Tesis sobre el tema "Fun design"
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Kim, Soojin. "Designing Fun-oriented Products: A Fun Product that Leads Pleasurable User Experience of The Cincy Red Bike". University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1439308762.
Bayram, Merve. "Design is fun: Promoting play in design process". University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1280779027.
Woolley, Elise M. "Fun: An Exploration in its Relevance to Interaction Design". The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1280119375.
Evensen, Erik A. "Making it Fun: Uncovering a Design Research Model for Educational Board Game Design". The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1247862315.
Cila, Nazli. "The Dimensions Of Users'". Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609288/index.pdf.
Andersson, Erik Olov Mårten. "A Gameful Quest to Make Second Language Acquisition Fun". Thesis, Linköpings universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-122492.
Herrmann, William J. "Creating a Fun Program that is Simple and Easy to Use". Wittenberg University Honors Theses / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=wuhonors1337875707.
Chen, Yingjie. "Entertaing our lives: the way to incorparate “fun” elements to furniture design". Thesis, University of Iowa, 2016. https://ir.uiowa.edu/etd/3059.
Melvin, Kurt J. "Visually Communicating Climate Change Adaptation to Children is Serious Fun!" Thesis, Griffith University, 2020. http://hdl.handle.net/10072/398870.
Thesis (Masters)
Master of Arts Research (MARes)
Queensland College of Art
Arts, Education and Law
Full Text
Smårs, Jonathan. "Implementing Digital Fun : Locating success factors in PC games". Thesis, Karlstads universitet, Handelshögskolan, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-39160.
Jones, Jay Marcus. "Engaged: A teacher resource based on fun factor". CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3271.
Dreser, Melanie. "Design, Fun and Sustainability: Utilizing Design Research Methods to Develop an Application to Inform and Motivate Students to Make Sustainable Consumer Choices". The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1322669294.
Miller, Alexandra M. "Fun in the workplace toward an environment-behavior framework relating office design, employee creativity, and job satisfaction /". [Gainesville, Fla.] : University of Florida, 2005. http://purl.fcla.edu/fcla/etd/UFE0012150.
Souza, Alessandra Cavalcanti de Albuquerque e. "An?lise funcional do design das ?rteses para rizartrose". Universidade Federal do Rio Grande do Norte, 2006. http://repositorio.ufrn.br:8080/jspui/handle/123456789/15106.
The purpose of this paper is to identify the utilization of two models of orthotics used in the conservative treatment of rizartrose in patients/consumers that were referred by the medical clinic to the LAI (Laboratory of Integrated Accessibility). It describes this group s perception related to the functional aspects of the two models, evaluates the value of the product attributed by the patient/consumer and describes the importance attributed to each model. The research s objective consists in identifying which model this is preferred from the point of view by the patients that use either the dorsal or ventral models used in the conservative treatment of rizartrose . This work is then based on the exploratory research through the investigation of the bibliography available and in the research field. The research field used the case study methodology to investigate the phenomenon in the real context. The data were collected using a patient questionnaire during two times after the use of the dorsal orthotic and after the use of the ventral orthotic. The questionnaire was used to identify the relationship between the patients/consumers and the two different types of orthotics. A general descriptive analysis was used in order to verify the patient s abilities executing certain activities daily living using the dorsal and ventral orthotics, the product s functional aspects and its value from the patient s/consumer s point of view. The results show that the preference for the dorsal or ventral models is determined by the individual needs of each person. The results also show that other variables, such as the use of the orthotic on the dominant or non-dominant hand, play a role in the preferred model by the patient/consumer and need to be further investigated
Esta pesquisa tem como proposta investigar a utiliza??o de dois modelos de dispositivo ort?tico usados no tratamento conservador da rizartrose de pacientes/consumidores que foram encaminhados ao LAI (Laborat?rio de Acessibilidade Integrada) pela cl?nica m?dica. Ainda, descreve as percep??es deste grupo sobre os aspectos funcionais dos dois modelos do dispositivo, avalia o valor do produto atribu?do pelo paciente/consumidor e descreve a import?ncia conferida a cada modelo. O objetivo desta pesquisa consiste em identificar entre os modelos de ?rtese dorsal e ventral, utilizados no tratamento conservador da rizartrose, aquele que ? preferido para uso sob a ?tica do pr?prio paciente/consumidor. Desta forma, o trabalho tem sua forma??o baseada na pesquisa do tipo explorat?ria atrav?s de investiga??o em fontes bibliogr?ficas e em pesquisa de campo. Na pesquisa de campo foi adotado como procedimento metodol?gico o estudo de caso, por se propor a investigar o fen?meno em seu contexto real. Os dados foram coletados com a aplica??o de formul?rio junto aos pacientes/consumidores em dois momentos-ap?s uso de ?rtese dorsal e ap?s uso de ?rtese ventral. O formul?rio busca identificar a rela??o de cada paciente/consumidor com os dois modelos do dispositivo. Atrav?s de uma an?lise descritiva geral foi verificado sobre a habilidade do paciente na execu??o de determinadas tarefas cotidianas em uso de ?rtese dorsal e ventral, sendo seguido da apresenta??o dos aspectos funcionais dos produtos e do valor sob a ?tica do paciente/consumidor. Os resultados mostram que a prefer?ncia para uso do modelo dorsal ou ventral ? determinada pelas necessidades individuais de cada pessoa. Os resultados mostram tamb?m a exist?ncia de outros pressupostos que exercem influencia na escolha do modelo pelo paciente/consumidor, como o uso de ?rtese na m?o contralateral a dominante
Larsson, Jonathan y Arias Alberto Amigo. "Fun with Death and Failure : An exploration of player experiences in a decentralized open world RPG". Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26378.
Många moderna single-player-rollspel erbjuder spelaren en maktfantasi där denne ska känna sig kraftfull direkt från spelets start genom att spelets fiender och utmaningar är baserade på spelarkaraktärens nivå och förmågor. Den här studien utforskar vad som händer när denna maktfantasi ersätts med en värld som inte anpassar sig efter spelaren, en så kallad decentraliserad värld. Specifikt undersöks hur decentraliseringen påverkar spelarens upplevelse av misslyckande och spelardöd. För att utforska detta spelade tre spelare The Elder Scrolls V: Skyrim med modifikationen Requiem - The Roleplaying Overhaul i åtta timmar. Efter att deltagarna spelat utfördes individuella semistrukturerade intervjuer och intervjuerna transkriberades. Därefter genomfördes en grounded-theory kodning och analys för att finna gemensamma teman. Resultatet visar att det till en början uppstod frustration hos spelarna på grund av att de väntade sig en maktfantasi. Men när spelarna anpassade sin spelstil kom det fram att svårighetsgraden i en decentraliserad värld ökade underhållningsvärdet så länge spelaren kände att denne kunde påverka sin situation och att svårighetsgraden är grundad i spelvärldens logik. Emedan omfånget av studien är för liten för att dra några generella slutsatser visar den att decentraliserade spel med hög svårighetsgrad är underhållande för vissa spelare. Vidare forskning behövs på hur spelare lättare ska komma över den initiala tröskeln.
Hujanen, Thom Om Thunder. "En litteraturstudie om spelifiering och dess påverkan på känslor av nöje och kul". Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-398732.
Gamification is a subject in academical research that is increasing in popularity. This study follows Treiblmaier’s, Putz’s and Lowry’s (2018) proposed research agenda on gamification. A literature study was made in an attempt to answer the research question “What results and conclusions about gamification’s influence on enjoyment and fun have been presented in research publications?”. A search for literature was conducted in the world's largest database of research publications. The search results were filtered and analyzed to identify its findings, which was then summarized. The results show, for example, that gamification benefits emotions of enjoyment and fun, that gamification that offer those feelings have an impact on other things and individuals that may not always be positive. Many studies focuses on the individual components that form gamification and how they affect feelings of enjoyment and fun. Further research should for example focus on these components, since not all studies agree on their influence.
Louis, Lina-Estelle. "La charge mentale lors de tâches cognitives". Electronic Thesis or Diss., Nantes Université, 2023. http://www.theses.fr/2023NANU2041.
Mental workload (MWL) is a concept used to assess the mental cost of activities. Nowadays, challenges related to user experience involve predicting an individual’s MWL before a task and monitoring it during the activity. To achieve this, the thesis addresses both theoretical and practical questions. On a theoretical level, the first step was to compile and organize various conceptual models of MWL. The second step was to propose a model that combines these different theoretical frameworks and offers a new, more general, and operational definition of MWL. On a practical level, based on the conceptual model proposed in the theoretical phase, we deepened the understanding of the link between subjective MWL and performance. We also explored the relationship between engagement (through the playful feeling), an internal variable for the individual, and MWL. Moreover, we increased the knowledge of the intrinsic (complexity of the task and multiplicity of cognitive functions solicited) and extrinsic (fun design) factors to the task requirements that influence MWL. Finally, we identified a new cognitive task for which we were able to establish a supervised classification model of subjective MWL. We proposed this as an initial response to the need for MWL prediction. A model for which we tested the inter-task validity (for the same context) and the inter-context validity (for the same task). Therefore, this thesis offers an enriched and innovative view on MWL that combines theoretical and experimental approaches
Back, Jon. "Designing Activity and Creating Experience : On People’s Play in Public places". Licentiate thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-95143.
Mobile Life Centre
Playspaces
Jalalzadeh, Moghadam Shahri Bahareh. "Playful engagements in product design : developing a theoretical framework for ludo-aesthetic interactions in kitchen appliances". Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/31034.
Tsutsumi, Hernando Tamon. "Ideogames: uma proposta metodológica transcultural". Pontifícia Universidade Católica de São Paulo, 2013. https://tede2.pucsp.br/handle/handle/18119.
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
This research proposes a digital educational game focused on the learning of Japanese kanji. Its fundamentals are culturally based in the Japanese immigration to Brazil and, combined with the concepts and theories of transculturalism and topophilia, lead to a reflection of cultural appreciation and its hybridization. Such approaches fall within the overall context of combinations and adaptations, covering digital productions structured in accordance to concepts and theories from several areas of knowledge. The methodology is to conceive a game based on the difficulties of learning the Japanese language identified in students of non‐Japanese origin and provided by studies from other authors. It is also based on educational, psychological, philosophical and entertainment methodological assumptions organizing themselves in a position to produce an educational game, entertaining above all, that suits the needs of this generation used to challenges and reward systems. Based on such studies, some of the games found on the Internet and in the market were analyzed. It is discussed the transposition among medias, with an approach of the new media, focusing on the indication of the gaming platforms, according to the content. The process of designing and producing the game is optimized by the association of ideas and creation of an structured and elaborate game design documentation. The project creation is guided by the work process flow of a game, in which are demonstrated the steps and interactions between the teams involved in that production. The procedural and technical problems of the participants are reported by the teaching experience in the classroom, better placing and clarifying the title of this research
A presente pesquisa propõe um jogo digital educacional voltada para o aprendizado dos ideogramas japoneses. Seus fundamentos fincam‐se culturalmente na imigração japonesa no Brasil, que conjugados aos conceitos teóricos de transculturalismo e topofilia conduzem a uma reflexão de valorização das culturas e hibridização das mesmas. Tais abordagens se inserem no contexto global de mesclas e adaptações, que abarcam produções digitais estruturados em conceitos e teorias provenientes de diversos campos do conhecimento. Metodologicamente concebe um jogo, a partir de dificuldades de aprendizagem da língua japonesa detectadas em alunos não descendentes japoneses, providas por estudos de outros autores. Alicerça‐se também em pressupostos metodológicos educacionais, psicológico, filosófico e lúdico, organizando‐se na condição de produzir um jogo educativo, acima de tudo divertido, que se adequa aos anseios dessa geração acostumada a desafios e sistema de recompensas. Tomando como base tais estudos, analisa alguns jogos encontrados na internet e no mercado. Discute a transposição entre os meios, com abordagem das novas mídias, incidindo no apontamento das plataformas de games, conforme conteúdo. O processo de concepção e produção do game, é otimizado pela associação de ideias, e elaboração estruturada da documentação de design de game. A construção do projeto é norteada pelo fluxo de processo de trabalho de um game, em que se demonstram as etapas e interações entre as equipes envolvidas nesta produção. Os problemas técnicos e procedimentais dos participantes são relatados na experiência didática ocorrida em sala de aula, situando e compreendendo melhor o título deste trabalho de pesquisa
Back, Jon. "Designing Public Play : Playful Engagement, Constructed Activity, and Player Experience". Doctoral thesis, Uppsala universitet, Människa-datorinteraktion, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-268060.
Nilsson, Jenny. "The Process of Realistic Grooming for Animals". Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64412.
Ivegren, Erica y Karin Gustafsson. "Re-design of a portable fan". Thesis, Halmstad University, School of Business and Engineering (SET), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-986.
Abstract
This master’s thesis is a project of 20p made in accordance with the requirements set by Halmstad University for a Master’s degree in Technical Product and Productions development. The objectives were to make a conceptual redesign of a portable fan for the
American company Hunter Fan. The redesign is intended to be suitable on the
Scandinavian market. The methodology and process are mainly based on Ullman’s
methodology for product development, in combination with Landqvist’s and Östelin’s
design methodology for production development. An optimal design process is rarely
identical from project to project; the best parts and tools from the different design
methodologies were used as support during the process.
The design process in this project started with research within topics suitable to solve the
problem definition. Brand research were made to determine Hunter Fan core values and
target group, the existing product was analysed to see what could be improved and the
market was investigated to learn from competitors. An image board was made to express
the values wanted for this project and for communication with people directly involved in
the design process. Trends were observed by a visit to the Stockholm Furniture Fair.
Further user personas and surveys were made to investigate the Scandinavian consumer’s
needs and requirements. This method gave important knowledge of how to design a
portable fan suitable for the Scandinavian market. Experts on the subject of matter were
interviewed to get understanding of how fan blade works and what alternative safety
solutions there are. In the ideation phase, brainstorming and sketching was a big part.
Over a hundred idea sketches were made and the ideas were carefully evaluated against
collected fact. In the finalization phase, the remaining concepts were refined with
methods like mock-up models, CAD and computer renderings.
The result is a successful conceptual design of a table fan suitable for the Scandinavian
market. Hunter Fan also believes the fan can easily be transformed to the Urban
American cities of New York and other large cities. The table fan owns the values of
Scandinavian design; a simple uncomplicated design, functional and with an expression
of simplicity and modernity. It still owns Hunter Fan core value of high quality. The
design easily blends in the carefully decorated Scandinavian home. It is also easy to
move, put away and store like the Scandinavian consumer requires. There is a need on the
Scandinavian market for a well designed portable fan and the final design of this project
fulfill the requirements to be a successful product.
Guo, Kunpeng. "Optimisation of plate/plate-fin heat exchanger design". Thesis, University of Manchester, 2015. https://www.research.manchester.ac.uk/portal/en/theses/optimisation-of-plateplatefin-heat-exchanger-design(e019a7a5-4be1-4350-b219-3387fd12f7d1).html.
Andreadis, Eleftherios. "Design of a low speed vaneaxial fan". Thesis, Cranfield University, 2011. http://dspace.lib.cranfield.ac.uk/handle/1826/7783.
Reynolds, Zachary W. (Zachary William). "2.672 experiment design : heat sink fin configurations". Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/40474.
Includes bibliographical references (leaf 61).
2.672 is an undergraduate mechanical engineering laboratory course which requires students to solve real-world problems using both theoretical calculations and laboratory experiments. Many of the experiments currently in the laboratory have aged and their replacement presents an opportunity for the introduction of a new experiment. In this proposed experiment, students will optimize a heat sink for a certain type of rack-mount server. For a correct execution of the experiment, students will test the power dissipation of several different heat sinks against a model for how they should behave using principles of incompressible flow, extended surfaces and heat exchangers. An apparatus has been designed and constructed to simulate the air duct inside one possible server, and allow for measurements to be taken of power dissipation, temperature, and pressure in the duct. Seven different heat sink configurations were chosen to provide students with insight into how each parameter alters the effectiveness of the heat sink. Students are then asked to choose the parameters which give the optimal configuration.
by Zachary W. Reynolds.
S.B.
Dorange, Alexis. "Study and Design of an Axial Fan". Thesis, KTH, Flygdynamik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-290176.
Kylsystemet är en avgörande del för en helikopters drift. Utan den kan helikoptern inte hovra. Kylsystemet för huvudväxeln hos en helikopter består av radiatorer och en fläkt. En fläkt är en aerodynamisk kropp och kan därför förbättras gällande aerodynamisk effektivitet. Därför måste olika parametrar övervägas när man utformar en ny axialfläkt för att få god aerodynamiskprestanda. Simuleringar genomfördes för att undersöka effekterna av dessa parametrar och komma fram till en optimal utformning baserad på undersökningskraven. Denna optimala utformning har visat en ökning av massflödet upp till en faktor på cirka två för en given tryckförlust jämfört med den ursprungliga fläkten.
Fagg, Simon. "The development of a reversible and finitely variable camber windsurf fin". Thesis, Bournemouth University, 1997. http://eprints.bournemouth.ac.uk/12235/.
Eliasson, Anna y Martina Westman. "Redesign of ceiling fan - adapted to the Scandinavian market". Thesis, Halmstad University, School of Business and Engineering (SET), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-953.
The master degree thesis project, at Halmstad University, was made in cooperation with Hunter Fan, one of the leading fan companies on the American market. Hunter Fan has expressed a desire to become more successful in Europe which gave birth to this assignment. Hunter Fan wanted the team to adapt Hunter’s ceiling fan technology to a ceiling fan for the Scandinavian market.
The design team put together a tailor made design process based on knowledge achieved from lectures and literature studies, and experience from working with the design process, to best accomplish the assignment. The problem was to re-design a ceiling fan but the team attacked the problem like; how to circulate the air in a room to be able to get a more innovative and visionary result.
The team started off with a short initial brainstorming before they moved into the analysis and research phase, where they performed a thorough examination about the company, the market, the product, the user, lighting, trends etc.
A survey was composed for both people who own a ceiling fan and people who does not. Most survey answers expressed that the light function was a lot more used than the fan function. They bought the fan for its functionality but did not think that their fan was particularly aesthetical attractive.
Sketching and idea generation were a great part of the project. A huge amount of ideas and concepts were evaluated with several methods and refined to finally result in one concept.
The final conceptual ceiling fan is really slimmed down and highly inspired by Scandinavian design. The final design includes functions, aesthetically aspects, construction issues, light technologies etc. The concept also includes a vision for the control system and the logotype for marketing the ceiling fan in Scandinavia.
Crichton, D. "Fan design and operation for ultra low noise". Thesis, University of Cambridge, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.598145.
Roberts, Megan Johnson. "Design of small, low-cost, underwater fin manipulator". Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/43014.
Includes bibliographical references (p. 28).
This thesis details the development of a small, low cost, underwater manipulator for use on the XAUV. At this time, there are no cheap underwater servos commercially available. The design involves modifying a commercially available servo so that it is waterproof and can provide the appropriate amount of torque. The manipulator is intended rotate the fins of the XAUV in order to enhance overall mobility and speed. The project includes a detailed design process resulting in a final design, which was built.
by Megan Johnson Roberts.
S.B.
Sunnerman, Ebba y Ida Vesterinen. "Kan ett modeföretags varumärke gynnas av marknadsföring med pälshandel som del av deras CSR-arbete?" Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-16339.
Program: Butikschefsutbildningen
Naik, S. "Thermal-hydraulic designs of finned heat-exchangers experiencing free or forced convection". Thesis, Cranfield University, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.379521.
Khiabani, Amir y Alanis Daniel Acebo. "Cooling Fan Optimization for Heavy Electrified Vehicles : A study on performance and noise". Thesis, KTH, Flygdynamik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280145.
Fordonselektrifiering har en väsentlig roll i arbetet med att minska bilindustrins miljöpåverkan. Scania är en av de ledande tillverkarna av tunga fordon som för närvarandegår mot ett hållbart transportsystem, genom att tillverka en ny generation tunga fordon drivna med batterier. Ett stort bekymmer med dessa fordon är relaterattill det ljud som genereras av de elektriska axialfläktarna som används i kylsystemet. Detta projekt genomfördes i syfte till att undersöka de faktorer som positivtpåverkar både buller och prestanda hos de elektriska fläktarna. Baserat på två olika bladdesignmetoder och flera brusstyrningstekniker, utvecklades 11 fläktmodeller.Fläktmodellerna som är utformade med konstruktionsmetod 1 är utrustade med krökformade plattor, medan modellerna som skapades med designmetod 2 bestårav vingprofil blad. Dessutom analyserades prestandan för dessa modeller med användning av teoretiska metoder och strömningsmekaniska beräkningar. Ytterligaretvå empiriska tillvägagångssätt användes för att uppskatta den akustiska energin som släppts ut av fläktmodellerna. Utöver det jämfördes de utvecklade modellernamed två kommersiellt tillgängliga fläktar. Detta visade att båda konstruktionsmetoderna resulterar i liknande prestanda vid lågtrycksskillnader, däremot påverkasverkningsgraden och den akustiska energin av valet av brusstyrningsmetoder.
Chui, Chi-keung Chris. "Sustainable landscape design for Fung Yuen butterfly reserve garden". Click to view the E-thesis via HKUTO, 2007. http://sunzi.lib.hku.hk/hkuto/record/B38293997.
Title proper from title frame. Includes special report study entitled: Detail investigation on the sustainable landscape design principles. Also available in printed format.
Chui, Chi-keung Chris y 徐志強. "Sustainable landscape design for Fung Yuen butterfly reserve garden". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2007. http://hub.hku.hk/bib/B38293997.
Chen, Yi Ting y 陳怡婷. "A Humor Study on Fun Design". Thesis, 2011. http://ndltd.ncl.edu.tw/handle/63634967478608502245.
實踐大學
工業產品設計學系碩士班
99
Based on the incongruity-resolution theory in psychology humorous model, this research investigates what humorous level does user have when using fun productions. This research believes consciousness dropping variance would become incongruity when visual interpretation of productions fails in identifying the appearance as function. Besides, if user reduce cognitive dissonance by getting the right visual interpretation between appearance and function of productions, he will have the feeling of fun. This pretest 1 tried to find out the experiment materials of the degree of conformity which are average distributions in appearance and function of production parts. Experiment 2 is proceeding as questionnaire, demonstrated the different level of fun feeling truly exists in inconformity with appearance and function of productions. This research shows both the higher and lower degree of conformity of appearance and function, the easier and the more difficult comprehensible production, whereas the lower sense of humor that user gets. The highest sense of humor is associated with the middle level of comprehensible production. The middle degree of conformity productions are more often designed in a double meaning and contradiction. The low degree of conformity productions are usually designed in contradiction. The high degree of conformity productions are regularly designed in guise and imitation. The purpose of experiment 3 is to find out if there is any incongruity-resolution difference in medium high group, the result is the same as it of the young people, which is the reverse U shape, but the fit and humor rates do match the significant linearity relationship (r=0.218), it appears even more obvious in the elderly group(r=0.524), which means medium-and-high age group has comparatively lower humor acceptance than young people. The difference may result from the testing material which is younger-oriented. The data shows the incongruity-resolution for both young generation and mid-aged people has high correlation(r=0.807), and young generation and the elderly has mid correlation, the result successfully support the higher incongruity-resolution, the bigger difference of reception. The research tells that there is some misunderstanding between the word usage or outlook of a store’s merchandise catalog and customers’ expectations or product’s real functions. In short, the bigger the misunderstanding, the more incongruity-resolution, the less humor, and vice versa. The only way to build up a strongest humor is when the outlook and function meet up at the medium degree of the conformity, which means the product successfully offers a solution to customers’ demands. Furthermore, one more factor which is able to affect the humor and incongruity-resolution of a single product is customers’ age and experiences.
Kinyanjui, William Gitumbi. "Design and formative evaluation of Gitumbi's Revision fun game". Thesis, 1989. http://spectrum.library.concordia.ca/2935/1/ML51373.pdf.
Lai, Ching-Hung y 賴慶鴻. "Exploring Fun Design Mechanisms for Stationery Correction Tape Products". Thesis, 2012. http://ndltd.ncl.edu.tw/handle/e549kb.
國立臺中科技大學
商業設計系碩士班
100
Although objects are not living, users may feel various emotions toward everyday articles. A product that possesses no emotional substance cannot establish ties with users, and will therefore not be as effective as it can be. The goal of this study is to analyze the effect of fun on consumer psychology and examine the essential points of fun product design through an understanding of users'' emotions. A review of the literature found elements that may affect users'' moods and key points of fun design. This study also investigated correction tape products currently on the market, performed classification and data collection and analysis, and found identical, similar, and different points. A theoretical framework is applied to fun design elements, and analysis performed on the relationship between the three aspects of actual products, fun elements, consumers'' impressions. After discarding unsuitable elements and conditions, the study obtained the most suitable fun design guidelines. Because the same design principles cannot necessarily be applied to all product types, selection of appropriate elements is a very important task; adopting a correct strategy can lead to the formulation of design guidelines with relatively low risk. Following practical analysis, this study formulated four fun design elements, which are (1) enjoyment, (2) anthropomorphism, (3) mental associations, and (4) form. These four elements were used to analyze the stylistic characteristics of existing correction tape products. Finally, employing innovative design thinking, this study created four practical business-use correction tape products featuring aerodynamic sports car styling and bobblehead designs, while also incorporating a straightedge function. A questionnaire survey was used to assess users'' impressions of these products; analysis of the difference between the expected and actual results was used to guide revision and further innovative design efforts.
Kuo, Ji-Wei y 郭紀葦. "Applying Emerging Computer So Fun of Robot Design Learning Website Enhance Robot Design Performance". Thesis, 2019. http://ndltd.ncl.edu.tw/handle/2e76zk.
國立臺北教育大學
資訊科學系碩士班
107
Since robots is getting important and has been used in variety of areas in this era. We build a website called “computer to fun” to inspire students to learn how to make different kinds of robots and enhanced their abilities. In this project, we used diffusion of innovation theory and ADDIE model to build our website. Also, we made a questionnaire to evaluate performance. The performance is analyzed with SPSS model. In conclusion, the results show analysis phase donates the most impact on performance, it is very important in our website. We hope this website can inspire student to learn how to make different robots.
Ting, Cheng Yu y 鄭宇庭. "Display Layout Design – take "Check Fun” Store as a Case Study". Thesis, 2011. http://ndltd.ncl.edu.tw/handle/81731894035050598109.
華梵大學
工業設計學系碩士班
99
The worldwide financial tsunami had lashed serious impact which made people faced the problem of being lay-off and had little chances to be hired; under such bad condition, many people might decide to run their own business. Due to the lack of the finance, “Check fun” store had made the idea come true easier due to the less expensive rent on the display box and also made the branches of the store increased rapidly. However, how to make the display box outstanding and make the products become to best seller in so many choices? During the visit and observation in different Check Fun stores, we finally got the conclusion that “the way of displaying the products”, will be the most important issue. This study records the design of the display model and the equipment is suitable for different kinds of products. This design can not only help the vender save their time in figuring out how to display the products but also successfully increases the sales amount. By taking the documents that the scholars were presented as the reference and the observation by the researcher, the pre-test questionnaires were made. To combine the result of the questionnaires that were made by the consumers and the interviews with the sales in the “Check Fun” store, the researcher got the comment points and regarded these points as the function to design the product display. During the process of the design on product display, the researcher not only took the documents and the result of the interviews with the consumer and the sales in Check Fun store but also considered the conditions of the display box in different products and integrated current points with new ideas to create the updated new display equipment. After the new equipment was made, the researcher invited venders to use this new equipment to sell their products and finally proved the new design was successfully in increasing the sales amount. During the analyzed in final questionnaires that were made by different venders, there’re six characters to make the new design of equipment a successful design. “Easy to put in and out the products”, “Makes the products look more valuable”, “ Good lighting”, “ Creative design” , “ Durable” and most important of all “The changeable detail in displaying different kinds of products.” The researchers also found out that the main consumers in Check Fun Stores are students from 16~21 years old. Keywords: Check Fun、 Commodity sales display design
wang, chiu-yueh y 王秋月. "On the Application of the Elements of Fun to Product Design". Thesis, 2009. http://ndltd.ncl.edu.tw/handle/35128373095299482265.
You, Chia-wei y 游家緯. "On fun theory approach to product design and user behavior change". Thesis, 2012. http://ndltd.ncl.edu.tw/handle/69528117629330695368.
國立雲林科技大學
工業設計系碩士班
100
This study aims to investigate whether products designed through the Fun Theory approach can really cause a behavior change on it users. This paper firstly reviewed the literature about Behaviral Change and theories about Humorous Design and Game Design, then analyzed 8 award-winning products claiming to have used the Fun Theory in their design. Bazed on the review and analysis, the basic dimensions and elements of Fun Theory could be thus summariezed as follows. A Fun Theory product, in the first stage, i.e., the behaviral change stage, by providing the product users actual benefits, funny visual/audial feedbacks, opportunities of engaging in games, etc., the product builds a physical interaction with its users. In the second stage, should possess in its form a humorous semantic content which can arouse a feeling of fun. In order to verify the assumption obtained from the previous study, two bike racks were developed with the objective of arousing the interest of the users, so as to increase the use rate of the bike racks, and a comparison is formed by other six existing racks, validating user''s feeling of fun by the semantic differential method and the willingness of use. the results reveals that subjects felt an emotion of interesting with the fun theory based racks ,in the dimension of parking willingness change, the new model have a higher using intention compared to the existing racks. In the results of the semantic differential analysis, users considered not only the importance of fun, but also practical using problems. Still other factor bring the defference with willing of use, such as the type of bicycle riding.
Chang, Wan-Ting y 張菀婷. "A Study of Experience Design Application to The Fun Product Design of Taiwanese Folk Games". Thesis, 2013. http://ndltd.ncl.edu.tw/handle/85902459714728515049.
國立雲林科技大學
設計學研究所碩士班
101
Taiwanese folk games has gradually changed and withered as time goes on, and the globalization has affected the development of Taiwan toy industry. The earlier handmade toys have gradually shifted into information technology goods, which lose their local features, causing the childhood memories of lots people fade away and the new generation of children forget the past humane life. Owing to the advancement of modern technology, technological toys emerge constantly, so the new generation of children plays with themselves alone, which not only reduces the interactions among groups and also estranges the children from parents. For this reason, if the traditional Taiwanese folk games can be resigned to reserve its traditional elements and connotation, it can not only promote the interactions among people, but also preserve and recreate the traditional folk games. However, due to the unadorned shape of traditional folk games, it must render the toys with more prominent and fun shapes to arouse people’s attention. This paper adopts field survey to collect and analyze the interviews served as the first hand data. It works out the open coding to analyze the historical contexts of Taiwanese folk games and their design guideline. Moreover, it uses morphological analysis to retrieve the elements of folk games and the design concepts of fun products to reinterpret the Taiwanese folk games. Finally, through the evaluation questionnaires, it investigates and researches the users’ evaluation and effects on the redesign of such products, with three findings obtained via inductive analysis: 1. Bionic shape, wooden material and hands-on assembling can attract the new generation of children and adults. 2. Folk games experience can effectively transfer the educational philosophy and cultivate the values. The presentation of fun product can make it closer to users, making people a further access. 3. Aesthetic appearance design of folk games brings about Physio- and Psycho-pleasure, usability the Socio- and Psycho-pleasure, education function the Ideo- and Psycho-pleasure, social influence the Ideo- and Psycho-pleasure, and interactivity the Socio-, Ideo- and Psycho-pleasure.
Liang, Chi-Hsin y 梁啟新. "Fun-Gaming, a study of interactive gaming mechanism in video game design". Thesis, 2008. http://ndltd.ncl.edu.tw/handle/77073796726583825270.
國立交通大學
建築研究所
96
Video game is a computing interact experience that provides player fun. Due to the computing characteristic, game media has transfer from a pure fun into a representative complex human culture entertainment in 50 years’ rapid developing of computing technology. Although the technique of obtaining fun in a videogame design involves a wide aspect, the key issue is the design of interact mechanism; not only sort of basic theories in the game industry, but also the goal of this research. In order to understanding the abstract process of player obtaining fun, the study divides into two sections in “Why player wants to play video game?” and “How player plays video games?”. The research sorts out past game theories and proposes two models to describe player’s experience in accordance with particular sections then guide to a game implementation for the feed-back in the game design.
Chen, Wei-Chu y 陳薇竹. "The Influence of Animation and Interactive Interface Design Styles on Dual-Screen Mobile Device Regarding Fun Interaction". Thesis, 2010. http://ndltd.ncl.edu.tw/handle/09021770256797808014.
國立臺灣科技大學
設計研究所
98
The trend of mobile Internet technology is driving the mobile device industry to take off. As the small-screen has been unable to meet the needs of the mobile internet, various technologies have launched large-screen mobile device. Nonetheless, is it the only solution to the user interface design? Furthermore, experience economy has been taken seriously in recent years, meaning that people need products not only can facilitate their life, but also can provide a good user experience with pleasure and fun interaction. For example, the Nintendo released a series of handheld console, called Nintendo DS, with a special of dual-screen user interface that provides more fun and interactive in games and spurs technologies trying to apply dual-screen to notebooks or mobile devices. Therefore, this study is intended to adopt dual-screen user interface design in mobile devices to explore whether fun interaction is affected by animation and interactive styles, also suggest some concept of improving fun interaction and usability on mobile devices. The purposes of this study are: (1) to explore whether usability and user satisfaction be affected by animation and interactive styles on dual-screen mobile devices. (2) To investigate whether fun interaction be enhanced by animation and interactive styles on dual-screen mobile devices. (3) To analysis and sum up all experimental results, finding out the feasible development for devices with dual-screen interface in future. (4) To summarize the suggestion of design improvement of dual-screen mobile devices. It is hope that this study can be a reference resource of related research. This study is planned based on a 2(animation) by 2(interactive styles) two-way ANOVA design. Through literature review and four-phase experiments, the generated results are described as follows: (1) The difference on animation and interactive styles does not affect usability and user satisfaction. (2) The best assessment of fun interaction is the simulation interface with "animation + complex interactive styles," and this result of fun interaction directly proportional to the subjective preference. (3) This study suggests that feasible development for dual-screen user interface in future should be the entertainment-based handheld mobile devices. (4) Suggestions of animation design include: appropriate use of animated transition, animation effects should not be quite obvious, and support situational mode switching. Suggestions of interactive interface design include: consistency of interactive styles, multi-channel interaction, sizes of buttons and task range, colors of icon menu, integration of interactive styles.
Chang, Shu-Ya y 張素雅. "The Study of Implementing Multi-People Interactive Technology on Design of Fun Physical Activity in Elementary School". Thesis, 2004. http://ndltd.ncl.edu.tw/handle/95643597131585335389.
元智大學
資訊傳播學系
92
The physical fitness teaching in former traditional elementary school is adhered to the standard materials to train the student's physical body. This training makes the student lack of the inside motive, also often causes student feel boring. Therefore, this research wants to turn the way of the athletics teaching through the fun, implementing the interaction technology into the elementary school and can to promote the motive and learning result in the activity for school children. The objectives of this research include: (1) Inquire into the elementary school school-children physical fitness train to turn the proper ability in physical activity design principle with fun; (2) Implement multi-people interactive technology on design of fun physical fitness activity in the elementary school. This research sorts out rules of design of fun physical activity by induction of document and interviews and put them into practice. The result indicates that interactive technology could not only increase diversification in teaching but also strengthen cooperation between school children. The activities examined by this research are so highly practicable that they can be taken into consideration when designing physical fitness in the elementary schools.
Chan, Tung-yueh y 詹東岳. "The Design for Fun and Space Enhancement with Greedy Fish Games on Augmented Reality of Smart Phones". Thesis, 2013. http://ndltd.ncl.edu.tw/handle/42471615665819237855.
Vaca, Cardenas Leticia Azucena, Pietro Pantano y Eleonora Bilotta. "<> smart galapagos islands. The design of a learning platform for digital economy, fun, innovation and education". Thesis, 2017. http://hdl.handle.net/10955/1316.
ogni branca della scienza. I sistemi complessi sono composti da diverse parti interconnesse e mutuamente interattive, il cui risultato è una serie di comportamenti altamente non prevedibili [49]. Lo studio multidisciplinare dei sistemi complessi negli ultimi anni ha portato all’introduzione di nuove e importanti prospettive e metodologie concettuali per affrontare problemi sociali e globali del 21esimo secolo. L’istruzione, in questo quadro, può essere considerata un sistema complesso che ha bisogno di essere adattato alle nuove necessità della società [175]. Al giorno d’oggi, la grande evoluzione delle Information and Communication Technologies (ICTs) ha dovuto riconsiderare i principi, le metodologie, gli strumenti e la formazione nel campo educativo. In fatti, diversi studi hanno dimostrato come gli studenti imparino in maniera più efficace quando l’apprendimento è partecipativo e interattivo. Allo stesso tempo, l’interesse degli insegnanti nei confronti di tali sistemi educativi è aumentato grazie al potenziale e alle caratteristiche peculiari che possiedono. Per esplorare la complessità degli attuali sistemi educativi, il principale obiettivo di questa ricerca è stato la progettazione di una piattaforma avanzata per l’apprendimento chiamata “The Smart Galápagos Islands”, per insegnanti, studenti e ricercatori. La progettazione del sistema ha incluso i seguenti steps: • Analisi delle necessità dell’utente attraverso: – Una prima sperimentazione con insegnanti Pre-service * Per introdurre la programmazione come strumento importante. * Per rendere gli insegnanti in formazione dei creatori digitali oltre che degli utenti digitali. * Per sviluppare le Computational Thinking (CT) Skills, e, * Per migliorare la Team Work Competency (TWC) – Un’indagine applicata a insegnanti di Economia Aziendale allo scopo di validare le ICT skills e i loro usi all’interno di una classe “Internet of Things” (IoT) e, – La collaborazione allo studio relativo ai Big Data over Smart Grid - A Fog Computing Perspective. Sviluppo delle componenti del sistema: – Il Serious game in Scratch sul viaggio di Darwin alla scoperta dell’evoluzione biologica. – La creazione dei diversi ambienti virtuali 3D nelle isole Galápagos, e – Una prima progettazione del sito web. La teoria di riferimento relativamente agli studi svolti, secondo diverse prospettive educative e scientifiche, è il costruttivismo. È inoltre legata alle opportunità offerte dalla Open Technology, dal concetto di Contamination Lab, e dall’istruzione STEAM (Science, Technology, Engineering, Arts and Mathematics), incentrata sul "Do-it-Yourself" (DiY) e gli approcci di Co-working. I risultati hanno dimostrato che è molto significativo esplorare e incoraggiare il processo di integrazione di tecnologie all’avanguardia e di paradigmi quali l’ICT e l’IoT all’interno delle pratiche di insegnamento-apprendimento, così come le relative sfide emergenti a diversi livelli in quest’era digitale.
Università della Calabria
O'Rourke, Mark. "Playing for the future: the role of gameplay, narrative and fun in computer games-based training". Thesis, 2013. https://vuir.vu.edu.au/24827/.