Academic literature on the topic 'Designerns ansvar'

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Journal articles on the topic "Designerns ansvar"

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Mintorwati, Mintorwati, and Irwan Yudha Hadinata. "ESMOD MODE SCHOOL IN BANJARMASIN." LANTING JOURNAL OF ARCHITECTURE 10, no. 1 (February 28, 2021): 221–31. http://dx.doi.org/10.20527/lanting.v10i1.753.

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The Design of Fashion Schools in Banjarmasin is in the background by the rapid increase of fashion needs. Some potential young designers in Indonesia also show that fashion products in Indonesia have a great potential. However, in South Kalimantan, especially Banjarmasin, does not yet have a Fashion Design high school, it makes the local people who want to become a fashion designer must study outside the island of Kalimantan. With the existence of a fashion school in Banjarmasin, it is expected that Banjarmasin and the surrounding communities who have aspirations to become a Fashion Designer or want to know about what is Fashion Design. So, the fashion design school in Banjarmasin can give birth to new designers who can trigger the fashion industry in Indonesia, especially in Banjarmasin. In this design, the researcher uses the concept of Expressionist Architecture as an answer to the research problems in the design of this school.
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Martadireja, Sonde. "Pengaruh Microstock Terhadap Kesadaran Hak Kekayaan Intelektual Desainer Grafis." Journal of Urban Society's Arts 5, no. 1 (December 31, 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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Thilmany, Jean. "Changing Times." Mechanical Engineering 124, no. 08 (August 1, 2002): 38–40. http://dx.doi.org/10.1115/1.2002-aug-1.

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This article discusses product data management PDM technology. This technology is a key to communicating with the suppliers and ensuring accurate design and manufacturing and allows designer and supplier to share documents and communicate back and forth. To meet the trend, a system that tracks design changes and allows engineer and designer to study them together becomes crucial. The vehicle maker wanted to standardize the way products are designed across both its truck and bus divisions. The technology is intended to help designers and engineers work more closely together, even if they are working in separate locations on unrelated parts of a truck or bus, and to keep track of changes in the highly customized part models. As a method of doing business changes, so does the technology needed to do that business. Although the answer is not in yet on PDM’s role in a changing marketplace, answers about how it fits into new supplier–customer business models are expected over the next few years.
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Motta, Martina, Giovanni Maria Conti, and Martina Micheli. "Reacting to the Emergency by Opening Perspectives. Design-driven knit therapy as a adaptable tool to answer the change." Strategic Design Research Journal 13, no. 3 (December 23, 2020): 646–57. http://dx.doi.org/10.4013/sdrj.2020.133.27.

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When the COVID-19 emergency raised, the entire world -and small communities with it- had to stop, adapt, find ways to face the big ongoing challenge. The article reports the reaction and the changes undertaken with an ongoing project that was, in February 2020, experimenting, inside the hospital environment, the therapeutic effects of knitting on people with physical and psychological pathologies. The project, driven by scientific studies made in universities, hospitals and research centers worldwide, had the aim to bring the intervention of designers on the topic, to answer the emerged need to promote research in what is considered a low-investigated and high-promising field. Experimental pilot actions, designed and led by designers on-field, were going on when the emergency changed the scenario, limited the environment, shifted the eye on a new, wider target of healthy people, made knitting a tool to face new circumstances and improve everyday-life quality.Observing the newly emerged scenario and the spontaneous initiatives risen on the web (and on social media in particular) to help individuals in spending the forced time at home in meaningful ways, designers involved in the ongoing project identified in knitting an activity that could be beneficial on a psychological and physical level also for quarantined individuals. The project took a new perspective and evolved in the #IOLAVOROAMAGLIA (#IKNIT) social media campaign, linked to the globally spread #STAYHOME campaign, aimed at inviting people to remain home for preventing the diffusion of the infection, while proposing at the same time new solutions for positively living the emergency times. #IOLAVOROAMAGLIA was embraced by many users and it also became a weekly scheduled live virtual workshop, with a direct reference to the workshops in the hospital of XXXX, temporarily stopped during lockdown.The two projects, on-field and online, proved how knitting can be a meaningful solution not only for healthcare, but also for the daily life of people, both in normal times and in emergency situations.Moreover, the role of the designer and of a design driven approach proved to be fundamental, for the product and service creation, improvement and consolidation and for its communication for valorization and promotion.
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Thilmany, Jean. "Analyzing up Front." Mechanical Engineering 122, no. 10 (October 1, 2000): 88–91. http://dx.doi.org/10.1115/1.2000-oct-6.

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This article highlights that up-front computer-aided engineering (CAE) dramatically decreases product lead time. Up-front CAE entails vesting responsibility for performing finite element analysis tests and other analysis tests with the design engineers. The designers use specific software packages to analyze their first-stage designs. This way, they can easily change designs that do not pass analysis tests-such as vibration or stress tests-before passing them on to an analyst for in-depth study. Not every engineering company, however, is turning to up-front CAE even as it faces the need to get products to market faster. Some engineers, like Zlatko Penzar, find that their present analysis hierarchy works just fine. He is a senior engineer for the fuel systems division of Mannesmann in Dusseldorf, Germany, another auto components supplier. Engineering departments have to find their own answer to the relationship between designer and analyst. The important thing is that once an answer is agreed upon, it happens the same way every day. A working atmosphere that functions reliably and smoothly is really the key to successful product design.
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Szczęsny, S., M. Naumowicz, and A. Handkiewicz. "SI-Studio – environment for SI circuits design automation." Bulletin of the Polish Academy of Sciences: Technical Sciences 60, no. 4 (December 1, 2012): 757–62. http://dx.doi.org/10.2478/v10175-012-0087-5.

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Abstract The current work is an answer to the problem of designing switched-current (SI) circuits, which is usually a complex issue in the field of microelectronics. The mentioned task is a source of many mistakes and takes a lot of time for designers, therefore authors of the article decided to propose a software solution. This article presents an environment for design automation of analogue circuits in the switched currents technique. It points out the utility advantages of the described tools, which make the work of a VLSI designer much easier, moreover offering a possibility to parameterise the design process considering power consumption, chip area usage and its working speed. It also presents results of an automatic generation of a filter pair circuit, as well as a DCT circuit - automatically generated with the proposed SI-Studio software tools.
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Martin-Schild, Sheryl, James E. Siegler, Andre D. Kumar, and Patrick Lyden. "Troubleshooting the Nihss: Question-and-Answer Session with One of the Designers." International Journal of Stroke 10, no. 8 (December 2015): 1284–86. http://dx.doi.org/10.1111/ijs.12196.

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Del, Vecchio. "Development of management skills for professional designers: An answer to the present professional crisis?" Glasnik Etnografskog instituta SANU 59, no. 1 (2011): 129–41. http://dx.doi.org/10.2298/gei1101129d.

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Gee, James Paul. "Learning by Design: Good Video Games as Learning Machines." E-Learning and Digital Media 2, no. 1 (March 2005): 5–16. http://dx.doi.org/10.2304/elea.2005.2.1.5.

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This article asks how good video and computer game designers manage to get new players to learn long, complex and difficult games. The short answer is that designers of good games have hit on excellent methods for getting people to learn and to enjoy learning. The longer answer is more complex. Integral to this answer are the good principles of learning built into successful games. The author discusses 13 such principles under the headings of ‘Empowered Learners’, ‘Problem Solving’ and ‘Understanding’ and concludes that the main impediment to implementing these principles in formal education is cost. This, however, is not only (or even so much) monetary cost. It is, importantly, the cost of changing minds about how and where learning is done and of changing one of our most profoundly change-resistant institutions: the school.
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CALIMERI, FRANCESCO, GIOVAMBATTISTA IANNI, FRANCESCO PACENZA, SIMONA PERRI, and JESSICA ZANGARI. "Incremental Answer Set Programming with Overgrounding." Theory and Practice of Logic Programming 19, no. 5-6 (September 2019): 957–73. http://dx.doi.org/10.1017/s1471068419000292.

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AbstractRepeated executions of reasoning tasks for varying inputs are necessary in many applicative settings, such as stream reasoning. In this context, we propose an incremental grounding approach for the answer set semantics. We focus on the possibility of generating incrementally larger ground logic programs equivalent to a given non-ground one; so calledovergrounded programscan be reused in combination with deliberately many different sets of inputs. Updating overgrounded programs requires a small effort, thus making the instantiation of logic programs considerably faster when grounding is repeated on a series of inputs similar to each other. Notably, the proposed approach works “under the hood”, relieving designers of logic programs from controlling technical aspects of grounding engines and answer set systems. In this work we present the theoretical basis of the proposed incremental grounding technique, we illustrate the consequent repeated evaluation strategy and report about our experiments.
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Dissertations / Theses on the topic "Designerns ansvar"

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Norin, Gabriel. "Designerns ansvar : Ett sätt att skapa miljövänligare produkter." Thesis, Konstfack, Industridesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7351.

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Nyström, Sara. "Makten design kan ha och appen Charlie : Ett arbete om makten och ansvaret en designer har samt en artefakt som hjälper dig att främja hjärnans olika funktioner." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85934.

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Hur kan man genom grafisk design främja lärandet om en eller flera delar av hjärnans kapaciteter? Också, hur kan man genom grafisk design gynna utvecklingen av en eller flera delar av hjärnans kapaciteter? Med grafisk design har jag skapat ett verktyg som hjälper dig att planera dina studier samt hjälper dig att stimulera hjärnan inför studierna. Beteendedesign, metakognition och gamification är de teoretiska grunder arbetet vilar på. Jag vill uppmana dig som läser detta att reflektera kring din egen hjärnkapacitet. Upplever du ofta svårigheter med att fokusera, att sova eller kanske att planera? Det finns många sätt att stimulera hjärnan så att svårigheter kan bli lättare. Det sistnämnda är just det Charlie kan hjälpa dig med, att planera. En app som i nuläget är en prototyp hjälper dig att skapa vanor kringdina studier och utmanar dig att utveckla dina beteenden. Charlie uttryckeroch kombinerar planeringsverktyg och kunskap om hjärnstimulans på ett sätt som inte gjorts förut. Intrycket målgruppen får lämnar ett avtryck där beteendeförändring blir möjlig. Kunskap om och beteenden som främjar hjärnans kapacitet kombineras effektivt med de stunder då en använder stora delar av hjärnan, vilket gynnar förändringen i sig. Testa att utmana dig själv i vad din hjärna är kapabel till. Du sitter inte fast, du kan ändra dina vanor när du vill!
How can you through graphic design encourage schooling of one or multiple parts of the brain’s capacity? Furthermore, how can you through graphic design promote the evolvement of one or multiple parts of the brain’s capacity? With the help of graphic design, I have created a tool that helps you schedule your studies as well as it stimulates your brain pre-studying. Behavioral design, metacognition, and gamification are the theoretical foundations this study relies on. I want to encourage you, the one reading this, to reflect on your own brain capacity. Are you having a hard time focusing, sleeping, or planning things ahead? There are multiple ways to stimulate your brain so these difficulties become easier. The latter is the one Charlie can help you with, to plan ahead. An app, that’s currently a prototype, helps you create new habits around your studies, and challenges you to expand your behavior. Charlie, with the help of planning tools and knowledge about brain stimulation, coaches you in a way that’s never been done before. The impression my target group gets leaves a print where behavior change becomes a possibility. Knowledge about the behavior that encourages the brain’s capacity combined with the moments when we use most parts of our brain, benefits the evolution itself. Have the courage to challenge yourselves in what your brain is capable of. You’re not stuck, you can change your habits whenever you want!
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Rudblom, Matilda, and Elin Elfström. "UX som tankesätt istället för arbetssätt : En studie om hur designers hos SME-företag i den svenska designbranschen förhåller sig till UX-design och användarmedverkan i designprocessen." Thesis, Högskolan Väst, Avd för medier och design, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-15477.

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The purpose of this study is to find out if the gap between theory and practice is also visible in the Swedish design industry and how the gap could then be reduced. Previous research describes a lack of UX (User eXperience) work in design processes and a study has therefore been conducted with the aim to formalize guidelines for how companies, which do not include UX and users in their design processes, should develop their UX work in order to offer better artifacts. The results of the study shows that the majority of designers have UX as a design approach. Designers in the industry often know what UX means and why it is important but seems to find it hard to make customers realize the value of the UX work, which force designers to use UX as a way of thinking instead of the way of working. The results of the study presents new guidelines that companies can use to develop their UX maturity and work which is necessary for survival. We can make several conclusions from the result. UX is necessary to deliver high quality products and services to users but restricted by the customers motivation, time requirements and financial resources. Because of that, designers must have rhetorical knowledge and be able to shape and function communication that leads the client to understand the value of UX. If design companies do not involve UX in their design processes, possibly through user tests and demonstrations, the company's risk to losing important competitive advantages. This study provides a good basis for further research in the subject. The study ends with recommendations until further work on topics that were to be done for this study.
Syftet med denna studien är att ta reda på om klyftan mellan teori och praktik även syns i den svenska designbranschen och hur klyftan i så fall skulle kunna minskas. Tidigare forskning beskriver en avsaknad av UX-arbete (User eXperience) i designprocesser och en studie har därför genomförts med målsättningen att kunna formalisera riktlinjer för hur företag, som inte inkluderar UX och slutanvändare i sina designprocesser ska utveckla sitt UX-arbete för att kunna erbjuda bättre artefakter. Resultatet från studien visar att majoriteten av designers har UX som förhållningssätt inom design. Designers i branschen vet oftast vad UX är och varför det är viktigt men upplever att det är svårt att få beställaren inse värdet av UX-arbetet, vilket gör att designers tvingas använda UX som tankesätt istället för arbetssätt. Vid intervjuerna framkom det riktlinjer som företag kan använda sig av för att börja med UX. Från resultatet kan vi dra flera slutsatser. UX är nödvändigt för att kunna leverera artefakter med hög kvalitet och värde för användarna men begränsas av beställarens tidskrav och ekonomiska resurser. Designern behöver ha retoriska kunskaper och kunna forma en fungerande kommunikation som leder till att klienten förstår värdet av UX. Om designföretag inte involverar UX i sina designprocesser, förslagsvis genom användartester och demonstrationer, riskerar företagen att tappa viktiga konkurrensfördelar. Denna studie skapar en bra grund för vidare forskning inom ämnet. Studien avslutas med rekommendationer till fortsatt arbete, kring ämnen som var för omfattande för att ta upp i denna studie.
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Books on the topic "Designerns ansvar"

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Gargan, John, and David Bann. Colour Proof Correction Question and Answer Book (Graphic Designer's Library). Phaidon Press Ltd, 1990.

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Millar, Jason. Ethics Settings for Autonomous Vehicles. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780190652951.003.0002.

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This chapter explores the underlying arguments for and against designing ethics settings into autonomous vehicles. I begin by offering a definition of “ethics setting” and by discussing how designers and engineers embed ethics settings in technology. I then provide an overview of some of the ethics settings that are currently embedded in vehicles and some that are proposed or foreseeable in emerging autonomous vehicle technology. I also discuss the various ethical considerations that have been raised in response to each kind of ethics setting. After describing the landscape of ethics settings and related ethical issues that accompany them, I raise three questions that must be answered by those designing ethics settings into autonomous vehicles. I conclude by providing some considerations that can help engineers, designers, and policymakers answer them in practice.
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Albert, Richard. Constitutional Amendments. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780190640484.001.0001.

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Constitutional Amendments: Making, Breaking, and Changing Constitutions is both a roadmap for navigating the intellectual universe of constitutional amendment and a blueprint for building and improving the rules of constitutional change. Drawing from dozens of constitutions in every region of the world, this book blends theory with practice to answer two all-important questions: What is an amendment and how should constitutional designers structure the procedures of constitutional change? The first matters now more than ever. Reformers are exploiting the rules of constitutional amendment, testing the limits of legal constraint, undermining the norms of democratic government, and flouting the constitution as written to create entirely new constitutions that masquerade as ordinary amendments. The second question is central to the performance and endurance of constitutions. Constitutional designers today have virtually no resources to guide them in constructing the rules of amendment, and scholars do not have a clear portrait of the significance of amendment rules in the project of constitutionalism. Constitutional Amendments: Making, Breaking, and Changing Constitutions shows that no part of a constitution is more important than the procedures we use change it. Amendment rules open a window into the soul of a constitution, exposing its deepest vulnerabilities and revealing its greatest strengths. The codification of amendment rules often at the end of the text proves that last is not always least.
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Irani, Lilly. Chasing Innovation. Princeton University Press, 2019. http://dx.doi.org/10.23943/princeton/9780691175140.001.0001.

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Can entrepreneurs develop a nation, serve the poor, and pursue creative freedom, all while generating economic value? This book shows the contradictions that arise as designers, engineers, and businesspeople frame development and governance as opportunities to innovate. The book documents the rise of “entrepreneurial citizenship” in India over the past seventy years, demonstrating how a global ethos of development through design has come to shape state policy, economic investment, and the middle class in one of the world's fastest-growing nations. The book chronicles the practices and mindsets that hold up professional design as the answer to the challenges of a country of more than one billion people, most of whom are poor. While discussions of entrepreneurial citizenship promise that Indian children can grow up to lead a nation aspiring to uplift the poor, in reality, social, economic, and political structures constrain whose enterprise, which hopes, and which needs can be seen as worthy of investment. In the process, the book warns, powerful investors, philanthropies, and companies exploit citizens' social relations, empathy, and political hope in the quest to generate economic value. The book argues that the move to recast social change as innovation, with innovators as heroes, frames others—craftspeople, workers, and activists—as of lower value, or even dangers to entrepreneurial forms of development. The book lays bare how long-standing power hierarchies such as class, caste, language, and colonialism continue to shape opportunity in a world where good ideas supposedly rule all.
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Book chapters on the topic "Designerns ansvar"

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Constantinescu, Teodora, Oswald Devisch, and Georgi Kostov. "Game Mechanics as Thinking Mechanisms for Urban Development." In Citizen-Responsive Urban E-Planning, 215–51. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-4018-3.ch009.

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We witness a growing interest from urban designers in technology to understand cities as complex systems. However, more than often, the use of such technologies is a one-way knowledge generation, meaning that the urban designer is the one benefiting the most. Serious games have the ability to create concepts that lead to a better understanding of the issues that arise in urban development, improving society's implication in the process. This chapter addresses the potential of serious game mechanics to produce mutual transfer of knowledge and solutions able to enhance urban development strategies. Serious games can be one possible answer to motivate citizens and create social awareness and appropriation. Discussing the City Makers game prototype, authors underline the advantages of game mechanics as thinking mechanisms in improving urban development dynamics.
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Badler, Norman I., Cary B. Phillips, and Bonnie Lynn Webber. "Task-Level Specifications." In Simulating Humans. Oxford University Press, 1993. http://dx.doi.org/10.1093/oso/9780195073591.003.0009.

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So far we have been talking about real-time interactive display and manipulation of human figures, with the goal of enabling human factors engineers to augment their analyses of designed environments by having human figures carry out tasks intended for those environments. This chapter explores the use of task-level specifications as an alternative to direct manipulation for generating task simulations. By now, the reader should be convinced of the value of being able to simulate, observe and evaluate agents carrying out tasks. The question is what is added by being able to produce such simulations from high-level task specifications. The answer is efficient use of the designer’s expertise and time. A designer views tasks primarily in terms of what needs to be accomplished, not in terms of moving objects or the agent’s articulators in ways that will eventually produce an instance of that behavior – e.g., in terms of slowing down and making a left turn rather than in terms of attaching the agent’s right hand to the clutch, moving the clutch forward, reattaching the agent’s right hand to the steering wheel, then rotating the wheel to the left and then back an equal distance to the right. As was the case in moving programming from machinecode to high-level programming languages, it can be more efficient to leave it to some computer system to convert a designer’s high-level goal-oriented view of a task into the agent behavior needed to accomplish it. Moreover, if that same computer system is flexible enough to produce agent behavior that is appropriate to the agent’s size and strength and to the particulars of any given environment that the designer wants to test out, then the designer is freed from all other concerns than those of imagining and specifying the environments and agent characteristics that should be tested. This chapter then will describe a progression of recent collaborative efforts between the University of Pennsylvania’s Computer Graphics Research Lab and the LING Lab (Language, INformation and Computation) to move towards true high-level task specifications embodying the communicative richness and efficiency of Natural Language instructions.
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Strawser, Michael G., and Renee Kaufmann. "Intergenerational Learning Styles, Instructional Design Strategy, and Learning Efficacy." In Form, Function, and Style in Instructional Design, 40–51. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-5225-9833-6.ch003.

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Instructional designers must appeal to a variety of audience members both in terms of competency and preferred learning style. Though many factors may influence learning style, generational preferences may provide instructional designers a broad base of understanding undergirding strategic educational design choices. While it would be naive, and even inaccurate, to assume that Millennials constitute the only unique generational challenge for instructional designers, their sheer presence in organizations and their education expectations have changed the game—so to speak. Thus, in an attempt to clarify generational uniqueness, this chapter will explore general generational instructional trends while positioning instructional design as a necessary answer to 21st century learning efficacy challenges.
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Sosnin, Petr Ivanovich. "Conceptual Experiments in Automated Designing." In Research Anthology on Recent Trends, Tools, and Implications of Computer Programming, 479–504. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-3016-0.ch021.

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The success of designing Software Intensive Systems (SIS) and other objects may be improved by incorporating conceptual experimentation to be part of the design process. This paper presents a scientific approach to conceptual experimenting with objects that are units of designers' behavior and is aimed at solving project tasks in conceptual design. The proposed approach is based on specifying the behavior units as precedents and pseudo-code programming of experiments' plans. Reasoning used by designers in the experiments is registered in a question-answer form. Experimenting is supported by a specialized toolkit.
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Sosnin, Petr Ivanovich. "Conceptual Experiments in Automated Designing." In Advances in Media, Entertainment, and the Arts, 155–81. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0510-5.ch010.

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The success of designing Software Intensive Systems (SIS) and other objects may be improved by incorporating conceptual experimentation to be part of the design process. This paper presents a scientific approach to conceptual experimenting with objects that are units of designers' behavior and is aimed at solving project tasks in conceptual design. The proposed approach is based on specifying the behavior units as precedents and pseudo-code programming of experiments' plans. Reasoning used by designers in the experiments is registered in a question-answer form. Experimenting is supported by a specialized toolkit.
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Sosnin, Petr. "Question-Answer Approach to Human-Computer Interaction in Collaborative Designing." In Cognitively Informed Intelligent Interfaces, 157–76. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-4666-1628-8.ch010.

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The chapter presents a question-answer approach to the programming of Human-Computer Interactions (HCI) during collaborative development of software intensive systems. Efficiency of the general work can be essentially increased if the human part of the work is informed by precedents and executed with a special kind of pseudo-program by “intellectual processors.” The role of any processor of such type is fulfilled by a designer. The suggested approach was investigated and evolved until an instrumental system providing the pseudo-code programming of intellectual processors combined with computer processors. Interactions between processors are based on question-answer reasoning. Pseudo-code programs and their corresponding instrumental means can be combined easily with traditional HCI.
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El-Basioni, Basma M. Mohammad, Sherine M. Abd El-Kader, Hussein S. Eissa, and Mohammed M. Zahra. "Clustering in Wireless Sensor Network." In Advances in Wireless Technologies and Telecommunication, 340–64. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-5170-8.ch013.

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The purpose of this chapter is the study of the clustering process in Wireless Sensor Networks (WSN), starting with clarifying why there are different clustering protocols for WSN by stating and briefly describing some of the variate features in their design; these features can represent questions the clustering protocol designer asks before the design, and their brief description can be considered probabilities for these questions’ answers to represent design options for the designer. The designer can choose the best answer to each design question or, in better words, the best design options that will make its protocol different from the others and make the resultant clustered network satisfies some requirements for improving the overall performance of the network. The chapter also mentions some of these requirements. The chapter then gives illustrative examples for these design variations and requirements by studying them on three well-known clustering protocols: Low-Energy Adaptive Clustering Hierarchy (LEACH), Energy-Efficient Clustering Scheme (EECS), and Hybrid, Energy-Efficient, Distributed clustering approach for ad-hoc sensor networks (HEED).
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van Roessel, Lies, and Jan Švelch. "Who Creates Microtransactions : The Production Context of Video Game Monetization." In Game Production Studies. Nieuwe Prinsengracht 89 1018 VR Amsterdam Nederland: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439_ch10.

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Despite a growing academic interest in in-game monetization, much less attention has been paid to the production context of microtransactions. With this chapter, we aim to address this gap by focusing on the roles and responsibilities related to video game monetization. We answer the titular question of this chapter using a mixed methods approach, combining semi-structured interviews, content analysis of job descriptions, and frequency analysis of in-game credits. Results suggest that monetization responsibilities are both being integrated into various existing roles, including game designers or product managers, but also spawn new dedicated roles of monetization specialists. Monetization as a game development task is closely related to data analysis and only inconsistently appears in in-game credits.
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Shankar, Sahana Prabhu, Supriya M. S., and Naresh E. "Application of Design Thinking Methodology to the Various Phases of the Software Development Life Cycle." In Advances in Computer and Electrical Engineering, 395–416. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2772-6.ch020.

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Design thinking is often thought of as a creative way of problem solving. People are told to believe what they are told and what they read, and with that is the downfall of creativity. Designers need to see the world through the eyes of a 5-year-old. People needs to give themselves permission to be creative. It takes intelligence to answer a question, but it also takes creativity to answer the question. People have to imagine the world as it never existed before. Design thinking can be termed as “consumer-centric”, “end-user centric” or simply “human-centric” thinking. It works from the perspective of the user in general with user satisfaction being the primary goal. The methodology that I adopted is thinking from the user's perspective and working towards user's satisfaction as the goal. Design thinking is a problem-solving technique evolved in different fields like architecture, engineering, and business. The key element to the success of designing a software system lies in user participation. Therefore, it was basically developed to derive a solution by understanding the user's need.
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Marache-Francisco, Cathie, and Eric Brangier. "The Gamification Experience." In Emerging Research and Trends in Interactivity and the Human-Computer Interface, 205–23. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4623-0.ch010.

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Through this chapter, the authors aim at describing Gamification—the use of game elements in non-ludic environments—to identify its limits and lacks as well as its assets. Indeed, it has been developed to answer a need that arouses out of the Human Computer Interaction (HCI) field evolutions, and it could be valuable in that scope. The authors propose a definition of Gamification according to several different dimensions that are part of the HCI design field. They suggest it as a first step towards a guiding design framework aimed at designers. They mention future research directions that would help in going further and enriching the framework, leading to the creation of a design model for user experience design through Gamification. The authors finally raise some ethical concerns about the meaning of Gamification itself.
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Conference papers on the topic "Designerns ansvar"

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Wognum, P. M. "Designers in Organisations." In ASME 2002 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2002. http://dx.doi.org/10.1115/detc2002/dtm-34028.

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Design processes in current industrial contexts require integration between different disciplines and functions, not only within an organisation but also across organisational and even national borders. Many barriers to integration can be observed, however, in multi-disciplinary and multifunctional design projects. One of these barriers is the lack of organisational, management, and social knowledge and skills, on the level of team members as well as on the level of project management. To achieve a sufficient level of integration technical knowledge and skills are necessary but not sufficient. Organisational, management, and social skills are necessary too. In our research on organisation and management of business processes we have found that this last category of knowledge needs improvement for the largest part of design team members and managers. As designers are professionals who have been employed because of their knowledge and skills, gained through prior academic or professional education, the question can be asked to what extent organisational, management, and social knowledge is included in this education. One way to answer this question is by studying the knowledge and skills deemed important for performing design tasks. An important source of this knowledge can be found in journal articles in the area of engineering design. The authors of these articles are in most cases also the ones transferring this knowledge to future designers. In this paper, a study of 94 recently published journals articles is described, which reveals, that organisational, management, and social skills are not yet a major focus of attention. In particular the number of empirical studies on the organisational, social, and managerial behaviour of designers in practical contexts is scarce in the engineering research community. These results will be confronted with results from management and social sciences research. We argue that the gap between these two fields of research needs to be bridged to better prepare designers for their task in current industrial contexts.
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Barrón-Cano, Olivia M., and José Luis Gordillo. "Integrating Tools for Manufacturability Analysis of Assemblies." In ASME 1999 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1999. http://dx.doi.org/10.1115/detc99/dfm-8907.

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Abstract This paper presents a modular computer system for manufacturability analysis of robot-made assemblies. In order to say if a specific design can be assembled in a specific robotic cell, designers must answer a number of questions about sequencing, stability, fixturing, grasping, motion planning, and tool accessibility. Although several tools have been developed to compute some of the answers needed by designers,. they have been developed in an isolated fashion making hard to integrate their results. Each tool uses its own object models (which highlight some particular analysis features), sets of constraints, scale factors, and base units (inches, mm, etc) leading to incompatibility problems when designers need to chain them, i.e. to use the output from one tool as the input for another one. Unfortunately, these problems make designers would rather answer their questions by hand, and thus an integrative tool is needed. This paper details the work we have already done in order to build such a tool.
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Chang-Arana, Álvaro M., Antti Surma-aho, Jie Li, Maria C. Yang, and Katja Hölttä-Otto. "Reading the User’s Mind: Designers Show High Accuracy in Inferring Design-Related Thoughts and Feelings." In 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/detc2020-22245.

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Abstract The success of design needfinding is largely dependent on how well designers understand their users. It is further claimed that user understanding and designers’ capacity to adopt users’ perspective, i.e. designers’ ability to understand others, are key skills that should lead to successful design outcomes. The general ability to understand someone else’s mental contents, such as what they else think, feel, wish, and believe, is called theory of mind. In this study, we connect concepts of human-centered design and theory of mind through empathic accuracy, a performance-based method for measuring empathy. We state two hypotheses. First, that designers are equally accurate at inferring thoughts as they are at inferring feelings. Second, that designers are more accurate in inferring design-related mental contents than those that are not related to design. We answer these hypotheses by analyzing results of altogether 24 designers watching recorded needfinding interviews of 6 users and inferring their mental contents. We observed that feelings were more accurately inferred than thoughts, although the data showed some inconsistencies. A stronger case can be made for designers’ accuracy of design-related entries, where designers were consistently more accurate at inferring design-related entries than non-design-related ones. These results provide concrete insight into how designers understand users and how empathy could be quantified in the design context.
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Arlitt, Ryan, Anthony Nix, Robert Stone, and Chiradeep Sen. "Discovery of Mental Metadata Used for Analogy Formation in Function-Based Design." In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-46963.

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Applying previous solutions to solve new problems is a core aspect of design. In this context, analogies provide a mechanism to reapply previous solutions in new ways, but analogy formation is limited by a designer’s knowledge. One approach toward improving a designer’s analogy-forming capabilities is to provide an easy-to-use computational means of retrieving a wide breadth of relevant analogies. This work aims to answer what types of similarity are commonly used to draw design analogies, and whether some types of similarity are used more frequently in compound analogy versus single analogy. In this study, an experiment was performed to observe and document the types of information that designers found useful when forming analogies during conceptual design. A categorization of this information is sought in order to inform (1) the types of similarity data to store in an intuitive design-by-analogy database and (2) the form that a search query should take. The experiment consists of a design task and a follow up interview. Ten mechanical engineering graduate students specializing in design participated. These participants were interviewed, and their internal knowledge queries were encoded to reflect their objectives, thought process detail, direction of reasoning, and subject behavior type. Each conceptual design is cataloged according to whether it represents a compound analogy, a single analogy, or no analogy. The results show little difference between the types of information used in compound versus single analogy. Function, flow, and form information were all observed during analogy formation, indicating that all three types of information should play a role in a design-by-analogy database, regardless of generative goal. Notably, flow behavior was a commonly observed type of abstract similarity across domains. This points to the value of capturing flow behavior abstraction in engineering analogy databases.
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Stone, Thomas M., Seung-Kyum Choi, and Hemanth Amarchinta. "Model Development Under Uncertainty via Conjoint Analysis." In ASME 2012 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/detc2012-71318.

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Model development decisions are critical in the early phases of engineering design. Engineering models serve as representations of reality that help designers understand input/output relationships, answer ‘what-if’ questions, and find optimal design solutions. Upon making model development decisions, the designer commits a large percentage of the costs associated with reaching design goals/objectives. The decisions dictate cost-drivers such as experimental setups and computation time. Unfortunately, the desire to develop the most accurate model competes with the desire to reduce costs. The designer is ultimately required to make trade-offs between attributes when choosing the best model development decision. Hence it is critical to develop tools for selecting the model development decision that appropriately balances trade-offs. A framework is proposed for model development decision-making. Conjoint Analysis (CA) is implemented in order to handle trade-offs among attributes. Thus, the framework can be used to make optimal decisions based on the assessment of multiple attributes. Moreover, the framework addresses the uncertainty that exists early in model design. Imprecision in model parameters are estimated and propagated through the model. In particular, the proposed decision framework is employed to select the optimal model development decision with respect to the final phase of experimentation. Preference intervals are evaluated in order to choose which final experimentation to perform. The decision framework proves to be useful for making model development decisions under uncertainty by considering the preference of multiple attributes and the imprecision of said attributes that is prevalent in early model development phases.
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Michaud, Philippe, Aurelian Fatu, and Bernard Villechaise. "Development of an Experimental Device for Studying Real Connecting-Rod Bearings Functioning in Severe Conditions." In World Tribology Congress III. ASMEDC, 2005. http://dx.doi.org/10.1115/wtc2005-63290.

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Nowdays, automotive designers attempt to limit the pollution and the fuel consumption, in order to answer customer’s environmental demands. To assist designers in this effort, it is important to analyze and to understand engines bearing mechanical behavior. Therefore, many experimental studies have been undertaken in the last 20 years [1–3]. Because of the great complexity of the con-rod bearing real environment, no experimental tests have been realized in realistic and severe conditions. This paper presents an experimental device “MEGAPASCALE” made to analyze the thermoelastohydrodynamic (TEHD) behavior of connecting rod bearings functioning in severe conditions.
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Wolf, Alon, and Ga´bor Ko´sa. "A New Concept of a Large-Workspace Small-Size Bending Bellow Actuator." In ASME 2008 9th Biennial Conference on Engineering Systems Design and Analysis. ASMEDC, 2008. http://dx.doi.org/10.1115/esda2008-59372.

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Ask a mechanical designer, especially those dealing with robotics, what are the two main limitations when designing a new autonomous small mechanism. The answer will most likely be the need for better small-size actuation devices and better and smaller energy sources. Indeed, these two factors impose most of the constraints to designers, reflected in the size of the device, the forces it can apply, its achievable workspace, and the time duration it can work when not connected to a permanent energy source. Usually these parameters are in conflict with each other, that is, a small motor has somewhat low output torque and power, while a motor that can generate a large amount of torque is usually large in size and consumes a lot of power. Consequently, every mechanism designer is eager to design a small actuator that generates a large amount of torque while it simultaneously consumes a reasonable amount of energy. This report explains our efforts in developing an inflatable actuator having a small size yet can apply relatively large torque where at the same time can cover a large workspace. The inflatable actuator is shaped as a bellow which is composed of two materials with different shear modulus—one has high elasticity and the other low. By applying pressure inside the bellow, each of the materials tends to deform according to Hooke’s law, resulting in the bending effect due to the elongation differences between the two materials which are constrained to deform simultaneously. We describe the mechanical concept of the bellow actuator; we also provide an analytical model for the bellow deformation. Experimental results for verification of the model are also presented.
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Rangarajan, Arvind, Pradeep Radhakrishnan, Abha Moitra, Andrew Crapo, and Dean Robinson. "Manufacturability Analysis and Design Feedback System Developed Using Semantic Framework." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-12028.

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Early manufacturability feedback is critical for reducing product cost and lead-time. This paper describes a new architecture and platform for authoring and applying manufacturability rules for design. The key step is to define a domain-specific ontology by creating a higher-level semantic language that describes design and manufacturing concepts relevant to specific manufacturing processes. This language has two primary uses; express design in the context of manufacturing and relate manufacturing constraints on design as declarative rules. OWL and Jena (a reasoning engine) are used in the background to reason about specific designs and provide manufacturability feedback in a client-server model. The use of Semantic Web technology makes it easier to augment manufacturability feedback with a query system for the designer that utilizes the same rule knowledge base to answer what-if scenarios. This is implemented using SPARQL and using the CAD design context and so enhances the user experience. This novel approach makes it easier for the domain experts to write or verify rules and the designers to validate concepts before changing the CAD model. This helps in maintaining the independence between the CAD platform and core enterprise knowledge. A pilot study in the sheet metal domain is implemented to demonstrate the steps necessary for complete early manufacturability analysis software and highlights the benefits of this approach.
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Bushnell, Dennis, and Dennis Bushnell. "Application frontiers of 'designer fluid mechanics' - Visions versus reality or an attempt to answer the perennial question 'why isn't it used'?" In 28th Fluid Dynamics Conference. Reston, Virigina: American Institute of Aeronautics and Astronautics, 1997. http://dx.doi.org/10.2514/6.1997-2110.

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Gaudry, Laurent, Martial Chabloz, Darius Golchan, Julien Nembrini, and Matthias Schmid. "Ecological mass timber as an answer to affordable housing in Switzerland?" In IABSE Congress, New York, New York 2019: The Evolving Metropolis. Zurich, Switzerland: International Association for Bridge and Structural Engineering (IABSE), 2019. http://dx.doi.org/10.2749/newyork.2019.0621.

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<p>The lightness and thermal performances of timber has led designers to consider using it for urban densification and to make it the key for a more sustainable and affordable construction industry.</p><p>This project of a timber-framed high-rise building will become one of the tallest in Switzerland to adopt a wooden construction, using a mix of two types of manufactured wood: cross-laminated timber (CLT) for structural walls and glue-laminated timber (a.k.a. glulam) combined to an upper concrete layer linked with screws for the slabs. The use of timber sourced from local forest is considered by the engineers because its abundance in Switzerland.</p><p>The concrete layer is needed to reach a high level of acoustic performance and to efficiently create horizontal diaphragms for earthquake resistance. It also enables the reduction of the thickness of the complex. The lower wooden surfaces with warm natural appearance are visible from the rooms, as well as the vertical surfaces of the CLT wall supporting them.</p><p>The project reveals the complexity for timber structures to simultaneously comply with regulations concerning structural, fire safety, acoustical and earthquake-resistance performances. Building Information Modeling (BIM) allows excellent technical installations coordination to reach a high degree of prefabrication.</p>
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Reports on the topic "Designerns ansvar"

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Niebler, Rebecca. Abfallwirtschaftliche Geschäftsmodelle für Textilien in der Circular Economy. Sonderforschungsgruppe Institutionenanalyse, September 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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