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Artykuły w czasopismach na temat "Designer’s knowledge":

1

Zhang, Lei, Shoutian Shao, Suxin Chen, Xinyu Li, Rui Jiang i Ziqi Li. "Individualized and accurate eco-design knowledge push for designers: a CAD-based feedback knowledge push method for the eco-design". Concurrent Engineering 29, nr 2 (24.01.2021): 153–68. http://dx.doi.org/10.1177/1063293x20985539.

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In the conceptual design phase of eco-products, the evaluation of products eco-design is often considered by designers after determining the design scheme. In order to improve the eco-design efficiency, a CAD-based feedback knowledge push method was proposed to meet the designer’s eco-design knowledge requirements. Combine with the designer knowledge background, classified eco-design knowledge, and decomposed design tasks, eco-design knowledge requirements of designers can be obtained. Based on the cosine similarity algorithm of the knowledge vector space model (VSM), the knowledge requirements of the designer and the knowledge in the knowledge database are matched, and the eco-knowledge is actively pushed to the designer. The feedback and evaluation of designers on the initial push of knowledge was recorded by the system. When the designer is assigned relevant eco-design tasks again, the system conducts secondary filtering of eco-design knowledge through previous feedback records and pushes the filtered knowledge to designers, so as to achieve accurate feedback knowledge push. A CAD-based eco-design knowledge push prototype system for automotive products is developed. The eco-design of the front-end module of the automotive is used as an example to verify the effectiveness of the above method.
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Lee, Brian Y. H. "Prototyping: The Dual Actions". Cubic Journal, nr 3 (listopad 2020): 54–73. http://dx.doi.org/10.31182/cubic.2020.3.024.

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Reflecting upon the constructionist model "learning-bymaking," prototyping (prototype making) as a product design and research approach is well recognised for assured development of innovative concepts in individual or collaborative working environments. A prototype is typically used as a tool to support experiments or interventions and to evaluate research goals. It also facilitates participatory design and user-centred design. However, it carries both coded and tacit knowledge that we, design educators and practitioners, find problematic to explain and instruct, particularly to non-designers. This paper amalgamates and argues the characteristics of prototyping including types, formats, and principles through literature review. Reflecting upon the designer’s intentions and the dual coding cognitive learning process, the author proposes a descriptive model that illustrates the dual actions experienced by the designer which can enable study on the improvement of the prototyping process.
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Vasilieva, Anna Yu. "Calligraphy as an Instrument of Development of the Designer’s Project-Oriented Thought". ICONI, nr 4 (2019): 27–33. http://dx.doi.org/10.33779/2658-4824.2019.4.027-033.

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A project-oriented type of thought is very important for the profession of a designer. The article describes project-oriented thought as the chief element of its activity. Students studying design constantly polish their skills in practice when creating tutorial design projects and thereby develop project-oriented thought. Academic disciplines of the artistic cycle are directed at the development of project-oriented thought, and they include such an academic discipline as calligraphy. Knowledge, proficiency and skills developed by calligraphy are revealed by means of research. The article produces a complex structure of project-oriented thought based on Siegfried Begenau’s work and an analogy from the perspective of mastering calligraphy. On the basis of this analogy lies the principle of creation of a calligraphic work, from the idea to its realization. Study of calligraphic rules of writing develops manual dexterity, creativity and imagination and provides discipline, which is an important trait of the designer’s profession. Perfection of calligraphic elements and fonts in practice becomes conducive to elaboration of project-oriented thought. The conclusion is also arrived at that projectoriented thought is developed among designers faster after they undergo studies of a basic course of calligraphy.
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Martadireja, Sonde. "Pengaruh Microstock Terhadap Kesadaran Hak Kekayaan Intelektual Desainer Grafis". Journal of Urban Society's Arts 5, nr 1 (31.12.2018): 19–28. http://dx.doi.org/10.24821/jousa.v5i1.2141.

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ABSTRAKMicrostock menjadi salah satu unsur penting yang menunjang aktifitas desainer grafis sehari-hari. Baik untuk mendapatkan konten grafis digital, mengetahui perkembangan tren desain kekinian dan menjadi jawaban mereka untuk bekerja secara freelance. Penelitian ini menyajikan apa dan sejauh mana hubungan microstock dengan desainer grafis, kesadaran desainer grafis tentang hak kekayaan intelektual dan fenomena pengaruh microstock terhadap kesadaran hak kekayaan intelektual desainer grafis. Jenis pendekatan yang digunakan adalah fenomenologi Edmund Husserl karena objek yang diteliti berkaitan dengan kesadaran manusia. Fokusnya adalah memaparkan fenomena kesadaran sebagai dasar tindakan yang diperoleh dari pemaknaan pengalaman desainer grafis selama berhubungan dengan microstock. Berdasarkan hasil penelitian, dapat disimpulkan bahwa microstock terbukti memiliki pengaruh terhadap kesadaran desainer grafis tentang hak kekayaan intelektual. Pengalaman-pengalaman tindakan yang berkaitan dengan microstock baik sebagai kontributor maupun non-kontributor telah membentuk suatu pengetahuan baru hingga akhirnya melahirkan kesadaran tentang hak kekayaan intelektual terutama pada masalah lisensi dan royalti. Kesadaran tersebut lalu menjadikan desainer grafis mampu aktif merespon fenomena penghargaan maupun pelanggaran hak kekayaan intelektual di lingkungannya masing-masing.ABSTRACTThe Microstock Influence on Consciousness of Graphic Designer’s Intellectual Property Right’s. Microstock has been one of important elements to support the daily activities of graphic designers. These activities involve finding digital graphic contents, finding out the current development of design trend and becoming their answer to work freelance. This research presents what and to what extent is the relationship between microstock and graphic designers, graphic designer’s consciousness of intellectual property rights and the phenomenon of microstock’s effect on graphic designers’ consciousness of intellectual property rights. The approach used is Edmund Husserl’s phenomenology since the object studied is related to human’s consciousness. The focus is to elaborate the phenomenon of consciousness as the basis of action which is obtained from interpreting graphic designer’s experience when they interact with microstock. Based on the research result, it can be concluded that microstock is found to have some influence on graphic designer’s consciousness of intellectual property rights. The experiences of action related to microstock both as contributors and non-contributors have shaped a new knowledge that in turn gives birth to their consciousness of intellectual property rights, particularly on license and royalty issues. This consciousness then allows graphic designers to actively respond to the phenomena of appreciation and violation of intellectual property rights in their own environment.
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Shen, Tao, Chan Gao, Yukari Nagai i Wei Ou. "Deriving Design Knowledge Graph for Complex Sociotechnical Systems Using the AIA Design Thinking". Mobile Information Systems 2021 (12.11.2021): 1–11. http://dx.doi.org/10.1155/2021/6416061.

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The AIA design thinking has been validated in complex design tasks, which includes three overlapping design thinking fields and uses the knowledge field theory as a theoretical mechanism of knowledge flow among design thinking fields. Meanwhile, the design of complex sociotechnical systems highly relies on multidisciplinary knowledge and design methods. Despite the emergence of knowledge management techniques (ontology, expert system, text mining, etc.), designers continue to store knowledge in unstructured ways. To facilitate the integration of knowledge graph and design thinking, we introduce an integrated approach to structure design knowledge graph with the AIA design thinking, which organizes existing design knowledge through Agent (concept)-Interaction (relation)-Adaptation (concept) framework. The approach uses an optimized convolutional neural network to accomplish two tasks: building concept graph from text and stimulating design thinking information processing for complex sociotechnical system tasks. Based on our knowledge graph, the validation experiment demonstrates the advantages of promoting the designer’s extension of idea space and idea quality.
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Luo, Shijian, Yufei Zhang, Jie Zhang i Junheng Xu. "A User Biology Preference Prediction Model Based on the Perceptual Evaluations of Designers for Biologically Inspired Design". Symmetry 12, nr 11 (12.11.2020): 1860. http://dx.doi.org/10.3390/sym12111860.

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Biology provides a rich and novel source of inspiration for product design. An increasing number of industrial designers are gaining inspiration from nature, producing creative products by extracting, classifying, and reconstructing biological features. However, the current process of gaining biological inspiration is still limited by the prior knowledge and experience of designers, so it is necessary to investigate the designer’s perception of biological features. Herein, we investigate designer perceptions of bionic object features based on Kansei engineering, achieving a highly comprehensive structured expression of biological features forming five dimensions—Overall Feeling, Ability and Trait, Color and Texture, Apparent Tactile Sensation, and Structural Features—using factor analysis. Further, producing creative design solutions with a biologically inspired design (BID) has a risk of failing to meet user preferences and market needs. A user preference prediction support tool may address this bottleneck. We examine user preference by questionnaire and explore its association with the perceptual evaluation of designers, obtaining a user preference prediction model by conducting multiple linear regression analysis. This provides a statistical model for identifying the relative weighting of the perception dimensions of each designer in the user preference for an animal, giving the degree of contribution to the user preference. The experiment results show that the dimension “Overall Feeling” of the designer perception is positively correlated with the “like” level of the user preference and negatively correlated with the “dislike” level of the user preference, indicating that this prediction model bridges the gap caused by the asymmetry between designers and users by matching the designer perception and user preference. To a certain extent, this research solves the problems associated with the cognitive limitations of designers and the differences between designers and users, facilitating the use of biological features in product design and thereby enhancing the market importance of BID schemes.
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Helowicz, Andrzej. "Integral bridge and culvert design, Designer’s experience". Open Engineering 10, nr 1 (5.06.2020): 499–505. http://dx.doi.org/10.1515/eng-2020-0059.

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AbstractThis paper describes a small single-span integral bridge made of in-situ concrete. The bridge was designed by the author and built on the M9 motorway between the towns of Waterford and Kilcullen in Ireland. Selected parts of the bridge design are presented. First the principles of modelling and designing integral bridges and culverts are explained. Then the considered bridge’s design is described. The advantages and disadvantages of such structures are discussed. The focus is on the design, construction, cost and in-service behaviour of small integral bridges and culverts. In Conclusions the author shares his knowledge and experience relating to the design of small integral bridges and culverts and puts forward recommendations as to further research on this type of structures in Poland.
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Norzaman, Nor Ziratul Aqma, Khairul Aidil Azlin Abd Rahman, Mohd Yazid Mohd Yunos i Nor ‘Atiah Ismail. "Adaptation of Asma’ul Husna in Existing Design Practice". Pertanika Journal of Social Sciences and Humanities 29, nr 4 (14.12.2021): 2785–98. http://dx.doi.org/10.47836/pjssh.29.4.37.

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Until now, industrial designers are solely educated with the epistemology of dialectical materialism; meanwhile, the spiritual aspect is often segregated from education affairs. Many kinds of literature highlighted that this segregation could lead to negative impacts. Supposedly as a Muslim, learning about our Creator through Asma’ul Husna is an essential trait to develop designers’ value, also known as sahsiah or characteristic of excellence. Therefore, this paper attempted to study the adaptation of Asma’ul Husna in the existing design practice among Muslim designers and at the same time devote the existent designer’s knowledge and awareness to this understanding. A set of questionnaires were distributed using stratified sampling. The result showed that the majority of the respondents did not adapt Asma’ul Husna in the existing design practice due to limited knowledge on ways to integrate Asma’ul Husna in the design process. Designers who claimed to use Asma’ul Husna in design are either still confused with the usage or only limits the usage to motif and zikr. As an overview, this paper highlights the general view of an adaptation of Asma’ul Husna’s among designers and emphasises the urgency to develop a guideline for designers to implement the values in their design process.
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McAdams, Daniel A., i Kristin L. Wood. "A Quantitative Similarity Metric for Design-by-Analogy". Journal of Mechanical Design 124, nr 2 (16.05.2002): 173–82. http://dx.doi.org/10.1115/1.1475317.

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During the design and development of new products, design engineers use many techniques to generate and define new and “good” concepts. Inherent in this search for solutions is the conscious and unconscious reliance on prior experience and knowledge, or design-by-analogy. In this paper, a quantitative metric for design-by-analogy is developed. This metric is based on the functional similarity of products. By using this product-similarity metric, designers are able to formalize and quantify design-by-analogy techniques during concept and layout design. The methods, as developed in this paper, allow a designer with limited experience to develop sophisticated solutions that enhance the overall design of a new product. Also, a designer’s current design-by-analogy vocabulary can be extended beyond his or her immediate experience, providing access and contributions to new domains by discovering different products with common functions. The similarity metric and its application are clarified and validated through a case study. The case study is the original design of a pickup winder.
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ДУТИН, Цзю. "The role of the creative-competent approach in the process of training of future graphic design specialists". EUROPEAN HUMANITIES STUDIES: State and Society 2 (27.06.2019): 72–82. http://dx.doi.org/10.38014/ehs-ss.2019.2.07.

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The article highlights some aspects of the professional training of future graphic designers. The categorical and conceptual unit of the problem field of the research is analyzed. The organizational and methodical conditions of professional training of future designers are determined. It is indicated The integrational possibilities of general artistic and professionally oriented knowledge in the formation of an integral system of skills of future graphic designers is indicated. The role of creative-competent approach in design-education with its integral characteristic is determined. It promotes activation of creativity, solving creative tasks, helps in expression of an emotional-value attitude towards the artistic activity. In the course of the research, the unity of theoretical and practical readiness for the realization of creative activity is singled out. Program competencies that students acquire in the process of training are indentified. In particular, it was found that the multi-level application of visual communication refers to special professional training, and the general artistic aspect of graphic designer’s training is a necessary component of an integral system of their professional education and it forms as well the basis of the specialist’s knowledge.

Rozprawy doktorskie na temat "Designer’s knowledge":

1

Newland, Paul Markus. "Understanding designers' knowledge aquisition processes : a potential for enhancing information transfer". Thesis, University of Portsmouth, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.238192.

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Burton, Michael J. "Design for rapid manufacture : developing an appropriate knowledge transfer tool for industrial designers". Thesis, Loughborough University, 2005. https://dspace.lboro.ac.uk/2134/7748.

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Numerous works have been produced on the topic of Design for Manufacturing (DFM) to better educate the designers of products as to various methods of manufacturing and their specific requirements. It is the common aim of these works to eliminate so called "over the wall" product development in which procedurally ignorant designers pass largely un-producible design concepts to manufacturers, who are then required to make necessary refinements and changes. When applied correctly, DFM results in the efficient and economical production of well-designed products, whose forms have been attuned to the particular requirements of their final method of production at an early stage of development. However, one aspect of using such approaches is that design intent is frequently compromised for the sake of manufacturability and innovative design concepts are often dismissed as being unfeasible. Recent advances in additive manufacturing technologies and their use in the direct manufacture of end-use products from digital data sources has brought about a new method of production that is known as Rapid Manufacturing (RM). Unlike conventional subtractive machining processes, such as milling and turning which generate forms by removing material from a stock billet, RM parts are grown from an empty part bed using the controlled addition of specialised build materials. Additive manufacturing requires no forming tools, is unrestricted by many conventional process considerations and is capable of producing practically any geometry. The freedoms that are associated with this technology facilitate the design and realisation of product concepts that would be unachievable with any other method of production. This promotes an almost boundless design philosophy in which innovative product solutions can be designed to best meet the needs of specification criteria, rather than the production process with which they are to be made. However, unlike other forms of manufacturing, the newness of this technology means that there is no proven aid or tool to assist industrial designers in exploiting the freedoms that it offers. Using information that was collated in the literature review and case study projects, a systematic design approach was proposed and then tested in a series of user trials with groups of industrial design students and practicing industrial design professionals. The results of these trials are discussed, showing a common acknowledgement from both groups that the proposed DFRM tool was of assistance and that it had an influence upon their design work. However, whilst the student group were generally receptive toward tool uptake, the experienced designers showed more of a reluctance to abandon their own "tried and tested" methods in favour of the unknown and unproven approach. It is concluded that this attitude would be fairly representative of wider opinion and that the future uptake of any such tool would be reliant upon sufficient evidence of its successful application. Hence, suggestions are made for future work to continue tool development and for more validation trials to be conducted with its intended user group.
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Olaberria, Juan-Pablo. "Ship design-knowledge in early modern Europe : royal yachts and the shared knowledge of ship-designers and common shipwrights". Thesis, University of Southampton, 2018. https://eprints.soton.ac.uk/419406/.

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The initial objective of this thesis aimed at comparing the performance characteristics of two yachts belonging to King Charles II of England during the latter years of the 17th century. This goal, which called for accurate modelling of the shape of each yacht, was extended to investigate the design processes used by Dutch and English shipwrights of the period. It was soon decided that, instead of focusing on the performance of each ship or, more precisely, of their theoretical ‒therefore questionable‒ reconstruction, this research would focus on the design knowledge of the early modern period used to design the different yachts and contemporary ships. This was necessary, firstly, as a means of helping with the theoretical reconstruction which was one of the initial aims of the research. But, most importantly, it was necessary to produce a picture of the knowledge-space in which ships of this period were designed and built. Consequently, this research offers an overview of the current narrative that describes ship design knowledge of the early modern period and criticises some aspects of it. Moreover, as the current understanding of such knowledge is included within a longer narrative that describes ship design knowledge of shipwrights from the earliest known examples of ships to the present, this research also looks into the manner in which ship design knowledge is understood within such a long narrative. This research provides arguments to show that ship design knowledge could be re-defined. It provides a more nuanced description of the design knowledge of traditional shipwrights and includes the knowledge of early modern shipwrights within this re-modelled narrative.
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Chi, Cheng. "Personalized pattern recommendation system of men’s shirts based on precise body measurement". Electronic Thesis or Diss., Centrale Lille Institut, 2022. http://www.theses.fr/2022CLIL0003.

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Les systèmes commerciaux de recommandation de vêtements ont été largement utilisés dans l'industrie de l'habillement. Cependant, les recherches existantes sur la conception de vêtements numériques se sont concentrées sur les évolutions techniques du processus de conception virtuelle, avec peu de retours de métier provenant des designers. La coupe d'un vêtement joue un rôle important dans l'achat de celui-ci par le client. Afin de développer un vêtement correctement ajusté, les stylistes et les modélistes doivent ajuster le patron du vêtement plusieurs fois jusqu'à ce que le client soit satisfait. Actuellement, le modélisme traditionnel présente trois inconvénients majeurs : 1) il est très long et inefficace, 2) il repose trop sur des concepteurs expérimentés, 3) la relation entre la forme du corps humain et le vêtement n'est pas pleinement explorée. Dans la pratique, le styliste joue un rôle clé dans la réussite du processus de conception. Il est nécessaire d'intégrer les connaissances et l'expérience du styliste dans les systèmes actuels de CAD de vêtements afin de fournir rapidement une solution de conception réalisable, centrée sur l'homme et à faible coût, pour chaque besoin personnalisé. En outre, les services basés sur les données, tels que les systèmes de recommandation, la classification des formes corporelles, la modélisation du corps en 3D et l'évaluation de l'ajustement des vêtements, devraient être intégrés dans le système de CAD de l'habillement afin d'améliorer l'efficacité du processus de conception.Sur la base de ces besoins, cette thèse propose un système de recommandation intelligent composé de modèles de vêtements ajustables pour conduire à la conception de vêtements personnalisés. Le système fonctionne en combinaison avec un nouveau processus de conception nouvellement développé, à savoir l'identification de la forme du corps humain - la recommandation d'une solution de conception - la représentation virtuelle 3D et l'évaluation - l'ajustement des paramètres de conception. Ce processus peut être répété jusqu'à ce que l'utilisateur soit satisfait. Le système de recommandation proposé a été validé par quelques cas pratiques de conception réussis
Commercial garment recommendation systems have been widely used in the apparel industry. However, existing research on digital garment design has focused on the technical development of the virtual design process, with little knowledge of traditional designers. The fit of a garment plays a significant role in whether a customer purchases that garment. In order to develop a well-fitting garment, designers and pattern makers should adjust the garment pattern several times until the customer is satisfied. Currently, there are three main disadvantages of traditional pattern-making: 1) it is very time-consuming and inefficient, 2) it relies too much on experienced designers, 3) the relationship between the human body shape and the garment is not fully explored. In practice, the designer plays a key role in a successful design process. There is a need to integrate the designer's knowledge and experience into current garment CAD systems to provide a feasible human-centered, low-cost design solution quickly for each personalized requirement. Also, data-based services such as recommendation systems, body shape classification, 3D body modelling, and garment fit assessment should be integrated into the apparel CAD system to improve the efficiency of the design process.Based on the above issues, in this thesis, a fit-oriented garment pattern intelligent recommendation system is proposed for supporting the design of personalized garment products. The system works in combination with a newly developed design process, i.e. body shape identification - design solution recommendation - 3D virtual presentation and evaluation - design parameter adjustment. This process can be repeated until the user is satisfied. The proposed recommendation system has been validated by some successful practical design cases
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Howard, Stephen. "User aspects of case : discovering and using designers knowledge sources in trade-off decision making". Thesis, University of Wolverhampton, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.319436.

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Gamito, Margarida Maria Allen. "A cor na formação do designer". Master's thesis, Faculdade de Arquitetura de Lisboa, 2005. http://hdl.handle.net/10400.5/5985.

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Tese de Mestrado em Cor.
O objectivo desta investigação é o de estabelecer o conhecimento de cor necessário ao exercício do design, devendo ser incluído nos seus programas do ensino. Para atingir esse fim foi realizada uma extensa pesquisa bibliográfica sobre todos os aspectos da cor, assim como um conjunto de técnicas de recolha e análise de dados. Um grupo seleccionado de especialistas da cor deu a sua opinião sobre programas de ensino relacionados com a cor. Fez-se um inquérito, aos estudantes de duas instituições que ministram cursos de design: Faculdade de Arquitectura da Universidade Técnica de Lisboa (FAUTL) e Instituto de Artes Visuais, Design e Marketing (IADE), para avaliar o seu conhecimento sobre cor. As conclusões da investigação definiram como relevante o conhecimento da temática seguinte para o ensino e prática do design: ▪ Teorias da cor, abordadas como suporte histórico para uma melhor compreensão do fenómeno da cor. ▪ Mecanismo da visão da cor, com o desenvolvimento suficiente para transmitir a noção do modo como o ser humano percebe a cor. ▪ Percepção e Interacção da cor, incluindo luz e pigmento, as suas características e complementaridade, os modos de percepção da cor e a influência do meio ambiente. ▪ Os efeitos psicofisiológicos da cor, e o simbolismo da cor, que conduzem a uma maior consciência da interpretação da cor. ▪ Os diferentes sistemas de colorimetria, usados habitualmente no design, e as diferentes aplicações da cor no design que produzem equilíbrio, ênfase, e ritmo.
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Ranathunga, Arachchilage Sumith Chandra Gopura. "Fashion education ecosystem: Bridging the fashion knowledge gap in the Sri Lankan apparel industry". Thesis, Queensland University of Technology, 2018. https://eprints.qut.edu.au/123905/1/Sumith%20Chandra%20Gopura_Ranathunga%20Arachchilage_Thesis.pdf.

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The export apparel industry in Sri Lanka is seeking to develop higher value fashion products and services for overseas consumers with the support of locally trained fashion designers. This thesis investigates how Sri Lankan designers are prepared by higher education and the apparel industry to acquire the necessary knowledge and skills that can contribute to the industry's development. The thesis identifies the collaborative approach of developing Sri Lankan fashion designers through higher education and apparel industry forming a "Fashion Education Eco-system".
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Glazzard, M. "Re-addressing the role of knitted textile design knowledge : auxetic textiles from a practice-led, designer-maker perspective". Thesis, Nottingham Trent University, 2014. http://irep.ntu.ac.uk/id/eprint/308/.

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This study reacts to the segregation of knowledge and practice surrounding weft-knitted textiles, their design and applications. This study challenges current disciplinary practices that divide knit into scientific, design and art areas by describing a designer-maker methodology, which is used to produce auxetic, weft-knitted textiles. By using a designer-maker’s practice-led perspective to create functional fabrics, it seeks to challenge the perception that technical and functional research in textiles is or should be the domain of scientific methodologies and engineering practice. This study does not apply external methodologies to the research design, but extracts its methods and values from an existing knit design practice, built from experiential knowledge, that becomes the basis for the methodology. Qualitative and quantitative measures of success are both vital to the methodology used in this study and both subjective and objective perspectives are embraced. The practical work uses designer-maker practice to lead the development of 30 auxetic fabric samples. These fabrics are appraised using a variety of methods including personal reflection, numerical measurement and feedback from focus groups of other practitioners. The information developed on auxetic materials is presented in various ways such as using percentages, diagrams, photographs and videos to encourage dissemination and knowledge transfer between different disciplinary groups. Auxetic effect is conveyed in photographic, diagrammatic, video, graphical, percentage and Poisson’s ratio data to increase understanding to wide audiences and to satisfy traditional, scientific auxetic researchers as well as a new area of design-based practitioners. This study presents the case that there is a valuable, transferrable knowledge in knit design practice that represents existing methodologies used by knit practitioners as well as providing a new methodology for consideration by science and engineering practitioners. This is demonstrated through the production of auxetic, knitted fabrics using a design approach that incorporates qualitative, quantitative, practical, aesthetic, functional and theoretical skills.
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Mauger, Stanley Philip. "The significance of knowledge of social contexts to concept development in graphic design practice in New Zealand". Thesis, Curtin University, 2010. http://hdl.handle.net/20.500.11937/1312.

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This thesis investigates the question; what is the significance that a cross-section of New Zealand graphic designers placed on using knowledge of social contexts to inform their practice? It reveals whether graphic designers in the research, drew on knowledge of social contexts that arose from implicit knowledge, whether they relied on dedicated research to locate knowledge of social contexts and the extent to which that knowledge of social contexts was significant to their practice.The theoretical framework for the research was primarily based on Pierre Bourdieu’s concepts of habitus, social structure and practice, to find the degree to which knowledge of social contexts came out of either a conscious process of enhancing cultural capital in designers’ day-to-day practice, or from dispositions inculcated over designers’ lifetimes through habitus at various levels. Bourdieu’s sociological perspectives are particularly applicable to this research, because of the way in which he places great emphasis on cultural knowledge as the basis of cultural investigation.The ethnographic research modelled on Bourdieu’s methods, in which empirical studies are essential to theoretical research, used conversation analysis in which the reflexivity of the interviewer contributed strongly to the collection of data. The research method was based on a series of seven case studies conducted with New Zealand graphic designers of varying backgrounds and working situations, between 2002 and 2003. The research investigated how they had acquired knowledge of social contexts for practice and the importance that they placed on bringing this knowledge into their practice. The research group ranged from recent graduates to senior and accomplished graphic designers.Graphic designers showed the significance of knowing about social contexts, through the cultural capital that was important to their practice and to their positions in the graphic design field. This research has highlighted the difficulty that designers encountered, to varying degrees, in identifying how knowledge of social contexts came into their practice or even how they had acquired this knowledge.Knowledge of social contexts was shown to be derived from designers’ own social structures and the durable dispositions and practice relative to their background, from the habitus of the internal culture of a designer's firm, from within the wider field of graphic design practice and the changing dispositions arising from it and finally, from graphic designers’ external social worlds. This research suggests that contextual knowledge also needs to be brought into the teaching of graphic design, rather than being seen to arise implicitly in conceptualisation and studio practice.
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Panieri, Carlo, i Kai Grüner. "A way forward - Overcoming the challenges of contemporary Design Thinking research". Thesis, Linköpings universitet, Institutionen för ekonomisk och industriell utveckling, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-160240.

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This paper aims to investigate the polarization present within the Design Thinking field ofresearch. Starting off from Johansson-Sköldberg et al. (2013), who first identified the distinctionbetween the two discourses Designerly Thinking and Design Thinking in 2010, we constructed a literature review and a framework of analysis based on conception of knowledge and its relationto the advancement of a research field. We claim that root-causes of the polarization derive from different knowledge bases, which then inhibit knowledge exchange as well as production. We conclude the paper by providing a suggestion for a way forward, claiming the applicability ofEngaged Scholarship within the realm of Design Thinking to make the field of research progresscreating relevance for both practitioners and scholars.

Książki na temat "Designer’s knowledge":

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Varlamov, Oleg. Fundamentals of creating MIVAR expert systems. ru: INFRA-M Academic Publishing LLC., 2021. http://dx.doi.org/10.12737/1513119.

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Methodological and applied issues of the basics of creating knowledge bases and expert systems of logical artificial intelligence are considered. The software package "MIV Expert Systems Designer" (KESMI) Wi!Mi RAZUMATOR" (version 2.1), which is a convenient tool for the development of intelligent information systems. Examples of creating mivar expert systems and several laboratory works are given. The reader, having studied this tutorial, will be able to independently create expert systems based on KESMI. The textbook in the field of training "Computer Science and Computer Engineering" is intended for students, bachelors, undergraduates, postgraduates studying artificial intelligence methods used in information processing and management systems, as well as for users and specialists who create mivar knowledge models, expert systems, automated control systems and decision support systems. Keywords: cybernetics, artificial intelligence, mivar, mivar networks, databases, data models, expert system, intelligent systems, multidimensional open epistemological active network, MOGAN, MIPRA, KESMI, Wi!Mi, Razumator, knowledge bases, knowledge graphs, knowledge networks, Big knowledge, products, logical inference, decision support systems, decision-making systems, autonomous robots, recommendation systems, universal knowledge tools, expert system designers, logical artificial intelligence.
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Steven, Heller. Design career: Practical knowledge for beginning illustrators and graphic designers. New York: Van Nostrand Reinhold, 1988.

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Heller, Steven. Design career: Practical knowledge for beginning illustrators and graphic designers. New York: Van Nostrand Reinhold Co., 1987.

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Matsui, Yoshiya. Fundamentals of practical aberration theory: Fundamental knowledge and technics for optical designers. Singapore: World Scientific, 1993.

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Howard, Stephen. User aspects of case: Discovering and using designers' knowledge sources in trade-off decision making. Wolverhampton: University of Wolverhampton, 1996.

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Hannah, Rosemary. The grand designer: Third Marquess of Bute. Edinburgh: Birlinn, 2012.

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Seddon, Tony. Graphic design for non-designers: Essential knowledge, tips, and tricks, plus 20 step-by-step projects for the design novice. San Francisco, CA: Chronicle Books, 2009.

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Varlamov, Oleg. Mivar databases and rules. ru: INFRA-M Academic Publishing LLC., 2021. http://dx.doi.org/10.12737/1508665.

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The multidimensional open epistemological active network MOGAN is the basis for the transition to a qualitatively new level of creating logical artificial intelligence. Mivar databases and rules became the foundation for the creation of MOGAN. The results of the analysis and generalization of data representation structures of various data models are presented: from relational to "Entity — Relationship" (ER-model). On the basis of this generalization, a new model of data and rules is created: the mivar information space "Thing-Property-Relation". The logic-computational processing of data in this new model of data and rules is shown, which has linear computational complexity relative to the number of rules. MOGAN is a development of Rule - Based Systems and allows you to quickly and easily design algorithms and work with logical reasoning in the "If..., Then..." format. An example of creating a mivar expert system for solving problems in the model area "Geometry"is given. Mivar databases and rules can be used to model cause-and-effect relationships in different subject areas and to create knowledge bases of new-generation applied artificial intelligence systems and real-time mivar expert systems with the transition to"Big Knowledge". The textbook in the field of training "Computer Science and Computer Engineering" is intended for students, bachelors, undergraduates, postgraduates studying artificial intelligence methods used in information processing and management systems, as well as for users and specialists who create mivar knowledge models, expert systems, automated control systems and decision support systems. Keywords: cybernetics, artificial intelligence, mivar, mivar networks, databases, data models, expert system, intelligent systems, multidimensional open epistemological active network, MOGAN, MIPRA, KESMI, Wi!Mi, Razumator, knowledge bases, knowledge graphs, knowledge networks, Big knowledge, products, logical inference, decision support systems, decision-making systems, autonomous robots, recommendation systems, universal knowledge tools, expert system designers, logical artificial intelligence.
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Sal'kov, Nikolay. Descriptive geometry: Designing surfaces. ru: INFRA-M Academic Publishing LLC., 2021. http://dx.doi.org/10.12737/1196545.

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In the textbook, in addition to the geometric design of surfaces, the elements of analytical and parametric geometries are proposed that contribute to the design and bring the result to a higher level of knowledge, as well as a frame method for designing surfaces. Meets the requirements of the federal state educational standards of higher education of the latest generation. For students of the specialties "Architect" and " Designer of the architectural environment "(qualifications "bachelor", "specialist", "master"). It may be useful for students of other fields of study.
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Jill. The gardens of William Morris. New York: Stewart, Tabori & Chang, 1999.

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Części książek na temat "Designer’s knowledge":

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Sharma, K. K., Kunal Banerjee i Chittaranjan Mandal. "Establishing Equivalence of Expressions: An Automated Evaluator Designer’s Perspective". W Mining Intelligence and Knowledge Exploration, 415–23. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-26832-3_39.

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Strauss, Rebecca, Austin Volz i William Lidwell. "Background Knowledge". W The Elements of Education for Curriculum Designers, 8–9. New York: Routledge, 2022. http://dx.doi.org/10.4324/9780429321283-4.

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Caillaud, E., i D. Noyes. "Towards a Knowledge-Based Fixture Designers’ Assistant". W IFIP Advances in Information and Communication Technology, 373–80. Boston, MA: Springer US, 1996. http://dx.doi.org/10.1007/978-0-387-35065-3_37.

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Ma, Leanne, i Marlene Scardamalia. "Teachers as Designers in Knowledge Building Innovation Networks". W The Learning Sciences in Conversation, 107–20. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003089728-13.

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Szpyrka, Marcin. "Design and Analysis of Rule-based Systems with Adder Designer". W Knowledge-Driven Computing, 255–71. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-77475-4_16.

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Miller, Thomas D., i Per Elgaard. "Structuring Principles for the Designer". W Integration of Process Knowledge into Design Support Systems, 155–60. Dordrecht: Springer Netherlands, 1999. http://dx.doi.org/10.1007/978-94-017-1901-8_12.

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Tselios, Peter, Agapios Platis i George Vouros. "Providing Advice to Website Designers Towards Effective Websites Re-organization". W Principles of Data Mining and Knowledge Discovery, 646–51. Berlin, Heidelberg: Springer Berlin Heidelberg, 2000. http://dx.doi.org/10.1007/3-540-45372-5_79.

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Zitkus, E., P. M. Langdon i P. J. Clarkson. "Design Advisor: How to Supply Designers with Knowledge about Inclusion?" W Designing Inclusive Systems, 145–54. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-2867-0_15.

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Yaneva, Albena. "Is the Atrium More Important than the Lab? Designer Buildings for New Cultures of Creativity". W Knowledge and Space, 139–50. Dordrecht: Springer Netherlands, 2010. http://dx.doi.org/10.1007/978-90-481-8611-2_7.

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Heinrich, Anna Juliane, i Angela Million. "Educational Inequality and Urban Development: Education as a Field for Urban Planning, Architecture and Urban Design". W Knowledge and Space, 33–62. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78597-0_3.

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AbstractEducational inequalities and spatial disparities can be intertwined; consequently, education has become a field of action for urban planners, architects, and urban designers. To establish this key argument of our contribution, we start by explaining the background of education as a field of policy and action in urban development and planning in Germany. We establish how strategies for the development of deprived neighborhoods are focused on a growing variety of education-related topics and measures. Subsequently, we discuss so-called sociospatial educational landscapes as projects in which educational policy, urban planning, architecture, and urban design are particularly closely interwoven. We introduce two examples: “Morgenland Neighborhood Education Center” (Bremen) and “Campus Rütli” (Berlin). Drawing on an in-depth analysis of eight socio-spatial educational landscapes we reconstruct seven motives, describing the deeper meanings stakeholders attribute to the projects. We conclude with a critical reflection on the pedagogization of spaces of childhood and youth inherent in the policies discussed throughout the contribution.

Streszczenia konferencji na temat "Designer’s knowledge":

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Rasoulifar, Golnoosh, Guy Prudhomme i Daniel Brissaud. "Coupling Engineering Knowledge With Product Design Knowledge by the Means of Multiple View Product Model". W ASME 2012 11th Biennial Conference on Engineering Systems Design and Analysis. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/esda2012-82773.

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Product design involves a multitude of actors who have complementary knowledge and responsibility about the product under development. Coupling together their views-points, particularly these of product designers and engineering designers in the upstream phases of the design, has the objectives to make the collaboration easier and to improve the product from both of their expertises. The Product/Process multi-view model is a collaborative tool which supports engineering designers during product development processes. It allows the structuring and tracing of relative knowledge of engineering designers on the product. We make the assumption that Product/Process multi-view model could also be used to create relationships with the product designer’s representation. The paper deals with this product model and illustrates the possible connection between engineering knowledge and product design knowledge.
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Allada, Venkat. "Knowledge-Based Design Tool to Support Integrated Manufacturing". W ASME 1997 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1997. http://dx.doi.org/10.1115/detc97/dfm-4335.

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Abstract Advanced CAD design tools that facilitate designers to produce manufacturable designs right the first time are needed to compress product realization cost and time. Such tools must facilitate artifact diagnosis regarding its manufacturability during early design stages. This study focuses on identifying the major issues in the development of a knowledge-based design tool to evaluate artifact manufacturability. A prototype integrated design and manufacturing (IDM) system has been developed for conducting machined part evaluation. The IDM system is implemented on a SunSparc 20 workstation using the ACIS v1.7 geometric modeler, the C++ programming language, and MOTIF. The concepts of feature flexibility and feature importance introduced in this study can be used to provide appropriate context-sensitive “intelligent” repair (redesign) advice to the designer after identifying portions of a design artifact that are difficult/impossible to manufacture. A preliminary discussion on the issue of ranking of redesign solutions based on designer’s objective functions is also presented.
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Sharif, Shani. "Material Cognition: Designer’s Perception of Material in a Creative Design Process". W XVII Conference of the Iberoamerican Society of Digital Graphics - SIGraDi: Knowledge-based Design. São Paulo: Editora Edgard Blücher, 2013. http://dx.doi.org/10.5151/despro-sigradi2013-0001.

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Iino, Kenji, i Yotaro Hatamura. "A Conceptual Design Tool With Error Warning". W ASME 2005 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2005. http://dx.doi.org/10.1115/detc2005-84541.

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Collecting design error or failure information in a database (FKDB: Failure Knowledge Database) gives an organization an effective place for designers to study and learn past events so they will not repeat the same mistakes in their own design. When a designer makes an error, however, he had not foreseen the mistake at all. Once made, the error may seem trivial and even predictable, however, at the time of design, the problem and facts that surround the error are completely concealed from the designers mind. The designer, therefore, has no intention to look at past failure information that relate to the error he is repeating at the time of his design. This often makes the FKDB, despite of all the efforts in collecting the information it holds, a mere collection of past failure cases waiting for its passive use; the designer may occasionally look it up for the purpose of general study. A group of people including one of the authors, in the past, developed a conceptual design tool, Creative Design Engine (CDE) that helps the designer by displaying mechanisms, machines, sub-assemblies, and related information that realize functional requirements that the designer wants to accomplish. The tool effectively brings the designer’s consciousness to ideas new to him or something that escaped his mind at the time of conceptual design. We analyzed this tool and laid out the modifications necessary so that it not only displays design solutions and alternative options to the designer but also gives warnings to the designer about design error he is about to make during conceptual design. The application will constantly monitor the designer’s intention to compare it to known failures in the FKDB.
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Chaudhari, Ashish M., Roshan Suresh Kumar i Daniel Selva. "Supporting Designer Learning and Performance in Design Space Exploration: A Goal-Setting Approach". W ASME 2021 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2021. http://dx.doi.org/10.1115/detc2021-71257.

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Abstract Design space exploration (DSE) is an important knowledge discovery process in the early design phase of complex systems. The outcomes of this process generally include the performance of the designs generated and designer learning. The latter broadly refers to the designer’s knowledge of the mapping between the design space and the objective space. Despite the integration of visual and data analytics in DSE, there is a lack of emphasis on a human designer’s learning as a basis for increasing the effectiveness of DSE. To address this gap, we investigate the use of goal-setting as a motivating factor to improve DSE outcomes. Previous research suggests that the goal of designing (i.e., finding good designs) and the goal of learning (i.e., learning useful knowledge) are inextricably interlinked. We test the hypothesis that giving designers an explicit goal of learning vs an explicit goal of designing generates different learning and performance outcomes, despite the two goals being interlinked. To this hypothesis, we conduct a between-subject experiment in which participants (N = 14) use a DSE tool to explore mechanical metamaterial designs. Subjects in the first conditions are incentivized to maximize the number of correct answers in learning tests administered after using the tool. Subjects in the second condition are incentivized to maximize the performance of designs they generate. The results show that the subjects with the goal of learning perform better on the learning tests, with a large but mildly significant effect. Whereas, the subjects with the designing goal generate better design performance, with a small but significant effect. This study suggests that there may exist a trade-off between the designing and learning goals, despite their interconnections, and designers can target one at the expense of the other through goal-setting.
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Poli, Corrado, i Shyam Shanmugasundaram. "Design for Die Casting: A Group Technology Based Approach". W ASME 1991 Design Technical Conferences. American Society of Mechanical Engineers, 1991. http://dx.doi.org/10.1115/detc1991-0040.

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Abstract This paper describes an alternative approach to the rules-of-thumb based design of die castings. It describes a systematic, knowledge-based approach for drawing a designer’s attention to those features of a die casting which tend to increase manufacturing cost, so that designers can minimize difficult to produce features. Unlike the heuristic rules-of-thumb approach found in handbooks and textbooks, the knowledge-based approach discussed here provides both qualitative as well as quantitative feedback concerning a proposed design. An example illustrates use of the system.
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Shergadwala, Murtuza N., i Jitesh H. Panchal. "Human Inductive Biases in Design Decision Making". W ASME 2020 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/detc2020-22252.

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Abstract Designers make information acquisition decisions, such as where to search and when to stop the search. Such decisions are typically made sequentially, such that at every search step designers gain information by learning about the design space. However, when designers begin acquiring information, their decisions are primarily based on their prior knowledge. Prior knowledge influences the initial set of assumptions that designers use to learn about the design space. These assumptions are collectively termed as inductive biases. Identifying such biases can help us better understand how designers use their prior knowledge to solve problems in the light of uncertainty. Thus, in this study, we identify inductive biases in humans in sequential information acquisition tasks. To do so, we analyze experimental data from a set of behavioral experiments conducted in the past [1–5]. All of these experiments were designed to study various factors that influence sequential information acquisition behaviors. Across these studies, we identify similar decision making behaviors in the participants in their very first decision to “choose x”. We find that their choices of “x” are not uniformly distributed in the design space. Since such experiments are abstractions of real design scenarios, it implies that further contextualization of such experiments would only increase the influence of these biases. Thus, we highlight the need to study the influence of such biases to better understand designer behaviors. We conclude that in the context of Bayesian modeling of designers’ behaviors, utilizing the identified inductive biases would enable us to better model designer’s priors for design search contexts as compared to using non-informative priors.
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Dong, Andy, Kevin Davies i David McInnes. "Exploring the Relationship Between Lexical Behavior and Concept Formation in Design Conversations". W ASME 2005 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2005. http://dx.doi.org/10.1115/detc2005-84407.

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Designers bring individual knowledge and perspectives to the team. The hypothesis tested in this research is that semantic and grammatical structures (the language through which concepts are expressed) enable designers to bridge relations among ideas stored in each designer’s mind and from this to generate design concepts. This paper describes a linguistic and a computational method to examine the grammatical and semantic structure of design conversations and the linguistic processes by which individuals bridge their knowledge to the group’s ongoing knowledge accumulation. To test the hypothesis, we conducted a linguistic (systemic functional linguistics) and computational linguistic (lexical chain analysis) analysis of a design team conversation The computational analysis revealed hypernym relations as the primary lexico-syntactic pattern by which designers offer, interrelate and develop concepts. The linguistic analysis highlighted the grammatical linguistic features that actively contribute to the generation of design content by teams. These analyses point to the prospect of a functional correspondence between language use and a team’s ability to construct knowledge for design. This interrelation has implications both for computational systems that assess design teams and design teamwork education.
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Nomaguchi, Yutaka, Kousuke Nakashima i Kikuo Fujita. "Knowledge Management Framework for Design Verification Process With Computer-Aided Engineering Analysis". W ASME 2010 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2010. http://dx.doi.org/10.1115/detc2010-28670.

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Computer-based engineering analysis has become an essential means for verifying an engineering design. Its effects depend on not only available computational methods and computer performance but also what models and conditions are given to the computation. Their explicit representation and management must become a forefront and serious task of computer-aided design activities for their better documentation, more appropriate quality assurance, wider utilization, etc. This paper proposes a framework for representing and managing the knowledge involved in engineering analysis modeling for design verification. The computation-based design consists of the two phases, engineering analysis for understanding physical phenomena and design verification based on its results. The management format of the engineering analysis modeling process, which is named EAMM (Engineering Analysis Modeling Matrix), is introduced for the first phase. The process structure of design verification and classification of designer’s decision making are discussed for the second phase by referring the framework of EAMM. gIBIS (graphical Issue-Based Information System) model, which is a format for describing argumentation, is adopted for representing the process structure and the designer’s decision makings. A design process of a micro mixing mechanism demonstrates the potential and the promise of a proposed framework.
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Bryant, Cari R., Daniel A. McAdams, Robert B. Stone, Tolga Kurtoglu i Matthew I. Campbell. "A Computational Technique for Concept Generation". W ASME 2005 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2005. http://dx.doi.org/10.1115/detc2005-85323.

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Few computational tools exist to assist designers during the conceptual phase of design, and design success is often heavily weighted on personal experience and innate ability. Many well-known methods (e.g. brainstorming, intrinsic and extrinsic searches, and morphological analysis) are designed to stimulate a designer’s creativity, but ultimately still rely heavily on individual bias and experience. Under the premise that quality designs comes from experienced designers, experience in the form of design knowledge is extracted from existing products and stored for reuse in a web-based repository. This paper presents an automated concept generation tool that utilizes the repository of existing design knowledge to generate and evaluate conceptual design variants. This tool is intended to augment traditional conceptual design phase activities and produce numerous feasible concepts early in the design process.

Raporty organizacyjne na temat "Designer’s knowledge":

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Naves, Claudia, David Amorim, David Geisler-Moroder, Thorbjörn Laike, Justyna Martyniuk-Peczek, Barbara Szybinska Matusiak, Wilfried Pohl i Natalia Sokol. Literature review of user needs, toward user requirements. Redaktor Barbara Szybinska Matusiak. IEA SHC Task 61, wrzesień 2020. http://dx.doi.org/10.18777/ieashc-task61-2020-0001.

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This report has been developed in the frame of the IEA SHC Task 61 Subtask A “User requirements”. The main objective was to rethink and reformulate user requirements to lighting (daylighting and electric lighting) in public buildings on the basis of a thorough literature study. The work is a joint effort of a number of scientists and represents collective knowledge in this topic. The concept of Lighting quality is the one, among many lighting concepts, which expresses the user perspective best. Lighting quality is the important goal of lighting designers and planners; however, it is difficult to define and to measure.
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Shalatska, Hanna, Olena Zotova-Sadylo, Olexandr Makarenko i Larysa Dzevytska. Implementation of E-assessment in Higher Education. [б. в.], listopad 2020. http://dx.doi.org/10.31812/123456789/4466.

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The purpose of the study is to develop the methodical recommendations for test-designers to cope with challenges of organizing on-line assessment process. In order to achieve this goal we have to reveal the strengths and weaknesses of e-assessment activities based on analysis of the universities practice. To find out students’ attitude to the issue of the study we have drawn up the questionnaire. The survey results confirm that e-assessment is rated as priority activity by learners thanks to individual approach to teaching/learning process, easily accessible and fast feedback, as well as interactive methods of implementation. Reviewing practical experience of Kryvyi Rih National University (KNU) and Donetsk Law Institute of the Ministry of Internal Affairs of Ukraine (DLI) and summarizing statistical data of the survey we have developed methodical support for designing e-assessment activities which involves: to determine intended recipients and the purpose of testing; select appropriate instruments and e-platform; specify forms of feedback; clarify the tasks; provide knowledge base for operating e-tests etc. Despite plenty of studies in this domain the test-designers and test-takers face to typical difficulties while operating e-assessment, and there is lack of research providing methodical practicalities in this field. To address learners’ and lecturers’ needs we have developed the methodical recommendations, which might be used in the drafting of e-assessment tests for students of different specialisms.
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Pautz Stephenson, Stefani, Rebecca Banks i Merijke Coenraad. Outcomes of Increased Practitioner Engagement in Edtech Development: How Strong, Sustainable Research-Practice-Industry Partnerships will Build a Better Edtech Future. Digital Promise, czerwiec 2022. http://dx.doi.org/10.51388/20.500.12265/158.

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A new participatory research model, Research-Practice-Industry Partnerships (RPIP), presents a unique value proposition. Design processes have typically placed professional designers, not the end users, at the center of the work. RPIPs create an intentional feedback loop that transforms the knowledge, action, or goals of all involved parties (Baker et al., 2022). RPIP aims to create better designs for scalable technologies that both meet the needs of educators and incorporate research from the learning sciences. This yields a product more likely to be used, used appropriately, and have the desired impact for learners. Digital Promise partnered with edtech startup Merlyn Mind and the University of California, Irvine (UCI) in an RPIP. This white paper describes our engagement and suggests that this model can yield positive impacts and new learning for all participants. Surveys and interviews with participants showed that engagement was mutually valued among all parties, practitioners learned more about AI and edtech in general, and Merlyn Mind staff learned more about working with schools and educators. Practitioners also benefited from the networking and collaboration that participation in the RPIP brought and felt it helped them grow professionally.
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Woodruffe, Paul. Suburban Interventions: Understanding the Values of Place and Belonging Through Collaboration. Unitec ePress, maj 2012. http://dx.doi.org/10.34074/ocds.12012.

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How can a socially defined project facilitate meaningful knowledge transfer between community, corporate and institution? In order to address this question, this paper focuses on an ongoing live project in suburban Auckland New Zealand begun in 2010, undertaken by a post-graduate student and researcher collective. The collective currently creates subtle interventions sited within local cyberspace, and through this current project will employ impermanent and small-scale design to advocate for a series of neglected and disputed sites. It explores the impact and value the presence of artists and designers working within local communities can have, and “champions the role of the artist in the development of the public realm, and their intuitive response to spaces, places, people and wildlife” (Wood 2009, p.26). The significance of this project is that it promotes a collaborative and multidisciplinary methodology that works with community groups to advocate to corporate entities for a wider social and environmental awareness of specific sites. This paper aims to explain the processes and findings of the project to date through both its successes and failures. It also proposes the possibility of the methodology being transferred to undergraduate and post-graduate study as a tool to promote multi-disciplined collaborate project briefs that focus on community well being.
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Woodruffe, Paul. Suburban Interventions: Understanding the Values of Place and Belonging Through Collaboration. Unitec ePress, maj 2012. http://dx.doi.org/10.34074/ocds.12012.

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How can a socially defined project facilitate meaningful knowledge transfer between community, corporate, and institution? In order to address this question, this paper focuses on an ongoing live project in suburban Auckland New Zealand began in 2010, undertaken by a post-graduate student and researcher collective. The collective currently creates subtle interventions sited within local cyberspace, and through this current project will employ impermanent and small-scale design to advocate for a series of neglected and disputed sites. It explores the impact and value the presence of artists and designers working within local communities can have, and “champions the role of the artist in the development of the public realm, and their intuitive response to spaces, places, people and wildlife” (Wood 2009, p.26). The significance of this project is that it promotes a collaborative and multidisciplinary methodology that works with community groups to advocate to corporate entities for a wider social and environmental awareness of specific sites. This paper aims to explain the processes and findings of the project to date through both its successes and failures. It also proposes the possibility of the methodology being transferred to undergraduate and post-graduate study as a tool to promote multi-disciplined collaborate project briefs that focus on community well being.
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Niebler, Rebecca. Abfallwirtschaftliche Geschäftsmodelle für Textilien in der Circular Economy. Sonderforschungsgruppe Institutionenanalyse, wrzesień 2020. http://dx.doi.org/10.46850/sofia.9783941627833.

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This master thesis explores the challenges for waste management business models in the field of textiles regarding the requirements of the circular economy, as well as improvement potentials in the current framework conditions. It is concerned with the research question: "Is it advisable to change the frame-work conditions at meso or macro level, with regard to business models for waste management companies in the textile sector that are oriented towards the requirements of the circular economy, and - if so - in what way?” The approach of the study is based on the delta analysis of the e Society for Institutional Analysis at the Darmstadt University of Applied Sciences. It compares the target state of the normative requirements with the actual state of the textile and waste management framework conditions and attempts to identify the gaps (the delta). Based on the delta, it develops approaches that are intended to help reduce the gaps. The thesis develops three business models for the target year 2025 in different areas: an exchange platform for sorters, recyclers and designers, an automatic sorting plant and a plant for fibre-to-fibre recycling of mixed materials. It is becoming clear that these business models cannot meet the target requirements for the circular economy. The analysis identifies the remaining gaps in the framework conditions as the main problem. For example, insufficient innovation impulses and the lack of competitiveness of secondary raw materials inhibit the actors from applying and using new technologies and business models. Restricted access to knowledge and information, as well as a lack of transparency between the actors, also prove to be problematic. In order to answer the research question, the study recommends altering the framework conditions at meso and macro level. It proposes a platform for cooperation between designers, the introduction of a material declaration system and an eco-design guideline for textiles as possible development options. In addition, this work offers a matrix of criteria to help the actors test and improve their new waste management business models regarding their suitability for the circular economy. The analysis is carried out from an outsider's perspective on the entire textile industry. It therefore cannot cover and deal with all aspects and individual circumstances of each player in detail. The necessary changes in the framework conditions that have been identified can therefore be used as a basis for further investigations.
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Vreeland, Heidi, Christina Norris, Lauren Shum, Jaya Pokuri, Emily Shannon, Anmol Raina, Ayushman Tripathi i in. Collaborative Efforts to Investigate Emissions From Residential and Municipal Trash Burning in India. RTI Press, wrzesień 2018. http://dx.doi.org/10.3768/rtipress.2018.rb.0019.1809.

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Emissions from trash burning represent an important component of regional air quality, especially in countries such as India where the practice of roadside, residential, and municipal trash burning is highly prevalent. However, research on trash emissions is limited due to difficulties associated with measuring a source that varies widely in composition and burning characteristics. To investigate trash burning in India, a collaborative program was formed among RTI, Duke University, and the India Institute of Technology (IIT) in Gandhinagar, involving both senior researchers and students. In addition to researching emission measurement techniques, this program aimed to foster international partnerships and provide students with a hands-on educational experience, culminating in a pilot study in India. Before traveling, students from Duke and IIT met virtually to design experiments. IIT students were able to visit proposed sites and offer specified knowledge on burning practices prior to the pilot study, allowing potential experiments to be iteratively improved. The results demonstrated a proof of concept of using a low-cost sensor attached to a commercial drone to measure emissions from a municipal dump site. In addition, for small-scale residential and roadside trash burning, a combustor was designed to burn trash in a consistent way. Results suggested that thermocouples and low-cost sensors may offer an affordable way for combustor designers to assess particulate emissions during prototype iterations. More experiences like this should be made available so that future research can benefit from the unique insights that come from having veteran researchers work with students and from forming international partnerships.
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Microbiology in the 21st Century: Where Are We and Where Are We Going? American Society for Microbiology, 2004. http://dx.doi.org/10.1128/aamcol.5sept.2003.

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The American Academy of Microbiology convened a colloquium September 5–7, 2003, in Charleston, South Carolina to discuss the central importance of microbes to life on earth, directions microbiology research will take in the 21st century, and ways to foster public literacy in this important field. Discussions centered on: the impact of microbes on the health of the planet and its inhabitants; the fundamental significance of microbiology to the study of all life forms; research challenges faced by microbiologists and the barriers to meeting those challenges; the need to integrate microbiology into school and university curricula; and public microbial literacy. This is an exciting time for microbiology. We are becoming increasingly aware that microbes are the basis of the biosphere. They are the ancestors of all living things and the support system for all other forms of life. Paradoxically, certain microbes pose a threat to human health and to the health of plants and animals. As the foundation of the biosphere and major determinants of human health, microbes claim a primary, fundamental role in life on earth. Hence, the study of microbes is pivotal to the study of all living things, and microbiology is essential for the study and understanding of all life on this planet. Microbiology research is changing rapidly. The field has been impacted by events that shape public perceptions of microbes, such as the emergence of globally significant diseases, threats of bioterrorism, increasing failure of formerly effective antibiotics and therapies to treat microbial diseases, and events that contaminate food on a large scale. Microbial research is taking advantage of the technological advancements that have opened new fields of inquiry, particularly in genomics. Basic areas of biological complexity, such as infectious diseases and the engineering of designer microbes for the benefit of society, are especially ripe areas for significant advancement. Overall, emphasis has increased in recent years on the evolution and ecology of microorganisms. Studies are focusing on the linkages between microbes and their phylogenetic origins and between microbes and their habitats. Increasingly, researchers are striving to join together the results of their work, moving to an integration of biological phenomena at all levels. While many areas of the microbiological sciences are ripe for exploration, microbiology must overcome a number of technological hurdles before it can fully accomplish its potential. We are at a unique time when the confluence of technological advances and the explosion of knowledge of microbial diversity will enable significant advances in microbiology, and in biology in general, over the next decade. To make the best progress, microbiology must reach across traditional departmental boundaries and integrate the expertise of scientists in other disciplines. Microbiologists are becoming increasingly aware of the need to harness the vast computing power available and apply it to better advantage in research. Current methods for curating research materials and data should be rethought and revamped. Finally, new facilities should be developed to house powerful research equipment and make it available, on a regional basis, to scientists who might otherwise lack access to the expensive tools of modern biology. It is not enough to accomplish cutting-edge research. We must also educate the children and college students of today, as they will be the researchers of tomorrow. Since microbiology provides exceptional teaching tools and is of pivotal importance to understanding biology, science education in schools should be refocused to include microbiology lessons and lab exercises. At the undergraduate level, a thorough knowledge of microbiology should be made a part of the core curriculum for life science majors. Since issues that deal with microbes have a direct bearing on the human condition, it is critical that the public-at-large become better grounded in the basics of microbiology. Public literacy campaigns must identify the issues to be conveyed and the best avenues for communicating those messages. Decision-makers at federal, state, local, and community levels should be made more aware of the ways that microbiology impacts human life and the ways school curricula could be improved to include valuable lessons in microbial science.

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