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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.
171

Designing systems that make sense: what designers say about their communication with users during the usability testing cycle

Jenkins, Lillie Ruth 18 June 2004 (has links)
No description available.
172

Разработка цифровой платформы для дизайнерских вещей : магистерская диссертация / Development of a digital platform for designer items

Рогачук, Г. И., Rogachuk, G. I. January 2023 (has links)
Цель исследования – повышение эффективности продаж дизайнерских вещей на основе создания маркетплейса. Объектом исследования – ИС маркетплейса по продаже дизайнерских вещей. Предмет исследования – процесс электронной торговли дизайнерскими вещами на российском рынке. Результатом выпускной квалификационной работы является концепция маркетплейса, предназначенная для дальнейшей разработки. Практическая значимость исследования заключается в применении моделей, макетов сайта, ER-диаграммы в разработке. / The purpose of the study is to increase the efficiency of sales of designer items by creating a marketplace. The object of the study is the IP of a marketplace for the sale of designer items. The subject of the study is the process of electronic trading of designer items on the Russian market. The result of the final qualifying work is a marketplace concept intended for further development. The practical significance of the study lies in the use of models, site layouts, and ER diagrams in development.
173

A narrativa histórica de Alexandre Wollner sobre o design brasileiro em sua relação com arte, indústria e tecnologia / The historical narrative of Alexandre Wollner about brazilian design in its relations with art, industry and technology

Mizanzuk, Ivan Alexander 16 September 2015 (has links)
O presente trabalho busca realizar uma investigação acerca das narrativas históricas que o designer gráfico Alexandre Wollner montou sobre o desenvolvimento da própria profissão no Brasil, enfocando as formas pelas quais seu discurso aponta relações entre o design (com maior ênfase do design gráfico) e as artes visuais, o desenvolvimento industrial e noções sobre tecnologia. Primeiramente, a fundamentação teórica buscou diálogos com historiadores do design, com Mikhail Bakhtin, especialmente seus conceitos sobre “ideologia” e “discurso”, e a teoria de autonomia de Campo de Pierre Bordieu aplicada na prática artística. Em seguida, apresenta-se a trajetória de Wollner, relacionando-a com os momentos de desenvolvimento industrial do Brasil e, por fim, abordam-se três de seus textos de caráter histórico, escritos em momentos distintos (1964; 1983; 1998), nos quais o autor analisado buscou apontar as origens, eventos e nomes marcantes da profissão. No decorrer do trabalho, aponta-se a importância do contato de Wollner com as ideologias modernistas europeias de matriz abstrata e racionalistada Hochschule für Gestaltung Ulm (HfG Ulm), escola alemã de design da cidade de Ulm, na década de 1950. Tal discurso modernista entendia a prática do design como um método de caráter científico, diferenciando-se assim de práticas artísticas mais recorrentes em alguns ambientes produtivos. Wollner buscou aplicar esses ideais em sua prática profissional, sendo a formação do escritório paulista forminform, em 1958, uma das primeiras expressões de tal postura, e na sua prática acadêmica, tendo auxiliado na formação da Escola Superior de Desenho Industrial (ESDI), no Rio de Janeiro, em 1963. Tais ideais modernistas condiziam com os momentos de desenvolvimento industrial brasileirodo governo de Juscelino Kubitschek (1956–1961) e do “Milagre Econômico” do governo militar brasileiro (1968–1973). Wollner argumentava acerca da necessidade do desenvolvimento design nacional como um diferencial produtivo e tecnológico que auxiliaria o crescimento da indústria nacional, baseado na concepção no modelo projetual alemão de Ulm. Defende-se que a trajetória profissional e intelectual de Alexandre Wollner, em seus esforços de pensar uma história do design brasileiro através da escolha de pioneiros da profissão, pautou-se num “modelo ideal” de design, deixando de lado experiências modernistas da década de 1950. Tal postura refletiria uma busca pela validação da própria profissão que surgia de forma mais pontual no meio produtivo brasileiro, buscando a criação de um espaço de diferenciação para com práticas anteriormente estabelecidas, geralmente ligadas àquelas de artistas gráficos. / This work aims to investigate the historical narratives in which the graphic designer Alexandre Wollner assembled about the development of its own profession in Brazil, focusing the ways in which his discourse points relations among design (with greater emphasis in graphic design) and visual arts, the industrial development and notions about technology. Firstly, the theoretical setup searched for dialogues with design historians, with Mikhail Bakhtin, specially his concepts about “ideology” and “discourse’, and the theory of Field Autonomy by Pierre Bourdieu applied in the artistic practice. Following, the relation between Wollner’s own journey and the Brazilian industrial development is shown, and, at last, three of his historical texts are studied, which are written in different moments (1964; 1983; 1998), being those in which the analyzed author wished to point out the origens, events and names that are more remarkable. Throughout the work, it is pointed the importance of Wollner’s contact with the modernist european ideologies that share an abstract and rationalist matrix found at Hochschule für Gestaltung Ulm (HfG Ulm), the german design school from the city of Ulm, in the 1950s. Such modernist discourse understood the practice of design as a method with scientific character, being then different of some other more recurring artistic professional practices in some productive sectors. Wollner aimed to apply such ideals in his professional practice, being the foundation of the paulista office forminform, in 1958, one of his first expressions of such posture, and in his academic practice, helping the foundation of the Escola Superior de Desenho Industrial (ESDI), in Rio de Janeiro, in 1963. Such modernist ideals went along with moments of the Brazilian industrial development during the government of Juscelino Kubitschek (1956–1961) and the “Economical Miracle” from the military government (1968–1973). Wollner argued about the need for the development of national design as a technological and productive differential that would help the growth of national industry, based on Ulm’s project model concept. It is defended that Wollner’s professional and intelectual path, in his efforts of thinking a history of Brazilian design through the choice of pioneers in the area, was founded on an “ideal model” of design, leaving aside the modernist experiences from the 1950s. Such posture would indicate a search for validation of his own profession that was beginning to become more evident in Brazilian productive means, aiming the creation of a differential space in comparison with pre-established practices, usually link to graphic artists from the time.
174

Hur grafiska formgivare runt om i världen uppfattar skandinavisk grafisk design / How Scandinavian Graphic Design Is Perceived by Graphic Designers Around the Globe

Olsen, Gisela January 2016 (has links)
Syftet med föreliggande studie har varit att kartlägga hur grafiska formgivare runt om i världen uppfattar skandinavisk grafisk design. 53 deltagare från industriländer deltog i studien som använde en kombination av mail-intervjuer och enkäter. Resultaten från denna studie indikerar att, oavsett kontinent, upplevs skandinavisk grafisk design som enkel och funktionell. Layouten uppfattades som rutnätsbaserad med mycket ljusrum och få grafiska element. Monokroma färger som svart, vit och grå utan gradienter och skuggor uppfattades som typiska för skandinavisk grafisk design; följt av jord- och pastellfärger. Sanserifer var mest förknippade med skandinavisk grafisk design. Motiv ansågs i denna studie att användas sparsamt, men när de används avbildar de naturen eller geometriska former. Foton och illustrationer ansågs användas ungefär lika mycket, illustrationer hade en smärre större preferens. Den upplevda påverkan av skandinavisk grafisk design varierade mellan deltagarna. Deltagarna som tyckte att påverkan var stor, ansåg att detta berodde på förespråkandet av enkelhet och funktion, sammanflätning av designområden och/eller frammaning av hållbar grafisk design. Deltagarna som ansåg att påverkan var låg, tyckte att för lite publicitet var en bidragande faktor.De flesta deltagarna i denna undersökning ansåg att skandinavisk grafisk design var enklare i jämförelse med vad de kunde se i sina hemländer. Vidare tyckte afrikanska, asiatiska och sydamerikanska deltagare  att färgerna hade lägre kroma. / The aim of the present study was to determine how graphic designers around the globe perceive Scandinavian graphic design. 53 participants from industrial countries around the world partook in the study, which used a combination method of mail interviews and questionnaires.The results of this study indicated that, regardless of continent, Scandinavian graphic design was perceived as simple and functional. The often grid-based layout favored the use of sans-serifs, white space and few graphic elements according to the participants in this study. Achromatic colors such as black, white, and grey without gradients and shadows were preferred. Followed by earthy and pastel hues. Motifs were used sparingly, but when they were, they depicted elements found in nature or geometric shapes. Photos and illustrations were perceived to be equally in use, with a slight inclination towards illustrations being used more. The perceived impact of Scandinavian graphic design was wide-ranging. The participants who found the impact to be high were due to advocating simplicity and functionality, intertwining design fields, and/or raising awareness of conscious graphic design. The participants, who found the impact to be low, believed that too little exposure was a contributing factor. Most participants in this study considered Scandinavian graphic design simpler in comparison to what they can see in their own countries. Furthermore, African, Asian and South American participants perceived the colors to be lower in chromatic value.
175

De l’immersion à l’engagement, la perspective des concepteurs de jeux vidéo sur l’expérience de jeu

Chabot, Pierre-Luc 08 1900 (has links)
De nos jours, la notion d’immersion est largement utilisée, voire galvaudée, par l’industrie du jeu vidéo pour décrire les nouvelles expériences de jeu vécues par les joueurs, notamment lorsqu’ils utilisent des contrôleurs de mouvement. Il est donc intéressant de comprendre comment cette notion s’insère dans le processus de conception des jeux vidéo et comment les concepteurs de jeux vidéo mobilisent cette notion. Pour essayer de comprendre comment les concepteurs de jeux vidéo conçoivent leurs expériences de jeu dans ce contexte, nous avons réalisé une série de cinq entrevues avec des concepteurs de la région montréalaise. Nous avons porté une attention particulière à recueillir le discours de concepteurs indépendants et de concepteurs œuvrant dans de grands studios afin d’obtenir une diversité dans le type d’approches. Nous avons relevé que les concepteurs de jeux vidéo sont loin de partager la même définition de la notion d’immersion. Qui plus est, cette notion n’est souvent pas directement mobilisée par les concepteurs. En effet, les résultats de notre recherche ont démontré que les concepteurs recherchent plutôt à intéresser les joueurs par des stratégies d’engagements plutôt que de les « immerger ». Selon nos concepteurs, un joueur engagé signifie qu’il éprouve un plaisir sincère dans l’acte même de jouer. / Nowadays, the concept of immersion is widely used or overused by the video game industry to describe new gaming experiences for players, especially when using motion controllers. It is therefore interesting to understand how this concept fits into the process of designing video games and how game developers mobilize this notion. To try to understand how video game designers design their gameplay experiences in this context, we conducted a series of five interviews with designers in the Montreal area. We paid particular attention to interview independent developers and designers working in major studios to obtain a diversity of approaches. We found that game developers are far from sharing the same definition of immersion. Furthermore, this notion is often not directly mobilized by the designers themselves. Indeed, the results of our research have shown that designers use strategies of engagement rather than "immersion". According to our designers, an engaged player means he feels a sincere pleasure in the act in itself of playing.
176

Modernidade paulistana: o paisagismo de Roberto Coelho Cardozo / Modernity of São Paulo: landscaping from Roberto Coelho Cardozo

Tamari, Gabriela Tie Nagoya 08 May 2017 (has links)
A presente pesquisa pretende contribuir para os estudos sobre a formação do campo paisagístico na cidade de São Paulo a partir da década de 1950, com enfoque nas expressões do paisagismo moderno. Para tanto, apresenta a trajetória do paisagista norte-americano Roberto Coelho Cardozo, desde a sua formação na UCBerkeley onde teve contato com o movimento de renovação paisagística que permeava o ambiente cultural e urbano da Costa Oeste dos Estados Unidos,passando pela atuação na docência na FAUUSP - quando inaugura a disciplina de paisagismo no curso de Arquitetura - até a sua produção técnica como paisagista, entre 1950 e 1970. Desde sua chegada a São Paulo até a partida à Inglaterra, na qual apreendeu e transformou os princípios da \"corrente californiana\", fez com que sua obra ganhasse uma modernidade específica, diferente dos outros paisagistas à época.O trabalho coloca a obra de Roberto Coelho Cardozo em perspectiva histórica esperando contribuir para o entendimento das questões relacionadas ao surgimento do campo profissional da Arquitetura Paisagística em São Paulo. / This research intends to contribute to the studies on the formation of the landscape architecture field in the city of São Paulo from the 1950sonwards, focusing on the expressions of modern landscaping. Therefore, we trace the trajectory of the American landscape designer Roberto Coelho Cardozo, since his graduation at UCBerkeley where he had his first contact with the landscape architecture renovation movement thatpermeated the cultural and urban environment of the West Coast of the United States; through his teaching at FAUUSP, introducing the Landscape Architecture discipline; up to his technical production as a landscaper between 1950 and 1970 - from his arrival in São Paulo until his departure to England, period in which he captured and transformed the principles of the Californian modernists, such as Garrett Eckbo and Thomas Church, making his work gain a specific modernity, distinct from other contemporary landscape designers. This analysis brings the work of Roberto Coelho Cardozo into a historical perspective, trying to contribute to the questions concerning the emergence of the Landscape Architecture field in São Paulo.
177

Modernidade paulistana: o paisagismo de Roberto Coelho Cardozo / Modernity of São Paulo: landscaping from Roberto Coelho Cardozo

Gabriela Tie Nagoya Tamari 08 May 2017 (has links)
A presente pesquisa pretende contribuir para os estudos sobre a formação do campo paisagístico na cidade de São Paulo a partir da década de 1950, com enfoque nas expressões do paisagismo moderno. Para tanto, apresenta a trajetória do paisagista norte-americano Roberto Coelho Cardozo, desde a sua formação na UCBerkeley onde teve contato com o movimento de renovação paisagística que permeava o ambiente cultural e urbano da Costa Oeste dos Estados Unidos,passando pela atuação na docência na FAUUSP - quando inaugura a disciplina de paisagismo no curso de Arquitetura - até a sua produção técnica como paisagista, entre 1950 e 1970. Desde sua chegada a São Paulo até a partida à Inglaterra, na qual apreendeu e transformou os princípios da \"corrente californiana\", fez com que sua obra ganhasse uma modernidade específica, diferente dos outros paisagistas à época.O trabalho coloca a obra de Roberto Coelho Cardozo em perspectiva histórica esperando contribuir para o entendimento das questões relacionadas ao surgimento do campo profissional da Arquitetura Paisagística em São Paulo. / This research intends to contribute to the studies on the formation of the landscape architecture field in the city of São Paulo from the 1950sonwards, focusing on the expressions of modern landscaping. Therefore, we trace the trajectory of the American landscape designer Roberto Coelho Cardozo, since his graduation at UCBerkeley where he had his first contact with the landscape architecture renovation movement thatpermeated the cultural and urban environment of the West Coast of the United States; through his teaching at FAUUSP, introducing the Landscape Architecture discipline; up to his technical production as a landscaper between 1950 and 1970 - from his arrival in São Paulo until his departure to England, period in which he captured and transformed the principles of the Californian modernists, such as Garrett Eckbo and Thomas Church, making his work gain a specific modernity, distinct from other contemporary landscape designers. This analysis brings the work of Roberto Coelho Cardozo into a historical perspective, trying to contribute to the questions concerning the emergence of the Landscape Architecture field in São Paulo.
178

Les costumiers, ces orfèvres d'un art dramaturgique sans nom : assises, enjeux et perspectives d'un secteur professionnel méconnu / The costume workers, these unknown experts of an unnamed dramaturgic art : basis, stakes and prospects of an unrecognized professional field

Viémont, Gaëlle 28 September 2018 (has links)
Cette thèse cherche à comprendre et à analyser les fondements historiques, sociaux, culturels et genrés d’une méconnaissance et d’une sous-valorisation actuelles des costumiers et des costumières, en accordant un primat à leur parole propre. Traitant des origines théoriques de l’art costumier à partir de l’apparition de l’appellation professionnelle consacrée, la première partie retrace le parcours et les luttes multiples de Pierre-Nicolas Sarrazin, en cherchant à identifier les motifs de l’échec de la valorisation professionnelle entreprise par ce dernier au XVIIIe siècle. La deuxième partie présente, à partir de l’analyse d’un recueil d’entretiens de costumiers d’aujourd’hui, les notions de métiers de service et de rapport de commande, de genre et de « souci de l’autre » comme étant les caractéristiques de cette activité professionnelle, et autant de leviers potentiels d’oppression. Enfin, la troisième partie étudie la carrière de Dominique Fabrègue – spécialiste de la coupe en un morceau – en tant que « fabrique » d’une œuvre dont la portée est esthétique et critique, de manière à défendre l’idée que l’art costumier constitue un art à part entière, qui pour être second dans l’élaboration d’un spectacle, n’est pas pour autant secondaire. / This work aims at analyzing the historical, social, cultural and gender factors responsible for the current undermining of the costume designers and makers profession. The first part consists in a historical research onthe theoretical origins of the Art of Costume starting with the appearance of the professional vocable - Costumier - invented by Pierre-Nicolas Sarrazin, as well as a study of the means this latter used to promote his field of work during the 18th century and how he came to fail. The second part is an interview-collection (2013 to 2016) - based reflection on the order nature of the work, the gender characterization of the workers and « care » as a creative motivation. It demonstrates how these specifics are potential ways to oppress the costume designers and makers and to deny them the appreciation and salary they deserve. The third part is an a esthetic critique of Costume Designer Dominique Fabrègue’s career, and the « Cut in one piece » Artwork she specialized in. This section argues that the discipline of designing costumes is an Art in full, and as it may come second in the process of putting on a play, is not for all that secondary and shouldn’t be considered assuch.
179

De l’immersion à l’engagement, la perspective des concepteurs de jeux vidéo sur l’expérience de jeu

Chabot, Pierre-Luc 08 1900 (has links)
De nos jours, la notion d’immersion est largement utilisée, voire galvaudée, par l’industrie du jeu vidéo pour décrire les nouvelles expériences de jeu vécues par les joueurs, notamment lorsqu’ils utilisent des contrôleurs de mouvement. Il est donc intéressant de comprendre comment cette notion s’insère dans le processus de conception des jeux vidéo et comment les concepteurs de jeux vidéo mobilisent cette notion. Pour essayer de comprendre comment les concepteurs de jeux vidéo conçoivent leurs expériences de jeu dans ce contexte, nous avons réalisé une série de cinq entrevues avec des concepteurs de la région montréalaise. Nous avons porté une attention particulière à recueillir le discours de concepteurs indépendants et de concepteurs œuvrant dans de grands studios afin d’obtenir une diversité dans le type d’approches. Nous avons relevé que les concepteurs de jeux vidéo sont loin de partager la même définition de la notion d’immersion. Qui plus est, cette notion n’est souvent pas directement mobilisée par les concepteurs. En effet, les résultats de notre recherche ont démontré que les concepteurs recherchent plutôt à intéresser les joueurs par des stratégies d’engagements plutôt que de les « immerger ». Selon nos concepteurs, un joueur engagé signifie qu’il éprouve un plaisir sincère dans l’acte même de jouer. / Nowadays, the concept of immersion is widely used or overused by the video game industry to describe new gaming experiences for players, especially when using motion controllers. It is therefore interesting to understand how this concept fits into the process of designing video games and how game developers mobilize this notion. To try to understand how video game designers design their gameplay experiences in this context, we conducted a series of five interviews with designers in the Montreal area. We paid particular attention to interview independent developers and designers working in major studios to obtain a diversity of approaches. We found that game developers are far from sharing the same definition of immersion. Furthermore, this notion is often not directly mobilized by the designers themselves. Indeed, the results of our research have shown that designers use strategies of engagement rather than "immersion". According to our designers, an engaged player means he feels a sincere pleasure in the act in itself of playing.
180

Le livre numérique enrichi : conception, modélisations de pratiques, réception. / Enhanced Ebooks : Design Practices, Modelization, Reception

Tréhondart, Nolwenn 06 December 2016 (has links)
Comment les formes et les figures d’un catalogue d’exposition numérique ou d’un récit de fiction enrichi pour tablette, cadrées dans des pages-écrans et ancrées dans un dispositif numérique, modélisent-elles des lecteurs et des pratiques de réception ? Comment les concepteurs imaginent-ils ces modélisations de pratiques et comment celles-ci s’actualisent-elles de diverses manières dans une situation de réception précise en fonction des attentes des lecteurs ? Il n’existe pas encore de travaux sur le livre numérique enrichi confrontant les pratiques réelles ou imaginées de communautés de producteurs et de récepteurs aux pratiques modélisées par l’artefact, ses formes graphiques, ses signes alphabétiques et ses relations rhétoriques entre pages-écrans. Cette thèse retrace la genèse d’une méthodologie d’analyse socio-sémiotique, alliant en profondeur l’étude empirique des contextes de production et de réception du livre numérique enrichi avec l’analyse des stratégies sémiotiques et rhétoriques de ses interfaces. Souhaitant favoriser l’émergence d’une culture critique du design numérique, la méthodologie propose d’identifier les rapports de pouvoir qui traversent les pratiques en conception pour se loger dans la matérialité des artefacts. À travers un croisement expérimental d’approches sémiotique, sociologique et économique, nous faisons émerger un vocabulaire original des « figures de la lecture » du livre numérique enrichi. Indexé sur les pratiques des concepteurs, celui-ci met en avant le rôle des représentations, habitudes et normes sociales dans la sémiose. Il est enrichi par une étude en réception sur l’un des artefacts du corpus. / How will an exhibition catalog or a fictional story, enhanced for digital tablets, translate the visitor’s reading habits and expectations into pages-screens? How do the e-books’ designers understand and conceive these reading practices? How will concrete readers’ expectations meet the implicit reader of the text? This thesis is based on a social semiotic methodology, deeply intertwining the empirical study of the current e-books creative and consumption practices with a methodical analysis of the semiotic and rhetorical strategies of their editorial interfaces. Empirically merging semiotic, sociological and economical research, we bring to light a new original vocabulary of “reading features” of enhanced e-books. Combining it with the designers’ practices, this vocabulary exhibits the role played by usages and social standards in semiosis. It is also enriched with a reception study on a specific artifact.

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