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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.
71

How ChatGPT Can Be Used to Create Onboarding Tutorials for User Interfaces : An evaluation of ChatGPT as a UX design tool

Harlin, Olivia January 2024 (has links)
This study explores the integration of ChatGPT into a UX design process, focusing specifically on the creation of user onboarding tutorials. Collaborating with Nasdaq and one of their trade surveillance products, provides a real-world test case. Using A/B testing, the study compares two clickable prototypes: one developed through a conventional process and the other with the assistance of ChatGPT. The objective is twofold: to investigate how ChatGPT can be used to create onboarding tutorials and to evaluate its influence on resource utilization, user experience, and designer workflows. The study concludes that both traditional and ChatGPT-assisted design produces satisfactory results, with no statistically significant difference in knowledge retention or resource utilization. ChatGPT emerges as a valuable UX tool, offering efficiency and versatility in design tasks. However, its effectiveness relies on designers' discernment to shape output into the final user experience. While ChatGPT enhances productivity and creativity, it does not replace human judgment. Yet, leveraging AI tools like ChatGPT can potentially change UX design practices for the better, affirming that AI will not replace UX designers but UX designers leveraging AI will.
72

The Design of a Therapy Garment for Preschool Children with Sensory Integration Dysfunction

Haar, Sherry J. 07 April 1999 (has links)
A design process developed by Joann Boles was used to develop a therapy garment for three four-year-old boys with sensory integrative dysfunction who participated in occupational therapy using sensory integrative methods. The design process framework has four stages: (a) problem development, (b) needs assessment, (c) prototype development, and (d) evaluation. The problem was developed by observing children with sensory impairments; interviewing parents and professionals involved with sensory impairments; experiencing sensory integrative methods; and reviewing the literature.The needs were assessed for the wearers, the activity, and the environment through four weeks of observations, interviews with the child and significant others, and document reviews. The research design was multiple case studies. The data collection and analyses followed the grounded theory procedures of open and axial coding outlined by Strauss and Corbin (1990).The resulting needs of the wearers, the activities, and the environment were translated into garment specifications and criteria. The four garment specification categories were (a) movement, (b) sensory integration, (c) motor development, and (d) play.Prototypes were generated to meet garment specifications in terms of structure, materials, and assembly. The process included writing ideas, coding and combining ideas, sketching ideas, constructing samples, and constructing a prototype solution. The resulting prototype consisted of a sleeveless pullover top, cape, and weights, and featured a bug superhero theme.The prototype was evaluated against garment specification criteria through observations, interviews, and an evaluation form. The prototype allowed full body movement and provided safety features for full interaction in the environment. The prototype provided proprioceptive input and gross motor opportunities through the elastic band loops and bug weights, and promoted the use of vestibular integrating equipment with the cape. Tactile opportunities were provided through the variety of materials. Fine and perceptual motor skills were promoted by the manipulatives on the cape and the opportunity to store fine motor activities in the cape pockets. Storing activities in the cape promoted smooth transitions, motor planning, organization, follow through, management, and self discipline. The bug theme appealed to the wearers' play interests and promoted imaginative scenarios during therapy, thus aiding in self organization and attention to task. / Ph. D.
73

Rethinking Smart Home Design: Integrating Architectural Perspectives and Technologically-driven Design Thinking within a Framework

Dasgupta, Archi 25 October 2021 (has links)
Smart homes, equipped with sensing, actuation, communication, and computation capabilities, enable automation and adaptation according to the occupants' needs. These capabilities work together to build holistic spatial and living experiences for the occupants. Smart technologies significantly impact spatial experiences, making smart home design an architectural problem along with a technological problem. Nevertheless, smart home research focuses primarily on standalone technological solutions, where the spatial/architectural aspect is largely absent. We argue that addressing the technological aspects isolated from the spatial context leads to reduced experiences for the users/occupants, as this practice blocks the pathways to develop holistic and innovative smart home solutions. Hence, we focus on bridging the gap between architectural and technological components in smart home research. To this end, we studied the design of smart homes from related disciplines, i.e., architecture, human-computer interaction, human--building interaction, industrial manufacturing, and modular assembly. Our research used the triangulation technique to consult with subject matter experts (researchers, practitioners, and professors of related disciplines) to understand current design processes. We conducted ethnographic studies, focus group studies, and in-depth interviews and identified challenges and best practices for smart home design process. Our investigation recognizes a nascent research problem where the technological and architectural aspects come together in the design thinking of smart home designers. We expanded the scope of design thinking to include three primary elements of smart homes- embedded technology, architectural elements, and occupants' needs. This multidisciplinary and complex process requires a well-defined design framework to methodically address all the issues associated with it. Hence, we developed a user-centered design framework, ArTSE, through an iterative Delphi study to guide the smart home design process. ArTSE stands for "Architecture and Technology in Smart Home DEsign". This framework guides user requirements collection using HCI models, technology decision making, interaction modalities selection, the decision support system for schematic design, technology infrastructure development, and production of the necessary documentation. This framework is an evolution of the normative theory in the architectural design process that caters to the needs of smart home design. For defining implementation strategies, we applied the framework to a case study-- a smart reconfigurable space design project. Overall, we document different aspects of the smart home design process and provide a comprehensive guideline for designers, researchers, and practitioners in this area. / Doctor of Philosophy / Smart homes have automation systems so that occupants can monitor and control lighting, heating, electronic devices, etc. remotely using phones/computers. Smart home devices and components are equipped with sensing, actuation, communication, and computation capabilities, to enable automation and adaptation according to the occupants' needs. These capabilities work together to build holistic spatial and living experiences for the occupants. Smart technologies significantly impact spatial experiences, making smart home design an architectural problem along with a technological problem. Nevertheless, smart home research focuses primarily on standalone technological solutions, where the spatial/architectural aspect is largely absent. We argue that addressing the technological aspects isolated from the spatial context leads to reduced experiences for the occupants, as this practice blocks the pathways to develop innovative smart home solutions. Hence, we focus on bridging the gap between architectural and technological components in smart home research. To this end, we studied the design of smart homes from related disciplines, i.e., architecture, human-computer interaction, human--building interaction, industrial manufacturing, and modular construction. We consulted with subject matter experts (researchers, practitioners, and professors of related disciplines) to understand current design processes. We conducted ethnographic studies, focus group studies, and in-depth interviews and identified challenges and best practices for smart home design process. Our investigation recognizes a nascent research problem where the technological and architectural aspects come together in the design thinking of smart home designers. We expanded the scope of design thinking to include three primary elements of smart homes- embedded technology, architectural elements, and occupants' needs. This multidisciplinary and complex process requires a well-defined design framework to methodically address all the issues associated with it. Hence, we developed a user-centered design framework, ArTSE, through an iterative procedure to guide the smart home design process. ArTSE stands for "Architecture and Technology in Smart Home DEsign". This framework guides user requirements collection using HCI models, technology decision making, interaction modalities selection, the decision support system for schematic design, technology infrastructure development, and production of the necessary documentation. For defining implementation strategies, we applied the framework to a case study-- a smart reconfigurable space design project. Overall, we document different aspects of the smart home design process and provide a comprehensive guideline for designers, researchers, and practitioners in this area.
74

A Framework for Simultaneously Addressing Qualitative and Quantitative Decision-making Criteria during the Early Stages of the Design Process

Fateminasab, Seyedreza 26 March 2021 (has links)
This study proposes a framework for simultaneously addressing qualitative and quantitative decision-making criteria during the early stages of the design process. It investigates the features and characteristics in an architectural tool that enable an architect to simultaneously address qualitative and quantitative criteria during the early stages of the design process and the requirements for implementing these features and characteristics inside a tool/working environment. It adopts a four-step methodology based on the qualitative methods of inquiry. These steps include logical argumentation based on the literature review, interviews, immersive case study, and Delphi method. The proposed framework provides a map of the areas and the themes that need consideration when developing an architectural tool that is expected to simultaneously address qualitative and quantitative criteria at the early stages of the design process. It categorizes the themes in three main areas: the themes concerned with qualitative studies, the themes concerned with quantitative studies, and the themes concerned with bridging the gap between qualitative and quantitative studies. The framework suggests that four major themes need consideration while developing architectural tools to support simultaneously addressing qualitative and quantitative criteria: Imagination Stimulation for qualitative studies, Knowledge Acquisition for quantitative studies, Architect as Toolmaker and Design Environment Coordinator, Hybrid Environment, and Interface for the synthesis of qualitative and quantitative studies. For practicing architects, the framework provides guidance to choose proper tools and form their design environment. Moreover, this study provides a new model of communication between the architecture community and the software developers. / Doctor of Philosophy / Any architectural project consists of numerous decisions that the architect must make. These decisions have different characteristics and can be categorized in many ways. One way to categorize them could be based on the nature of the criteria that the architects use to evaluate the results of their decision. In this manner, these criteria can be either qualitative or quantitative. Addressing these two different kinds of criteria demands entirely distinctive sets of skills. Architects are trained to address these two fundamentally different kinds of criteria, consciously or not. However, the reasoning process is much more complicated when the decision demands addressing qualitative and quantitative criteria, simultaneously. There exists the possibility that one criterion or one set of criteria may overshadow the rest if this complex task is approached without conscious planning by the architect. This study proposes a framework for simultaneously addressing qualitative and quantitative decision-making criteria during the early stages of the design process. It provides a map of the areas and the themes that need consideration when developing an architectural tool that is expected to simultaneously address qualitative and quantitative criteria at the early stages of the design process and uses several graphical representations to categorizes these themes based on the needs and objectives of the user.
75

Improving Design Decision-Making through a Re-Representation Tool for Visual Comfort Consideration in Dynamic Daylit Spaces

Hafiz, Dalia O. 06 May 2016 (has links)
Light and architectural design are inseparable. Light plays a significant role in the perception of the place. One of the main reasons a good number of today's buildings are unsuccessful regarding visual conditions and comfort is because they are only focused on function and structure without considering the quality of the place. Design for spaces often does not fully consider the setting where the building is placed. This connection with the surrounding environment can turn the space into a place where an occupant feels his existence and sense of dwelling while being at peace. Daylight is one aspect that can enhance the sense of place and influence the personal interpretations and impressions that last long after leaving the place. Today, architects are being asked to consider low-energy design with daylighting in their designs. In response to this, there is growing interest in the study of visually disturbing effects such as glare and poor visual comfort that can adversely impact the sense of dwelling. While several studies on visual comfort have been conducted, very little research addressed movement through space and the time-dependency of daylighting. Concern for daylight control is needed in buildings especially museums and art galleries because of their exhibits' sensitivity to light. To address the dynamic daylight conditions, this research proposes a framework for an innovative approach to improving design decision-making by evaluating visual comfort during the early stages of design, which can alter the design process. A framework-based prototype has been designed for this research that uses Grasshopper and its sub-components to interface with Radiance and Daysim. In addition to quantitative outputs, special re-representation is used for qualitative analysis to support design decision-making. Through logical argumentation, prototyping, immersive case study, and member impressions via a Delphi panel, an interpretive approach is used to demonstrate the enhancement in design decision-making that occurs when one considers dynamic daylighting. The research outcomes are expected to provide researchers, designers, and decision makers with a new approach to designing and re-imagining spaces to improve visual comfort and the quality of the place. / Ph. D.
76

Lost Fragments: A Therapy Center to cope with grief in Richmond, Virginia

Shah, Drishti Rajesh 27 June 2019 (has links)
An exploration began to understand the relationship between architecture and human emotion. Inspired by a personal story of loss, this thesis began to disseminate the five stages of the Elizabeth Kübler Ross model of grief. Each of the stages was studied in depth to find architectural elements that relate to every stage. Furthermore, the elements helped establish a mood and quality of the spaces that were directly associated with program, light, and material. As the project began to evolve, a series of questions of architectural sequence, material practices, and placemaking followed and with every step, a decision was to be made. This constant decision-making was influenced by sets of conditions and contexts resulting in a methodology specific to a particular site. This thesis presents a case to look at architecture through a qualitative design process. It endeavors to define and explore elements of architecture to create an experience, that has impact on human emotion. / Master of Architecture
77

Design Thinking Across Different Design Disciplines: A Qualitative Approach

Ondin, Zeynep 09 January 2017 (has links)
Even though disciplines that are not traditionally affiliated with design have started to show interest in design thinking such as business, education, healthcare, engineering, and IT (Clark and Smith, 2008; Cross, 2007, 2011; Dorst, 2011; Finn Connell, 2013; Lawson, 2004, 2006; Owen, 2007; Razzouk and Shute, 2012) design thinking studies has tended to focus on limited design disciplines such as architecture, engineering design, and industrial design and there are not enough studies to prove that designers in different design fields perform design processes as design thinking literature proposed (Kimbell, 2011). This qualitative study explores the design process of professionals from different design disciplines, in order to understand the similarities and differences between their process and the design activities proposed by the design thinking literature. Design strategies of experts from different design disciplines were studied and compared, in relation to the activities proposed by the design thinking literature. This basic qualitative study was designed to use semi-structured interviews as the qualitative method of inquiry. This study employed purposeful sampling, specifically criterion sampling and snowball sampling methods. The researcher interviewed nine designers from instructional design, fashion design, and game design fields. A semi-structured interview protocol was developed and participants were asked demographic questions, opinion and values questions, and ideal position questions. Demographic questions provided background information such as education and number of years of design experience for the participants. Opinion and value questions were asked to learn what participants think about the research questions. Ideal position questions let participants describe what good design would be. The researcher analyzed the interview data and the results were reported in a way to demonstrate the differences and similarities within and across disciplines. / Ph. D.
78

Creation of a Support Tool for the Needs Assessment Process: A Design and Development Study

Trotman, Carmalita 10 April 2020 (has links)
Organizations in the private and public sector provide employee training for different reasons and cover a variety of subject and skill areas. In some cases, training is provided without implementing the complete instructional design process, omitting the needs assessment and analysis step, which can result in less than desired training outcomes. Research details challenges that private and public sector organizations encounter related to needs assessments, along with the benefits of assessing needs prior to the design of a training program. This development study and research supports these details. As a part of this research, a needs assessment tool was designed to assist instructional designers and training managers gather key information to better determine if training is needed and to identify the best means for moving through the instructional design process. An expert review of the needs assessment tool validated the tool and provided feedback for further development of the tool. This study presents the challenges and benefits of identifying needs, describes the development of a needs assessment tool, analyzes and summarizes expert review and feedback, and suggests potential revisions to the tool. / Doctor of Philosophy / Organizations in the private and public sector provide employee training for different reasons and cover a variety of subject and skill areas. In some cases, training is provided without implementing the complete instructional design process. The complete instructional design process involves conducting a needs assessment, analyzing the needs assessment, designing a learning plan, developing the instruction based on the learning plan, implementing the instruction, and evaluating the instructional outcomes. When the first step, conducting the needs assessment is omitted, in some cases this may result in less than desired training outcomes. Research details challenges that private and public sector organizations encounter related to needs assessments, along with the benefits of assessing needs prior to the design of a training program. This development study and research supports these details. As a part of this research, a needs assessment tool was designed to assist training developers, instructional designers, and training managers gather key information to better determine if training is needed and to identify the best means for moving through the instructional design process. A group of individuals who work in the training and instructional design field, also referred to as expert reviewers, reviewed and validated the needs assessment tool and provided feedback for further development of the tool. This study presents the challenges and benefits of assessing needs, describes the development of a needs assessment tool, analyzes and summarizes the expert review and feedback, and suggests potential revisions to the tool.
79

A Framework for the Implementation of Digital Technologies in the Concept Stage of the Architectural Design Process

Al-Rqaibat, Sana'A Mohammad 29 April 2019 (has links)
The use of digital tools such as Sketchup, Rhino, AutoCAD and others is now commonplace in the architectural design process. These tools have advantages for time management and support the iterative nature of design, while also providing an efficient connection to later stages of design development and construction documentation. However, it could be argued that the use of digital tools during the ideation and concept phases of designing limits the cognitive connection between thought and the hand that is present in freehand sketching. If we accept that this cognitive connection is foundational to the design process, then new digital sketching tools are needed that have features similar to freehand sketching while processing sketches to 2D and 3D representations that are translatable to 3D printing, digital fabrication, and eventually Building Information Modeling. What this new tool might be is currently unclear. The purpose of this research is to identify the characteristics of a next generation of sketching tools that could support ideation activities in the concept stage of architectural design. The results will help to design a roadmap for the implementation of digital technologies in the architectural design process. This research will contribute to a shift in the implementation of digital tools in the architectural design process. This research relied on multiple data sources. First, a logical argument tactic was used to develop the research design model through a comprehensive review of the scholarly work that addresses the design process in the concept stage and the role of sketching and digital tools throughout these processes. Second, case study observation and interviews were used to explore how architects and architectural students at Virginia Polytechnic Institute and State University (Virginia Tech) use sketching, 3D modeling, and existing digital tools to represent, develop, iterate, and communicate their design ideas in the concept stage and how the tools they used affect their design process. Third, two immersive case studies were conducted to identify and develop the characteristics of a digital sketching tool. The last step was to determine consensus for the appropriateness of the To-Be model through Delphi tactics. / Doctor of Philosophy / The use of digital tools such as Sketchup, Rhino, AutoCAD and others is now commonplace in the architectural design process. These tools have advantages for time management and support the iterative nature of design, while also providing an efficient connection to later stages of design development and construction documentation. However, it could be argued that the use of digital tools during the ideation and concept phases of designing limits the cognitive connection between thought and the hand that is present in freehand sketching. If we accept that this cognitive connection is foundational to the design process, then new digital sketching tools are needed that have features similar to freehand sketching while processing sketches to 2D and 3D representations that are translatable to 3D printing, digital fabrication, and eventually Building Information Modeling. What this new tool might be is currently unclear. The purpose of this research is to identify the characteristics of a next generation of sketching tools that could support ideation activities in the concept stage of architectural design. The results will help to design a roadmap for the implementation of digital technologies in the architectural design process. This research will contribute to a shift in the implementation of digital tools in the architectural design process. This research relied on multiple data sources. First, a logical argument tactic was used to develop the research design model through a comprehensive review of the scholarly work that addresses the design process in the concept stage and the role of sketching and digital tools throughout these processes. Second, case study observation and interviews were used to explore how architects and architectural students at Virginia Polytechnic Institute and State University (Virginia Tech) use sketching, 3D modeling, and existing digital tools to represent, develop, iterate, and communicate their design ideas in the concept stage and how the tools they used affect their design process. Third, two immersive case studies were conducted to identify and develop the characteristics of a digital sketching tool. The last step was to determine consensus for the appropriateness of the To-Be model through Delphi tactics.
80

Life in the City: Housing, History and the Supermarket, an Episode in Urban Architecture

Parsons, Marc Alan 22 February 2001 (has links)
The project began as a response to a proposal to construct a suburban style grocery store and surface parking lot in the middle of an existing residential neighborhood, including the substantial demolition and 'strip-mall' conversion of a historic theater located on the Washington, DC site. The Thesis evolved as an exploration of how do we reconcile our contemporary mercantile needs within the urban environment; specifically, how can one incorporate a suburban-scaled, 'big-box' retail structure in an existing, complex urban context. The proposal that follows offers an integrated, mixed-use and contextually sensitive solution, incorporating a full size grocery store (the most fundamental of our consumer needs) with multiple levels of parking below, new residential row-housing and commercial space above - retaining and restoring both the historic theater and the overall neighborhood fabric. / Master of Architecture

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