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Dissertations / Theses on the topic 'How to design a logo'

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1

Matteschk, Katrin. "Corporate Design, na Logo." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-89671.

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In Firmen und Institutionen hat das Erscheinungsbild – das sogenannte Corporate Design – nicht in erster Linie etwas mit Mode zu tun, sondern mit der Gesamtheit der Merkmale, die das Unternehmen ausmachen und mit der Einheitlichkeit im Auftritt nach außen. Die Umsetzung dieser Merkmale in ein Logo, welches Grafik und Schrift enthält, ist eine große Herausforderung, denn es muss diese Merkmale auf einem Blick und möglichst einprägsam deutlich machen. Im letzten Jahr stellte sich die SLUB ebenfalls die Frage nach dem Erscheinungsbild. Sie ergab sich aus diversen Anforderungen bei der Herstellung
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Pimentel, Ronald Ward 1955. "Consumer preference for logo designs: Visual design and meaning." Diss., The University of Arizona, 1997. http://hdl.handle.net/10150/282334.

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Logo designs provide a quick visual shorthand for all the meaning, associations, and equity associated with a brand. Virtually all major companies utilize logos, but there is little theory-based research regarding logo design published in marketing and consumer behavior journals. Related research from psychology regarding preference for visual images has generally used special stimuli created for the laboratory that do not carry the meaning that logos acquire in the markerplace and consequently have very limited generalizability. This study seeks to begin to fill the void by examining preferen
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Fan, Xueqi. "A feedback tool for a better logo design experience." Thesis, Massachusetts Institute of Technology, 2019. https://hdl.handle.net/1721.1/123025.

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This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2019<br>Cataloged from student-submitted PDF version of thesis.<br>Includes bibliographical references (pages 55-58).<br>In this thesis, I propose a system that helps users with various design backgrounds create a logo with tools that extract and analyze dominant colors and shapes from the input logo; and output a collection of inspir
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Black, Emily M. Fall Thierno. "Design and implementation of visual object-oriented LOGO using Prograph /." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1994. http://handle.dtic.mil/100.2/ADA285977.

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Black, Emily M., and Thierno Fall. "Design and implementation of visual object-oriented LOGO using Prograph." Thesis, Monterey, California. Naval Postgraduate School, 1994. http://hdl.handle.net/10945/30920.

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This thesis addresses the problem of how best to teach beginning programmers the necessary skills of object oriented programming. There is no established method of introducing object oriented concepts such as encapsulation, inheritance, and polymorphism, or providing an intuitive progression from simple programs to complex problem solving. The approach was to use two commercially available programming languages which we consider exemplify good object oriented programming techniques, to teach beginners how to program. We selected LOGO, which has been used successfully in the past as a first pro
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Bejr, Štěpán. "Corporate design." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-162775.

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The Master's Thesis deals with the issue of corporate design. The theoretical part specifies the integration of corporate design into marketing theory, introduces its basic components, principles and process of its creation. The practical part explores corporate identity changes in four significant Czech organizations - Czech Television, Czech Radio, Zoo Praha and Česká pojišťovna. It reveals specifics of each case, its positive and negative aspects and aims to find important factors that affect a success of corporate identity change in practice. Market research among consumers is used for the
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Hasić, Benjamin. "Corporate design fakult VŠE." Master's thesis, Vysoká škola ekonomická v Praze, 2007. http://www.nusl.cz/ntk/nusl-2500.

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Cílem této práce je analýza a návrh zlepšení vizuálního stylu fakult Vysoké školy ekonomické v Praze. Vizuální styl fakult VŠE vychází ze základního kamene, kterým je nové logo vysoké školy. Je důleţité zmínit, že nové logo Vysoké školy ekonomické v Praze a jeho aplikace, jsou popsány v přidružené diplomové práci, která s touto tvoří nedělitelný celek. Pouze s přihlédnutím k oběma pracím, je možné získat celý obraz o zvažované změně corporate identity VŠE a jejich fakult. Odvozeným cílem je vypracování corporate design manuálu. Byly uvaţovány nároky, které jsou v současné době kladeny na komun
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Harel, Idit Ron. "Software design for learning : children's construction of meaning for fractions and LOGO programming." Thesis, Massachusetts Institute of Technology, 1988. http://hdl.handle.net/1721.1/75005.

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Nahum, Noemie Nelly. "Projeto urbano: instrumento de di?logo?" Pontif?cia Universidade Cat?lica de Campinas, 2017. http://tede.bibliotecadigital.puc-campinas.edu.br:8080/jspui/handle/tede/979.

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Submitted by SBI Biblioteca Digital (sbi.bibliotecadigital@puc-campinas.edu.br) on 2017-08-30T13:52:03Z No. of bitstreams: 1 NOEMIE NELLY NAHUM.pdf: 14077034 bytes, checksum: a3277c9c8afeb7275c61c84726af0d28 (MD5)<br>Made available in DSpace on 2017-08-30T13:52:03Z (GMT). No. of bitstreams: 1 NOEMIE NELLY NAHUM.pdf: 14077034 bytes, checksum: a3277c9c8afeb7275c61c84726af0d28 (MD5) Previous issue date: 2017-06-30<br>Pontif?cia Universidade Cat?lica de Campinas ? PUC Campinas<br>It is proposed to reflect the research from the point of view of theory and practice, considering them inseparably re
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Lo, Ting-kau. "Lego TC logo as a learning environment in problem-solving in advanced supplementary level design & technology with pupils aged 16-19." Click to view the E-thesis via HKUTO, 1992. http://sunzi.lib.hku.hk/HKUTO/record/B38626305.

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Walsh, Eric. "How to Design for Impact in Games." Thesis, Rensselaer Polytechnic Institute, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10841207.

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<p> In this dissertation, I seek to define strategies designers might use to enhance the effectiveness of their game&rsquo;s message. To do so, I adopt a rhetorical approach to impact that recognizes identification between the designer&rsquo;s view of the world and that of the player as critical to achieving impact. Based on a review of relevant literature drawn from the fields of rhetoric, interactive narrative, and game studies; interviews with prominent game designers Tracy Fullerton and Jesse Schell; case studies of <i> Undertale, That Dragon, Cancer</i>, and <i>Papo &amp; Yo</i>; and a de
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Pelyhe, Daniel, and Tuna Memisoglu. "How can Electric Vehiclesbecome the Dominant Design?" Thesis, KTH, Entreprenörskap och Innovation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-42269.

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Due to technological developments and raising environmental concerns, vehicle industry is ina transformation process. Current dominant design in the industry is the internal combustionengine vehicle but there are already different alternative vehicles like electric vehicles (EV),hybrids, and vehicles running on ethanol or hydrogen. These alternatives started to expandand they are competing to have a strong position in the market. The question is whichtechnology (EV, hybrid, ethanol) will have an important position in the future. This studyfocuses on the progress of electric vehicles towards be
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Richene, Gabrielly Del Carlo. "O processo de criação de um logo de jogo digital: estudo de caso da marca Penski." Pontifícia Universidade Católica de São Paulo, 2016. https://tede2.pucsp.br/handle/handle/19283.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2016-11-01T17:05:36Z No. of bitstreams: 1 Gabrielly Del Carlo Richene.pdf: 30781587 bytes, checksum: ccf7613eeb6fa94d049265e206710099 (MD5)<br>Made available in DSpace on 2016-11-01T17:05:36Z (GMT). No. of bitstreams: 1 Gabrielly Del Carlo Richene.pdf: 30781587 bytes, checksum: ccf7613eeb6fa94d049265e206710099 (MD5) Previous issue date: 2016-09-15<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>A new game developer has born and needs a visual identity to represent your brand. This work covers the path used to create
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Biricik, Aslı Erkarslan Önder. "The role of logo design in creating brand emotion: a semiotic comparison of the apple and IBM logos/." [s.l.]: [s.n.], 2006. http://library.iyte.edu.tr/tezler/master/endustriurunleritasarimi/T000560.pdf.

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15

Olofsson, Emilia, and Ingrid Swahn. "How light becomes performance space." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23686.

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Det här är en text som är ett resultat av vårt examensarbete vi genomfört under den sjätte och sista terminen på scenproduktionsutbildningen på Malmö högskola. Texten och examensarbetet utgår ifrån frågeställningar som vi arbetat med under terminen i samband med att vi ljussatt två teaterföreställningar som satts upp av Teaterhögskolan i Malmös examinerande masterelever. Vi tar upp frågor och tankar om ljuset, scenrummet och ljussättarens roll i det kreativa teamet. Syftet med detta arbete har varit att utforska hur vi kan ta hjälp av ljus och ljusdesign i skapandet av scenrummet. Hur vi defin
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Havlíček, Jakub. "Firemní design krajských a okresních měst ČR." Master's thesis, Vysoká škola ekonomická v Praze, 2014. http://www.nusl.cz/ntk/nusl-193035.

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This diploma thesis is focused on the analysis of Czech regional and district capitals attitude of their visual identity. It deals especially with management decisions which had been chosen by capitals in the phase of creation and implementation of the visual identity. Next to the facts connected with visual identity as with a complex system, this thesis evaluates also an approach of the capitals to the particular elements of a vizual identity. As a method a questionnaire research had been used. The questions had been put to the competent representatives of appropriate capital bodies.
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Liu, Zhaoran M. A. "Sustainability by Design: How to Promote Sustainable Tourism Behavior through Persuasive Design?" University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1554212530462799.

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Bergström, Mattias. "Probing for innovation : how small design teams collaborate /." Luleå : Division of Functional Product Development, Department of Applied Physics and Mechanical Engineering, Luleå University of Technology, 2009. http://pure.ltu.se/ws/fbspretrieve/2761050.

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SOUSA, LEONARDO DA SILVA. "UNDERSTANDING HOW DEVELOPERS IDENTIFY DESIGN PROBLEMS IN PRACTICE." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2018. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=35860@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO<br>PROGRAMA DE EXCELENCIA ACADEMICA<br>PROGRAMA DE DOUTORADO SANDUÍCHE NO EXTERIOR<br>Um problema de projeto é a manifestação de uma ou mais decisões de projeto inadequadas que afetam negativamente requisitos não funcionais. Por exemplo, Fat Interface, um problema que indica quando uma interface expõe serviços não coesos, no qual dificulta a extensibilidade e a manutenibilidade de um sistema de software. Apesar de pr
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Hart, Emma. "How to do things with cameras." Thesis, Kingston University, 2013. http://eprints.kingston.ac.uk/28211/.

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The primary site for this research is artistic production, through exhibitions and performances presented in galleries between 2008-2012. The written thesis closely examines the large body of practical work I have made (documented and presented here on a DVD) through discussions with Dean Kenning, a viewer to all the artworks submitted. This is combined with a contextual analysis reflecting on the research behind and ideas provoked by this practical work. The research aims to create an encounter with the photograph or video where the lens-based image, still or moving, is not a window onto a wo
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Wang, Fei. "Trend Transference: How to Transfer Trends to Design Concepts." University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1282320567.

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Nilsson, Anders. "Investigation in how to design a marine current turbine." Thesis, Uppsala universitet, Elektricitetslära, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-135703.

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Zwahlen, Elizabeth Karen. "An Investigation of How Preservice Teachers Design Mathematical Tasks." BYU ScholarsArchive, 2014. https://scholarsarchive.byu.edu/etd/3959.

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The tasks with which students engage in their mathematics courses determine, for a large part, what students learn. Therefore, it is essential that teachers are able to design tasks that are worthwhile for developing mathematical understanding. Since practicing teachers seldom incorporate worthwhile mathematical tasks in their lessons, we would expect that they did not become proficient at designing worthwhile tasks while in their teacher education programs. This thesis describes a study that investigated what preservice secondary teachers attend to as they attempt to design worthwhile mathema
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Mu, Shuai. "How Traditional Chinese Furniture Instructs Modern Office Furniture Design." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1554212280408733.

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De, Ferrari Lorena. "Visual identity of urban international destinations: typological analysis of the city logo and study of its value for city branding." Doctoral thesis, Universitat Pompeu Fabra, 2019. http://hdl.handle.net/10803/668177.

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Several cities are not using the logo as an instrument for enhancing the city brand. They made a logo without working on their city brand; therefore, these cities do not have a positioning strategy. Conversely, some cities have worked on their city brand but left their logo as the last priority. A brand's first identification is the logo. Logos adhere to people's minds and are a gateway to the brand since they work as a synthesis of the brand's values. However, a key question emerges, that is, whether city brands are taking advantage of this valuable tool. This research re-evaluates the role o
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Domorád, Petr. "Branding vlastní značky s přesahem do obalového designu." Master's thesis, Vysoké učení technické v Brně. Fakulta výtvarných umění, 2016. http://www.nusl.cz/ntk/nusl-240608.

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This thesis deals with the development of my own brand, primarily by defining the basic and important information on the topic. Introduces the development of their own brand, its name, logo, color, character and visual forms. A key element of the silkscreen printed prototypes paper products and their presentation on the Web.
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Zhang, Lixia. "How to Apply Metaphors to Achieve Simplicity In Interaction." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1367943800.

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Smith, Gillian, and gilliansmith@optusnet com au. "Misunderstood and mysterious : how design and designers are perceived by design professionals, design educators and the public." Swinburne University of Technology. National School of Design, 2005. http://adt.lib.swin.edu.au./public/adt-VSWT20060213.162953.

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This study is focused on the field of design. It examines how people understand and perceive designers and the design professions. The study draws on a phenomenologically informed interactive perspective to provide a methodological approach to understanding what the perception of design is. The relationships between design and occupational prestige, professional status and consumerism are the principal themes that run throughout the research, but the analysis also draws on the data obtained to profile the demographics of designers, particularly in relation to income, gender and education.
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Cheung, Sunny. "How companies can leverage crowdsourcing." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/70819.

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Thesis (S.M. in Engineering and Management)--Massachusetts Institute of Technology, Engineering Systems Division, 2012.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 63-66).<br>Crowdsourcing is an increasingly popular phenomenon where companies solicit the help of the public in helping accomplish some of the activities commonly performed by employees or contractors. These activities can range from solving scientific problems that baffle the in-house experts to repetitive and boring tasks that are deemed too mundane for the employees. Other activities inclu
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Hands, David. "Design 'brief' management : investigating how organisations introduce crime resistant attributes into the design brief." Thesis, Birmingham City University, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.418889.

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Segelström, Fabian. "Stakeholder Engagement for Service Design : How service designers identify and communicate insights." Doctoral thesis, Linköpings universitet, Interaktiva och kognitiva system, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-97320.

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Service design is a field emerging from the new-found interest in services as a design material by practitioners and academics of the human-centred design tradition. As such, the field can build on the knowledge from previous work in design as well as in service research. Introducing a new design material may however also introduce new challenges to practice. The research presented in this thesis investigates how the design research phase of the human-centred design process is affected by making services a design material.   How users, staff and other stakeholders are involved in service desig
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Summerley, Rory Keir. "Ludic dysnarrativa : how can fictional inconsistency in games be reduced?" Thesis, University of the Arts London, 2017. http://ualresearchonline.arts.ac.uk/13282/.

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The experience of fictional inconsistencies in games is surprisingly common. The goal was to determine if solutions exist for this problem and if there are inherent limitations to games as a medium that make storytelling uncommonly difficult. Termed ‘ludic dysnarrativa’, this phenomenon can cause a loss of immersion in the fictional world of a game and lead to greater difficulty in intuitively understanding a game’s rules. Through close textual analysis of The Stanley Parable and other games, common trends are identified that lead a player to experience dysnarrativa. Contemporary cognitive the
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Öqvist, Elin. "Noise pollution: How can we customize our sound experience?" Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-135906.

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Charpentier, Axel. "Future waste collection : A vision of how we could collect waste year 2030." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-135931.

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<p>Avfallshämtning är i dagens läge ett fysiskt och psykisk krävande yrke där arbetaren befinner sig i en mycket stressfull arbetsmiljö. I och med den takt städer växer idag och kommer att göra i framtiden så kommer sättet vi hämtar och transporterar avfall behöva att ändras till en mer hållbar lösning. Som tur är befinner vi oss i en era av robotisering som kan hjälpa arbetsmiljön för monotoma och fysiskt krävande yrken. Jag har arbetat för att skapa en vision om hur systemet kring avfallshämtning skulle kunna se ut år 2030. I den här rapporten beskrivs min process oc
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Sharma, Sudeep. "Humanise Music : How can design bring emotions to the center of music consumption?" Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166025.

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In today’s world music streaming is the most dominant form of music consumption. Introducing platform capitalism to music streaming has changed the music commodity and its effects serve as a motivation for this thesis. The role of emotions in music listening is explored and design research is conducted to find unmet latent needs of users in respect to the emotional side of music.  Semi-structured user interviews are used to understand how users relate music to their emotional lives. Co-design workshops are conducted to identify unmet user needs and feelings. The data is analysed inductively an
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Schaal, Lionel. "How to win the kayak Olympics : Or how to design and produce an innovative flatwater kayak paddle…" Thesis, KTH, Lättkonstruktioner, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-159266.

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A kayak is a very ancient way of riding in the water ; human-powered, it is propelled by means of a double bladepaddle. It is used nowadays to fish, to travel, or to compete at the Olympics. It is the 1,000 meters flat-waterrace that led this project, and particularly its improvement for Steven Ferguson, the actual New-Zealand kayakchampion. This report presents the different parts that have been investigated to improve the paddle efficiencyin the water, and therefore the speed of a kayak athlete on the water.Kayaks are 4,000 years old, and kept since the basic shapes of their hull and paddle.
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Brandenberg, Kristin. "Point of view : How printed patterns evolve through perspective." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-12395.

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’Point of view’ is an investigation of changeable surface patterns in the textile design field. The investigation is performed in order to get a deeper understanding of the relationship between changeable surface patterns and three-dimensional contexts to explore alternative methods.  The aim is to design surface patterns in a three dimensional context developed through printing and layering techniques, and to explore how the patterns change depending on the observer’s perspective. Practice based design experiments were carried out to explore materials and printing techniques such as transfer,
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Bylund, Jesper. "How to write an effectively communicating design document for games." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1084.

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<p>In this reflexive report I detail my process for creating effective documentation for computer game design. I begin by explaining the background of my work, the goals and limitations I had during this thesis, my goal being to find good practices about writing effective design documents. One chapter is dedicated to the methods I used while writing both the documentation, as found in appendix A, and this report. I then document and discuss my work process and the choices I made as well as the basis of those choices, I also reflect on the effects of my changes. My analysis is based on my itera
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Hayes, Marion. "Creativity in consulting engineering: how civil engineers talk about design." Queensland University of Technology, 2005. http://eprints.qut.edu.au/16263/.

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An appropriate civil infrastructure is vital to the wealth and wellbeing of cultures. Appropriateness is increasingly defined in terms of sustainability, aesthetics, innovation and cultural suitability. These expectations pose challenges for engineers to use their creativity, aesthetic appreciation, knowledge and character to predict and respond creatively with their designs. However, a treadmill of cost innovation in construction projects makes improved design challenging. This tends to reinforce the misconception that engineers are dull and uncreative, even though historically they have disp
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Bellefleur, Danielle Laura. "How to design a marine reserve for rabbitfish (Siganus fuscescens)." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/mq24801.pdf.

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Fish, Jonathan C. "How sketches work : a cognitive theory for improved system design." Thesis, Loughborough University, 1996. https://dspace.lboro.ac.uk/2134/7418.

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Evidence is presented that in the early stages of design or composition the mental processes used by artists for visual invention require a different type of support from those used for visualising a nearly complete object. Most research into machine visualisation has as its goal the production of realistic images which simulate the light pattern presented to the retina by real objects. In contrast sketch attributes preserve the results of cognitive processing which can be used interactively to amplify visual thought. The traditional attributes of sketches include many types of indeterminacy w
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Levick-Parkin, Melanie. "How women make : exploring female making practice through Design Anthropology." Thesis, University of Sheffield, 2018. http://etheses.whiterose.ac.uk/21901/.

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This thesis explores the process of female making as a creative and socio-political act and how/where/why this creative labour gets ‘spent’, in terms of energy, outcomes and beneficiaries as well as how it might be situated in the context of contemporary Western Design ontology. Fieldwork took place over a period of 10 Months, with 11 female participants in two countries, during a number of repeat encounters, which included co-making, participant and ethnographic observations as well as informal interviews. The findings are presented as focused narratives based on three of the participants, th
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Gaylord, Elizabeth (Elizabeth H. W. ). "Analyzing how optimization features impact people's use of design tools." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119958.

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Thesis: S.B., Massachusetts Institute of Technology, Department of Mechanical Engineering, 2018.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 21-22).<br>Design is the first step in creating a product but can be the most challenging. Much design software has been created to meet these needs, but these tools consider only a small part of the design process. This limitation stunts creativity and provides challenges to designers when trying to solve complex problems. Better tools take into account the needs of designers throughout the process of creating,
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Adler, Kajsa, and Rebecca Ljundahl. "How does text design affect reading comprehension of learning materials?" Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-41021.

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All humans are different and therefore they all learn in different ways. This research paperinvestigates what effect learning materials has on reading comprehension. The focus is not onthe content of learning materials, but on the text design of materials and what effect they haveon learners. This research paper focuses on aspects such as text design, typefaces and textspacing and how that affects reading comprehension. The primary search method used iselectronic which was done on the websites Libsearch, ERIC and SwePub. The results show thatchoosing typefaces and text spacing mindfully, has a
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Cleaver, Frances D., and Tom R. Franks. "How institutions elude design: river basin management and sustainable livelihoods." Bradford Centre for International Development, 2005. http://hdl.handle.net/10454/2964.

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Yes<br>This paper challenges ideas that it is possible to `get the institutions right¿ in the management of natural resources. It engages with the literature and policy specifying `design principles¿ for robust institutions and uses data from a river basin management project in Usangu, Tanzania, to illustrate the complexity of institutional evolution. The paper draws on emerging `post-institutionalist¿ perspectives to reject over-formalised managerial approaches in favour of those that accept the dynamic nature of institutional formation, and accommodate a variety of partial and contingent sol
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Lindén, Felix. "How can we increase sociability amongst elderly through Interaction design?" Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21628.

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Detta projekt undersöker social isolering och ensamhet bland äldre. Målet med projektet är att öka sällskapligheten bland äldre. Metoderna bygger på en användarcentrerad strategi och med kvalitativ forskning och kvantitativ data som genereras. Som en del av en interaktionsdesignstudie. Teorier om vad som har gjorts i fältet presenteras och relaterat arbete för att förstå fältet. Insikten från den empiriska studien definierar problem i designprocessen, från intervjuerna och undersökningen. I designprocessen presenteras såväl metoder som används för att skapa idéer som resultatet. Designprocesse
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Mangcu, Nqaba. "The George Pemba Art Museum: how memory translates to design." Master's thesis, University of Cape Town, 2012. http://hdl.handle.net/11427/5594.

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Johansson, Matilda, and Robin Sandberg. "How Additive Manufacturing can Support the Assembly System Design Process." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Industriell organisation och produktion, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30887.

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In product manufacturing, assembly approximately represents 50% of the total work hours. Therefore, an efficient and fast assembly system is crucial to get competitive advantages at the global market and have the right product quality. Today, the verification of the assembly system is mostly done by utilizing software based simulation tools even though limitations have been identified. The purpose of this thesis is to identify when the use of additive manufacturing technology could be used in assessing the feasibility of the assembly system design. The research questions were threefold. First,
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Sung, Euisuk. "How Children Solve Engineering Design Problems| A Study of Design Process Patterns Using Sequential Analysis." Thesis, Purdue University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10843627.

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<p> The ability to solve problems in creative and innovative ways is more critical than ever in today&rsquo;s rapidly-changing society. To support these demands, the educational curricula in the U.S. and other countries adopted engineering design as a learning platform to promote students&rsquo; creativity, communication and design skills, and innovative problem-solving abilities. When using engineering design, many educators use a variety of engineering design process models. However, little is known about the problem-solving processes in terms of design cognition. Therefore, in this study, t
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Barraca, Maria Ana Álvares de Barros Freire. "Brand logo and brand gender : how brand logo elements influence brand gender perceptions and affect towards the logo." Master's thesis, 2020. http://hdl.handle.net/10400.14/32073.

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Brands, as humans, may be different when it comes to their personality. Among the several traits building brand personality, brand gender is one of the most critical ones. Brand logos, as the primary design elements of a brand and as a critical communication cues, may significantly influence brand gender perceptions. With this research, we aim to examine how different brand logo design elements, more specifically the naturalness of logo design (organic and cultural designs), logo shape (angular and rounded), logo boldness (heavier and slender) and colour hue (light pink and dark blue) influenc
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