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Dissertations / Theses on the topic 'Study design'

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1

Echols, Stuart Patton. "Teaching design : a qualitative study of design studio instruction /." Thesis, This resource online, 1994. http://scholar.lib.vt.edu/theses/available/etd-12042009-020304/.

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2

Amid, Atepheh. "Night, space and urban design : case study of Mashhad, Iran." Thesis, University of Westminster, 2013. https://westminsterresearch.westminster.ac.uk/item/8yy54/night-space-and-urban-design-case-study-of-mashhad-iran.

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In contemporary societies time distinctions are being reconfigured. Although in modernlife technology enables new forms of social activities and entertainments and the possibility to experience them day and night, night has been known and experienced differently in various cultures and in different time periods. Discussions of the city at night are dominated by the framework and experience of Western Europe, the USA and Australia. However, night-life in other places could be different and in order to achieve an in-depth understanding of the concepts of a night-time economy and a 24-hour society it is important to study night-life in various parts of the world. In this thesis Mashhad is investigated as a 24-hour city in Iran. Night-life in Iran, as a Middle-Eastern country, is different from the available literature as a result of various social and cultural factors. In Iran, because of religious discipline, there are no pubs, bars, casinos or clubs. However, cities work at night with a continuity of their day-time activities. Mashhad, as one of the holiest cities in Shiite Islam with the shrine of Imam Reza located at its centre, is visited annually by over 25 million pilgrims. The large number of visitors and the shrine are characteristics of the city and its 24-hour activity. Boundaries between day and night in Mashhad are less clear cut and night-life includes all kinds of activities including religious, business, recreational, social or commercial. However, the Regeneration and Reconstruction Plan of Imam Reza’s Shrine Area, started in 2001, is threatening the 24-hour features of the shrine area by attempting to modernise it in order to attract and accommodate more pilgrims. This study aims to investigate how to improve nightlife by considering the impact of urban design. It studies the night-life of the shrine area in Mashhad through a multi-method approach and investigates the impact of recent urban design interventions. In addition, a series of guidelines are proposed for revitalisation of the shrine area whilst keeping and supporting its local active night-life. This study fills a part of the gap in the literature of a 24-hour society and night-time economy through investigating a less-studied type of 24-hour society in a context that has not been considered previously and is helpful in redefining the ideas which have been formed because of this gap. By investigating the interconnections between the temporal structure of cities, their spatial form and mass pilgrimage this study argues that social, cultural, economic, political and climatic factors are all important in the formation of night-life in a city and highlights the possible threats to the night-life of cities that might result from urban design approaches that ignore a local context. It also shows that the social and temporal habits of the people who shape a city’s night-life are a product of the discussed factors which may change through time. By emphasising the importance of the local night-time economy in the formation of 24-hour societies, the findings of this study highlight the necessity of considering the night-life of urban areas in regeneration plans. These findings have direct policy relevance in the regeneration plan of the shrine area in Mashhad and are helpful for regeneration plans of similar cases with local active night-life.
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Franz, Jill Maree. "A phenomenographic study of design in the interior design context." Thesis, Queensland University of Technology, 1997.

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4

Segelström, Fabian. "Rethinking Field Studies for Design : An Argument for Using Longer Field Studies within Design." Thesis, Linköping University, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-15538.

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This case study aims at showing how longer field studies can influence the design process. The design case is a redesign of the GUI of software for cell phone network simulation. The study explores the potential of a long field study, presenting it in a way that makes it possible for the reader to follow every step of the process and thus evaluate the merits of this long fieldstudy, and of longer field studies, in general.

Data for the study was collected and an initial analysis performed during a four weeks field study. Participant observation was the primary method, but other methods were also used. After the field study was completed, further analysis led to the formation of a design rationale, sorted according to three identified usage groups and one general category.

This study argues that a long field study, with design measurements, informs the design significantly. Week one was needed for creating the necessary rapport with the users/informants, while new information decreased during week four. This confirms the argument of earlier studies that the time span of field studies for focused design cases may be shorter than for more wide-aiming social research. However, one main finding is that the most significant data for the design rationale was unevenly collected, mainly in weeks two and three. Thus, the study argues that design cases may benefit from longer fieldstudies than is the standard within the design community of today.

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Watson, James Robert 1950. "Teaching Design in the Year 2000: A Modified Delphi Study of the Perceptions of Design Educators." Thesis, North Texas State University, 1987. https://digital.library.unt.edu/ark:/67531/metadc331106/.

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The problem of this study is to predict how basic design will be taught in the year 2000 in the United States of America according to the perceptions of design educators who were polled using a Delphi exercise. Basic design is an introductory course in design disciplines covering fundamental principles, components, and applications of design. This study has a twofold purpose. The first is to predict how basic design will be taught in the year 2000 to allow design educators to better prepare for the future. The second is to provide a basis for further research that might address specific areas in the future of teaching design.
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Elias, Edward. "User-efficient design : reducing the environmental impact of user behaviour through the design of products." Thesis, University of Bath, 2011. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.541666.

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This thesis presents why a new user-centred design process for eco-design would be beneficial and demonstrates how this could be done. The research produces a methodology for collecting and measuring behaviour information and a framework for assessing its impact. It explores the role of and effective introduction of information in the design process and finally concludes with the proposed design approach for reducing the environmental impact of products during their use. Utilising a range of qualitative and quantitative research methods, energy models, observational studies, laboratory design experiments, participation research, product prototyping and industrial consultation, a comprehensive picture of designing for energy-efficient user behaviour is formed. It illustrates how behaviour information can be recorded and quantified, assessing the division between a product's intrinsic, technology-based, energy efficiencies and those that are deemed user-related. Finally, in conclusion this information is then used in a new design approach which proposes a framework for the effective and time-efficient design of products, producing a prototype design which achieves an ongoing 43% energy saving in user related losses.
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Alexander, George Shepard. "Practical knowledge and artroom design." Thesis, University of British Columbia, 1990. http://hdl.handle.net/2429/28912.

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Field research methodology was employed to describe how the personal practical knowledge of three art teachers has helped shape their junior secondary artrooms. Through interviews, photographic analysis, and participant observation a description of each site is provided to show that some aspects of each teacher's practical knowledge find expression in the artroom environment. Each artroom had its own distinctive features, but what held these three sites in common was the way in which practical knowledge functioned in the design of the flexible elements of the room's environment. Each teacher employed specific coping strategies to manage the classroom and increase their sense of comfort in their professional role. An image of an artroom was held by each teacher which both directly and indirectly influenced their decisions about artroom design. The findings were used to construct a conceptual framework relating practical knowledge and the artroom to the teacher's personal history and the limitations imposed on the artroom by school life and the room's physical limitations.
Education, Faculty of
Curriculum and Pedagogy (EDCP), Department of
Leaves 275 to 280 do not exist
Graduate
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8

Rogers, Geoffrey Arnell. "A Case Study of Design and Technology in the Early Years of Schooling." Thesis, Curtin University, 1997. http://hdl.handle.net/20.500.11937/238.

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Design, make and appraise (DMA) activities form a major component of the relatively new primary curriculum area of technology education. This case study is a descriptive and interpretative account of one teacher's attempt at implementing a DMA program in a class of children in their first year of formal schooling. The study seeks to discover and explore some of the factors and structural and organisational issues that arise during the implementation of a DMA program. The research aims to expand the knowledge base of the DMA strand of technology education as the teacher attempted to grapple with the problem of translating the theoretical technology education curriculum statements into practical realities in the classroom. This study highlights the importance of the teacher, her organisation and planning and selection of appropriate teaching strategies.Group work, continuous assessment and the provision of adequate and appropriate resources were also found to be important contributing factors. Three further issues were found to emerge from the study. Firstly there was a weak link between the children's designing stage and their making and appraising stages. Secondly, DMA has the potential to assist schools to work towards a more gender-neutral curriculum in which both girls and boys have equal access. Special education children were found to be assisted by involvement in DMA activities. And thirdly, the setting of DMA tasks was seen to be an issue that could cause difficulties. Finally, a number of implications for teachers arose out of these findings and they have the potential to improve DMA teaching and learning.
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Farzad, A. "Rationalization of tool design in extrusion." Thesis, University of Leeds, 1988. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.234073.

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Morberg, Hampus. "Conceptual Speaker Study." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Maskinteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-25081.

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This thesis project is a stand-alone project with the goal to develop an optimized material suited for speaker cabinets, with the focus on acoustic abilities, production possibilities and environmental impact. And to further on design a high performance to price speaker, using the developed material properties and todays technology. The thesis is focused heavily on testing material, starting with research and thereafter creating and testing samples, to continue with find a material combination that would work for a product fit for the market. The final product should fulfill the demands of typical furniture handling, meaning it should be able to be moved around and withstand moderate abuse from daily events. The project results in a functional prototype for evaluation of material and the overall design. The project is based on design methods and design thinking.
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Wang, Lingjuan. "Theoretical study of cyclone design." Diss., Texas A&M University, 2003. http://hdl.handle.net/1969.1/2192.

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To design a cyclone abatement system for particulate control, it is necessary to accurately estimate cyclone performance. In this cyclone study, new theoretical methods for computing travel distance, numbers of turns and cyclone pressure drop have been developed. The flow pattern and cyclone dimensions determine the travel distance in a cyclone. The number of turns was calculated based on this travel distance. The new theoretical analysis of cyclone pressure drop was tested against measured data at different inlet velocities and gave excellent agreement. The results show that cyclone pressure drop varies with the inlet velocity, but not with cyclone diameter. Particle motion in the cyclone outer vortex was analyzed to establish a force balance differential equation. Barth??s "static particle" theory, particle (with diameter of d50) collection probability is 50% when the forces acting on it are balanced, combined with the force balance equation was applied in the theoretical analyses for the models of cyclone cut-point and collection probability distribution in the cyclone outer vortex. Cyclone cut-points for different dusts were traced from measured cyclone overall collection efficiencies and the theoretical model for calculating cyclone overall efficiency. The cut-point correction models (K) for 1D3D and 2D2D cyclones were developed through regression fit from traced and theoretical cut-points. The regression results indicate that cut-points are more sensitive to mass median diameter (MMD) than to geometric standard deviation (GSD) of PSD. The theoretical overall efficiency model developed in this research can be used for cyclone total efficiency calculation with the corrected d50 and PSD. 1D3D and 2D2D cyclones were tested at Amarillo, Texas (an altitude of 1128 m / 3700 ft), to evaluate the effect of air density on cyclone performance. Two sets of inlet design velocities determined by the different air densities were used for the tests. Experimental results indicate that optimal cyclone design velocities, which are 16 m/s (3200 ft/min) for 1D3D cyclones and 15 m/s (3000 ft/min) for 2D2D cyclones, should be determined based on standard air density. It is important to consider the air density effect on cyclone performance in the design of cyclone abatement systems.
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Abhay, Srinivas. "Novel Compressor Blade Design Study." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1439279520.

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Botes, Herman. "Exploring critical citizenship and globalization discourse to conscientize industry expectations of design education at Universities of Technology." Thesis, Stellenbosch : Stellenbosch University, 2015. http://hdl.handle.net/10019.1/96830.

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Thesis (MA)--Stellenbosch University, 2015.
ENGLISH ABSTRACT: Design educators are expected to demonstrate a high level of confidence in the industry for which they are preparing students. When I reflected upon my own design industry and higher education experience while engaging with critical citizenship and globalization discourse, my confidence in and perceived authority of the design industry became challenged. I came to the realization that it could be useful to view the demands from the neoliberal design industry on design education through the lenses of critical citizenship and globalization. The insights gained from such an investigation could assist design educators involved in developing new design programmes to conscientize the expectations set by the design industry. It is argued that the conscientizing of expectations set by the design industry could be achieved by focusing on conscientizing design graduates that may in turn influence the design industry at large. The main aim of the study is to create a conceptual framework that supports theoretical concepts that could conscientize industry expectations of design education. The main research question thus questioned how critical citizenship and globalization discourse could be used to conscientize industry expectations of design education at Universities of Technology (UoTs). The objectives of the study are twofold: to identify, firstly, current industry expectations of design graduates from a University of Technology in South Africa and, secondly, to identify theoretical concepts in critical citizenship and globalization discourse that could be used to conscientize industry expectations of design education at UoTs in South Africa. Theoretical concepts in critical citizenship and globalization discourse were identified through a literature review; the identified concepts were used to develop a conceptual framework. The empirical section of the research design consisted of a case study that included industry interviews, alumni surveys and my own experience as the main sources of data. The theoretical concepts identified in the literature review of critical citizenship and globalization discourse were used to structure an inductive content analysis of empirical data collected to identify possible theoretical concepts that can be used to conscientize industry expectations of design education. The picture that emerges from this study creates a worrying image of a profession in crisis. I identified the urgent need to instil compassion into design education so that our alumni can intuitively act against situations where their dignity is under threat. This can be done by means of inclusion of critical citizenship and globalization discourse in curriculums of design programmes at UoTs. The theoretical concepts in critical citizenship and globalization discourse that can possibly be used to conscientize industry expectations of design education at UoTs are identified as: transformation, diversity, racism, social disparity, visual culture, civic identity, civic engagement, ethical relationships, shared participation, problemsolving, critical thinking, and imagination skills. I also conclude that the debate regarding the conscientizing of the design industry is of such importance that it should not be limited to only critical citizenship and globalization discourse ‒ the debate must go further and deeper.
AFRIKAANSE OPSOMMING: Daar word van ontwerp-dosente verwag om 'n hoë vlak van vertroue te toon in die industrie waarvoor hul hul studente oplei. Terwyl ek sou meedoen aan die diskoers rondom kritiese burgerskap en globalisering, het ek besin oor my eie ervaringe rakende die ontwerp-industrie en hoër opvoeding en sou uiteindelik my vertroue in en vermeende inspraak sover dit die ontwerp-industrie aangaan, bevraagteken. Daar is tot die besef gekom dat dit voordelig kan wees om die eise wat die neoliberale ontwerp-industrie aan ontwerp-onderrig stel, te beskou vanuit die hoek van kritiese burgerskap en globalisering. Die insigte verwerf deur middel van so 'n ondersoek kan ontwerp-opvoedkundiges betrokke by die ontwikkeling van nuwe ontwerp-programme van diens wees in hul poging om die verwagtinge gestel deur die ontwerp-industrie sensitief te verskerp. Daar word aan die hand gedoen dat so 'n sensibilisering betreffende die verwagtinge gestel deur die ontwerp-industrie haalbaar is deur te fokus daarop om ontwerp-graduandi insgelyks te sensibiliseer en wat op sy beurt die ontwerp-industrie breedvoerig sal raak. Die hoofoogmerk van die studie is om 'n konsepsuele raamwerk daar te stel welke teoretiese konsepte ondersteun wat 'n sensitiewe bewussyn kan kweek sover dit industrie-verwagtinge rakende ontwerp-onderrig aangaan. As sodanig het die hoofnavorsingsprobleem dus gevra na hoe die diskoers rondom kritiese burgerskap en globalisering aangewend kan word om industrie-verwagtinge insake ontwerponderrig by Universiteite vir Tegnologie (UvT's) te sensibiliseer. Die oogmerk van hierdie studie is tweevoudig: om, eerstens, huidige industrie-verwagtinge rakende ontwerp-graduandi van 'n UvT in Suid-Afrika te identifiseer en, tweedens, om teoretiese konsepte rakende die diskoers rondom kritiese burgerskap en globalisering te identifiseer wat aangewend kan word om industrie-verwagtinge rakende ontwerp-onderrig by UvT's in Suid-Afrika sensitief te verskerp. Teoretiese konsepte in die diskoers rondom kritiese burgerskap en globalisering is geïdentifiseer deur middel van 'n literatuuroorsig; die geïdentifiseerde konsepte is naamlik aangewend om 'n konsepsuele raamwerk te ontwikkel. Die empiriese afdeling van die navorsingsontwerp het bestaan uit 'n gevallestudie wat onderhoude in die industrie, opnames onder alumni asook my eie ervaringe rakende die ontwerp-industrie as hoofbronne van data ingesluit het. Die teoretiese konsepte geïdentifiseer as deel van die literatuuroorsig rakende die diskoers rondom kritiese burgerskap en globalisering is aangewend om struktuur te verleen aan 'n induktiewe inhoudsanalise van empiriese data versamel om moontlike teoretiese konsepte te identifiseer wat aangewend kan word om industrie-verwagtinge rakende ontwerponderrig te sensibiliseer. Die beeld wat deur hierdie navorsing geskets is, skep 'n onrusbarende beeld van 'n professie wat 'n krisis deurmaak. Ek het die dringende behoefte geïdentifiseer om toegeneentheid en deernis by te bring in ontwerp-onderrig sodat ons alumni intuïtief kan optree in gevalle waar hul menswaardigheid in die gedrang sou kom. Dit kan bereik word deur die insluiting van kritiese burgerskaps- en globaliseringsdiskoerse in die kurrikulums van ontwerp-programme by UvT's. Die teoretiese konsepte in die diskoers rondom kritiese burgerskap en globalisering wat moontlik aangewend kan word om industrie-verwagtinge rakende ontwerponderrig by UvT's te sensibiliseer, is geïdentifiseer as: transformasie, diversiteit, rasisme, sosiale ongelykheid, visuele kultuur, burgerlike identiteit, burgerlike verpligtinge, etiese verbintenisse, deelgenootskap, probleemoplossing, kritiese denke asook vaardighede met betrekking tot die inspan van die verbeelding. Daar is voorts tot die slotsom geraak dat die debat rondom die kweek van 'n sensitiewe bewussyn in die ontwerp-industrie van sodanige belang is dat dit nie beperk behoort te word tot alleen die diskoers rondom kritiese burgerskap en globalisering nie ‒ die debat móét eenvoudig verder en meer indringend gevoer word.
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Rader, G. Alan. "Using the computer as a design tool : teaching the use of the computer as a design tool for three-dimensional designers." Virtual Press, 1995. http://liblink.bsu.edu/uhtbin/catkey/935924.

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With the advent of the computer, the world of design has been revolutionized. Many artists and designers have started to look to the computer to aid in their design processes. By using the computer, designers have been able to achieve a higher level of precision and design resolution. This project examines the processes involved in teaching the computer as a design tool to art students and faculty. By drawing on five years of computer application experience, the author has created and executed a plan for helping designers learn the advantages of incorporating the computer as a part of their design processes. This project deals with the difficulties of teaching designers the visualization and computer skills necessary for using the computer as a design tool. The project focuses upon two groups of students. The first group was comprised of advanced metals students learning MacintoshApplications. The second group was comprised of advance metals students working on Microstation, a CAD software application.
Department of Art
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Hansen, Martin. "A Friendly Product : A Kansei engineering study." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Industridesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-46316.

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This master thesis is about exploring the possibility to concisely and deliberately apply a feeling on a product medium. The report features the process and results of using the kansei engineering methodology to develop and evaluate a friendly vibrator (pleasure product). The thesis is performed at a master level in the program of Industrial Design at Jönköping University.
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Cheng, Yan. "Study on partitioning design approach for K-band oscillator design." Kassel : Kassel Univ. Press, 2005. http://deposit.d-nb.de/cgi-bin/dokserv?idn=976000954.

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Conway, Alastair Peter. "Enhancing the design dialogue : a study of engineering design meetings." Thesis, University of Strathclyde, 2011. http://oleg.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=15651.

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Klaubert, Heather L. "Tiny design : a study of the design of microelectromechanical systems." Thesis, University of Cambridge, 1998. https://www.repository.cam.ac.uk/handle/1810/272160.

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Delport, Hermie Elizabeth. "Towards design-build architectural education and practice : exploring lessons from educational design-build projects." Thesis, Cape Peninsula University of Technology, 2016. http://hdl.handle.net/20.500.11838/2393.

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Thesis (DTech (Architectural Technology))--Cape Peninsula University of Technology, 2016.
This research explores design-build projects in architectural education. The design-build studio is an alternative to the conventional theory-oriented studio. In design-build projects students both design and build real buildings. Internationally, design-build projects have increased rapidly in architectural programmes over the past decade. Literature suggests that design-build projects are relevant for architectural education, but that there is a definite need for more theoretical and critical exploration. Design-build projects in the context of this study are defined as socially responsive, inhabitable, full-scale investigations. The value of this pedagogical construct for educators, students, architectural practice and society in general was an underpinning theme guiding this exploration. Design-build projects are located on the boundary between theory and practice. This research provides a view into my journey across this boundary, immersing myself in both the theoretical and practical. Principles of the designbuild process and design research mapped the research path. The research process commenced with the initiation of and active participation in a number of design-build constructions. Through critical reflection on the construction experiences and the literature, specific pedagogical and practice implications were explored. Cultural historical activity theory provided me with a sense of theoretical direction in this journey. Collaboration as a pedagogical tool and the possibility of exposing students to alternative practice possibilities were foregrounded as being uniquely situated within the design-build project. The value of this research is the contribution it makes to the current international call for a clearer understanding of the pedagogical and practice merit of design-build projects.
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Inampudi, Sivateja. "Teaching Fundamentals of Digital Logic Design and VLSI Design Using Computational Textiles." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc699874/.

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This thesis presents teaching fundamentals of digital logic design and VLSI design for freshmen and even for high school students using e-textiles. This easily grabs attention of students as it is creative and interesting. Using e-textiles to project these concepts would be easily understood by students at young age. This involves stitching electronic circuits on a fabric using basic components like LEDs, push buttons and so on. The functioning of these circuits is programmed in Lilypad Arduino. By using this method, students get exposed to basic electronic concepts at early stage which eventually develops interest towards engineering field.
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Battina, Brahmasree. "An Interactive Framework for Teaching Fundamentals of Digital Logic Design and VLSI Design." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc799495/.

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Integrated Circuits (ICs) have a broad range of applications in healthcare, military, consumer electronics etc. The acronym VLSI stands for Very Large Scale Integration and is a process of making ICs by placing millions of transistors on a single chip. Because of advancements in VLSI design technologies, ICs are getting smaller, faster in speed and more efficient, making personal devices handy, and with more features. In this thesis work an interactive framework is designed in which the fundamental concepts of digital logic design and VLSI design such as logic gates, MOS transistors, combinational and sequential logic circuits, and memory are presented in a simple, interactive and user friendly way to create interest in students towards engineering fields, especially Electrical Engineering and Computer Engineering. Most of the concepts are explained in this framework by taking the examples which we see in our daily lives. Some of the critical design concerns such as power and performance are presented in an interactive way to make sure that students can understand these significant concepts in an easy and user friendly way.
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Prabhakar, Pratiksha. "Sensory Reflective Framework for Product Design Ideation: A Design Case Study." University of Cincinnati / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1504882080133474.

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Van, Zyl James. "Curriculum design for ecotourism as part of formal training in tourism." Thesis, Cape Technikon, 1994. http://hdl.handle.net/20.500.11838/1886.

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Thesis (Masters Diploma (Technology))--Cape Technikon, Cape Town, 1994
The majority of educational establishments in South Africa offering tourism courses concentrate on those subjects that are closely related to the operational side of the industry, for example: Travel Practice and Management, Business Management, Marketing, etc. whilst linle or no applied training for ecotourism is given. On the other hand the impact of tourism on the natural resources of a destination as well as on the host community is steadily increasing, particularly in developing countries. Once this phenomenon is analysed and placed in perspective, structured training and educational activities appear to be one way to ensure that both the conservation and retention of the natural beauty and resources in such destination is addressed. To be effective such educational and training activities should be specific and should take place within the context of ecotourism. The purpose of this study was, in the first place. to define 'ecorourism' and to describe its role within the broader tourism industry. It was further attempted to isolate the characteristics and to draw attention to the sensitive nature of ecosystems. The role of training in the survival of the systems mentioned, that is, the protection and conservation thereof, became patently clear. It further became apparent that the educational needs were not only applicable to the visitor, to the destination, but also to the functionary within the industry. In order to meet the objectives of the tourism trade it will be necessary for prospective employees to acquire the knowledge, skills and attitudes relative to environmental management. In order to contribute to sustainable tourism development future employees of this industry should also be motivated to participate in the management of the environment.
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Al-Najadah, Ali Saleh. "Attitudes of interior design students toward creativity in design problem solving using CADD versus conventional drafting tools." Thesis, Virginia Polytechnic Institute and State University, 1989. http://hdl.handle.net/10919/77901.

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This study was conducted to explore interior design students' perceptions and attitudes toward creativity in design problem solving using CADD versus conventional drafting tools and to research whether CADD stifles or encourages students' creativity in that manner. Students' level of CADD perf onnance, past experience with CADD or other microcomputer software and level of CADD problems were used as the independent variables for this study. During the last two weeks of the spring semester 1989, 32 interior design students, who comprised the population for this study, were given two design problems, one to be done with CADD and the other with conventional drafting tools. After that period students were asked to fill out a survey questionnaire and participate in a group discussion. The collected data then was a subject of a descriptive and analytical statistical study. Findings of this study showed no relationship between students' level of CADD experience and their attitudes toward using CADD in creative design problem solving. On the other hand, a significant relationship was found between the level of CADD problems that students had and their attitudes toward CADD. As a result, although students liked using CADD in design and 78% of them did not feel intimidated by it, more than 65% of the students felt that they could come up with more design ideas with conventional drafting tools than with CADD. Most of the students attributed this attitude to their long experience with design and drafting tools. Other problems that caused discomfort to students when using CADD in design were lack of knowledge of DOS commands, unfamiliarity with computer hardware and software problems, and their limited time to work on computers.
Master of Science
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Van, der Post Leda. "A computing studio method for teaching design thinking." Thesis, Nelson Mandela Metropolitan University, 2010. http://hdl.handle.net/10948/1128.

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Current trends in technology have led to a need for creativity and innovation in the design of contemporary digital products and systems. This has resulted in design thinking and creative design process having a higher profile in digital design practice. In turn, this has impacted computing education, by creating a need for computing students to develop creativity and design thinking skills. Creative design is taught using design studio teaching methods, which require a culture, environment and activities that are different to the teaching methods used in traditional computing education. Some computing academics have implemented courses using aspects of studio teaching methods, but no clear guidelines for a computing academic without creative design experience to fully apply studio teaching methods in courses could be found. The reason for the change in the role of design in the digital domain and how it affected the needs of computing students was investigated and a comparison of typical design studio and computing teaching methods was conducted using a learning systems model adapted for this specific purpose. This led to an identification of areas that required further investigation, or gaps in the knowledge of how to adapt design studio methods for use within a traditional computing education environment. These gaps were used as the basis for identifying a set of research questions for an empirical study. An exploratory case study was conducted at the Nelson Mandela Metropolitan University to answer the research questions. Three computing academics implemented studio teaching methods within three separate modules, following provisional guidelines devised from the preliminary research. Feedback was collected from the lecturers and the students registered for the modules regarding their experiences. It was found that it would be possible for computing academics to implement aspects of a design studio approach within the existing computing environment. An explicit teaching method, termed the computing studio teaching method, was developed from the results of the case study. This teaching method aims to provide computing academics with little or no creative design experience with explicit methods for implementing modified design studio teaching methods in order to promote creativity and design thinking within traditional computing modules. This teaching method will be tested, validated and refined in future research.
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Miller, Gordon Glazebrook. "Cyberspace: escaping flatland: a study of design in the virtual environment." Thesis, Virginia Polytechnic Institute and State University, 1991. http://hdl.handle.net/10919/53296.

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Architecture is a spatial reality and, as such, should be designed spatially. Traditional methods of two dimensional design offer limited insight to the nature of the built project. By designing a project in three dimensions from its inception, an architect comes closer to the actuality of the building. This thesis addresses the possibilities and realities of three dimensional computer aided design. Radical changes in computer technology have made interactive three dimensional design possible. Clusters of processing units acting in parallel offer unprecedented flexibility and computing power. New methods of input such as voice and gesture activation are allowing greater flexibility of input. The future of three dimensional computer aided design points to higher resolution displays, holographic imaging, and spatial object manipulation. The vehicle for this architectural thesis is a computer research facility; The National Institute for Advanced Media. The project addresses the demands that new computer technologies place on architecture. It also offers a direction for designing with these new technologies. This thesis contains an analysis of the architectural project, a complete description of the architectural process, and a summary of all software packages considered. The Apple Macintosh IIfx was chosen as the hardware platform for this investigation because of its object oriented graphical environment and for its advanced multimedia capabilities.
Master of Architecture
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Yang, Yushi. "Design: Encouraging Sustainability Through Persuasion." Thesis, Virginia Tech, 2013. http://hdl.handle.net/10919/76895.

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The thesis proposes a mobile app design along with an innovative business plan aiming to encourage sustainable purchasing. To uncover the limitations in current design practices, firstly, represented examples of sustainable design were reviewed. Then, in an attempt to bridge the gap between sustainability and design commercialization, the techniques of persuasion were studied. It is to figure out how to incorporate hot triggers into computational technologies. As an outcome of the study, the final deliverable is a social networking application that provides sustainable product reviews. Instead of following a traditional sustainable design framework, the final deliverable focuses on creating an efficient supply-and-demand circulation for sustainable products. It delivers a unique corporate proposition showing how the system works, gaining modest profits while promoting sustainable development. Based on an online survey and the user study, the value of the proposed idea was validated. Also, the usability and functionality of the app were improved based on participant feedback.
Master of Science
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Lidy, Christopher James. "A Study of Landscape Architecture Design Methods." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/31461.

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How do different methods employed by landscape architects impact the design outcome? This paper identifies and defines design methods in landscape architecture that may be classified as part of four internal and external connections and structures categories. Methods are further examined through two design exercises. In the first design exercise, the identified methods are individually applied to the same simple design which is used as a control. The only variable changed is the method used to design. The resulting designs are shown and analyzed. In the second design exercise, three different methods are applied to a complex design. Similar to the first design exercise, all variables are held constant except for the design methods. The resulting design outcomes are shown and analyzed. One conclusion from this work recommends landscape architecture designers use at least one method in each of four categories: 1) Modeling Systems, 2) Interrelationship and Dependencies, 3) Incorporation and Adadaption, and 4) Structure Problems in order to explore complex design issues more thoroughly.
Master of Landscape Architecture
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Sabatelli, Madison. "Navigating the Design Process Through Writing: An Ethnographic Study of Academic Design Studios." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1595270362820823.

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Prillaman, Susan Carol. "The Effectiveness of Interior Design Students' Study Drawings in the Design Process." Thesis, Virginia Tech, 2002. http://hdl.handle.net/10919/32687.

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Visualization is an important part of the design process. The sketches that are created during the design process are the visible evidence of the visualization that occurs in the brain. The process of designing involves a conversation that occurs between the student and the sketches created during problem finding and problem solving in the design process. This conversation allows the student to progress through the design process manipulating both the drawn image on paper and the visualization that occurs in their mind until a fitting solution to the problem is found. This study sought a better understanding of this communication style and it's effect on designed final products. Two methods of analysis were utilized in this research. Quantitative analysis was used to measure the correlation between quality of sketching process and the quality of the final designed product. Then multiple case studies were examined to describe in detail the design process styles of three students. First the sketches that were created during the designing of a student project were counted and then evaluated for sketch creativity and sketch efficacy. The final design products were evaluated for project creativeness and project function. Significant positive statistical correlations between the variables were observed. In summary, the quality of sketches and visual thinking during the design process had a measurable positive effect on the final designed solution.
Master of Science
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Willatzen, Jeppe, and Edin Karakurt. "Competitive Level Design : A study on Counter-Strike: Global Offensive Level Design." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-416170.

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Counter-Strike: Global Offensive stands as one, if not the most popular competitive video game of all time. In fact, tens of millions are awarded at Esports tournaments – a testament to the game’s popularity. As such, game designers should seek to understand exactly why the Counter-Strike series is so popular. One critical element to any game like Counter-Strike is the level design. This study attempts to provide an analysis of competitive level design by looking at the differences between a highly popular Counter-Strike level, Dust2, and one that is considerably less popular, Cobblestone.  Level design has already been scrutinized heavily by game designers throughout the years, and this also applies to Counter-Strike. The trend has mainly been to analyze levels from a high-level perspective, however. We hope that our study will contribute to the existing knowledge from an exceedingly low-level perspective. The study relies on data acquired from the massive Counter-Strike statistics database HLTV.org which primarily consist of 2 heat-maps that display hotspots for “killer locations” on the levels’ Bombsites. These heat-maps have since been subjected to two formal analyses and a subsequent comparative analysis. The study found that the occurrence of several indicators of flawed level design are present in Cobblestone. These flaws contrast with the level design principles and guidelines laid out by experienced designers. As such, the study concludes that these flaws are the primary contributing factors to the drop in popularity for Cobblestone. However, the study also acknowledges the need for an expanded study comprising the entire levels and involving other types of data
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Weathers, Nixon Natalie. "A study of the experiential service design process at a luxury hotel." Thesis, University of Westminster, 2010. https://westminsterresearch.westminster.ac.uk/item/9086w/a-study-of-the-experiential-service-design-process-at-a-luxury-hotel.

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This thesis explores the process of designing experiential services at a luxury hotel. These processes were surfaced by means of a methodology that used the principles of jazz improvisation. Due to similarities between experiential service design and elements in jazz improvisation, representing experiential service design through the jazz improvisation metaphor leads to a new framework for exploring the process of experiential service design that is iterative in nature. A gap in the service design literature is that experiential service design is not operationalized in organizational improvisation, and one contribution from this study will be to fill that gap. This study contributes to the field of knowledge by exposing a new perspective on how experiential services can be better designed by adapting some of the design tools from this luxury hotel; a second contribution is a recommendation for how the improvisational lens works as an investigative tool to research experiential organizations. In the process, some new dimensions to understanding complexity are contributed. The research process utilized qualitative research methods. Frank Barrett (1998) identified seven characteristics of jazz improvisation which I have used as a heuristic device: 1) provocative competence (i.e., deliberately creating disruption); 2) embracing errors as learning sources; 3) minimal structures that allow for maximum flexibility; 4) distributed task (i.e., an ongoing give and take); 5) reliance on retrospective sensemaking (organizational members as bricoleurs, making use of whatever is at hand); 6) hanging out (connecting through communities of practice); and 7) alternating between soloing and supporting. This research is grounded in the body of literature regarding complexity, organizational improvisation, service design and experience design. The role of heterogeneous minimal structures that are fluid and optimize uncertainty is central to this investigation. Themes such as sensemaking and the role of story, meaning-making, organizational actors' use of tangible and intangible design skills, and embracing ambiguity in efforts to design experiential services are explored throughout the dissertation. The anticipatory nature of experiential service design is a principle outcome from the data that is incorporated into the new conceptual framework highlighting a "posture of service".
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Oliphant, J. "Controlling safety and capturing engineering judgement in geotechnical design." Thesis, University of Bristol, 1988. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.381407.

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Arslan, Fatih Seçkin Yavuz. "User-centered design criteria in automobile design with a case study of automobile dashboard design/." [s.n.]: [s.l.], 2006. http://library.iyte.edu.tr/tezler/master/endustriurunleritasarimi/T000384.pdf.

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Tunnicliffe, A. J. "Knowledge elicitation in design : a case study of page layout design." Thesis, Loughborough University, 1990. https://dspace.lboro.ac.uk/2134/11737.

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Knowledge elicitation remains a fundamental feature of Knowledge Based Systems evolution. However, there is insufficient evidence to support the presumption that the knowledge elicitation philosophy is viable for design. Scant effort has been applied to research into techniques for design elicitation, and the nature of design is poorly considered. In particular, design tasks that involve visual design skills appear especially neglected. The scarcity of proven knowledge elicitation methods for design has not dampened the enthusiasm for "Intelligent" Computer Aided Design Systems. However, it is argued that design knowledge acquired from ad hoc, unsubstantiated and untested procedures, and knowledge that is undocumented and untested cannot be considered reliable. Indeed, it is extensively observed that a deficiency of intelligent performance exists in current ICAD systems, and the exigency for laudable design elicitation methods is prevalent Here, knowledge elicitation in design is promoted through a review of design and knowledge elicitation research literature. Design must be considered dissimilar to scientific problem solving, and the holistic nature of the task is an important characteristic. Further, the spatial, diagrammatical and drawing forms of communication, that are manifest in design, must be tackled. A method for the elicitation of design knowledge is proposed, and tested in the domain of page layout design. Computerised methods of knowledge acquisition currently lack the sophistication to expound the enigmas associated with design elicitation. It is concluded that the personal interview strategy is appropriate, in which the nature of the design task, and the visual and spatial components are equitably considered. The understanding of page layout design is demonstrated in a communicable report, and tested through an evaluation study. It is concluded that methodological principles of knowledge elicitation are appropriate to design, and a suitable method is outlined. The domain of page layout design illustrates that the techniques are successful, useful and practical.
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悟, 日和, and Satoru Hiwa. "Study on design exploration and design mode analysis for decision making." Thesis, https://doors.doshisha.ac.jp/opac/opac_link/bibid/BB12964661/?lang=0, 2015. https://doors.doshisha.ac.jp/opac/opac_link/bibid/BB12964661/?lang=0.

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工学設計とは,複数の性能要求を満たすべく,膨大な数の設計変数の最適値を求め,自らが望む設計を選択していく,設計探査と意思決定のプロセスである. 本研究では,これら2つの主要課題に対して,多様かつ優れた解を高速に得るための「設計空間探査」と高次元かつ膨大な設計候補群から主要な設計パターンを抽出し,その特徴を定量的に分析するための「設計モード解析」の技術を開発し,その有効性を示した.
In engineering design, we try to find better solutions that satisfy many design requirements. Once the designs have been found, we choose preferable one. Engineering design is the mixed procedure of design exploration and decision making. This study proposes the effective solution for each engineering process: (1) a novel optimization algorithm to rapidly derive better designs, and (2) "design mode analysis" which enables us to extract representative design patterns from the huge number of design examples. Effectiveness of the proposed method were verified in real-world problems.
博士(工学)
Doctor of Philosophy in Engineering
同志社大学
Doshisha University
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37

Olsson, Axel. "Participatory design in game design – a study in collaboration and ownership." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20516.

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Denna studie berör områdena participatory design, speldesign samt idégenerering och syftar till att undersöka hur spelföretag interagerar med sina slutanvändare vid speldesign samt om participatory design kan användas i speldesign för att främja känslor av delaktighet och ägandeskap.Studien har genomförts med intervjuer och undersökningar i form av en analys av fyra svenska spelföretags hemsidor och sociala medier för att se på deras interaktion med sina slutanvändare vid speldesign, samt en participatory designworkshop.Resultaten från litteraturstudien och workshopen visar på att participatory design kan användas för att främja känslor av delaktighet och ägandeskap hos deltagarna. Vidare visar undersökningen av de svenska spelföretagen att interaktionen med sina slutanvändare över lag är låg.De slutsatser som studien visar på är att genom att erbjuda sina användare möjligheten att bli delaktiga och att interagera med spelföretaget så får man en aktiv och stimulerande miljö vilken gynnar både spelföretaget och deras slutanvändare. Vad gäller participatory design så visar studien att det är ett förhållningssätt som går att använda inom speldesign. Vidare så visar det också sig att, om behovet för att välja ut mellan flera olika metoder och tekniker inom participatory design uppstår, så är ett ramverk ett mycket användbart och hjälpsamt verktyg.
This study encorporates the areas participatory design, game design and idea generation and serves to investigate how game developers interact with their end-users on game design. It also investigates if participatory design can be used in game design to promote feelings of participation and ownership.The study is based on interviews and research in the form of an analysis of four Swedish game developers' websites and social media profiles. This is done to see how and if they interact with their end-users in game design. Also, a workshop in participatory design and game design was carried out to see if the participants felt participation and ownership.The results of the workshops evaluation show that participatory design can be used to promote feelings participation and ownership with the participants. The results also show that the interaction between the Swedish game developers and their end-users were overall low but not nonexistent.The conclusions that can be shown in this study are firstly that by offering the end-users the option to involve and interact with the game developers one can receive an active and stimulating environment which is beneficial to the game developers themselves as well as their end-users. Secondly, the study shows participatory design is an approach that is applicable to game design. Further, it is also shown that if the need to choose between different methods and tools in participatory design should arise, then the use of aframework is proven to be a useful and helpful tool.
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Eckersley, Michael D. "Explicit heuristic training as a variable in design problem-solving." Virtual Press, 1985. http://liblink.bsu.edu/uhtbin/catkey/438704.

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Purpose of the Investigation. The purpose of this investigation was to determine whether a treatment of design-related heuristics would affect the judged value of student design products. Procedures. Subjects consisted of 38 foundation-level design students at Ball State University, Muncie, Indiana. Following five weeks of basic design instruction, a pretest, constructed to measure design problem-solving performance in relation to two problem-types (a Baseline Problem and a Conceptual Problem), was issued to two groups. Thereafter, a treatment of design-related heuristics was administered to one group; the other group served as a control. After a period of four weeks, in which both groups worked an identical series of problems, a post-test was issued.Evaluation of pre-test and post-test designs was performed by five designer/educators using a Design Evaluation Rating Scale, an instrument used to quantify judgments regarding six discrete evaluative criteria (i.e., General Impression, Completion, Figural Originality, Conceptual Originality, Aesthetic Value, and Functionalness). Two null hypotheses were tested which maintained that no significant interaction effects would occur for either the Baseline Problem or the Conceptual Problem between factors of (a) time-of-test (pre-test, post-test) and (b) group (experimental, control) for seven dependent variables (i.e., Overall Score, General Impression, Completion, Figural Originality, Conceptual Originality, Aesthetic Value, Functionalness). The .05 level of confidence was set as the critical level for rejection of hypotheses. Inter-rater reliability was computed, and found to be high for three of the four test problems.Results and'Conclusions1. Null Hypothesis Number one was rejected, suggesting that the heuristics treatment aided the experimental group in their performance on the Baseline Problem. Null Hypothesis Number Two was not rejected, suggesting that the treatment failed to aid the experimental group in their performance on the Conceptual Problem.2. Problem structure apparently affected the design problem-solving behavior and performance of the foundation-level design students, suggesting that highly complex or abstract problems are best reserved for more advanced design courses.3. A measured construct of "design value" can be operationally defined and expert judgments thereby quantified to validly measure the real-world value of design products
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Alton, Noel Teresa. "Empirical Study of Information Design: Four Experiments." BYU ScholarsArchive, 2010. https://scholarsarchive.byu.edu/etd/2118.

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Current design theory sets out many rules and guidelines for designers, but good design is still difficult to replicate. Often the design principles found in the manuals are misapplied, resulting in designs that (1) do not fulfill their purpose and (2) disrupt the clarity of information. This thesis will review and provide experimental data supporting a model of visual form/visual purpose connections based on the semiotic of C.S. Peirce. This model was first used by Amare and Manning (2005, 2006, 2007, 2008, 2009) to evaluate and explain both effective and ineffective visual information design. This thesis will extend their approach, reporting on the results of four experiments to test the aesthetic appeal and information retention from various visual designs. The four experiments presented in this thesis show that viewer's ability to recall information does not coincide with designs that they find the most visually stimulating or visually pleasing. High indicative contrasts allow for higher retention rate, but those contrasts do not necessarily conform to viewer's aesthetic preferences. Low indicative contrast options have a lower retention rate, but are preferred aesthetically by viewers. Peircean analysis accounts for this disconnect between usability and preference and can help designers find the balance that is needed between these competing purposes in visual information design.
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Chowdhury, Yassin. "Plasmonic Waveguides : Design and Comparative Study." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-42446.

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Although photonics offers an attractive solution to the speed limitation of electronics, reducing the size of bulky photonic components is one of the major issues towards the implementation of photonic integrated circuits. Plasmonic circuits, which tightly confine electromagnetic waves at the metal-dielectric interface, can be a potential solution to this problem. Despite an excessive amount of papers published in the field, there exist an inconsistency in terms of the measure of plasmonic modal properties, especially their mode size. In this thesis work, several representative plasmonic structures are studied and there modal characteristics are cross-compared. Confinement has been calculated using several definitions in order to measure their figure of merits consistently. In addition, we propose a plasmonic waveguide, which achieves both deep sub-wavelength scale confinement and relatively long propagation. The waveguide consists a metal nanowire on top of a high index dielectric strip which can be made of Germanium. The hybridization of dielectric mode and cylinder plasmon polariton mode leads to localization of the mode energy in the nanoscale gap. This structure outperforms existing plasmonic waveguides in terms of gure of merit, which makes the waveguide particularly useful in high density photonic integrated circuits. This thesis also investigates optical forces due to the enhanced gradient field in plasmonic waveguides. Gradient forces and trapping forces are calculated using Maxwell's stress tensor for dierent hybrid waveguides, among which the forces with the proposed waveguide structure are found to be the largest.
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FILHO, ARY PIMENTA DE MORAES. "NEWS DESIGN: A MULTIPLE CASE STUDY." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2010. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=35605@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
Design de notícias: um estudo de casos múltiplos discutiu o surgimento e os limites do design de notícias, desvinculando-o da dinâmica interna do Jornalismo e caracterizando-o como uma relevante subárea do campo do Design ao se constituir numa forma discursiva da sociedade industrial a partir do final do século XX, quando surge e se desenvolve. Para tanto, apontou as características desse design, distinguindo-o dos anteriores no âmbito da página de notícias, sistematizando sua metodologia de trabalho e discutindo sua inserção na referida sociedade.
News design: a multilpe case study discussed the emergence and the limits of news design, isolating it from the internal dynamics of Journalism and characterizing it as an important subarea of the field of Design as it has been constituted in a discursive form of industrial society from the end of the 20th century, when it arises and develops. The study pointed out the features of this design, distinguishing it from its earlier form in the page of news, systematizing its working methods and discussing its insertion in that industrial society.
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42

Strudwick, Casandra Michelle 1974. "Computerized preliminary design : a case study." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/46147.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Civil and Environmental Engineering, 1998.
Includes bibliographical references (leaf 32).
by Casandra Michelle Strudwick.
M.Eng.
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43

Wong, Kai-Di, and 翁凱迪. "Study of Workflow Design Methodologies with Design Patterns." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/z76mn7.

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碩士
國立臺北科技大學
資訊工程系研究所
101
In recent years, the era of global competition, enterprises are facing increasingly tough competitive environment, in order to allow enterprises to remain competitive, companies need to build all kinds of information systems through to strain the external market changes and competitive challenges , and integrate various processes within the enterprise, the enterprise to achieve the purpose of automation, began to import the information system, and start using the workflow to concatenate the various business activities. Logical development in the business''s growing, it is further highlighted in the workflow design problems faced. This study aimed to explore the design patterns based workflow design methods, the current common workflow design approach is to build a process from scratch, you must pay a lot of development time, when the business needs of the workflow over time changing and increasing, you must modify the design of existing processes in order to meet the new demand, when demand has undergone several changes, due to constantly modify the design process architecture becomes fragmented, and thus have to pay more maintenance costs. This study will address these issues put forward a workflow framework, and using object-oriented design patterns to import extension mechanism in the workflow framework, so that not only the development of new processes in the future, in addition to shorten development time and more responsive to the different business demand to expand the existing process design, thereby reducing maintenance costs.
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Krager, Jarden Ellison. "Innovation study in engineering design." Thesis, 2009. http://hdl.handle.net/2152/ETD-UT-2009-12-512.

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Well developed innovation processes are becoming an essential component to the continued success of a large number of industries. Such processes build upon the evolutionary steps taken to advance innovation. In light of the need for innovation, companies and engineers must create the most efficient processes for their systems or product development teams. A step toward the creation of such processes, as well as the corresponding teaching of such processes in higher-education, is the development of a baseline of current best practices. This paper considers a contribution to this effort in the form of a study of a specific group of innovation practitioners. The study was created to probe a group of leaders in the engineering design domain using technical, demographic, and short answer questions. Various analysis methods are used to obtain a fundamental view of the answers to the questions but also the demographics of the participant group. Two deductive analysis methods are used, the first a set of hypotheses are explored from participant responses, and second a qualitative technique to understand links in the short answer portion of the study. An additional inductive approach is used, consisting of a correlating approach to compare responses to questions and understand trends across the participants. Results from the analysis emphasize the current perceptions of innovation by the participants and opportunities to refine our search for better innovation practices.
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45

Chen, Ying-Li, and 陳映里. "Hotel Restaurant Design Study—Case of Shanshui Design Hotel." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/73jyja.

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碩士
中原大學
室內設計研究所
105
Catering culture is deep relatively. Recently, Tourism is a flourishing industry due to globalization, and the catering relative industries are also well development. Xingping town, located at Yangshuo where is one of the popular tour points in the world due to its special natural landscape - karst topography and culture. More and more tourists choose there for their leisure life. Consequently, catering relative industries will provide various services to increase output value and local business. The goals of this literature are including below: 1.Discuss the literatures relative to the catering industry and its space. Relative projects also are studies and lysis. 2.Discuss the coffee shop and restaurant to realize its history and application. 3.In order to increase its competitive strength, the issue of catering space localization together with culture creative will be discussed. 4.Local environment and custom will be analysis to find out the concept of design and translate its language in the space. Two dimension and three dimension graphics will be simulated by computer to realize the whole spacial perception together with lighting and material design. The background of catering industry will be study initially. Then, interior design relative to the catering space will discuss more deeply at the same time in order to know the detail of route and the layout of furniture based on the study of relative literatures. Thus, the characteristic of interior space and functional demand can be control together with various relatively case studies. These results can be applied into design. All the information about the site, such as surroundings culture, life style and transportation etc. can be realize through site analysis. This can be employed to develop design theme and layout of space. This design study will combine the local business and culture with surrounding business to provide more deep cultural discovery. The design also retain the local culture elements, however it has been renew and convert to more modern design concept to increase different experience. It can achieve the meaning of higher level lifestyle and interaction between interior and exterior.
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Lin, Yong-Wei, and 林永惟. "A Study of Design Quality on Commercial Graphic Design." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/18081243759806924345.

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碩士
國立臺灣科技大學
設計研究所
96
The gap between the client and the designer who is concerned for design quality of a design project often result from two common casues. One is that the requests of the client on design quality are unclear. The other is that the designer can not state clearly how he or she judges design quality. With the increasing desire for turning an abstract description into a concrete way, the study aims to explore the design quality on commercial graphic design through two stages: the confirmation of design quality and the verification of design quality. At the first stage, this study classified commercial graphic design into four categories: advertising design, packaging design, identity design and editorial design based on the findings of design expert interviews through the Delphi Method. As for the “appropriate” elements of design quality under each category, the study found that advertising design consists of 13 elements, while there are 18 elements for packaging design, 11 elements for identity design, and 11 elements for editorial design. At the second stage, as for the verification of specific design works recommended by design experts, the results revealed that advertising design includes 12 “full verifaction” elements of design quality, while there are 16 “full verifaction” elements for packaging design, 10 “full verifaction” elements for identity design, and 9 “full verifaction” elements for editorial design. It is important to note that “economy” only received “partial verifaction” or “not verfication” for each category. Furthermore, this study divided all “full verifaction” elements of design quality on commercial graphic design into three types and they are “core element,” “common element,” and “individual element.” Among them, the core elements of design quality on commercial graphic design are “aesthetic,” “differentiation,” “originality,” and “communication.” In addition to offering insights into universal design evaluation associated with the contents of design quality on commercial graphic design for the clients and the designer, it is hoped that the findings of this study could facilitate understanding of how design educators teach or design students learn the evaluation of commercial graphic design.
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47

Lee, Jia-Hao, and 李家豪. "A Study of Generative Design System in Product Design." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/35891021594821822747.

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Abstract:
碩士
實踐大學
工業產品設計學系碩士班
103
Advancements in technology have increased people’s need for more diversified products. To create diversity in products, manufacturers use generative design techniques to deliver products featuring differences. Unlike the design methods and fabrication techniques of conventional, mass-produced goods and handicrafts, a generative design system that will consider all possibilities in fulfilling user needs is developed by applying computer-aided design techniques. This study elucidates the conceptual design of this system and examines a case design. In the conceptual design, a changeable skin is designed and applied to various products to not only provide distinct product functions but also exhibit diversity in form. In addition, the case design will focus on the design and development of an assistive device for sewing machines used in the textile industry. Subsequently, the assistive device will feature a generative design system as software, and will employ and 3-dimensional printer. In contrast to typical assistive devices, the case product will feature speed, reliability, and accuracy, and will be tested and verified in a textile factory. By employing the generative design system developed using parametric modeling technology, products can be designed following the pattern found in nature. In other words, identical objects can feature uniqueness because of their diverse characteristics, thus causing the products to visually and functionally arouse resonance with different users.
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48

YA-LUN, Yang, and 楊雅論. "Design of Adjustable Washstand -Study on Design Process Integration." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/74599239029506088794.

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Abstract:
碩士
國立臺灣大學
機械工程學研究所
90
This study applies the commercial software, CATIA, as platform to show the methodology to integrating CAD/CAE process in single software environment by using the design process of adjustable washstand as an illustrative. This thesis show how the mechanical components build in CAD format can be used with the OLE(Object Linking and Embedding )technology to query the design data from the system without data exchange process. This shows an application of the technology to query the necessary design data from system or add necessary user parameters to the design data to the application software. The method with the use of system's knowledge base model is shown to build an expert system interface engine to search for the design process.
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49

HSU, CHIU-I., and 徐秋宜. "A study of Applying Co-design into fashion Design." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/4zuw58.

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Abstract:
博士
國立臺灣藝術大學
創意產業設計研究所
107
According to recent studies on design, as enterprises sought to innovate in the midst of the economic recession, the most innovative designs that drew attention were characterized by the willingness to collaborate and joint explorations of factors that affect design processes and contents. Therefore, research on co-design in participatory design has garnered widespread attention. Although co-design is a crucial design strategy, its latent concept has rarely been discussed; moreover, co-design has rarely been applied in fashion design. To generate a breakthrough in fashion design research, this study formulated a hypothesis that codesign crucially affects fashion design. Hence, we assume this study based on thoses designs case of clothes design. Especially, the design team adopts a model of three constructs developed by the study of co- design with the principle of co-design to work as a flowchart. The findings are the following: (1) Three processes for clothing design are completed with three levels of co-design; (2) Six- principles practice verification and operation for co-design; (3) Construct design interaction and integration, and application in fashion design . The aim is to lay the foundation for the future co-design to be applied to the design of clothing for reference by follow-up researchers, and to obtain more forward-looking discussions..
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50

張筱君. "A Study of Interactive Augmented Reality Space Design: A Case Study on Interior Design." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/xpubvg.

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Abstract:
碩士
國立彰化師範大學
資訊管理學系所
100
Augmented reality (AR) has been applied to various applications in different fields because it provides an intuitively tangible interface and manipulation capability. In interior design applications where the communication media between a designer and a client is mostly performed through the help of 2D conceptual planes and blueprints. The drawback of this way of communication is the insufficient interaction because of the provided media’s inability to facility the design-conversation or the manipulation of design objects. Fortunately, the problem could be greatly reduced if the designer and the client can interact directly by using tangible objects though hand gesture which promotes the design-conversation and interaction of the design and the client. Therefore, this study proposes an augmented reality interior design system. The proposed system is then composed to a popular 3D interior design system “Sweet Home 3D” to see the usefulness of the system. To evaluate the usability of the proposed system, a usability questionnaire, based on five-pint Likert scale, consists of direct manipulation, interaction, immersion, usefulness and satisfaction constructs is conducted. The subjects consist of forty participants with information or digital content design background. Results of the questionnaire show that the immersion construct has the highest score of 4.26, followed by the satisfaction construct of 4.12 and the interaction construct of 3.83. The average of every construct is all above 3.83 points, indicating the subjects show positive attitude toward the proposed system.
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