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9297 Uppsatser om Design program - Sida 34 av 620
Varelsedesign : en metod
My aim in this case study has been to create a method for creature design to test this method in a production and evaluate the results. To achieve this I studied and analyzed the methods of three concept artists and illustrators named James Gurney, Neville Page and Iain McCaig. From the analysis of these artist´s methods, combined with my own personal experience, a new method was formed. To test this method a creature was designed based on directives given by a game design group in the process of creating a table top role playing game in a fictitious world. These directives where given for the creature´s role and its living conditions.
Kulturens Bokhylla
?A culture center should be visually welcoming as well as attract a diverse range of visitors with different backgrounds.? This was the client?s request for a new cultural center in Nairobi. The location is in the heart of Nairobi?s industrial area, near several existing buildings that are already in use by the culture organization known as Go Down. I have chosen to keep most of the existing buildings and to use my new building as a complement for the desired program.
Utformning och installation av musikstudio samt audiosystem för inspelning och redigering
The education program System design at the University of Kalmar has since it?s beginning been missing a near by studio for it?s students studying towards audio and music. In the choice of examination project I would take upon this task, which was long wanted for the teachers and students at the university?s Musikhuset.Musikhuset became the buyer of the project, and the studio was to be installed at their premises. Unfortunately, the project got jammed by the university?s financial savings calculations, and was due to this delayed in the end for 11 weeks.
Spelutveckling, problem och utmaningar
Detta arbete ämnar undersöka problem och utmaningar relaterade till design- och produktion av ett tävlingsinriktat spel för gratis utgivning samt utforska potentiella lösningar och designfilosofier genom att påbörja utveckling av ett spel. Problem som uppstår, lösningar som tillämpas och val som görs dokumenteras varpå resultat analyseras. Undersökningen tar upp design av både spelmekaniska och grafiska element samt produktionen av spelet och dess resurser, saker som är viktiga att tänka på och några saker som kan gå fel..
Svensk trädgård utanför Sveriges gränser. Rums-, färg- och formanalys av två gröna miljöer.
Uppsats för avläggande av filosofie kandidatexamen i Kulturvård, Trädgårdens hantverk och design, 15 hp, 2015..
Den nya smygreklamen : En kvalitativ studie av Avsändar-Finansierade Program och dess betydelse för tv-branschen
Syftet med studien är att belysa, problematisera och diskutera fenomenet Advertiser-Funded Programming eller Avsändar-Finansierade Program som det kallas för på svenska. Avsändar-Finansierade Program är en av de senaste trenderna när det kommer till att integrera organisationskommunikation med massmedia. Annonsörerna har tagit steget från att enbart exponera produkter och varumärken i reklampauser i och mellan program till att nu finnas med som en finansiell aktör i finansierings- och produktionsprocessen. Samtidigt som organisationers externa kommunikation integreras i underhållningsprogrammen minskar publikens möjlighet att värja sig från kommersiella budskap eftersom budskapet blir en del av det redaktionella innehållet. För att hämta åsikter och tankar från personer som direkt berörs av annonsörernas intåg i produktionsprocessen genomfördes kvalitativa intervjuer per telefon med personer som arbetar aktivt med AFP.
Felsökningssystem för bankomat
NMD 100 is a notes and media dispensing machine, manufactured by De La Rue Ltd, located in Flen, Sweden. The customers, mainly bank offices, have expressed a need for a more comprehensive description of errors occurring from time to time in their machines. In order to acquire a BSc-degree in Computer and Electronics Technology at the University of Linköping I have carried out a diploma work, regarding new computer programs to fulfil the customers? wishes. The machine NMD 100 is connected to its PC through handshaking.
Future in a box : En undersökning i designstrategisk produktframtagning med Elfa som fallstudie
This report describes the bachelor degree project called ?A case study in strategic product design in collaboration with Elfa? carried out by Mathieu Gustafsson and Pär Rickberg,students at Carl Malmsten Furniture Studies.We had the opportunity to do our degree project in collaboration with ELFA after a previous school project where we made suggestions for new products. Initially the brief was to develop new products for the company which was based on previous proposals.Reasoning led us in to design strategies and how to use such a strategy to develop newproducts for ELFA. During our first superficial analysis of ELFA and its current products, we found that we wanted to recast the framework of identity and context in which the product would be created. According to the researches made by SVID (The Swedish Industrial Design Foundation),companies that continually are working with design strategies strengthens the brand, its competitiveness and become more innovative.
TUCS : En sammankoppling av Visma SPCS och MS Outlook
Målet med vårt examensarbete har varit att på uppdrag från United Computer Systems skapa ett program som kopplar samman Visma SPCS och MS Outlook. Anledningen till detta program har varit att utöka den begränsade kontakthanteringen som finns i Visma SPCS. I större affärssystem blir det allt vanligare att så kallade CRM system integreras. Dock saknas oftast bra kontakthantering i lösningar som riktar sig till mindre företag. Genom att koppla samman SPCS med Outlook, ger det användaren möjligheter att lagra mer djupgående information om kunder, deras kontaktpersoner och leveransadresser.Programmet har utformats i Borland Delphi och vi beskriver i denna rapport hur vi gått till väga för att skapa ett program som uppfyller vår uppdragsgivares önskemål vad gäller användbarhet och användarvänlighet.Vi beskriver även några av de grundläggande begreppen för vårt projekt, så som Screen scraping och API för SPCS och Windows..
Partialevaluering : Specialisering av program Utformning av en laboration
Partialevaluering av program är ett intressant ämne både för att optimera programmen men även för möjligheterna att kompilera program med en interpretator.Denna rapport beskriver hur laborationerna i kursen Data och Programstrukturer på Linköpings Universitet, som är helt baserad på Abelson & Sussmans bok Structure and Interpretation of Computer Programs kan utökas så att den även går igenom partialevaluering. Som grund i laborationsunderlaget ligger en enkel partialevaluator för en delmängd av det funktionella språket Scheme som utvecklas för underlaget.Rapporten består i huvudsak av tre delar, i början introduceras läsaren till partialevaluering. Vi förklarar hur man av ett generellt program och viss känd information vill skapa ett nytt specialiserat program. Två vanliga metoder att göra partialevaluering på beskrivs men i första hand fokuserar rapporten på den metod som implementerats, nämligen offline metoden. Specialisering av ett program med en offline partialevaluator börjar med en analys av programmet som sedan specialiseras.
Att designa användargränssnitt för äldre människor med afasi
Our aim in this work has been to redesign ModernFamilies and make a user-friendly interface for people with aphasia. The focus has been to identify general issues they might face while using different technology and applications, in order to find better alternative design for ModernFamilies, with a focus on usability. To approach this issue, we used a qualitative method. Our study includes several interviews and observations preformed in conjunction with the AGNES project (AGeing in a NEtworked Society) and speech therapists. Aphasia requires simple design that in the same time gives them support to understand and use technology and different applications.
?Var är du?? En studie om virtuella kollaborativa designprocesser i en studiemiljö
The design process of an interaction design student is mostly collaborative and computer oriented. Based on this, it?s hard to believe that we have not yet found a tool that will facilitate our needs. With this in mind, which elements do we need to promote collaboration in a virtual design process?
This thesis will include design processes, collaboration, creativity and virtual awareness, amongst others.
Bostadsgård på bjälklag : en omgestaltning av kvarteret Trumman i Malmö
This essay discusses joist floor, and the land-building at these structures. In Malmoe there is a neighborhood called Trumman that has a courtyard where an underground garage is located. What possibilities are there in this place and how would an alternative design look? These issues will this essay answer. In the result part it is both described how the joist in Trumman looks and how it is built correctly.
Interaktionsdesign på webben - - Att påverka attityder till crowdfunding och mikroinvesterande genom grafiska komponenter och design
In this paper we have investigated which visual components that are of importance when designing a website with the purpose of influencing peoples attitudes in a positive direction regarding the specific phenomenas crowdfunding and microinvestments. To investigate how people respond to these concepts we made a survey. The survey showed us that the respondents were indecivise regarding risktaking and that personal interest was of great importance weather the respondents were to invest or not. Therefor we included visual components in the design with the purpose of expressing professional and trustworthy impressions and at the same time reach the user at an emotional level. In the following interviews that we made we tested if our visual components had the intended effects.
Snus och dosor - Förpackningsdesign, märke och identitet
The purpose of this essay was to examine the packaging design´s communications related to the colloquially brand's symbolic capital and how they became meaningful through experience and perceptions that led to the identification processes in the consumer society. There were eight interviews of snuff users who became my main collections materials. My theoretical framework was discourse psychology´s emphasis on language and Bourdieu´s concept provided important tools in the analysis of the material.I could highlight that packaging design and the brand had influenced the informants and given them symbolic beliefs and what it meant to sniff a certain brand. Color, brand awareness and price were crucial in choosing where the informants attributed themselves the cans symbolic values to their identity. It could be inferred high and low status perceptions based on stereotypes in the design itself..