Dissertations / Theses on the topic 'Information design'

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Barrass, Stephen, and stephen barrass@cmis csiro au. "Auditory Information Design." The Australian National University. Computer Science, 1998. http://thesis.anu.edu.au./public/adt-ANU20010702.150218.

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The prospect of computer applications making "noises" is disconcerting to some. Yet the soundscape of the real world does not usually bother us. Perhaps we only notice a nuisance? This thesis is an approach for designing sounds that are useful information rather than distracting "noise". The approach is called TaDa because the sounds are designed to be useful in a Task and true to the Data. ¶ Previous researchers in auditory display have identified issues that need to be addressed for the field to progress. The TaDa approach is an integrated approach that addresses an array of these issues through a multifaceted system of methods drawn from HCI, visualisation, graphic design and sound design. A task-analysis addresses the issue of usefulness. A data characterisation addresses perceptual faithfulness. A case-based method provides semantic linkage to the application domain. A rule-based method addresses psychoacoustic control. A perceptually linearised sound space allows transportable auditory specifications. Most of these methods have not been used to design auditory displays before, and each has been specially adapted for this design domain. ¶ The TaDa methods have been built into computer-aided design tools that can assist the design of a more effective display, and may allow less than experienced designers to make effective use of sounds. The case-based method is supported by a database of examples that can be searched by an information analysis of the design scenario. The rule-based method is supported by a direct manipulation interface which shows the available sound gamut of an audio device as a 3D coloured object that can be sliced and picked with the mouse. These computer-aided tools are the first of their kind to be developed in auditory display. ¶ The approach, methods and tools are demonstrated in scenarios from the domains of mining exploration, resource monitoring and climatology. These practical applications show that sounds can be useful in a wide variety of information processing activities which have not been explored before. The sounds provide information that is difficult to obtain visually, and improve the directness of interactions by providing additional affordances.
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Lin, Fang Suey. "Affective information design." Thesis, University of Leeds, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.422628.

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Fry, Benjamin Jotham 1975. "Computational information design." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/26913.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2004.
Page 175 blank.
Includes bibliographical references (p. 171-174).
The ability to collect, store, and manage data is increasing quickly, but our ability to understand it remains constant. In an attempt to gain better understanding of data, fields such as information visualization, data mining and graphic design are employed, each solving an isolated part of the specific problem, but failing in a broader sense: there are too many unsolved problems in the visualization of complex data. As a solution, this dissertation proposes that the individual fields be brought together as part of a singular process titled Computational Information Design. This dissertation first examines the individual pedagogies of design, information, and computation with a focus on how they support one another as parts of a combined methodology for the exploration, analysis, and representation of complex data. Next, in order to make the process accessible to a wider audience, a tool is introduced to simplify the computational process for beginners, and can be used as a sketch- ing platform by more advanced users. Finally, a series of examples show how the methodology and tool can be used to address a range of data problems, in particular, the human genome.
Benjamin Jotham Fry.
Ph.D.
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Fry, Benjamin Jotham 1975. "Organic information design." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/9042.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2000.
Includes bibliographical references (p. 93-94).
Design techniques for static information are well understood, their descriptions and discourse thorough and well-evolved. But these techniques fail when dynamic information is considered. There is a space of highly complex systems for which we lack deep understanding because few techniques exist for visualization of data whose structure and content are continually changing. To approach these problems, this thesis introduces a visualization process titled Organic Information Design. The resulting systems employ simulated organic properties in an interactive, visually refined environment to glean qualitative facts from large bodies of quantitative data generated by dynamic information sources.
Benjamin Jotham Fry.
S.M.
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Lidälv, Gustav. "The embodiment of a format in interaction design : A discussion about design thinking, acting and tools for intentional creation of emergent qualities." Thesis, Umeå University, Department of Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-34954.

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Design researchers and design practitioners differ regarding their notion of thenature of design complexity, and how design practitioners should approach it in arational way. By describing three ways of viewing design rationality, differentapproaches of what it means to design and be a designer is presented. This paperargues that design complexity is ‘wicked’, with no definite conditions or limits todesign problems. This means that the designer acts as a ‘bricoleur’; someone whoshares the notion of ‘wicked’ design complexity, and who understands that thecomponents in the design space is interrelated and interdependent. A ‘bricoleur’,engages in the design space with systems thinking, in a dialectic process ofinterpretation and meaning-making, where judgment and imagination are the coredesign skills. I describe this process in terms of the design of a composition, guided bya parti (an early vision of the design) with the aim to create a strong format (agestalt) with desired emergent qualities. In this process I have pinpointed the‘embodiment of a format’ as the key activity if the designer wishes to create a designwith components in harmony and desired emergent qualities. When the designerembodies a format, the designer becomes aware of the different roles that componentsin a design have in the whole design, and as a consequence, this creates awareness ofthe qualities that emerges before the design is implemented. This paper also discussesthe support for this activity in the tools used by interaction design practitioners, andthat sketching is the tool that is mostly used in the activity of ‘format embodiment’.The conclusion is that there is a lack of support for ‘format embodiment’ in the toolsthat are promoted by mainstream HCI-research. Design researchers should view thedesigner as a ‘bricoleur’ to be able to address the need for tools for formatembodiment.

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Nickpour, Farnaz. "Information behaviour in design." Thesis, Brunel University, 2012. http://bura.brunel.ac.uk/handle/2438/7412.

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Designers draw on a significant volume and range of information throughout the design process. This could include information on people, materials, markets, processes, etc. However, not all this information is effectively communicated to and used by designers. In order to provide designers with information that is useful, useable and engaging for them, it is important to understand why designers use information, what information they use and when and how they use it. This will be collectively referred to as ‘information behaviour’ in this thesis. There is currently a lack of a holistic understanding of designers’ information behaviour. Through developing a framework for investigation, analysis and reflection on designers’ use and requirements of information, this research aims to provide a better understanding of information behaviour in design, leading to a systematic way to address the key dimensions of information used in a design process. For this purpose, the research focuses on ‘practicing designers’ as key users of information in the real-world practice of design and ‘people information’ as a major type of information used during the design process. An initial framework for addressing key dimensions of information used in the design process is outlined through the analysis and synthesis of relevant literature. The framework is then evaluated and refined through four complementary studies: an interview and questionnaire administered to nine design companies; observation of a design team in a real-world design project; observation of three teams through a design competition; and a survey of designers and design researchers. The outcomes of the studies lead to a refined version of the information framework that includes seven key dimensions and details designers’ behaviour in regard to ‘purpose’, ‘source’, ‘format’, ‘type’, ‘at tributes’, ‘stage’ and ‘intensity’ of people information they use. The research conducted with designers leads to an enhanced understanding of their information behaviour with respect to the seven key dimensions. A new information framework has been created and evaluated; and it is argued that it can be used as a research and education tool to investigate and analyse information used during core stages of a design process. The framework can also assist developers of information tools to make informed decisions on what, how and when to communicate information to designers, ensuring that this information is delivered in a way which has maximum impact on the design process.
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Plouffe, Danielle Grace. "Graphic design career information /." Online version of thesis, 1993. http://hdl.handle.net/1850/11960.

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Johansson, Sofia. "Information design for product visualisations : Developement of a information design for carton boxes." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85902.

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Eson Pac is a company that develops pharmaceutical packaging. One problem that thecompany currently has is that they do not have a basis for showing their products andthe information about them. This report presents the development of this to the company,through a degree project. The important focus of the work has been to developan information design that informs and visualizes their products in a user-friendly way.By following well-founded theory and research-based methods, the iterative work hastaken shape. This is partly by following an IDEO based process method called the threeI method which contains the three phases Inspire, generate Ideas and Implement. Inaccordance with Eson Pac’s wishes, certain restrictions have been placed on the productionof the result, such as colors and containing information, in addition to whichthe focus has been on producing a result that benefits the users. The work resulted in aninteractive information design with produced animations and illustrations of the company’sproducts together with information about them.
Eson Pac är ett företag som utvecklar läkemedelsförpackningar. Ett problem som företagethar i dagsläget är att de inte har ett underlag för att visa sina produkter ochinformation kring dem. Denna rapport presenterar utvecklingen av detta till företaget,genom ett examensarbete. Det viktiga fokuset i arbetet har varit att ta fram en informationsdesignsom informerar och visualiserar deras produkter på ett användarvänligtsätt.Genom att följa välgrundad teori och forksningsbaserade metoder har det itterativa arbetettagit form. Detta dels genom att följa en IDEO baserad processmetod som kallasthree I method som innehåller de tre faserna Inspirera, idegenerera och implementera.Utefter Eson Pac’s önskemål har vissa begränsningar gjorts vid framtagnignen avresultatet såsom färger och innehållande information, utöver dethar fokus legat på attta fram ett resultat som gynnar användarna. Arbetet resulterade i en interaktiv informationsdesignmed framtagna animeringar och illustrationr av företagets produktertilsammans med information kring dem.
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Palmgren, Linnea. "75 år sedan bombningen i Hiroshima : En studie av informationsgrafik med fokus på etik." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-49238.

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The following essay is a thesis in information design with orientation on informative illustration. The purpose of this study is to investigate, based on a given graphic assignment, how to shape an event that is a response to the great big and world-wide event, the bombing in Hiroshima. The purpose of the thesis is to explore how, in an ethical way, the way radiation can be seen on people who was on the scene. The aim of the work is to design a visualization that is ethical and at the same time easily understandable and interesting. This study is done after a graphic assignment assigned from the TT news agency. This graphic shows the effects of the radiation from the atomic bomb in Hiroshima on the population of the city and the magnitude of the consequential damage. The final design was formed by data collection and theories in visual rhetoric and cognition. Methods that have been used are a survey as well as a method for creating ethical visualization described by Katherine Hepworth, a professor of visual journalism. The results of the survey show that in order to create an ethical visualization, one must work close to one's target group. Find out what they have for past experiences and knowledge in the subject you are working on. The choice of manners also affects the feeling of images and how to interpret them.
Följande undersökning är ett examensarbete i informationsdesign med inriktning informativ illustration. Denna studie syftar till att utifrån ett givet grafikuppdrag undersöka hur man kan gestalta en händelse som är ett svar på den väldigt stora och världsomställande händelsen, bombningen i Hiroshima. Syftet med examensarbetet är att utforska hur man, på ett etiskt sätt, kan gestalta hur strålningen påverkade människorna på platsen. Målet med arbetet är att utforma en visualisering som är etiskt och samtidigt lätt förståelig och intresseväckande. Denna studie är utförd efter ett grafikuppdrag som är tilldelat från TT nyhetsbyrån. Denna grafik ska redogöra för de effekter som strålningen från atombomben i Hiroshima drabbade befolkningen i staden och hur stora följdskadorna har blivit. Genom datainsamling och teorier inom visuell retorik samt kognition utformades den slutgiltiga gestaltningen. Metoder som har används är enkät samt en metod för att skapa etisk visualisering som är beskriven av Katherine Hepworth. Hepworth är professor inom visuell journalistik. Resultatet av undersökningen påvisar att för att skapa en etisk visualisering måste man jobba nära sin målgrupp. Ta reda på vad de har för tidigare erfarenheter och kunskaper inom det ämnet man jobbar med. Valet av manér påverkar också känslan av bilder och hur man tolkar dem.
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Tomar, Shivanjali. "PROLOGUE : Health Information System." Thesis, Umeå universitet, Institutionen Designhögskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-79315.

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Prologue is a health information system developed for underserved communities in Bihar, India. It is aimed at helping people living in poverty and with low literacy to take the right steps to manage their and their family’s health. Bihar suffers from one of the worst healthcare records in the country. This is as much due to the lack of access to the right information as it is due to the economic condition of the region. The inaccessibility of information is aggravated by the complex social set up in these communities, for e.g. women aren’t allowed to leave their homes and community has the strongest influence on an individual’s decision making. To make sure that right information permeates even to the most inaccessible user groups, especially women and to uplift community’s awareness as a whole, two different communication channels were designed-an interactive radio show and a public installation.
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Wallace, Stewart. "Mobile information services: enriching information architecture with urban design." Thesis, The University of Sydney, 2009. http://hdl.handle.net/2123/9039.

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Ubiquitous wireless communications, information mobility and location-based information services have created a new layer of urban experience, an information layer. The information services that deliver this layer to the urban actor (particularly pedestrians) will soon be ubiquitous and using those services a normal and integral part of the urban experience; more than an optional and utilitarian adjunct to it. The urban setting for these services prompts the question as to whether urban designers should be playing a role in their design and development; a role that seems conspicuously absent from current services. This thesis explores mechanisms which might facilitate a greater role for urban design by seeking ways in which the information architecture that underpins these information services might better reflect the qualities and complexities of urban space that urban designers recognise and value. The work of a range of prominent urban design thinkers is reviewed for ideas, constructs and elements that can be incorporated into an enriched information architecture which could in turn deliver information services that do justice to the depth and complexity of the urban environment. Technologies and standards associated with the ‘semantic web’ are identified as those which might best accommodate an appropriate information architecture; in particular, the ability to reflect the network characteristics of urban space viewed as a multi-dimensional graph of interconnected nodes. This view of urban space is contrasted with the relatively flattened view offered by global geo-spatial capability. An information model is built (only one of many possibilities) and validated using a limited test area in central Sydney. Practical and institutional issues which may impinge on the realisation and deployment of such a model in a real world setting are briefly considered in an appendix.
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Scudieri, Paul Anthony. "Information in Complex Product Systems." The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1236698805.

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Bernstein, Michael (Michael Scott). "Information scraps : understanding and design." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/44686.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2008.
Includes bibliographical references (p. 139-148).
In this thesis I investigate information scraps - personal information whose content has been scribbled on Post-it notes, scrawled on the corners of sheets of paper, stuck in our pockets, sent in e-mail messages to ourselves, and stashed into miscellaneous digital text files. Information scraps encode information ranging from ideas and sketches to notes, reminders, shipment tracking numbers, driving directions, and even poetry. I proceed by performing an in-depth ethnographic investigation of the nature and use of information scraps, and by designing and building two research systems designed for information scrap management. The first system, Jourknow, lowers the capture barrier for unstructured notes and structured information such as calendar items and to-dos, captures contextual information surrounding note creation such as location, documents viewed, and people corresponded with, and manages uncommon user-generated personal information such as restaurant reviews or this week's shopping list. The follow-up system, Pinky, further explores the lightweight capture space by providing a command line interface that is tolerant to re-ordering and GUI affordances for quick and accurate entry. Reflecting on these tools' successes and failures, I characterize the design process challenges inherent in designing and building information scrap tools.
by Michael Bernstein.
S.M.
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Aney, Madhav Shrihari. "Institutional design under asymmetric information." Thesis, London School of Economics and Political Science (University of London), 2009. http://etheses.lse.ac.uk/3001/.

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This thesis contributes to the literature that seeks to understand institutions. In particular the aim of this thesis is to shed light on how certain institutions arise in society as a result of collective choice, how in turn they shape behaviour of agents, and finally what their welfare properties are. These questions are tackled using the methodology of microeconomic theory where agent preferences, the state of technology, and the informational environment are taken as exogenous. In particular it is argued that the existence of different constraints on the informational environment can give rise to a rich theory of institutions that can explain why inefficient and seemingly inefficient institutions arise in a second best world. The first chapter of this thesis is concerned with the incidence of costly dispute resolution in society. The question of why agents fail to revolve disputes costlessly is tackled. This contributes to the positive theory of individual behaviour given the existence of certain institutions. The second chapter of this thesis tackles the question of why the judiciary is characterised by certain inherently costly attributes. This contributes to the normative theory of institutional choice. The last chapter deals with the positive question of how institutions are chosen. A model is presented where the political alignments in a society are endogenously generated and the effect of varying the informational environment on these alignments is analysed. These three chapters collectively contribute to the incipient theory of institutions that comprises of two elements; first where the existence of institutional structure arises as an equilibrium interplay between individual choices and technological and informational constraints, and second where conversely, individual games are shaped by the structure of existing institutions.
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Chen, Weng-Jen. "Manufacturing information for engineering design." Thesis, University of Cambridge, 1998. https://www.repository.cam.ac.uk/handle/1810/272428.

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Croon, Fors Anna. "Being-with Information Technology : Critical explorations beyond use and design." Doctoral thesis, Umeå : Umeå universitet, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-748.

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Anttila, Lars, and Martin Ögren. "A design process from a collaborative point of view : Exploring the importance of collaboration between designers and clients." Thesis, Umeå University, Department of Informatics, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-23533.

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This essay studies the design process from a collaborative point of view. A literature study has been carried out with focus on design processes and collaborative design, where important concepts and notions are presented. A practical design process was carried out where the project was to create a station identification for Swedish Channel 9. The process was than retrospectively analyzed and broken down into a time-line describing the whole process from amongst other a collaborative point of view. Collaboration between designers and client is found to be very important for the final design. Constraints are considered important to force creativity and the ability to convey abstract thoughts over long distance channels such as e-mail is found to be important in order to overcome the spatial barrier that exists in many design processes today.

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Ahlbrecht, Peter. "Impact of mobility on information systems and information system design." [S.l. : s.n.], 2004. http://deposit.ddb.de/cgi-bin/dokserv?idn=973034017.

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Bautista, Adrián Espinosa. "A design intent information model to support engineering design." Thesis, Loughborough University, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.416170.

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Yeung, Mei-nai Carina. "Urban purifier + information cells." Hong Kong : University of Hong Kong, 2001. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25950356.

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Granlund, Therese. "Informationsfilm om utbyggnationen av Stockholms tunnelbana : En studie om hur rörlig bild kan användas för att informera berörda barn i skolmiljö om en byggprocess." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-46177.

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As Stockholm grows, Region Stockholm have begun the extensive work on expanding the subway for increased opportunities to commute. The construction process will take several years to complete and will cause complications such as noise and vibration that are likely to affect people and businesses in the immediate area. Region Stockholm are therefore keen to reach out with relevant information to those affected using audience adapted communication. In this thesis in Information Design with Specialization in Informative Illustration at Mälardalen University, a design proposal in the form of an animated film has been produced to inform about the construction process for pre-schoolers at the age of four who are affected in their school environment. The purpose of the film is to use it with the support of a teacher or educator who can use the material as a basis for dialogue with the children. The study examines the approaches that can be used to visually guide and maintain the user's attention, as well as how sounds and vibrations can be visualized in an animated film. Based on theory and empirical data, the study results in several suggestions on how to improve visual guidance, such as the importance of reducing the number of competing visual elements. It was also shown that visual metaphors can be used to visualize things that are not otherwise visible, such as sound or time. Finally, the study resulted in a design proposal in the form of an animated film that benefits from these suggested approaches.
Med anledning av att Stockholm växer har Region Stockholm påbörjat arbetet med att bygga ut tunnelbanan för ökade kommunikationsmöjligheter. Detta omfattande arbete kommer att ta ett flertal år att genomföra, samt orsaka komplikationer såsom buller och vibrationer som kommer påverka människor och verksamheter i närområdet. Region Stockholm är därför angelägna om att i god tid nå ut med relevant information till de som påverkas genom målgruppsanpassad kommunikation i sina olika kanaler. I detta examensarbete i informationsdesign med inriktning Informativ illustration på Mälardalens högskola har ett gestaltningsförslag i form av en animerad film tagits fram för att informera om byggprocessen för förskolebarn i fyraårsåldern som berörs av utbyggnationen i sin skolmiljö. Syftet med filmen är att väcka intresse hos målgruppen samt att den i skolmiljön ska kunna användas tillsammans med stöd från lärare eller pedagog som ska kunna använda materialet som underlag för dialog med barnen. Studien undersöker vilka tillvägagångssätt som kan användas för att visuellt vägleda och upprätthålla användarens uppmärksamhet i ett rörligt medium, samt hur ljud och vibrationer kan visualiseras i en animerad film. Utifrån insamlad data från teori och empiri, som bland annat innefattar barns perceptionsförmåga, resulterar studien i ett flertal förslag på hur den visuella vägledningen kan effektiviseras, exempelvis vikten av att reducera antalet konkurrerande bildelement. Det framkom även att visuella metaforer kan användas för att visualisera sådant som inte syns för blotta ögat, såsom ljud och tid. Slutligen resulterade studien i ett gestaltningsförslag i form av en animerad film som drar nytta av dessa tillvägagångssätt.
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Jun, Soojin. "Information and the Experience of Wonder: A Rhetorical Study of Information Design." Research Showcase @ CMU, 2011. http://repository.cmu.edu/dissertations/52.

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In the last two decades, emotion has emerged as an important theme in discussions of design. However, there is no framework to date that encompasses both emotion and information design in a single theory. This dissertation was motivated by a lack of substantive theory that would allow design researchers and educators to model the relationships among information artifacts, audiences, and designers in specific contexts. This demand for work in this area also calls for a reconsideration of the current scholarship of information design by shifting its focus from objects to people, from technical rationality to value-laden human communication, from efficiency to holistic experience and effectiveness. Through examination of existing views about information design and the nature of information, this work advances the idea that information can be better conceptualized as a medium in which designers have the ability to influence situated and value-laden human actions, as well as a medium in which designers can be influenced by situated human actions. This conceptualization of information as twoway mediation between designer and audience allows us to reconsider information design as a meaningful social activity, of which designers are an integral part. This research consists of two parts. First, it proposes a framework called Modes of Wonder that allows designers to model an audience's emotional experience in relation to information artifacts. Through examination of four thematic variations of wonder (wonder, astonishment, amazement, and sublimity), Modes of Wonder provides a meta-language that is able to model one's emotional experience in relation to information artifacts. Furthermore, it may be used by designers in the planning process when solving a design problem, and by educators as a tool for critique. Second, this research presents a Point of View framework, which allows us to describe design strategies used for creating information artifacts. While Modes of Wonder, in Chapter 3, focuses on the relationship between information artifacts and audiences, the Point of View framework in Chapter 4 – which includes person, perspective, mode, and principle as the primary frames – illustrates the relationship between information artifacts and the designer who has created a specific response to a particular design problem. In order to demonstrate how these two frameworks can help us uncover plausible design strategies in a particular context of information ii design, I examine three cases of information artifacts that respond to specific design problems through use of the thematic variations of Point of View and Modes of Wonder as conceptual tools for analysis. This research makes the following contributions: it provides a theoretical framework that models the relationship among information artifacts, audiences, and designers in specific contexts. Specifically, Modes of Wonder allows design researchers and educators to articulate the relationships between information artifacts and audiences. In turn, the Point of View framework provides an approach for modeling design strategies that are often implicitly used by designers to create information artifacts aimed at producing a particular emotional effect for an audience.
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Gasson, Susan. "Co-operative information system design : how multi-domain information system design takes place in UK organisations." Thesis, University of Warwick, 1997. http://wrap.warwick.ac.uk/4240/.

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The thesis focussed on the need to understand the nature of design processes in innovative, multi-domain, organisational information systems design. A cross-disciplinary, interpretive investigation of organisational IS design was based upon multiple literatures: information system development and methodologies, human-computer interaction, situated action, social psychology, psychology of programming, computer-supported co-operative work, computer science, design 'rationale' and organisational behaviour. Three studies were performed: 1. A case study of a user-centred design project, employing grounded theory analysis. 2. A postal survey of IS development approaches in large UK companies. 3. A longitudinal field study, involving participant observation over a period of 18 months in a cross-domain design team, employing ethnography, discourse analysis and hermeneutics. The main contributions of this research were to provide rich insights into the interior nature of IS design activity, situated in the context of the organisation (a perspective which is largely missing from the literature); to provide conceptual models to explain the management of meaning in design, and design framing activity; to produce a social action model of organisational information system development which may form the basis for communicating the situated nature of design in teaching; and to suggest elements of a process model of design activity in multi-domain, organisational information system development. The implications of the research findings for IS managers and developers are also considered a significant contribution to practice. Detailed findings from these studies relate to: I. Disparities between the technology-centred view of organisational IS development found in the literature and the business and organisation-based approaches reported in the survey. 2. The role of pre-existing 'investment in form' in shaping the meaning of design processes and outcomes for other team members and its implications for the management of expertise and for achieving double-loop leaming. 3. The detailed processes by which design is framed at individual and group levels of analysis. These findings indicated a mismatch between "top down" models of organisational IS design and observed design "abstraction" processes, which were grounded in concrete analogies and local exemplars; this finding has significant implications for organisational design approaches, such as Business Process Redesign. 4. The distributed nature of group design, which has implications for achieving a 'common vision' of the design and for the division of labour in design groups. Intersubjectivity with respect to process objectives may be more critical to design success than intersubjectivity with respect to the products of design. - 5. The political nature of design activity: it was concluded that an effective design process must manage conflict between the exploration of organisational possibilities and influential, external stakeholders' expectations of efficiency benefits. 6. Design suffers from legitimacy problems related to the investigation of a "grey area" between explicit system design goals and boundary and emergent definitions of design goals and target system boundaries; this issue needs to be managed both internally to the design-team and externally, in respect of stakeholders and influential decision-makers. It is argued that the situated nature of design requires the teaching of design skills to be achieved through simulated design contexts, rather than the communication of abstract models. It is also suggested that the findings of this thesis have implications for knowledge management and organisational innovation. If organisational problem-investigation processes are seen as involving distributed knowledge, then the focus of organisational learning and innovation shifts from sharing organisational knowledge to accessing distributed organisational knowledge which is emergent and incomplete.
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Jennings, Daniel Blair. "Welding information system : design, operations, methods." Thesis, University of British Columbia, 1991. http://hdl.handle.net/2429/29988.

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This thesis encompasses a Welding Information System for Design, Operations, and Methods (WISDOM). In essence, the WISDOM project aimed at research and development of an innovative and comprehensive information collection on welding in close cooperation with industry utilizing modern micro-computer techniques of information review, retrieval, storage, updating, and transfer. Emphasis is placed on new and more efficient methods of knowledge communication, pursuing the idea of exploring knowledge (in contrast to rehearsing recipes). The development of this project concentrated on the following three main topics: 1. Background information on steel metallurgy and welding 2. Analysis and Design Methods for Welded Connections 3. Code Requirements of Welds Preliminary research on the WISDOM project involved communications with industry to determine primary objectives. The need for an information system on welding was unquestionably apparent. The knowledge base is supplemented with graphic images and analysis and design programs. It is hoped that the information in this system will be delivered to the engineer in an efficient and useful manner. The priority here is to raise welding awareness while promoting efficient welded design. In addition, we hope that the WISDOM system will close the ever widening gap between the design engineer and the fabricator. In the most general sense, the primary objective of the WISDOM project was to produce an integrated self-paced teaching tool for both engineering professional and student alike. The versatility of the system is maintained by presenting the information in modular form. Screen graphics oriented learning modules encourage the user to become more involved in the learning process than more conventional teaching methods allow. Analysis and design modules promote rapid and efficient connection design in a more consistent and professional manner. A smooth transition from the learning environment to engineering practice is envisioned by providing realistic design tools with a transparent background.
Applied Science, Faculty of
Civil Engineering, Department of
Graduate
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Liao, Gang. "Information repository design for software evolution." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ34039.pdf.

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Noppen, Johannnes Albertus Rudolf. "Imperfect information in software design processes." Enschede : University of Twente [Host], 2007. http://doc.utwente.nl/57882.

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Charlton, C. T. "The retrieval of mechanical design information." Thesis, University of Cambridge, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.597499.

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The retrieval methods use the explicit elements and associations which appear in a structured design representation, without requiring an understanding of the designs or their application domains. They depend instead on simple similarity measures concerning the basic representation elements, and integrate this basic evidence within the structured representations. Structure is handled dynamically, so that fragments are defined by the best-matching level for each query. The propagation of evidence through the structure of fragments allows different types and levels of representation to be related. These principles are developed are evaluated within an IR framework consisting of textual information, not least since text can and does express design information, especially concerning experience and the design process. Moreover, IR provides standard test collections to quantify retrieval performance. Although usually based on fairly long passages of unstructured text, such a collection can be used to evaluate the suggested approach to retrieving structured mechanical design fragments, which is difficult to assess directly. Rather than transferring the structured representation to flat text, which would lose information, a structure is imposed on a textual test collection and an analogy drawn between structured design representations and structured text. The results show that formalised knowledge structures such as classifications are not necessary for retrieving design information. Instead, informal knowledge and 'obvious' connections between representation elements can lead to improved retrieval performance, according to the standard IR measures of precision and recall. However, connections are not always applicable in every context, and retrieval performance suffers if any ambiguity in the representation elements or their similarity measures is not resolved before making connections. The representation structure forms a convenient context for this process of resolving ambiguity. There are several applications of this work. One is in Design Reuse, initially via a retrieval system which suggests standard components to replace specially-designed parts. Allowing for imprecision means that it can be used relatively early in the design process.
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Cahill, Daniel. "Utilising information in architectural design drawings." Thesis, Heriot-Watt University, 2000. http://hdl.handle.net/10399/1143.

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Cabrera, Carlo Antonio. "Essays in learning and information design." Thesis, London School of Economics and Political Science (University of London), 2018. http://etheses.lse.ac.uk/3826/.

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We re-visit three classical models in information economics. The first chapter studies the screening problem for a seller who owns a single good, and a buyer whose valuation for the good is their private information. We allow for the seller to acquire information at some cost about the buyer's value, in addition to her choice over the probability of trade and the transfer. The seller thus chooses a Blackwell experiment for each announcement that the buyer makes in a direct revelation mechanism. More informative experiments are more costly. Under mild conditions, there are always optimal mechanisms where the seller acquires coarse information about the buyer. In particular, it is always optimal for the seller to choose an experiment that consists of no more than four signals. When the buyer has only two possible values, the same holds for experiments that consist of at most three signals. The second chapter examines information disclosure in a setting of strategic experimentation. A group of agents continuously and independently choose between a safe arm and risky arms of the same type. When the arms reveal good news, we are able to achieve efficiency in a class of simple information disclosure mechanisms when the agents are initially optimistic enough about their risky arms, but only when there are not too many agents. When the reverse is true, the mechanism must be transparent. Thus, there is a tradeoff between transparency and efficiency. This tradeoff does not exist in the case of bad news. In the final chapter, we borrow insights from social learning theory to understand why institutions have persistent effects. We adapt the classical model in a minimal fashion to accommodate a role for institutions, and demonstrate that social learning is one plausible mechanism of persistence.
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Kaijima, Sawako 1976. "Bridge : information as material for design." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/30232.

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Thesis (M. Arch.)--Massachusetts Institute of Technology, Dept. of Architecture, 2005.
Page 82 blank.
Includes bibliographical references (p. 81).
This thesis investigates architectural design as a sensory device that mediates the relationship between the body and the environment. I used a bridge as a site since the body is fully exposed to an open environment, vet often one is barely aware of the environment due to the linear and repetitive nature of the bridge form. My attempt is to amplify and variegate the experiences of the bridge by using environmental information itself as a material for design. In order to capture the nature of environmental information I employed computation and developed generative processes as tools for design. The possibility of this mode of design can be contested by means of digital computation through algorithmic processes which allow one to operate on relationships and attributes and implicitly evolve a final design product without preconditioning the outcome by formal biases. Thus, rather than allowing the logic of a predetermined form to dictate architectural choices, such as material and structure, the form emerges out of a computationally calibrated distribution of properties in space.
by Sawako Kaijima.
M.Arch.
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Christian, Andrew D. (Andrew Dean). "Simulation of information flow in design." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/11102.

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Aurisicchio, Marco. "Characterising information acquisition in engineering design." Thesis, University of Cambridge, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.614130.

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Bai, Guohua. "Feedback learning in information systems design." Licentiate thesis, Luleå tekniska universitet, 1994. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-26690.

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Chaudhari, Gaurav Singh. "Information Network Design for Lean Logistics." Diss., Virginia Tech, 2008. http://hdl.handle.net/10919/29677.

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Manufacturing supply chains are invariably dynamic and complicated in nature. Hence, steady state models are not sufficient for analyzing and designing supply chains. Models of supply chains must accurately capture their dynamic behavior, which is determined by the structure of the organization, and the policies adopted by management. System dynamics modeling provides a powerful framework for this purpose. The use of system dynamics models in supply chain management has thus far been limited to explaining phenomenon like the bullwhip effect, and for policy development. We provide a structured approach for policy design, which doesnâ t rely on any simulation experiments. Further, we study the impact that information network design has on the response of supply chains. We use a combinatorial approach to develop guidelines for information network design. Further, we examine the possibility of utilizing a PID information feedback structure to enhance the responsiveness of the supply chain. Lastly, we propose a combined feedback feed-forward information structure to enable a supply chain to rapidly respond to disturbances whose effects are known. The goal of this dissertation is to provide a structured approach for the design of information network structure, and operating policy.
Ph. D.
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Min, Daehong, and Daehong Min. "Essays on Information Design and Regulation." Diss., The University of Arizona, 2017. http://hdl.handle.net/10150/624568.

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My dissertation focuses on information design problem and regulation. In the first chapter, I study how a ban on price discrimination affects firms' investment decisions and social welfare in an intermediate good market. When price discrimination is allowed, an upstream firm can extract all profits of downstream firms by using discriminatory pricing. Thus downstream firms will not invest knowing that all benefits from the investment will be captured by the upstream firm. If instead price discrimination is banned, the upstream firm is forced to yield some benefits from investment to a more efficient downstream firm. I show that this can result in a strict improvement of social welfare. Researchers may be tempted to manipulate the reporting of experimental data. This is likely to affect which experiments are conducted, how the reported results are interpreted and welfare. The second chapter addresses this question in a setting where a sender has limited ability to commit to the choice of information structure, or experiment, and a receiver observes both the chosen experiment and the reported results. This gives rise to a novel mode of communication: a mixture of cheap talk (no commitment or full manipulation) and Bayesian persuasion (full commitment or no manipulation). I show that there is a clear Pareto-ranking among three different modes of communication: both the sender and the receiver are strictly better off as the communication environment changes from cheap talk through communication with partial commitment to Bayesian persuasion. This strict welfare ranking holds for any level of conflict of interests between the sender and the receiver. In the last chapter I study a principal-agent problem in which the principal is an information user and the agent is an information provider. The agent can conduct an experiment that reveals information about the unknown true state. The agent has private information about which experiments are feasible, his type. While the principal can observe both the experiment conducted by the agent and the experimental results, she cannot observe the type of the agent. First I note that there are some cases in which the principal can achieve the first-best outcome despite the information asymmetry. When the first-best outcome is not achievable, there are two kinds of optimal decision mechanisms: (1) one which assigns the best experiment to each type with the distortion in the ex post optimal decisions and (2) the other which achieves the ex post optimal decisions by not assigning the best experiments. I provide sufficient conditions that determine which decision rule is optimal.
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Pilemalm, Sofie. "Information Technology for Non-Profit Organisations : Extended Participatory Design of an Information System for Trade Union Shop Stewards." Doctoral thesis, Linköpings universitet, MDALAB - Human Computer Interfaces, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-4981.

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The conditions for the third, non-profit sector, such as grassroots organisations and trade unions, have changed dramatically in recent years, due to prevailing social trends. Non-profit organisations have been seen as early adopters of information technology, but the area is, at the same time, largely unattended by scientific research. Meanwhile, the field of information systems development is, to an increasing extent, recognising the importance of user involvement in the design process. Nevertheless, participatory development approaches, such as Participatory Design are not suited to the context of entire organisations, and new, networked organisational structures, such as those of non-profit organisations. This reasoning also applies to the theoretical framework of Activity Theory, whose potential benefits for systems development have been acclaimed but less often tried in practice. This thesis aims, first, at extending Participatory Design to use in large, particularly non-profit organisations. This aim is partly achieved by integrating Participatory Design with an Argumentative Design approach and with the application of Activity Theory modified for an organisational context. The purpose is to obtain reasoning about and foreseeing the consequences of different design solutions. Second, the thesis aims at exploring information technology needs, solutions, and consequences in non-profit organisations, in trade unions in particular. The case under study is the Swedish Trade Union Confederation (LO) and the design of an information system for its 250 000 shop stewards. The thesis is based on six related studies complemented with data from work in a local design group working according to the principles of Participatory Design. The first study was aimed at investigating and comparing trade union management’s view of the new technology and the actual needs of shop stewards. The second study investigated the situation, tasks and problems of shop stewards, as a pre-requisite for finding information technology needs. The third study merged the previous findings into an argumentative design of an information systems design proposal. The fourth study collected the voices from secondary user groups in the organisation, and presented an Activity theoretical analysis of the union organisation and a modified design proposal in the form of a prototype. The fifth study presented an Activity theoretical framework, modified for organisational application, and used it for producing hypotheses on possible shop steward tasks and organisational consequences of the implementation of the information system. The sixth paper was aimed at the initial testing of the hypotheses, through the evaluation of information technology facilities in one of the individual union affiliations. The complementary data was used to propose further modifications of the integrated Participatory, Argumentative, and Activity Theory design approach. The major contributions of the study are, first, a modified Participatory Design approach to be applied at three levels; in general as a way of overcoming experienced difficulties with the original approach, in the context of entire, large organisations, and in the specific non-profit organisation context. The second contribution is generated knowledge in the new research area of information technology in the non-profit, trade union context, where for instance the presented prototype can be seen as a source of inspiration. Future research directions include further development and formalisation of the integrated Participatory Design approach, as well as actual consequences of implementing information technology in non-profit organisations and trade unions.
On the day of the public defence the status of article V was: Submitted.
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Alton, Noel Teresa. "Empirical Study of Information Design: Four Experiments." BYU ScholarsArchive, 2010. https://scholarsarchive.byu.edu/etd/2118.

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Current design theory sets out many rules and guidelines for designers, but good design is still difficult to replicate. Often the design principles found in the manuals are misapplied, resulting in designs that (1) do not fulfill their purpose and (2) disrupt the clarity of information. This thesis will review and provide experimental data supporting a model of visual form/visual purpose connections based on the semiotic of C.S. Peirce. This model was first used by Amare and Manning (2005, 2006, 2007, 2008, 2009) to evaluate and explain both effective and ineffective visual information design. This thesis will extend their approach, reporting on the results of four experiments to test the aesthetic appeal and information retention from various visual designs. The four experiments presented in this thesis show that viewer's ability to recall information does not coincide with designs that they find the most visually stimulating or visually pleasing. High indicative contrasts allow for higher retention rate, but those contrasts do not necessarily conform to viewer's aesthetic preferences. Low indicative contrast options have a lower retention rate, but are preferred aesthetically by viewers. Peircean analysis accounts for this disconnect between usability and preference and can help designers find the balance that is needed between these competing purposes in visual information design.
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Bruch, Jessica. "Management of Design Information in the Production System Design Process." Doctoral thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-14138.

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For manufacturing companies active on the global market, high-performance production systems that contribute to the growth and competitiveness of the company are essential. Among a wide range of industries it is increasingly acknowledged that superior production system capabilities are crucial for competitive success. However, the process of designing the production system has received little attention, ignoring its potential for gaining a competitive edge. Designing production systems in an effective and efficient manner is advantageous as it supports the possibility to achieve the best possible production system in a shorter time. One way to facilitate the design of the production system is an effective management of design information. Without managing design information effectively in the production system design process the consequences may be devastating including delays, difficulties in production ramp-up, costly rework, and productivity losses. The objective of the research presented in this thesis is to develop knowledge that will contribute to an effective management of design information when designing production systems. The empirical data collection rests on a multiple-case study method and a survey in which the primary data derive from two industrialization projects at a supplier in the automotive industry. Each industrialization project involved the design of a new production system. The findings revealed ten categories of design information to be used throughout the process of designing production systems. The identified design information categories are grouped in the following way: (1) design information that minimizes the risk of sub-optimization; (2) design information that ensures an alignment with the requirements placed by the external context; (3) design information that ensures an alignment with the requirements placed by the internal context, and (4) design information that facilitates advancements in the design work. In order to improve the management of the broad variety of design information required, a framework is developed. The framework confirms the necessity to consider the management of design information as a multidimensional construct consisting of the acquiring, sharing, and using of information. Further, the framework is based on six characteristics that influence the management of design information. These characteristics are information type, source of information, communication medium, formalization, information quality, and pragmatic information. Supported by the findings, guidelines for the management of design information are outlined to facilitate an effective and efficient design of the production system and thus contribute to better production systems. The guidelines are of value to those responsible for or involved in the design of production systems.
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Dutra, Luciano. "Design process and environmental information : applicability of design support tools." Thesis, Open University, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.576664.

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The architectural design process is a fuzzy and imprecise generalisation of each architect's own and unique way of designing. The environmental design process comprises issues related to environmental comfort, energy efficiency and sustainability. As this process improves the building behaviour, hardens the understanding about how so many variables get into the design process end take part in the results. To help understanding this, new Environmental Design Support Tools (EDSTs) are available each year. Over the last decade, these tools have been aimed more specifically toward designers and given friendlier interfaces. Whilst this has made them more usable by designers, it has also highlighted continuing fundamental weaknesses in terms of applicability in the design process and design support. The bigger problem seems to be related to the inadequacy between the operability of such tools and the complexity and plurality of ways in which designers design. Most tools, although named as environmental design support tools, are actually simple simulation tools. They facilitate design tasks that would otherwise demand time but still do not support analysis and interpretation of results. This thesis investigates the problems inherent to supporting the building design process through environmental design support tools. The works of some architects carried out as an academic exercise were analysed as a pilot study for this research. A graphical tool named as "Dica Diagram" was created to scrutinise fundamental issues related to the design process and how architects take account of environmental concepts in it. Several interesting behaviours were detected during this experiment and were investigated further with two different groups of students of architecture carrying out other two experiments as case studies for this research. The experiments test twelve hypotheses through nonparametric statistical tools in order to verify some issues that could, then, help in the creation of a framework for a designer friendly support tool for implementing these features in EDSTs.
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Smith, Robert Adamson. "Design centric information and process modelling for integrated building design." Thesis, University of Nottingham, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.431867.

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41

Won, Seahwa. "Colour information in design : understanding colour meaning in packaging design." Thesis, University of Leeds, 2015. http://etheses.whiterose.ac.uk/12472/.

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Colour is a powerful visual cue that affects consumer brand choice. Although there is an obvious and recognised value in the use of colour information in design, the literature demonstrates that colour information is an underexplored area that has not yet been addressed in detail by design research either practically or theoretically. Moreover, colour crosses various disciplines; due to its multi-disciplinary nature, it is not clear whether colour information is being effectively utilised in design. The aim of this study was to identify which types of colour information are useful in packaging, and to suggest a prototype tool (at concept level) to deliver this useful colour information to design professionals. An analysis of the relevant literature revealed 13 types of colour information which were then selected as basis for the study. Subsequently, the research design consisted of two phases. The first phase was exploratory in order to gain rich insight into the characteristics of useful colour information through interviews, an online survey, a colour meaning experiment, a colour meaning framework, and a colour meaning case study. The second phase was practice-based. Based on the informed exploration from the early studies, a web-based colour tool prototype, referred to as the CMCW (colour-meaning-centred website), was created, refined, and tested. The primary contribution of this study stems from an understanding of colour information to support design professionals; the identification of the five types (harmony, perception, meaning, psychology and printing) and the characteristics of useful colour information; and the formation of a colour-meaning framework and colour-meaning web tool. The secondary contribution of this study is the methodological approach undertaken that was used to understand the relationship between colour meaning and context by conducting a design-focused colour experiment. Research evidence highlights the importance and value of colour meaning information in design. The insight from this work will help researchers, design professionals, and colour-tool developers to make informed decisions on what they should focus on, how they should do so, and why. This will facilitate better provisions and uptake of useful colour information for design professionals in the design process and strategy fields. The framework also could support understanding of colour design practice in an analytic way, and be employed as a research tool in various design- or marketing-related research to investigate and analyse colour.
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Long, Jianghua. "Computer-integrated information modelling for design of building structures /." View abstract or full-text, 2004. http://library.ust.hk/cgi/db/thesis.pl?CIVL%202004%20LONG.

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Thesis (Ph. D.)--Hong Kong University of Science and Technology, 2004.
Includes bibliographical references (leaves 223-232). Also available in electronic version. Access restricted to campus users.
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Chen, Danfang. "Information management for the factory planning process." Licentiate thesis, Stockholm : Skolan för industriell teknik och management, Kungliga Tekniska högskolan, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-11418.

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44

Majumder, Deeptendu. "Towards enhanced information support for engineering design tasks." Diss., Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/15846.

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45

Helps, C. Richard G. "Evolving Information Technology: A Case Study of the Effects of Constant Change on Information Technology Instructional Design Architecture." BYU ScholarsArchive, 2010. https://scholarsarchive.byu.edu/etd/2388.

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A major challenge for Information Technology (IT) programs is that the rapid pace of evolution of computing technology leads to frequent redesign of IT courses. The problem is exacerbated by several factors. Firstly, the changing technology is the subject matter of the discipline and is also frequently used to support instruction; secondly, this discipline has only been formalized as a four-year university program within recent years and there is a lack of established textbooks and curriculum models; finally, updating courses is seldom rewarded in a higher education system that favors research and teaching for promotion and tenure. Thus, continuously updating their courses place a significant burden on the faculty. A case study approach was used to describe and explain the change processes in updating IT courses. Several faculty members at two institutions were interviewed and course changes were identified and analyzed. The analysis revealed a set of recurrent themes in change processes. An instructional design architecture approach also revealed a set of design domains representing the structure of the change processes. The design domains were analyzed in terms of the design decisions they represented, and also in terms of structures, functions and activities, which are related to Structures-Behaviors-Functions (SBF) analysis. The design domains model helped to explain both negative and positive outcomes that were observed in the data. When design efforts impact multiple domains the design is likely to be more difficult. Understanding the design domain architecture will assist future designers in this discipline.
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Karlsson, Jimmy, and Emanuel Niska. "Tidsdistortion i metodkomponenter - En design science-ansats." Thesis, Örebro universitet, Handelshögskolan vid Örebro Universitet, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-44366.

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47

Badrah, Mustafa Kamal. "Information technology strategies for detailed structural design." Thesis, University of Strathclyde, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.248505.

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Chen, Li. "Information and Preferences in Matching Mechanisms." Doctoral thesis, Universite Libre de Bruxelles, 2016. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/235227.

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This thesis consists of three independent essays on the design of matching markets, with a primary goal to understand how information interacts with matching mechanisms especially in the applications to school choice and college admissions. The first chapter compares theoretically the non-strategyproof Boston mechanism and the strategy-proof deferred acceptance mechanism when taking into account that students may face uncertainty about their own priorities when submitting preferences, one important variation from the complete information assumption. The second chapter evaluates the effectiveness of a strategy-proof mechanism when students have to submit preferences before knowing their priorities using both theory and data. The third chapter turns attention to a new mechanism that is sequentially implemented and can encourage truth-telling. Nevertheless, such implementation often faces time constraint. This chapter therefore offers an inquiry of the pros and cons of the time-constrained sequential mechanism.
Doctorat en Sciences économiques et de gestion
info:eu-repo/semantics/nonPublished
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Bowser, Anne Elizabeth. "Cooperative design, cooperative science| Investigating collaborative research through design with floracaching." Thesis, University of Maryland, College Park, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10129884.

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This dissertation presents a case study of collaborative research through design with Floracaching, a gamified mobile application for citizen science biodiversity data collection. One contribution of this study is the articulation of collaborative research through design (CRtD), an approach that blends cooperative design approaches with the research through design methodology (RtD). Collaborative research through design is thus defined as an iterative process of cooperative design, where the collaborative vision of an ideal state is embedded in a design. Applying collaborative research through design with Floracaching illustrates how a number of cooperative techniques—especially contextual inquiry, prototyping, and focus groups—may be applied in a research through design setting. Four suggestions for collaborative research through design (recruit from a range of relevant backgrounds; take flexibility as a goal; enable independence and agency; and, choose techniques that support agreement or consensus) are offered to help others who wish to experiment with this new approach. Applying collaborative research through design to Floracaching yielded a new prototype of the application, accompanied by design annotations in the form of framing constructs for designing to support mobile, place-based citizen science activities. The prototype and framing constructs, which may inform other designers of similar citizen science technologies, are a second contribution of this research.

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Shooter, Steven B. "Information modeling in mechanical design : with application to cam mechanical design /." Diss., This resource online, 1995. http://scholar.lib.vt.edu/theses/available/etd-06062008-155414/.

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