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Dissertations / Theses on the topic 'Digital product design'

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1

Tatangsurja, Hendra. "Digital filter design using stored product ROMs." Thesis, University of Ottawa (Canada), 1987. http://hdl.handle.net/10393/5332.

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HABIB, MD AHASHAN, and LIPOL LEFAYET SULTAN. "Digital Tools for Product Development and Organizational Management." Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-20120.

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The report illustrates about the digital tools those are used for product development and organizational management (apparel sector). We went to Lectra Sweden AB, DTS solutions AB to search our planned information about those tools. We got some additional information from them as well. We were interested to learn about much software for this but we studied about Lectra Fashion PLM, PISA PDM, and ERP Garp system (CRM, SRM, MRM) as we could manage opportunity to know about them only.For Lectra, we focused on general idea about this software, its different divisions, its working procedure, its advantage to use, its possibility to use for every company. On the other hand, we concentrated on almost similar way of Lectra for PDM, PLM, ERP (CRM, SRM, and MRM).We got different divisions of Lectra, namely- Kaledo, Modaris, Diamino, Optiplan are using for various purposes, like - design, pattern making, marker making, spreading and cutting. On the opposite side of the coin, if companies implement PDM, PLM and ERP system, they can assist to manage the whole business chain very easily for instance- product development, order, purchase, manufacturing, stock/distribution, economy, logistics etcetera. We also knew that it is expensive to buy those software’s and require special skill to operate so it is not prolific to all company.<br>Program: Magisterutbildning i Applied Textile Management
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Nagaraj, Varun. "Emergent Learning in Digital Product Teams." Case Western Reserve University School of Graduate Studies / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=case1553980113426569.

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4

Doustmohammadi, Saeide. "Product Customization Through Digital Fabrication Technology." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1420635099.

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Cekceoglu, Engin. "Communicating Corporate Identity Through Form Attributes And Evaluating Visual Analogy Of Digital Cameras." Master's thesis, METU, 2006. http://etd.lib.metu.edu.tr/upload/12607864/index.pdf.

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The basic notion of this study is related with visual attributes of products which reflect the identity of the company as well as form and design consistency which is a factor forming corporate identity. The sub-notions of the topic are elaborated in the literature review. The efforts which aimed at finding out the distinguishing characteristics of products focused on certain sample products. Digital camera is selected for the field study. The objective of the study is to put evidence that firms can be distinguished from each other with the help of visual attributes of their products and to determine which factors are effective throughout this process.
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Lopes, Rodrigo Aranha Pereira. "Computational strategies applied to product design." Master's thesis, Universidade de Lisboa, Faculdade de Arquitetura, 2018. http://hdl.handle.net/10400.5/17993.

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Dissertação de Mestrado em Design, com a especialização em Design de Produto apresentada na Faculdade de Arquitetura da Universidade de Lisboa para obtenção do grau de Mestre.<br>Em diferentes ocasiões, Richard Sennett e Vilém Flusser descreveram que a prática e a teoria, a técnica e a expressão, a arte e a tecnologia, o criador e o usuário, antes compartilhavam a mesma raíz. Ao longo da história, no entanto, estes conceitos se dividiram com o design posicionado ao centro. Esta proposta de pesquisa visa, em primeiro lugar, contribuir para a diminuição desta herdada separação. Isso, por meio do uso de estratégias computacionais aplicadas ao design. O presente estudo aplicará essa abordagem ao projeto e construção de uma prancha de surfe. Um dos objetivos é desenvolver uma plataforma de codesign que permita aos usuários gerarem suas próprias pranchas de surf, por meio de modelagem algorítmica / paramétrica (Grasshopper e ShapeDiver). Um segundo aspecto considera criticamente os materiais utilizados na indústria do surf, com o objetivo de desenvolver produtos que utilizem materiais menos nocivos ao meio ambiente e com maior capacidade de controle e alteração em relação às capacidades de desempenho. Em particular, esta proposta visa desenvolver um algoritmo para gerar objetos com seus núcleos internos compostos por estruturas de papel. O objeto específico a ser gerado neste caso é uma prancha de surf.<br>ABSTRACT: As pointed out on different occasions by both Richard Sennett and Villém Flusser, practice and theory, technique and expression, art and technology, maker and user, once shared a common ground. Throughout history, however, they have become divided. Design stands in between. This research proposal firstly aims to contribute to the diminishing of this historical inheritance. This, by means of providing a workflow for designers with the use of computational strategies. The present study will apply this approach to the design and building of a surfboard. The goal is to develop a co-designing platform allowing users to generate their own tailor-made surfboard by means of algorithmic/parametric modeling (Grasshopper and Shapediver). A second aspect critically considers the materials used in the surf industry, with the objective of developing products using materials that are less harmful to the environment and with a greater capacity of control and alteration with regards to performance capabilities. In particular, this proposal aims to develop an algorithm that can be used to generate objects of paper structures composing their inner core. The specific object to be generated in this case, is a surfboard.<br>N/A
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7

Dodan'Li, Nihal. "Digital product labels and the mapping of consumer values." Thesis, Abertay University, 2013. https://rke.abertay.ac.uk/en/studentTheses/c697b0fe-d3e3-4f9a-b625-241cd3239b2b.

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Current labels of consumer products provide some level of information to consumers but at the moment, this expanding labelling logic, and the multitude of requirements it generates, is often tricky to implement and difficult to translate into a clear and accessible form of communication for consumers to engage with. In the first part of the thesis, an analysis of current labels is carried out which examine a selection of widely used consumer products. This examination supports the objective to imagine the type of complementary information consumers may deem useful, and also highlights the difficulty there may be for consumers in accessing and verifying some key information that directly concerns the product they use and that may significantly influence the assessment they make of it. To improve the quality of the information provided to the public, a fourtiered architecture is proposed in the second section that can respond to the issues that have been identified during the analysis and also with reference to techno-sociological considerations presented in the Literature Review. The end result is an online database which generates real-time digital labels that uses collaborative logics and allows users to conveniently explore essential information about the products and services they use and make decisions more in accordance with their own requirements and values. The system also offers the possibility for the various label stakeholders to actively engage with the evolution of the product they manufacture, verify, legislate upon or consume depending on their relation to the product. In order to illustrate the potential of this architecture, the digital label is applied to informational situations commonly encountered by consumers. Conceptually, the digital label appears capable to meet consumer needs and is ready to be implemented into a prototype. The architecture is also considered against recent developments in terms of digital product labels, and appears to offer a solid foundation to catalogue, compare and analyse them critically. The third section of the dissertation is a reflection on the merits of the digital labelling system, this time from a sociological perspective. The discussion has two objectives (1) validating the digital label as an information arrangement capable of responding to current societal demands and (2) determining the label underlying principles in order to guide further development.
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Gultekin, Pelin. "The Negative Effects Of Technology-driven Design On User-product Interaction And Product Usability." Master's thesis, METU, 2004. http://etd.lib.metu.edu.tr/upload/12604954/index.pdf.

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In the last decades, the rapid change and prevalent use of technology are concerning, as they induced effects which mainly altered various encompassing contexts like consumer market dynamics and product development processes. Evidently, these transformations also affect the way users interact with products. It is observed that, technological novelties are applied in the competitive market as a tool for product differentiation. In addition, the rapid development of these technologies is a dominating factor on shortening product lifecycles. Resulting from these two factors, implementing latest technologies in new products is interpreted by producers as an absolute way of achieving market success. Consequently, most of the products in everyday life are designed with a primary aim to implement latest technological advances, without appropriate consideration of user requirements and characteristics. The phenomenon has negative consequences on product usability. This study basically examines the usability problems that are related with digital technology impelementations in consumer products. The evaluations are based on the contexts such as: changes in contemporary market conditions with the effects of the recent technological developments, technology-driven approaches in product development processes and the transformative consequences of digital technology applications on user-product interaction. Literature surveys are employed as method. Finally, interaction characteristics of digital products and the contexts in which they are used are evaluated and it is argued that, the usability problems are due to the deficiency in evaluations of user characteristics and requirements during the product development processes, in general terms.
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Zhang, Chaozheng. "Designing the Digital Collecting and Managing of Inspirational Pictures and Associated Inspirations for Product Design Students." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1535378333413095.

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Uslu, Ahmet. "Capture Time : Recording in digital era." Thesis, Konstfack, Industridesign, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-3901.

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The primary aim of this project is getting a complete understanding of photography’s development process and looking into future, user-centered innovations. Digital evolution changed the rules of product design. Products became a part of a complex system, consisting of a variety of different touch-points which also constantly extend. Photography and cameras are changing. Mobile phones, wireless connections and sharing platforms have a big impact on photography. Everything is getting connected to each other, both people and devices. How will digital photography adapt to this new world? How will people change their perception of images? Is it possible to design a camera considering all other systems around it? While designing a highly technological device, how can user-perspective be included in the design process?
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11

Muir, Michael Christopher. "Lifecycle Assessment for Strategic Product Design and Management." Thesis, Georgia Institute of Technology, 2006. http://hdl.handle.net/1853/19878.

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With the advent of digital imaging technology, the options available to consumers in consumer imaging have increased tremendously. From image capture through image processing and output, many options have emerged; however, the relative environmental impacts of these different options are not clear cut. Simplistically, one might say that the use of a digital camera has a lesser environmental burden than the use of a reloadable film camera because the image produced as a result of using the digital camera avoids chemicals in film developing. However, digital cameras require electronics and computers that need energy; and, energy production is one of the contributors to greenhouse gasses like CO2. Assessment of the environmental impacts of these different options can help provide feedback to decision makers and insights that will help reduce environmental impact through product system design. One tool that has been used to relate environmental impacts with functions provide to consumers through products or services is Life Cycle Assessment (LCA). LCA, which has been standardized by the International Standards Organization (ISO) in ISO14000, is used here to evaluate both traditional film and digital imaging systems. Data from publicly available databases and both external and internal Eastman Kodak Company studies were utilized to develop LCA modules for the different processes involved. Product and service business models are explored for both technologies through ten different imaging and output scenarios. The functional unit used is the capture, processing and output of one 4 x6 image. Four impact categories (energy use, greenhouse emission, water use and waste generation) across four life cycle phases (upstream, distribution, use, and end of life) are explored for the ten scenarios. LCA is also evaluated as a tool to help facilitate strategic level environmental performance issues with both new and established business activities. Sensitivity analysis is also performed to evaluate the impact of assumptions made in the course of the assessment and comments are made regarding the effectiveness of LCA for strategic assessment and product service strategies in lowering environmental impact. Results indicate that the lowest impact scenarios are Digital Capture to LCD Display for Greenhouse Emissions and Energy Use and Film Capture to Wholesale Print for Water Use and Waste Generation. Highest impacts were seen for Greenhouse Emissions in the Film Capture to Retail Print scenario. In the Energy Use and Water Use category, the Digital Capture to CRT Computer Display was the highest scenario. For Waste Generation, the Digital Capture to Inkjet Print was the highest impact scenario.
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Sjöholm, Philip, and Linus Svahn. "En deltagande designstudie om att involvera äldre vuxna i designprocessen av en digital stödapplikation." Thesis, Södertörns högskola, Medieteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-34436.

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Ny teknik utvecklas idag i snabb takt. Produkter blir allt mer avancerade och fler funktioner ska finnas med i respektive produkt utan att tjänsterna blir för avancerade för slutanvändarna att förstå eller använda. Det här är någonting som designers utbildas till att förstå allra bäst; hur produkter optimalt ska utformas och struktureras för respektive målgrupp. Dock involverar utvecklare och designers sällan de tilltänkta slutanvändarna i designprocessen för att ta fram en optimalt anpassad produkt för den specifika målgruppens behov. I denna studie undersöks hur en digital stödapplikation kan utvecklas tillsammans med äldre vuxna användare och hur en deltagande designmetod kan stärka användarnas egenmakt både i relation till applikationen och inom ramen för en designprocess. Studien undersöker även vilka styrkor och svagheter deltagande designmetoder kan ha för äldre vuxna som deltar i dessa processer.<br>New technology is developing at a rapid pace. Products are becoming increasingly advanced and more features should be included in each product without the services being too advanced for end users to understand or use. This is something that designers are trained to know best; how products are designed and structured to be optimally presented to each targeted audience. However, developers rarely involve the intended end users in the design process to produce an optimally customized product. The work examines how a digital support application can be developed together with older adult users, using participatory design to enable empowerment, both within the study itself, and in the application. The study also examines what strengths and weaknesses the design method has for older adults.
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Kornilova, Olga. "Visual Framework for Cross-Disciplinary Specification of Digital Products." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-285917.

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A more integrated collaboration between different disciplines and stakeholders in the process of software development affects the quality of the end product and its user experience. The diversity of methodologies across the disciplines creates a need for an aligned set of practices, such as Agile User-Centered Design (AUCD), which is a cross-disciplinary integration of the Agile and User-Centered Design (UCD) methodologies. The initial research part of this work focuses on identifying the main challenges and needs of cross-disciplinary teams, particularly in AUCD. The research methodology is based on a systematic review of the latest academic publications in the area, complemented by surveying the digital industry practitioners from multiple disciplines. The identified challenges and needs are then addressed by proposing a solution: Digital Product Mapping Framework for the documentation of a holistic digital product specification in a visual way. The framework outcome is a design artifact that can be used as a communication medium for both designers, developers, and other stakeholders. The validation of design artifacts showcased its high readability rate among first-time users. Additionally, empirical user tests proved that such documentation of the digital product specification can facilitate the collaboration of cross-disciplinary teams and support such software development activities as maintaining a shared vision and estimation of project cost and scope. This research work presents the following methodologies that can be valuable for both further academic research and for industry practitioners: synthesis and validation of the challenges and needs of cross-disciplinary teams; a set of recommendations for the specification documentation practices for AUCD; design principles for a solution to address the identified challenges and meet the needs of the cross-disciplinary teams. Moreover, an improved version of the proposed framework can potentially lead to a form of documentation that can be applied in AUCD practices.<br>Ett mer integrerat samarbete mellan olika discipliner och intressenter i programvaruutvecklingen påverkar slutproduktens kvalitet och användarupplevelse. Mångfalden av metoder inom disciplinerna skapar ett behov av en anpassad uppsättning metoder, såsom Agile User-Centered Design (AUCD), vilket är en tvärvetenskaplig integration av Agile och User-Centered Design (UCD) -metoderna. Den inledande forskningsdelen av detta arbete fokuserar på att identifiera de största utmaningarna och behoven hos tvärvetenskapliga team, särskilt i AUCD. Forskningsmetoden bygger på en systematisk genomgång av de senaste akademiska publikationerna inom området, kompletterat med kartläggning av utövare inom den digitala industrin från flera discipliner. De identifierade utmaningarna och behoven hanteras sedan genom att föreslå en lösning: Digital Product Mapping Framework för dokumentation av en holistisk digital produktspecifikation på ett visuellt sätt. Ramresultatet är en designartefakt som kan användas som ett kommunikationsmedium för både designers, utvecklare och andra intressenter. Valideringen av designartefakter visade sin höga läsbarhetsgrad bland förstagångsanvändare. Dessutom bevisade empiriska användartester att sådan dokumentation av den digitala produktspecifikationen kan underlätta samarbete mellan tvärvetenskapliga team och stödja sådana programvaruutvecklingsaktiviteter som att upprätthålla en delad vision och uppskatta projektets kostnad och omfattning. Detta forskningsarbete presenterar följande metoder som kan vara värdefulla för både vidare akademisk forskning och för branschutövare: syntes och validering av tvärvetenskapliga teams utmaningar och behov; en uppsättning rekommendationer för specifikationsdokumentationspraxis för AUCD; utforma principer för en lösning för att hantera de identifierade utmaningarna och tillgodose behoven hos de tvärvetenskapliga teamen. Dessutom kan en förbättrad version av det föreslagna ramverket potentiellt leda till en form av dokumentation som kan användas i AUCD-praxis.
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Björklund, Andreas, and Erik Agermo. "Digital freedom in physical form : Developing a flexible model for representation of product series." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-61845.

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This master thesis from Industrial Design Engineering, Product Design, at Luleå University ofTechnology, has been formulated and assigned by Polardörren AB. Today’s manufacturing companiesoften display their products by using sample products in physical stores. Polardörren AB is a doormanufacturing company located in northern Sweden and have a wish to be experienced as a creativeand flexible company. Competitors to Polardörren AB have started using digital software to let theircustomers experiment with the composition of their products. This provides huge possibilities inrepresentation, however, digital is not always better. Digital representations mean a complete lackof feeling for material or quality. Ideally you would be able to combine the freedom of the digitalworld with the feeling of the physical world, and this is where our model fits in perfectly. We havedeveloped a prototype that, with the use of modularity, can represent many of Polardörren AB’sproducts in an effective and compressed way. By using the same type of material as the companyuse in their regular products, we present the user with a similar feeling as from the real products.Neodymium magnets lets a consumer, in an easy way, create and explore custom-made designsbased on their personal needs and wishes. By involving the end-user in the design process, webelieve that the number of purchases of the company’s products, and the general opinion towardsthe company, will increase. This could lead to increased revenue for both resellers and manufacturer.During the development process of this prototype, areas such as industrial design, semiotics, userexperience and usability has been explored. Methods used in this project ranges from brainstormingand brainwriting to computer modelling and CNC-milling. If this prototype would replace one ofthe existing product samples at the reseller today, the cost for representation would be estimated togo down to one third of the cost today. By using material that the company already have in theirproduction today, we make a minimal impact on the environment by preventing excess deliveriesfrom new distributers.
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Barge, Roland A. "The feasibility of using virtual prototyping technologies for product evaluation." Thesis, Loughborough University, 2008. https://dspace.lboro.ac.uk/2134/16390.

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With the continuous development in computer and communications technology the use of computer aided design in design processes is becoming more commonplace. A wide range of virtual prototyping technologies are currently in development, some of which are commercially viable for use within a product design process. These virtual prototyping technologies range from graphics tablets to haptic devices. With the compression of design cycles the feasibility of using these technologies for product evaluation is becoming an ever more important consideration. This thesis begins by presenting the findings of a comprehensive literature review defining product design with a focus on product evaluation and a discussion of current virtual prototyping technologies. From the literature review it was clear that user involvement in the product evaluation process is critical. The literature review was followed by a series of interconnected studies starting with an investigation into design consultancies' access and use of prototyping technologies and their evaluation methods. Although design consultancies are already using photo-realistic renderings, animations and sometimes 3600 view CAD models for their virtual product evaluations, current virtual prototyping hardware and software is often unsatisfactory for their needs. Some emergent technologies such as haptic interfaces are currently not commonly used in industry. This study was followed by an investigation into users' psychological acceptance and physiological discomfort when using a variety of virtual prototyping tools for product evaluation compared with using physical prototypes, ranging from on-screen photo-realistic renderings to 3D 3600 view models developed using a range of design software. The third study then went on to explore the feasibility of using these virtual prototyping tools and the effect on product preference when compared to using physical prototypes. The forth study looked at the designer's requirements for current and future virtual prototyping tools, design tools and evaluation methods. In the final chapters of the thesis the relative strengths and weaknesses of these technologies were re-evaluated and a definitive set of user requirements based on the documentary evidence of the previous studies was produced. This was followed by the development of a speculative series of scenarios for the next generation of virtual prototyping technologies ranging from improvements to existing technologies through to blue sky concepts. These scenarios were then evaluated by designers and consumers to produce documentary evidence and recommendations for preferred and suitable combinations of virtual prototyping technologies. Such hardware and software will require a user interface that is intuitive, simple, easy to use and suitable for both the designers who create the virtual prototypes and the consumers who evaluate them.
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CHAMMAS, ADRIANA STELLA. "THE CREATIVE PRODUCTION OF CHILDREN IN THE BRAINSTORMING OF DEVELOPMENT OF INNOVATIONS IN DIGITAL PRODUCT DESIGN." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2018. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=34957@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO<br>PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTITUIÇÕES COMUNITÁRIAS DE ENSINO PARTICULARES<br>O mercado tecnológico é movido pela demanda por inovações frequentes e substanciais e a consequente agilidade dos processos. Em busca de inovação, não raro as empresas se contentam com melhorias incrementais para apresentar produtos antes de seus concorrentes e garantir o retorno esperado pelos investidores. Com o objetivo de incrementar a criatividade das equipes desenvolvedoras essa pesquisa se concentrou na seguinte hipótese: se a produção criativa do brainstorming com crianças fosse utilizada nos processos de design de produtos o grau de inovação e a quantidade de produtos inovadores aumentaria. Os métodos e técnicas utilizados para essa investigação foram: entrevistas com CEOs de empresas de tecnologia digital; questionário para desenvolvedores de produtos desse tipo; entrevistas com professoras e psicopedagogas; experimento no qual crianças, equipe de desenvolvimento e designers experientes foram envolvidos. Os resultados dessa pesquisa apontaram para a refutação da hipótese, já que o processo de design do desenvolvimento de produtos digitais inovadores não foi otimizado com a produção criativa das crianças. Apesar dos resultados a inserção da variável fez com que fosse gerada uma maior quantidade de boas ideias. Foi possível criar um passo-a-passo para que o brainstorming com a influência da produção criativa das crianças possa ser replicado em processos de Design.<br>The demand for frequent and substantial innovations and the consequent agility of the processes is driven by the technological market. In search of innovation, companies are often content with incremental improvements to present products before their competitors and to ensure investors expected return. In order to increase the creativity of the creative teams, this research focused on the following hypothesis: if the creative production of brainstorming with children was used in the Design processes, the degree of innovation of the products and the number of solutions for innovative digital products would increase. The methods and techniques used for this investigation were: interviews with CEOs of digital technology companies; questionnaire for developers of such products; interviews with teachers and psycho-pedagogues; experiment in which children, development team and experienced designers were involved. The results of this research pointed to the refutation of the hypothesis, since the design process of the development of innovative digital products was not optimized with the creative production of the children: in spite of the results, the insertion of the variable resulted in the generation of more good ideas. It was possible to create a step-by-step approach so that brainstorming with the influence of children s creative output can be replicated in Design processes.
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Chan, Kin Yi Jenny. "A Study and Design Proposal for Social News Reading Experience." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1428047960.

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Jonsson, Martina. "Exploring Designs for Enhancing the In-store Customer Experience through Digital Product Information in Fashion Retail." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-230753.

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The ongoing consumer transition from offline to online shopping in the fashion retail industry requires retailers to take action. Not only do consumers shop more online, they also go online for research of retail products. Forecasts tell that bringing the online experience to offline stores might bridge the gap between the two channels. The online experience provides high-end digital content, and puts a demand on the product information offline as this was found crucial for the customer experience. The marketing possibilities in-store was found to be an advantage to bricks-and-mortar retailers. Thus, this study aims to investigate how the customer experience can be enhanced in retail bricks-and-mortar stores through digital product information. A survey was conducted to identify user requirements in terms of product information. An augmented reality prototype was formed to satisfy the identified user requirements. The prototype was tested in two user studies that evaluated the content, visualization, interaction and satisfaction. The prototype was iterated between the two user studies. The most crucial parameters of fashion retail product information were established, together with implications for the visual representation and interaction. It was found that there were unfulfilled user needs with existing service options, which were satisfied with the use of an augmented reality prototype for product information retrieval. The use of AR for this purpose also proved to be able to contribute to an omnichannel solution for multi-channel retailers. The conclusion was thus that the customer in-store experience could be enhanced by the introduction of an augmented reality prototype for product information retrieval, taking into account the implications for content, visualization and interaction provided in this study.<br>Den pågående konsumentövergången från offline till online shopping i modedetaljhandeln kräver att detaljhandlare vidtar åtgärder. Förutom att konsumenterna handlar mer online, använder de också onlinebutiker allt mer för undersökning av produkter. Prognoser förtäljer att införandet av onlineupplevelsen till offline-butiker kan överbrygga klyftan mellan de två kanalerna. Onlineupplevelsen tillhandahåller högklassigt digitalt innehåll och ställer krav på produktinformationen offline, eftersom denna konstaterades vara en avgörande faktor för kundupplevelsen. Marknadsföringsmöjligheterna i fysiska butiker har visat sig vara en fördel för detaljhandlare som existerar i offlinekanalen. Således syftar denna studie till att undersöka hur kundupplevelsen kan förstärkas i fysiska detaljhandelsbutiker genom digital produktinformation. En enkätundersökning genomfördes för att identifiera användarnas krav när det gäller produktinformation. En augmented reality-prototyp formades i anspråk att tillfredsställa de identifierade användarkraven. Prototypen testades i två användarstudier, som utvärderade prototypens innehåll, visualisering, interaktion och tillfredsställelse. Prototypen itererades mellan de två användarstudierna. De mest kritiska parametrarna för produktinformation fastställdes, tillsammans med implikationer för visuell representation och interaktion. Det kunde konstateras att en AR-prototyp kunde tillfredsställa ännu omötta användarbehov för inhämtning av produktinformation. Användningen av AR för detta ändamål visade sig också ha möjligheten att bidra till en omnichannel-lösning för modehandlare som existerar i flera kanaler. Slutsatsen var således att kundupplevelsen i fysiska detaljhandelsbutiker kan förstärkas genom införandet av en augmented reality-prototyp för produktinformationsinhämtning, genom att ta hänsyn till de implikationer gällande innehåll, visualisering och interaktion tillhandahållna i denna studie.
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Perpetuo, Nayara Chaves Ferreira. "No cabide: a percepção das digital influencers sobre a estratégia de design para otimização de protudos." Universidade Federal do Maranhão, 2017. http://tedebc.ufma.br:8080/jspui/handle/tede/1399.

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Submitted by Rosivalda Pereira (mrs.pereira@ufma.br) on 2017-05-15T17:19:38Z No. of bitstreams: 1 NayaraPerpetuo.pdf: 7668295 bytes, checksum: 0f765dba23524f92df9b455164aed262 (MD5)<br>Made available in DSpace on 2017-05-15T17:19:38Z (GMT). No. of bitstreams: 1 NayaraPerpetuo.pdf: 7668295 bytes, checksum: 0f765dba23524f92df9b455164aed262 (MD5) Previous issue date: 2017-04-17<br>The present dissertation aims to identify if there is, and how broad can be, the gap between the project created from a strategy for the optimization of a product’s life, and the perception of digital influencers when using fashion products. Initially, an ethnographic approach was applied to reach this objective. The subjects of the research were four digital influencers who, besides consuming, support the dissemination of a consumer culture. A variety of questions related to consumption were important to this research, such as: the ephemerality and permanence of the artifacts, valorizing their symbolic aspects; the construction of identity from clothing; and the role of the researcher who, in the field, also influences the perception of the subjects of the research, as emphasized in the reflexive approaches of ethnography. It was possible to complement the research by expanding it to the application of the cartographic method. I have shown, through analyses, that the actions of the design strategy to optimize the life of fashion products are perceived by the digital influencers from an idea of sustainability. However, these actions are not entirely considered during the use, due to the valorization of the cultural and symbolic aspects, which make this the largest gap among project and use, design and consumer.<br>Esta dissertação tem como objetivo identificar se há, e quão ampla pode ser, a lacuna entre o projeto desenvolvido a partir da estratégia para otimização da vida de produtos e a percepção das digital influencers no uso dos produtos de moda. Para dar conta deste objetivo, adoto inicialmente uma abordagem etnográfica. Constituíram-se como sujeitos da pesquisa quatro digital influencers, porque além de consumirem, também auxiliam da disseminação de uma cultura de consumo. Questões que advém do consumo, como a efemeridade e a permanência dos artefatos, valorizando os seus aspectos simbólicos; a construção da identidade a partir do vestuário; o papel da pesquisadora, que presente em campo, também é ator que influencia a percepção dos sujeitos de pesquisa, como enfatizado nas abordagens reflexivas da etnografia, foram importantes para esta pesquisa. Foi possível complementar a pesquisa expandindo para a aplicação do método cartográfico. Por meio das análises evidenciei que as ações da estratégia do design para otimizar a vida de produtos de moda são percebidas pelas digital influencers a partir de uma noção de sustentabilidade, contudo não são totalmente consideradas durante o uso devido à valorização dos aspectos simbólicos e culturais fazendo desta a maior lacuna entre projeto e uso, designer e consumidor.
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Zhang, Zihan. "Sustainable Water Saving Intervention : A digital user experience solution of more sustainable choice in daily water-use with behavioral change." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96646.

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In recent years, sustainable thinking has been gradually recognized and accepted by more and more users, enterprises, and stakeholders. However, in daily life, there is often a gap between the value of users’ pursuit of sustainable lifestyles and their behavior habits. Also, the connection between different stakeholders is often ignored. The project started by the observation of unsustainable water usage habits of some tenants in the Växjö local housing company Växjöbostäder, and investigated the gaps in the water supply/toll system of Växjö municipality for some apartment tenants and the limitations of current solutions. Therefore, it is necessary to find a more effective solution. The author attempts to guide and change the user’s behavior through design interventions led by digital user experience design, connect the gap between the user and the system, and provide a more sustainable choice. At the same time, as a precedent, this project’s attempt to apply sustainable behavioral interventions to the field of digital user experience products at the system level can also provide some reference for similar projects or designs that may appear in the future. The aim of this project is trying to find solutions to bridge the existing gap between the water management system and the apartment users’ water consumption behavior. The project studies the relevant theories of behavior, analyzes the causes of motivations that lead to behavioral and habits changing, the methods of digital user experience design, and the theory of building sustainable systems. Action research has been used as a methodological guide to design processes, analysis, and reflection. The final design outcome “Drops” is an application based on mobile platforms that develop sustainable water-using habits. The application associates gamification motivation mechanisms, behavioral habit interventions, community social sharing, and the process of using the application with the user’s actual behavior, promotes the formation of user sustainable behavior and inspires users to a sustainable society thinking. From a hierarchical analysis of the system, “Drops” connects different stakeholders in the municipal water supply system, facilitating communications between tenants and communities to achieve positive interactions that promote sustainable behavior.  At the end of this article, the author analyzed the project outcome from the perspective of Växjöbostäder, one of the stakeholders and a possible product distributor, elaborated on the possible advantages of the design for the company’s ecological sustainability and the possibility of the company deploying this application in the market. Also, the author also analyzed and evaluated this project from the perspective of the product itself and different stakeholders, and explained the current limitations and the possibility of future development.
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Mogas-Soldevila, Laia. "Water-based digital design and fabrication : material, product, and architectural explorations in printing chitosan and its composites." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/101828.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2015.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 63-66).<br>Conventional digital design tools display little integration between shape formation and materialization resulting in disassociation between shape and matter. Contrarily, in the natural world shape and matter are structured through growth and adaptation, resulting in highly tunable and hierarchically structured constructs, which exhibit excellent mechanical properties. Working towards integration, rigorous bottom-up natural material studies have resulted in a novel multi-scale digital design and fabrication platform that is precisely tailored, viable, and a rich companion to develop sustainable explorations across application scales integrating shape and matter control. Specifically, the research introduces design and environmental motivations driving novel sustainable digital manufacturing of water-based biomaterial structures at the architectural, and product-scale. Water is harnessed to tune biomaterial properties, to guide shape formation by natural evaporation, and to fully recycle and reuse material structures. Initial outcomes demonstrate self-supporting structural constructs displaying multi-functionality informed by graded material properties and hierarchical distribution depositions. I discuss contemporary literature in water-based manufacturing, and detail methods of the novel additive fabrication platform that combines a robotic positioning system and customized multi-barrel deposition system. Important contributions of the platform development as a design companion serve to advance sustainable digital manufacturing and propel it towards biologically inspired and material-informed techniques. Integrated material-based design studies, novel technology development, and sustainable motivation, produce an invention that outputs functional biodegradable products, reduces the need for external energy sources for fabrication, operates at room temperature, uses mild chemicals, and could embed productive microorganism cultures due to the biocompatibility of the materials used, pointing towards new possibilities for digital fabrication of living materials. Finally, the work advocates for the designer to play the role of a cohesive thinker, as well as a rigorous science and aesthetics explorer, able to seed novel processes that emerge from material studies towards digital design and advanced fabrication. Keywords: new design companions; material-driven design; additive manufacturing; water-based digital fabrication; bio-materials catalogue; environmental engineering; architectural design; product design; biological design.<br>by Laia Mogas Soldevila.<br>S.M.
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Barros, Alexandre Monteiro de. "Fabricação digital : sistematização metodológica para o desenvolvimento de artefatos com ênfase em sustentabilidade ambiental." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2011. http://hdl.handle.net/10183/36350.

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Esta pesquisa aborda os temas de fabricação digital e de sustentabilidade ambiental para propor uma sistematização metodológica do projeto e da produção de artefatos com base: (i) na estruturação de modelos conceituais, através das ferramentas de representação de projeto da orientação a objetos e (ii) na análise e na síntese de modelos precedentes. O objetivo é contribuir para o desenvolvimento de produtos e sistemas comprometidos com o meio ambiente. O levantamento bibliográfico sobre os temas selecionados e o levantamento técnico da tecnologia subtrativa de fabricação digital são os métodos adotados para propor a sistematização metodológica. Sua aplicação é feita em uma série de experimentos e o resultado obtido demonstra vantagens significativas para atender o objetivo estabelecido.<br>This research addresses digital fabrication and environmental sustainability to propose a systematic methodology for design and production of artifacts based on: (i) structuring of conceptual models using tools of object-oriented design and (ii) analysis and synthesis of previous models. The objective is to contribute to the development of products and systems committed with the environment. Literature on selected topics and technical research of a digital fabrication technology are the methods adopted to propose this systematic methodology. Its application is made in a series of experiments. The results show significant advantages to meet the stated objective.
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Wilson, Susan April. "Product development in the leisure software industry : a design methodology for the development of inclusive interactive digital media." Thesis, University of Kent, 2005. http://www.research.ucreative.ac.uk/id/eprint/1082.

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The goal of this research project was to develop a methodology for designers that assists and quantifies concept design decisions so designers can; enable increase user access; widen the user demographic of interactive digital media; and improve participation and competence with technolgy through play.
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Oliveira, Marcelo Cordeiro de. "Procedimentos paramétricos aplicados ao design de moda." Universidade Presbiteriana Mackenzie, 2013. http://tede.mackenzie.br/jspui/handle/tede/332.

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Made available in DSpace on 2016-03-15T19:22:11Z (GMT). No. of bitstreams: 1 Marcelo Cordeiro de Oliveira.pdf: 28906332 bytes, checksum: 955480f22204e3956c9b847fc84fe6b2 (MD5) Previous issue date: 2013-08-28<br>This research brought two different worlds that the time and technology torn apart. The tailor made clothing made of animals skins became more technical through the years and the artisan took the role of the professional called tailor. This person is responsible for transforming plain textiles into complex tridimensional shapes adapted to the human body. State-of-art technologies are studied in order to solve problems digitally, problems that were handled analogically in the past. In this new world, the drafting, modeling and cutting and sometimes the customer itself are digitalized and processed. This technologies set new ways to work, opening up new possibilities and revealing a broad range of new construction options even before the final assembly. A very wide field of research is open.<br>Este trabalho transitou entre dois mundos distantes que o tempo e a tecnologia juntaram: o artesanal e o tecnológico. A vestimenta artesanal feita de pele de animais, que com o tempo foi sendo modificada e se tornando mais técnica, e que o artesão, depois de séculos, assumiu como profissão e virou o profissional alfaiate. O alfaiate tornou-se responsável pela transformação dos materiais planos em formas tridimensionais adaptáveis ao corpo. Portanto, a presente pesquisa utiliza-se da tecnologia existente e transporta para ela o que era desenvolvido de maneira manual para o processo digital, onde desenho, modelagem, corte de tecido e às vezes até mesmo o próprio cliente que é digitalizado e transportado para o mundo virtual. Essa tecnologia abre caminhos para um novo momento, onde trabalhamos com novas possibilidades, revelando um período de novas opções de construção, antes da confecção do produto final. Abre-se assim um campo fértil de investigação para o design da moda.
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Keegan, Neil Patrick. "The design marketing interface (DMI) in high technology, small to medium sized enterprises : a product/sector specific study relating to SMEs utilising digital electronics." Thesis, University of Huddersfield, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.323782.

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Jordan, Laura L. "Exploring How Design and Digital Interactive Technology Assists in Health Information Communication in the Context of Missed Oral Contraceptive Pills." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu1492547956215944.

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27

Stenudd, Sebastian, and Anton Uppström. "Verksamheten bakom digital innovation : En flerfallsstudie av digitalt mogna företag baserad på konceptet verksamhetsmodell." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-63817.

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Syfte Det övergripande syftet med studien var att öka förståelsen för hur digitalt mogna företag utformar och bedriver arbetet i de digitala enheterna. Studien har undersökt den del av organisationen som direkt eller indirekt arbetar med att utveckla digitala innovationer (digitala enheten) mot externa kunder, och har nyttjat konceptet verksamhetsmodell för att uppnå ett systemperspektiv i förståelsen. Syftet adresseras genom följande forskningsfråga: Vilka gemensamma faktorer finns hos digitalt mogna företags digitala enheter? Metod Studien är av explorativ karaktär med en induktiv forskningsansats, där en kvalitativt flerfallsstudie genomförts. För att studera digitalt mogna företag har urvalet skett med hjälp av digitala experter och tidigare forskning på digital mognad. Primärdata bestod av 21 semi-strukturerade intervjuer med informanter från 8 digitalt mogna företag med god insikt i respektive verksamhet, samt 4 intervjuer med experter inom digitalisering och verksamhetsutveckling. Sekundärdata bestod av publik information så som årsrapporter, presentationer och hemsidor m.fl.. Resultat Resultatet visar att det finns många gemensamma faktorer mellan de studerade verksamheterna som kan utgöra en förklaring till varför de är framstående inom digital innovation och mognad. Totalt har 22 gemensamma teman identifierats som till betydande grad återspeglats i de studerade verksamheterna. De identifierade teman aggregeras till ett förslag på 4 generiska designprinciper för hur verksamheter kan utformas och bedrivas för att främja digital innovation. Därtill presenteras ett ramverk för verksamhetsmodellering med fokus på digitala enheter. Teoretiska implikationer Det teoretiska bidrag som studier tillför är fyrfaldigt: (1) Studien skapar större insikter kring digitalt mogna företag och bekräftar indirekt mycket av tidigare forskning på digital mognad (2) utvecklar och konkretiserar konceptet verksamhetsmodell, (3) introducerar ett ramverk för verksamhetsmodellering i allmänhet och med generiska designprinciper för främjandet av digital innovation i synnerhet samt (4) bidrar till tvärdisciplinär forskning genom ett holistiskt perspektiv. Praktiska implikationer Det praktiska bidrag som studien skapar är kunskap kring verksamhetsdesign för samtida företagsledare i allmänhet, och i synnerhet för ledare som arbetar kring digital innovation. Ramverket och designprinciperna kan bidra till att företagsledare lättare kan skapa en överblick av verksamheten och aktivt utforma den för att stödja affärsmodellen och i förlängningen främja strategin.<br>Purpose The overall purpose of the study is to develop the understanding of how digitally maturing companies design and operates the digital unit. The study has examined the organization within the companies that directly or indirectly develop digital offerings (the digital unit) towards external customers , and has utilized the holistic concept of an operating model in order to do so. The purpose is addressed by the following research question: What common factors exist between the digital units of digitally maturing companies? Method The study is exploratory in its nature with an inductive approach, in which a qualitative multiple case study was conducted. In order to study digitally matured companies, the selection process involved the help of digital experts as well as previous studies on digital maturity. In total, 21 semi-structured interviews with informants from 8 digitally matured companies were conducted, together with 4 interviews with experts in digitalization and business development. The informants had a good understanding of respective organization, and the data was complemented with publicly available information such as reports, presentations and websites. Results The results show that there are many common factors between the studied organizations that can help explain as to why they are prevalent in digital innovation and maturity. In total, 22 common themes were identified between the organizations’ digital units by studying their operating models. The identified themes were aggregated into a proposal of 4 generic design principles for how the digital units could be designed in order to prosper digital innovation. In addition, a framework for operations modelling is presented with a focus on digital units. Theoretical implications The theoretical implications from the study is primarely fourfolded: (1) the study develops the knowledge of digitally matured companies and concretizes the result from previous studies. (2) The study develops the concept of an operating model by identifying and bridging 6 academic fields. (3) The study presents a suggested framework for modelling the operations in general, and particularly for the design of the digital unit. (4) The study support a multidisciplinary approach to studying best praxis from a holistic perspective. Practical implications The results from the study can serve as inspiration when designing organizations for today’s the managers in general, and for the managers within digital innovation in particular. The suggested framework and design principles can facilitate the process of understanding and designing a synergetic operation that support the business model and strategy.
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Brolin, Erik. "Anthropometric diversity and consideration of human capabilities : Methods for virtual product and production development." Doctoral thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12248.

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Contemporary product and production development is typically carried out with the support of computer tools where the design of products and workstations are originated and evaluated within virtual environments. Ergonomics addresses factors important to consider in the product and production development process to ensure a good fit between humans and the items being designed. Digital human modelling (DHM) tools enable simulations and analyses of ergonomics in virtual environments. Anthropometry is central when using DHM tools for product and production development to ensure that the design fits the intended proportion of the targeted population from a physical perspective. Several methods have been prescribed to consider the anthropometric diversity that exists within human populations. Still many DHM based simulations in product and production development processes are done with approaches that are poor in representing anthropometric diversity. Hence, there is a need for better tools and methods that would support DHM tool users to more effectively and efficiently consider anthropometric diversity in the design process. In this thesis current methods for anthropometric diversity considerations have been reviewed and new methods and functionality have been developed and implemented in a DHM tool. Mathematical models have been developed to consider three specific parts important to the consideration of anthropometric diversity: generation of suitable test cases, prediction of missing anthropometric data and implementation of more diverse anthropometric variables such as strength and flexibility. Results show that the proposed methods are accurate and advantageous compared to approaches often used in industry today. The mathematical models for generation of suitable test cases and prediction of missing anthropometric data have been implemented in an anthropometric software module. The module has undergone usability testing with industry DHM tools users. The developed anthropometric module is shown to answer to relevant needs of DHM tool users and fit into the work processes related to DHM simulations and ergonomics analyses utilised in industry today.
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Betzeki, Christina. "PropTech: Exploring the prerequisites to advance the digital innovation of real estate listings." Thesis, Uppsala universitet, Institutionen för informatik och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-425740.

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With an increasing population and decreasing housing supply, students in large cities get entangled in a societal crisis. Concurrently, the intermediary rental websites are scattered and insufficient. An emerging technology; PropTech is in the nascent phase, aiming to streamline the rental process by assisting target users. Through an exploratory approach, this study thoroughly investigated the sequences which prospective tenants encounter during the rental process. Simultaneously, their challenges and needs got examined. The data collection consisted of a landscape analysis, and semi-structured interviews combined with a focus group. The identified sequences which need to be incorporated into a rental PropTech platform are (1) Finding the listings, (2) Filtering the listings, (3) Contact with landlord, (4) Viewing the property, (5) Closing a deal, (6) Moving in, and (7) Post moving feedback. Throughout such a platform, it is essential to implement functions that support transparency, reliability, privacy, and feedback.
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Demma, James Daniel. "A Hardware Generator for Factor Graph Applications." Thesis, Virginia Tech, 2014. http://hdl.handle.net/10919/48599.

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A Factor Graph (FG -- http://en.wikipedia.org/wiki/Factor_graph) is a structure used to find solutions to problems that can be represented as a Probabilistic Graphical Model (PGM). They consist of interconnected variable nodes and factor nodes, which iteratively compute and pass messages to each other. FGs can be applied to solve decoding of forward error correcting codes, Markov chains and Markov Random Fields, Kalman Filtering, Fourier Transforms, and even some games such as Sudoku. In this paper, a framework is presented for rapid prototyping of hardware implementations of FG-based applications. The FG developer specifies aspects of the application, such as graphical structure, factor computation, and message passing algorithm, and the framework returns a design. A system of Python scripts and Verilog Hardware Description Language templates together are used to generate the HDL source code for the application. The generated designs are vendor/platform agnostic, but currently target the Xilinx Virtex-6-based ML605. The framework has so far been primarily applied to construct Low Density Parity Check (LDPC) decoders. The characteristics of a large basket of generated LDPC decoders, including contemporary 802.11n decoders, have been examined as a verification of the system and as a demonstration of its capabilities. As a further demonstration, the framework has been applied to construct a Sudoku solver.<br>Master of Science
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Chagas, Caio José Ribeiro. "Processo criativo, planejamento de produto e design de jogos no diário de desenvolvimento de “Lux Ex”, um jogo digital independente. /." Bauru, 2018. http://hdl.handle.net/11449/181916.

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Orientador: Antônio Francisco Magnoni<br>Resumo: A presente pesquisa tem como objetivo principal gerar um registro e uma análise do processo criativo da versão alpha do jogo digital independente (indie game) Lux Ex, que foi produzido quase que inteiramente por um único desenvolvedor, de forma autoral e adotando o modelo de produção independente conhecido como “Lone Wolf Developer” (Desenvolvedor Lobo Solitário). Tal modelo de produção possui particularidades que podem agregar ao produto final um caráter mais autoral, porque todas as suas etapas de realização são marcadas por um processo criativo pouco linear e entrelaçado com uma produção altamente interdisciplinar. Assim, o jogo apresenta uma complexa rede de significados para expressar conceitos e ideias emergentes da subjetividade de seu criador, valendo-se de sistemas simbólicos já estabelecidos. O objeto de análise da dissertação que aqui apresentamos, é o processo criativo completo de um jogo digital independente.<br>Abstract: The present research has as main objective to generate a registry and an analysis of the creative process of the alpha version of the indie game Lux Ex, that was produced almost entirely by a single developer, in an authorial way and adopting the model of production independently known as the "Lone Wolf Developer". Such a model of production has particularities that can add to the final product a more authorial character, because all its stages of realization are marked by a creative process not linear and intertwined with a highly interdisciplinary production. Thus, the game presents a complex network of meanings to express concepts and ideas emerging from the subjectivity of its creator, drawing on already established symbolic systems. The object of analysis of the dissertation presented here is the complete creative process of an independent digital game<br>Mestre
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Keil, Heinz Simon. "Quo vadis Digitalisierung: Die digitale Engineering-Kette und Ihre nachhaltige Wirkung auf die Wertschöpfung." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36937.

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Wir erleben durch die Ergebnisse der Digitalisierung eine Spaltung der Gesellschaft in Ausprägungen und Dimensionen wie Sie bisher nicht gekannt waren. Die Spaltung der Generationen, die Spaltung der Gestalter und der Bewahrer/Verwalter aber auch der Natur und der Geisteswissenschaften. Die Digitalisierung hat eine globale Durchdringung von Gesellschaft, Technik und Wirtschaft erreicht die uns noch vor wenigen Jahren als nicht vorstellbar erschien. Wobei die Möglichkeiten auch in vielen angrenzenden Wissensbereichen zu neuen Herausforderungen führen. Nebenbei bemerkt die CEBIT fand 2018 zum letzten Mal statt. Damit endet ein Streckenabschnitt der Digitalisierung. Der Nutzen der Computer ist erreicht sie sind ein Teil von Allem? [... aus der Einleitung]
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Purwanto, Alex. "User research and opportunities for innovation : Exploring methods and tools." Thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-296643.

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First-class software engineering is no longer enough for an information system product to gain success on a market. Developing successful information system products has become a challenging practice that requires an understanding of those who are going to use the products. As product innovation has become the lifeblood of companies competing in the fast- paced IT industry, the end users have ultimately become those who determine the success of these type of products. User research is conducted to gather insights of users’ contexts, behaviors and feelings when using products. It can be practiced to explore how to create products and features that end users will find useful. This thesis examines how methods and tools used in user research can expose opportunities for innovation. The study was conducted by a literature study and a case study, where user research methods were put to practice to discover opportunities for creating a concept for a new product. Emphasis was also put on studying how to provide utility when developing a new product. The case study was performed over a four month period at an e- commerce company called Swiss Clinic in Stockholm, Sweden. The study shows that opportunities for innovation in user research occur in the interplay between business, user research discoveries and iterative design and that effective communication and artifacts play essential parts for innovating successfully.
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Andersson, Erik. "GO! : En digital produkt för sundare skärmvanor." Thesis, Högskolan i Gävle, Avdelningen för industriell ekonomi, industridesign och maskinteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-36467.

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Bartoo, Debora S. "Financial Services Innovation: Opportunities for Transformation Through Facial Recognition and Digital Wallet Patents." Antioch University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1370778739.

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Vines, John Charles. "Ageing futures : towards cognitively inclusive digital media products." Thesis, University of Plymouth, 2011. http://hdl.handle.net/10026.1/541.

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This thesis is situated in a moment when the theory and practice of inclusive design appears to be significantly implicated in the social and economic response to demographic changes in Western Europe by addressing the need to reconnect older people with technology. In light of claims that cognitive ageing results in an increasing disconnection from novel digital media in old age, inclusive design is apparently trapped in a discourse in which digital media products and interfaces are designed as a response to a deterministic decline in abilities. The thesis proceeds from this context to ask what intellectual moves are required within the discourses of inclusive design so that its community of theorists and practitioners can both comprehend and afford the enaction of cognitive experience in old age? Whilst influential design scholarship actively disregards reductionist cognitive explanations of human and technological relationships, it appears that inclusive design still requires an explanation of temporal changes to human cognition in later life. Whilst there is a burgeoning area of design related research dealing with this issue—an area this thesis defines as ‘cognitively inclusive design’—the underlying assumptions and claims supporting this body of research suggests its theorists and practitioners are struggling to move beyond conceptualising older people as passive consumers suffering a deterioration in key cognitive abilities. The thesis argues that, by revisiting the cognitive sciences for alternative explanations for the basis of human cognition, it is possible to relieve this problem by opening up new spaces for designers to critically reflect upon the manner in which older people interact with digital media. In taking a position that design is required to support human cognitive enactment, the thesis develops a new approach to conceptualising temporal changes in human cognition, defined as ‘senescent cognition’. From this new critical lens, the thesis provides an alternative ‘senescentechnic’ explanation of cognitive disconnections between older people and digital media that eschews reductionism and moves beyond a deterministic process of deterioration. In reassessing what ageing cognition means, new strategies for the future of inclusive design are proposed that emphasise the role of creating space for older people to actively explore, reflect upon and enact their own cognitive couplings with technology.
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Hart, Peter Bartholomew. "A plm implementation for aerospace systems engineering-conceptual rotorcraft design." Thesis, Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/28278.

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The thesis will discuss the Systems Engineering phase of an original Conceptual Design Engineering Methodology for Aerospace Engineering-Vehicle Synthesis. This iterative phase is shown to benefit from digitization of Integrated Product&Process Design (IPPD) activities, through the application of Product Lifecycle Management (PLM) technologies. Requirements analysis through the use of Quality Function Deployment (QFD) and 7 MaP tools is explored as an illustration. A "Requirements Data Manager" (RDM) is used to show the ability to reduce the time and cost to design for both new and legacy/derivative designs. Here the COTS tool Teamcenter Systems Engineering (TCSE) is used as the RDM. The utility of the new methodology is explored through consideration of a legacy RFP based vehicle design proposal and associated aerospace engineering. The 2001 American Helicopter Society (AHS) 18th Student Design Competition RFP is considered as a starting point for the Systems Engineering phase. A Conceptual Design Engineering activity was conducted in 2000/2001 by Graduate students (including the author) in Rotorcraft Engineering at the Daniel Guggenheim School of Aerospace Engineering at the Georgia Institute of Technology, Atlanta GA. This resulted in the "Kingfisher" vehicle design, an advanced search and rescue rotorcraft capable of performing the "Perfect Storm" mission, from the movie of the same name. The associated requirements, architectures, and work breakdown structure data sets for the Kingfisher are used to relate the capabilities of the proposed Integrated Digital Environment (IDE). The IDE is discussed as a repository for legacy knowledge capture, management, and design template creation. A primary thesis theme is to promote the automation of the up-front conceptual definition of complex systems, specifically aerospace vehicles, while anticipating downstream preliminary and full spectrum lifecycle design activities. The thesis forms a basis for additional discussions of PLM tool integration across the engineering, manufacturing, MRO and EOL lifecycle phases to support business management processes.
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Souza, Renata Cony de. "Caracterizando o papel do design no desenvolvimento de produtos digitais através da percepção de uma equipe multidisciplinar." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2016. http://hdl.handle.net/10183/142666.

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A presente pesquisa trata da compreensão e caracterização do papel do design dentro de uma empresa de desenvolvimento de produtos digitais por meio do ponto de vista de membros das equipes de projetos e seus gestores. Uma das principais motivações para a condução do estudo provém do fato de que poucas pesquisas do tipo foram realizadas em âmbito regional e direcionadas a projetos digitais, a fim de explorar o tema. Pretende-se com a pesquisa, fornecer subsídios para um melhor aproveitamento dos benefícios do uso do design e das habilidades dos designers. A investigação foi conduzida, a partir de um estudo de caso realizado na empresa onde a pesquisadora atua também como designer e fundamentada sob uma perspectiva temporal dos papéis do design e do entendimento sobre o funcionamento de equipes multidisciplinares no processo de desenvolvimento de produtos digitais. Foram selecionados dois instrumentos de fundamentação teórica para análise dos resultados, a Design Ladder e a Taxonomia dos Papéis do Design. Por fim, apresenta-se uma discussão sobre a percepção do design pelos membros da equipe e concluiu-se que o nível de maturidade em design detectado no objeto de estudo encontra-se no segundo nível da Design Ladder: design como provedor de diferencial estético, embora seja percebido através dos discursos o desejo pelo terceiro nível, que trata o design como processo.<br>This research deals with the understanding and characterization of the role of design in a digital product development company and through the point of view of members of the project teams and their managers. One of the main motivation for conducting this study is due to the fact that little research has been conducted at the regional level and oriented for digital products, in order to explore the topic, and also with the aim of providing subsidies to better exploit the benefits of the use of design and designers skills. The investigation was conducted from a case study in the company where the researcher works as a designer too and based on a temporal perspective of the roles of design and understanding of the functioning of multidisciplinary teams in the digital product development process. Two instruments were selected from the theoretical background in order to analyze the results: the Design Ladder and the Taxonomy of Roles Design. Lastly, a discussion is presented on the perception of design and was concluded that the ripeness level of design are in the second level of Design Ladder: design as esthetics, although it is perceived by the team speech a desire for reach the third level who treats design as a process.
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Schwarz, Oliver, and Christian Kowalewski. "Softwareentwicklung ECM/WCM im Spannungsfeld KMUs–Großunternehmen." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36935.

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Der BIM-Standard hat in den letzten Jahren viel Bewegung in die Softwarelandschaft gebracht. Der Wunsch und die Notwendigkeit, Daten aus der EMC Landschaft mit den digitalen Daten der Planung und dem aktuellen Progress auf den Baustellen zu verbinden, stellt hier einen besonderen Motor dar. Die digitale Bauakte – nur ein Traum? Unternehmen unterschiedlichster Größe und Ausrichtung begleiten durch Ihre Tätigkeiten einen Neu- bzw. Umbau von der Idee bis zur Realisierung. Die Lösungsansätze bzw. Lösungen der Digitalisierung in den verschiedensten Ausprägungen, Tiefen und Teilbereichen existieren. Eine Lösung, die von den KMUs bis hin zu den Konzernen genutzt wird, haben wir aus dem Blickwinkel der Planer, Betreiber und Montageunternehmen im industriellen Anlagenbauumfeld (Industrie- und Produktionsanlagen aller Art) nicht gefunden. Die Lösung von inactio und ESZETT schaut aus zwei unterschiedlichen Blickwinkeln auf die Kunden. Die Abbildung 1 reißt das Spannungsfeld ein wenig an. inactio/eebos begleitet Ihre Kunden im Umfeld von onbase, SAP und digitalen Archiven. ESZETT kommt mit ihren Erfahrungen der Planungswelten, VR-Systemen und dem WCM-System bee aus der Planungs- und Montagebegleitung. Der Wunsch, mit einer kleinen Lösung zu beginnen (KMU), die bei den einzelnen Unternehmen für ihre Belange genutzt werden kann, hin zu der Vernetzung und der Möglichkeit des Einbindens dieser ‚Inseln‘ in einem Gesamtprojekt mit allen technischen Möglichkeiten und Verknüpfungen, soll kein Traum bleiben. [...]
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Majid, Abdul, and Abdul Waheed Malik. "Design and Implementation of a Direct Digital Frequency Synthesizer using Sum of Weighted Bit Products." Thesis, Department of Electrical Engineering, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-19986.

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<p>Direct Digital Frequency Synthesi<em>s </em>(DDFS) is a method of producing an analog waveform by</p><p>generating a time-varying signal in digital form, succeeded by digital-to-analog reconstruction.</p><p>At behavioral level the bit products with specified weights are used to generate the sine wave. In representation of a sine wave both positive and negative weights are generated. Since negative weights are not desired in design, the negative weights are transformed to positive weights. To reduce the number of current sources and control signals, bit product signals of those current sources which cannot be switched on simultaneously and have equal weights are shared. After sharing weights, the control signals are reduced to from 59 to 43 and current sources from 207 to 145.</p><p>Different control words are used by the DDFS system in order to generate different frequencies. The control word is successively added to the previous value in a 20-bit accumulator. Nine most significant bits out of these twenty bits are used for the DAC.</p><p>Since the Current Steering DAC architecture is suitable for high speed and high resolution purposes, so a 9-bit nonlinear current steering DAC is used to convert the output of bit products to the analog sine wave. Seven bits are used to generate one quarter of the sine wave. Eighth and ninth bits are used to generate the full sine wave.</p><p>HCMOS 9 (130 nm) ST Microelectronics process is used by employing high speed NMOS and PMOS transistors. The bit products (control signals) are computed by using complementary static CMOS logic which then act as control signals for the current sources after passing through D-flip flops. Practical design issues of current sources and parts of digital logic were studied and implemented using the Cadence full-custom design environment.</p>
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Rosén, Christoffer. "Att presentera en produkt som inte existerar : En rapport om designprocessen av en presentationswebbplats för PROSK8’s nya produktkoncept." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-23571.

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Denna rapport beskriver processen av skapandet av en webbaserad säljpresentation av en av företaget PROSK8’s planerade produkter. Målet med presentationen är att skapa nyfikenhet och förtroende genom visuell design och ska fungera som ett verktyg och stöd för företagets presentatörer vid möten med investerare. Centralt för denna process är upplevelsedesign, varför utgångspunkten för arbetsflödet bygger på Jesse James Garretts modell av ”The elements of user experience”. Modellen har under processen anpassats och ifrågasatts utifrån gällande designprinciper och målgrupps- och kontextanpassats. Viktiga designbeslut har motiverats och beskrivits kronologiskt. Projektet har vid avslut resulterat i en skarp leverans av en design som blivit godkänd av beställaren och överförts till en extern webbutvecklare, tillsammans med en webbprototyp.<br>This report describes the process of the production of a web based sales pitch presentation of one of the PROSK8 companys forthcoming products. The goal of the presentation is to generate curiousness and trust through visual design and will work as a support tool for the companys representativs in meetings with potential investors. The process is based around Jesse James Garretts model of ”The elements of user experience”. The model has through out the process been modified and questioned using contemporary design principles and the perspectives of the target group and context. Major decisions has been described and motivated chronologically. The completion of the project has resulted in a sharp delivery of a design that’s been approved by the client and transfered to an external web developer, along with a web page prototype.
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Kimura, Silvio. "Interferências digitais nos modelos tridimensionais do design de automóveis." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/16/16134/tde-03072013-154541/.

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O sucesso na indústria automobilística está intrinsecamente associado à sua capacidade de apresentar rapidamente novos produtos ao mercado. Foram fundamentais para reduzir o tempo de desenvolvimento de novos veículos a utilização de sistemas de projeto auxiliado por computador, ou CAD, para substituir o modelamento tridimensional físico pelo digital. Buscamos inicialmente apresentar os aspectos históricos da produção industrial do automóvel no início do século XX para compor um panorama com os personagens e os fatos relevantes que influenciaram o processo de projeto de veículos. Destacamos a criação do Art & Color Section da GM porque foi neste estúdio que modelos de projeto representando a carroceria de automóveis foram construídos pela primeira vez utilizando clay industrial. Descrevemos o fluxo de trabalho do processo de projeto no design automotivo e investigamos adicionalmente as possíveis interferências dos programas de modelamento digital no desenvolvimento criativo de projetos de design de automóveis. Complementarmente, analisamos a influência das ferramentas digitais na formação dos futuros designers de automóveis, os futuros desenvolvimentos de interface dos programas CAD/CAS e o panorama atual dos principais programas utilizados no design industrial de automóveis.<br>The ability to offer new products to the market is the key to success in auto industry. New vehicles are developed with Computer-Aided Design (CAD) programs, resulting in great development time reduction where digital models replaced traditional clay models. By researching historical facts about the auto industry production in early 20th century, this research focused on building a background where the design processes were developed, including relevant biography and facts about the people who created the modern car. We highlighted the creation of GM Art & Color Section due to its relation with the first use of car body models modeled with industrial clay. To find possible interferences caused by the use of digital modeling within the creative phase of car design processes, we described and analyzed the car design process workflow. Furthermore, we analyzed how digital tools can influence new designers education, looked for future CAD/CAS software interface development and an overview on the main high-end software for car design.
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Lundborg, Clara. "Promoting Sustainable Food Consumption: Redesigning a digital platform for trading of locally produced food." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23861.

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Promoting trading of locally produced food is one way to challenge the more conventional way of producing food while contributing to a more sustainable consumption. Through empirical research and design practice closely related to its users, this study has explored the motivational aspects behind trading within the platform and concept of REKO-ring Malmö. An analysis of the existing service in relation to its producers and consumers has been made to formulate problems related to how the platform works today. The study results in a design proposal of a new digital platform that shows improvement in meeting the needs and expectations of the consumers found during the empirical research.
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Bitelo, Chaiane Thiesen. "O itunes como elemento de um sistema-produto processos de significação nas interfaces digitais." Universidade do Vale do Rio dos Sinos, 2011. http://www.repositorio.jesuita.org.br/handle/UNISINOS/5155.

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Submitted by Silvana Teresinha Dornelles Studzinski (sstudzinski) on 2016-04-01T16:32:02Z No. of bitstreams: 1 CHAIANE THIESEN BITELO_.pdf: 15335883 bytes, checksum: 3419aa495111d045594418a167de204f (MD5)<br>Made available in DSpace on 2016-04-01T16:32:02Z (GMT). No. of bitstreams: 1 CHAIANE THIESEN BITELO_.pdf: 15335883 bytes, checksum: 3419aa495111d045594418a167de204f (MD5) Previous issue date: 2011-04-04<br>Nenhuma<br>Este estudo tem por objetivo entender as relações de significação existentes nas experiências vividas pelos usuários diante da presença de propriedades midiáticas nas interfaces do aplicativo iTunes. A partir da perspectiva do Design Estratégico, compreende-se o objeto iTunes como parte de um sistema-produto e se busca uma angulação teórico-metodológica com contribuições e tensionamentos oriundos do campo da Comunicação e do Design de Interfaces através da área de UX - User Experience. O método adotado estabeleceu a coleta de dados em torno do objeto iTunes a partir de dois observáveis: interfaces e sujeitos. A análise se desenvolveu a partir dos cruzamentos teórico-metodológicos com os resultados da coleta nas interfaces e da coleta com os sujeitos. Os resultados demonstraram, primeiramente, a importância do olhar do Design Estratégico sob as interfaces digitais, especialmente a partir do conceito de sistema-produto. Com o objeto iTunes, ficou evidenciado a relevância da identificação das relações de significação estabelecidas pelos sujeitos nas interfaces digitais, a fim de buscar uma compreensão mais ampla do usuário contemporâneo, principalmente por meio da composição teórico-metodológica formada pelas áreas de Design Estratégico, UX e Comunicação para observar o usuário.<br>This study aims to understand the relationships of significance that exist in users' experiences with iTunes interface, a aplication with media properties. With the perspective of Strategic Design, the goal is to understand the research object, the iTunes, as a part of a system-product. In line with this, an intersection theory and methodology of the Area of Communication and Design Interface UX - User Experience seeks to contribute to the proposed study. The methodological procedures were performed in two stages around the study’s object: observations of interfaces, and interviews with users. The results demonstrated, first, the importance of Strategic Design’s look under the digital interfaces, especially from the concept of system-product. With the iTunes, evidenced the importance of identifying the relationships of significance established by the users at the digital interfaces. This enabled the understanding about contemporary users, mainly through the composition formed by the theoretical and methodological areas of Strategic Design, UX and Communication to observe the user.
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Kozdras, Deborah. "From Real to Reel: Performances of Influential Literacies in the Creative Collaborative Processes and Products of Digital Video Composition." Scholar Commons, 2010. https://scholarcommons.usf.edu/etd/1687.

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In this study, I used a lens of performance theory to examine the creative collaborative processes of middle school students who composed digital videos. More specifically, I investigated the multiliteracies involved in a filmmaking camp and how students performed those literacies in ways that influenced the composition processes and the resulting texts. In order to study collaborative composition processes, I used ethnographic methods. In order to analyze data, I employed a mixed methodology of constant comparative analysis and dramaturgical analysis of interactions in three main informant groups in order to understand how students used multiple literacies to influence the composition processes and products. During these processes, students employed tactics and style to gain authority over designing group attention to their ideas. This resulted in an overall model of PAID Attention (paying attention, attracting attention, immersing attention, and designing attention). The use of influential literacies in this project was two-fold: students used literacies to influence texts, and as a result, those texts required the students' attention. Furthermore, when the students paid attention to the emerging task-at-hand, they were able to gain authority and agency for designing attention (to their texts by an audience) through influential performances of literacies. As found in this study, these patterns were not a solid package of cultural norms. Rather, the style emerged with the text and transformed with the different multiliteracies required during composition processes as students performed literacy knowledge. This study initiated an examination of influential literacy performances as the use of creative tactics during collaborative composition processes. I recommend further work examining multiliteracies as knowledge performances in a variety of settings in order to develop models to help students influence texts with their creative ideas and gain authority in collaborative groups.
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Kantharaju, Shreyas, and Jobin Varghese. "Design and Fabrication of Moulds using Additive Manufacturing for producing Silicone Rubber Products." Thesis, Högskolan i Halmstad, Rydberglaboratoriet för tillämpad naturvetenskap (RLAS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-42281.

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Now a days. additive Manufacturing is becoming a major part of the manufacturing industries all around the world. Even, it is still a developing field.Its main advantage is its ability to print different types of shapes, in different sizesand good quality. The additive manufacturing technologies is capable of bring down the costs of the manufacturing when compared to other traditional methodsof manufacturing. This technology gives the flexibility to making complex shapesaccording to the clients and customers requirements also this technology canreduce time and human effort/involvement needed in the manufacturing industries. Now 3D printing has more influence in Swedish market more than ever and thisthesis is a part of a project of DiSAM – Digitalization of supply chain in Swedish Additive Manufacturing to implement 3D Printing into Swedish market. This thesis describe how advance materials and new manufacturingtechnologies can play a very important role in building the future and from thisstudy we are trying to find out whether the additive manufacturing technology can replace the traditional manufacturing process like injection molding. The main aim of the thesis is to design and fabricate a simple mould geometry for producing Silicone Rubber products using additive manufacturing and to assess the quality ofthe obtained product in terms of surface topography. Our project partner UnimerPlast &amp; Gummi AB who is a major producer of plastics and rubber products is facing a problem in the production of silicone rubber products. They want to produce a mould for producing silicone rubber products using additivemanufacturing. In this thesis we had made the study in two parts, a design part and ananalysis part. In the design part we sorted out one material which is suitable for our application that is to produce a mould for making silicone products while in analysis part we made a study about the surface topology and its quality to see whether 3D printed moulds could produce silicone rubber products with same or better surface quality than the one which are produced using conventional injection moulding process. As a result of our study we came to know that high temperature resin can be used for making moulds to produce silicone products and only factor affecting the quality of the surface of mould or silicone product is built orientation and other factors like layer thickness, curing temperature and time does not have any impact on the surface quality.
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Sledzik, Christopher Steele. "PR and Online Branding Corporate Perceptions in a Digital Space: Branding Goodyear Engineered Products in the Automotive Aftermarket Online." Kent State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=kent1334608828.

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Gaskin, James E. "Evolution and Variation of Digitally-enabled Design Routines: An extended event-sequencing approach." Case Western Reserve University School of Graduate Studies / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=case1332172409.

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Szabluk, Daniela. "As competências da equipe de projeto no processo de desenvolvimento de aplicações web." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2011. http://hdl.handle.net/10183/36044.

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Com o crescente potencial da world wide web, a criação e desenvolvimento de aplicações web se tornaram atividades extremamente profissionalizadas, envolvendo principalmente os mercados de Design e de Tecnologias de Informação e Comunicação (TICs). As novas equipes de desenvolvimento têm caráter interdisciplinar, e são compostas por profissionais com perfis diferenciados, que acabam por incorporar novas combinações de competências e características de diferentes campos profissionais. Neste contexto, a presente pesquisa analisa as competências da equipe de desenvolvimento de aplicações web e os processos utilizados, a fim de traçar um paralelo entre o processo, o papel do profissional e as competências necessárias em cada etapa, por meio da realização de um estudo de caso. Os resultados permitiram a construção de um mapeamento que demonstra o alinhamento entre as competências da equipe de projeto e a metodologia de desenvolvimento de aplicações web, considerando todas as etapas do processo.<br>As world wide web has been increasing potentially, web applications creation and development have become highly professionalized activities, involving mainly Design and Information and Communication Technology areas. The new development teams have an interdisciplinary character, and are composed of professionals with different profiles, which eventually incorporate new competences and characteristics combinations of different professional areas. In this context, this research analyses the competences of the web applications development team and the used processes, in order to draw a parallel between the processes, the professional role and the wanted competences in witch stage through a study case. The results allowed constructing a map that exposes the alignment between the design team competences and the web applications development methodology, considering all process stages.
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McDonald, Andy. "Dynamic co-design : investigating how the application of interactive/generative design methods can enhance the value and experience of mass customisations for digitally printed textile products." Thesis, Glasgow School of Art, 2013. http://radar.gsa.ac.uk/4738/.

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In considering the creative and commercial potential of digital textile printing, existing literature focuses on the opportunities for new aesthetic styles and new business models. With regards to the latter, the overwhelming consensus is that digital textile printing will enable mass customisation based on the ability to print very short runs economically (Ross, 2001; Tippett, 2002; Tyler, 2004, 2005; Cahill, 2005; Fralix, 2006; Nicoll, 2006; Ujiie, 2006). Although a great deal of research and development has concentrated on solutions that enable the custom-fit of garments using body-scanning equipment connected to pattern-making algorithms that compute thousands of variables (Istook, 2000; Ashdown et al., 2004, 2009; Bae & May-Plumlee, 2005; Loker et al., 2005; Wang et al., 2005; Faust & Carrier, 2009; Delamore & Bougourd, 2009; Fang & Tien, 2009), very little attention has been paid to actually customising the print with existing implementations only allowing customers to choose from a selection of static designs. This disparity reveals the gap in knowledge that present research seeks to address and can be explained by the fact that pattern making is inherently based on parametric design rules—therefore ideally suited to being translated into code—whereas print-making has traditionally lacked this formal logic and notation, making it difficult to abstract into the digital environment (McCullough, 1996). Evidence can be seen in the work of those print-makers exploring the creative potential of the technology within a craft context (Treadaway, 2006a). While the digital aesthetic that has emerged—in response to the removal of physical constraints on the use of colour and scale— certainly encompasses a range of new design styles (Fogg, 2006; Ujiie, 2006; Bowles & Isaac, 2009), it has not been accompanied by a significant change in design methods. Despite expressing frustration with the limited capabilities of existing computer interaction, most practitioners still employ a static approach to print design using standard software programs and input devices (Treadaway, 2009). Consequently, the aesthetics of digital print are limited by the capabilities of the design tools, rather than the imagination of the designer as some have suggested. In contrast, a review of contemporary research and practice within the wider context of digital craft identifies a number of product makers in materialbased disciplines (eg: ceramics and silversmithing) who are actively exploring the creative and collaborative potential of similar digital fabrication technologies (eg: 3D printing and laser cutting) by shifting focus from product design to interaction design—either by hacking existing technologies or building their own (Fraser, 2010). Instead of designing static objects, these practitioners are creating dynamic processes according to the principle of abstracting craft (McCullough, 1996); in many cases inviting customers to participate in co-design via virtual interfaces or physical installations. By exploring mass customisation within the context of digital craft, this practice-led research investigates how the design process for digitally printed textiles can be improved through the creative use of interaction technologies and, specifically, how these benefits can be extended to co-design interfaces in order to enhance the retail experience. Using an Action Research methodology, a series of case studies was undertaken to establish and evaluate the concept of dynamic print design—a practice that involves the development of generative algorithms and physical interfaces that embody craft knowledge and enable craft skills. The primary contribution to the field of study is articulated through documentation of these case studies combined with insights derived from reflective practice, customer surveys and designer interviews. The main findings are that dynamic print design expands the creative possibilities for print-makers and, when used within a retail environment to enable co-design, enhances the perceived value of textile products by enriching the customer experience. With this in mind, the main recommendation is that the field of printed textiles must expand to include interaction design methods and programming techniques.
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