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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.
21

Structure-property relationships in framework materials : anomalous mechanics by design

Collings, Ines Emily January 2014 (has links)
Framework materials that contain molecular bridging ligands between metal nodes—as seen in coordination polymers—not only give rise to enhanced structural diversity, but also to a range of useful and unusual mechanical properties. This thesis demonstrates the general structure–property relationships that are developed for coordination polymers in order to enable prediction and design of their mechanical properties, and hence structural flexibility. Variable-temperature and -pressure diffraction experiments are employed for the determination of their mechanical properties, namely by calculating thermal expansion and compressibility coefficients. The anomalous and varied mechanical responses observed are rationalised by the important structural features, or the so-called mechanical building units (XBUs), of the coordination polymers. The XBUs are considered within the setting of framework topology, geometry, and composition in order to establish general design principles for targeting different degrees of flexibility within coordination polymers. The XBUs are identified first in silver(I) 2-methylimidazolate, Ag(mim), a framework which is comprised of structural motifs of varying strength, namely argentophilic interactions, hinge points and metal–ligand bonding. The anomalous mechanical responses in Ag(mim) are shown to be rationalised entirely by the XBUs present in the structure. The XBU abstraction is then applied to a range of other coordination polymers and shown to correspond directly with the anomalous responses known in these materials. The metal–ligand–metal linker XBU is investigated further in both cadmium imidazolate, Cd(im)<sub>2</sub>, and zinc cyanide, Zn(CN)<sub>2</sub>. Here, the linker chemistries are completely different between the two frameworks, but the diamondoid arrangement of the linkers, and thus the topology, is the same. The structural responses of the two frameworks are examined to unravel the extent of topology- and chemistry-driven mechanics. It is found that the topology dominates the atomic displacements of both frameworks, indicating the existence of common soft-mode dynamics which are likely to extend to other coordination polymers with the same topology. The three-dimensional framework-hinging XBUs in zinc isonicotinate, Zn(ISN)<sub>2</sub>, and indium deuterium terephthalate, InD(BDC)<sub>2</sub>, are considered next. These frameworks have the same topology but contrasting framework geometries, evident from the differing c/a-lattice parameter ratios. In this case, a geometric formalism is derived which can predict the direction of framework mechanical anisotropy in Zn(ISN)<sub>2</sub> and InD(BDC)<sub>2</sub> and other uniaxial coordination polymers. Finally, a family of ABX<sub>3</sub>-type transition metal(II) formates are investigated, where both the B-site and A-site cations are varied. The chemical modifications give rise to variations in B- or A-site cation sizes, which are found to correlate with the magnitude of mechanical responses. These structure–mechanical property relationships—based upon framework topology, geometry and composition—are presented in separate chapters, and in each case generalised so that they can be applied to a range of coordination polymers. Hence the design principles determined here can provide the materials science community with an intuition on the type and magnitude of responses possible in these materials under different external stimuli.
22

The design, development and evaluation of a visual programming tool for novice programmers : psychological and pedagogical effects of introductory programming tools on programming knowledge of Greek students

Vasilopoulos, Ioannis Vasileiou January 2014 (has links)
This thesis reports a research project that aims to improve the teaching and learning of introductory programming from a pedagogical and psychological viewpoint. Towards this aim, seven principles for designing educational programming tools for novices were identified by reviewing literature regarding novices’ difficulties and using a theoretical framework defined by the psychological theories of Constructivism and Cognitive Load Theory. This set of design principles was not only theoretically identified, but its pedagogical impact was also empirically tested. For this reason, Koios, a new programming tool, was designed and developed as a manifestation of the combined set of principles. Empirical studies were conducted by a way of a quasi-experimental design in two different Greek secondary-education institutions. The independent variable was compliance with the set of the seven principles. Students’ level of programming skills (procedural knowledge) was the dependent variable, while the quality of their mental models in the domain of introductory programming (declarative knowledge) was the potential mediator. The effect of compliance with the set of principles on students’ programming skills and mental-model quality was explored via Koios’ evaluation. Declarative- and procedural-knowledge measurements, as well as a practical test, were used to collect data, which were analysed using ANOVA and hierarchical multiple regression. The major conclusions drawn from this study are:(a) compliance with the set of design principles does not affect the development of novices’ procedural and declarative programming knowledge, (b) a programming tool that highly complies with this set facilitates novices in the application of their procedural programming knowledge during program creation and (c) programming tools, declarative and procedural knowledge are independent components in learning to program. However, it was also concluded that the two knowledge types and a programming tool that highly complies with the set contribute significantly to novices’ programming performance. This study contributes to knowledge by theoretically identifying and empirically testing a set of design principles for educational programming software, and by producing and scientifically evaluating a programming tool as an embodiment of this set. Through this evaluation, the suggestion of Koios as a practically useful programming tool for novices seems to be well supported.
23

Computer generated lighting techniques: the study of mood in an interior visualisation

Marshall, Bronwyn Gillian 21 September 2009 (has links)
Abstract The report investigates computer generated (CG) lighting techniques with a focus on the rendering of interior architectural visualisations. With rapid advancements in CG technology, the demand and expectation for greater photorealism in visualisations are increasing. The tools to achieve this are widely available and fairly easy to apply; however, renderings on a local scale are still displaying functionality and lack visual appeal. The research discusses how design principles and aesthetics can be used effectively to create visual interest and display mood in the visualisation, with strong attention to the elements that are defined as the fundamentals in achieving photorealism. The focus is on a solid understanding of CG lighting techniques and principles in order to achieve high quality, dynamic visualisations. Case studies examine the work of lighting artist James Turrell and 3D artist Jose Pedro Costa and apply the findings to a creative project, encompassing the discussions in the report. The result is the completion of three photorealistic renderings of an interior visualisation, using different CG lighting techniques to convey mood. The research provides a platform for specialisation in the 3D environment and encourages a multidisciplinary approach to learning.
24

Hitta en väg till programmering : Hur kan programmering utgöra en del av matematikundervisningen? / Finding a way to programming : How can programming be a part of mathematics education?

Grieder, Jessica January 2019 (has links)
Sedan hösten 2018 är programmering en del av det matematiska innehållet algebra i läroplanen. Eftersom många lärare känner en osäkerhet angående matematikundervisning om programmering, finns ett behov av att veta mer om hur sådan undervisning kan se ut. Genom designforskning skapas i den här studien förståelse av hur undervisning om programmering i matematik kan designas för att utveckla elevers rumsuppfattning och förståelse av hur entydiga stegvisa instruktioner kan skapas och förbättras. Designforskning bygger på att utarbeta interventioner (lektioner) samt testa och revidera dem på ett systematiskt sätt. Viktiga byggstenar för att kunna lära sig programmera är rumsuppfattning och förståelse av instruktioner. Den här studien fokuserar på utarbetningen av designprinciper som leder till en utveckling av byggstenarna och konstruktionen av givande undervisningsaktiviteter. Undervisningsaktiviteterna sker på ett urkopplat sätt, det vill säga utan användning av digitala verktyg. Studiens viktigaste resultat är betydelsen av fyra designprinciper; att variera objektets startposition, att blanda instruktioner, att testa själv och att uppleva 2D/3D-perspektivet samt två undervisningsaktiviteter och ett arbetsblad som verkar leda till en utveckling av rumsuppfattning och en förståelse av instruktioner. / Since autumn 2018, programming is a part of the algebra content in the Swedish curriculum. Due to an insecurity many teachers feel towards mathematic teaching about programming, there is a need to know what such teaching can look like. This design research study creates an understanding of how mathematical programming lessons can be designed to develop students spatial reasoning and understanding of how distinct step-by- step instructions can be created and improved. Design research builds on developing interventions (lessons), and testing and adjusting them in a systematic way. Important aspects for being able to learn how to program are spatial reasoning and an understanding of instructions. This design research focuses on the development of design principles that will lead to an understanding of the important aspects of learning how to program and the construction of rewarding teaching activities. The activities are unplugged, meaning that there are no digital tools involved. The most important finding of this study is the importance of four design principles; variation of the objects starting point; mixing of instructions; testing and 2D/3D as well as two teaching activities and a worksheet that seem to lead to a development of spatial reasoning and an understanding of instructions.
25

Interaction Design Principles for Interactive Television

Lu, Karyn Y. 02 May 2005 (has links)
Interactive television (iTV) is an umbrella term used to cover the convergence of television with digital media technologies such as computers, personal video recorders, game consoles, and mobile devices, enabling user interactivity. Increasingly, viewers are moving away from a "lean back" model of viewing to a more active "lean forward" one. When fully realized on a widespread scale in the United States, our current experience of watching television will be dramatically transformed. Because iTV is a new medium in its own right, however, standards for iTV programming and interaction in the United States remain undefined. This document identifies and articulates interaction design principles for interactive television programming in the United States. Chapter one presents a brief survey of the field as it stands in 2005. In chapters two and three, I categorize iTV by platforms and by persistent television genres, and present representative examples for each category. In chapter four, I provide an overview of existing design standards in related areas. Insights from chapters two, three, and four all serve to inform chapter five, in which I propose principles for iTV interaction design by looking closely at existing designs (both deployed and prototyped), conventions, and patterns of interaction. My analyses are rooted in visual culture and human-computer interaction design principles, and the design principles I offer are abstracted from the applications I analyze within this framework. Finally, in chapter six, I offer some conclusions and thoughts for future directions.
26

The focus on Usability in Agile development : A case study examining Design principles effect on Usability in Agile development.

Ljunggren, Robin January 2015 (has links)
This study examines how Design principles affect the view of Usability in Agile development. This case study has been conducted together with Uppsala Municipality’s Development department. The Design principles from Användningsforum and Government Digital Service are studied together with Agile development strategy to determine the influence on Usability. This is an empirical inductive study where data is collected and analyzed so that a theory may be presented. The thesis is based on qualitative data gathered from Uppsala Municipality’s development project and focus on the experience and attitude of the developers in the department. Data is collected through interviews and observations of the team members. Data is analyzed with Grounded theory approach. From the results it is concluded that the Design principles influence members of the department's awareness and focus on Usability when work with Agile development project.
27

Slow Design through Fast Technology: The Application of Socially Reflective Design Principles to Modern Mediated Technologies

January 2011 (has links)
abstract: This thesis describes research into the application of socially reflective, or "Slow", design principles to modern mediated systems, or "Fast" technology. The "information overload" caused by drastic changes in the nature of human communications in the last decade has become a serious problem, with many human-technology interactions creating mental confusion, personal discomfort and a sense of disconnection. Slow design principles aim to help create interactions that avoid these problems by increasing interaction richness, encouraging engagement with local communities, and promoting personal and communal reflection. Three major functional mediated systems were constructed to examine the application of Slow principles on multiple scales: KiteViz, Taskville and Your ____ Here. Each system was designed based on a survey of current research within the field and previous research results. KiteViz is a visually metaphorical display of Twitter activity within a small group, Taskville is a workplace game designed to support collaboration and group awareness in an enterprise, and Your ____ Here is a physical-digital projection system that augments built architecture with user-submitted content to promote discussion and reflection. Each system was tested with multiple users and user groups, the systems were evaluated for their effectiveness in supporting each of the tenets of Slow design, and the results were collected into a set of key findings. Each system was considered generally effective, with specific strengths varying. The thesis concludes with a framework of five major principles to be used in the design of modern, highly-mediated systems that still apply Slow design principles: design for fundamental understanding, handle complexity gracefully, Slow is a process of evolution and revelation, leverage groups and personal connections to encode value, and allow for participation across a widely distributed range of scales. / Dissertation/Thesis / M.S.D. Design 2011
28

Utveckling av användargränssnittet för Atlas Copcos portal för samarbete med underleverantörer (SCP) / Development of the user interface for Atlas Copco's portal for collaboration with subcontractors (SCP)

Dyrebrant, Tobias January 2016 (has links)
Vid skapandet av ett användargränssnitt bör en utvecklare utgå från en rad designprinciper. Detta möjliggör ett effektivt användarflöde, där användaren navigerar genom systemet utan svårigheter. Därigenom kan användaren till fullo absorbera informationen som systemet erbjuder.   Designprinciperna ligger till grund för det praktiska arbetet som utfördes för denna rapport. Syftet var att utveckla en webbportal som användes av ett företag för samarbete med dess underleverantörer. Genom att utgå från principerna, samt intervjuer med användarna, skulle förbättringar göras på det nuvarande systemet. Detta skulle resultera i en bättre användarupplevelse och en optimal effektivitet för systemet.   Det praktiska arbetet delades upp i två steg. Det första steget innefattade konkreta ändringar på det nuvarande systemet, där mindre justeringar introducerades som enkelt kunde implementeras på den nuvarande webbportalen. Det andra steget handlade om en analys av marknadens främsta designlösningar, vilket skulle visa på existerande smarta och trendanpassade lösningar som kunde användas vid förbättring av systemet. Dessa steg utgjorde processen för det förbättringsarbete som skulle utföras på webbportalen.   Resultatet blev ett användargränssnitt som tillfredsställer majoriteten av användare. Genom de objektiva designprinciperna skapades ett användarvänligt system med ett effektivt användarflöde. / When creating a user interface, a developer should base their work on a number of design principles. This enables an effective user flow, where the user navigates through the system without difficulties. Thereby the user can absorb the information that the system provides to the fullest.   These design principles form the basis of the practical work that was carried out for this report. The purpose was to develop a web portal, which was used by a company for collaboration with its suppliers. By basing the development on the principles, as well as interviews with the users, improvements were to be made on the current system. This should result in a better user experience and an optimal efficiency of the system.   The practical work was divided into two stages. The first stage involved concrete changes on the current system, where smaller adjustments were introduced that could easily be implemented on the current web portal. The second stage was about an analysis of the market's leading design solutions, which should show existing smart and up-to-date solutions that could be used to improve the system. These steps constituted the process of improvement work that was to be carried out on the web portal.   The result was a user interface that satisfies the majority of users. Through the objective design principles a user friendly system with an efficient user flow was created.
29

Utveckling och utvärdering av en webbplats : En rapport om utvecklingen av hemsidan åt ett produktonsbolag

Lampi, Rebecca January 2016 (has links)
Den här rapporten handlar om utvecklingen av en ny webbplats åt produktionsbolaget A26 Media, som känns mer levande och dynamisk än den som finns i dagsläget. Mina beställare ville undersöka hur man kunde utmana typiska designprinciper och om man kunde bryta sig loss från dem. Innan jag utvecklade hemsidan genomfördes en PACT-analys för att ta reda på vem som besökte webbplatsen och varför. När den färdiga webbplatsen hade utvecklats, användartestades den på två personer innan den kunde utvärderas. Resultatet visade att det är svårt att utmana och bryta mot designprinciper utan att webbplatsen känns otydlig och svår att använda. Men en färdig webbplats levererades som uppfyllde beställarnas krav. / This paper is about the development of a new website for the production company A26 Media, which feels more dynamic than the current website. My clients wanted to investigate how we could challenge the typical design principles and whether we could break free from them. Before I developed the website, there was a PACT-analysis to find out who visited the site and why. When the finished site had been developed, I tested it by showing the site to two people before it could be evaluated. The results show that it’s difficult to challenge and break the design principles without the website being obscure and difficult to use. But a finished website was delivered that met the client’s requirements.
30

Vytvoření zásad vývoje mobilního reportingu a jejich praktické ověření. / Creation of principles of the mobile reporting development and their practical verification.

Bursa, Jan January 2014 (has links)
This diploma thesis deals with design principles of mobile reporting. In the introduction the difference between report and dashboard is described because these two concepts are usually falsely perceived. Then a compilation of a list of properties follows, which of them a well-designed dashboard should have and this is the main objective of this thesis. In its content the document describes, how to achieve certain properties, what to avoid in the layout and recommended features which can help to end users to simplify and streamline the work. These recommendations are also applied in practice by using some examples. The description is given, including workflow and available options of the selected tools. This thesis offers detailed instructions, how to form mobile dashboards, including comments and opinions provided by end users. I find this as the main benefits of this thesis.

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