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19417 Uppsatser om Visual product information - Sida 4 av 1295

Competing on the job market- a study of the relationship between product- and personal branding

Purpose: The purpose of our thesis is to analyze the application of models from product branding on job-seeking business students as a way to establish a personal brand.Conclude: We found that the principles of product branding closely resembles those of personal branding and are therefore applicable. The models that build a products brand can do the same for a business student. Thereby we can conclude that personal branding does derive from product branding..

Mobil Bastu

This thesis is an addition to pictures and animation that has been developed using CATIA V5. The animation and the images are a market basis to test whether the product is of interest in the Nordic market. The thesis is structured with elements of the Fredy Olsson method. In this thesis there is also a short presentation of the company Tylö AB, which been chosen to market test the product. A product definition with the sub-headings; ?Description and use of product?, ?Environmentand users?, ?Economy? and ?Product inquiry?, are the basis for the product.

Omslag till böcker och DVD-filmer : en jämförande studie av visuell kommunikation i omslagen till Män som hatar kvinnor och Niceville

This thesis is about covers of books and DVD movies. I have tried to find out if the visual communication of the covers differs between the book and movie with the same story. Do they appeal to different target groups? I have also been trying to find out what designers can do to increase the visibility of covers among others. Are there certain rules to follow for making a cover visible?To reach a conclusion I have been studying components in advertising pictures, since covers work as a kind of advertiser for the product.

En designad fluidsimulation

In this report I will describe how an art-directed fluid effect for motion picture can be achieved. This effect will be an explosion with a visual style that is congruent with Pixar's movie Up. To begin with I will analyze the visual components that are used in Up and control the fluid simulation to get the desired visual style. I will briefly explain the background of my thesis, why it is interesting to create designed effects and why it is hard to design fluid effects. In the method I will explain my work process and some of the challenges that arises.

Faveo Project Management Tool : Framtagning av verktyg för projektstyrning

There are several Project Management Softwares onthe market today. These tools are powerful andextensive to the degree they become too timeconsumingand complex and therefore often defeatits original purpose. This is the case especiallywhen the project manager is inexperienced and/orthe scope of the project is moderate.The purpose of this thesis arose from this context,there seems to be a gap between a home-made MSExcel spread sheet and the advanced softwaresavailable. The thesis and the product has beendeveloped in alliance with Faveo ProjectManagement with the shared goal to create a toolwhich is easy to use but still covers the essentialareas of project management theory. The tool willbe used internally by Faveo-employees as well asexternally together with Faveo?s clients in aneducational purpose.

Utvärdering av arbetsmetoder för maskinsäkerhetsanalys

Arbetet bygger på att de informationssystem som används idag men som blir allt äldre och därigenom inte klarar de krav som ställs på dem. Detta medför att informationssystemen måste migreras till modernare plattformar, då företagen dels inte klarar sig utan dess nuvarande funktionalitet och dels måste vidareutveckla systemen.Detta arbete tar upp olika sätt som detta kan genomföras på och vilka problem som kan komma att uppstå när detta sker. För att kunna undersöka detta så genomfördes ett antal migrationer. Språken som migrationen kommer att ske mellan är Visual Basic 6 och Visual Basic .net. Migrationerna kommer att ske med hjälp av ett migrationsverktyg, samt ett ramverk som i arbetet skräddarsys för just arbetets typ av migrationer.Det arbetet kommer fram till är att det sker problem vid användande av ett verktyg och även att det inte ger tillräckligt med respons på vad som gått snett under migrationerna..

Förnuft och känsla : En studie av kokböckers visuella kommunikation under det tidiga 90-talet och sena 00-talet

The interest for food and cooking has probably never engaged the people of Sweden as much as it does today. Especially cookbooks are selling better than ever which has been a quite constant trend since the mid 90's. This study explores the connection between visual communication in Swedish cookbooks and the post-modern values which have influenced the market climate and the visual culture. I have used a theoretical framework as reference consisting of theories of semiotics, visual rhetoric, marketing communications and postmodernism. I have been studying six cookbooks, three from the late 00's and three from the early 90's, from the two separate angles of their graphic design and photographic material.

Information som inspiration : en studie av yrkesverksamma konstnärers behov och användning av information

The main purpose of this essay is to investigate professional artists experience of the need and use of information in their creative work. I have collected the material through qualitative interviews with four professional artist working with different materials and techniques. One of the results of the study is that the artists first of all used information as a source of inspiration in their creative work. They gathered their information from various scources, for example; pictures, exhibitions, visual arts, books and novells, depending on what project they are working with. Other important information scources were colleges, especially for the technical information need.

Textstorlekens påverkan

Purpose;the purpose of this study is to investigate whether a product ad observer's purchase intention, perception of product quality, brand image perception and price perception is affected depending on the size of the text that was used in the ad to communicate the product price.Methodology;the study was conducted using a quantitative method through a survey. The implementation of the study has been done by using three variants of the same suit ad where the three different variants have been manipulated on the text size on the price information, by reduced / increased the text size. The implementation has also been carried out using two different ad sender, with three ads for each sender.Result and conclusion;the text size on the price of a product ad mainly affects the observer's price and quality perception, where the small text will have a positive effect on quality perception and a negative effect on the quality perception. Even brand image changes depending on the text size where small text will have a positive effect..

Malmö konsthall i tid och rum ? en fallstudie om visuell identitet och platsmarknadsföring

This thesis examines how techniques from place marketing, developed to market places, can be used in the process of designing a visual identity for an institution. The thesis is a case study of the development of a new visual identity for the public art institution Malmö konsthall. The essay presents Malmö Konsthall, defines the term visual identity and describes the main principles in place branding. I then define target audiences and key values, discuss the application of place marketing principle and go through the design process of the new visual identity. The process showed that theories about flagship buildings, signature design and signature districts have the biggest influence on the design.

Varför väljer elever det estetiska programmets musikinriktning? : En studie över musikestetelevers tankar kring sitt gymnasieval

During the spring of 2013 we developed a visual identity for Jönköping Bandy, a bandy association in Jönköping, which was founded in 1947.Jönköping Bandy?s main problem was the low interest for the association by the local people. The association also had problems with the economy, which made it hard for them to merchandise themselves.In Jönköping, there were a lot of sport associations, and therefore, it was difficult to find sponsors. One way to help the association, was to create a good visual identity for them. A visual identity that would reflect on the proper values of the association.The intention was: ?Through graphical design, we want to convey Jönköping Bandy to a larger amount of people, and get increased knowledge in graphical idiom.? and was torn apart into these three questions:What core values does Jönköping Bandy have, and how can we convey them through the visual identity?Which visual materials does Jönköping Bandy need?How do other teams in Allsvenskan Södra merchandise themselves through their websites?The work began with a study of relevant theoretical literature, with focus on graphical design.

Produkthype: En fallstudie (En kvalitativ undersökning om vad som ligger bakom en produkthype)

To identify the underlying forces behind a product hype is difficult and the findings often seem random and unclear. To create a better understanding behind the affecting mechanisms would consequently be a valuable addition to the surrounding research area. The purpose of this paper is to understand if there exist common denominators between different product hypes and in such a case, which these are and how they function. By conducting a case-study on four products which have enjoyed immense sale success on the Swedish market, the possible presence of structural resemblance will be analyzed. From the study we can conclude common denominators such as the presence of an underlying trend and an overbalance of indirect decision basis do exist.

Produktplacering i videospel och dess påverkan på spelarnas attityd, återkallelse samt uppmärksamhet gentemot varumärken.

The gaming market is growing and the number of people, men and women, who play computer games, is also increasing every day. In addition, computer games are also interactive media which leads to the fact that product placement in computer games attracts and is used more frequently by marketers. It is therefore important for marketers and game developers to understand how product placement in computer games affects players' attention and attitude towards the brand or product that is product placed. We therefore examine how product placement in computer games affects players' recall of and attitude towards the brand. The aim is to help companies and game developers to see the effect of product placement in computer games on players and thus product place more efficiently.

Pratbubblan: den röda tråden : En studie av Karlstads Stadsnäts visuella kommunikation

The purpose of this study is to investigate whether Karlstad City Fiber Network visual elements in the form of a pair of speech bubbles fit into the organization's holistic external communication and branding. The study examines whether Karlstad City Fiber Network image of the organization and the speech bubbles match the stakeholders view and how the visual elements are perceived and recognized by stakeholders. The theory associated with the study is theories of corporate visual identity, image, identity and branding and visual communication. These three elements are important to be aware of when a generation of an effective external communications. Qualitative interviews with employees at Karlstad City Fiber Network and Karlstad municipality has undertaken to give an idea of ??what the organization wants to achieve and what their opinions are.

Lean Product Development - Will it deliver products faster, better and cheaper?

Abstract Tutor - Anders Richtnér History - Theories suggest that Lean Product Development strategies dramatically increase a company's performance through enabling faster T-T-M, Quality and Costs of Product Development. Purpose - The purpose of this paper is therefore to investigate whether the implementation of LPD actually affect corporate performance measurements T-T-M, Quality and Cost, in a positive way. Methodology - This Bachelor thesis is an exploratory investigation of the concept of Lean Product Development within a global IT- company, performed through four case studies, interviews and complementing corporate performance data. Findings - With empirical data and subsequent analyzes in mind, we note the following; it is clear that the project that produced the best results, in terms of T-T-M, Quality and Cost, also was the one furthest in the process of implementing Lean Product Development..

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