Academic literature on the topic 'Designer and client'

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Journal articles on the topic "Designer and client"

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Khosrowshahi, Farzad. "Enhanced project brief: structured approach to client-designer interface." Engineering, Construction and Architectural Management 22, no. 5 (2015): 474–92. http://dx.doi.org/10.1108/ecam-10-2014-0128.

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Purpose – The focus of this work is on the client-designer interface where decisions have significant impact over the lifecycle of the project. Therefore, the briefing stage is examined in the context of clients’ needs which is divided into project-based strategy and broader clients’ strategy. The purpose of this paper is to address the pitfalls in the briefing process which has been attributed to the shortcomings in the client-designer communication interfaces. This will be achieved by developing an automated brief generation framework. The research examines the efficiency of standard approaches to modelling and design, and the benefits that these methodologies have offered to the computer industry. The work reviews the similarities between the two industries and argues in support of the potential benefits in adopting a standard methodology in the construction industry. The structure upon which the framework is developed is based on system analysis and design methodology (SSADM) which has proven to be an effective platform used within the software development industry. Design/methodology/approach – SSADM is an established methodology within the software development industry. The paper will demonstrate that due to fundamental similarities between the construction and software development industries, SSADM is likely to offer a viable platform upon which an automated enhanced brief generation model is developed for use in the construction industry. The construction design and construction process will be mapped on SSADM high-level definition before focusing and honing on the design phase. The methodology for the development of the framework will be based on the rationalist approach of generating knowledge through reasoning leading to model-building. Findings – A model that is based on SSADM is proposed for the design development phase of construction projects. In order to shape the project strategy, the model considers the combined role of clients’ requirements with organisation strategy and environmental factors. The paper has shown that it is feasible to increase the automation of the briefing process and enhanced the briefing output. The model here does not diminish the importance of direct communication between the client and the design team. It provides a more structured way of doing so, while taking advantage of vast array of data and technology in order to improve the brief outcome. Research limitations/implications – From practical perspective, the proposed framework is in its formative stage, thus requiring incremental refinement through several case studies. This is particularly true about the AI components of the system which typically rely on extensive data representing the real-case scenarios. Therefore, the work invites further research into the examination of various parts as well as the overall system. Practical implications – There are several ways by which construction projects are procured. There may be fluctuation in their rate of usage, but while there is no indication of any procurement option fading, new ones such as PPP and PFI are periodically introduced. The existence of this diversity is indicative of the fact that the industry tends to respond to problems rather than attempting to instigate a measured solution supported by theoretical underpinning. Subsequently, there have been suggestions of a communication and information discourse between actors and within processes involved in project lifecycle. This project is aimed at addressing the gap in the client-designer communication. The automated approach to brief generation will lead to better briefs while reducing ambiguities as well as the overhead associated with brief generation. Social implications – The quality of project brief has a significant impact on decisions at the design stage. In turn, these decisions will influence all phases of construction project lifecycle. The briefing session and requirement analysis of a construction project can be very difficult for inexperienced clients particularly for complex projects. Therefore, there is potential for the process of client-requirement-analysis to be optimised. The work promises to improve the quality of the briefing process, thus helping clients to realise their intended objectives and minimise resource waste. Originality/value – The work builds on the commonalities of the construction and software development industries and takes advantage of the advancements in the latter. In doing so, project quality is defined quantitatively which is used to develop project strategy in a three-dimensional space. The development of the model was also contingent upon enhancement of artificial neural network structure.
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Liow, K. M., P. S. Joseph Ng, and H. C. Eaw. "JomMachineLearning." International Journal of Business Strategy and Automation 2, no. 2 (2021): 54–71. http://dx.doi.org/10.4018/ijbsa.20210401.oa5.

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When a user intends to custom make a name card, the very first step that the printing service provider would ask for is their name card design artwork, yet users do not have their name card design artwork. The client would feel frustrated with the designer to create artwork that does not meet their requirements. The designer would also feel the same as the artwork has been rejected regularly by the client. From the primary data survey result, most respondents agreed that they have a clear idea in mind but have difficulty expressing their idea to the designer. The opinions concluded from the interviews would there be another choice for the user to design an artwork besides hiring a designer. This study has proposed a designer matching platform to match the client's preference and designer's talent and an online artwork design editor as an additional option for the user.
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d'Anjou, Philippe. "An Ethics of Authenticity in the Client-Designer Relationship." Design Journal 14, no. 1 (2011): 28–44. http://dx.doi.org/10.2752/175630610x12877385838722.

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Huang, Mei Luan, and Yaw Yih Wang. "The Communication Feedback Creates a Two-Winner ~ Cognitive Model for Explaining Client-Architect Interaction." Advanced Materials Research 430-432 (January 2012): 1248–52. http://dx.doi.org/10.4028/www.scientific.net/amr.430-432.1248.

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The client is literally the start point of every architectural design. In architectural projects, complex as they are, it is unlikely that the clients would be able see all their needs from the very start. Demands and wantings float out of the surface as the design proceeds. Client-Architect meetings go on from the very start to the very end of each project. It is very likely that “client needs” also known as “design problems” to the architects may shift and change with time. Previously, research on design cognition focuses on the designer end and how they face “problem-solving”. Very often they forget these “problems” are alive. As the design progresses and grows so do client needs and demands. The goal of this research is to look into client-architect interaction in hope to conclude a cognitive model that can help us understand the dynamics.
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Lauche, Kristina, Erik Bohemia, Chris Connor, and Petra Badke Schaub. "Distributed collaboration in design education: practising designer and client roles." J. of Design Research 7, no. 3 (2008): 238. http://dx.doi.org/10.1504/jdr.2008.024193.

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Cornish, Katie, Joy Goodman-Deane, Kai Ruggeri, and P. John Clarkson. "Visual accessibility in graphic design: A client–designer communication failure." Design Studies 40 (September 2015): 176–95. http://dx.doi.org/10.1016/j.destud.2015.07.003.

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Roberto Moraes, Samuel, João Murta-Pina, Miguel Santos, et al. "Development of a Computer-Assisted Personal Interviewing (CAPI) Methodology to Assist the Photovoltaic Design Process." E3S Web of Conferences 239 (2021): 00021. http://dx.doi.org/10.1051/e3sconf/202123900021.

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Computer-Assisted Personal Interviewing (CAPI) is a well-known methodology in the development of social surveys. In this work, CAPI is used to guide the flow of a questionnaire aiming for the acquisition of data and information fundamental to optimise a photovoltaic (PV) design. The questionnaire is implemented in an app, developed in the frame of the PV SPREAD project, which is aimed to support the supplier/designer of PV plants during all the stages of its development. To demonstrate how different choices of a client, specified during the interview with the designer, will have distinct economic results, two configurations are presented. In the first, the system is_allowed to determine and use the optimum inclination angle of the modules, while in the second a low angle is selected by the client, to comply with aesthetic restrictions. The first configuration improves naturally the internal rate of return of the investment, as this is the optimising cost function, but the system allows comparing both ones. The CAPI methodology and its use in the context of PV design show to be a relevant tool to support designers and to provide more informed investments to clients.
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Ahn, Sung H., V. Sundararajan, Charles Smith, et al. "CyberCut: An Internet-based CAD/CAM System." Journal of Computing and Information Science in Engineering 1, no. 1 (2001): 52–59. http://dx.doi.org/10.1115/1.1351811.

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“CyberCut™” is a testbed for an Internet-based CAD/CAM system. It was specifically designed to be a networked, automated system, with a seamless communication flow from a client-side designer to a server-side machining service. The creation of CyberCut required several new software modules. These include: a) a Web-based design tool in which Design-for-Manufacturing information and machining rules constrain the designer to manufacturable parts; b) a geometric representation called SIF-DSG, for unambiguous communication between the client-side designer and the server-side process planner; c) an automated process planning system with several sub-modules that convert an incoming design to a set of tool-paths for execution on a 3-axis CNC milling machine. Using this software-pipeline, a CyberCut service, modeled on the MOSIS service for VLSI chips, has been now been launched for limited student-use at a group of cooperating universities.
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Wibowo, Hastjarjo Boedi. "Desainer Grafis yang Menciptakan dan Menjual Produk Berupa Barang." Humaniora 4, no. 2 (2013): 723. http://dx.doi.org/10.21512/humaniora.v4i2.3498.

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Graphic designers in their economic activities are more widely known simply as seller of the product in the form of services. Whereas in reality it is not so since the days of Art and Craft movement spearheaded by William Morris at the end of the 19th century. William Morris, a graphic designer, had created products with good design for sale. Many reasons are behind it, starting from desires to break free from pressures of the clients, expanding spaces to express creativity to economic motives. Discussion of graphic designers crossing border of disciplines by creating products is very interesting. They do not just perform the profession on the basis of orders (client-based), but they are able to read the market that will absorb the products they created. Even, they create market trend (as a trendsetter). At this level, a designer does not just make value-added work, but already at the level of creating new value (value creation).
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Poghosyan, Anush, Patrick Manu, Lamine Mahdjoubi, Alistair G. F. Gibb, Michael Behm, and Abdul-Majeed Mahamadu. "Design for safety implementation factors: a literature review." Journal of Engineering, Design and Technology 16, no. 5 (2018): 783–97. http://dx.doi.org/10.1108/jedt-09-2017-0088.

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Purpose Decisions made during the design stage of construction works can significantly reduce the risk of occurrence of occupational accidents, injuries and illnesses. Moreover, it has been established that design is one of the major contributors of accidents and injuries. Design for safety (DfS) studies within construction have highlighted factors affecting the implementation of DfS, among which are designer attitude; DfS knowledge/awareness and education; availability of DfS tools, including guidance; client’s influence and motivation; and legislation. The purpose of this study is to carry out an in-depth literature review of DfS studies within construction to explore the extent to which existing DfS research has looked at the above-listed DfS implementation factors. Design/methodology/approach A review of 164 journal articles related to DfS in construction (published from 1990 to 2017) within built environment, engineering and multidisciplinary safety journals was undertaken. Findings The findings indicate that around 60 per cent of the journal articles reviewed address designer knowledge/awareness and education issues, about 27 per cent looked at DfS implementation tools to assist designers to undertake DfS, about 23 per cent studied client influence/motivation, about 16 per cent studied designers’ attitudes towards DfS implementation and approximately 16 per cent looked at the role of legislation in DfS implementation. The literature points that client influence/motivation and legislation are very influential DfS implementation factors despite a limited number of studies in these areas. Originality/value Overall, the findings provide an indication of areas of DfS implementation, particularly client influence/motivation and legislation, where more research would be needed to promote DfS in construction to help mitigate the occurrence of accidents and injuries.
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Dissertations / Theses on the topic "Designer and client"

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Smith, Malory Leanne. "Designer-client relationships : relevance of service quality during the designer selection process /." free to MU campus, to others for purchase, 2004. http://wwwlib.umi.com/cr/mo/fullcit?p1421160.

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Cumming, Deborah. "An investigation into the communication exchange between small business client and graphic designer." Thesis, Robert Gordon University, 2007. http://hdl.handle.net/10059/647.

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Graphic designers encounter particular difficulties when undertaking work for small business clients. Identifying the core business values is an essential step to ensure that a successful design solution results. An initial case study involving the merger of two established businesses, highlighted difficulties that arose as a result of poor communication and a failure to identify the core business values and subsequently translate these into the design brief. The research aimed to gain an understanding of the key influences that surround the communication exchange concerning small business core values that inform the graphic design process. Graphic design, communication theory, business models and small business practice were drawn upon to inform this study. The literature review found that little formal research had previously been conducted on this topic. Participant observation and action research were the selected methodological approaches adopted, involving the author as researcher and also graphic design practitioner. Following a series of nine case studies that focused on the SME sector, a graphic design communication tool (CDT) was developed and evaluated with the help of four professional graphic designers. The CDT consists of a detailed questionnaire conducted with key stakeholders, developed through a formalised process of analysis, including the author as action researcher, graphic designer and facilitator. The resulting CDT represents an original contribution to the field. Using the CDT resulted in the responsibility for providing relevant information, which could be used to inform the design brief, moving away from the designer to the small business stakeholders. In addition, the role of a specialist facilitator/analyst might be developed in order to provide expert interpretation of core business values aligned to graphic design elements. The results of this research have particular significance for those working in the graphic design industry, educators and business advisors.
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Chan, Yu. "Interactive dynamics in the design process : 'model' skills from the perspectives of the client and the designer." Thesis, Edinburgh Napier University, 2017. http://researchrepository.napier.ac.uk/Output/1030827.

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Increased concerns have been raised regarding the lack of coherence between interior design education and its industry in China. Although this phenomenon persists, there have been limited research studies addressing the issue. The underlying causes of the lack of coherence remains, and the industry's expectations remain unclear. Therefore, the overall aim of this study is to explore the interactive dynamics in client-designer relationships during the design process, in order to define the industry's expectations on essential designer skills that will enable the closure of the gap between education and practice. In-depth interviews were conducted as the data collection method in this study. Twelve participants comprising six clients and six designers were selected under a purposive sampling procedure. Data collection, analysis and limitations of the study were explored. The current industry context was identified from the literature. Five broad themes were identified from the findings: progression in design perceptions; interactive dynamics; power relations; client-designer relationship; and features in design process. The inter-relations between the current industry context and themes were examined and a framework for interior designer training and ‘model' skills for interior designers are proposed, and the industry's expectations and situated influences were identified that addressed the long standing knowledge gap between education and practice. The framework comprises three aspects of client-designer relationships that reflect different designer's roles in the current industry context. The ‘model' skills may serve as sets of criteria to support or examine the conditions. The framework and its ‘model' skills could be adapted into strategic plans and developed into practical client-management techniques; this may help designers or organizations operating proactively, to be prepared to encounter either familiar or challenging situations.
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Moraes, Daniela Sperb. "Negociações no processo de design: um estudo sobre a perspectiva do cliente na validação do projeto." Universidade do Vale do Rio dos Sinos, 2016. http://www.repositorio.jesuita.org.br/handle/UNISINOS/5414.

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Submitted by Silvana Teresinha Dornelles Studzinski (sstudzinski) on 2016-07-05T12:45:44Z No. of bitstreams: 1 Daniela Sperb Moraes_.pdf: 1024413 bytes, checksum: 25c5583050cefd4d67d916e00bb4a38d (MD5)<br>Made available in DSpace on 2016-07-05T12:45:44Z (GMT). No. of bitstreams: 1 Daniela Sperb Moraes_.pdf: 1024413 bytes, checksum: 25c5583050cefd4d67d916e00bb4a38d (MD5) Previous issue date: 2016-03-22<br>Nenhuma<br>O processo projetual pode ocorrer em meio a negociações, conversações, trocas de valores e conflitos entre cliente e designer. Nessas negociações, o designer busca compreender e atender as expectativas dos atores envolvidos na rede em que o projeto se desenvolve, objetivando a aceitação de suas proposições. Dentre tais atores, entende-se que o cliente desempenha um papel fundamental no processo projetual, pois sem a aprovação do cliente, o artefato é impedido de desempenhar seus papéis na sociedade. Identificada tal importância, o objetivo desse estudo é compreender a perspectiva do cliente sobre o processo de validação no design, no segmento moveleiro. O termo validar, que tem o significado associado a “demonstrar a existência ou verdade de algo por evidências” (MERRIAM-WEBSTER, 2014a, tradução nossa), é utilizado em diferentes contextos no campo do Design. No presente estudo, o emprego do termo parte da ideia de Krippendorff (2006), que explica que como o projeto não é um futuro observável, como ocorre em outras áreas, o designer precisa argumentar e convencer os atores envolvidos sobre o potencial de suas ideias para, então, fazer com que estes validem suas proposições. Para atingir o objetivo almejado no estudo, foi realizada uma pesquisa exploratória, na qual a coleta de dados ocorreu por meio de entrevistas em profundidade com clientes. Foram considerados “clientes”, as pessoas responsáveis por fazerem a aprovação das proposições de design em empresas do setor moveleiro, localizadas na Serra Gaúcha e que, normalmente, contratam escritórios externos para o desenvolvimento de seus artefatos. Os resultados das entrevistas foram tratados por meio da Análise de Conteúdo e mostram alguns aspectos presentes no processo de validação: 1) grupos heterogêneos, compostos por participantes de diferentes áreas das organizações, são formados para as avaliações das novas proposições de design; 2) a validação não ocorre em um momento específico, mas ao longo de todo o processo projetual e em diferentes etapas; 3) alguns aspectos da relação entre o cliente e o designer, bem como os motivos pelos quais o designer é contratado podem influenciar consideravelmente na validação do projeto; 4) a validação de uma proposição independe da linearidade do processo projetual do designer; 5) o processo de validação ocorre por meio de uma espécie de coalescência, ou seja, pela combinação de seus componentes. A pesquisa alcançou, portanto, uma aproximação dos motivos que fazem o cliente validar uma proposição, ampliando o tema da validação no design e contribuindo para os campos teórico e prático dessa disciplina.<br>The design process can take place between negotiations, conversations, exchanges of values and conflicts between client and designer. In these negotiations, the designer seeks to understand and meet the expectations of the actors involved in the network where the project is developed, aiming the acceptance of his proposals. Among these actors, it is understood that the client plays a key role in the acceptance the design process, because without the client approval, the artifact is unable to perform their roles in society. Identified such importance, the aim of this study is to understand the client perspective on the validation process in design. The term validate, that has meaning associated with "demonstrate the existence or truth of something by evidence" (MERRIAM-WEBSTER, 2014a), is used in different contexts in the field of Design. In this study, the use of the term comes from the idea of Krippendorff (2006), who explains that as the project is not an observable future, as in other areas, the designer needs to argue and convince stakeholders about the potential of his ideas to make them validate their proposals. To achieve the intended objective in the study, an exploratory survey was conducted, in which the data was collected through in-depth interviews with clients. Were considered "clients", the people responsible for making the approval of the design proposals in the furniture sector companies, located in Serra Gaucha region, and that normally hire outside firms to develop their artifacts. The results of the interviews were processed through Content Analysis and show some aspects present in the validation process: 1) heterogeneous groups composed of participants from different areas of organizations are formed for evaluation of new design proposals; 2) the validation does not occur at a specific time, but along the entire design process at different stages; 3) some aspects of the relationship between the client and the designer, as well as the reasons why the designer is hired can influence considerably in the project validation; 4) validation of a proposition is independent of the linearity of the design process of the designer; 5) The validation process occurs through a kind of coalescence, or by the combination of its components. The survey reached therefore an approximation of the reasons that make the client validate a proposition, expanding the theme validation in design and contributing to the theoretical and practical fields of this discipline.
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Friedman, Tanya Corinne. "An investigation of alternative communication methods to face to face interaction between designer and client throughout the design approval process /." Online version of thesis, 1995. http://hdl.handle.net/1850/12189.

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Andrighetto, Gustavo Vitelo. "Elicitação de requisitos de projeto em design de comunicação visual." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/179456.

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A investigação de requisitos de projeto é uma atividade essencial da prática do design, associada a configuração do problema de projeto. Contudo, a técnica para esta atividade é muitas vezes desafiadora para os designers que possuem uma orientação para a resolução de problemas ao invés da configuração dos mesmos. Identificar todos os requisitos durante o estágio inicial de um projeto, seria o cenário ideal de trabalho para um designer. É amplamente aceito que a natureza do processo de design ocorre através da co-evolução do problema-solução, o que indica a existência da redefinição de requisitos durante o curso de um projeto. Entretanto, requisitos constantemente redefinidos em um projeto podem ser prejudiciais tanto na perspectiva do designer quanto do seu cliente, pois afetam na gestão do projeto e desgastam relação entre os envolvidos. Com o objetivo de compreender melhor este fenômeno e as suas causas, esta pesquisa, portanto, investigou como os designers de comunicação visual lidam com os requisitos de projeto, e com as suas respectivas mudanças durante o curso de um processo O método utilizado foi baseado no protocolo de Haug (2015), que investigou o mesmo tema, mas com designers de produto. Nove entrevistas foram realizadas com diferentes designers, que tiveram áudio digitalmente gravado, e posteriormente foram transcritas e analisadas. Como resultado, foi constatada a aplicabilidade do protocolo de Haug (2015) em design de comunicação visual, a descoberta de relações entre as categorias de mudanças de requisitos, e o desenvolvimento de duas ferramentas para auxiliarem o designer a compreender o seu processo de trabalho, e como adotar uma estratégia adequada para desempenhar o seu processo de trabalho de acordo com o seu próprio perfil e o do seu cliente.<br>The investigation of project requirementes is an essencial task in design activity, also associated with problem setting. However this technique is often challenging for designers, wich are problem solving oriented instead of problem setting. The identification of all project requirements at the biginning of a project would be the ideal scenario for a designer. Nevertheless design activity is more like the evolution of problem-solution, pointing that project requirements are redefined during a design process. Requiremetns redefinitions during a design process, can be harmful for both designer and his client, because it affects their project managment and also their relationship. Aiming to better understand this phenomena and it’s causes, this research investigated how visual communication designers work performing the elicitation of project requirements and deal with requirement redefinition during their projects. The method used was based on Haug’s (2015) protocol, who investigated the same subject, but with product designers. Nine designers were interviewed with the audio digitally recorder, and afterwards all interviews were transcripted and analyzed. As a result, it was found that Haug’s (2015) protocol was applicable to visual communication design, a connection between the categorys of changing project requirements was drawn, and tools were developed to help designers decide for a process strategy between the different client ant their own profiles.
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Armstrong, Jeffrey Kent. "The homeowner as designer : a method for improving architect-clinet communication." Thesis, McGill University, 1988. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=61677.

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Walldén, Karim, and Isabella Paulsen. "Mind the Ga p : En studie om samarbetet mellan externa designers och deras uppdragsgivare ur designerns perspektiv." Thesis, Södertörn University College, School of Business Studies, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-1567.

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<p>Many design agencies and designers like to see design as a longtime strategic investment for any company. However, knowledge of design as a strategic resource depends on ones professional background and ones knowledge of design as such. It is common today that clients meet design agencies and therefore design with a certain skepticism concerning its role in the company. Within the prodctdevelopment-process the company’s different functions meet. Those are people differing in education, background and knowledge. This fact and the differing visions concerning design lead to gaps within the cooperation between design agency and their client.</p><p>This study’s aim was to explain these gaps from the industrial design agency’s perspective.Especially when the cooperation intends to strengthen the client’s brand through product design. We tried to gain insight in the design agencies’ working-process and their attitude towards cooperation and their clients through case studies. Three design agencies in the greater Stockholm area were chosen and interviews were made in November 2007. The collected data was then mainly analyzed through gap analysis. The study shows that the contact between design agency and the client’s management level</p><p>plays a vital role in preventing the management gap. This gap is a result of differing visions of the design service and can lead to different levels of ambition between the partners. By taking this gap into consideration early on, the design-agency can access important</p><p>information about the client’s company and design can be used efficiently as a strategic resource. In addition to that the project’s brief influences the quality of the cooperation strongly.</p><p>The interpretation of brand values to design features is reason for communication-problems between agency and client. Visualizing of ideas, early prototyping and regular meetings can help minimizing this gap. However, a basic condition for successful brand communication is the client’s internal organization. It is vital that Marketing and Research and Development find a common language in order for the design project to become a success.</p>
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Zitkus, Andrade Emilene. "Inclusive design in practice : the role of designers and clients in delivering inclusivity." Thesis, University of Cambridge, 2015. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.709152.

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Wu, Jun-Chieh. "A diagnostic tool to establish the relative design sense for designers and clients." Thesis, De Montfort University, 1999. http://hdl.handle.net/2086/13267.

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Books on the topic "Designer and client"

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Knackstedt, Mary V. Marketing and selling design services: The designer client relationship. Van Nostrand Reinhold, 1993.

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Challice, Dave. The Use of intranets/extranets to facilitate designer/client communications. Bournemouth University, 2002.

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Dias, Antonio. Designer & client: Eight boat design commissions, from kayak to cruiser. Wooden Boat Publications, 1998.

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Graphically speaking: A visual lexicon for achieving better designer-client communication. How Design books, 2003.

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Kovalenko, Vladimir. Design of information systems. INFRA-M Academic Publishing LLC., 2020. http://dx.doi.org/10.12737/987869.

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The tutorial discusses the design features of information systems (is) involved in the implementation of CALS technologies: MRP/MRPII/ERP systems, e-Commerce systems (B2B), supply chain management (SCM), customer relationship management (CRM), and decision support systems (OLAP). The issues of choosing the design technology, software tools for project development, building functional and information models in the environment of Business Studio, MS Visio, Elma, AllFusion Modeling Suite and Oracle Designer 10g, as well as the development of technical and operational documentation are highlighted. The characteristics of CASE technologies and their implementation in the Oracle Designer 10g environment are considered. A comparative analysis of the standards of the organization of the life cycle of creating and using IP, practical recommendations for the development of standard profiles, examples of the development of an IP project based on a cascading model of the life cycle, including using a process approach in the management and automation of processes. The models of the client — server architecture and the structure of cloud computing are considered. Modern approaches to the selection of ready-made is and their implementation in automated enterprises are studied in detail.&#x0D; Meets the requirements of the Federal state educational standards of higher education of the latest generation.&#x0D; It is intended for students (bachelors and specialists) and masters of higher educational institutions studying in the direction of "Applied Informatics". It is also recommended for teachers and specialists working in the field of information technology.
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Vaughn, Larry T. Client/server system design and implementation. McGraw-Hill, 1994.

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Liane, Sebastian, ed. Digital design business practices: For graphic designers and their clients. 3rd ed. Allworth Press, 2001.

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1964-, Brown Jared M., ed. Graphic design speak: A visual dictionary for designers and clients. Rockport Publishers, 1999.

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A methodology for client/server and Web application development. Yourdon Press, 1999.

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Valins, Martin. Housing for elderly people: A guide for architects, interior designers and their clients. Architectural Press, 1988.

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Book chapters on the topic "Designer and client"

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Wright, Steve, and David Petersen. "Client-Side Programming." In Pro SharePoint Designer 2010. Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3618-4_9.

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Schell, Jesse. "The Designer Gives the Client a Pitch." In Tenth Anniversary: The Art of Game Design. A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b22101-31.

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Zitkus, Emilene, Patrick M. Langdon, and John Clarkson. "A Conceptual Client-Designer Framework: Inspiring the Development of Inclusive Design Interactive Techniques." In Universal Access in Human-Computer Interaction. Design Methods, Tools, and Interaction Techniques for eInclusion. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39188-0_16.

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Schell, Jesse. "The Designer and Client Want the Game to Make a Profit." In Tenth Anniversary: The Art of Game Design. A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b22101-32.

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Paul, Erik. "Designed to Fail." In Australia as US Client State. Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137469359_6.

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Kotaru, Venkata Keerti. "Angular: HTTP Client." In Angular for Material Design. Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-5434-9_16.

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Salo, Kari, Udeep Shakya, and Michael Damena. "Device Agnostic CASS Client." In Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07626-3_31.

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Heinzl, Steffen, and Markus Mathes. "Design von Client/Server-Software." In Middleware in Java. Vieweg+Teubner Verlag, 2005. http://dx.doi.org/10.1007/978-3-322-80262-0_4.

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Langer, Arthur M. "Client/Server and Network Analysis." In Analysis and Design of Information Systems. Springer New York, 2001. http://dx.doi.org/10.1007/978-1-4757-3492-8_10.

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Langer, Arthur M. "Distributed Client/Server and Data." In Analysis and Design of Next-Generation Software Architectures. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-36899-9_4.

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Conference papers on the topic "Designer and client"

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Dekker, Andrew, Peter Worthy, Stephen Viller, Kirsten Zimbardi, and Ricky Robinson. "Designer-client communication in web design." In OzCHI '14: the Future of Design. ACM, 2014. http://dx.doi.org/10.1145/2686612.2686681.

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Challice, David, and Peter Hogarth. "The Role of Intranets to Facilitate Designer/Client Communication." In ASME 2001 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2001. http://dx.doi.org/10.1115/detc2001/ied-21216.

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Abstract Speed of product to the market place was always important. This has become increasingly so with the onslaught of globalisation. What is released on the High Street in the USA today will be sold on the shelves and counters of shops in other continents within days. This has placed pressure on the designer to complete his task or contract with even more alacrity than was the case, even as recently as ten years ago. The cliché “we have the Technology”, is a truism in the world of manufacturing and design, but use of the available technology is, perhaps, not as apparent as it is generally accepted to be. In order to get the product to the market at the right price demands an ever closer liaison between the product designer and the client. More often than not, the “product” is an enhancement or improvement of one which already exists. In addition, it is not unusual for the designer to be a contractor or 3rd party not physically resident in the premises of the client. As a consequence, communication is rarely conducted face to face but via other means, ie e-mail, telephone etc. Yet, in order to prevent misunderstanding, it is essential that correct information is relayed between the relevant parties. It is also necessary for the information about changes in the product to be available to other members of the client’s company so that the necessary decisions regarding price, sales schedules, re-tooling etc. can be made. Ultimately, these changes will have to be incorporated in the company’s Business Plan. Research at Bournemouth University suggests that use of the technology available to relay information is not as widespread as it could be. The three major areas of finance, product and design have been approached and the results of the research appear below.
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Smith, Warren F., Stephen R. Hoadley, and Nicholas J. Moyle. "Defence Acquisition Decision Support Through Design Systems Modelling and Exploration." In ASME 2000 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2000. http://dx.doi.org/10.1115/detc2000/dac-14528.

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Abstract In this paper, two case studies are highlighted that relate to hypothetical decision support in the acquisition of major defence systems through design systems modelling and exploration. With defence acquisition processes becoming more global, the professional experiences of the “detailed systems designer” and the “client specifier / evaluator” are diverging. However, the notion of the client being an informed customer pervades and making right judgements in writing specifications and evaluating tenders relies on reliable design decision modelling and exploration. In providing design decision support to the acquisition organisation, we subscribe to and have applied the paradigm of “decision-based design” using the constructs of the Decision Support Problem Technique (DSPT). The technique offers a holistic systems approach that is flexible, adaptable and able to cope with change.
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Stelzer, Ralph, Erik Steindecker, Stephan Arndt, and Wolfgang Steger. "Expanding VRPN to Tasks in Virtual Engineering." In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-34277.

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A high variety of peripherals for the interaction between human and computer is available (e.g. Mouse, Touch and Camera). Therefore the peripherals communicate in different ways with the computer and its applications. The library VRPN is a common, generalized interface between peripherals and VR applications to reduce the development effort. Its main advantages are the system independent client-server architecture with real-time capability and the easy implementation of new peripheral devices. The proposed paper describes the adaption and extension of the VRPN concept to address the challenges of engineering like modeling, evaluation, simulation and modification. Innovative interaction devices have the capability to enhance engineering applications with comparatively small effort but great benefit. As an example a VRPN client is implemented into the CAD application SolidWorks. This enables the use of any interaction device which is supported by VRPN. For example, the designer can control the model view by human movement via tracking device like the Microsoft Kinect or the Geomagic Touch. The data transfer can be either established in a synchronous or in an asynchronous manner. Regarding synchronous transfer, the server-client architecture was implemented in different applications (e.g. CAD, VR). In order to realize a time shifted asynchronous transfer a recorder-player middleware was developed.
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Palm, William J., and Daniel E. Whitney. "Exploring the Meaning of Success in Outsourced Product Development." In ASME 2010 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2010. http://dx.doi.org/10.1115/detc2010-29147.

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Research on outsourced product development has focused primarily on the motives behind firms’ decisions to outsource, with less attention paid to the outcomes of those decisions. The few existing academic studies have reported high failure rates, but there is little consensus as to what is meant by “project success” and “failure” and some do not define success at all. Such ambiguity makes comparisons difficult and hinders explanation of observed variation in project outcomes. This paper explores the many meanings of project success in outsourced product development, based on in-depth interviews of thirty design consultants and clients. After reviewing the merits and limitations of each metric, we propose that the client’s willingness to recommend the consultant may be a suitable outcome variable for assessing project outcomes and comparing success rates across diverse projects, companies, and industries. We present preliminary data that suggests client willingness to recommend varies widely and is multimodal in distribution. Finally, we identify several commonly encountered failure modes, i.e., sequences of events that generate discrepancies between client expectations and project deliverables, thereby producing client dissatisfaction.
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Palm, William J. "The Antecedents of Client Satisfaction in Product Design Consulting." In ASME 2014 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/imece2014-39257.

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Product design consulting has been promoted as an open innovation strategy but project outcomes vary widely and the causes of this variation are not well understood. Because client satisfaction is both a holistic, overarching measure of consulting project success and an under-studied one, this paper derives a model explaining it in terms of project performance and value, working relationship quality, and the client’s experience with design consulting and reason for outsourcing the project. The model is tested using quantitative survey data from 97 consulting projects, and explains 73% of the observed variation in client satisfaction. The results confirm predictions from customer satisfaction theory but challenge conventional wisdom about outsourced innovation. Although design consultancies have been widely portrayed as “creativity experts,” clients outsourcing to obtain an original perspective had lower satisfaction than those outsourcing for other reasons. The consultancies were much more effective at rapid innovation, developing familiar products far more quickly than bureaucratic organizations and inexperienced start-ups can.
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Agrawal, Abhishek K., Karthik Ramani, and Christoph M. Hoffmann. "CADDAC: Multi-Client Collaborative Shape Design System With Server-Based Geometry Kernel." In ASME 2002 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2002. http://dx.doi.org/10.1115/detc2002/cie-34465.

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New and efficient paradigms for web-based product design will be driven by increased outsourcing in a global economy, increased competition, and a reduction in product development time. We have developed a three-tier (client-server-database) architecture based collaborative shape design system, Computer Aided Distributed Design and Collaboration (CADDAC). CADDAC has a centralized geometry kernel and constraint solver. The server-side provides support for solid modeling, constraint solving operations, data management, and synchronization of clients. The server also holds the master copy of the CAD model that is used to update the local version of the shape model on the clients. The client-side performs real-time creation, modification, and deletion of geometry over the network. The clients are also capable of viewing three-dimensional model and manipulating it by applying rotational, translation, and scaling transformations. In order to keep the clients thin, many computationally intensive operations, such as solid modeling and constraint solving, are performed at the server. Only the graphics rendering pipeline operations comprising of matrix transformations, clipping, viewport mapping, rasterization, and pixel operations, are performed at the client-side. Our work lead to a thin client-side that is capable of geometry and constraint creation, modification, and deletion over the network.
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Lee, Jae Yeol, Hyun Kim, and Sung-Bae Han. "Web-Enabled Feature-Based Modeling in a Distributed Design Environment." In ASME 1999 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1999. http://dx.doi.org/10.1115/detc99/dfm-8941.

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Abstract Network and Internet technology open up another domain for building future CAD/CAM environments. The environment will be global, network-centric, and spatially distributed. In this paper, we present Web-enabled feature-based modeling in a distributed design environment. The presented approach combines the current feature-based modeling technique with distributed computing and communication technology for supporting product modeling and collaborative design activities over the network. The approach is implemented in a client/server architecture, in which Web-enabled feature modeling clients, neutral feature model server, and other applications communicate with one another via a standard communication protocol. The paper discusses how the neutral feature model supports multiple views and maintains naming consistency between geometric entities of the server and clients as the user edits the part in a client. Moreover, it explains how to minimize the network delay between the server and client according to dynamic feature modeling operations.
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Aziz, El-Sayed, and C. Chassapis. "Development of an Interactive Web-Based Support System for Gear Design." In ASME 2002 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2002. http://dx.doi.org/10.1115/detc2002/dac-34114.

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The Internet and World Wide Web (WWW) are now evolving as an important communication technology and a major information resource provider for industry. This paper discusses the development and implementation of a knowledge-based gear design and manufacturing system over the Internet to create new integrated design and manufacturing environments. By providing access to an interactive web-based support system, any designer with a WWW browser becomes a potential user of this on-line design system. Once connected, the designer follows the system instructions and submits the necessary input data on the appropriate web pages. The server receives a request from a client and invokes a CGI (Common Gateway Interface) program that processes the information provided through the user Interface. The CGI parses the data and has the ability to remotely run the knowledge-based gear design system that integrates knowledge about all aspects of gear design and manufacturing and provides powerful reasoning and decision-making capabilities for reducing the time between gear tooth creation, detailed design and manufacturing process specification via the Internet. When the execution is completed, full specifications definition, geometry, kinematic-loads and stresses are determined through Finite Element Analysis (FEA) within ANSYS, VRML models of the gear pair and gearbox assembly including gears, shafts, bearings and housing are exported according to the designer requests and sent back to designer on the web browser. To accomplish this, a combination of HTML, JavaScript, VRML, CGI Script and C++ is used. Finally, an example on spur gear design utilizing a parallel gearbox design model configuration is discussed.
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Costello, Gabriel J. "Teaching Product Design Through Industry Collaboration." In ASME 2014 12th Biennial Conference on Engineering Systems Design and Analysis. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/esda2014-20060.

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There has been increased interest in using problem-based pedagogies to enable design engineering undergraduates obtain a more relevant learning experience. Furthermore organizations, such as Engineers Ireland, are calling for graduate engineers to have more rounded skills in the areas of presentation, communication and team-work. However some scholars argue that design “is hard to learn and harder still to teach”. This paper provides an example of using student-industry collaboration in the teaching of product design to Mechanical Engineering final year students at the Galway-Mayo Institute of Technology (GMIT) based in Ireland. The work proposes to make an original contribution by directly interfacing with industry in order to simulate a real-life client-designer interaction for students. Finally we argue that this work contributes new insights to the debate on “pedagogies of engagement”.
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Reports on the topic "Designer and client"

1

Dudley, James. Testing of a Design for Client Evaluation of a Conciliation Service. Portland State University Library, 2000. http://dx.doi.org/10.15760/etd.1578.

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Nguyen, Tri M. Design and development of client database applications, using Oracle power objects. Office of Scientific and Technical Information (OSTI), 1996. http://dx.doi.org/10.2172/576755.

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Parsons, Jean L., Jessica L. Ridgway, and Lauren Tofflemire. With a Theme, as a Team, for a Client: A Digital Textile Design Commissioned Art Project. Iowa State University, Digital Repository, 2013. http://dx.doi.org/10.31274/itaa_proceedings-180814-471.

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Shasharina, Svetlana. Final Report: Java Clients for Analyses and Design of Accelerator and Other Systems, September 3, 1997 - March 17, 1998. Office of Scientific and Technical Information (OSTI), 1998. http://dx.doi.org/10.2172/765180.

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