado ambientes de hardware/software co-design que suportem esta categoria de
projetos.
O co-design de sistemas embarcados distribuídos é uma tarefa ainda mais desafiadora,
pois cada fase da metodologia tem que considerar as restrições físicas impostas pelas
características distribuídas destes sistemas. Um dos desafios do co-design de sistemas
embarcados distribuídos está na geração de comunicação entre processos alocados em
diferentes sistemas embarcados. Trata-se de uma tarefa tediosa, propícia a erros e que
consome bastante tempo quando não é realizada automaticamente, pois, a cada nova situação
a ser analisada, a ausência de uma ferramenta de auxílio ao projeto força o projetista do
sistema a refazer todos os parâmetros que são dependentes da aplicação e customizar os
subsistemas de comunicação de maneira a refletir a nova arquitetura a ser analisada.
O objetivo principal desse trabalho foi o desenvolvimento de um ambiente que gere
automaticamente uma biblioteca de componentes de comunicação para sistemas embarcados
que estão distribuídos. O sistema deve suportar projetos de diferentes escalas e com topologia
qualquer. Para tanto, foi definido um modelo de comunicação, foi proposta uma arquitetura de
rede para a qual o sistema deve gerar os componentes de comunicação e foi realizado o
desenvolvimento de uma biblioteca de componentes de comunicação com especificações de
implementação em hardware e em software, que suportam inclusive comunicação através da
Internet. Como resultado do trabalho, foi implementado um sistema de geração automática de
componentes de comunicação, GCCom, que oferece suporte ao desenvolvimento de projetos
de sistemas embarcados distribuídos
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Co-designing patient-centred communication in an Emergency Departmentvan Rooy, Leanne January 2017 (has links)
Introduction: Patient-centred communication is vital to ensure a good patient experience in the emergency
department. Visits to the emergency department leave patients disillusioned regarding the communication
experienced and this increases patient dissatisfaction. There is a need to put the "patient" back in communication
in order to make it more patient-centred and provide the patient the opportunity to voice their individual needs
pertaining to patient-centred communication.
The aim of the study was to co-design patient-centred communication in an emergency department. In order to
reach the aim of the study the following objectives were set:
To explore current communication in an emergency department as experienced by patients and healthcare
professionals.
To collaboratively co-design strategies to enhance patient-centred communication in an emergency
department.
Research design and methods: An Experience-based Co-design has been used. Unstructured observation
was done to observe existing communication in the emergency department. Patients have told their stories
through narrative-based film interviews and healthcare professionals have been interviewed to share their
experiences regarding communication in the emergency department. The observation notes and interviews have
been shared during a Co-design event. Patients and healthcare professionals have collaboratively analysed the
data to identify key touch points and co-design strategies to enhance patient-centred communication in the
emergency department.
Results: Three (3) key touch points were identified namely; professionalism, communication and daily focus.
The patients and healthcare professionals were equal partners to change the communication culture in the
emergency department to be more patient-centred. This may lead to positive patients' experiences with an
increase in patient satisfaction.
Conclusion: The ultimate goal of this study was to raise awareness relating existing communication in the
emergency department and collaboratively plan strategies to work towards patient-centred communication. / Dissertation (MCur)--University of Pretoria, 2017. / Nursing Science / MCur / Unrestricted
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Hållbar matfördelning i Malmö : Hemsida och visuell identitet för gräsrotsrörelsen BrödgruppenSandahl, Emelie January 2017 (has links)
Runt om i världen svälter människor, samtidigt som mat slängs. Det är inte hållbart ur varken social, ekologisk eller ekonomisk synvinkel. Brödgruppen är en fristående del av Asylgruppen i Malmö, som jobbar med att ta hand om det bröd som dagligen slängs från kaféer och bagerier i Malmö. Brödet delas sedan ut till personer som behöver, ofta genom olika mötesplatser som jobbar med personer som är nyanlända i Sverige på ett eller annat sätt. Brödgruppen arbetar med självorganisering och många medlemmar har själva erfarenhet av flykt. Jag har hjälpt brödgruppen i sitt arbete genom framtagandet av en visuell identitet samt en hemsida. Projektet syftar att underlätta kommunikationen både internt och externt för organisationen. Min roll var att som designer använda mig av så hållbara designmetoder som möjligt för att leda ett co-design projekt med gruppens medlemmar. / People are starving worldwide, while food is wasted and thrown away as garbage. This is neither socially, ecologically or economically sustainable. Brödgruppen is a detached part of Asylgruppen in Malmö, who made it their job to take care of bread otherwise thrown away from cafés and bakeries in Malmö. The bread is then handed out to people in need, often through different venues for newly arrived swedes. Brödgruppen works in a self-organized manner, meaning many of its members have experience as a refugee them selves. I helped Brödgruppen in their work through developing a visual identity and a website for them. The project aims to favor both internal and external communication for the organisation. My roll as a designer was to use as sustainable design methods as possible to lead a co-design project with the members of the group.
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Humanise Music : How can design bring emotions to the center of music consumption?Sharma, Sudeep January 2020 (has links)
In today’s world music streaming is the most dominant form of music consumption. Introducing platform capitalism to music streaming has changed the music commodity and its effects serve as a motivation for this thesis. The role of emotions in music listening is explored and design research is conducted to find unmet latent needs of users in respect to the emotional side of music. Semi-structured user interviews are used to understand how users relate music to their emotional lives. Co-design workshops are conducted to identify unmet user needs and feelings. The data is analysed inductively and results treated through the theoretical lenses of emotional design (Norman D. (2003)) and psychological ownership theory (Pierce J.L., Kostova T., & Dirks K. Y., (2003)). The main themes generated by the research show that users want -- to know their music and their music service to know them; new ways to feel music, relive the “first time”; to connect music to their emotional and personal lives; to control music more easily. These findings motivate and inform the design of a conceptual artefact.
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Den grafiska designern i kollaboration med användareHarrysson, Ian January 2019 (has links)
Utformningen av grafiska kommunikationshandlingar grundar sig ofta på en grafisk designers konstnärliga och intuitiva förmåga, vilket skapar litet till inget utrymme för inkludering av användaren i utvecklingen av en designlösning. Samtidigt tar användarcentrerade metoder en allt större plats inom design och designforskning, ett område där grafisk design verkar ligga efter andra designpraktiker. Denna uppsats bygger på frågeställningen: hur kan grafiska designers inkludera användare som medskapare i en designprocess? Uppsatsen utforskar tillämpningen av användarcentrerade designmetoder och syftar till att utveckla kunskap om hur en grafisk designer kan samarbeta med sina användare i utvecklingen av en grafisk designlösning. Genom tillvägagångsätt såsom Participatory Design och Co-design anordnades en sammankomst för gemensam utforskning av gränssnittsdesign. Designdrivna aktiviteter för kunskapsproduktion tillämpades i medskapandet med potentiella användare. Undersökningen visar på att användarna kunde känna sig som medskapare av information, men att ytterligare utveckling av workshopens aktiviteter är aktuellt för att de ska känna sig som medskapare av en artefakt. Undersökningen påvisar också att kunskapsutveckling krävs för att den grafiska designern ska ha den kompetens som behövs för att utforma och leda en sammankomst för gemensam utforskning, vilket kan ske om liknande användarcentrerade designmetoder introduceras redan under studietiden. / Graphic design concepts often seem to rely on the graphic designers’ artistic talent and intuitive abilities, offering little to no space for including end-users in the graphic design process. At the same time, human centered design is at a peak of interest within the field of design research, an aspect in which graphic design seems to be lagging behind. The research question in this essay is `how can graphic designers include end-users as co-creators in a design process?´. The essay explores the practice of human centered design and aims to develop knowledge about how graphic designers can collaborate with end-users in the development of graphic design concepts. Through approaches such as Participatory Design and Co-design a workshop within collaborative exploration was arranged and held. Design driven activities for the production of knowledge were explored. The study shows that the end-users were able to feel like co-creators of information, but that further development of the activities applied in the workshop is needed for the end-users to feel like co-creators of an artefact. The study also shows that in order for the graphic designer to be able to arrange and facilitate a workshop for collaborative exploration, the graphic designer needs further knowledge about human centered design. This knowledge could be provided during the time of study.
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Identity and connection through culture : The use of storytelling, co-design and cultural heritage for socio-cultural integration of immigrantsKajonius, Vita January 2021 (has links)
This report studies three storytelling subprojects within the field of cultural heritage to see how storytelling, co-design and cultural heritage can strengthen immigrants’ personal identity and contribute to their socio-cultural integration. It also aims to examine what factors contribute to a successful collaboration. The subprojects about local homeland culture include filmmaking with newly arrived children at Skövde Municipality’s mother tongue and reception unit, a storytelling project at Hjo folk high school and a digital book of recipes and stories within Cross media higher vocational education program at DaCapo in Mariestad Municipality. To answer the research questions semi-structured interviews were conducted with participants, potential users, and professionals. Additionally, a survey was carried out with participants of one of the subprojects.
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Echoing Awareness : Sound as a co-designing agentSingh, Sarvjit January 2021 (has links)
This project is a site-specific ethnographic study of a culture around a community water tank that serves as a value-driven piece of architecture and has become an inconspicuous tourist attraction in the city of Växjö due to its peculiar acoustic property. At the onset, I draw parallels between an ancient underground temple called the Hypogeum located in Malta, where the physical dimensions of the space similarly shaped sensorial experiences in more nuanced ways than conventional architecture of its time. The core of my work here has three explorative angles. One, where I embark on interdisciplinary research approaches, to conduct field studies and investigate ways to empirically test how the physical properties of spaces shape cognitive impressions. A crucial need to express spirituality within an academic framework is proposed and a method of non-intentional design (NID) is introduced as my driving process for the study. Two, as a digital story, I conduct interviews and make the culture of this space visible to the public through an instagram account called #echoingawareness. And three, I present some of my experience building this slow and steady relation with the local municipality with a proposal to provide space on the urban planning table for bottom-up approaches where voices from such sacred spaces can be made more inclusive. I hope this could be a useful resource as a transdisciplinary study for future planning of urban architecture and design.
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