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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.
131

Service Design / Service Design

Fišerová, Barbora Unknown Date (has links)
The diploma thesis describes the design of your own web application within the long-term collaborative project co.llaborate.online. In a small team, we reflect on our own workflow and designer work. Currently, the common goal is the design and development of MVP for processing text, images and other graphic material into any graphic output - graphic editor co.design. As part of the project, we have also focused for a long time on the concept of compatible MVPs for text editing or data management and user research. The starting point of co.llaborate.online is the principle of DRY (Don't repeat yourself) and the principles of web technologies. We test how certain workflows can be automated and facilitate the collaboration of designers, text authors, editors, proofreaders, etc., or emancipate users from unnecessary activities.
132

Methodological investigations into design inspiration and fixation experiments

Leite de Vasconcelos, Luis Arthur January 2017 (has links)
Designers often look for inspiration in their environment when exploring possible solutions to a given problem. However, many studies have reported that external stimuli may constrain designers’ imagination and limit their exploration to similar solutions, a phenomenon described as design fixation. Inspiration and fixation effects are traditionally studied with a similar experimental paradigm, which has produced a complex web of findings and explanations. Yet, when analysing the experiments and their findings closely, it becomes clear that there is considerable variation in how studies are conducted and the results they produce. Such variation makes it difficult to formulate a general view of how external stimuli affect the design process, and to translate the research findings into education and practice. Moreover, it raises questions about the reliability and effectiveness of the traditional experimental method. This thesis reports on a collection of studies that examine how design inspiration and fixation research is done and how it can be improved. It explores the research area by reviewing the literature and analysing data from a workshop; describes the research method by scrutinising experiments and their procedures; and explains the variation in research findings by testing experimental procedures empirically and suggesting new interpretations. My main findings are that: abstract stimuli can inspire or fixate designers to different degrees depending on how explicitly the stimuli are represented; external stimuli can inhibit the exploration of ideas that would otherwise be explored; the effect of experimental instructions varies depending on how encouraging the instructions are; and the way participants represent and elaborate ideas can moderate fixation results. Whilst this thesis offers insights into design practice and education, its main contribution is to design research, where it represents a fundamental material for those who are new to inspiration and fixation research, and for those who are already expert.
133

Un'analisi dell'attività di design nel contesto dell'industria agro-alimentare in Italia tra innovazione ed estetica / An analysis of the design activity in the context of the agro-food industry in Italy between innovation and aesthetics

D'IPPOLITO, BEATRICE 24 February 2011 (has links)
La tesi si prepone di analizzare il significato di design nel contesto dell’industria agro-alimentare in Italia, con particolare riferimento alle teorie dell’innovazione tramite servizi (Miles et al., 1995; Tether et al., 2001). Precedenti studi sulla professionalizzazione di una disciplina hanno supportato una prima fase di ricerca, durante la quale si è cercato di valutare se si sta sviluppando una disciplina del design agro-alimentare (Hodgson, 2002). Successivamente, la ricerca ha analizzato come le imprese del settore abbiano sviluppato ed integrato specifiche competenze mirate a fare del design uno strumento di crescita innovativa (Jennings e Wood, 1994, Meroni, 2000, Miele e Murdoch, 2002). La metodologia si basa su casi studio tratti da dati di fonte primaria e secondaria. Un primo risultato ha evidenziato l’importanza dell’innovazione di tipo organizzativo, in particolare il lavoro di progetto ed un rapporto frequente con il cliente. Lo studio enfatizza inoltre che le aziende agro-alimentari debbano considerare aspetti legati all’innovazione in concomitanza a quelli legati all’estetica. Nei casi in cui il prodotto non rappresenti l'unica interfaccia col cliente (es. settore vinicolo), la ricerca suggerisce che la funzione di servizio del design emerge come preminente. / This thesis unveils the meaning of design in the context of the agro-food industry in Italy from a service innovation perspective (Miles et al., 1995; Tether et al., 2001). Different theoretical underpinnings have been called: previous studies on the professionalisation of a discipline have helped to assess the extent to which a discipline of agro-food design is emerging (Hodgson, 2002). Additional insight is provided by the analysis of firms and sectors that have integrated design-related expertise into their activities and, consequently, contributed to further our understanding on this matter (Jennings and Wood, 1994, Meroni, 2000, Miele and Murdoch, 2002). A qualitative approach has combined both primary- and secondary-source data. The study indicates that organisational innovations are crucial for the competitiveness of Italian design firms, project-based activity and close relationship with client firms in particular. Case studies on medium and large agro-food firms point to a blurring line between design and marketing. The study emphasises that both the innovation and aesthetic components must be considered. In cases where the product is not the only interface with the client (e.g. winemaking sector), the research suggests that the service trait of the design activity is becoming increasingly relevant.
134

Maids, wives and widows : female architectural patronage in eighteenth-century Britain

Boyington, Amy January 2018 (has links)
This thesis explores the extent to which elite women of the eighteenth century commissioned architectural works and the extent to which the type and scale of their projects was dictated by their marital status. Traditionally, architectural historians have advocated that eighteenth-century architecture was purely the pursuit of men. Women, of course, were not absent during this period, but their involvement with architecture has been largely obscured and largely overlooked. This doctoral research has redressed this oversight through the scrutinising of known sources and the unearthing of new archival material. This thesis begins with an exploration of the legal and financial statuses of elite women, as encapsulated by the eighteenth-century marriage settlement. This encompasses brides’ portions or dowries, wives’ annuities or ‘pin-money’, widows’ dower or jointure, and provisions made for daughters and younger children. Following this, the thesis is divided into three main sections which each look at the ways in which women, depending upon their marital status, could engage in architecture. The first of these sections discusses unmarried women, where the patronage of the following patroness is examined: Anne Robinson; Lady Isabella Finch; Lady Elizabeth Hastings; Sophia Baddeley; George Anne Bellamy and Teresa Cornelys. The second section explores the patronage of married women, namely Jemima Yorke, Marchioness Grey; Amabel Hume-Campbell, Lady Polwarth; Mary Robinson, Baroness Grantham; Sarah Churchill, Duchess of Marlborough; Frances Boscawen; Elizabeth Herbert, Countess of Pembroke and Montgomery; Henrietta Knight, Baroness Luxborough and Lady Sarah Bunbury. The third and final section discusses the architectural patronage of widowed women, including Susanna Montgomery, Countess of Eglinton; Georgianna Spencer, Countess Spencer; Elizabeth Somerset, Duchess of Beaufort; Elizabeth Home, Countess of Home; Elizabeth Montagu; Mary Hervey, Lady Hervey; Henrietta Fermor, Countess of Pomfret; the Hon. Charlotte Digby; the Hon. Charlotte Boyle Walsingham; the Hon. Agneta Yorke and Albinia Brodrick, Viscountess Midleton. Collectively, all three sections advocate that elite women were at the heart of the architectural patronage system and exerted more influence and agency over architecture than has previously been recognised by architectural historians.
135

Návrh metodiky UIX designu pro mobilní aplikace / Design methodology UIX Design for Mobile Applications

Šolín, Petr January 2012 (has links)
This thesis describes the design methodology for User Experience Design and its use in the creation of mobile applications. The theoretical part focuses on defining the field of User Experience Design (UXD) in conjunction with the definition of user experience. It then focuses on the role of UX Designer and his knowledge especially in the field of design of cognitive and memory operations. The main goal of the theoretical part of the thesis is to make up a comprehensive procedure for creating mobile UX applications serving as company's manual or guidance in creating a user-friendly application. The main goal of the practical part is the author's design of methodology UX Design for mobile applications. The methodology is proposed based on the author's experience gained from the project positions as UX designers and graphic designer. A secondary goal of the practical part is the application of created the methodology on a case study of creating mobile applications.
136

Dvoutlaký horizontální kotel na odpadní teplo (HRSG) / Heat Recovery Steam Generator with Two Pressure Levels

Maršík, Jaroslav January 2015 (has links)
The Master’s thesis dealing with design of heat recovery steam generator with two pressure levels is split into nine sections. The first section describes the design and the layout of HRSG. The second part deals with heat calculation. The third section deals with design of flue-gas duct. The fourth part describes designs of individual heating surfaces, including steam superheaters, vaporizers and economizer. Next section shows the real temperature diagram and choice of the materials. The seventh section describes the calculation of outer pipelines and the eighth part deals with the drums design. The last section deals with the calculation of draft loss of steam generator.
137

Entwerfen Entwickeln Erleben 2016 - Beiträge zum Industrial Design: Dresden, 31. Juni – 1. Juli 2016

Krzywinski, Jens, Linke, Mario, Wölfel, Christian January 2016 (has links)
Die Konferenz »Entwerfen – Entwickeln – Erleben« bietet ein besonderes Podium zum Austausch von Wissenschaft und Praxis entlang des Produktentwicklungsprozess mit einem Schwerpunkt Industrial Design. Der vorliegende Band enthält Beiträge der Sessions zum Industrial Design sowie ausgewählte Posterveröffentlichungen der Konferenz 2016. Darin werden Themen und Ansätze von der Anwenderintegration, neuen Prototypen, Service Design, User Experience und der Gestaltung von Emotion über Design in der Digitalen Revolution und für eine nachhaltige Zukunft, Design in mobilen und für Sicherheitsanwendungen bis hin zu Designmanagement, Feasibilitydesign und Reengineering vorgestellt und diskutiert. Die Technische Universität Dresden und technischesdesign.org ermöglichten in Kooperation mit der Gruppe Virtuelle Produktentwicklung der Wissenschaftlichen Gesellschaft für Produktentwicklung (WiGeP) und dem Rat für Formgebung die fachübergreifende Diskussion des Schwerpunkt-Themas inmitten der interdisziplinären Dresdner Wissenschaftslandschaft. Ein zweiter Band »Entwerfen Entwickeln Erleben 2016« (ISBN 978-3-95908-062-0, herausgegeben von Ralph Stelzer) fasst die Beiträge zur Konstruktionstechnik und zur Virtuellen Produktentwicklung zusammen.:Hybride Prototypen im Design Sebastian Lorenz · Maria Klemm · Jens Krzywinski 11 Anwenderintegration in strategische Designprozesse von Industriegütern Frank Thomas Gärtner 23 Die Relevanz semiotischer Dimensionen als „System der möglichen Fehler“ für die Usability Klaus Schwarzfischer 37 Service Design = Kognitives Design – Über die Gestaltung von Berührungspunkten und Perzeption in analogen und digitalen Benutzungskontexten Oliver Gerstheimer 51 Design und User Experience in der Flugsicherung – Assistenzsystem zur Fernüberwachung im Multi-Airport-Betrieb Rodney Leitner · Astrid Oehme 63 Die Gestaltung in Zeiten der Digitalen Revolution Gerhard Glatzel 79 Designing a Sustainable Future with Mental Models Anke Bernotat · Jürgen Bertling · Christiane English · Judith Schanz 91 Design in globalen Industrien – Ein Blick hinter die Kulissen von Dräger Herbert Glass · Matthias Willner 105 Untersuchung von emotionalen Wirkungsmechanismen im Produktdesign Mareike Roth · Oliver Saiz 115 Strak als Schnittstelle zwischen Design und Konstruktion – Ergebnisse einer Prozessberatung bei Miele Norbert Hentsch · Matthias Knoke 127 Feasibility Design – „Designqualität in Serie bringen“ Knut Lender 139 Experimenteller Ansatz zu Effekten subjektiven Erlebens in VR-basierter Risikobeurteilung Patrick Puschmann · Tina Horlitz · Volker Wittstock · Astrid Schütz 153 Simulation komplexer Arbeitsabläufe im Bereich der digitalen Fabrik Thomas Kronfeld · Guido Brunnett 169 Vom Wert der designerischen Perspektive des Erlebens beim Re-Engineering von Produkten: ein Best-Practice-Project Philip Zerweck 183 Vorgehensweisen zum Einsatz universitärer Produktentwicklung als Innovationstreiber Bernd Neutschel · Martin Wiesner · Michael Schabacker · Sandor Vajna 197 Considering emotional impressions in product design: Taking on the challenges ahead Susan Gretchen Kett · Sandro Wartzack 215 Methode zur Verbesserung der Usability durch gezielte Förderung mentaler Modelle Marcus Jenke · Karoline Binder · Thomas Maier 233
138

Abkantmaschine für die Industrie 4.0: Machbarkeitsstudie für die teil- und vollautomatisierte Fertigung von Blechteilen

Laabs, Peter 19 March 2015 (has links)
Die Konzeption und Durchführung komplexer und auf Innovation ausgerichteter Produktentwicklungsprojekte ist ein fester und wesentlicher Bestandteil des Curriculums im Studiengang M.A. Produktgestaltung an der Fakultät Gestaltung der HTW-Dresden. Praxisnah und in möglichst authentischen Entwicklungsumgebungen wird in Form eines Kooperationsprojekts eine konkrete Aufgabe für ein Unternehmen bearbeitet. Für die Unternehmen sind solche Projekte Teil ihrer mehr oder weniger bereits etablierten kollaborativen Wertschöpfungsnetzwerke. Im gegenteiligen Fall werden solche Modelle von unserer Seite her an die Unternehmen herangetragen und diskutiert. In der Regel entstehen an die Semesterzeiten gebundene und ergebnisoffene Machbarkeitsstudien. Die Studierenden erhalten im Gegenzug die Möglichkeit, ihr theoretisches Wissen ganz eng an der Wirklichkeit zu üben, entsprechende Erfahrungen zu sammeln und sich über solche Projekte für die spätere Berufspraxis zu empfehlen. Die Fakultät Gestaltung hat in diesem Sinne bereits mit einer Vielzahl von Kooperationspartnern zusammengearbeitet und sehr viel positive Erfahrung sammeln können Das Projekt mit dem Arbeitstitel \"Abkantmaschine für die Industrie 4.0\" wurde für die Bystronic AG in Gotha/Thüringen erarbeitet. Die Bystronic AG ist Tochter eines schweizer Unternehmens und stellt Laserstrahlschneid-, Wasserstrahlschneid- und Abkantmaschinen her. / The design and implementation of complex and geared to innovation product development projects is an integral and essential part of the curriculum in the course MA Product design at the Design Faculty of HTW Dresden. Practical and in authentic development environments a specific task is processed for a company in the form of a cooperation project. For companies, such projects are part of their more or less established collaborative value networks. In the opposite case, such models are brought and discussed by our side to companies. Usually caused bound to the semester dates and open-ended feasibility studies. The students receive in return the opportunity to practice their theoretical knowledge very closely to reality, to gain experience and to advise on such projects in their later professional applications and practice. The Faculty of Design has worked in this sense, with a number of partners and gained a lot of positive experience. The project with the working title \"pressbrake for industry 4.0\" has been developed for Bystronic AG in Gotha/Thuringia. The Bystronic AG is a subsidiary of a Swiss company and produces laser cutting and waterjet systems as well as pressbrakes.
139

Workshopband der Mensch & Computer 2011

Eibl, Maximilian, Ritter, Marc 09 September 2011 (has links)
Die seit 2001 stattfindende Konferenz Mensch & Computer geht in diesem Jahr in ihre elfte Runde. Thema ist: überMEDIEN|ÜBERmorgen. Die Mensch & Computer lebt von den vielfältigen und spannenden Beiträgen, welche während der Veranstaltung präsentiert und diskutiert werden. Seit Beginn machen die durch die Community organisierten Workshops einen wesentlichen Teil der Konferenz aus. Dieser Workshopband enthält die Beiträge zu acht Workshops der Mensch & Computer sowie zu einem Workshop des Thementracks Entertainment Interfaces sowie Kurzbeschreibungen zweier weiterer Workshops der Mensch & Computer. Begreifbare Interaktion in gemischten Wirklichkeiten Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011) Mousetracking – Analyse und Interpretation von Interaktionsdaten Menschen, Medien, Auto-Mobilität mi.begreifbar – Medieninformatik begreifbar machen Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen Innovative Computerbasierte Musikinterfaces (ICMI) Senioren. Medien. Übermorgen. Designdenken in Deutschland Game Development in der Hochschulinformatik / First initiated in 2001, the conference series Mensch & Comuter has evolved as the leading event in the area of human-computer interaction in German speaking countrires hosting extremely vivid and exciting contributions with an audience that is keen to debate. Taking place the 11th time under the topical theme überMEDIEN|ÜBERmorgen, key topics of the conference are media themselves and their opportunities, risks, uses, influence on our lives and our influence on them, today and tomorrow. From the beginning, the workshops being organized by the community constitute a major part of the conference. These proceedings cover the contributions of eight workshops and two brief descriptions from Mensch & Computer as well as one workshop from Entertainment Interface track. Begreifbare Interaktion in gemischten Wirklichkeiten Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011) Mousetracking – Analyse und Interpretation von Interaktionsdaten Menschen, Medien, Auto-Mobilität mi.begreifbar – Medieninformatik begreifbar machen Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen Innovative Computerbasierte Musikinterfaces (ICMI) Senioren. Medien. Übermorgen. Designdenken in Deutschland Game Development in der Hochschulinformatik

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