Dissertations / Theses on the topic 'Designers'
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Kokotovich, Vasilije. "Creative mental synthesis in designers and non-designers : experimental examinations." Phd thesis, Department of Architectural and Design Science, 2002. http://hdl.handle.net/2123/8079.
Full textRees, Myra Pierce 1946. "Hohokam pottery designs for use by contemporary textile and garment designers." Thesis, The University of Arizona, 1991. http://hdl.handle.net/10150/277879.
Full textBalkarey, A. S. "Myths about interior designers." Thesis, Київський національний університет технологій та дизайну, 2019. https://er.knutd.edu.ua/handle/123456789/14389.
Full textAndersson, Therese, and Jong Jonathan de. "Hur designar man en e-handelssite: : är designers och dokumenterad forskning överens?" Thesis, Högskolan Väst, Avd för medier och design, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-4451.
Full textPei, Eujin. "Building a common language of design representations for industrial designers & engineering designers." Thesis, Loughborough University, 2009. https://dspace.lboro.ac.uk/2134/5432.
Full textWard, Stephen James Safety Science Faculty of Science UNSW. "Designers and users: a survey of user research methods employed by Australian industrial designers." Awarded by:University of New South Wales. School of Safety Science, 2006. http://handle.unsw.edu.au/1959.4/26206.
Full textEti, Melek Erkarslan Önder. "A critical analysis of the role of women designers in the progress of industrial product design in Turkey since the 80S/." [s.l.]: [s.n.], 2005. http://library.iyte.edu.tr/tezler/master/endustriurunleritasarimi/T000407.pdf.
Full textKhalaj, Javad. "A Comparative Analysis Of Designers." Master's thesis, METU, 2009. http://etd.lib.metu.edu.tr/upload/3/12610977/index.pdf.
Full text1) social values and positions
2) usability and interaction
3) visual qualities
and 4) personality characteristics. The study was driven by the main research question
&lsquo
do users perceive the same meaning from product appearance as designers intended, or is there a level of mismatch?&rsquo
. An empirical study was conducted using newly-designed Turkish seating furniture to investigate the relationship between designers&rsquo
and users&rsquo
ascription of meanings to products based on appearance, as a means to validate or refute opposing answers to the main research question. The results of the study reveal that there exist some considerable differences between designers&rsquo
intended messages and users&rsquo
perceived messages decoded from product visual form. The study suggests that designers perform less well at communicating product meanings related to two of the four groupings: usability and interaction, and personality characteristics. Accordingly, these are identified as priority areas for improved message transmission.
Hunt, A. A. "A program generator for designers." Thesis, University of Canterbury. Mechanical Engineering, 1988. http://hdl.handle.net/10092/6412.
Full textPEREIRA, MARCELO FERNANDES. "DESIGNERS AND DIGITAL INFORMATION MANAGEMENT." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2005. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=7237@1.
Full textAtravés do estudo da evolução dos computadores e de suas interfaces, esta pesquisa procura levantar as origens da interface gráfica e os motivos pelos quais elas pouco evoluíram nos mais de vinte anos desde a sua introdução. Em uma segunda etapa, através da análise de 10 entrevistas, são discutidas as técnicas que alguns profissionais de áreas gráficas aplicam para lidar com a informação digital em suas máquinas, como eles driblam alguns dos limites impostos pela interface gráfica e como eles alteram sua forma de trabalhar quando encontram limites que não podem ser transpostos. Os resultados apresentados poderão servir de subsídios para o desenvolvimento de futuras interfaces melhor adequadas às atividades dos profissionais que vivem da manipulação de imagens.
Through the study of the evolution of computers and of their interfaces, this research seeks to survey the origins of the graphic interface and the motives why they evolved so little in more than twenty years since its introduction. In a second stage, through the analysis of 10 interviews, the techniques used by some professionals of graphic areas to deal with digital information in their machines are discussed - how they get round some of the limits imposed by the graphic interface and how they alter their way of working when they find limits which cannot be transposed. The results presented can serve as subsidies to the development of future interfaces best adequate to the activities of the professionals who live off the manipulation of images.
Gunic, Edina. "Designa för webben : designers perspektiv." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-19547.
Full textVieira, Thaís Letícia Pinto. "Imprinta, uma gráfica para designers." Universidade do Estado do Rio de Janeiro, 2008. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=1351.
Full textA presente dissertação tem como objeto de estudo a Gráfica Imprinta, criada a partir de um projeto cuidadosamente elaborado por seus mentores Aloísio Magalhães e Arnaud Torres, com o objetivo de atender, principalmente, aos designers gráficos do Rio de Janeiro. Enfocando o período de 1969 a 1989, que compreende a trajetória da Empresa desde sua concepção até a mudança de administração, o trabalho se insere na história da evolução da Indústria Gráfica no Rio de Janeiro. Aborda o período que se inicia com a formação dos alunos da Escola Superior de Desenho Industrial, ESDI UERJ, em 1963, até a década de 1980, com a consolidação da tecnologia offset, como principal forma de impressão em nosso país. Partiu-se da premissa de que a conjuntura tecnológica pode influenciar no processo de desenvolvimento de um impresso e, também, de que os designers podem interceder no processo evolutivo de uma gráfica. Numa primeira fase foi feita uma pesquisa exploratória na qual entramos em contato com ex-alunos formados pela ESDI, durante a primeira década de seu funcionamento, que apontaram a Gráfica Imprinta como referência de serviços diferenciados. Passando esta, a ser o foco da pesquisa, abordamos seu idealizador, Arnaud Torres, bem como, mais sete designers e dois antigos funcionários. Os profissionais que participaram da pesquisa, nos forneceram dados por meio de entrevistas não estruturadas, que ocorreram entre junho e agosto de 2007, foram gravadas e posteriormente transcritas e analisadas. Elaboramos um acervo iconográfico que se refere, tanto à história da Imprinta como também, documenta parte da produção de alguns designers e a indústria gráfica da época. Consideramos que a história da Gráfica Imprinta demonstra que, naquele momento de transição da tecnologia, a disponibilidade nela encontrada pelos designers para sua experimentação no campo da produção e a troca de conhecimento que ali se verificou, produziram crescimento em termos técnicos e teóricos para todos os envolvidos, bem como, incremento na qualidade dos impressos ali executados e otimização de projetos gráficos futuros
This dissertation has a printshop named Imprinta as the studys object. Imprinta was created from a carefully elaborated project, whose authors are Aloisio Magalhaes and Arnaud Torres, and that had the goal of offering services, mainly, to Rio de Janeiros graphical designers. Focusing on the period from 1969 to 1989 which encompasses the story of the company since its inception to the moment a new administration took over, this work describes part of the history of the printing industry in Rio de Janeiro. It addresses the period that starts in 1963 with the formation of new students of the Superior School of Industrial Design (Escola Superior de Desenho Industrial, ESDI) that belongs to the State University of Rio de Janeiro (Universidade Estatual do Rio de Janeiro, UERJ) and ends in the 1980s with the consolidation of Offset as the main printing technology in Brazil. We started by assuming that the technological environment can influence the process of development of printed matter and also that designers can impact a print shops evolutionary process. In the first phase of this work, an investigative research where we contacted former ESDI students that graduated during ESDIs first decade of existence, pointed us to Imprinta as a reference for differentiated printing services. With Imprinta as the focus of our research, we contacted Arnaud Torres, its mentor, seven additional designers and also two former employees of the company. From June to August of 2007, the research participants, by means of nonstructured interviews, provided information that were recorder and then transcribed and analyzed. We were able to build a collection of iconographic items that relates to both the history of Imprinta and also documents part of the production of some designers and the printing industry at the time. We believe that Imprintas story shows that, at that moment of technology transition, the availability Imprinta provided to designers for their experimentation in the field of production and exchange of knowledge, has generated technical and theoretical growth for all involved, an increase the quality of the printing services run at Imprinta and the optimization of future printing projects
Нацик, В. Д. "The best modern interior designers." Thesis, Київський національний університет технологій та дизайну, 2018. https://er.knutd.edu.ua/handle/123456789/10738.
Full textKornieieva, I. "Presentation training for future designers." Thesis, Київський національний університет технологій та дизайну, 2020. https://er.knutd.edu.ua/handle/123456789/16666.
Full textDenison, E. Scott. "When Designers Ask, "What If?"." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1366115280.
Full textAnderson, Andre. "Psychological Lighting Guidelines for Designers." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1460652490.
Full textHäggman, Anders (Anders Kristian). "Design outcomes : how designers and tools influence design quality and creativity : a study of individual designers." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/109025.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages [111]-115).
The design process can be seen as a complex, ambiguous, ill-defined problem with no clearly correct answer. At the same time, the early stages of the design process carry importance with regard to design outcomes, sometimes with far reaching consequences. With the proliferation of computer modelling tools, designers are moving away from traditional design tools such as sketching, and begin designing in CAD earlier than before. This thesis focuses on the early stages of the design process, and on how selected design tools - sketching, foam prototyping, and computer modelling - influence the design outcomes of an individual designer in the early conceptual phases of the process. Through the use of controlled design experiments with experienced design practitioners, this thesis seeks to examine how different design tools impact the design outcomes. Analysis of video and audio recordings, interviews, and talkaloud protocols are used to gain insights, and investigate how different tools impact the design outcomes and decision making of individual designers in the early stages of the design process. As an example, does a designer who creates foam models - thereby receiving tactile feedback as they are creating the model - consider ergonomics more than a designer working in CAD? Results suggest clear differences in quantity and quality of concepts depending on which design tool was used, as well as between designers themselves, highlighting the importance of using an appropriate design process and set of tools in the early conceptual stages of a design task.
by Anders Häggman.
Ph. D.
Laporte, de Alencar Adailton. "Designers de Mobiliário: um estudo de caso sobre o processo de configuração dos designers contemporâneos brasileiros." Universidade Federal de Pernambuco, 2011. https://repositorio.ufpe.br/handle/123456789/3548.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
Essa pesquisa discursa a relação entre processo, metodologia de design e mobiliário contemporâneo brasileiro, e tem como objetivo geral analisar o processo de configuração de artefatos dos designers contemporâneos brasileiros de mobiliário, baseado no contexto de suas obras e identificando suas técnicas de criação. A abordagem da pesquisa foi conduzida pelo método dialético enquanto que para os procedimentos foram utilizados os métodos histórico e comparativo. A dissertação está dividida basicamente em duas partes: Fundamentação teórica e pesquisa. A primeira consiste em pesquisa bibliográfica baseada nos três elementos da pesquisa: Breve história do móvel no Brasil, Cultura material e imaterial brasileira e Processos de design e metodologias. A segunda parte, descreve o processo da pesquisa incluindo o levantamento da obra de designers contemporâneos em livros, revistas, websites e periódicos especializados, além das entrevistas, principal fonte de primeira mão.Como resultado, foram geradas categorias que apontam para soluções comuns ao processo de design na contemporaneidade
Garanty, Sara, and Sunna Wadström. "Identitesskapande med hjälp av externa designers." Thesis, Södertörn University College, School of Business Studies, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-273.
Full textOutsourcing är ett begrepp som blir allt vanligare i företag. Ett vanligt argument för att man väljer att outsourca vissa delar av verksamheten, är att det ger en möjlighet till att fokusera på kärnverksamheten och därmed uppnå större konkurrenskraft. Studien syftar till att undersöka hur externa designers kan skapa en visuell identitet på produkten, samt vilka faktorer är viktiga då externa designers ersätter en in-house designavdelning. En kvalitativ fallstudie har genomförts på DUKA, Axcent of Scandinavia och Gant. I dessa fall har alla på något sätt kontrakterat ut antingen hela eller delar av sin designverksamhet. För att på ett framgångsrikt sätt kunna besvara det angivna syftet upprättades en teoretisk referensram samt en börmodell för att belysa vilka faktorer som enligt teorin är väsentliga när externa designers ersätter en
in-house designavdelning. Studien har utförts genom intervjuer och enkätundersökningar, där en analys sedan upprättats för att belysa om det finns ett gap mellan vad företaget vill att produkten ska förmedla och kundernas uppfattning om produkten.
Studien visar att en rad faktorer kan urskiljas och att dessa är viktiga när företaget tar in extern designer. Det är viktigt att företaget arbetar integrerat, processtyrt och med långsiktiga relationer för att kunna föra över den tysta kunskapen. Därmed kan designkonsulten skapa en visuell identitet som stämmer överens med företagets profil. Detta gäller dock endast för de kunder som köpt produkten. Problematiken får ett större perspektiv då företaget ska kommunicera till de kunder som sett men ej köpt produkten. Här blir gapet större mellan den visuella identiteten och imagen. Därmed går det dock inte att endast utifrån ett motiv härleda lyckade samarbeten mellan företag och designkonsulter. För att designkonsulten ska skapa en visuell identitet på produkten som stämmer överens med företagets profil bör istället ett flertal andra faktorer beaktas.
Gruen, John. "Atlas: Practical Computational Literacy for Designers." Research Showcase @ CMU, 2013. http://repository.cmu.edu/theses/49.
Full textWilson, Jabe George. "Developing support for artist software designers." Thesis, Open University, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.393188.
Full textLien, Jane. "CreativeConnect: Bridging UX Designers & Startups." Research Showcase @ CMU, 2016. http://repository.cmu.edu/theses/107.
Full textPopova, K. O. "IT-technologies: specialized programmes for designers." Thesis, Київський національний університет технологій та дизайну, 2017. https://er.knutd.edu.ua/handle/123456789/8390.
Full textZeigler, Patrick Scott. "A solid modeling program for designers." Thesis, Virginia Polytechnic Institute and State University, 1988. http://hdl.handle.net/10919/74531.
Full textMaster of Architecture
Estemyr, Isac, and Johan Fredrik Karén. "Designers bemötande av spelarens förväntningar : Interaktion." Thesis, Blekinge Tekniska Högskola, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21885.
Full textThis article investigates how expectations among players before an interaction with a game design could influence the subjective experience. This article shows the influence a player’s expectation has on the subjective experience with a specific design context through the prototype accompanied by this paper. This investigation aims to give the term “Player’s Expectation” a definition, as well as a demonstration of using said term with the goal of understanding the individual player. While simultaneously focusing on the player’s political-, ethical- and cultural values.
Dolan, Timothy D. "Designers' perceptions of interdisciplinary design education." [Johnson City, Tenn. : East Tennessee State University], 2003. http://etd-submit.etsu.edu/etd/theses/available/etd-0710103-093353/unrestricted/DolanT071803f.pdf.
Full textTitle from electronic submission form. ETSU ETD database URN: etd-0710103-093353. Includes bibliographical references. Also available via Internet at the UMI web site.
Kickbusch, Steven. "How learning designers work with teachers." Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/235922/1/Steven%2BKickbusch_PhD_Thesis_2022%282%29.pdf.
Full textSuel, Bulben Arda. "The Role Of The In-house Industrial Designer In Turkish Industry: Perceptions Of Manufacturers And Designers." Master's thesis, METU, 2006. http://etd.lib.metu.edu.tr/upload/3/12607776/index.pdf.
Full textand designers&rsquo
opinions about how industrial design practice is perceived and how industrial designers are utilized in Turkey it was possible to examine the current roles of industrial designers and to evaluate the status of industrial design profession. The survey also investigated how the industrial designer or the design team is situated in new product development process, and in the corporate hierarchy, what kind of investments have been made in the last decades by manufacturers in Turkey on industrial design.
Groot, Marjan. "Vrouwen in de vormgeving in Nederland 1880-1940 /." Rotterdam : uitg. 010, 2007. http://catalogue.bnf.fr/ark:/12148/cb410212673.
Full textChueng-Nainby, Priscilla. "Conceptualisation, or not? : an ethnographic study in describing early design collaboration between Western designers and Chinese designers." Thesis, Edinburgh Napier University, 2010. http://researchrepository.napier.ac.uk/Output/4416.
Full textWalldén, Karim, and Isabella Paulsen. "Mind the Ga p : En studie om samarbetet mellan externa designers och deras uppdragsgivare ur designerns perspektiv." Thesis, Södertörn University College, School of Business Studies, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-1567.
Full textMany design agencies and designers like to see design as a longtime strategic investment for any company. However, knowledge of design as a strategic resource depends on ones professional background and ones knowledge of design as such. It is common today that clients meet design agencies and therefore design with a certain skepticism concerning its role in the company. Within the prodctdevelopment-process the company’s different functions meet. Those are people differing in education, background and knowledge. This fact and the differing visions concerning design lead to gaps within the cooperation between design agency and their client.
This study’s aim was to explain these gaps from the industrial design agency’s perspective.Especially when the cooperation intends to strengthen the client’s brand through product design. We tried to gain insight in the design agencies’ working-process and their attitude towards cooperation and their clients through case studies. Three design agencies in the greater Stockholm area were chosen and interviews were made in November 2007. The collected data was then mainly analyzed through gap analysis. The study shows that the contact between design agency and the client’s management level
plays a vital role in preventing the management gap. This gap is a result of differing visions of the design service and can lead to different levels of ambition between the partners. By taking this gap into consideration early on, the design-agency can access important
information about the client’s company and design can be used efficiently as a strategic resource. In addition to that the project’s brief influences the quality of the cooperation strongly.
The interpretation of brand values to design features is reason for communication-problems between agency and client. Visualizing of ideas, early prototyping and regular meetings can help minimizing this gap. However, a basic condition for successful brand communication is the client’s internal organization. It is vital that Marketing and Research and Development find a common language in order for the design project to become a success.
Nolan, Cathy. "Tebello Nyokong 'As chemists, we are designers'." A World of Science, 2011. http://hdl.handle.net/10962/d1006272.
Full textNg, Kok. "A descriptive design methodology to support designers." Thesis, Cardiff University, 2011. http://orca.cf.ac.uk/13913/.
Full textWilson, Jase (Jase C. ). "Web 2.0 for urban designers & planners." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/45365.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Includes bibliographical references (p. 101-108).
The author contends that a class of new and emerging participatory Web-based tools, referred to at present as "Web 2.0," can and should be used by urban designers and planners to achieve better results in public participation exercises. A brief overview of the World Wide Web is given-how and why it came to be, where it is now, and a glimpse at where it's headed. Public participation is reviewed-reasons for it, some of the challenges faced in its practice, and a widely regarded, though seldom implemented model for achieving success with it, based on methods set forth by Christopher Alexander. Ways that Web 2.0 tools can be applied to overcome the common challenges, and ways they can be used to facilitate the model for success are identified. To show how such results can be attained in practice, a hypothetical scenario is constructed, in which a fictional planning team uses the full capabilities of Web 2.0 to facilitate public participation while authoring an area plan. The closing chapter identifies a short list of potential barriers to using the Web in public participation, and offers some ideas for dealing with each. The research draws from literature written on public participation in urban design and planning, and literature written about the World Wide Web. Interviews of experts from both areas were conducted. Existing and emerging Web 2.0 tools were analyzed, and a test of concept was constructed to prove it's easy to solicit public feedback using Web 2.0. This thesis lives on the Web, with comments enabled and welcome, at http://nmit.edu/jase/thesis. Keywords Collaborative, Design, Expertise, Internet, Knowledge, Language, Local, Making, Order, Organic, Participation, Participatory, Pattern, Place, Planning, Public, Site, Situated, Urban, Web 2.0, Web, Website, Wiki, World, WWW
by Jase Wilson.
M.C.P.
Oehme, Astrid. "Innovativität und das geschulte Auge des Designers." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2018. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-232996.
Full textMason, Jonathan D. "Can contemporary art methods facilitate designers' creativity?" Thesis, Loughborough University, 2007. https://dspace.lboro.ac.uk/2134/33711.
Full textLarsson, Jenny. "Kreativ svacka ur en grafisk designers perspektiv." Thesis, Högskolan Dalarna, Grafisk teknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:du-28442.
Full textA definition of creativity can be described as an ability to find solutions to problems that do not yet have an answer. To provide an ability is to know how to go about it and such can be developed through practice and training, you only must know how. A problem usually appears while in a process and in a state of ignorance, it may even seem that no solution is good enough. Graphic designers are dependent on their creative thinking and it would be damaging, career wise, if this ability would disappear. The question then is how graphic designers takes themselves out of a creative dip? When the ability to find a solution is not sufficient and when the creative way of thinking is blocked, how do you handle it, when in doubt, and what general proceedings is there to embrace? These are questions answered in my work based on collected facts. The interviews and analyzes carried out from the basis for the results and are presented here in form of 6 different themes: Training, Time, Pause, Help, Fight and Self-awareness.
Oehme, Astrid. "Innovativität und das geschulte Auge des Designers." TUDpress - Verlag der Wissenschaften GmbH, 2012. https://tud.qucosa.de/id/qucosa%3A30790.
Full textKiverska, K. "Eccentrics and designers of the 20th century." Thesis, Київський національний університет технологій та дизайну, 2019. https://er.knutd.edu.ua/handle/123456789/14383.
Full textClark, Daniel Sidney. "Operationalizing Creativity: Desired Characteristics for Instructional Designers." Diss., North Dakota State University, 2015. http://hdl.handle.net/10365/24800.
Full textPark, Jaehyun. "PATTERNS OF INTERACTION BETWEEN DESIGNERS AND USERS." Case Western Reserve University School of Graduate Studies / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=case1372974776.
Full textPickett, Victoria J. "Usability of WordPress for Visual Communication Designers." Kent State University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=kent1401202323.
Full textHu, Yiqiu. "Souvenir = Authentic+sustainable : a guide for designers." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-86848.
Full textNall, La Keshia Lynn. "Instructional Designers as Project Managers: A Phenomenology." Diss., NSUWorks, 2019. https://nsuworks.nova.edu/gscis_etd/1065.
Full textTopping, Marisa Khe. "Revealing the relationship between furniture and play: an informative tool for designers." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24683.
Full textLamit, Hasanuddin. "A comparative analysis of perception of urban landmarks between designers, non-designers and laypublic : Kuala Lumpur, Malaysia (volume 1)." Thesis, University of Sheffield, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.397513.
Full textMurphy, George J. "Comparing the use of computer generated and hand-drawn designs amongst landscape designers and landscape architects /." Available to subscribers only, 2009. http://proquest.umi.com/pqdweb?did=1791982211&sid=1&Fmt=2&clientId=1509&RQT=309&VName=PQD.
Full textMurphy, George Joseph. "COMPARING THE USE OF COMPUTER GENERATED AND HAND-DRAWN DESIGNS AMONGST LANDSCAPE DESIGNERS AND LANDSCAPE ARCHITECTS." OpenSIUC, 2009. https://opensiuc.lib.siu.edu/theses/505.
Full textMcGlashan, Ann. "Present tense this thesis is submitted to the Auckland University of Technology for the degree of Master of Arts (Art and Design) /." Full thesis. Abstract, 2005.
Find full textTuikka, T. (Tuomo). "Towards computational instruments for collaborating product concept designers." Doctoral thesis, University of Oulu, 2002. http://urn.fi/urn:isbn:9514267257.
Full text