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Academic literature on the topic 'Designprocess'
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Journal articles on the topic "Designprocess"
Tri Prasetyo Utomo and Eko Sri Haryanto. "Tri Prasetyo Utomo DESAIN AROMATHERAPY DECORATIVE LIGHT DENGAN LAMPU ULTRAVIOLET DAN MINYAK ATSIRI." PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT 2 (January 27, 2020): 188–98. http://dx.doi.org/10.33153/semhas.v2i0.120.
Full textOlsen, Kasper Nefer. "Rationaliteten i designprocessen." Slagmark - Tidsskrift for idéhistorie, no. 27 (February 4, 2018): 101–10. http://dx.doi.org/10.7146/sl.v0i27.103875.
Full textVåland, Marianne Stang, and Susse Georg. "Brugerinddragelse i arkitektoniske og organisatoriske designprocesser." Tidsskrift for Arbejdsliv 16, no. 2 (June 1, 2014): 12–29. http://dx.doi.org/10.7146/tfa.v16i2.108962.
Full textHalstrøm, Per Liljenberg, and Christine Isager. "En medrivende form for knibeøvelser: Når retoriske homologier driver en designproces." Rhetorica Scandinavica, no. 83 (May 21, 2021): 1–21. http://dx.doi.org/10.52610/zdac9065.
Full textHeimdal, Elisabeth, and Tanja Rosenqvist. "Three roles for textiles as tangible working materials in co-designprocesses." CoDesign 8, no. 2-3 (June 2012): 183–95. http://dx.doi.org/10.1080/15710882.2012.672579.
Full textBroberg, Ole. "Teknologiske designprocesser og arbejdsmiljø— om social formning af teknologi og arbejdsmiljø i fødevaresektoren." Tidsskrift for Arbejdsliv 3, no. 2 (June 1, 2001): 19. http://dx.doi.org/10.7146/tfa.v3i2.108341.
Full textDohn, Nina Bonderup, Mikkel Godsk, and Lillian Buus. "Learning Design." Tidsskriftet Læring og Medier (LOM) 12, no. 21 (May 20, 2019): 20. http://dx.doi.org/10.7146/lom.v12i21.112639.
Full textGynther, Karsten, and Rasmus Jørnø. "Designviden og designeksperimenter som afsæt for implementering af læringsplatforme i Folkeskolen." Learning Tech, no. 6 (August 19, 2019): 56–81. http://dx.doi.org/10.7146/lt.v4i6.110924.
Full textDoiron, Peter, Brady Gallant, and Libby Osgood. "Implementation of Service Learning into Engineering Design." Proceedings of the Canadian Engineering Education Association (CEEA), January 28, 2017. http://dx.doi.org/10.24908/pceea.v0i0.6473.
Full textLembcke, Steen, and Michal Pilgaard. "Anslaget som afsæt for designprocessen." Tidsskriftet Læring og Medier (LOM) 11, no. 19 (September 26, 2019). http://dx.doi.org/10.7146/lom.v11i19.103101.
Full textDissertations / Theses on the topic "Designprocess"
Östholm, John. "Spelkaraktär : En kreativ designprocess." Thesis, University of Gävle, University of Gävle, Department of Mathematics, Natural and Computer Sciences, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-5405.
Full textDesignprocessen för en ”next-gen”-spelkaraktär är i dag förhållandevis invecklad och innehåller många olika moment innan den når sitt slutgiltiga stadium med en färdig karaktär som resultat. Den här artikeln dokumenterar designprocessen för en spelkaraktär från början till slut och kommer att se mycket till den kreativa men även den tekniska aspekten av detta arbete. Arbetet resulterar i en karaktär som modelleras, skulpteras, animeras och slutligen importeras till Unreal Editor 3.0.
Hirvelä, Link, and Juri Vinterfall. "Relationell Ontologi som designprocess." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16556.
Full textWe present an alternative to idealism and we meet the ideal with the concept of relational ontology. We compare Peter van Inwagen (2011), Bryan E. Bannon (2011), Achille Varzi (2016), Gil C. Santos (2015) and Robin Durie (2002) to create an understanding for what relational ontology is or could be. We choose Andrew Benjamin's (2015) definition to structure our theoretical method. This concretization means relations are fundamental for our becoming as people and objects. Relations are an exchange between singularities, the points which define an artefact or a phenomenon. Continually we analyze sketching techniques and apply that analysis and its components on digital techniques as photo editing and 3D modeling in what we call the Rhizo – Singular analysis as a process method. What we get from doing this is an alternative way of creating which we choose to define as a relational imaging, with this we challenge the idealism and the ideal pattern images (Ohlsson, 2013). In other words we approach to a openness and the material worlds distortions from Aristoteles and the aesthetics of Danius, Sjöholm, & Wallenstein (2012). We discuss the choices that we have made in the design process. We continue to argue for the open approach, the understanding which we gain and compare from Benjamin (2015) as well as Deleuze & Guattari’s (1987) rhizome. In other words the research, it's methods themselves can be understood and be applied in several variations. Finally the theoretical method grows and changes by people in a plural event that is Rhizo - Singular analysis as a process method.
Andersson, Julia, and Jonathan Ek. "Rumsreservationssystem : En komplett designprocess." Thesis, Mittuniversitetet, Institutionen för informationssystem och –teknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-39356.
Full textProjektets mål har varit att undersöka hur rumsreservationssystem ska utformas så att bokade rum nyttjas och så missförstånd om vilka rum som är bokade ej uppstår. För ändamålet har användargränssnitt skapats genom en prototyp och algoritmer har framställts och implementerats. Framställningen av prototyper samt konstruktion och implementering av algoritmer har skett enligt Design Science. Utvärdering av prototypen har inneburit genomförande av användbarhetstester som har visat att det föreslagna användargränssnittet är lättanvänt. Enhetstester och integrationstester har tillämpats upprepade gånger för att säkerställa att de implementerade algoritmerna fungerar korrekt. En enkätundersökning har genomförts för att ta reda på hur ett befintligt rumsreservationssystem och de föreslagna funktionerna uppfattas. Resultatet av enkätundersökningen tyder på att problemen som identifierats upplevs bland enkätdeltagarna och att de föreslagna funktionerna är eftertraktade. Projektets resultat tyder på att fler enkätdeltagare hade varit önskvärt och att användbarhetstestens resultat kan bli annorlunda om de genomförs på ett riktigt system samt att de bör innefatta personer av olika teknisk kompetens. Analys av algoritmerna nämner antaganden som gjorts för deras framställning, vad som bör tas i åtanke för deras implementation och korrigeringar som kan genomföras. Analys av enhetstesten och integrationstesten nämner att de är begränsade i vissa avseenden. Design Science har varit användbart för projektets syfte men har inte alltid varit perfekt. Framtida arbete innebär att ta reda på hur autentisering för systemen bör utformas, utveckla ett komplett system som implementerar lösningsförslagen, korrigera algoritmerna som framställts samt samla in mer data om hur lösningsförslagen och befintliga system uppfattas.
Gustafsson, Klara. "Designprocess för ett pedagogiskt memoryspel." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-108339.
Full textTechnical devices and game applications are taking a far greater part of the new generation’s everyday life and learning apps are used as educational tools in preschools. According to the Swedish national agency for education, multimedia and information technology should represent an equivalent part in the curriculum as arts, song, dance, rhythm and movements. This development calls for a lager focus on the quality of the applications being used and an understanding of how a pedagogical app should be designed to invite the user to several aspects of learning such as social, cognitive and problem solving tasks. The purpose of this essay is thus to study and design an educational memory game application for Ipads for children aged 5-6 years in preschool. This project has been performed through three steps; pre-study, implementation and evaluation. The pre-study consists of qualitative interviews with preschool teachers that provide an understanding for how educational games and apps are used today. A genre analysis has been conducted to understand the aspects of similar apps out on the market today. The implementation was proceeded trough requirement definition and design evolvement trough framework design, detailed design and prototype making. Finally the design was evaluated through usability tests on preschoolers. The Study clearly shows that games that provides learning instructions through sound and image is the most successful, that the content should encourage social interaction and discussion and that the teacher’s presence substantially affect the way children grant information. Directives on navigation should be given both through images and sounds and the written words should be in capital letters and read out loud by the application.
Lunde, Joacim. "Designprocess MMOFPSRPG: Att förbättra ett spelkoncept." Thesis, Umeå University, Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1748.
Full textDenna rapport innefattar framtagningen av ett spelkoncept och användningen av testmetoden fokusgrupp för att styra designprocessen i rätt riktning. Rapporten motiverar mina val av designgrepp samt visar vägen till ett tidigt spelkoncept som innefattar element vilka gör konceptet intressant på marknaden.
Sofee, Sofidar. "Äggskal,avfall eller resurs? : En materialdriven designprocess." Thesis, Högskolan i Gävle, Avdelningen för industriell ekonomi, industridesign och maskinteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-36411.
Full textEnoksson, Frida. "Implementering av ekodesignmetoder i Nobias befintliga designprocess." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13644.
Full textThe bachelor project has been carried out at the University of Skövde in collaboration with Nobia AB. The purpose of the project was to implement eco-design methods into the company’s existing design process and to accomplish a case study of a cabinet door. The purpose of the case study was to verify the proposed eco-design process and suggest a material for a cabinet door. Sustainable development, eco-design and lifecycle were studied during the literature study. Interviews were carried out to study the design process at Nobia and to identify the different activities in every phase of the process. The phases were Idea Generation, Concept Development, Product Development and Industrialization. Several eco-design methods were studied to assess their potential to be implemented into Nobia’s existing design process, for example Status Analysis and various Checklists. The expected characteristics of the eco-design process were compiled into a requirement specification. The methods which were implemented into Nobia’s existing design process resulted in an Eco-design process which consisted of Ekostrategihjul, Philips five fast, Jämförelsematris, Eco-design portfolio, Environmental Failure Mode and Effect Analysis and Scorecard. The case study was initiated by compiling a requirement specification. The most promising materials were Medium Density Fibreboard, bamboo and fir. Through analysis of various materials fir was considered as the best material because of low levels of pollution during transportation, good access to the raw material and it is also locally manufactured. The results show that the use of eco-design within product development entails many advantages, such as, a pleasant place of work, motivated staff, and a more sustainable design process. A sustainable design process will contribute to the development of sustainable products, which entails a better environment.
Ntis, Christina, and Neira Causevic. "En utvärdering av en verktygsdriven UX-designprocess : Tillämpning och utvärdering av en verktygsdriven UX-designprocess vid användning av Kibana." Thesis, KTH, Hälsoinformatik och logistik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-230215.
Full textIn the current situation there are a lot of challenges and difficulties in the traditional design process for UX, User Experience. These challenges have an impact on how time consuming and costly a design process for UX can be. Some of them are to create prototypes that resemble the end product and communication difficulties between UX-designers and developers that follow an Agile project methodology. There are also difficulties in visualizing streaming data, as information in data must be made easy to understand for the user and the users must be able to get desired information. To investigate these difficulties, a design process for UX was created to be used with the Kibana data visualization tool. In order to evaluate and assess the design process for UX, an interactive dashboard was created that pre- sented data from Swedish payment stations. The development of the design process for UX resulted in an optimization of the prototype-creation and test- ing. The design process for UX enabled development of the product, instead of the prototype, which improved the testing with the end user and therefor also the end product. However, there were disadvantages when Kibana was used which were limitations in modifying the user interface and that the sys- tem needed to be ready before the UX design process could begin.
Marnell, Josef. "Produktkalendern : - en alternativ designprocess med namnsdagar som utgångspunkt." Thesis, Linköpings universitet, Carl Malmsten - furniture studies, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-80923.
Full textSyftet med arbetet är att ta fram och testa en designprocess där snabba beslut och modellbygge har en framträdande roll. Målet är att ta fram och tillverka ett antal produkter i form av färdiga prototyper som ska visas under Carl Malmsten Furniture Studies vårutställning. Jag ska även i en rapport beskriva mitt arbete. För att nå mitt mål har jag under den första fasen av arbetet varje dag genomfört en kort research utifrån dagens namnsdag för att hitta ett koncept. Därefter har jag gått ner i verkstaden och jobbat med tredimensionell modell. Totalt genomförde jag 15 sådana skissdagar med medföljande 15 idéer och modeller. Varje dag har avslutats med att jag fotat modellen jag gjort den dagen. Den andra fasen har bestått i att jag valt ut tre av produkterna och vidareutvecklat dem genom handskisser, modellarbete och 3D-modellering till färdiga prototyper. Dessa skulle visas under Malmstens vårutställning. Resultat av mitt arbete är dels den designprocess jag har jobbat efter, som kan beskrivas i tre delar: definiera, idégenerera och utveckla. Den första delen definiera handlar om att sätta upp ramar och mål för de produkter du vill ta fram. I den andra delen idégenerera handlar det om att arbeta med snabba tredimensionella skissmodeller. Den tredje och sista delen utveckla handlar om att analysera, välja ut och vidareutveckla. Ett mer fysiskt resultat av mitt arbete är de produkter jag tagit fram under mitt examensarbete. Stolen Ralph, lampparet Elvira och Gisela och stegen Jonas, som jag vidareutvecklade till färdiga fullskaleprototyper.
Brorson, Petter. "Modulbaserat effektpedalbord för gitarrister : Från nördinformation till designprocess." Thesis, Karlstads universitet, Fakulteten för hälsa, natur- och teknikvetenskap (from 2013), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-29914.
Full textThis is a Degree Project for a Degree of Bachelor of Science in Innovation and Design Engineering, 22.5 ECTS Credits, at Karlstad university on assignment by Remiscor AB. The project originated in a request from Reminiscor AB to develop a modular pedalboard for guitarists.In order to define appropriate functions and design of a modular pedalboard, user requirements was the focus point of this product development project. The early stages of the project involved research on the range of different kinds of pedalboards and effects pedals offered on the market. Interviews with guitarists of different age and from different genres were carried out to give an understandingo f common demands and preferenses, to serve as a foundation for further work. From observation of pedalboard use and litterature studies, the design of the concept also included ergonomical considerations.One of the methods used to develop the concept that this project resulted in was Modular Function Deployment-MFD. This method helps defining an appropriate modular structure in a product. It involves Quality Function Deployment-QFD, function analysis, Module Indication Matrix-MIM, evaluation and improvement on a modular level. This work also present calculations on Solid Mechanics and visualisation of the developed pedalboard concept.The presented concept consists of six different modules divided into two types, front and back. Each of these include three different lengths that can be combined to constitute pedalboards of different sizes. Each individual module contain a function to enable different angle settings of the pedal mounting surface, independent of adjacent modules. With these properties, the modules make a pedalboard with considerable customization options for the user possible.
Books on the topic "Designprocess"
Havemose, Karin. Ting i rörelse: Om designprocessen. Stockholm: Santérus Förlag, 2012.
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