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12977 Uppsatser om Multimodal Design Theory - Sida 11 av 866

Undervisa i grupp : En observationsstudie om hur kontrabaslärare designar sina lektioner i gruppundervisning

Syftet med arbetet är att bidra till ökad kunskap om hur kontrabaspedagoger utformar gruppundervisning i sitt arbete med kontrabaselever. Det tycks finnas en stor brist på studier som behandlar gruppundervisning på kontrabas. I bakgrundskapitlet belyses därför gruppundervisning med dess för- och nackdelar, olika gruppundervisningsmetoder för stråkpedagoger samt forskning som visar positiva effekter av gruppundervisning. Föreliggande studie grundar sig på det designteoretiska och multimodala perspektivet. Datamaterialet består av två videodokumentationer från två olika kontrabaslärare.

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..

Spelifikationers potentiella värdeskapande i projektarbete

Digital games are today avaliable on all kinds of different platform. Games and game thinking is also increasingly being applied within non-traditional contexts. This thesis explores the term "gamifiation" which can be defined as "the use of game design elements in non-game contexts". The purpose of the study was to identify and give perspective on the discourse surrounding the use and applicability of the term today. More specifically, it explores the possibilities of the potentially value creating ability in the context of work, and focused on the application of gamified software in the context of project work.

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.

Trädgård för demenssjuka - design med omtanke

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

Demokratisk innovation eller ett spel för gallerierna? : En demokratiteoretisk utvärdering av Participatory Budgeting i en svensk kommun

The aim of this thesis is to explore the institutional design of Participatory Budgeting (PB) in Sweden and how the design may contribute to realize central democratic goods. The study records the different PB experiences in Sweden and focuses on one particular case, which is the only case that successfully qualifies as a genuine PB-process according to international standards and definitions. To examine this, the following questions are asked: which municipalities in Sweden have implemented Participatory Budgeting? How can the institutional design of Participatory Budgeting be described and to what extent does it enable the realization of central democratic goods? To what extent does the institutional design enable the realization of the democratic goods inclusion, popular control, considered judgment and transparency? To what extent does the institutional design enable the realization of the institutional goods of efficiency and transferability?The study is based on an institutional theory of democracy. The method used is a mixed method ideal type analysis that combines document analysis, surveys and interviews.

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..

Svensk förpackningsdesign. : Vem/Vad/Vilka påverkar?

Package design constitutes an important marketing and differentiation tool in an increasingly competitive food market, particularly in the category of daily consumer goods where the turnover rate is high and the purchases are based on self-service (Hine, 1997; Spethmann, 1994; Underwood, 1999). Media fragmentation undermines the traditional marketing tools and the demands for packaging are bigger than ever. A package must not only sell a product, but also tell, through design, how the product is used and express the values that the trademark owner wishes to convey to the end customer (Underwood, 1998). The understanding of the role of packaging as a marketing tool has increased, but the initiators inside the packaging industry in Sweden still think that the Swedish packaging industry is developing slowly. They often describe Swedish packages as homogeneous and unimaginative.

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.

DEM - En konspirationsteoretisk tapetkollektion

I?ve previously been working with patterns for wallpaper and wanted to try anotherapproach.I wanted to use a strange story as a base to develop a wallpaper collection from. Theaim was to make a collection that is more than wallpapers. The seed to this idea Igot from an article about mysterious deaths among birds in Chicago published inmetro. They had flown into a large building.

"Balansgången mellan den äldres rätt och anhörigas rätt är inte alltid så lätt" Biståndshandläggares upplevelse av samverkan med anhöriga inom äldreomsorgen"The balance between the rights of the elderly and the rights of the relatives are not always easy"

The aim of our study has been to come to an understanding of how the executive officials within the care of the elderly experience the cooperation with relatives to elderly people who is in need and apply for public home help according to the law of social services. Our expectation of this study is that we gain an increased insight how they as executive officials manage this cooperation situations. The method we used in this study has a qualitative research approach. This design was chosen as the most appropriate approached to illuminate and exploring the experience of the executive officials. Nine executive officials has described their experience in this matter in an interview were we both participate.

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.

Skrift, bild och ljud : en studie av elevers digitala texter producerade i appen Book Creator

Dagens elever möter texter som består av många olika delar, så kallade multimodala texter. Dessa texter kombinerar verbal text, bilder, diagram, film med mera. I denna undersökning skriver tre elever berättelser i appen Book Creator för iPad. Syftet med studien är att undersöka tre elevers texter utifrån forskningsfrågorna: vilka semiotiska modaliteter använder eleverna och på vilket sätt synliggörs elevernas multimodala textkompetens. I studien ingår även en reflektion över appen Book Creator utifrån vilka semiotiska modaliteter appen erbjuder, vilka områden i LGR11 appen kan stödja och vilket svenskämne den lägger upp till.

Ramar och reflektion : Om designprocessen som didaktiskt alternativ

By studying literature concerning design, didactics and reflection, and complementing those explorations with interviews with experienced design educators, this thesis challenges the idea of aesthetic media education being purely aesthetic in its characteristics. Drawing from their own experiences as a media aesthetics educator and an industrial designer, the two authors argue that the work flow used within most fields of design, commonly known as the design process, might provide a suitable didactic alternative to a field of education lacking relevant methodology. The literature study offers a better understanding of the design process and how it may be defined and viewed within an educational context. The interviews provide a more practical insight into the world of design education. The result shows that the design process as a didactical method theoretically offers both elements of critical thinking as well as direction and frames for students lacking aesthetic and artistic experience.

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