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6580 Uppsatser om Game Design - Sida 17 av 439

Från fixed till responsiv : Responsiv design av en statisk webbplats

Den här rapporten förklarar tillvägagångssättet för framtagningen utav en responsiv design till webbplatsen Projects & Staff, en webbplats som tidigare hade en fixed design. Projektet består utav två leveranser, hi-fi prototyper skapade i Adobe Illustrator och Adobe Photoshop samt en färdig mobilversion utav webbplatsen, utvecklad med CSS3. Under projektets gång har jag designat för användarupplevelse och användbarhet, två områden som är viktiga inom responsiv webbdesign. Jag har utfört en förstudie i form av en webbplatsanalys, gjort en PACT-analys samt användarintervjuer. Detta för att definiera behoven som fanns för en responsiv design, samt att få en tydlig bild av användare och deras vanor.

Det politiska spelet bakom betygskompromissen år 2015 : En spelteoretisk analys av regeringens och Alliansens överrenskommelse gällande betyg från årskurs fyra

The essay?s main focus has been to investigate and analyze the political actions behind the 2015?s grade compromise; an agreement to introduce grades from the fourth year in primary school. Through a game-theory analysis, mainly based in Leif Lewin?s and Jörgen Herman's research on rationality in politics, this study examined the grade debate  during a fifteen year period. The primary task has thereby been to explain the grade compromise through game-theory.

A Brand New Manner : En studie om Design Thinking och dess existens i sta?rkandet av Sverige som varuma?rke

The purpose of this paper is to investigate the existence of the discipline Design Thinking in a project that aims to strengthen Sweden as a brand. The study will generate knowledge about Design Thinking, with the purpose to increase the understanding of how the discipline can be used as a strategic tool in the processes of strengthening Nation Branding. The authors have used a descriptive and qualitative approach where the Shanghai World Expo in 2010 was examined. The theoretical framework contains previous research in the field, data has been analysed in relation to Lockwood's ten principles of how an organization can become more design-minded and Anholt?s hexagon, which features the parameters that creates a country's Nation Branding.

Framtagandet av ett företags visuella produktidentitet

Aqeri has since the past year a new profile with name and logotype, which has createda need for an updated visual product identity. The company is a leading developer,producer and distributer of IT products suitable for extreme environments in industry,defense and vehicles. This new profile with the different segments has together with aproduct identity from two companies resulted in that they have no clear designidentity on their products. From this background the aim of this research is todetermine how a development of a design identity is done to implement it to Aqeri.The design identity can be defined as a product?s identity visualized through its formor appearance which defines what the product is.

Shooting Target - Design : Product Development

The project has involved the development of two kinds of shooting targets in partnership with Marcus Bergkvist and Christopher Åkerblom. The project from the client was divided into two parts. This thesis discusses solutions for hands-on transport, development of tripods and an overall design. The second thesis affect resetting systems for the products.The work was done with a process and methodology based on design perspectives. This process has involved the search of relevant data which has provided the platform and opportunity for appropriate and purposeful design work.Concept development has been done using hand sketches and Photoshop, where a simple visualization of different concepts for the tripods has been produced.

Design i Slöjdundervisningen

Design är en stor del av vårt samhälle. Som studenter på slöjdlärarutbildningen vid Göteborgs universitet har vi upplevt att design får en allt större plats i undervisningen. Studien undersöker vilka kopplingar det finns mellan design och slöjd och hur man kan arbeta med det i skolan. I studien har 10 designstudenter vid Göteborgs universitet och Linköpings universitet blivit intervjuade. I studien användes kvalitativa intervjuer som metod.

Konstruktion och design av hjul

The task given to us was to develop an industrial wheel with new thinking in terms of fresh design and construction, with the ability to brake. While the produced wheels of today only own the property of total braking, a wish was made to integrate the ability of directional locking.The time spent working with the project has been filled with multiple sketches of ideas and function analysis.Choices of material and ways of construction have been verified by calculations, tests and prototype building. The goal of this thesis has been to develop a unique caster with well thought-out design that would be adaptable to different areas of applications.The result was a hubless wheel with the ability of directional locking before total braking.A prototype of the wheel has been made to show the design and functions..

Spelmarknaden - ett test av effektiviteten på den svenska spelmarknaden

Every year the Swedish government invests capital in different projects. In recent years the Swedish government has chosen to invest in design. The reason for this is that the government wants industry to use design as a competitive source. Two organizations, Svensk Form and Stiftelsen Svensk Indistridesign, have been assigned to improve industry and society?s under¬standing of design.

Community Manager - en ny yrkesroll? : På uppdrag av Dohi Sweden

Propose/Aim: The aim of this thesis is to examine the professional role of the Community Manager working for gaming companies. The thesis will examine which background and previous experience a Community Manager should have and the tasks included in the assignment to see how this new role can contribute to the development of gaming companies.Material/Method: The method used in this study is of a qualitative character. The data has been gathered through e-mail interviews with five people working as Community Managers in the gaming business and in addition, through a textual analysis of five job advertisements. The results were analyzed on the basis of carefully selected theories in the field of strategic communication.Main results: The main result of this study is that the Community Manager's most important task is to act as a link between the players and the game developers by communicating with both sides. The Community Manager can receive important feedback from the players which can contribute to the game development. .

Trädgård för demenssjuka - design med omtanke

Uppsats för avläggande av filosofie kandidatexamen i Kulturvård, Trädgårdens hantverk och design, 21 hp, 2010.

Hur företagskulturen påverkar designers arbetssätt : En fallstudie på ett IT-företag

Through a case study at an IT company we have attempted to ascertain how a company's organizational culture affects its designers' way of working. By examining what ?type? of designers the employees are and how this is reflected in their work, we hope to have correctly determined what their organizational culture looks like and thereby have achieved a plausible result in our study.Aside from two interviews with the company's CEO, we also performed eight observations at the company, where we tried to blend in with the employees, to better determine their way of working together.We have found that the designers' trust in their own instincts has led them to rarely act on feedback from clients ? they only pick out the proposals which have a ?mainstream? potential. We have also discovered that their design approach is something they don't feel inclined to discuss amongst themselves. As it is often ?indescribable?, they go with their intuition and unspoken design conventions..

Design och utvärdering av händelsebaserad Android-applikation

I detta papper, designas och utvärderas en händelsebaserad Android-applikation. MyWorld är en mobil applikation. Händelser som sker i användarens närhet kan ses på en karta. Genom arbetet används beprövade metoder för att skapa en väldefinierad design. Det tas upp problem och lösningar på designrelaterade problem i en händelsebaserad applikation.

"Kom och hugg oss" : En studie om idrottsklubben AIK:s kommunikation i samband med det uppmärksammade hockeyderbyt den 22 december 2010

In December 22, 2010, the hockey clubs AIK and Djurgården played against each other in front of an audience of more than 11 000 people in Ericsson Globe Arena, Stockholm. Although it was one of the biggest games of the year, afterwards no one was talking about the actual game on the ice. The reason; several times during the game, hooligans from both sides started big quarrels and the hockey dome felt more like a war scene than a place for a hockey game. From a branding point of view, and along with similar incidents from the past, the night in December did not create a good situation for AIK and their image.  Therefore, in this essay I want to investigate how AIK communicated through the crisis. I also want to evaluate whether their communication was good or bad from the perspective of different crisis communication theories.The essay?s research questions are:How did media describe the crisis and AIK´s part in it?What effect did AIK´s previous history of similar problem have on the ongoing crisis?How did AIK communicate through the crisis?How was AIK´s image affected by the crisis?What did AIK do well/what could AIK have done better?To be able to answer these questions, several news articles from the sports paper ?Hockeyexpressen? has been analyzed as well as a text from AIK itself.

Mind the Ga p : En studie om samarbetet mellan externa designers och deras uppdragsgivare ur designerns perspektiv

Many design agencies and designers like to see design as a longtime strategic investment for any company. However, knowledge of design as a strategic resource depends on ones professional background and ones knowledge of design as such. It is common today that clients meet design agencies and therefore design with a certain skepticism concerning its role in the company. Within the prodctdevelopment-process the company?s different functions meet.

Klätterladan -en rumsgestaltning för klättrare

I design a service building for the climbingcompany Klättertorpet.Klättertorpet is a small company that is situated outside Lysekil.Klättertorpet o!ers courses in climbing and campingsite."e new building will include kitchen, room for socialmeetings,gym, a small shop and safety lockers. "e starting point revolvesaround how to capture the companys values and philosophyin the design. "e purpose was to add value to the companythrough the design and for myself to get more experience ofworking with a client. During the project questions developedin to how to work with the hole lifecycle of the inertial in mindand how to make the place attractive to climbers. I worked withmodels, moodboards and sculptures to explore the form.

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