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10393 Uppsatser om Single- case design - Sida 7 av 693

Camp Vamp - Att ljussätta en dansföreställning med skiftande förutsättningar

I work on a lighting design for a dance performance to be on tour. A lighting design adapted for three different conditions was made: - One comprehensive where I allow myself a great deal of creative freedom, adapted for the stages with major technical conditions. - One smaller version for stages with less equipment and with less time for preparation on site. - One design for very simple conditions. I also examine the specific differences between typical theatrical lighting design and typical dance lighting design, and the best way to prepare for the hands-on stage design phase..

Bilder av Trotskij

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.

Synchronous Latency Insensitive Design in FPGA

A design methodology to mitigate timing problems due to long wire delays is proposed. The timing problems are taking care of at architecture level instead of layout level in this design method so that no change is needed when the whole design goes to backend design. Hence design iterations are avoided by using this design methodology. The proposed design method is based on STARI architecture, and a novel initialization mechanism is proposed in this paper. Low frequency global clock is used to synchronize the communication and PLLs are used to provide high frequency working clocks.

When companies grow up - A case study of a family-owned company?s management control system

Problem: What are the characteristics of Polykemi?s management control system and how is it affected by growth? Purpose: To describe and analyse the management control system of a medium-sized family-owned company from the perspective of Simons? Levers of control. Research design: An abductive, interview-based case study of Polykemi AB. Conclusion: Polykemi?s management control system is primarily a traditional one which is rather strong in terms of Levers of control.

Utveckling av 300 kg HD Lightlift för belysning och liknande laster

The company LightLift Esystems AB manufactures patented motorized lift systems for the illumination of halls with high ceilings. The company wants a new design for singular heavy lights in order to be more competitive.This project consists of the development of the new design under the requirements and specifications imposed by the company. The new design must support lights up to 300kg and keep the overall dimensions as low as possible without modifying the driving unit.This document contains all the designing steps followed to reach the final solution as well as the material selection, manufacturing process and assembly of all the parts that form it.The solution obtained shows to be very competitive with other alternative products, since this new design triples their maximum load capacity while the dimensions are very similar.In this context, the optical appearance was also very important to the company and so it was another main objective of this project. From an aesthetical point of view, the final solution proves to be very compact and versatile since it can either be hidden behind a false ceiling or covered by a plastic case that gives the design a very nice look.Finally, the solution achieved fulfils all the requirements and specification previously imposed. It is reliable, compact, cheap to manufacture, easy to assembly and it has a good optical appearance. .

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.

Analog-to-Digital Converter Design for Non-Uniform Quantization

The thesis demonstrates a low-cost, low-bandwidth and low-resolution Analog-to- Digital Converter(ADC) in 0.35 um CMOS Process. A second-order Sigma-Delta modulator is used as the basis of the A/D Converter. A Semi-Uniform quantizer is used with the modulator to take advantage of input distributions that are dominated by smaller-amplitude signals e.g. Audio, Voice and Image-sensor signals. A Single-bit feedback topology is used with a multi-bit quantizer in the modulator.

Om att leva i den "snåla världen" : En kvalitativ studie om ensamstående föräldrars och barns upplevelser och strategier i dagens konsumtionssamhälle.

Poverty among children has received a great deal of attention in the media the past few years. The group in which poverty among children has increased most is among single parents; therefore we have chosen to examine this group in this study. The purpose of this study is to take part in single parents and their children?s experiences of living within a very tight budget and the strategies they use. We found it interesting to put this information in relationship to the consumer society we live in today.

Kreativ design som ett sätt att lösa komplexa problem : Ett snapshot av designprocessen vid utveckling av en trailer för ett fiktivt tv-spel

A current issue today is to try to implement creative design as a way to solve wicked problems in scientific contexts such as HCI. Since the problems are wicked, they have no given solution which makes the traditional methods inadequate. In these cases, creative design can be an alternative. Creative design is not used in scientific contexts because it is viewed as something unaccountable.In this essay we argue that creative design not necessarily have to be unaccounted. We discuss various views of creative design and translate theory to a practical context.

Förpackningsdesign i en varumärkesstärkande process : En fallstudie av varumärket Coca-Cola

Nowadays, packaging design is seen as a competitive tool and its importance for corporations is becoming increasingly apparent. The rivalry within homogeneous markets puts high demands on differentiation and the ability to create something more than the product itself. With this fundamental question, the soft drink industry has been examined and a case study of the brand Coca-Cola has been performed. The aim is to investigate how packaging design is used as a tool for strengthening a brand and to explore which additional values this contributes. In addition, the study observes the most important factors in the development of packaging design.A theoretical work of reference, consisting primarily of theories related to branding, design development and visual identity, has been developed to support the study.

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..

Kvalitet-i-Bruk för Beslutstödssystem inom Thoraxkirurgi

The aims of the practical work carried out for this thesis were to redesign a clinical decision support system for thoracic surgeons, called AssistMe, and to evaluate the concept behind this system. The main objective of the thesis is to give an account of the considerations that were found to be of key importance for designing a clinical decision support system for thoracic surgery. Another aim was to let future users test the system after it had been redesigned and evaluate the concept behind it. The thesis also investigates users? experience of the system and their views on whether it would be applicable in their daily work practice.

Konkurrerande "frames": Förhandlingarna om EU:s tjänstedirektiv

This paper concerns the question of how one can frame a political message. I investigate how a political frame is bound both to the line of argumentation connected with a certain discourse and to the audience closely related to that discourse.I have chosen to study a single case where the policy process was characterized by a framing contest. The case shows how negotiating the new Services Directive is affected by framing efforts made by the parties negotiating.My conclusions are that the question of a Services Directive lent itself to a definition in terms of "either/or"-arguments. Thus the Directive could be considered either a threat or a possibility. It was the very nature of the matter - the development of the internal market on services - that made possible a debate along the lines of a "left/right"-struggle and where a frame that drew from the European Social Model offered the better explanation thereby succeding in defining the new Directive as a threat.

Kodgenerering i CASE-verktyg : En undersökning hur CASE-verktyg uppfyller experters kodgenereringskrav

Denna rapport undersöker krav, tagna från ett ramverk för evaluering av CASE-verktyg i ett kontextuellt sammanhang, i två representativa CASE-verktyg. Ramverket utnyttjar en modell som föreslagits av Lundell och Lings för att extrahera både krav och förväntningar som en organisation (www.it.volvo.com) hade på vad ett CASE-verktyg är och kan utföra.Ramverket extraherar krav i ett organisationell kontext, dvs. utvärderingen utfördes innan verktyget som evaluerades användes i organisationen. Detta indikerar på att kraven inte är knutna till ett specifikt verktyg, samt att CASE-verktyg inte säkert stödjer dessa krav.Resultatet för denna rapport är att viss semantisk förlust uppstod vid transformering av kod och modeller..

Från förberedelse till upplevelse : Hur användarupplevelsen i e-handel kan efterlikna upplevelsen från en fysisk butik med fokus på single brandföretag

SyfteSyftet med denna studie har varit att undersöka vilka delar av upplevelsen som konsumenten får i en fysisk single brandbutik som bör efterliknas och lyftas in i samma företags digitala butik. Det har även varit att se hur väl företag förmedlar sina kärnvärden till sina konsumenter i den fysiska butiken. Slutligen har det undersökts vad som är viktigt när det kommer till egenskaper, funktioner och upplevelsen generellt för konsumenter när de handlar online.ProblemformuleringVad som gör denna studie speciellt intressant är att de single brandföretag jag har undersökt bedriver egen fysisk samt digital butik där de säljer sina produkter, men de har även återförsäljare som säljer samma produkter och blir på så sätt deras konkurrenter. Eftersom dessa single brandföretag har ett varumärke och kärnvärden som de måste leva upp till kan de inte sänka priserna på sina produkter på samma sätt som deras återförsäljare kan. Skulle då lösningen kunna vara att försöka lyfta in upplevelsen konsumenterna får i den fysiska butiken in i den digitala butiken för att förmedla en bra varumärkesupplevelse?SlutsatsDenna studie grundade sig på en modell som beskriver hur en bra användarupplevelse kan skapas.

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