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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.
151

Co-design of Hybrid-Electric Propulsion System for Aircraft using Simultaneous Multidisciplinary Dynamic System Design Optimization

Nakka, Sai Krishna Sumanth 04 November 2020 (has links)
No description available.
152

Strategisk studiemiljöutveckling : och relevansen för studieplatsen Kokong

Segerström, Markus January 2021 (has links)
The task for the work was to find out how the study environment at LTU can strategically be developed. The background to this work is that the learning environment is a subject that engages more and more people, SUHF (2016) writes that it could almost be said to be red- hot as a theme. LTU is currently making major investments to update the premises at the university and my own interest in pedagogical issues and study environment is why I chose to do my degree project on how a study environment can be strategically developed at LTU. During the period 1 April 2019 to 1 June 2019, I did a work on how a piece of furniture can be designed and complement the existing physical environment at Luleå University of Technology to lead to a better study environment for the students. It resulted in a physical prototype with functions of a furniture that enable students to adapt the place of study to their own needs as, working position, lighting, visual shielding and sound absorbing. This prototype is today called the Kokong and got its name from the butterflies' cocoon where they can shield themselves and protect themselves from the environment while it goes from being a caterpillar to a fully formed butterfly. In this work, it will also be investigated whether or not it is relevant to complement the environment with the Kokong in the strategically develop study environment. The work is based on first defining what the main purpose of universities and colleges is and then, through research, questionnaires and co-design with students, deciding how the study environment can be designed to contribute to the main purpose of universities and colleges. / Uppgiften för arbetet var att ta reda på hur studiemiljön på LTU strategiskt kan utvecklas. Bakgrunden till detta arbete är att lärmiljö är ett ämne som engagerar fler och fler, SUHF (2016) skriver att det nästan skulle kunna sägas vara glödhett som tema.”  LTU gör just nu stora satsningar för att uppdatera lokalerna på universitet, i och med det och mitt eget intresse för pedagogiska frågor och studiemiljö så valde jag att göra mitt examensarbete om hur en studiemiljö strategiskt kan utvecklas på LTU. Under perioden 1 april 2019 till 1 juni 2019 gjorde jag ett arbete om hur en fysisk möbel kan designas och komplettera den befintliga fysiska miljön på Luleå tekniska universitet för att leda till en bättre studiemiljö för studenterna. Det resulterade i en fysisk prototyp som visar funktionen av en möbel som möjliggör för studenten att anpassa studieplatsen efter eget behov utifrån, arbetsposition, belysning, visuell avskärmning och avskärmning för ljud. Denna prototyp benämns idag som Kokong och har fått sitt namn från fjärilarnas kokong där de kan avskärma sig och skydda sig från omgivningen medan den går från att vara en larv till fullbildad fjäril.  I detta arbete kommer det också undersökas om det är relevant att vid strategisk utveckling av studiemiljö komplettera miljön med studieplatsen Kokong.  Arbetet bygger på att först definiera vad universitet och högskolors huvudsakliga syfte är för att sedan genom research, enkätundersökning och co-design med studenter bestämma hur studiemiljön kan utformas för att bidra till det huvudsakliga syftet.
153

How can innovations foster collaboration and participation inthe development of sustainableneighbourhoods? Insights from Lyon Living Lab.

Bourcet, Marie January 2017 (has links)
While sustainability issues take an ever-larger part in city planning, citizens aspirations toinclusion in projects rise. In France, the government encourages the development ofcollaboration between actors and the emergence of innovations in the creation ofsustainable neighbourhoods. These incentives allow for the development of projects thataim at being demonstrators of French know how. Through these large-scale projects,partnerships are created, thus leading to more inclusive projects and to the creation ofsynergies between actors of the creation of urban fabric. Through an in-depth study of one of these projects, this research aimed at assessing theoutcomes of the top down approach implemented by the government. The idea was tostudy the government that was implemented and its outcomes in terms of creation ofinnovation but also regarding citizen participation. To identify citizens’ aspirations forinclusion and for the creation of fitted housing solutions, in coherence with sustainabilityissues, some research about a successful participatory housing project was conducted. Through the implementation of a fitted governance system, collaboration between actorsfrom different backgrounds and with varying interests lead to the creation of a creativeprocess of innovation and to the development of many pilot projects. Through the analysisof these projects, it appeared that information and communication technologies are onetool to the implementation of a more efficient, of a more resilient city. However, theycannot be presented as one goal and need to take part of a bigger process with other toolsthat are necessary for the creation of new uses for urban dwellers. Though citizen inclusion is an aspiration from various actors of the production of the city,some limits to citizen power in a really framed process of project development wereraised. Despite a strong will, from various actors, there are still many obstacles to thecreation of fitted housing solutions that would meet the deepest expectations of citizens.
154

Designing for Trustworthiness in Public Service Media : What kind of design guidelines can be set to improve credibility for news working with public service?

Skönvall, Julia January 2020 (has links)
The digital technology is growing, which challenges the traditional media of printed newspapers. As more people consume news online, technology has transitioned to the digital platform. One of the challenges with moving to a digital platform is that it is hard for the reader to interpret the credibility of news.In this “Research Through Design” project, the aim is to understand how to design for better credibility in public service news for young adults. The external client of this thesis is SVT Interaktiv and achieving high credibility for public service is important since the news agencies have a responsibility of maintaining high credibility in the public interest. Sustaining a positive user experience in these services is essential for maintaining the customer's trust.A data collection of remote co-design workshops and questionnaire was made with eight participants. This data was later clustered into six themes and articulated into design guidelines that could be used to improve credibility for news services. These seven design guidelines act as recommendations for developers and designers working within the news industry to increase credibility in their services and products.Keywords:
155

Designa för barn med barn : En undersökning och diskussion om att involvera barn i designprocesser med fokus på maktobalans mellan barn och vuxna samt barnens ålder / Designing for children with children : A study and discussion about involving children in design processes with focus on the power dynamics between children and adults and the age of the children involved

Wahlgren, Matilda January 2023 (has links)
The purpose of this paper is to investigate and discuss the practice of involving children in design processes, focusing on what the benefits are and which practical problems that can occur. By discussing previous research and conducting three interviews with people experienced in the field of designing together with children this paper aims to answer the question: When children participate in design processes what are the benefits, risks, and challenges? The paper concludes that many of the problems that can appear when designing with children are related to power dynamics between children and adults or to the age of the children. These two themes are the focus of the essays result and in addition to presenting the challenges connected to the themes, the paper will also discuss how these problems can be prevented and solved. The conclusion of the paper is that it is important to involve children when designing with children as a target audience because they are experts in being children today which an adult designer is not. The paper also concludes that it is important for designers and researchers to consider and respectfully work with the ethical challenges of involving children in design processes.
156

How identity and community affects the visual design of band merch in the symphonic metal genre / Hur identitet och gemenskap påverkar den visuella utformningen av bandmerch inom symfonisk metal

Heikkinen, Oscar January 2023 (has links)
Symphonic metal lacks substantial research outside of music theory. To give examples of visual expression associated with the genre this essay has, through a case together with the symphonic metal band Emetropia and using co-design methods produced a t-shirt. A preliminary study showed that the largest proportion of band merch in metal is black with a band name or band logo. Interviews with two of Emetropia's band members inspired the content of a co-design workshop, where five participants from different countries representing musicians and fans of symphonic metal were tasked with delving into their experiences of the genre. They participated in the workshop where they designed proposals for band merch suitable for symphonic metal. Analysis of the participants' artifacts then inspired a design that was evaluated by the five workshop participants and two of Emetropia's band members. The evaluation showed that the final design represents the identity of a symphonic metal fan. The result was a black T-shirt, with Emetropia's band logo and a design that, based on the workshop analysis, contained symbols associated with nature, mythology and fantasy. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
157

Fast Art – A Virtual Fashion Exhibition / Fast Art – A Virtual FashionExhibition

Masiero, Eva January 2023 (has links)
This thesis focuses on research through the design process of building an immersive Virtual Reality (VR) experience concept resembling a digital art gallery. It covers the topics of sustainable fashion, changing people’s perspectives and behaviour, and new technologies like VR and Artificial Intelligence (AI). Through the experience of the art pieces displayed in the virtual gallery, created with AI, and focused on the critique of the fast fashion system, users are involved in the process of opening a space for reflection, discussion, education, and learning on the relative topic. The subjects of the research are deeply analysed in the Theoretical Framework. Therefore, this section is divided into three main research areas: Sustainable Fashion, changing people’s behaviour, and VR and Artwork. The three other key chapters that follow this first one are the Methodology, Concept Development, and the Final Concept and Validation chapters. In the first two, it is presented the design process and the CoDesign methods used during the process to gather information and insights in order to create the final concept. Meanwhile, in the latter, the content discussed is the concept created as the final deliverable of this project and the validation session that was organised to evaluate it. In conclusion to this thesis, the last chapter of Conclusions and Discussion answers the research questions at the base of this project and presents the possibilities offered by the concept of a virtual and immersive art gallery. The outcome of this project is presenting a design for a virtual art gallery showing AI-generated pictures that combine classical art pieces with problematic issues in fast fashion, intended to change people’s perception of sustainable fashion. Moreover, it is discussed the potentiality of using VR as a relevant and promising medium to convey a meaningful message about sustainable fashion that might induce people to embrace a more responsible consumer behaviour. In this optic, the final concept has the opportunity to be used as an educational tool for younger generations and the chance to place it in public spaces or art exhibitions to be experienced by people. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
158

Co-Designing "Teenovate": An Intergenerational Online Safety Design Team

Davis, Arianna J 01 January 2020 (has links)
The Socio-Technical Interaction Research (STIR) Lab at UCF intends to create a new participatory design program, called "Teenovate," where teenagers and adults work together to design technologies that keep teens safe online. Previous participatory design projects, however, commonly focus on younger children under the age of 13. Teens differ significantly from young children in how they develop, socialize, and perceive the world. To inform the design of Teenovate, so that their unique needs are appropriately met, we conducted a participatory design study with 21 teens using polls, open-ended response questions, and subsequent group discussions. The teens were intrigued by the idea of participating in the Teenovate program as designers, with some expressing a desire to expand to co-researching. However, their established external obligations often took priority over their internal desires to participate in the program. Teens were also wary of working with and contributing ideas to adults, and wanted to ensure that their contributions were respected, listened to, and used to make an impact in online safety solutions. Based on these findings, we propose an approach to adolescent online safety participatory design research through Teenovate that places teens into the role of an end-to-end solution developer on dynamic project-based teams that result in a real-world impact. Our findings helped create a framework for the logistics of involving teens onto an adolescent co-design team.
159

Co-Designing with Veteran Students:Incorporating Co-Design Thinking to Understand Current and Future Experiences of Veterans in a University Environment

Morrow, Joshua B. 14 August 2018 (has links)
No description available.
160

Co-designing with Older Adults to Create an Age-friendly Evaluation Tool for Public Places

Fromme, Adam 27 August 2018 (has links)
No description available.

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