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7479 Uppsatser om Digital Design - Sida 4 av 499
Design av slutsteg med digital PWM-teknik för gitarr
Softube has developed DSP-card and software for simulation of the sound of old tube amplifiers. The purpose with this thesis is to design a compact amplifier with high power to function together with the DSP-card and build a unit that can replace several other guitar amplifiers. The advantages with that kind of solution could be that it would be cheaper, easier to carry and easier to stor than the real amplifiers. The amplifier that has been designed is of class D type with digital PWM modulator. There is several types of amplifier modules on the market that use analog input signal, but if one of them would be used a D-A converter is needed on the DSP card.
Roadmate re:design : Design- och utvecklingsprocessen vid redesign av en digital tjänst
This report describes the initial work intended for updating the car sharing service Roadmate. Roadmate is one of the services received by the car rental company Hertz First Rent a Car. The goal was to present the client with design- and structure proposals for a car sharing service that includes high usability and at the same time remains aesthetically pleasing.The work is based on an initial study with data collection, mapping the target user group and its needs. Subsequent structural and design proposals for Roadmates company carpooling service are based on the facts surrounding the target group's needs. The result are well developed and tested design sketches with accompanying visual identity and sitemaps that can be the basis for the further work on the development of the service..
Digitala bibliotek - framtidsvision eller morgondagens verklighet?
In the wake of the electronic revolution digital library has become one of the central themes concerning libraries. The present study takes up the question whether digital library can function in the same way as the conventional library. The question can obviously be posed from different perspectives, e.g. technological-, the user-, or the organizational perspective. The study investigates if (and how) digital library can have the same functions as the traditional library.
Stress, kreativitet och problemlösning : En kvalitativ studie i hur vi lo?ser problem under stress och vad detta kan inneba?ra fo?r designprocessen
Problem solving is a big part of design, however a lot of emphasis is put on creativity in research related to the effects of stress. Research has shown that the amount of stress we feel affects idea generation. Stress may also affect the ability to solve problems, however the researchers don?t seem to agree about what the effect of stress actually does.The study was made through experimental sessions where the respondents were asked to solve 4 matchstick puzzles of similar difficulty. Depending on their outcome they experienced more or less stress.
Digital kommunikation i förskolan : En kvalitativ fallstudie om hur digitala medier kan anvä?ndas fö?r kommunikation mellan hem och fö?rskola
This study aims to research how digital media can be used for communication and information management between teachers at preschools and children?s homes. To get an understanding of this we have investigated which channels are being used and for what purposes. The interest has also been to explore preschool teachers and caregivers? attitudes towards digital communication in preschools.A qualitative case study of comparative nature has been conducted, where two preschools were selected because of their use and non-use of digital media for communication with caregivers.
Barns sociala samspel vid användning av digitalteknik i förskolan
The use of digital technology in preschool has been a question aboutif it will be used. By the new curriculum for preschool, it now is a question about how it will be used. My experience shows that many pedagogues are still afraid that the children will miss the interaction whit other children when they are using digital technology.The aim of the study is to see if it is social for the children to use digital technology in preschool.This study is made by inquiry, qualitative interviews and observations.My result shows that children are social active with each other while using digital technology. Turn taking and time determines who will play and what the conditions are. The thesis concludes that children perform social interaction when using digital technology.
Kan mobila webbsidor fungera intuitivt som en mobil applikation? : En rapport om hur man bygger och optimerar en mobil webbsida som en mobil applikation
Denna rapport kommer att behandla processen i skapandet av RADA som är en applikation där användare kan dela idéer. RADA är ett uppdrag av Acne Digital som jag har tillägnat 3 månaders praktik. Målet med RADA är att medarbetarna som jobbar på Acne Digital ska på en snabbt och interaktivt sätt kunna dela idéer och bilder. Rapporten beskriver hur arbetet gick till från koncept, design och utveckling till en färdig slutprodukt. Jag kommer att undersöka skillnaderna mellan olika tillvägagångssätt när det gäller utveckling och design för webbaserade applikationer och så kallade native applikationer, som släpps på App Store eller Google play.
Digital kompetensportfolio för designkompetens : - Hur kan en digital kompetensportfolio sto?dja utveckling och synliggo?rande av designkompetens
Digitala kompetensportföljer ökar i popularitet och deras användningsområde har under de senaste åren ökat. En digital kompetensportfölj kan demonstrera en individs framsteg, prestationer och hjälpa till att visa upp hur väl en student behärskar den kompetensen som krävs inom ett visst yrkesområde. Forskning pekar på att designkompetens och designförmåga är någonting som är svårt att fånga samt förmedla då en stor del av en designers designprocess genomförs inne i huvudet på designern. Jag har genom en kvalitativ studie, intervjuat olika roller gällande deras tankar om hur designkompetens kan utvecklas och synliggöras. Studien resulterade i riktlinjer hur en digital kompetensportfolio kan stödja utveckling och synliggörande av designkompetens..
Att designa konst : En kvalitativ studie av likheter och skillnader i den kreativa processen hos art directors och konstnärer
Art directing i en digital kommunikationsbyrå och att arbeta heltid eller deltid som konstnär är två yrken som har en sak gemensamt. I egenskap av professionella roller har de en nyckeluppgift de måste uppfylla ? att vara kreativa. I denna uppsats fokuserar vi på den kreativa processen vid generering av idéer i områden av digital media och konst för att se om det finns tydliga skillnader eller likheter i hur kreativt arbete för sig inom båda områden. För att jämföra den kreativa processen mellan de två parterna har vi gjort flertalet intervjuer och observationer med yrkesverksamma konstnärer och art directors.
Första avstampet för att konstruera en digital stadskarta för personer med nedsatt syn
The physical map that has been used until now can in the modern days be replaced with digital maps available in smart phones and tablets. One disadvantage of both is that the digital maps require the user to have a fully functional sight. The problem with the research done so far is that it provides little explanation as to why developers have decided to design the maps in a specific way. This thesis has been designed to address this problem.In order to provide the knowledge needed, a literature study was done to construct interview questions to an employee from SG Access AB. These answers and the literature study were used to construct interview questions to members and employees from Synskadades Riksförbund (SRF).
Språkstimulans i formell och informell lek
The outset of this thesis is to raise questions on how we design for the mobile context and the capabilities of smartphones. Not only the presentation but also the use of input and interaction between a service and a user.This work evolves around sign up forms and answers the question: How does the sign up process affect the holistic perspective of a digital service regarding usability and user experience?
This thesis consists of a case studies, and design experiments conducted on Twitter, Instagram and Randos sign up processes to explore if and how the usability, and the user experience could be affected and im- proved.This concluded some important aspects to be considered when designing sign up forms for a digital service.The usability, and the user experience is not only affected by user interaction, and the choice of input method but it?s also affected by which data the service is requesting, and more important; if that data is motivated to request by the service..
Filmproduktionsprocesser : En jämförande studie om att filma analogt kontra digitalt
The art of producing films have been around for more than a century and the technology just continues to evolve. But although much has happened in 100 years, there are also processes, theories and practices that look the same now as then. I write this thesis because I want to find the differences between the analogue and the digital way of production. This study is based on a qualitative approach because my ambition is to seek the views concerning film production processes. The advantages of analogue film is that it contains more information than the digital formats and that it has a more cinematic style.
Att upptäcka det oväntade : En studie av begreppet serendipitet och dess förekomst på det digitala folkbiblioteket
The purpose of this study is to examine if digital public libraries are serendipitous environments. Serendipity in this instance is defined as finding something unexpected and valuable, while searching for something else.A survey was conducted at two Swedish digital public libraries, where the patrons were asked to fill in a questionnaire online. The questions were based on the work on serendipitous digital environments by Lori McCay-Peet, as well as considerations of human factors that could possibly influence serendipity.The result indicate that a majority of patrons experience serendipity at the digital library, although it?s still more common to do so at the physical library or on other web sites. The result also confirms the importance of taking human factors into account when studying serendipity.
Vi gör det för barnets bästa : En intervjustudie om samverkan mellan förskola och socialtjänst
The purpose of this study is to examine if digital public libraries are serendipitous environments. Serendipity in this instance is defined as finding something unexpected and valuable, while searching for something else.A survey was conducted at two Swedish digital public libraries, where the patrons were asked to fill in a questionnaire online. The questions were based on the work on serendipitous digital environments by Lori McCay-Peet, as well as considerations of human factors that could possibly influence serendipity.The result indicate that a majority of patrons experience serendipity at the digital library, although it?s still more common to do so at the physical library or on other web sites. The result also confirms the importance of taking human factors into account when studying serendipity.
Digital kompetens : för individens frigörelse eller för marknadens behov?
Eskilstuna Folkhögskola is located in Munktellstaden in Eskilstuna. The school has two separate buildings with entrances that are difficult to find. By having two separate buildings, and to be in an area where there are rules and guidelines for the area's environment, makes it difficult to guide visitors to the school premises.The purpose of my research was to examine how to guide visitors to the school, and how to increase understanding that the school's various buildings are connected.Through practices such as site analysis, interviews, I found that the guidelines are not adapted to the current situation that is established in the district.Through theory and empirical material I have produced a design proposal to facilitate Wayfinding to Eskilstuna Folkhögskola. This is presented as a landmark and a clarification of the schools entrances and signage..