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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.
51

On seeing : in fashion design

Malmgren De Oliveira, Stefanie January 2016 (has links)
In fashion design, the designer strives for the development of ideas in view of significant visual goals. The process of specifying and developing ideas is a highly visual process. Based on what has been ‘seen’ as for example in a reference material or in explorations, designers define possible tracks to follow, decide which ideas to deepen or which ones to reject. Their activities can thus be described as a process of seeing. There is nothing novel about the importance of seeing as an act in the design process; on the contrary, seeing, is usually an intuitive act that any designer explicates throughout the process of shaping his/her vision. However, the systematisation of seeing in the design process in order to advance ways of working in the field of fashion design is still very much an area that is open for further research. In this thesis, possible ways of seeing are explored through experiments in different stages of the design process. Based on an image serving as a point of departure, seen elements were derived and put in relation to a body in a two-dimensional photographic sketching stage, in accordance with different ideas of dress. Selected ideas were then further elaborated and explored in terms of their design possibilities. The results of the experiments are propositions of design ideas that have been ‘seen’ in a single sketch or a series of sketches. The contribution of this licentiate thesis are: 1) A thorough mapping of two design stages (point of departure and two-dimensional sketching stage), and how they provide a deeper understanding of the design process, leading to 2) an improved sensibility with regard to design possibilities, their value and developments, and finally 3) the establishing of a methodology with which to discern the composition of a visual language/vision in fashion design based on ‘seeing’. The act of seeing is presented as the fundamental tool of designing for shaping a vision. By delving into the systematisation of the notion of seeing in a fashion design process, a methodology of seeing is introduced, which aims to enhance the possible ways of visualisation when designing.
52

Modelling resources in simulation engineering design processes

Xin Chen, Hilario Lorenzo January 2017 (has links)
The planning and scheduling of appropriate resources is essential in engineering design for delivering quality products on time, within cost and at acceptable risk. There is an inherent complexity in deciding what resources should perform which tasks taking into account their effectiveness towards completing the task, whilst adjusting to their availabilities. The right resources must be applied to the right tasks in the correct order. In this context, process modelling and simulation could aid in resource management decision making. However, most approaches define resources as elements needed to perform the activities without defining their characteristics, or use a single classification such as human designers. Other resources such as computational and testing resources, amongst others have been overlooked during process planning stages. In order to achieve this, literature and empirical investigations were conducted. Firstly, literature investigations focused on what elements have been considered design resources by current modelling approaches. Secondly, empirical studies characterised key design resources, which included designers, computational, testing and prototyping resources. The findings advocated for an approach that allows allocation flexibility to balance different resource instances within the process. In addition, capabilities to diagnose the impact of attaining specific performance to search for a preferred resource allocation were also required. Therefore, the thesis presents a new method to model different resource types with their attributes and studies the impact of using different instances of those resources by simulating the model and analysing the results. The method, which extends a task network model, Applied Signposting Model (ASM), with Bayesian Networks (BN), allows testing the influence of using different resources combinations on process performance. The model uses BN within each task to model different instances of resources that carries out the design activities (computational, designers and testing) along with its configurable attributes (time, risk, learning curve etc.), and tasks requirements. The model was embedded in an approach and was evaluated by applying it to two aerospace case studies. The results identified insights to improve process performance such as the best performing resource combinations, resource utilisation, resource sensitive activities, the impact of different variables, and the probability of reaching set performance targets by the different resource instances.
53

Designing for B(r)ands

Kullberg, Daniel, Gustafsson, Erik January 2008 (has links)
The following thesis aim to describe the design process when creating a music video. How does it differ from designing other digital artefacts? And what are the similarities. Our focus has been to work with the band and their song as a brand with a specific market. The conclusion is that the design process is not as regulated when working with a band compared to a company. This made it possible to create a more artistic design. The effects of the video depends on how the fans will react on it. A well-produced video is not necessarily equal to a successful one. In this aspect it does not differ from making a commercial for a brand.
54

The desgner’s perception and expert’s evaluation: testing techniques for problem exploration on a design methodology framework

VASCONCELOS, Luis Arthur de, CAMPOS, Fábio Ferreira da Costa 31 January 2012 (has links)
Submitted by Amanda Silva (amanda.osilva2@ufpe.br) on 2015-03-09T14:33:30Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) dissertacao_lalv.pdf: 3428243 bytes, checksum: 4cfc2cf496677e2d7b64975aee50848d (MD5) / Made available in DSpace on 2015-03-09T14:33:30Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) dissertacao_lalv.pdf: 3428243 bytes, checksum: 4cfc2cf496677e2d7b64975aee50848d (MD5) Previous issue date: 2012 / CAPES; CNPq / Understanding methodology in design as a schematized process composed by a set of steps in order to support problem solving, data mining or search for information activities are commonly performed on an initial step of this process, which can be called as problem exploration. This work focuses on identifying the influences that executing the problem exploration step can cause to the design team, as well to the final developed solutions. To achieve this objective, an initial investigation was performed in order to search for similar studies that could test these influences. After confirming the absence of such researches, an experiment was conducted to test techniques for problem exploration as a way to identify the possible influences of this step within the design process. The experiment was carried out in an undergraduate design class during four months and involved five groups of about six members each, who should develop concepts for problems about they did not have any previous information. Except for the problem exploration step, which could be performed differently, the five groups executed an identical framework of methods for problem solving. All documentation produced by the design teams was evaluated for a selected group of experts. As results for the experiment, it was concluded that the use of such problem exploration techniques gave more confidence to designers when responding to how well informed they were about the problem after confronting it, and although different groups performed distinct procedures as regards the tested step, no difference on the experts’ evaluation for the alternatives could be perceived. This way utilizing problem exploration techniques caused no influences on the final solutions developed.
55

From Film to Architecture:An Extended Cinematic Design Process based on Architectural Interpretations of Narrative Film / 映画から建築へ:物語映画の建築的解釈に基づく設計プロセスの展開

Richard Touzjian 24 November 2011 (has links)
Kyoto University (京都大学) / 0048 / 新制・課程博士 / 博士(工学) / 甲第16463号 / 工博第3491号 / 新制||工||1528(附属図書館) / 29105 / 京都大学大学院工学研究科建築学専攻 / (主査)教授 門内 輝行, 教授 髙松 伸, 教授 神吉 紀世子 / 学位規則第4条第1項該当
56

Design optimization and testing of electrical connector for low voltage transmission cabinets : In collaboration with ABB AB Kabeldon

Chandrappa Kori, Vinay Kumar, Radhakrishnan Ganesan, Gowtham Prasath January 2019 (has links)
Abstract: This thesis work was a part of Halmstad University’s Mechanical Masterprogramme curriculum done in favour of ABB Alingsås. Our industrial partnerproduces and manufactures low voltage electrical distribution cabinets, connectorsand switch gears. This project is focused on specific electrical connector used inABB’s trademark cabinets. These electrical connectors serve as both the input and output points for thedistribution cabinets. The product under scope is an extension connector calledADI3M which is used in conjunction with the large sized cable connectors(AD300). This is a sequential design optimization activity performed after theredesigning of the AD300 to ensure interface compatibility and also aimed atopportunistic cost reduction. The ADI3M should provide design compatibility withboth old and new AD300 connector designs along with the comfortable interfacinginside the CDC and SDC cabinets. With the design process and concepting knowledge gained from the course work inHalmstad university along with the ABB’s industrial exposure towards the powersupply networks we proposed four different design concepts. These design conceptswere then evaluated against interface compatibility, cost aspects, manufacturingreadiness, mechanical strength, heat generation and electricity conductionproperties. Among the product development techniques, we applied QFD processto generate the concepts, waterfall method to frame the engineering design processflow and morphological matrix to select the generated concepts. We then changedthe raw material from brass to aluminium and extrusion process due to its beneficialproperties compared to brass and copper with various other reasons explainedclearly in the thesis content. For the plastic cover we preferred poly-carbonate dueto requirements such as transparency, stiffness, etc. Two of the best feasibleconcepts were selected and the design proposals were prototyped using 3D printingtechnology. The 3D printing method used was fused deposition modelling (FDM).Later machined aluminium prototypes were then produced for the metalsubcomponents to do real time strength analysis and interface checks. Weperformed a theoretical product strength analysis using ANSYS19.2. Then resultswere then evaluated, and the final concept was chosen according to the factors suchas cost impact, easy installation and comfortable inter-component clearance.Finally, the prototypes were tested for IP rating fulfilment and compatible interfaceswith adjacent components. The consecutive activities to be done out of thesis scope is to conduct mechanicaland tests and record the performance. The future scope of this project is to developa hybrid design combining the AD300 and ADI3M connectors which would enableeasy product handling, simplified functionality and further reduce cost.
57

A Look into the Design Process: Theory Driven Design for Behavior Change

January 2019 (has links)
abstract: As the designer is asked to design, create, or simply solve a problem, many factors go into that process. It generally begins with defining the scope or problem that undergoes an iterative process utilizing different tools and techniques to generate the desired outcome. This is often referred to as the design process. Notwithstanding the many factors that influence this process, this study investigates the use of theory for behavior change and its effect on the design process. While social behavioral theories have been extensively discussed in the realm of design, and a well-developed body of literature exists, there is limited knowledge about how designers respond to and incorporate theory into their design process. Fogg’s persuasive design (2003), Lockton’s design with intent (2009) and Tromp’s social implication framework (2011) stand as exemplars of new strategies developed towards design for behavior change that are able to empower designers’ mindsets, providing them with a uniquely insightful perspective to entice change. Instead of focusing on the effectiveness of the design end product, this study focuses on how theory-driven approaches affect the ideation and framing fragment of the design process. A workshop case study with senior design students was utilized with focused observations and post-workshop interviews to answer the research questions. This study contributes by providing a useful method of documenting a behavioral economics theory to the design process in a workshop setting. It also provides insights on how behavioral change theory application can be incorporated in a segment of the design process. / Dissertation/Thesis / Masters Thesis Design 2019
58

Haute jardin : exploring the pre-fabrication of landscapes through the process of making

Mathey, Megan January 2016 (has links)
The hand thinks while it builds. Only by physically grappling with a material does one truly understand what it wants to become. In c o n t e m p o r a r y l a n d s c a p e architecture, there is typically a separation between the act of designing and the act of making, often causing a lack of practical knowledge of the capabilities of materials and their relationship to one another. To construct expressively means to comprehend a material's physical properties and how its process of production is revealed through repetition and exaggeration. This dissertation attempts to explore the pre-fabrication of landscapes through an iterative process of making by hand with the goal of uncovering material properties that would otherwise remain concealed. It starts with a material exploration on a detailed level, after which the resulting artefact is applied in the larger context of Pretoria. In addition, this exploration attempts to add to the very limited body of wor k c on c e r n i ng l an d s c ap e architectural tectonic theories. / Die hand dink wanneer dit bou. Slegs deur fisies met 'n materiaal te wroeg verstaan mens waarlik wat die materiaal wil word. In eietydse landskapargitektuur is daar tipies 'n verdeling tussen die daad van ontwerp en die daad van maak, wat dikwels lei tot 'n gebrek in praktiese kennis oor die geskiktheid van materiale asook hul verhouding tot mekaar. Uitdruklike konstruksie dui op 'n begrip van 'n materiaal se fisiese eienskappe en die tentoonstelling van sy produksieproses deur repetisie en oordrywing. Hierdie skripsie poog om die voorafvervaardiging van landskappe te verken deur die herhalende proses van maak met die hand, met die doel om materiaalseienskappe te ontdek wat andersins geskuil sou bly. Dit begin met 'n materiaalverkenning op 'n detail vlak, waarna die artefak toegepas word in die groter Pretoria konteks. Verder poog hierdie verkenning om by te dra tot die beperkte kennis van tektoniese teorie in landskapargitektuur. / Mini Dissertation (ML (Prof))--University of Pretoria, 2016. / Architecture / ML (Prof) / Unrestricted
59

The Qualities and Aesthetics of Undefined Spaces : in Housing

Frick, Jonas January 2013 (has links)
This project represents a continuous process, where the spaces of the home are being investigated and questioned. The ambition of the project is to analyse the image and the idea of the home, convinced that there is not an objective truth about how we are supposed to live within the home. The concept of the home is a social construction, where the nuclear family is the norm. The reality shows something different. How can we create spaces that are more flexible and generous in their use? The process is an investigation of how architectural objects can generate a housing-typology that is more free and open for the residents to interpret. A vast area divided by architectural components creates a continuous embroidery of specific spatial situations, zones and compositions. The aesthetics of everyday life arises against an abstract background. / Projektet representerar en oavslutad arbetsprocess där hemmet och bostadens rum undersöks och ifrågasätts. Projektets ambition är att analysera och utvärdera idén om bostaden, med en övertygelse om att det inte finns någon objektiv sanning för hur vi ska leva. Bostaden som vi ser den är en social konstruktion, där kärnfamiljen är normen för bostadens utformning. Verkligheten visar något annat. Hur kan vi skapa rum som är mer generella i sin användning? Processen är en undersökning kring hur arkitektoniska objekt generar en bostads-typologi som är mer öppen för tolkning. En öppen yta definierad av arkitektoniska komponenter, skapar ett oavslutat broderi av specifika rumsliga situationer, zoner och kompositioner. Det vardagliga livets estetik uppstår mot en abstrakt bakgrund.
60

Innovation and design processes in small established companies

Löfqvist, Lars January 2009 (has links)
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? 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.

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