Dissertations / Theses on the topic 'Study design'
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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/.
Full textAmid, 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.
Full textFranz, Jill Maree. "A phenomenographic study of design in the interior design context." Thesis, Queensland University of Technology, 1997.
Find full textSegelström, 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.
Full textThis 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.
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/.
Full textElias, 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.
Full textAlexander, George Shepard. "Practical knowledge and artroom design." Thesis, University of British Columbia, 1990. http://hdl.handle.net/2429/28912.
Full textEducation, Faculty of
Curriculum and Pedagogy (EDCP), Department of
Leaves 275 to 280 do not exist
Graduate
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.
Full textFarzad, A. "Rationalization of tool design in extrusion." Thesis, University of Leeds, 1988. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.234073.
Full textMorberg, 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.
Full textWang, Lingjuan. "Theoretical study of cyclone design." Diss., Texas A&M University, 2003. http://hdl.handle.net/1969.1/2192.
Full textAbhay, Srinivas. "Novel Compressor Blade Design Study." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1439279520.
Full textBotes, 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.
Full textENGLISH 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.
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.
Full textDepartment of Art
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.
Full textCheng, 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.
Full textConway, 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.
Full textKlaubert, 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.
Full textDelport, 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.
Full textThis 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.
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/.
Full textBattina, 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/.
Full textPrabhakar, 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.
Full textVan, 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.
Full textThe 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.
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.
Full textMaster of Science
Van, der Post Leda. "A computing studio method for teaching design thinking." Thesis, Nelson Mandela Metropolitan University, 2010. http://hdl.handle.net/10948/1128.
Full textMiller, 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.
Full textMaster of Architecture
Yang, Yushi. "Design: Encouraging Sustainability Through Persuasion." Thesis, Virginia Tech, 2013. http://hdl.handle.net/10919/76895.
Full textMaster of Science
Lidy, Christopher James. "A Study of Landscape Architecture Design Methods." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/31461.
Full textMaster of Landscape Architecture
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.
Full textPrillaman, Susan Carol. "The Effectiveness of Interior Design Students' Study Drawings in the Design Process." Thesis, Virginia Tech, 2002. http://hdl.handle.net/10919/32687.
Full textMaster of Science
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.
Full textWeathers, 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.
Full textOliphant, 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.
Full textArslan, 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.
Full textTunnicliffe, A. J. "Knowledge elicitation in design : a case study of page layout design." Thesis, Loughborough University, 1990. https://dspace.lboro.ac.uk/2134/11737.
Full text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.
Full textIn 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
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.
Full textThis 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.
Eckersley, Michael D. "Explicit heuristic training as a variable in design problem-solving." Virtual Press, 1985. http://liblink.bsu.edu/uhtbin/catkey/438704.
Full textAlton, Noel Teresa. "Empirical Study of Information Design: Four Experiments." BYU ScholarsArchive, 2010. https://scholarsarchive.byu.edu/etd/2118.
Full textChowdhury, 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.
Full textFILHO, 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.
Full textDesign 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.
Strudwick, Casandra Michelle 1974. "Computerized preliminary design : a case study." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/46147.
Full textIncludes bibliographical references (leaf 32).
by Casandra Michelle Strudwick.
M.Eng.
Wong, Kai-Di, and 翁凱迪. "Study of Workflow Design Methodologies with Design Patterns." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/z76mn7.
Full text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.
Krager, Jarden Ellison. "Innovation study in engineering design." Thesis, 2009. http://hdl.handle.net/2152/ETD-UT-2009-12-512.
Full texttext
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.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full text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.
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.
Full text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..
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.
Full text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.