Dissertations / Theses on the topic 'Artefact design'
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Wang, Wenjuan. "The nature of evolutionary artefact and design process knowledge coupling." Thesis, University of Strathclyde, 2008. http://oleg.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=21787.
Full textLloyd, Simon, and sisn@optusnet com au. "Gleaning potential: practicing design practice through material expression." RMIT University. Architecture and Design, 2009. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20091106.144301.
Full textBotes, André Romeo. "An artefact to analyse unstructured document data stores / by André Romeo Botes." Thesis, North-West University, 2014. http://hdl.handle.net/10394/10608.
Full textMSc (Computer Science), North-West University, Vaal Triangle Campus, 2014
Papp, Timothy M. "CrashApp™ –Concurrent Multiple Stakeholder Evaluation of a DSR Artefact." Scholar Commons, 2017. http://scholarcommons.usf.edu/etd/7074.
Full textLendrén, Emil. "Towards increasing the quality of service at traditional restaurants : - by design of a digital artefact." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105935.
Full textWoodward, Martyn Stuart. "The multidimensional depth of the image : body-environment-artefact (a philosophical reflection for graphic design)." Thesis, University of Plymouth, 2014. http://hdl.handle.net/10026.1/3163.
Full textMichel, Aurélie. "Objets-environnements, des interfaces biomimétiques entre arts plastiques et design, en France, de 1993 à nos jours." Thesis, Université de Lorraine, 2012. http://www.theses.fr/2012LORR0420.
Full textThe observation of the actual artistic productions shows a trend towards a hybridization of disciplines. This statement concerns particularly a type of design practices which is increasingly shifting towards objects manufactured in small quantity, even in unique pieces questioning the relations between the users and their familiar spaces and more specifically their intimate sphere. Even though most designers reject the comparison of their production with plastic arts, we can see that some of them have adopted approaches similar to those of plasticians. The formulation of this hypothesis brings up the questions of the validity of classifications and the legitimacy of the laws presiding to their constitution. Furthermore, the production of designers who integrate similar approaches to those of artists is built on an evolutive mode, the object being developed towards art installation, a form of penetrability a spectator/user can experience. By examining the scales variations and the modular repetition creating a fluid architecture in Ronan and Erwan Bouroullec design, we can understand the shifts operated between the piece and the environment it builds. Scales manipulation questions at the heart of the space itself the established objects classifications as well as their hierarchization (in domestic space and in exhibitions too).These issues are specific to a type of practice, which the poetic uses, of diverted natural products and especially the three systems : vegetal, animal and mineral. The transposition of naturalistic practices aiming at bringing a change through the object ( in the sense of placing it out of the usual context ) derives from considerations around the processes of hybridization. Thus, when one looks at natural history writings, and, in particular, those of Aristotle, Pliny the Elder or the nomenclature of Carl von Linné, we notice the recurrence ( or” survivance” to use the expression initiated by Georges Didi- Huberman) of elements located in an in-between space. Those types that we can describe as “random practices” reveal a constant displacement of the norms and question the determination of the monster. At which moment, can we designate an element as being abnormal? Aren’t there objects which, while presenting all the characteristics of the monster, coincide nonetheless with established models ? The analysis of actual practices standing at a crossroad between plastic arts and design reveals a profound influence from this type of process for a scientific imaginary inspired by the theatrum mundi of the curiosities cabinets. Moreover, we can observe since the beginning of the 1990ies (in particular, following the constitution of the contemporary art collection “Curios & Mirabilia” by Hubert Martin, aiming at confronting a place charged with history , Oiron Castle, to the production of various artists) a resurgence of exhibitions using curio cabinets forms. The aim is to renew the interest in artifacts and especially the relations of those manufactured objects and the poetic universe of nature, a manifestation of visceral attachment to primitive origins. Thus, the symbolic use of the figure of “zoophytes” or animal-plants, mentioned in the most ancient natural history treaties helps to show the transversality of artistic practices trying to dismantle the partitions between disciplines by placing the object as an entity at the crossroad between the creation processes. Through artists, designers and actors of institutions interviews, we can identify too major types of practices inscribed in a fertile prolongation of nature : a type of art which uses the formal aspects of flora and fauna to create a common vocabulary for art and design, alongside with a type of production transposing natural mechanisms which become creation protocols applied to the conception of objects
Haikola, Pirjo Annikki. "Beyond the artefact and techno-centricity: towards process-centric understanding of architecture - alternative facilitation strategies and proposals." Doctoral thesis, Universidade de Aveiro, 2013. http://hdl.handle.net/10773/11317.
Full textThe artefact and techno-centricity of the research into the architecture process needs to be counterbalanced by other approaches. An increasing amount of information is collected and used in the process, resulting in challenges related to information and knowledge management, as this research evidences through interviews with practicing architects. However, emerging technologies are expected to resolve many of the traditional challenges, opening up new avenues for research. This research suggests that among them novel techniques addressing how architects interact with project information, especially that indirectly related to the artefacts, and tools which better address the social nature of work, notably communication between participants, become a higher priority. In the fields associated with the Human Computer Interaction generic solutions still frequently prevail, whereas it appears that specific alternative approaches would be particularly in demand for the dynamic and context dependent design process. This research identifies an opportunity for a process-centric and integrative approach for architectural practice and proposes an information management and communication software application, developed for the needs discovered in close collaboration with architects. Departing from the architects’ challenges, an information management software application, Mneme, was designed and developed until a working prototype. It proposes the use of visualizations as an interface to provide an overview of the process, facilitate project information retrieval and access, and visualize relationships between the pieces of information. Challenges with communication about visual content, such as images and 3D files, led to a development of a communication feature allowing discussions attached to any file format and searchable from a database. Based on the architects testing the prototype and literature recognizing the subjective side of usability, this thesis argues that visualizations, even 3D visualizations, present potential as an interface for information management in the architecture process. The architects confirmed that Mneme allowed them to have a better project overview, to easier locate heterogeneous content, and provided context for the project information. Communication feature in Mneme was seen to offer a lot of potential in design projects where diverse file formats are typically used. Through empirical understanding of the challenges in the architecture process, and through testing the resulting software proposal, this thesis suggests promising directions for future research into the architecture and design process.
A investigação sobre o processo projectual em arquitetura, na maior das vezes, centra-se no artefacto ou na tecnologia, motivo pelo qual precisa de ser contrabalançado por outras abordagens. Há um aumento substancial da informação que é colectada e usada no processo projectual o que coloca desafios à gestão da informação e do conhecimento, como apresentado nesta investigação nos resultados das entrevistas efectuadas a uma seleção de arquitetos. Entretanto, as tecnologias emergentes são esperadas resolver muitos dos desafios tradicionais, abrindo novas áreas de investigação. Esta investigação sugere que entre essas novas técnicas, as que são dirigidas à forma como os arquitetos interagem com a informação no projeto, especialmente a que está indiretamente relacionada com os artefactos, assim como os instrumentos mais adequados para a natureza social do trabalho, nomeadamente a comunicação entre participantes, converteu-se numa grande prioridade. Verificamos que nas áreas de conhecimento relacionadas com interação humano-computador prevalecem as soluções genéricas, embora sejam desejáveis soluções alternativas sensíveis ao contexto extremamente dinâmico em que se desenvolve o processo projectual. Esta investigação identifica uma oportunidade centrada no processo e na abordagem integradora da prática arquitectónica, e, propõe uma aplicação informática para a gestão da informação e da comunicação, desenvolvida para as necessidades descobertas, fruto de uma colaboração próxima com uma seleção de arquitetos. Partindo dos desafios colocados pelos arquitetos, desenvolveu-se um protótipo de uma aplicação informática para a gestão da informação, Mneme. Este instrumento recorre ao uso de visualizações enquanto interface para dar uma visão global do processo projectual, facilita a busca e o acesso à informação, assim como permite uma visualização das relações entre peças de informação. Os desafios com a comunicação de conteúdos visuais, como as imagens e os ficheiros 3D, guiaram o desenvolvimento de uma nova possibilidade na comunicação, a qual permite associar as comunicações e as discussões anexas a qualquer ficheiro independentemente do seu formato, assim como, com a possibilidade de busca a partir de uma base de dados. Fundamentada nos testes do protótipo com os arquitetos e nas publicações que reconhecem os aspectos subjetivos da usabilidade, esta tese discute e reivindica que as visualizações, mesmo as visualizações 3D, apresentam um potencial pouco explorado como um interface específico para a gestão da informação e da gestão do processo projectual em arquitetura. Arquitetos confirmaram que Mneme permitiu um visão global acrescida do processo projectual, permitiu localizar mais eficazmente conteúdo heterogéneo, assim como permitiu a visualização do contexto associado à informação. Os instrumentos de comunicação de Mneme foram percepcionados como tendo um grande potencial nos projetos em design / arquitetura onde são tipicamente usados ficheiros tão diversos. Foi com recurso ao entendimento dos desafios do processo em arquitetura, assim como com os resultados dos testes com a aplicação informática proposta, que esta tese aponta para direções promissoras para futura investigação sobre o processo projectual em arquitetura e design.
Hoggard, Christian. "Assessing the role of artefact design within the Middle Palaeolithic repertoire : determining the behavioural potential of blade production strategies." Thesis, University of Southampton, 2017. https://eprints.soton.ac.uk/411871/.
Full textHuysentruyt, Johnny. "Contribution à une théorie générale de la conception." Phd thesis, Université Sciences et Technologies - Bordeaux I, 2013. http://tel.archives-ouvertes.fr/tel-00842788.
Full textMasterman, Elizabeth Frances. "Representation, mediation, conversation : integrating sociocultural and cognitive perspectives in the design of a learning technology artefact for reasoning about historical causation." Thesis, University of Birmingham, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.404126.
Full textAlhassan, Mohammed. "Enterprise architecture driven design of an artefact to support strategic Information Technology decision-making of Small Enterprises in Nigeria and South Africa." Thesis, University of Cape Town, 2018. http://hdl.handle.net/11427/28345.
Full textMohamed, Ali. "Apputveckling : En studie av motsättningar mellan design- och användningspraktiker ur ett verksamhetsteoretiskt perspektiv." Thesis, Stockholms universitet, Institutionen för pedagogik och didaktik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-94560.
Full textVi lever i en högmodern tid som präglas av elektroniska medier som förändrar vårt liv enligt Giddens (1999). Appar är exempel på teknik som påverkar vårt liv. En intressant fråga i detta sammanhang är vad appar får för betydelse för – å ena sidan utveckling av teknik å andra sidan människans förhållande till teknik. Eftersom utveckling och förändringsprocesser är centrala i pedagogik vill jag studera utveckling av appar. Syftet med denna uppsats är att söka kunskap om apputveckling ur ett design- och användarperspektiv. I uppsatsen används verksamhetsteori som teoretiskt ramverk för att förstå apputveckling utifrån två olika typer av verksamhetssystem eller praktiker, nämligen designpraktiken och användarpraktiken. För att närmare precisera mitt syfte har jag definierat följande frågeställningar: varför designas respektive används appar, hur designas respektive används appar, och vilka motsättningar uppstår/finns mellan design och användning av appar? Min uppsats bygger på ett kvalitativt tillvägagångssätt med en abduktiv ansats som innebär en pendling mellan teori och empiri. Jag använder flerfallsstudien som forskningsansats, med tre datasamlingstekniker: intervjuer, observjuer och observationer av sociala medier och ett arkiverat dokument med skisser över appar. Resultatet visar att appar designas och publiceras antingen för sin funktion eller i marknadsföringssyfte. Designprocessen är en snabb, dynamisk process där appar publiceras innan de är klara och därefter ständigt uppdateras. Användning av appar kännetecknas av antingen en aktiv eller en passiv användning. I den passiva användningsverksamheten prövas appar genom trial-and-error och när de inte motsvarar användarens förväntningar kastas de bort. Denna verksamhet bidrar i relation till tidigare forskning om teknik och social förändring till konsumtionssamhällets slit och slängkultur. Den aktiva användningsverksamheten blir istället en del av utvecklingsverksamheten där utvecklingsaspekter kommuniceras via sociala medier där aktiva användare och designer samverkar i att utveckla appen som blir både en artefakt och ett objekt för sin egen utveckling. Verksamhetsteori bidrar således till teorier om design genom att betrakta design inte bara som produktion utan som ett helt verksamhetssystem i sig med produktion, konsumtion, utbyte och fördelning.
Moschetti-Jacob, Florence. "Création d'un artefact modulaire d'aide à la conception de parcours client cross-canal visant à développer les capacités des managers des entreprises du secteur du commerce." Thesis, Paris Sciences et Lettres (ComUE), 2016. http://www.theses.fr/2016PSLED018/document.
Full textCustomer experience management is less explored in marketing (Lars Grønholdt et al., 2015; Lemon and Verhoef, 2017) and many practitioners describe strategic issues, and specifically, the managerial complexity to design of customer journey in cross-channel location.Our goal in our prescriptive and normative research, is aiming to improve, through the creation of a management tool, managers’ marketing capabilities. We restrict our doctoral work to French cross-channel retail. The thesis follows the Design Science Methodology (Romme, 2003) aimed at designing an artifact, which is a management tool that professionals can take to reduce the complexity of customer experience management. Three qualitative empirical studies are conducted: two series of interviews and a case study to test the artifact.The artifact developed in this thesis includes a set of concepts, a method and its effective realization called instantiation, based on the results of the first two interviews. We show that the theoretical choice to consider the customer journey as a co-production of resources and the design of customer journey as a modular structure allows to improve actual marketing capabilities and develop new ones, thus contributing to managerial knowledge but also academic because our research explores, from a theoretical point of view, the resources committed by the customer and the company, as well as marketing capabilities for the manager and their dynamics
Fabian, Andreas. "Spoons & spoonness : a philosophical inquiry through creative practice." Thesis, Bucks New University, 2011. http://bucks.collections.crest.ac.uk/10110/.
Full textPiper, Greg. "Memory to artefact [an exegesis [thesis] submitted to the Auckland University of Technology in partial fulfilment of the degree of Master of Arts (Art and Design)], 2003." Full thesis. Abstract, 2003.
Find full textHammoud, Mohammed. "Mobila enheter, webben och centrala designprinciper." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-10571.
Full textIt has become increasingly common that we now use our mobile devices to visit the web. This thesis examines the central design principles a designer should strive for when it is intended to simplify the use of a website in a static and variable situation trough a mobile device. The thesis includes a literature review, interviews on two occasions and a prototype development. The first interviews identified the fundamental design principles which then became the basis for the prototype. The second interviews were conducted towards the prototype with the same individuals. It examined if the fundamental design principles simplified the use of a website trough the mobile device. A comparison of the two interviews was conducted to compile the central design principles.
Azzam, Mahmoud. "”Förebyggande socialt arbete" – behövs en vidare definition?" Thesis, Malmö högskola, Fakulteten för hälsa och samhälle (HS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-24662.
Full textSjöström, Jonas. "Designing Information Systems : A pragmatic account." Doctoral thesis, Uppsala universitet, Institutionen för informatik och media, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-130661.
Full textNoël, Laurence. "Vers une approche praxéologique du design." Phd thesis, Université Paris VIII Vincennes-Saint Denis, 2010. http://tel.archives-ouvertes.fr/tel-00580289.
Full textViberg, Olga. "Design and use of mobile technology in distance language education : Matching learning practices with technologies-in-practice." Doctoral thesis, Högskolan Dalarna, Informatik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:du-20356.
Full textBlackler, Alethea Liane. "Intuitive interaction with complex artefacts." Queensland University of Technology, 2006. http://eprints.qut.edu.au/16219/.
Full textPoidi, Kanina Irène. "Processus d'innovation dans l'entrepreneuriat : la place des artefacts dans l'activité en équipe-projet." Thesis, Lyon, 2019. http://www.theses.fr/2019LYSE2010/document.
Full textThis thesis defends a model of entrepreneurship as a dynamic, global and systemic process, mediated by technologies. We present entrepreneurship as an activity in context, embodied in a culture, a story, an environment, and which develops itself through interactions. The moments of cooperation and coordination in localized teams, or multi-localized teams (Vacherand-Revel, 2017) constitute spaces of intersubjectivity (Zarifian 1996) in which different artefacts are used. We hypothesize that these artifacts in the activity will actively participate in the development of innovative entrepreneurial activity by providing support for team training, idea development, and design. Based on a qualitative and developmental methodological protocol, the analysis highlights several factors and resources of the activity, in particular the entrepreneurial training device, and the artefacts mobilized by the actors. These artifacts in the activity (Adé, 2000) are transformed into artifacts of the activity during instrumental genesis processes (Rabardel, 1995). They can then take a status of intermediate objects (Vinck, 1999, 2009) or boundary objects (Star, 2010, Vinck, 2009) within the activity. The analysis shows the predominant role of the innovation object, which is a common production of the team. It is both an outcome and a starting point for the development of intentions and the trajectory of the project. The innovation object arises from a process of design and creation (Almudever, 2012). This research shows the interdependence of the situations of cooperation and collective design in the formalization of the innovation object. The nature of the entrepreneurial project – an object built and under construction - highlights the interest of a dialogue between Activity theory and Action theories
Casasus, Serge. "De nouveaux artefacts pour la gestion des compétences : l'émergence de "la cartographique"." Thesis, Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1224/document.
Full textSkills are complex management objects which are essential to define employers’ needs and draw one’s profile and wishes. Aggregated in positions, jobs, professions, they form a transactional framework in a space of abstract artefacts and their links. This thesis aims to assert the centrality of a mapping device by examining: the benefits of a clearing of this space, especially trough digital transformation; the indispensable support of technological artefacts to help a person or a group, to identify, decide, evolve in this space; the role of cartographer to be taken by the human resources function. The research is based on a professional career in the field of human resources and methodologically, crosses needs around the notion of competence with the contributions of modern cartography (GIS, geomatics, data visualisation). It leads to a synthesis by the design of a SaaS platform demonstrator, and a cartographic methodology for abstract space
Ökvist, Nicklas, and Max Furberg. "Analysmodell för inbyggt dataskydd och dataskydd som standard." Thesis, Uppsala universitet, Institutionen för informatik och media, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-324930.
Full textHamalainen, Bonnie. "Stories in Stone: Interpreting history in the context of a museum exhibition." VCU Scholars Compass, 2005. http://scholarscompass.vcu.edu/etd_retro/10.
Full textBlakey, Jeremy Peter. "Database training for novice end users : a design research approach : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Information Systems at Massey University, Albany, New Zealand." Massey University, 2008. http://hdl.handle.net/10179/880.
Full textAfonso, Ana Carla Silva. "O artefacto anónimo como potenciador do desenvolvimento em design." Master's thesis, Universidade de Aveiro, 2010. http://hdl.handle.net/10773/3504.
Full textO consumismo crescente no contexto global posiciona a disciplina de Design para uma reflexão acerca dos artefactos e da sua relevância para a vida dos utilizadores. O estudo do objecto comum e do quotidiano permite entender o seu potencial para a construção contemporânea de produtos, obras ou projectos. Deste modo, no decorrer da investigação em torno do conceito de memória, e a forma como influi a preservação de uma determinada identidade, através da criação de tradições e hábitos, é possível perceber a ascendência das coisas sobre as pessoas. Na perspectiva da intervenção da memória e da identidade na atribuição de significados/entendimentos aos objectos, este trabalho pretende analisar e perspectivar como os objectos conotados com o Design Anónimo se tornam preponderantes no quotidiano do usuário e de que forma os valores de projecto que lhes estão associados podem ser potenciadores de novas formas de desenvolvimento dos artefactos.
The growing consumerism in the global context positions the discipline of Design towards a reflection about artefacts and their relevance to users' lives. The study of common and everyday objects allows us to understand its potential for the contemporary construction of products, works or projects. Thus, during the investigation around the concept of memory, and how it influences the preservation of a particular identity through the creation of traditions and habits, it is possible to see the ascendancy of things over people. From the perspective of the intervention of memory and identity to the attribution of meaning/understanding to objects, this paper intends to analyze and to put in perspective how objects connoted with Anonymous Design became prevailing in daily life and in what ways the project values associated to them may be enhancers of new forms of artefacts development.
Kong, William, and 鄺威廉. "Museum of Visionary Artefacts (MOVA)." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1997. http://hub.hku.hk/bib/B31983376.
Full textGonçalves, Tiago José da Mota Cerveira Nazulino. "O kintsugi como ferramenta do desgn: artefacto, vazio e sustentabilidade." Master's thesis, Universidade de Évora, 2019. http://hdl.handle.net/10174/26562.
Full textLemos, Sérgio Manuel Coimbra. "Artefactos economizadores de espaço." Master's thesis, Universidade de Aveiro, 2006. http://hdl.handle.net/10773/1130.
Full textA economia de espaço associada aos objectos permite-os levar a uma utilização flexível no habitar. No dia-a-dia, os objectos economizadores de espaço são utilizados nos mais variados contextos e situações, mas apesar de nos serem familiares o seu enquadramento não se encontra sistematizado. Os estudos realizados abordam a economia de espaço na perspectiva da redução volumétrica e/ou mobilidade. No entanto, actualmente, existe um número cada vez maior de soluções orientadas pela multifuncionalidade. Sistematizar tipologias e analisar estes artefactos permite-nos compreender melhor os seus princípios, explorar os seus propósitos e aplicá-los em novas situações e problemas. Reflectir sobre as vantagens e desvantagens decorrentes do seu uso, projecção e fabrico, pode conduzir a uma utilização mais eficaz dos recursos. ABSTRACT: Space-saving objects allow us to achieve flexible solutions in inhabiting. Everyday, these objects are used in the most different contexts and situations. Although their popularity, there is no completely systematic approach to spacesaving objects. Studies on space-saving objects are mainly in the perspective of volumetric reduction and/or mobility. However, there are a crescent number of new possible solutions guided by their multifunctionality. A typology systematic and analysis of these artefacts allow us to understand their principles, to explore their intentions and to apply to them in the resolution of new situations and emerging problems. The reflection about the advantages and disadvantages of their use, project and production, can lead us towards a more efficient use of resources.
Ben, Guefrech Fatma. "Analyse de l'intégration d'une plate-forme de réalité augmentée spatiale dans un contexte de conception collaborative impliquant des utilisateurs finaux." Thesis, Université Grenoble Alpes, 2020. https://tel.archives-ouvertes.fr/tel-02613304.
Full textCreative design activities and products are more and more ubiquitous in our society today. Our daily environment includes a multitude of objects that have previously been designed. The design of complex industrial products takes place in extremely varied professional fields and requires collaboration of multiple actors ranging from highly technical sectors to artistic sectors throughout the design process. Design organisations are facing important changes driven by an extremely aggressive market competition; they are constantly adding new features to their products that requires more and more the collaboration of a growing number of diverse actors with different types of expertise. On the other hand, the communication in multidisciplinary teams is difficult. There is a constant need to adapt means of communication. In addition, market competition is also driving companies to follow global strategies. The most recently used trend in industry is to involve end-users within the design process.Therefore, designers need to discover, understand and exchange ideas and suggestions with end-users in order to be able to transform their needs and requirements into adequate technical solutions and eventually turned it into proper products. To overcome these communication difficulties, and considering that in design activity, it is essential to be able to represent ideas with a suitable tool, Spatial Augmented Reality (SAR) is perhaps the best candidate technology that could properly address these problems. As it allows integrating virtual objects in our real environment, this technology allows to manipulate them more naturally. In this context, incorporating the virtual into the real world can induce a certain number of questions: “How to manage the real / virtual combination in a collaborative setting?” “Does the integration of mixed (physical/digital) design artefacts can be an added value to interaction between design participants?” One important challenge addressed during this thesis was to evaluate the impact of integration of a spatial augmented reality platform in collaborative design meetings. We wanted to demonstrate that the SPARK platform, through the introduction of new prototype mixing the tangible aspect with digital projection, positively impacts the co-creative design sessions and the overall communication interactions between the different stakeholders
Nhavoto, José António. "Integration of Mobile Technologies with Routine Healthcare Services in Mozambique." Doctoral thesis, Örebro universitet, Handelshögskolan vid Örebro Universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-56948.
Full textLewens, Timothy Mark. "Organisms and artefacts : design in nature and elsewhere." Thesis, University of Cambridge, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.621161.
Full textÅkerman, Ann-Catrine. "Find Your Place : En artefakt för tågstationen." Thesis, Linnéuniversitetet, Institutionen för design, DE, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-22127.
Full textIvanov, Gunnela. "Vackrare vardagsvara – design för alla? : Gregor Paulsson och Svenska Slöjdföreningen 1915–1925." Doctoral thesis, Umeå University, Historical Studies, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-275.
Full textThis thesis is structured in six chapters. Chapter I contains an introduction and includes purpose, theory, method, and concepts. The main purpose, as depicted by the title, is to examine the roots of Swedish ideology concerning what today is generally named design, as embodied in the concept of more beautiful or better things for everyday life (in Swedish: ”vackrare vardagsvara”).
Chapter II contains a background and includes philosophical ideas and aesthetic movements in Europe which have influenced the Swedish Society of Arts and Crafts (in Swedish ”Svenska Slöjdföreningen”, abbreviated SSF) which was later renamed the Swedish Society of Crafts and Design (in Swedish: ”Föreningen Svensk Form”). It considers these activities: the Arts and Crafts movement in England, the Swedish national romantic movement, Deutscher Werkbund in Germany, and Swedish moulders of public opinion and new ideas, like Ellen Key, Carl Larsson and Gregor Paulsson.
Chapter III is an ideological biography of Gregor Paulsson. The chapter deals with biographical data and ideological development, and the social aesthetical texts which were important in his activity in the National Museum and as director of The Swedish Society of Arts and Crafts. Gregor Paulsson is considered mainly in his role as social aesthetical propagandist and museologist.
Chapter IV concerns the early history and activities of the Swedish Society of Arts and Crafts seen as an introduction to the Baltic Exhibition 1914, and the subsequent schism which eventually led to its reorganization and a new ideological orientation. Its activities were directed towards increased cooperation between artists and industry, and a special department was established as an employment office for companies and designers under the management of the textile artist Elsa Gullberg. This chapter also includes a brief portrait of key persons in the Society.
Chapter V is a study in several sections of the articles for everyday use seen in industrial practice, with Gustavsberg’s china factory and Orrefors’ glassworks as two separate historical studies. The 1917 Home Exhibition is surveyed as an example of the educational ambitions in the development of people’s taste. The focus of the chapter, however, is the international industrial art exhibition in Paris 1925, Exposition International des Arts Décoratifs et Industriels Modernes, and the debate about it in the Swedish and French press.
Chapter VI consists of a concluding discussion with a final epilogue. It contains suggested questions for future research including relations between design and ethics.
Westerlund, Bo. "Design Space Exploration : co-operative creation of proposals for desired interactions with future artefacts." Doctoral thesis, Stockholm : Skolan för datavetenskap och kommunikation, Kungliga Tekniska högskolan, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-11210.
Full textMoulton, Clay Robert. "Resonant Frequency: Artefacts in Response to Time." Thesis, Virginia Tech, 2007. http://hdl.handle.net/10919/34838.
Full textMaster of Science
Dossa, Maximilien. "Aide à la modélisation et au traitement de données massives : proposition d'un guide méthodologique." Thesis, Montpellier, 2019. http://www.theses.fr/2019MONTD030.
Full text.The world of corporations was revolutionized under the impact of the Big Data phenomenon. Truly a technological Big Bang, Big Data opened many doors towards research and development because of the analysis and treatment it requires. Big Data has always been recognized with a highly competitive potential, however today it appears that there is trouble in controlling this potential. The reason is a number of problems arising linked to size of the revolution; traditional methods are starting to be obsolete and are less effective. This research aims at proposing a contribution to making the transition easier between a classical analysis and innovative analysis. Following the methodology of the Science of Design, we propose creating an artifact that takes form in a methodological guide. It will be composed of a set of machine learning solutions that take root in data science. They will be made available to companies to help the access, the comprehension, and the usage of Big Data
van, Morgen Karlijn. "Designing Artefacts Based on Triggers to Support Innovation and Creativity." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-40154.
Full textDen här mastersuppsatsen har som mål att identifiera triggers av innovation och kreativitet, både hämtade ur teorin men också praktiken inom fordonstillverkningskontexten. Dessa triggers används sedan i designprocessen för att designa prototyper för ändamålet att visualisera, stötta och stimulera inkrementell innovation. Designprocessen involverar co-design tillsammans med en grupp från företaget för att utforska och bättre förstå hur vi kunnat skapa prototyper som är relevanta för kontexten. Resultatet indikerar att prototyperna inte enbart visualiserar, stöttar och stimulerar inkrementell innovation utan också kan fungera som en grund att designa och utveckla nya, radikala tillvägagångssätt att arbeta på inom organisationen; exempelvis genom att införliva design thinking och i högre grad mångfaldiga, inkluderade och kreativa sätt att ta sig an ide generering. Prototyperna kan vara drivsporrar till att förändra organisationen i det sätt de anställda arbetar på och tar sig an uppgifter men de anställda måste lära sig att använda prototyperna för att kunna dra nytta av dem på bästa sätt.
Svedberg, Jonnie Juhani. "Reality Check : A review of design principles within emergent XR artefacts." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-175019.
Full textBroms, Loove. "Sustainable Interactions : Studies in the Design of Energy Awareness Artefacts." Licentiate thesis, Linköpings universitet, MDALAB - Human Computer Interfaces, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-67187.
Full textIn the electronic version of the thesis the references in some of the chapters has been corrected.
Rodrigues, Paula Maria de Azevedo Ferreira. "Design e conhecimento: uma leitura antropológica dos artefactos." Doctoral thesis, Universidade de Aveiro, 2016. http://hdl.handle.net/10773/22596.
Full textPretende-se contribuir para a afirmação de uma cultura do design considerada como modo de estar no mundo passível de compaginar com a pós modernidade no âmbito de uma realidade que envolve não só o designer mas o outro utilizador/fruidor. Importa especialmente discutir as formas de construção, materialização e partilha de conhecimento no âmbito do design. Com a colaboração de um conjunto de autores que escrevem sobre design estabelece-se um elenco de artefactos para os quais se pretende propor uma chave de leitura que permita revelá-los como repositório de diferentes tipo de conhecimento e, simultaneamente, colocar em evidência a dimensão humana de todo este processo de materialização de ideias.
It is intended to contribute to the affirmation of a design culture as a way to exist in a post-modern world considering a reality that involves not only the designer but the other - user / spectator. In this context it is especially important to discuss ways of construction, expression and sharing of knowledge within design. With the collaboration of a group of authors who write about design, it is defined a list of artefacts for which we propose a interpretation key that contributes to reveal them as a repository of knowledge and, simultaneously to highlight the human dimension of this entire process of materialization of ideas.
McGarry, Ben. "Things to think with : understanding interactions with artefacts in engineering design /." [St. Lucia, Qld.], 2005. http://www.library.uq.edu.au/pdfserve.php?image=thesisabs/absthe19097.pdf.
Full textSaraiva, Sandra Margarida da Cunha Gil. "Design de um artefacto de ludicidade mediador do ballet para crianças." Master's thesis, Universidade de Aveiro, 2013. http://hdl.handle.net/10773/13333.
Full textA presente dissertação tem como ponto de partida o problema da obesidade infantil na sociedade atual e a consciência da necessidade de desenvolvimento da atividade infantil. Nesse sentido, propomo-nos projetar um artefacto de ludicidade para crianças entre os 5 e os 10 anos de idade que comunique os conteúdos de Ballet, incidindo no treino corporal, respondendo a esse desígnio. Trata-se de uma reflexão sobre os contributos do design, o poder da Ludicidade e da Imagem na transmissão de conhecimento à criança. O projeto desenvolve-se em colaboração com uma escola de bailado e a criança bailarina e resulta da exploração de representações, ilustrações e notações da dança e de referências teóricas e práticas em Ludicidade. Pensamos, com este artefacto, poder contribuir para contrariar uma atitude mais sedentária por parte das crianças e motivá-las, através do design, para adoptarem comportamentos mais saudáveis.
The present work has as its starting point the problem of childhood obesity in our society and the awareness of the need for developing the physical activity of children. In that sense, we propose to design an artifact of playfulness for children between 5 and 10 years. The purpose of this artifact/object is to communicate Ballet contents, focusing on physical training, responding to this purpose. This is a reflection on the contributions of the design, the power of Playfulness and Image, in transmitting knowledge to children. The project is developed in collaboration with a school of ballet and a ballerina child and results of operation of representations, illustrations and notations of dance and theoretical references and practices of Playfulness. We think that, with this artifact, we will be able to contribute to counteract a sedentary attitude on the part of children and motivate them, through design, to adopt healthier behaviors.
Batchelor, Ray. "Evolution, artefacts, meaning and design : the extent to which evolutionary theory can explain how and why humans attribute significance and meaning to the material world and the consequences of this for understanding design." Thesis, Bucks New University, 2004. http://bucks.collections.crest.ac.uk/9940/.
Full textLees, David Yeung. "An analysis of knowledge work and its implications for the design of information artefacts." Thesis, University of the West of England, Bristol, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.387939.
Full textBowen, Simon John. "A critical artefact methodology : using provocative conceptual designs to foster human-centred innovation." Thesis, Sheffield Hallam University, 2009. http://shura.shu.ac.uk/3216/.
Full textThompson, Stephen James. "Artefacts, technicity and humanisation : industrial design and the problem of anoetic technologies." Thesis, University of Plymouth, 2008. http://hdl.handle.net/10026.1/2739.
Full textMartins, Albano Fernando Pereira. "Da maqueta para o desenho: meios de representação tridimensional no design de artefactos." Master's thesis, Universidade de Aveiro, 2010. http://hdl.handle.net/10773/1228.
Full textEste estudo pretende, através de uma análise retrospectiva, caracterizar a abordagem da representação tridimensional no contexto do design, pela sua utilidade como instrumento de comunicação, desenvolvimento e materialização de ideias. Se no passado a experiência da representação tridimensional passou necessariamente pela manufactura, no século XX, com a possibilidade de integração de um ambiente simulado no Design, promoveram-se alterações profundas nas experiências de representação, percepção e sensibilidade do designer. Os sistemas de representação digitais foram adoptados gradualmente pela maioria dos profissionais do desenho, alterando os seus hábitos, substituindo as ferramentas que auxiliavam a sua actividade, e estabeleceram-se novas metodologias no processo de criação que levaram a uma revisão das práticas de representação. O principal objectivo deste trabalho foi compreender as principais causas e respectivos efeitos dessa enorme transformação que ocorreu depois da introdução das tecnologias digitais, identificando os sujeitos que procuraram o seu processo de formalização, vinculado ou não, às novas tecnologias e analisar as razões que assistiram essa escolha. Hoje em dia, com a introdução da tecnologia digital no âmbito da representação, o designer tem a possibilidade de representar pela mão ou assistido por computador, recorrendo a sistemas híbridos que utilizam ambos os recursos. Portanto, neste estudo, foram também analisadas as alterações verificadas no projecto de design, numa comparação entre os meios de representação analógicos e digitais, físicos e virtuais. ABSTRACT: This study aims, through a retrospective analysis, to characterize the approach of tridimensional representation in the context of design, for its usefulness as a tool for communication, development and materialization of ideas. If, in the past, tridimensional representation hinged necessarily on manual work, in the twentieth century, though, the possibility of integrating a simulated environment in Design promoted deep changes in the experience of representation, perception and sensitivity of the designer. The digital representation systems were gradually adopted by most designers, who changed their habits by replacing the tools which helped them in their trade. Thus, new methodologies were established in the design process, leading to a review of the representation techniques. The main goal of this study was to understand the underlying causes and effects of the enormous change that occurred after the introduction of digital technologies, identifying the individuals who sought their formalization process, bound or not, to new technologies and examine the reasons that led to this choice. Nowadays, with the introduction of digital technology in the scope of representation, the designer is able to represent either manually or assisted by a computer, using hybrid systems that use both resources. Therefore, in this study, we also analyzed the changes in the project design, by making a comparison between analog and digital, physical and virtual means of representation.