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7121 Uppsatser om Computer Aided Design - Sida 14 av 475
Särskild planering för elever med fallenhet för matematik? : Eller för alla elever?
A current issue today is to try to implement creative design as a way to solve wicked problems in scientific contexts such as HCI. Since the problems are wicked, they have no given solution which makes the traditional methods inadequate. In these cases, creative design can be an alternative. Creative design is not used in scientific contexts because it is viewed as something unaccountable.In this essay we argue that creative design not necessarily have to be unaccounted. We discuss various views of creative design and translate theory to a practical context.
Interaktionsdesign för en domteaters portabla styrsystem : En designstudie i syfte att utveckla en prototyp av en applikation
En förutsättning för att kunna etablera god publikkontakt i en domteater är att personalen kan interagera med sin publik. För att det ska vara möjligt behöver de vara flexibla och rörliga medan de manövrerar domteaterns styrsystem. Genom att skapa en applikation till en smarttelefon kan en förlängning av det stationära styrsystemet och kontrollbåset skapas, vilket möjliggör en önskvärd flexibilitet. Designstudien som uppsatsen presenterar är utförd i syfte att undersöka de metoder som är lämpliga att använda i ett tidigt skede av en sådan systemutveckling. Metoder inom Human- Computer Interaction (HCI) och interaktionsdesign syftar bland annat till att utveckla interaktiva applikationer.
Ett gränssnitt blir till, design och implementation av ett grafiskt gränssnitt med inriktning interaktionsdesign och grafik
Gränssnitt finns överallt i vår vardag. Du finner dem i hemmet, i biblioteket,
i affären, på tågstationen och till och med i din ficka. Hur kan utvecklingen
av ett gränssnitt se ut och vad kan göras för att effektivisera utvecklingen?
Ett gränssnitt kan alltid utvecklas och bli bättre. En gräns måste emellertid
sättas för när gränssnittet är redo att komma ut på marknaden.
Utvärdering av den upplevda användbarheten hos CySeMoL och EAAT med hjälp av ramverk för ändamålet och ISO/IEC 25010:2011
This report describes a study aimed at uncovering flaws and finding potential improvements from when the modelling tool EAAT is used in conjunction with the modelling language CySeMoL. The study was performed by developing a framework and applying it on CySeMoL and EAAT in real life context networks.The framework was developed in order to increase the number of flaws uncovered as well as gather potential improvements to both EAAT and CySeMoL. The basis of the framework is a modified version of the Quality in use model from ISO/IEC 25010:2011 standard. Upon the characteristics and sub characteristics of this modified model different values for measuring usability where attached. The purpose of these values is to measure usability from the perspectives of both creating and interpreting models.
Modell för dimensionering av AGV-system inom tung industri
Interest in the implementation of AGV-systems (Automated Guided Vehicle) has in recent decades increased. The reason is that it allows companies to perform reliably and secure internal transport while reducing the need of personnel. It is one of todays most advanced and complex material handling system that can independently make their own decisions regarding flow paths and traffic control. An AGV-system consists of transport units carrying cargo from point A to point B, and communicates using a computer.The purpose of this study is to develop a model on how to proceed in order to design an AGV system in heavy industry. The model is tested by a case study of a company in the metal industry to determine if the model works and gives the correct result.
Smakbas - Gourmet Grön
Smakbas ? Gourmet Grön är en webbplats som ska kommunicera den gröna maten och
marknadsföra Gourmet Gröns smakbaser. Webbplatsen innehåller information och
bakgrund om smakbaserna, samt hur man jobbar med dem. Det finns även en lite
annorlunda receptbank där besökaren kan titta på recept.
Art of Balance : In context of complexity
Game balance can be considerd complex - there are many factors that play a role in the perception of balance. This thesis examines complexity, game theory and intution in an effort to disconver more about the perception of balance. The findings are that tactical and strategical choices that are presented for a player need to be interesting, not to complex and not to obvious. The importance lies in the estimation of the result that the player does when making a choice..
Redesign av facktidskriften Ingenjören
This degree project contains a theoretical and a practical part about magazine design. Literature aboutthe subject?s typography and magazine design has been studied and put into practice on the professionaljournal Ingenjören. Besides of that a study about the history of magazine typography for the lastfifty years has been done.Typography and other design factors are important for the magazine to be readable and gives at thesame time the magazine an identity of its own, which has become more and more important throughoutthe last decades.The result of this degree project is a new design for Ingenjören, a design that agrees more with howthe journal want to be considered. A new template, a dummy and a manual have been produced.
DET HÄR ÄR OCKSÅ GRAFISK DESIGN - Ett bidrag till diskussionen om ornamentik, funktionalism och kvinnors marginalisering.
This thesis examines the relationship between the marginalization of ornamentation
during functionalist modernism and the effect it had on female graphic design practice.
By examining the historiography from a gender and feminist theory of history I
present a different way of interpreting, not only the history of graphic design but also
the concept of graphic design. This thesis does not reach a conclusive result, instead
it sets the foundation for further research and illustrates the opportunities that we as
graphic designers have to benefit contemporary graphic design by critically reviewing
and redefining our history through a diverse historiography..
IKT verktyg ? befrielse eller belastning? : Elever i behov av särskilt stöd och deras uppfattningar om IKT verktyg i lärandet.
The aim of this study was to describe and analyse the perceptions that ten 12-15 yearold pupils with special educational need, who had been assigned a personal computer, have about Information and Communication Technology (ICT) in the learning process. Data was collected by personal interviews and observations. Sociocultural perspective and phenomenographic research approach were used as theoretical and methodological frameworks in analyzing and understanding the result. The major conclusions were that most respondents perceived the computer as beneficial assistive technology for learning, but some felt singled out by having a computer to assist in learning. Students had various opportunities to succeed in using their tool depending on e.g.
Att skapa kunskap i informationshavet : Om hur text kan struktureras för att skapa lärande i intranät
Creating instructions is not just about words, but also about text structure. A company creates many instructions to document their management systems, which often are presented through an intranet. This study examines how the text can be presented to make content understandable and give employees the knowledge to take action. An interview survey was made at Skanska Sweden and their management system "Vårt sätt att arbeta". The results show that it is mainly about creating an overview of the system and creating separations between different text sections.
Att skapa ett enhetligt användargränssnitt : Användargränssnitt baserat på personametoden som koncept istället för empiri
Man's life has changed in many ways since technology made it?s entry for public at large. In response to this change the science of human-machine interaction was invented. It has in turn evolved into human-computer interaction. With this science the focus is on the customization of the system for the actual person who will use it.The thesis has been implemented in a telecom company's development department.
Designing the Militarization 2.0 research tool
Research is a time-consuming endeavor which requires appropriate tools to manage often vast amounts of information. Militarization 2.0 is a research project aiming to explore Militarization in social media. The aim of this project is to design a user interface for supporting researchers in projects involving large amounts of data in qualitative studies. The project will follow the design process of the first version of the Militarization 2.0 research database interface. The design process involves user studies, interviews and design and testing of paper and digital prototypes.
Lärarperspektiv på språkutveckling i gymnasiet
According to the curriculum the teachers have a responsibility to adjust the activities in the classroom in order to suit the pupils and to give them the means of assistance the pupils need to be successful in their learning. The teachers should also stimulate the interest to learn and support the pupils? self esteem. One of the problems a dyslectic pupil faces is an often weak self esteem. Another is the weak phonological awareness which makes it hard to fully understand the context and to recognize different phonemes when writing.
Metoder och design av visionärt personbilskoncept
I projektet, som är ett examensarbete från programmet högskoleingenjör i teknisk design vid Luleå tekniska universitet, har ett koncept på en delvis förarlös bil tagits fram. Arbetet har utförts mot instutitionen för arbetsvetenskap och har givit värdefull erfarenheter inför fortsatta studier vid Umeå Institute of Design. Resultatet är en lyxig fyradörrars kupé med tänkt lansering omkring år 2020. Bilen sköter till största delen av tiden körningen på egen hand men tillåter även manuell körning på ett nytt och revolutionerande sätt. Fordonet är även en social mötesplats där passagerarna får uppleva en ny dimension av att resa med bil..