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6323 Uppsatser om Supportive design - Sida 44 av 422

?Daddy?, from Vision to Video

?A designer rarely works alone?. The first sentence of Jonas Löwgren and Erik Stolterman's chapter on design as a social process made me curious. What if a designer worked alone? What are the actual differences between working on a project alone and as part of a group? How would it influence the creative process? What would be different when coming up with ideas, meeting with clients and setting deadlines? Does the influence of another designer stifle the individual creativity or does it actually nurish it? This paper is written to answer these and other questions as well as take you through the creative process of the production of ?Daddy? - the music video..

Fogar i prefabricerade betongelement

This report describes a project, which was carried out as a final thesis covering 30 ECTS during the final semester of the Master of Science programme Industrial Design. The assignment was issued by Fagerhults Belysning AB in Habo. The assignment was to design a family of products in which LED was to be used as a source of light. The main focus in the initial part of the project was to find a way to design the inside of armature which was suitable for LED technology. An armature, already in the range of products at Fagerhult, with the desired qualities that was to be strived after was the Zintra. The lighting source of the Zintra is a compact fluorescent lamp.

Produktkalendern : - en alternativ designprocess med namnsdagar som utgångspunkt.

The purpose of this work is to develop and test a design process where quick decisions and model building has a prominent role. The goal is to develop a number of products and build prototypes to be shown during the Carl Malmsten Furniture Studies spring exhibition 2012. I?m also writing a report describing my work.To reach my goal I have each day during the first phase conducted a short research and found a concept based on that days name day. Then I have continued in the workshop and worked with three-dimensional models.

Värmeväxlare med luftkonditionering för tvättstugor

The energy in laundry rooms, in form heated air, can be utilized with a heat exchanger. A concept and an early prototype of the heat exchanger have already been developed to show that the theory works. This report describes the continued development and construction of the product.A field study was made in order to investigate the environmental usage and establish the product design. The most common washing machine was used as a calculation model, and calculations were also made to estimate the amount of energy in the air. A previous analysis of the existing prototype is also presented in this report, to show the products potential capacity.

Utformning av förslag till privatträdgård på Stavstensudde :

In the west part of Trelleborg, on previous farmland a new society is under construction. It is situated right next to the ocean and close to the European freeway. Eight types of villages, all with different kind of architecture will be built in the area, one of them is Torns Village built by Skanska and Ikea. A concept called BoKlok. This specific village consists of twelve houses and five apartment buildings. They are all somewhat classical in their appearance with wooden panel, but at the same time they have a modern touch.

Vadå helhetsupplevelse & upplevelserum?: En studie om, och i sådana fall hur, yrkesverksamma inom teaterverksamhet ser på och arbetar med begreppen ?helhetsupplevelse? och ?upplevelserum?

Syftet med denna studie är att undersöka om, och i sådana fall hur, yrkesverksamma inom teaterverksamhet ser på och arbetar med begreppen ?helhetsupplevelse? och ?upplevelserum?. Vidare, huruvida de yrkesverksamma på tre utvalda teatrar inom stockholmsområdet, använder sig av ?rumslig design? som verktyg för att skapa förutsättning till en helhetsupplevelse för teaterbesökaren.För att nå en diskussion och slutsats har jag gjort kvalitativa intervjuer med marknadschefer, konstnärliga ledare och scenografer vid teatrarna. Jag har även själv besökt teatrarna vid ett tillfälle när en föreställning ägt rum för att analysera min egen upplevelse vid besöken.

Heuristisk utvärdering av typografi i responsiva gränssnitt

Denna studie syftar till att utveckla tumregler för heuristisk utvärdering av typografi i responsiva gränssnitt. Genom att kombinera traditionella typografiska designprinciper med principer för responsiv webbdesign har tolv tumregler tagits fram. Dessa tumregler har i två heuristiska utvärderingar använts av grafiska designers och gränssnittsutvecklare. De båda grupperna har dessutom fått ge sin syn på upplevelsen av att använda tumreglerna. Tumreglernas förmåga att vägleda till hittade typografiska problem i två responsiva gränssnitt har analyserats och framförallt gränssnittsutvecklarnas resultat har varit i fokus, då målet varit att tumreglerna ska kunna fungera som ett verktyg för att skapa bättre design för gränssnittsutvecklare utan utbildning i ämnet.

Labyrinternet : Vilken plats tar internet i ditt liv?

Internetifieringen i vårt samhälle går rasande fort och vi blir mer och mer uppkopplade.Detta projekt handlar om att upplysa betraktaren om mötet med internet och skapa enpersonlig relation till det fenomen som internet är. Genom ett synliggörande med aktiv interaktionligger projektet i gränslandet mellan kritisk design, interaction design och industridesign med fokuspå 'Design För Alla' frågor för alla.?Design För Alla? är en innovationsmetod som innebär att frågeställningar ställs på sin spets ochatt man utgår från och testar sina idéer tillsammans med dem som ställer högst krav och harstörst behov. ?Design För Alla? gör att man kan ifrågasätta gammal praxis och existeradereferensramar för standardlösningar och istället angripa en frågeställning utifrån nyaassociationsbanor och inspirationsingångar som gör researchen mer tillåtande och spännande.Ett av projektets viktigaste moment var en workshop med en grupp kognitivt nedsatta ungdomarfrån Höghammarskolan.

Gaming och informationsanvändning : En informationsvetenskaplig studie av tv-spel och gamers

The purpose of this bachelor?s thesis is to examine video games, gamers and gaming from an information science perspective. The purpose of the study is partly to study video games as a type of information system and partly to study gamers information use, information seeking and also the experience of gaming. A selection of five games have been analysed using a topology for video game analysis created by Espen Aarseth. A quantitative investigation has also been made, in the form of a web survey distributed through four Swedish online forums, the result of which was analysed using Carol Collier Kuhlthaus model of the information seeking process.

Students balancing human capital through scorecard - a study of non-profit organizations

PURPOSE: By analysing collected data using theory, we aim to interpret the design, implementation and the usage of BSC in NPO?s to be able to contribute to the research. METHODOLOGY: A case study design has been made through semi-structured interviews and backed up by a quantitative survey and internal documents. THEORETICAL PERSPECTIVES: Based on the sources given from the creators of the scorecard together with some sceptics and some followers, we have outlined the bases of balanced scorecard. To map out the non-profit sector and its strategic needs, the theories have tried to settle the specific need for the strategic tool given.

Försäkringskassans roll i den arbetslivsinriktade rehabiliteringen : Ett handläggarperspektiv

The purpose of this essay was to describe and analyse the tension/conflict between external demands and actual conditions, as experienced (and told in interviews) by employees at two social insurance offices in Scania, concerning their roles in the process of working life rehabilitation. The theoretical starting point is the theory of street-level bureaucrats, as defined by Lipsky. The comprehension among the employees were that working life rehabilitation services are approved less today compared to a few years ago. The discretion, i.e. the position to choose among competing alternatives; about what to do, how to do it etc., characteristic of street-level bureaucrats, according to the employees is less prominent, as the routines of handling cases and decision making are regulated.

Kakelugnar : en studie av Emil Petterssons kakelugnsmatriser

In recent centuries the Swedish Tiled Stove has varied in its design with an aesthetic evolutionary history that has not only followed the architectural and artistic ideals but also the taste in stove design. The heat source has varied depending on the regional traditions and where it was located within the country, but the inside of the construction was of a similar five channel system. The purpose of this paper is to study and compare the design of tile matrices made by Emil Petterson with other Swedish stoves. The following questions will be addressed:What characterized the production of a small scale tile stove workroom during the years 1900-50? Which main styles can be described as Emil Pettersson?s ideal while producing his matrices? And finally, is it possible to study the tile stove matrices as objects of historical and cultural significance, and what difficult methodological issues might occur in the doing of it? To answer these questions I will present the results of the documentation of Pettersson?s tile matrices with detailed historical categorizations and schedules. The conclusion shows that Pettersson as a stove builder and -producer was characterized by eclectic ideals and a design shape based on more liberal interpretations of contemporary trends.

Utvärdering och konstruktion av SVIA:s standardmaskin FeedLine

This report describes an bachelor thesis work which is performed in cooperation with SVIA that develops and sells automation solutions for the manufacturing industry. The thesis purpose was to evaluate the machine FeedLine to find opportunities for improvement in the product?s design that could lead to more standardization and thus improving the efficiency of manufacturing and assembly.Based on these basic issues suggestions for improvements were developed:How can the design of FeedLine be improved to facilitate the assembly?Can more standardization be imposed on FeedLine?s design to enable more stocking of standard components?An initial pre-study was conducted to evaluate FeedLine?s to find opportunities for improvement in its overall design. During the pre-study staff at SVIA and two of its clients was interviewed. Based on information gathered during the interviews and observations by the authors improvements was amendments.

Tweens' uppfattade värde av ett varumärke : - en studie av konsumenter 10-14 år och hur de relaterar sig till ett varumärke

Background:The value a consumer connect with a certain brand and its design differ from person to person. This value ought to be investigated. Why does people buy expensive things when there are cheaper alternatives? Is it brand equity and/or the perception of a brand?s value that make a difference? People strive to show themselves and to perform through products, which makes it interesting to see to the perceived value of design.Tweens is a group of consumers that are easily influenced to consume products by their surrounding. To choose clothes, shoes and other products after what your surrounding?s demand, is a way of adapting yourself to society.

Produktdesign : om kundernas inflytande och produktionskraven

Detta arbetets syfte är att klargöra om ett företag kan få sin lönsamhet ökad genom att låta kunderna påverka produktdesign eller genom att anpassa produktdesign till produktionskrav. För att kunna dra slutsatser utifrån problemformuleringen har intervjuer genomförts i fyra företag som agerar i olika branscher och tillverkar produkter där designen spelar relativt stor roll.Slutsatserna är i stort sett att företagen idag inte har användarorienterad design, men allting tyder på att detta kommer att ändras i framtiden. Konkurrensen har blivit allt hårdare och nya krav på tilltalande design tillkommer hela tiden. Tack vare användarorienterad design skulle ett företag kunna öka sin lönsamhet på lång sikt, men det skulle troligtvis ta några år innan dess, och företaget skulle tvingas arbeta irrationellt under denna period.Genom att helt anpassa produktdesign till produktionskrav skulle ett företag kunna öka sin lönsamhet och därmed tillverka fler kvalitetsprodukter och ha nöjda kunder..

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