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12977 Uppsatser om Multimodal Design Theory - Sida 5 av 866
Fräsch och strukturerad med attityd : Ett examensprojekt om tidningslayout
AbstractPresentation of the problem: The goal with this graduation project is to produce a new visual concept for the student newspaper Campus, this will be expressed in the form of page templates. The page templates will have a visual concept that appears through graphical elements. The client's wishes were that the student newspaper should be audience appropriate, attractive, inviting, reliable, modern and functional to work with.Theory: In order to implement the wishes and in a good way produce a consistent visual concept, we took a starting point in theory of graphic design. This theory has taken many of its principles from aesthetic theory, and therefore have we also used aesthetics to provide a deeper theoretical aspect. The principles we used in graphic design is; how to create a unity in the layout by using basic elements such as text, images, and white space.
Design av Tjänster : Komplex affärsutveckling över tid och rum
Service Design is a relatively new, unexplored and exciting phenomenon that through an interdisciplinary work methodology designs services. A discussion has been going on for a long time regarding whether there is a difference between products and services. Services are often classified as immaterial, heterogeneous, non-storable and inseparable in relation to products. A question that arises is if something specific characterises the work methodology used regarding service design. The aim with this paper is thus to explain the work methodology when working with service design.
Förebyggande förbättringsarbete med Design for Six Sigma
Design for Six Sigma (DFSS) is a further development of the Six Sigma draft to carry through preventing quality measures in developing and designing of new products and processes. With increasing demands on enterprises development processes to be more safety and faster the need of DFSS arise as a product, process and service development concept in the organisations. Design for Six Sigma aims to improve and structure the development process of an organisation and consider the application of the innovation problem solving. The concept aims to leave the structure of the traditional Six Sigma concept and instead, from an innovative perspective, search for new solutions to existing problems. The concept constitute of a toolbox with a lot of quality tools that are divided into phases in a development model.
Att definiera konst : En kritik av George Dickies institutionella teori
This paper treats George Dickies institutional theory of how to define art. Some alternative theories and their originators are also introduced. According to Dickie something is art because it has been created against a background of an already existing artworld. Dickie has formulated his theory in two different versions, ?the earlier? and ?the later?, which differ somewhat in their design.
Layers of land : the palimpsest concept in relation to landscape architecture
This paper researches how the palimpsest concept is used in relation to landscape, and how it can function as a tool within landscape architecture. Palimpsest originally refers to old parchment handwritings, where new text has been applied on top of effaced, but still discernable, earlier writing. Superimposition of information is the core of the palimpsest concept, used within a range of scientific as well as cultural fields. The purpose of this paper is to find how a landscape palimpsest can be distinguished among the many different layers of landscape, such as historical or cultural, and to examine the potential use of the concept in theory and practice of the landscape architecture field. The study is conducted as a literature survey, examining the use of the palimpsest concept within academic works related to landscape.
Gamers and Game Design: Incorporating Users in the Design Process
This paper deals with the difficulties of applying user-centered design practices as an independent developer, based on the visualization of a game concept in the form of a prototype. The aim is to evaluate the usability of user-centered design practices, specifically in the field of games development. Throughout this paper, I will give an account of the methods used for testing, as well as a review of previous research done in this field of study. Finally, I will end with a discussion regarding the pros and cons of user-centered design, as well as some thoughts about its importance in similar projects..
Didaktiska implikationer vid ADHD ? och andra neuropsykiatriska sto?rningar
Undersökningens syfte har varit att jämföra de statliga styrdokumentens rekommendationer i relation till de identifierade ståndpunkterna inom forskning om didaktik och ADHD. Som design valde jag en systematisk litteraturstudie. Jag hämtade resultat från 15forskningsstudier inom svensk och internationell forskning, från flera vetenskaper. Empirin består av tre delar, där jag först har studerat statliga styrdokument, därefter didaktisk forskning samt forskning om didaktik och ADHD. Tolkningen av resultaten har gjorts med en jämförande design, för att belysa de likheter och skillnader som finns.
Barn på museum : En multimodal analys av Naturhistoriska riksmuseets och Nordiska museets riktning mot barn
This bachelor thesis consists of an analysis of museum environment. In the research, case studies have been done at the, Stockholm based museums, Swedish museum of Natural history?s exhibition Natur i Sverige (Nature in Sweden) and the Nordiska museet?s (Nordic history) exhibition Modemakt (Power of fashion) and learning environment Lekstugan (playhouse). The purpose of the research was to study how cultural heritage is used and developed within the museum pedagogy aimed at children. The research is based on a multimodal approach with focus on learning resources.The research examines the museums focus on children and youngsters, what the goals for this focus looks like on respective museum and how the focus is visible in the actual museums.
Teoretisk syn på inlärning inom ART : En kvalitativ textanalys av ART, Aggression Replacement Training A Comprehensive Intervention for Youth samt skolans styrdokument, Lpo 94
ART, Aggression Replacement Training är en multimodal behandlingsmetod som bygger på tre samverkande komponenter. Dessa är: Interpersonell färdighetsträning där sociala färdigheter tränas, ilskekontrollträning som lär individen att handskas med sin ilska samt moralträningen som ska höja det moraliska resonerandet. 1987 började ART att användas på ungdomsvårdsskolor i USA, metoden har spridit sig och idag används ART inte enbart inom den institutionella vården utan allt mer i skolans värld.Syftet med uppsatsen är att undersöka vilket eller vilka teoretiska perspektiv på inlärning som metoden stödjer sig på och hur väl dessa stämmer överens med skolans styrdokument (Lpo 94). Studien är baserad på en kvalitativ textanalys av ART Aggression Replacement Training A Comprehensive Intervention for Youth, en bok av grundarna till metoden, samt skolans styrdokument (Lpo 94).Reultatet visar att ART vilar på flera olika teorier om inlärning, och att olika teorier finns representerade inom de olika komponenterna. I förhållande till Lpo 94 visar de delar jag analyserar på en överensstämmelse, även om någon punkt kan tolkas annorlunda..
Upprustning av miljonprogram : En undersökning om kommunala bostadsbolag
Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.
Budgetens roll innan och efter finanskrisen
Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.
IKT på fritidshemmet : En kvalitativ studie om pedagogers uppfattningar och erfarenheter om IKT på fritidshemmet
Information and communication technologies (ICT) are constantly evolving in today's information society. The school uses ICT as a teaching tool and it begins to be included at the leisure-time in school by the educators.Aim of this study is to examine how educators describe their perceptions and experiences of using ICT in the leisure activities. The questions is about how the educators use ICT, what they believe children learn of ICT, and which advantages and disadvantages they see with ICT at leisure-time in school.Through a qualitative approach, I have had my questions answered by six trained educators, five of whom are recreational educators and one who is a preschool teacher. These have individually answered my interview questions as an interview took place over a phone call, while the others answered the same questions by e-mail. The interview questions were open-ended questions that were formulated so the educators could respond so freely and fulfilling as possible.The survey shows that teachers use ICT in multimodal approach at leisure-time in school, both in informing parents and in activities with the children.
Apputveckling : En studie av motsättningar mellan design- och användningspraktiker ur ett verksamhetsteoretiskt perspektiv
We live in a high tech era of electronic media, which is changing our lives (Giddens, 1999). Apps are examples of technologies that affect our lives. An interesting question in this context is what apps will have for significance; on one hand for the development of technology, and on other hand for humans? relation to technology. Since the development and change process are central issues in the science of education I will explore the development of applications.
Attityder till design : samt studie- och yrkesvägledare
The background to this study is the government’s investment in design and the increase of design education around the country. As a future design teacher (industrialdesign) at high school/college, it is of great interest for me to look closer at student’s attitude towards design and design educations at high school.Questions that have been investigated are student´s attitude towards design; design as a concept but also as a phenomenon. How does the student counselor inform the students of the differentchoices before choosing high school?Does the students view on design correspond to what the student counselor say?What opinion does the student counselor have to the concept design as well as design in highschool? Is design just a craze or here to stay?To get answers I have made interviews with student counselors at two different schools, I have also been in contact with a student counselor on the internet. Their thoughts will clarify thesituation that the students might be in.
En app för smartare måltidsplanering
This thesis is based on design theory about how to build an application for the mobile platform, a scientific analysis and an application for grocery shopping and meal planning. The thesis also contains a valuation of the research and of the application. The valuation of the application was done by a usability test and an analysis of the results of the test.The application of the thesis has an easy navigation system, which is time saving and simple to use. Finding recipes with the associated ingredients is a quick fix. The search function can be used for searching freely after recipes as well as for separate ingredients. That makes it possible for the user to create own recipes from available ingredients.