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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

An IDEF0 representation of a garment manufacturing system design process

Karim, Mohammed R. January 1994 (has links)
No description available.
52

Exploring Visual Means For Communication And Collaboration In Multidisciplinary Teams, An Interpretation And Implementation For Design Education

Graell-Colas, Mercè 04 February 2009 (has links)
No description available.
53

Improving Swedish nature reserve visitor maps with focus on relevance and visual communication

Hejdström, Aron January 2013 (has links)
At first glance, the image of a map looks familiar to a graphic designer. It comprisescolours, shapes and typography. But beyond the graphical surface it hides a complex system of techniques and rules, like the clockwork behind a dial. This thesis tries toapproach and improve map production from a starting point in graphic design. Byaddressing visitor maps for nature reserves it aims to make nature more accessibleand appealing to a larger group of people.The main purpose of the thesis is to examine how Swedish nature reserve visitormaps can be improved with focus on relevance for their aims and use and how thisis communicated through the visual presentation. A secondary purpose is to examinehow to produce such maps in a rational way, using digital geographic informationsystems (GIS) and adopted working processes.The research was conducted using a combination of traditional methods and techniques combined with research through design activity. Methods and techniques were gathered from ethnography, action-research and usability-research and include literature studies, interviews, questionnaire surveys, participatory observation, action-research protocols, beta-testing and collection of samples.The design activity resulted in both free-standing sketches and map-sketches forthe Gotlandic nature reserves Langhammars and Stora Karlsö. Two processes and one descriptive structure were developed and described: a process to adopt visual representations of map-information to its contextual relevance, a process to produce nature reserve visitor maps, and a structure to present practical design work in a scientificcontext. Results also comprised collected answers, discussions and samples from questionnaire surveys, participatory observation, interviews and general research.The thesis concludes that it is fruitful to consider the visitor map as “a product made for use” and apply a usability-approach as it is rather an example of visual information than visual communication. Close research of both sender and users is also important to be ableto select, adapt and fine-tune the information in the map in relation to its aims and use.The digital possibilities that enables GIS to provide easy accessible and accurate data can produce efficient workflows in map design if combined with the graphic designers experience to develop and streamline design processes. The combination of modern technology, practical design work and research is profitable in both an analogue and digital context and makes visitor maps a contemporary and interesting area for both researchers and practitioners.
54

Improving Swedish nature reserve visitor maps with focus on relevance and visual communication

Hejdström, Aron January 2013 (has links)
At first glance, the image of a map looks familiar to a graphic designer. It comprisescolours, shapes and typography. But beyond the graphical surface it hides a complex system of techniques and rules, like the clockwork behind a dial. This thesis tries toapproach and improve map production from a starting point in graphic design. Byaddressing visitor maps for nature reserves it aims to make nature more accessibleand appealing to a larger group of people.The main purpose of the thesis is to examine how Swedish nature reserve visitormaps can be improved with focus on relevance for their aims and use and how thisis communicated through the visual presentation. A secondary purpose is to examinehow to produce such maps in a rational way, using digital geographic informationsystems (GIS) and adopted working processes. The research was conducted using a combination of traditional methods and techniques combined with research through design activity. Methods and techniques were gathered from ethnography, action-research and usability-research and include literature studies, interviews, questionnaire surveys, participatory observation, action-research protocols, beta-testing and collection of samples. The design activity resulted in both free-standing sketches and map-sketches forthe Gotlandic nature reserves Langhammars and Stora Karlsö. Two processes and one descriptive structure were developed and described: a process to adopt visual representations of map-information to its contextual relevance, a process to produce nature reserve visitor maps, and a structure to present practical design work in a scientificcontext. Results also comprised collected answers, discussions and samples from questionnaire surveys, participatory observation, interviews and general research.The thesis concludes that it is fruitful to consider the visitor map as “a product made for use” and apply a usability-approach as it is rather an example of visual information than visual communication. Close research of both sender and users is also important to be ableto select, adapt and fine-tune the information in the map in relation to its aims and use. The digital possibilities that enables GIS to provide easy accessible and accurate data can produce efficient workflows in map design if combined with the graphic designers experience to develop and streamline design processes. The combination of modern technology, practical design work and research is profitable in both an analogue and digital context and makes visitor maps a contemporary and interesting area for both researchers and practitioners.
55

Anything Goes, Or so they said...

Goynes, Mandy Lyndette January 2016 (has links)
The goal of this thesis is to take an in depth look at the process of creating a scenic design for Temple Theatre’s production of Anything Goes by Cole Porter. This paper will break down the designer’s personal process in developing the design. In addition, it will break down the process of translating the design into a realized set. In particular, a look at how Anything Goes worked in relation to an ideal production situation. / Theater
56

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.
57

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.
58

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.
59

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.
60

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.

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