Academic literature on the topic 'Fun design'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Fun design.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Fun design":

1

俞, 恺怡. "Researches on the Application of Fun in Food Packaging." Design 08, no. 04 (2023): 3029–34. http://dx.doi.org/10.12677/design.2023.84374.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Zhang, Huazi, Kairan Sun, Qiuyuan Huang, Yonggang Wen, and Dapeng Wu. "FUN Coding: Design and Analysis." IEEE/ACM Transactions on Networking 24, no. 6 (December 2016): 3340–53. http://dx.doi.org/10.1109/tnet.2016.2516819.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Sharples, Sue. "Putting fun into bookshop design." Retail and Distribution Management 13, no. 1 (January 1985): 30–32. http://dx.doi.org/10.1108/eb018260.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Karolus, Jakob, Simon Thanheiser, David Peterson, Nicolas Viot, Thomas Kosch, Albrecht Schmidt, and Paweł W. Wozniak. "Imprecise but Fun." Proceedings of the ACM on Human-Computer Interaction 6, MHCI (September 19, 2022): 1–21. http://dx.doi.org/10.1145/3546725.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
Novel input methods for game design often excite users, especially if they extend the way one interacts with the system. Electromyography (EMG) has the inherent potential to provide an intuitive - yet challenging - input channel for interactive systems. While this difficulty in control often limits the scope of applications for EMG in most systems, we argue that these qualities are especially relevant for games and playful interaction. The inherently challenging qualities of EMG input make the modality a prime candidate for designing body-centric playful experiences. Yet, we still need to understand its limitations to create engaging rather than frustrating experiences for users. In this work, we investigate EMG's potential to support playful interaction through exploratory studies, deriving feasible game interactions based on EMG's technical constraints, and study their application in game design. Based on our findings, we highlight design implications and pitfalls to avoid when creating EMG-based entertainment systems.
5

Dolan, Stephen. "Fun with semirings." ACM SIGPLAN Notices 48, no. 9 (November 12, 2013): 101–10. http://dx.doi.org/10.1145/2544174.2500613.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Xiao, Yuqin. "Research on the Application of Fun Design in Children's Product Packaging Design." Highlights in Art and Design 4, no. 1 (August 28, 2023): 55–60. http://dx.doi.org/10.54097/hiaad.v4i1.11727.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
With the development of the times and the prosperity of the market economy, the packaging of products is also developing towards a more diversified and personalized direction. Good packaging design can not only make consumers feel happy, but also increase product sales and enhance the competitiveness of enterprises. As a special category, children's products are subject to double screening by both users and guardians during the sales process. It is not only necessary to consider the basic functionality, but also the user experience of children. Packaging is an important component of a product. Compared to adults, children often rely on intuitive feelings when choosing products. Therefore, only by fully understanding children's preferences and incorporating fun design into product packaging can it more easily attract the attention of children's consumers and increase their purchasing desire. In this study, the author analyzed the feasibility and importance of applying fun design to children's product packaging design through research methods such as literature review, case analysis, and field research. The conclusion was drawn that fun design can enrich children's aesthetic taste and enhance product competitiveness. On the basis of consolidating research theory, analyze the expression forms of graphics, colors, shapes, and other aspects in the fun design of children's product packaging, and apply them to the design practice of Aomiao children's sock packaging design.
7

Du, Yi Fan, Zi Qi Liu, Euitay Jung, and Eung Hwa Kim. "A Study of Nudge Design Cases in Chinese Public Design: Focusing On The Fun Theory." korea soc pub des 13 (June 30, 2024): 7–19. http://dx.doi.org/10.54545/kspd.2024.06.07.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
Recently, the world's attention to Nudge theory has begun to emerge in various fields. Nudge design induces people to choose in a more rational and beneficial way. If the promotion design is applied to the public design, it can create an atmosphere that is more active and conducive to social prosperity. However, since research on Nudge is still insufficient in China, it is necessary to explore how the fun theory of Nudge design can be combined with Chinese public design and to guide Chinese public design. In order to achieve this goal, first, theoretical considerations on the types of fun theory, Nudge design concepts, fun elements, and effect models are found through literature research to secure the accuracy of the method proposal based on this. Secondly, nine design methods were summarized through analysis of three types of fun theory and nine excellent case studies. Thirdly, experimental design was conducted in Chengdu, China, and data were collected through a survey. Fourth, the reliability and validity of the survey data were verified using SPSS software. With this, it was concluded that the design method proposed in this study could be applied to the Chinese public design field and have a positive effect.
8

Singh, Gary. "Fun with Fractal Art." IEEE Computer Graphics and Applications 29, no. 1 (January 2009): 4–5. http://dx.doi.org/10.1109/mcg.2009.8.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Li, Lu. "Designing Fun Teaching Activities in Guzheng Education." International Journal of Education and Humanities 9, no. 1 (June 15, 2023): 1–4. http://dx.doi.org/10.54097/ijeh.v9i1.9025.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
The design of fun and engaging teaching activities in Guzheng education holds significant importance in terms of enhancing students' learning outcomes and sparking their interest. These designs aim to cultivate a love for Guzheng by incorporating enjoyable activities that increase student engagement and initiative. Fun teaching activities enrich students' learning experiences and promote their holistic development in musical literacy and skills. This article discusses the significance of designing fun teaching activities and the role of teachers in this process. Through innovation and guidance, teachers can design a variety of enjoyable activities, such as music apps and performance opportunities, to captivate students' attention and enhance their motivation to learn. These activities not only enable students to enjoy themselves while learning but also foster their creativity, collaboration skills, and critical thinking. In conclusion, the design of fun teaching activities brings vitality and enjoyment to Guzheng education. These activities not only ignite students' interest in Guzheng but also promote their holistic development in musical literacy and skills. Teachers play a crucial role in designing and guiding these activities, as they can meet students' needs, unleash their potential, and provide them with rich and meaningful experiences in learning Guzheng.
10

나현신 and 김현주. "‘Fake Fun’ Design in the New Millennium Fashion." Journal of Korea Design Forum ll, no. 34 (February 2012): 47–54. http://dx.doi.org/10.21326/ksdt.2012..34.005.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Dissertations / Theses on the topic "Fun design":

1

Kim, Soojin. "Designing Fun-oriented Products: A Fun Product that Leads Pleasurable User Experience of The Cincy Red Bike." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1439308762.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Bayram, Merve. "Design is fun: Promoting play in design process." University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1280779027.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Woolley, Elise M. "Fun: An Exploration in its Relevance to Interaction Design." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1280119375.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Evensen, Erik A. "Making it Fun: Uncovering a Design Research Model for Educational Board Game Design." The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1247862315.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Cila, Nazli. "The Dimensions Of Users&#039." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609288/index.pdf.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
User experience (UX) is a multi-dimensional user-product interaction involving positive and emotional usage. Fun experience is a component of UX which maintains distinctive dimensions. In this study these dimensions of the fun concept, namely the nature of the experience, the qualities of products that take place in the experience, and the emotional content of the fun experiences are investigated. The thesis is supported by arguments collected from the literature and the data from two empirical studies.
6

Andersson, Erik Olov Mårten. "A Gameful Quest to Make Second Language Acquisition Fun." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-122492.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
This study explores the application of principles from game design, and the motivational psychology it is founded upon, to the domain of second language acquisition. A gameful design process based on playtesting andanalysis with design lenses is adapted and used to iteratively design and develop a system for conversation practice with the goal of creating a motivating and engaging experience.The results indicate effectiveness of the process, but generalizing the results would require further research with bigger sample sizes and studies with varied core activities.
7

Herrmann, William J. "Creating a Fun Program that is Simple and Easy to Use." Wittenberg University Honors Theses / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=wuhonors1337875707.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Chen, Yingjie. "Entertaing our lives: the way to incorparate “fun” elements to furniture design." Thesis, University of Iowa, 2016. https://ir.uiowa.edu/etd/3059.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
The rapid development of furniture design has changed people's lifestyle. Nowadays, customers have multiple choices of choosing products in the market. To immediately attract viewers' attention becomes the increasing challenge among designers and manufacturers. Making “fun” design is one of the strategies that could appeal customers. The topic of this thesis is to discuss the importance of combining “fun” characters to furniture design to create a strong first impression to customers. Nowadays, Human centered design (HCD) has become a trendy concept to designers. Based on this concept, I researched and designed a set of furniture, including a chair, a coat rack, two stackable stools and a coffee table. The thesis is mainly analyzing this furniture series that the way the “fun” elements are combined in its design. This set furniture is made of Bamboo plywood and Nylon rope, which are environmentally friendly materials. Moreover, Computer Numerical Control (CNC) technology, ergonomic and 3D printing technology are utilized to produce these products. Each piece of furniture includes a unique “fun” character, which can reinforce customers' first impression when they see these designs. The furniture series is designed based on functional and aesthetic aspects. I will also illustrate the way to achieve these two aspects by utilizing different material, form, and ergonomics.
9

Melvin, Kurt J. "Visually Communicating Climate Change Adaptation to Children is Serious Fun!" Thesis, Griffith University, 2020. http://hdl.handle.net/10072/398870.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
The serious and imminent threat of anthropogenic induced climate change, and the inaction of decision makers, is driving the increasing concern children have for their future. The most prominent manifestation of this concern can be observed by children’s participation in global school strikes as students cry in the streets to have their voices heard. Since these protests, a growing demand to find novel approaches that communicate, and support children’s engagement in climate change adaptation has never been more significant. This demand reflects that children are placed outside of adaptation discourses and emphasises that children deserve to participate and author visions for their future. In response, the focus of this thesis is to experiment with creative outcomes that engage children in conversations about adaptation from a critical visual communication design perspective. The outcomes in this research experiment with games that have many unique affordances for participation where the seriousness of climate change can be approached in a playful engagement. This thesis will include practice-based research located at the nexus of community-based adaptation, critical visual communication design and serious fun. This includes the Design Away Carbon Challenge, which opened Australia’s largest one-day educational event, the Future BNE Challenge in March 2019, and the Play to Adapt game, which was included in a classroom workshop with grade seven students at the Queensland Academy of Science, Mathematics and Technology. These two events are documented in this thesis and described using semi-structured interview with facilitators, participant observations and images of the events. The creative experiments are also informed by a critical visual discourse analysis on 25 climate change adaptation frameworks. This explored how climate change adaptation discourses are visualised and identifies methods of visually communicating transformational adaptation which seeks to disrupt current visual discourses. The contribution this research has reaches beyond the design field and has implications for education, government, and non-government organisations or anyone who is seeking to engage children in the climate crisis. The imperative for this research, and any other research exploring methods of communicating climate change adaptation to children, is growing immensely as we have come to understand the implications climate change has for humans and the worlds we have created.
Thesis (Masters)
Master of Arts Research (MARes)
Queensland College of Art
Arts, Education and Law
Full Text
10

Smårs, Jonathan. "Implementing Digital Fun : Locating success factors in PC games." Thesis, Karlstads universitet, Handelshögskolan, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-39160.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
The purpose of this paper is to explore the technical implementation of common game design theory in successful PC games today. The study uses a quantitative study to analyze 23 modern successful PC games to identify common success factors which are connected to Arrasvuors et al. (2009) theory of the Playful Experiences Framework, Sutton-Smiths (2001) seven rhetorics of play and Max-Neefs (1991) human needs matrix. The results is a practical checklist of 63 success factors for use in game development. These success factors are present in the successful games and described for implementation in game design for the PC platform. These success factors are then divided into the 7 categories: freedom, immersion, challenge, multiplayer, personal, preference and human needs to provide a better overview of the success factor checklist and connect them to proven game design theory.

Books on the topic "Fun design":

1

Carles, Broto, and Alamo Marta Rojals del, eds. Design for fun. 2nd ed. Barcelona: Carlos Broto i Comerma, 2006.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Alamo, Marta Rojals del. Design for fun: Playgrounds. Barcelona: LINKS International, 2000.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

McVean, Colin. Sundials for fun. Fairford: Timetellers, 1991.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Koster, Raph. Theory of Fun for Game Design. United States of America: Paraglyph, 2004.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Pegler, Martin M. Theme restaurant design: Entertainment & fun dining. New York: Retail Reporting, 1997.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Trobaugh, James J. Winning design!: LEGO Mindstorms NXT design patterns for fun and competition. [Berkeley, Calif.]: Apress, 2010.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Trobaugh, James J. Winning design!: LEGO Mindstorms NXT design patterns for fun and competition. [Berkeley, Calif.]: Apress, 2010.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Stone, Elaine. In fashion: Fun! fame! fortune! New York: Fairchild, 2006.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Kimball, Bruce A. Fun with scale modeling. [United States]: [publisher not identified], 2012.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Alliston, Caroline. Physics for fun: 30 design and make projects. [Great Britain?]: Alliston Publishing, 2013.

Find full text
APA, Harvard, Vancouver, ISO, and other styles

Book chapters on the topic "Fun design":

1

Fullerton, Tracy. "Fun and Accessibility." In Game Design Workshop, 371–410. 5th ed. Boca Raton: A K Peters/CRC Press, 2024. http://dx.doi.org/10.1201/9781003460268-13.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Fijak, Marta, and Jakub Stokalski. "Beyond Fun in Frostpunk." In Procedural Storytelling in Game Design, 241–55. Second edition. | Boca Raton : Taylor & Francis, 2019.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9780429488337-22.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Eargle, John. "Recording Studio Design Fun Damentals." In Handbook of Recording Engineering, 458–68. Boston, MA: Springer US, 1992. http://dx.doi.org/10.1007/978-1-4757-1129-5_32.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Murray-Smith, Roderick, and Steven Strachan. "Rotational Dynamics for Design of Bidirectional Feedback during Manual Interaction." In Fun and Games, 1–10. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-88322-7_1.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Mendels, Philip, and Joep Frens. "The Audio Adventurer: Design of a Portable Audio Adventure Game." In Fun and Games, 46–58. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-88322-7_5.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Karlin, Anna R. "Mechanism Design for Fun and Profit." In Algorithms — ESA 2002, 3. Berlin, Heidelberg: Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/3-540-45749-6_3.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

MacLeod, Suzanne. "Fun Palace, London, UK, 1960–75." In Museums and Design for Creative Lives, 128–33. Abingdon, Oxon ; New York, NY : Routledge, 2021.: Routledge, 2020. http://dx.doi.org/10.4324/9780429398698-15.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Tominaga, Sayoko, Toshihisa Doi, Toshiki Yamaoka, Yuka Misyashita, and Masayoshi Toriumi. "Structure of FUN Factors in the Interaction with Products." In Human Centered Design, 138–43. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21753-1_16.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

van der Spuy, Rex. "Make It Fun! Sound, Music, and AI." In AdvancED Game Design with Flash, 445–501. Berkeley, CA: Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-2740-3_7.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Wang, Zhouyang, Zhengyu Tan, and Yujia Ma. "Make It for Fun or Sustainable? Maker and Maker-Entrepreneur on Open Source Product Development in Shenzhen." In [ ] With Design: Reinventing Design Modes, 2533–44. Singapore: Springer Nature Singapore, 2022. http://dx.doi.org/10.1007/978-981-19-4472-7_163.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Fun design":

1

Tisza, Gabriella, Gavin Sim, Dimitris Gramenos, and Sofia Papavlasopoulou. "Fun in Learning." In IDC '22: Interaction Design and Children. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3501712.3536385.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Andrist, Sean, Iolanda Leite, and Jill Lehman. "Fun and fair." In IDC '13: Interaction Design and Children 2013. New York, NY, USA: ACM, 2013. http://dx.doi.org/10.1145/2485760.2485800.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Knaving, Kristina, and Staffan Björk. "Designing for fun and play." In Gamification '13: Gameful Design, Research, and Applications. New York, NY, USA: ACM, 2013. http://dx.doi.org/10.1145/2583008.2583032.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Yuning Zhu, Ziying Xiong, and Yihao Zhu. "The application of magnetic materials in fun products." In Conceptual Design (CAID/CD). IEEE, 2008. http://dx.doi.org/10.1109/caidcd.2008.4730718.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Leroy, Xavier. "Compiler verification for fun and profit." In 2014 Formal Methods in Computer-Aided Design (FMCAD). IEEE, 2014. http://dx.doi.org/10.1109/fmcad.2014.6987587.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Inchamnan, Wilawan, Karuna Yampray, Winyu Niranatlamphong, and Aurawan Imsombut. "The Pedagogy Gamification Design for Fun Engagement." In 2022 6th International Conference on Information Technology (InCIT). IEEE, 2022. http://dx.doi.org/10.1109/incit56086.2022.10067834.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Geist, James, Travis Meade, Shaojie Zhang, and Yier Jin. "RELIC-FUN: Logic Identification through Functional Signal Comparisons." In 2020 57th ACM/IEEE Design Automation Conference (DAC). IEEE, 2020. http://dx.doi.org/10.1109/dac18072.2020.9218616.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Cassarly, William J. "The art of making efficient illuminator design fun." In Optical Science and Technology, SPIE's 48th Annual Meeting, edited by R. John Koshel. SPIE, 2003. http://dx.doi.org/10.1117/12.508701.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Haryana, Warli, and Ayat Suryatna. "Art Fun Groups Approach in Learning Mural Painting." In 2nd International Conference on Arts and Design Education (ICADE 2019). Paris, France: Atlantis Press, 2020. http://dx.doi.org/10.2991/assehr.k.200321.070.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Hao Chen. "On the use of Chinese elements with fun spirit in product design." In Conceptual Design (CAID/CD). IEEE, 2008. http://dx.doi.org/10.1109/caidcd.2008.4730706.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Reports on the topic "Fun design":

1

Ackermann, Laura. "No Fun, but Very Effective": Consumers' Evaluation of Design Strategies for Product Care. University of Limerick, 2021. http://dx.doi.org/10.31880/10344/10161.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Opare-Kumi, Jennifer. Foundational Learning and Mental Health: Empirical Evidence from Botswana. Research on Improving Systems of Education (RISE), March 2023. http://dx.doi.org/10.35489/bsg-rise-wp_2023/133.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
A considerable proportion of mental health problems surface in early childhood and adolescent years, with early onset mental health problems having the potential to affect the long-term development of young people. Research shows that positive teaching and learning school climates are associated with positive socio-emotional, behavioural, and academic student outcomes. The pedagogical intervention Teaching at the Right Level (TaRL) creates an enabling learning environments through fun and engaging, targeted instruction—proven to improve foundational numeracy and literacy outcomes of young people. With the current gap in policy relevant mental health and education data in low resource settings, this paper studies the effect of targeted instruction interventions such as TaRL on the mental health and educational outcomes of primary school learners in Botswana. Using a difference in difference design, the study finds that exposure to the learning pedagogy reduces the behavioural and emotional difficulties of children by .15SD when compared to children not yet exposed to the programme. This paper is able to connect the mental health and education literatures, contributing to the evidence base on improving student outcomes.
3

Siercke, Maj, Sanne Pagh Moller, Lau Caspar Thygesen, Henrik Sillesen, and Dorthe Overgaard. Improving Rehabilitation for Patients with Intermittent Claudication: A Randomized Controlled Trial with a Mixed-Methods Evaluation (The CIPIC Rehab Study). Science Repository, October 2021. http://dx.doi.org/10.31487/j.jicoa.2021.04.01.sup.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
Aim: This study aimed to explore how qualitative data about rehabilitation for patients with intermittent claudication do provide an enhanced understanding of the quantitative experimental results. Background: The study was a randomized clinical trial comparing a rehabilitation intervention with usual care. A statistically significant difference between rehabilitation and usual care was found in walking distance, physical activity, quality of life and diet. The findings from the quantitative and qualitative analyses were analysed separately on their own tradition. In this study, mixed methods address whether the qualitative results could help explain the quantitative results and bring forward additional information. Design: Complex mixed-method intervention design with a convergent questionnaire variant. Methods: From April 2017- May 2019, patients diagnosed with intermittent claudication were included in a randomized clinical trial (N=118). In addition, qualitative interview informants from the intervention group were sampled from the quantitative study population for a survey (N=43) and focus group interviews (N=10). Interviews were conducted from April 2018-August 2019. Results: Integrated analyses identified how improvement in walking distance, physical activity, diet and quality of life was affected by team spirit, pedometer, education and fun exercise in a local setting. Quantitative and qualitative findings primarily confirmed and expanded each other; however, two discordant results were also evident. Conclusion: Our study adds empirical evidence regarding how a mixed-methods study can be used to obtain a more nuanced understanding of complex healthcare problems. The study provides new knowledge concerning how to set up a rehabilitation programme for patients with intermittent claudication.
4

Ramamurti, Ravi, and William C. Sandberg. Computational Fluid Dynamics Study for Optimization of a Fin Design. Fort Belvoir, VA: Defense Technical Information Center, September 2005. http://dx.doi.org/10.21236/ada441476.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Salazar, Lina. Initiatives Don't Sell Themselves: Lessons Learned from the Inter-American Development Bank (IDB) Conversion Offer 2009-2010. Inter-American Development Bank, February 2011. http://dx.doi.org/10.18235/0008709.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
Staff from five Bank departments (FIN, ITE, VPS, RMG and LEG) formed a core team that designed and executed the largest IDB conversion offer to date, and one of the largest liability management operations ever executed by emerging markets. The team learned that the design of an optional, cost neutral and scalable initiative needs to be accompanied by an effective outreach strategy and constant responsiveness to client's needs.
6

Trapnell, Stephanie. Transparency Fund: Review of Results (2007–17). Inter-American Development Bank, December 2017. http://dx.doi.org/10.18235/0007036.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
The Inter-American Development Bank Transparency Fund was created to strengthen the institutional capacity of the borrowing member countries of the IDB to design and implement transparency policies, mechanisms, and practices that prevent and control corruption. The goal of this study is to assess the extent to which the Fund has met its targets as established in the Results Framework of 2012 (updated in 2014). It also assesses the Fund’s progress against indicators that reflect the achievement of longer term institutional strengthening and accountability outcomes. Findings indicate that the Fund has largely met or exceeded output targets, with few areas where this was not the case. The Fund has also strengthened institutional functioning in nearly all areas identified by the results framework and, in some cases, has shown remarkable progress in enhancing the effectiveness of institutions.
7

TUCK, J. A. HEPA Filter Differential Pressure Fan Interlock System Functional Requirements and Technical Design Criteria. Office of Scientific and Technical Information (OSTI), May 2000. http://dx.doi.org/10.2172/803661.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Andrian, Leandro Gaston, Valerie Mercer-Blackman, Andrea Presbitero, and Alessandro Rebucci. Vulnerability, Debt and Growth in the Caribbean: A Fan Chart Approach. Inter-American Development Bank, September 2013. http://dx.doi.org/10.18235/0009132.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
High government debts, weak economic growth, vulnerability to external shocks and the design of sound fiscal consolidation strategies are among the most critical issues that some of the Caribbean countries have currently to deal with. Stabilization programs may harm economic growth but, under certain conditions, they could be expansionary. The main result of this analysis is that the uncertainty about the future evolution of debt increases when the volatility of exogenous shocks that affect fiscal revenues are properly accounted for in the debt sustainability analysis.
9

Shawoo, Zoha, Inès Bakhtaoui, Lisa Schultheiß, Nusrat Naushin, and Lina Ahmed. Operationalizing the Loss and Damage Fund: learning from the perspectives of funders and potential recipients. Stockholm Environment Institute, August 2023. http://dx.doi.org/10.51414/sei2023.043.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
This brief summarizes findings of research undertaken to examine ways to design and operate the new Loss and Damage Fund to best achieve its aims of helping vulnerable people and places adapt to the impacts of climate change.
10

Vives, Antonio. Pension Funds in Infrastructure Project Finance: Regulations and Instrument Design. Inter-American Development Bank, March 2000. http://dx.doi.org/10.18235/0008878.

Full text
APA, Harvard, Vancouver, ISO, and other styles
Abstract:
This paper discusses infrastructure investment and the need for private financing, in turn with the trend of pension fund reform. This paper outlines the conditions under which sources and uses of long-term resources can meet and focusing the attention of both parties to the benefits of a properly structured relationship. There are benefits for both parties that can be exploited through a better mutual understanding of the needs of the other party. Private infrastructure investment instruments must be structured so that they fit into the investment strategies of private pension funds, while appropriate changes in the pension fund regulatory framework should be encouraged.

To the bibliography