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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.
61

Role sémiotiky vizuálního marketingu při budování značky / The Role of Visual Marketing Semiotics in Brand Building

Tesařová, Veronika January 2019 (has links)
The Diploma thesis is focused on marketing and semiotics and the use of these two fields combined. In the course of the thesis, we will deal with the analysis of single visual marketing modes and the overall impact on perception of the brand and also its ́ building by linking these elements. In the thesis, we will focus on the Gunter Kress ́ theory of multimodality and, in this context, we will focus on graphic design rules, which are reflected within each mode and which can deliver quality and consistent communication. Attention will be paid to semiotic analysis of colors, fonts, utilization of images and photos and other components important for creating a visual marketing strategy. In the empirical section, two similar brands will be introduced, on which the single modes will be demonstrated and analyzed. Although the two brands are similar to each other, one has a clearly recognizable brand identity, while the other brand is failing. By analyzing and comparing the visual content of these two brands, we will be able to detect errors that may be critical to brand building and may have a negative impact on the perception of the potential clients with the result of brand extinction. In the result of the thesis, we should be able to confirm the importance of using semiotic techniques in marketing...
62

Zeitgeist: an intergenerational storytelling project

Hannan, Jon, Raber, Caylee, Beyzaei, Nadia, Levi, Donna, Phinney, Alison 19 December 2019 (has links)
The Zeitgeist project asks what role design students can play in enhancing creative endeavours and wellbeing of residents through an intergenerational co-design programme. Between Spring 2018 and Summer 2019, Zeitgeist brought together undergraduate design students and residents of long-term care homes for a project that challenged them to co-design publications that focused on the life experiences, stories and knowledge of the residents and emphasized an intergenerational exchange between two very different groups of people that could have a tangible, positive impact upon each other. It is often the case that residents in long-term care homes face issues of social isolation and diminishment of personal identity. In care homes opportunities for genuine creative and personal expression tend to be limited due to limited resources and a focus on medical priorities. It’s not unusual for residents to feel like they no longer have anything to contribute to society, that their story has closed and they no longer feel challenged, which can lead to cognitive decline. Design students are predominately young and tend to have limited life experience, with many still living at home and unsure about what direction they want their life to take. Zeitgeist looked to explore the possible benefits of a reciprocal relationship between the two parties by engaging participants in a range of creative activities that would allow for a mutual exchange of information and skills. This project uniquely positions an art and design university as a community partner for developing new approaches to enhance the wellbeing of seniors.
63

Scenes of constant creation: Re-designing design as a critical practice

Klimpel, Oliver 14 June 2011 (has links)
Design is reemerging again as an active system of enquiry for cultural production with a wide ranging set of methods - not only to address short-term formal problems and limited functions, but as a discipline that is uniquely placed in its relations to other fields of visual culture, special settings and textual production. A new generation of designers are currently reassessing the positions within graphics, product design and architecture and picking up loose ends of progressive historic developments.
64

SedimentFlux- Dokumentation gestalterischer Forschung im Kontext Material im Raum

Franċik, Henning, Turinsky, Ina 30 June 2022 (has links)
Inwieweit verbinden uns Materialien, die uns umgeben mit den Orten von denen sie stammen? Wie verändern sich Landschaften und soziotechnische Infrastrukturen wenn Gebrauchsmaterialien in alternativen industriellen Symbiosen produziert werden? Und welche Rolle spielt die (karto)-grafische Dokumentation in ergebnisoffenen und transdisziplinären Forschungs- und Gestaltungsprozessen?
65

Interactive Data Visualization: Applications Used to Illuminate the Environmental Effects of the Syrian War

Karaca, Ece 04 September 2018 (has links)
No description available.
66

Making it Fun: Uncovering a Design Research Model for Educational Board Game Design

Evensen, Erik A. 11 September 2009 (has links)
No description available.
67

The practice and the community: a proposition for the possible contribution of communication design to public space

Haslem, Neal Ragnar, neal@nealhaslem.net January 2007 (has links)
The practice of communication design has developed from a visual-communication service industry into a multi-facetted profession, directly involved with the maintenance and creation of social and cultural capital. The ancestry of communication design has led to its continued perception as a neutral tool for the achievement of communication. This research project aims to investigate the possible contributions of communication design as a practice, if it were to re-align its goals towards supporting and facilitating the community within which it is practiced. This research project is about the communication designer and the communities within which they practice: clients; target markets; companies; managers; neighbourhood groups; groups in a particular place and time; communities of practitioners; and emergent or yet to emerge communities. The project investigates designer agency and the ways for a communication designer to work holistically within communities: being or becoming part of them; working through and with them toward the achievement of communication goals. As much as it is about communicating, it is also about community. It is about designers working as conduits, facilitating and enabling the communities of their practice to find expression. It is about a democratisation of communication design authorship and power. It is about the design process as an educational process - all parts and participants within a design projects' community learning and teaching simultaneously. The research project encompasses a series of component projects, across a range of different media, using a practice-led-research framework and a reflective practitioner methodology as the key investigative tool.
68

Uživatelské rozhraní pro komunikaci s domácím mobilním robotem / User Interface for Communication with House Mobile Robot

Kašparová, Nela January 2017 (has links)
In this master thesis are presented design and testing processes of communication between elderly and single-purpose robot. At the beginning design and architecture of the system for testing are described. Communication understandability was checked in interviews with nineteen people. Other opinions on usability or affordability of automatic device, which is used for picking and lifting objects from the ground, are presented in this thesis. Results from questionnaires and measurements showed that working with the robot is pleasant and understandable. Even senior is able to learn effective communication with this device. The main finding is that even robot communicates through nonverbal sounds, is easy to understand it. Choosing of sound set has no influence on communication understandability.
69

Construction Decision making using Virtual Reality

Swaroop Ashok (8790986) 01 May 2020 (has links)
<p>We make decisions every day, some with the potential for a huge impact on our lives. This process of decision-making is crucial not only for individuals but for industries, including construction. Unlike the manufacturing industry, where one can make certain decisions regarding an actual product by looking at it in real time, the nature of construction is different. Here, decisions are to be made on a product which will be built somewhere in the near future. The complex and interim nature of construction projects, along with factors like time essence, increasing scale of projects and multitude of stakeholders, makes it even more difficult to reach consensus. Incorporating VR can aid in getting an insight on the final product at the very beginning of the project life cycle. With a visual representation, the stakeholders involved can collaborate on a single platform to assess the project, share common knowledge and make choices that would produce better results in all major aspects like cost, quality, time and safety. This study aims at assessing decision-making in the earlier stages of construction and then evaluating the performance of immersive and non-immersive VR platforms.</p> <br> <p> </p>
70

Känner du fjärilar i hagen? : Hur visuella rumsliga element kan signalera ett berättande kring ämnet biologisk mångfald situerat i en botanisk trädgård.

Källström, Malin January 2021 (has links)
Goal number 15 in United Nations Sustainable Development goals, is to halt the degradation of the ecosystems and increase the biodiversity (United Nations, 2015). This work explores the possibility of communicating the subject of biodiversity situated in a botanical garden.  Based in theories of landscape architechture, didactics and storytelling techniques, a user's intrepretations of designs are examined. The goal of the work is to facilitate a narrative around a complex topic using a spatsial elements. The work investigates wich forms of visual elements signal the topic of biodiveristy. / Delmål 15 i FN:s Agenda 2030 är att främja den biologiska mångfalden (FN, 2015). Detta arbete har som uppgift att ta reda på hur ett berättande kring ämnet ’Biologisk mångfald’ kan kommuniceras till en bred allmänhet situerat i en botanisk trädgård. Och mer konkret vilka visuella rumsliga element och symboler som kan signalera ämnet biologisk mångfald. Designförslaget är en prototyp eller modell för hur en kommunikation kring ämnet skulle kunna se ut, med grund i teorier som informationsdesign, didaktik, spatiala förhållanden och berättarteknik. Utifrån dessa teorier har sedan prototyper utformats och testats mot en tänkt målgrupp. Syftet med arbetet är att undersöka hur olika rumsliga element eller symboler kan signalera ett givet ämne, som i detta fall innebär biologisk mångfald. Målgruppen för själva designförslaget är invånare i Västerås stad som dagligdags passerar den botaniska trädgården. En tänkt målgrupp för rapporten är dock människor med undervisande uppdrag inom fältet hållbara ekosystem och biologisk mångfald i en rumslig kontext. Grunden för arbetet är en obsersation där ett fiktivt designförslag presenterats för respondenter som passerat botaniska trädgården. Men hjälp av illustrerade rumsliga elementinnefattande symboler, växter med mera, fick respondenterna möjlighet att berätta vilka kontotationer de upplevde. Då detta är ett arbete med en inriktning mot rumslig kommnuikation är det just dom rumsliga elementen som undersöks. Detta för att skapa en förståelse för elementens betydelse, gentemot andra områden inom informationsdesign. För att vidare kunna utnyttja värdena som en förstärkning och samklang till resurser såsom text och illustration.

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