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347 Uppsatser om Storytelling interior - Sida 6 av 24
Storytelling inom extern kommunikation : En kvalitativ studie om hur startupfo?retag anva?nder sig av storytelling inom den externa inneha?llsmarknadsfo?ringen
Företagskulturen har förändrats i Sverige och det blir vanligare att startupföretag etablerar sig på marknaden. Dessa startupföretag lider av strukturella begränsningar gällande resurser och tillgångar. Samtidigt konkurrerar de på en marknad bland större, mer etablerade företag. Ett påtagligt problem uppstår när en växande företagsform, som gynnar marknaden och den övergripande samhällsnyttan, tvingas möta dessa utmaningar på grund av den särskilda företagsformens utgångspunkter. Av denna anledning är det viktigt att finna kostnads- och resurseffektiva lösningar för dessa företag att använda sig av för att företagsformen fortsatt skall vara attraktiv för företagare.Samtidigt har den externa innehållsmarknadsföringen genomgått revolutionerade utvecklingar gällande teknologiska framsteg och kostnadseffektiva lösningar.
Mina saker; Mitt rum. Patientrum för långtidssjuka barn och ungdomar
The aim of this project was to create an interior design for a children?s hospital patient room with the concept to adapt the room for the wide target group from 0-18 years of age. The analysis in the project is based on the hospital ward 322 at Drottning Silvias Children?s and Youth Hospital in Gothenburg. It?s an oncology ward where the children are very sensitive for infections and therefore need to be isolated in their rooms for 3-4 weeks.The main goal for the project was to create a room that works as a template and gives the people who lives in it the opportunity to create thier own room based on the personal things they bring into it, and how they decide to furnish and use the room.The result of the project is a template room with fixed furniture that can be transformed due to screens in the room.
Livet som ett varumärke : En studie kring det personliga varumärket och synen på att vara sin egen marknadsförare
This study deals with branding at an individual level and aims to explore what a personal brand means, what benefits that?s obtained by actively working with a personal brand, as well as the strategies and methods used in the development of it. It has also meant a restriction in choice of interviewees made to informants who are familiar with and active in the personal branding process in their daily life. The essay is based on a qualitative research approach; six people working in various occupations were interviewed by a desire to generate information from different perspectives. The result shows that a personal brand is all about credibility, authenticity, and the image you present to others.
Visuellt berättande i spelmiljöer
Abstrakt I den här uppsatsen undersöks hur ett narrativ kan drivas inom digitala spel enbart med hjälp av spelmiljön. Syftet är att få förståelse för vad miljöberättande behärskar som en självständig form av berättande och vad författarna kan göra för att uppnå detta mål. För att undersöka problemområdet genomfördes en spelproduktion där metoder framtagna under undersökningens gång applicerades. Produktionen testades av utomstående studenter i medieteknik och resultaten sammanställdes med reflektioner kring vad som uppnåtts och de metoder som applicerats. Undersökningen beskriver arbetsprocessen och metoder och visar hur dessa kan driva ett narrativ med en spelmiljö.
AUSTERS 1:61 - ett fritidshus på Gotland
A few hundred metres from the beach on Fårö, Gotland, is a small lot with pine trees, green moss and wild fl owers situated, owned by my brother and sister. Eventually they would like tobuild a summerhouse here, in close proximity to their relatives. My project is a proposal for the summerhouse at the site, within the restrictions of 61 m² building area, with focus on interior,exterior and the environment.My proposal is a house close to the surrounding nature, with reference to the the building tratition on the island and with local materials. Orientation to the sun, road and neighbours hasall infl uenced my ideas of this house and the relation between inside and outdoor living, were important in my creative work. The aim was to create a house made for the family and theirholiday lifestyle and allowed consideration for the possibility of a growing family with more children.
Yogainstruktör 2.0 : En analys av marknadsföringsstrategier i ett medium
This paper is about our collective fascination for the social medium Instagram, and our lively discussions about why certain images may be more so-called "Liked" than others and why some individuals becomes more successfull on Instagram than others. Thanks to our own daily use of Instagram, the idea was born to study and look at how some individuals build their brand through this social medium. With social media new ways to construct and communicate images have appeared. Artists, celebrities and companies use media as a channel for communication and marketing. In our study, we focus on the use of Instagram for marketing purposes by Rachel Brathen, one of the worlds most well-known yogainstructors.
Tumult i Texas - ett undersökande arbete om bildspråk och berättande
Thick skin in Texas - an investigation on storytelling and pictorial language. I took my starting point in a story about the cowboy Jaquin, who goes to the Tivoli, where he gets caught up in a dramatic adventure. I extracted three scenes from this story, and I experimented with whether it was possible to make the separate scenes tell their own story, in three separate drawings. Without depending on the frame story or on any kind of text. In this project I partly wanted to explore the possibilities of the drawing.
Hur naturfilm berättas : Narrativa strukturer och verklighetsbeskrivning i naturfilm
In our attempts to understand the world, wildlife films play a significant role. Wildlife films help us to see new places and learn about animals in remote locations, that we otherwise wouldn?t be able to do. Yet wildlife films have throughout history been criticized, mainly for the ambivalent relationship between science and storytelling. While the films give us a scientific impression and say something about the ?reality?, they clearly have the intension to amuse, capture and entertain their audience.
Att berätta historia : En studie om museers verksamhet
The purpose of this essay is to look at how museums design their activities as tourist destinations through the dissemination of history. In order to research this problem we have posed the following questions: How do museums act in order to animate and interpret history? What does the future hold for the museums? In order to find the answers to these questions we have made a deep-going analysis of the activities of four museums, Nordiska Museet, Etnografiska Museet, Historiska Museet and Naturhistoriska Museet. These museums have been analyzed by means of interviews, observations and the study of documents. Our theoretical perspective is informed by a hermeneutic perspective as well as Foucault´s definition of museums as institutions, and the concept of storytelling.
Man ville vara modern : En analys av modernistiska strömningar i svenska stumfilmsaffischer
Purpose of this essay is to conduct a style analysis of Swedish silent film posters with visual storytelling and cultural memory as a theoretical basis. Concepts such as design, color and technique are studied to highlight the historical context of Swedish silent film posters..
Design genom storytelling
Vår övertygelse är att en av de viktigaste budbärarna för ett företags identitet är produkterna och att ett långsiktigt varumärkesbyggande sker genom att knyta emotionella band mellan konsumenterna och varumärket. Detta handlar främst om vad konsumenten upplever när produkterna används.Vår målsättning var att bättre kunna förstå helheten runt användarupplevelsen och branding och därigenom skapa bättre verktyg för detta i vår designprocess. Målet var att komma fram till slutsatser kring hur vi som designer kan angripa dessa frågor på ett kreativt sätt.En stor del av vårt arbete har behandlat området branding i förhållande till design, men vi har även berört vissa områden som psykologi, innovation samt kreativa arbetsprocesser..
Prisma : Prisma
The problem being examined is the disturbing noise that is created in an open plan office on a company working with a creative process, such as a newspaper or a communications agency. The purpose of this study was to examine the needs for today for a sound absorber in open offices and create and design a design proposal. The aim is also to develop a marketing material the product proposal. The problem has been broken down into the following questions:- How does the user look at the need of a sound absorber in an open offices solution today?- Does an interior designer apply sound absorbers when they furnish the intended environment? - How can a design that meets the needs that exists be achieved and to speak the user?The study is based on three choice of methods a literature review on selected topics that relate to the topic, an interview with an interior designer to explore how an interior designer applies absorbers in open plan office and finally an extensive survey that treats the user's needs and appropriate appearance for the product proposal.The design process has undertaken the following methods, design brief, requirements specification, functional analysis and sketches to produce the final product proposal.
Visuellt berättande i spelmiljöer
Abstrakt
I den här uppsatsen undersöks hur ett narrativ kan drivas inom digitala spel
enbart med hjälp av spelmiljön. Syftet är att få förståelse för vad
miljöberättande behärskar som en självständig form av berättande och vad
författarna kan göra för att uppnå detta mål. För att undersöka problemområdet
genomfördes en spelproduktion där metoder framtagna under undersökningens gång
applicerades. Produktionen testades av utomstående studenter i medieteknik och
resultaten sammanställdes med reflektioner kring vad som uppnåtts och de
metoder som applicerats. Undersökningen beskriver arbetsprocessen och metoder
och visar hur dessa kan driva ett narrativ med en spelmiljö.
Abstract
In this thesis examines how to drive a narrative in digital games using only
the game environment.
Digitala servicescapes : En undersökning om samspelet mellan dramaturgi, storytelling, och servicescapes i en digital miljö
Denna undersökning utgår ifrån Mary Jo Bitners servicescape-modell om hur fysiska miljöegenskaper formade efter en berättelse eller tema påverkar serviceverksamheter. För att sedan implementera modellen i en digital miljö. Resultatet av att nyttja teorierna kring servicescapes på exempelvis serviceverksamheter ger besökare möjlighet att fly undan vardagen, medvetet eller omedvetet, genom en kombination av olika sinnen. I undersökningen såg vi att besökarens självmedvetenhet kunde jämföras med Mihaly Csikszentmihalyis teorier om ?flöde?, där medvetandetillståndet hos en individ blir uppslukat av individens aktivitet.
Ljudabsorbent för öppna kontorslandskap
The problem being examined is the disturbing noise that is created in an open plan office on a company working with a creative process, such as a newspaper or a communications agency. The purpose of this study was to examine the needs for today for a sound absorber in open offices and create and design a design proposal. The aim is also to develop a marketing material the product proposal. The problem has been broken down into the following questions:- How does the user look at the need of a sound absorber in an open offices solution today?- Does an interior designer apply sound absorbers when they furnish the intended environment? - How can a design that meets the needs that exists be achieved and to speak the user?The study is based on three choice of methods a literature review on selected topics that relate to the topic, an interview with an interior designer to explore how an interior designer applies absorbers in open plan office and finally an extensive survey that treats the user's needs and appropriate appearance for the product proposal.The design process has undertaken the following methods, design brief, requirements specification, functional analysis and sketches to produce the final product proposal.