• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 215
  • 131
  • 71
  • 36
  • 19
  • 13
  • 12
  • 5
  • 5
  • 2
  • 2
  • 2
  • 2
  • 1
  • 1
  • Tagged with
  • 603
  • 603
  • 102
  • 91
  • 90
  • 86
  • 71
  • 59
  • 54
  • 50
  • 49
  • 44
  • 42
  • 42
  • 42
  • 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.
31

Interactive Interfaces for Capturing and Annotating Videos of Human Movement

Zilevu, Kobla Setor 11 July 2019 (has links)
In this thesis, I describe the iterative service design process I used in identifying and understanding the needs of diverse stakeholders, the development of technologies to support their mutually beneficial needs, and the evaluation of the end-user experience with these technologies. Over three iterative design cycles, the set of identified end-user customers expanded to include the patient, the supervising therapist, the annotating therapist, and other members of the development team. Multiple versions of interactive movement capture and annotation tools were developed as the needs of these stakeholders were clarified and evolved, and the optimal data forms and structures became evident. Interactions between the stakeholders and the developed technologies operating in various environments were evaluated and assessed to help improve and optimize the entire service ecosystem. Results and findings from these three design cycles are being used to direct and shape my ongoing and future doctoral research / Master of Science / In this thesis, I describe the iterative service design process I used in identifying and understanding the needs of diverse stakeholders, the development of technologies to support their mutually beneficial needs, and the evaluation of the end-user experience with these technologies. Over three iterative design cycles, the set of identified end-user customers expanded to include the patient, the supervising therapist, the annotating therapist, and other members of the development team. Multiple versions of interactive movement capture and annotation tools were developed as the needs of these stakeholders were clarified and evolved, and the optimal data forms and structures became evident Interactions between the stakeholders and the developed technologies operating in various environments were evaluated and assessed to help improve and optimize the entire service ecosystem. Results and findings from these three design cycles are being used to direct and shape my ongoing and future doctoral research.
32

Single-Session Design: Design Methodology in Compressed Timeframes Derived from the Robot Rivals Television Series

Henshaw, Graham Robert 29 May 2003 (has links)
The purpose of this study is to document the design process as it is adapted to compressed timeframes. I have termed this adapted design process single-session design. This study will also explore the application of this type of design methodology in industry where the research and development phases of products are continually being compressed. The primary research for this study is extracted from the examples of rapid design observed repeatedly on the Robot Rivals television series on the Do It Yourself network. The scope of this television series is a competition between two teams of engineering students to design, build, and operate a robot in a single day. The show yields an ideal platform to study the design process in a highly adaptive and compressed form. This study will show how the design process can be adapted to function in a fast-paced situation. The design process in general has been studied for quite some time. However, to date there is no focused research on a specific design methodology that is intended for extremely short-term projects. This research provides insight into the situation where significant time constraints stimulate creativity and ingenuity in designs. / Master of Science
33

Try to Understand Design and Design Process

Mannapperuma, Chanaka January 2010 (has links)
<p>It is difficult for designers to explain what they do. In addition,those unfamiliar with design do not understand the rigor and logic of design thinking and process .We can’t formulate pre defined model for design process because every design situation is unique and new situation. But I tried to formulate my own model for design process as common with Inspirations from my supervisors/Lectures. I tried to describe what is design? And what is design process? In this paper.This personal position paper explores the personal improvement throughout the course work and what I learnt though out the course work.</p>
34

Try to Understand Design and Design Process

Mannapperuma, Chanaka January 2010 (has links)
It is difficult for designers to explain what they do. In addition,those unfamiliar with design do not understand the rigor and logic of design thinking and process .We can’t formulate pre defined model for design process because every design situation is unique and new situation. But I tried to formulate my own model for design process as common with Inspirations from my supervisors/Lectures. I tried to describe what is design? And what is design process? In this paper.This personal position paper explores the personal improvement throughout the course work and what I learnt though out the course work.
35

Estudo da coordenação do processo de projeto arquitetônico em escritório de pequeno porte / Study of the coordination of the architectural design process in small office

Permonian, Raquel Ragonesi 27 June 2016 (has links)
Submitted by Livia Mello (liviacmello@yahoo.com.br) on 2016-10-14T12:53:41Z No. of bitstreams: 1 DissRRP.pdf: 3465607 bytes, checksum: deab8698703924f483f149c7a9daad86 (MD5) / Approved for entry into archive by Marina Freitas (marinapf@ufscar.br) on 2016-11-08T18:46:52Z (GMT) No. of bitstreams: 1 DissRRP.pdf: 3465607 bytes, checksum: deab8698703924f483f149c7a9daad86 (MD5) / Approved for entry into archive by Marina Freitas (marinapf@ufscar.br) on 2016-11-08T18:46:58Z (GMT) No. of bitstreams: 1 DissRRP.pdf: 3465607 bytes, checksum: deab8698703924f483f149c7a9daad86 (MD5) / Made available in DSpace on 2016-11-08T18:47:05Z (GMT). No. of bitstreams: 1 DissRRP.pdf: 3465607 bytes, checksum: deab8698703924f483f149c7a9daad86 (MD5) Previous issue date: 2016-06-27 / Não recebi financiamento / It is noticed in the last years a prominent growth in the national construction industry which has driven to an increase in competitiveness among its professionals. These new levels of competitiveness have led professionals to study possible innovations in the design process to create more efficient and cost effective planning methods. In general, architectural designers choose to develop their products using 2D design software. These tools are often able to meet the minimum representational requirements. However, technological breakthroughs have brought up new methods that are capable of adding quality to the final product, namely the executive project. Therefore, this study sought the theoretical background to present a review about concepts in 2D design process and the context of its coordination. As complement of that, the study aims to reveal possible qualitative increments to the project phases through the use of performance flowcharts of the existing steps inside the studied company, which takes into consideration the current scenario surrounding technologies in Brazil. This approach required the development of case studies to assess the coordination of architectural design process typology adopted in small office. Three projects of different sizes, based on the most commonly found typology in the studied company, were chosen in order to conceptualize the development of the design process. Based on that, the case studies were produced and evaluated to yield proposals for new studies regarding coordinative improvements in the design process. These studies focus an ideal performance model for design project management. Thus, the noticeable outcome of this study is that the target company must incorporate new methods to refine the design process once it presents noncompliant quality and excessive rework due to the lack of compatibility among projects. In addition, another evident fact affecting the product quality is that employees of this company deal with a high demand of parallel activities which reduces their productivity and consequently decreases the quality of the final product. / O forte crescimento do setor da construção civil nacional, observado nos últimos anos, tem elevado a competitividade, levando profissionais a estudarem possíveis inovações no processo de projeto, buscando um planejamento mais eficiente e rentável. De modo geral, observa-se que projetistas optam pelo desenvolvimento de seus produtos em softwares de representação em 2D, geralmente capazes de atender às necessidades representativas e executivas mínimas. Porém, avanços tecnológicos disponibilizam novos métodos e parâmetros, capazes de agregar qualidade ao objeto final, no caso, o projeto executivo. Para tanto, a pesquisa procurou no embasamento teórico apresentar uma revisão bibliográfica sobre conceitos de processos de projetos executado de maneira 2D, o contexto de coordenação do projeto, expondo possíveis incrementos qualitativos à fases de projeto, através de fluxograma de desempenho das etapas da empresa estudo e o atual cenário do Brasil sobre tecnologias. Para tal abordagem, foi necessário o desenvolvimento de estudos de casos relativos à coordenação do processo de projetos de tipologia arquitetônica, executados por escritório de pequeno porte. Para conceituar o desenvolvimento do processo de projeto, foram selecionados três projetos de diferentes portes, baseado nas tipologias mais usualmente encontradas na empresa em estudo. Partindo de tais premissas, o desenvolvimento de estudos de caso foi aprofundado e avaliado, indicando propostas de estudos com melhorias coordenativas, com vista no desempenho ideal do projeto. Desse modo, o resultado perceptível é que a empresa estudada deve incluir diversos fatores para melhorar o processo de projeto, devido ter sua qualidade inadequada por excessos de retrabalhos justamente pela falta de compatibilização dos projetos. Conclui-se que os profissionais da empresa estudada possuem alta demanda paralela de atividades em curto intervalo de tempo, o que resulta na diminuição da produtividade dos mesmos e, consequentemente, da qualidade do produto final.
36

Att tillämpa produktutvecklingsmetoder vid utveckling av produktionssystem

Islam, Akib January 2016 (has links)
This report presents a thesis work on advanced level in the course PPU502 – Product development. The thesis work has investigated the outcome of applying the Product Development Process in the development of a production system, through a case study at Munters Europe AB. The case study aimed to examine, map, analyze and develop a manufacturing process that currently consists of manual and time consuming operations. The purpose of this thesis was to investigate the versatility of the knowledge obtained during the MSc program Innovation and Product Design, as a result of the markets expectations of engineering graduates to be generalists with good ability to apply their skills in more than one area. The methodological approach in this thesis is based on the research process that Kothari (2004) presents and are modified in to 4 phases. Phase 1 defines the project and establishes research questions that are used as guidelines for the work. Phase 2 includes the case study, where the Product Development Process was implemented in the development a manufacturing process. Phase 3 consists of data collection, where quality assuring and general methods for developing production systems were identified. Phase 4 compares the empirical results from the case study with the collected data, describes differences of the methods and analyzes the outcome. / Denna rapport presenterar ett examensarbete på avancerad i kursen PPU502 – Produktutveckling. Examensarbetet har undersökt utfallet av att tillämpa produktutvecklingsmetoder vid utveckling av ett produktionssystem, genom en fallstudie vid Munters Europe AB. Fallstudien syftade till att granska, kartlägga, analysera och utveckla en tillverkningsprocess som, i dagsläget, består av en del manuella operationer. Syftet med examensarbetet var att undersöka mångsidigheten av den erhållna kunskap från civilingenjörsutbildningen Innovation och Produktdesign då marknaden förväntar sig att civilingenjörer ska vara generalister med god förmåga att tillämpa sin kompetens på fler än ett område. Metodiken i detta arbete grundar sig i forskningsprocessen som Kothari (2004) presenterar och är modifierad till 4 faser. Fas 1 definierar projektet och upprättar frågeställningar som sedan styr arbetet. Fas 2 innehåller fallstudien, där produktutvecklingsprocessen har följts för att utveckla en tillverkningsprocess. Fas 3 består av datainsamling där kvalitetssäkra, allmänna metoder för utveckling av produktionssystem har identifierats. Fas 4 jämför empirin från fallstudien med de insamlade data och redogör skillnader samt analyserar utfallet.
37

Innovation and design processes in small established companies

Löfqvist, Lars January 2009 (has links)
<p>This thesis examines innovation and design processes in small established companies. There is a great interest in this area yet paradoxically the area is under-researched, since most innovation research is done on large companies. The research questions are: How do small established companies carry out their innovation and design processes? and How does the context and novelty of the process and product affect the same processes?</p><p>The thesis is built on three research papers that used the research method of multiple case studies of different small established companies. The innovation and design processes found were highly context dependent and were facilitated by committed resources, a creative climate, vision, low family involvement, delegated power and authority, and linkages to external actors such as customers and users. Both experimental cyclical and linear structured design processes were found. The choice of structure is explained by the relative product and process novelty experienced by those developing the product innovation. Linear design processes worked within a low relative novelty situation and cyclical design processes worked no matter the relative novelty. The innovation and design processes found were informal, with a low usage of formal systematic design methods, except in the case of design processes for software. The use of formal systematic methods in small companies seems not always to be efficient, because many of the problems the methods are designed to solve are not present. Customers and users were found to play a large and important role in the innovation and design processes found and gave continuous feedback during the design processes. Innovation processes were found to be intertwined, yielding synergy effects, but it was common that resources were taken from the innovation processes for acute problems that threatened the cash flow. In sum, small established companies have the natural prerequisites to take advantage of lead-user inventions and cyclical design processes. Scarce resources were found to be the main factor hindering innovation, but the examined companies practiced several approaches to increase their resources or use existing scarce resources more efficiently in their innovation and design processes. Examples of these approaches include adopting lead-user inventions and reducing formality in the innovation and design processes.</p><p> </p>
38

Art-making in practice: achieving optimal creativity during the conceptual design process

Lininger, Taylor January 1900 (has links)
Master of Landscape Architecture / Department of Landscape Architecture/Regional and Community Planning / Laurence A. Clement / There can be no design product without a design process to achieve it; how we design is just as important as what we design. If landscape architects engage creative activities at work, they may be able to achieve flow, "an optimal and positive state of mind during which key individuals are highly motivated and engrossed" (Fullagar, Knight, and Sovern 2013, 236). Individuals experiencing flow find themselves in situations with challenge/skill balance, intrinsic motivation, and empowering self-confidence. The methods used for this master's project and report evaluated three art-making techniques in terms of the flow state and the design solutions they inspired. Watercolor, printmaking, and digital drawing were each incorporated into three simple design projects and filmed for peer-review. Fellow landscape architecture students reviewed segments of the film and completed a survey to measure the author's flow state. Additionally, they provided a critique of the art-making processes based on their perceptions of the filmed design processes and resulting design solutions. The peer assessment, accompanied with the author's self-reflection of art-making as ideation, provide insights into creativity and "good" design. Art - as concept, craft, and communication - are integral and evident in every part of the project. The findings show how design processes that include different art-making media affect and facilitate a flow state that leads to responsive design concepts. Landscape architects should incorporate art-making into their professional practice as a means of facilitating creativity without spending excessive amounts of time or resources in the conceptual stage of a design process.
39

Living with Them

Kitnichee, Rapeeparn January 2013 (has links)
An investigation of transforming people&apos; lives regarding their achievements into design processes of making textilesCase studies: Isaac Newton and Andy Warhol / Program: Master Programme in Fashion and Textile Design
40

Exploring the effectiveness of the teaching strategies that technology teachers apply to teach the design process

Sephoto, Sibongile Annah Khethiwe January 2018 (has links)
Thesis (M.Ed.) -- University of Limpopo, 2018 / Technology education was introduced in the South African curriculum by the Department of Basic Education with the intention of developing learners’ design skills while using the design process. Since the introduction of technology education, the South African curriculum has undergone a series of curriculum changes. Teachers were introduced to Outcomes-Based Education (OBE), the Revised National Curriculum Statement (RNCS), the National Curriculum Statement (NCS) and now the Curriculum and Assessment Policy Statement (CAPS). These changes compelled South African teachers to shift from a teacher-centred approach to that of a learner-centred approach. In the RNCS, the design process was presented as a linear process, whereas in the CAPS document, the design process has been represented as non-linear. This change has led to uncertainties amongst technology teachers on how to teach the design process. The purpose of this study was to explore the effectiveness of the teaching strategies that technology teachers apply when teaching the design process. The CAPS document for technology stipulates that technology should give learners an opportunity to develop and apply specific design skills to solve technological problems in real situations. To solve such problems, learners should be exposed to a problem and then engage in a systematic process that allows them to develop solutions to the problem. The theoretical framework used in this study was based on social constructivism. This theory was used based on the fact that it describes how learning occurs and puts emphasis on how learners construct their own understanding in a social context. This social constructivism was linked to the design process skills required to demonstrate the way in which the teaching and learning of the design process could be directed. The design process is seen as the backbone of technology and should be used to teach technology, it seems that teachers are struggling to use the design process in teaching technology. The literature revealed that teachers’ lack of knowledge in technology has an effect on how they use various teaching strategies to teach the design process. This is challenging and a reason for unease, therefore this study needed to explore this problem. The study engaged in qualitative research using a case study design. Purposive sampling was used to select the participants, who comprised technology teachers who obtained anAdvanced Certificate in Education majoring in technology with at least six years of experience in teaching technology. Data were collected using semi-structured interviews and observations, and were analysed using Shulman’s Pedagogical Content Knowledge. The study revealed that only in exceptional cases were technology teachers using problem-solving to teach the design process. It was also revealed that technology teachers have difficulties with regard to PCK. The sampled teachers were also unable to support learners to acquire design skills such as investigation, designing, making, evaluation and communication. The observations indicated that the participants did not engage with the design process as set out in the CAPS document for technology. The implication of this study is that understanding the content and how to teach it is essential in teaching and learning situations. There should be ongoing professional development programmes to assist technology teachers. This study recommends that there should be repeated in-service training of technology teachers to address the issue of concern in teaching the design process. Teachers should be encouraged to attend such in-service training. The in-service training should also focus on teaching technology using the design process. Furthermore, technology teachers should encourage effective group-work in problem solving so that every member of the group has a role to play.

Page generated in 0.0685 seconds