Дисертації з теми "Interaction design processes"
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Cingi, Guney. "The Influence Of Digital Technologies On The Interaction Of Design And Manufacturing Processes." Master's thesis, METU, 2006. http://etd.lib.metu.edu.tr/upload/12606944/index.pdf.
Повний текст джерелаculminating with the case study of Guggenheim Museum, Bilbao.
MUNIZ, MARIA ISABELLA DE PORTO ALEGRE. "PEDAGOGICAL USABILITY AND INTERACTION DESIGN: PROCESSES OF COMMUNICATION AND COLLABORATION IN VIRTUAL LEARNING ENVIRONMENTS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2015. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=25615@1.
Повний текст джерелаCOORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO
A pesquisa trata da interação mediada por ferramentas de comunicação e colaboração em ambientes virtuais de aprendizagem, dentro do contexto da educação a distância (EAD), dentro do olhar da usabilidade pedagógica e do design de interação. O estudo parte da premissa de que existem problemas ligados à interação mediada por ambientes virtuais de aprendizagem que dificultam a implementação de estratégias de ensino da EAD baseadas em colaboração e comunicação. Foi, portanto, definido como objetivo localizar necessidades e questões que podem influenciar o uso de ambientes virtuais de aprendizagem para o planejamento e a implementação de estratégias pedagógicas colaborativas, a partir de relatos de docentes. Além de trazer contribuições para o projeto de uma EAD baseada em colaboração e comunicação, a pesquisa contribui metodologicamente para a área do design de interação com a proposição da técnica da entrevista baseada em cenários. A partir de entrevistas não-diretivas com profissionais da EAD, foram desenvolvidos cenários que têm como tema interações entre pessoas em ambientes virtuais de aprendizagem utilizados para EAD. Esses cenários serviram de base para entrevistas semiestruturadas, com docentes tutores. As entrevistas trazem descrições detalhadas sobre como esses profissionais colocam em práticas estratégias pedagógicas baseadas em comunicação e colaboração e mostram o crescimento do papel da tutoria em EAD nos modelos pedagógicos que utilizam essas estratégias, expondo situações que indicam a necessidade de sistemas que apoiem as tarefas do tutor dentro dos ambientes virtuais de aprendizagem.
This research deals with interaction mediated by communication and collaboration tools in virtual learning environments, within the context of distance education, and from the standpoint of pedagogical usability and interaction design. It is assumed that there are problems related to interaction mediated by virtual learning environments that hinder the implementation of teaching strategies of DE-based collaboration and communication. Thus, the study, based on teachers reports, aims to find requirements and issues that may influence the use of virtual learning environments for planning and implementation of collaborative teaching strategies. In addition to bringing contributions to the design of a distance education based on collaboration and communication, research contributes methodologically to the area of interaction design with the proposition of the use of scenario-based interview technique. Unstructured interviews were conducted with professionals of distance education, to support the development of scenarios that served as subjects for the interview technique based on scenarios with teachers directly involved in interactions with students during courses. The interviews include detailed descriptions of how these professionals put into practice pedagogical strategies based on communication and collaboration and expose the growing role of tutoring in distance education pedagogical models that propose collaborative teaching strategies, resulting in the need for systems that support tutor tasks within virtual learning environments.
Almeida, Henrique Stabile de. "Entre o físico e o digital. Processos paramétricos, de interação e de fabricação digital aplicados ao design." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/16/16134/tde-07032016-172105/.
Повний текст джерелаW hat are the limits between the physical and the digital in design? This is the big question motivating the theoretical and practical investigations in this work. However, the reasons for this questioning itself as well as its relevance, proved to be more important than the mere search for its answers. Another question arises: since when the boundaries between the physical and the digital became relevant to design? There are three design areas that contribute incisively to the exploration of the question above: parametric design, interaction design and digital fabrication. This thesis is a search for a state of the art on the proposed themes and for a better understanding of the growing separation between the three areas, which, despite the use of similar terms and definitions, follow diverse paths in literature. What has been written recently about parametric design, interaction design and digital fabrication presents various and even divergent speeches. Because of this multifaceted aspect, the importance of historical and bibliographical search for its origins and the understanding of different points of view presented by today\'s authors is evident
Lind, Thomas. "Inertia in Sociotechnical Systems : On IT-related Change Processes in Organisations." Doctoral thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-326799.
Повний текст джерелаFredlund, Isak. "Effektivitet genom kollaboration: En studie i hur metoder för kollaboration kan användas i agila designprocesser." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22354.
Повний текст джерелаRothwell, Clayton D. "Recurrence Quantification Models of Human Conversational Grounding Processes: Informing Natural Language Human-Computer Interaction." Wright State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=wright1527591081613424.
Повний текст джерелаFink, Glenn Allen. "Visual Correlation of Network Traffic and Host Processes for Computer Security." Diss., Virginia Tech, 2006. http://hdl.handle.net/10919/28770.
Повний текст джерелаPh. D.
Hecht, Manuela, and Kristina Babik. "An Approach of applying Motion-Sensing Technology to Design and Development Processes of Apparel Value Chains." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-408.
Повний текст джерелаDavid, Aurelio [Verfasser], and J. Alexander [Akademischer Betreuer] Schmidt. "Re-thinking public participation : lay-expert interaction and knowledge exchange in community-based design processes / Aurelio David ; Betreuer: J. Alexander Schmidt." Duisburg, 2019. http://d-nb.info/119169125X/34.
Повний текст джерелаYlitalo, Frida. "Development of digital sales processes with help of the See-Think-Do-Care model." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185555.
Повний текст джерелаBader, Marcus. "Co-design package for civil servants’ public communication strategies." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21187.
Повний текст джерелаTolman, Jim. "Evaluation of a Multi-User Virtual Reality System for Collaborative Layout Planning Processes." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-238186.
Повний текст джерелаDenna studie beskriver tillämpningen och utvärderingen av ett system för användning av Virtual Reality (VR) i samband med layoutplanering av Scania-fabriker. Målet är att utvärdera samarbetet inom systemet samt att bedöma användarvänligheten. Studien använder befintliga metoder på nya sätt. 16 deltagare filmas när de utför en gemensam uppgift och kodas sedan för Collaborative Joint Attention (CJA). Utvärderingen använder sig även av System Usability Scale (SUS) och Nielsens Heuristics. SUS-poängen var över genomsnittet, men deltagare med tidigare erfarenhet av layoutplanering gav systemet ett högre betyg. Det fanns många problem relaterade till att det fysiska rummet var mindre än det virtuella rummet, begränsad användarkontroll och att gestaltningen av brukarens avatar visade sig vara distraherande. Resultaten har konsekvenser för byggare och utvärderare av VR-fleranvändarsystem för samarbete. En rekommendation till utvärderare är att överväga användning av CJA som en beroende variabel.
Koniakowski, Isabella. "When Should Feedback be Provided in Online Forms? : Using Revisits as a Measurement of Optimal Scanpath Disruption and Re-evaluating the Modal Theory of Form Completion." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-138800.
Повний текст джерелаThebeau, Ronnie E. (Ronnie Emile) 1970. "Knowledge management of system interfaces and interactions from product development processes." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/29168.
Повний текст джерелаIncludes bibliographical references (p. 149).
A system architecture was developed and analyzed for a basic elevator system using a limited number of system level components. A Design Structure Matrix was created which represented the complex interactions of the system components. These components were derived from a decomposition of system requirements, code and safety requirements, and evaluation of scenario operational requirements. Clustering routines using cost assignment of interactions aided in optimizing the cluster assignment of components. These cost assignments reflect cost and time associated with managing interactions inside and outside of subsystems. Management and optimization of the interfaces between the clustered components leads to an architecture that minimizes complexity and will hopefully lead to quicker and less costly product development cycles. Using this approach, near-optimal architectures can be analyzed and alternatives can be evaluated for system level impact. As was observed with this test case, highly complex or integrative systems are difficult to analyze, even with the tools utilized. These tools provided a structured approach that utilizes an objective process. This approach provides documentation and analysis of the architecture that is normally managed on the fly as product development progresses. The results of the analysis can provide a framework for an organizational structure of the product development process, provide an avenue for dialogue between design teams responsible for different subsystems, provide a process for evaluation of architecture alternatives, and identify the interactions between subsystems that must be managed carefully.
by Ronnie E. Thebeau.
S.M.
Lebis, Evelyn. "Interactive Costume Design." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-11182.
Повний текст джерелаKamaruddin, Norfadilah. "Interface design in interactive science courseware for the Malaysian Smart School Project." Thesis, Queensland University of Technology, 2012. https://eprints.qut.edu.au/50970/1/Norfadilah_Kamaruddin_Thesis.pdf.
Повний текст джерелаCandy, Linda. "Creative knowledge work and interaction design." Thesis, Loughborough University, 1998. https://dspace.lboro.ac.uk/2134/6992.
Повний текст джерелаGaspar, Andrea Marques. "'Where does the new come from?' : an ethnography of design performances of 'the new'." Thesis, University of Manchester, 2013. https://www.research.manchester.ac.uk/portal/en/theses/where-does-the-new-come-from-an-ethnography-of-design-performances-of-the-new(cd77bec4-ba9b-48ed-b2c4-f53ed0eb7e03).html.
Повний текст джерелаBibri, Mohamed. "Sustaining ICT for Sustainability : Towards Mainstreaming De–carbonization–oriented Design & Enabling the Energy–Efficient, Low Carbon Economy." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5936.
Повний текст джерела+46 704 35 21 35
Farhadi, Anna, and Sofia Norin. "Parkering i Norrköping : Processen att skapa ett mobilt användargränssnitt för att underlätta reseplanering." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-110634.
Повний текст джерелаWith a series of prestigeous events such as the Bråvalla Music Festival and the European premiere of Harry Potter: The Exhibition, Norrköping will, during the summer of 2014, attract many tourists. As a visitor, it may be difficult to locate appropriate parking spots in situations like these. Norrköpings Municipality currently has a map on their website with an overview of parking spots in the central areas of the city. This map, however, is only suited for viewing on big screens. To search for the map on a mobile device, find an appropriate parking and then correctly navigate to its location may serve difficult for a user who is new to the town or pressed for time. The purpose of this study is to create a user-friendly interface design for a mobile application that aims to facilitate the parking process for drivers who live in, or are visiting, Norrköping. The study uses a sequential mixed method approach and the design process is based on a goal-directed and user-centered design. Surveys, interviews and usability testing have been employed to collect research in order to create an interface that meets the needs of the user. The study resulted in the creation of an interface for a parking application that can be used for planning purposes as well as navigation. Choices for design and interactivity are based on the users' goals and preferences. The study concludes that a stressful situation requires information to be clear, easily understood and call for minimum effort from the user's side. Redundant information should be removed and the steps it takes to obtain information should be reduced. Different users have different attitudes towards the use of mobile applications for planning and parking. The majority of interviewees would in a similar situation rely on a Google search for information. From this we can conclude that the easiest solution would be for Norrköping's Municipality to create a mobile website with information about parking in the city. However, in order to reach a broader target group and to incorporate certain complex functions and features, the creation of an application becomes necessary.
Warren, Eline. "A City Winery - Revealing Process + Promoting Interaction." VCU Scholars Compass, 2016. http://scholarscompass.vcu.edu/etd/4245.
Повний текст джерелаRego, Kristen. "Altered Interactions." VCU Scholars Compass, 2010. http://scholarscompass.vcu.edu/etd/2160.
Повний текст джерелаMannapperuma, Chanaka. "Try to Understand Design and Design Process." Thesis, Umeå University, Department of Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-35027.
Повний текст джерелаIt is difficult for designers to explain what they do. In addition,those unfamiliar with design do not understand the rigor and logic of design thinking and process .We can’t formulate pre defined model for design process because every design situation is unique and new situation. But I tried to formulate my own model for design process as common with Inspirations from my supervisors/Lectures. I tried to describe what is design? And what is design process? In this paper.This personal position paper explores the personal improvement throughout the course work and what I learnt though out the course work.
Möller, Rebecka. "How to create interaction moments at concerts : Designing user experiences." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232128.
Повний текст джерелаKonsertindustrin har expanderat enormt de senaste åren. Samtidigt som det ökande engagemanget för konserter, växer den digitala marknaden snabbt. Idag använder publiken sina mobiltelefoner under en konsert för att skicka textmeddelanden, ansluta på sociala medier, ta foton, spela in filmklipp och använda ficklampans funktion som en tändare. Det här beteendet kan uppfattas som ett distraherande ögonblick och i stället flytta personens fokus från konserten till telefonen. Det distraherande ögonblicket kan undvikas genom en studie av användarupplevelse som gör att en mobilapplikation gör samspelet smidigare. Det kan leda till mer fokus på musiken och genom det förbättra konsertupplevelsen. I det här projektet beskrivs arbetet bakom utvecklingen av prototyper. Metoden som används i rapporten är processen Design Thinking. Processen är uppdelad i en femstegsmodell: sympatisera, definiera, föreställa, prototyp och testa. Resultatet presenterar tre prototyper som bygger på digitala tävlingar som interagerar publiken under en konsertupplevelse. I slutet av rapporten presenteras en diskussion om hur man kan få ett positivt resultat av att interagera publiken och artisten med varandra. Slutsatsen var att interaktionerna har god potential att fungera i en konsertmiljö, men interaktionerna måste testas ytterligare för att säkerställa ett positivt resultat. En annan slutsats var att tiden före en konsert har mer spelrum för interaktionerna att fungera bra och att inte distrahera användarna från konsertupplevelsen.
Zilevu, Kobla Setor. "Interactive Interfaces for Capturing and Annotating Videos of Human Movement." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/91424.
Повний текст джерелаMaster of Science
In this thesis, I describe the iterative service design process I used in identifying and understanding the needs of diverse stakeholders, the development of technologies to support their mutually beneficial needs, and the evaluation of the end-user experience with these technologies. Over three iterative design cycles, the set of identified end-user customers expanded to include the patient, the supervising therapist, the annotating therapist, and other members of the development team. Multiple versions of interactive movement capture and annotation tools were developed as the needs of these stakeholders were clarified and evolved, and the optimal data forms and structures became evident Interactions between the stakeholders and the developed technologies operating in various environments were evaluated and assessed to help improve and optimize the entire service ecosystem. Results and findings from these three design cycles are being used to direct and shape my ongoing and future doctoral research.
Bucolo, Salvatore. "Revealing the nature of interaction between designers and physical and virtual artifacts to support design reflection and discovery." Thesis, Queensland University of Technology, 2008. https://eprints.qut.edu.au/17035/2/Salvatore_Bucolo_Thesis.pdf.
Повний текст джерелаBucolo, Salvatore. "Revealing the nature of interaction between designers and physical and virtual artifacts to support design reflection and discovery." Queensland University of Technology, 2008. http://eprints.qut.edu.au/17035/.
Повний текст джерелаSong, Ji‐Won. "Understanding user interaction problems with wireless connection via research through design." Thesis, Brunel University, 2015. http://bura.brunel.ac.uk/handle/2438/10890.
Повний текст джерелаWesterlund, Bo. "Design Space Exploration : co-operative creation of proposals for desired interactions with future artefacts." Doctoral thesis, Stockholm : Skolan för datavetenskap och kommunikation, Kungliga Tekniska högskolan, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-11210.
Повний текст джерелаEliasson, Johan. "Tools for Designing Mobile Interaction with the Physical Environment in Outdoor Lessons." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-93314.
Повний текст джерелаMobilteknologi används allt oftare för att stödja elever i läraktiviteter utomhus. Till exempel, i ett växande antal forskningsprojekt, används mobiltelefoner och teknik för positionsbestämning som stöd för skolelever i att utforska naturen. Tidigare forskning har dock identifierat utmaningar med införandet av mobilteknologi i utomhuslektioner. En av de huvudsakliga utmaningarna är att interaktion med mobilteknologi i utomhuslektioner kan distrahera eleverna från att interagera med den fysiska omgivningen. Den här avhandlingen angriper den utmaningen ur ett människa-datorinteraktionsperspektiv, vägledd av följande frågeställning: Hur kan vi designa, utvärdera och reflektera över mobilteknologi för att interagera med den fysiska omgivningen i utomhuslektioner? I avhandlingen presenteras fyra designinterventioner bestående av utomhuslektioner i geometri och biologi, som låg till grund för att utveckla konceptuella designverktyg. Designverktygen utvecklades genom en koncept-driven designstrategi och utvärderades i fälttester med skolelever. Framtidsverkstad och Interaktionsanalys var de huvudsakliga metoder som användes. Resultaten från fälttesterna visar att mobilteknologin behöver utformas så att den kan orientera eleverna i interaktionen med den fysiska omgivningen. I linje med den koncept-drivna designstrategin, bidrar avhandlingen med tre designverktyg. De föreslagna designverktygen är: Designriktlinjer som är specifika nog för att vägleda utformningen av mobilteknologi för utomhuslektioner, en Designmodell för att utforma och utvärdera mobilteknologi för utomhuslektioner, och Designkoncept för att reflektera över hur mobilteknologi placeras och används i utomhuslektioner. Designverktygen föreslås som verktyg för att forskare och designers, som vill designa mobilteknologi för utomhuslektioner, ska kunna möta utmaningen i att mobilteknologin kan distrahera eleverna från att interagera med den fysiska omgivningen.
Nishitani, Nobuhiko. "Design and Control of Cooperative Self-Assembly Processes at Liquid/Solid Interfaces by Tuning Supramolecular Interactions." Kyoto University, 2019. http://hdl.handle.net/2433/242536.
Повний текст джерелаKyoto University (京都大学)
0048
新制・課程博士
博士(工学)
甲第21798号
工博第4615号
新制||工||1719(附属図書館)
京都大学大学院工学研究科合成・生物化学専攻
(主査)教授 松田 建児, 教授 杉野目 道紀, 教授 浜地 格
学位規則第4条第1項該当
Khan, Zayera. "Inferno and exaltation - How to design Creativity and support Interaction Designers." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2000. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23929.
Повний текст джерелаNilsson, Linus. "Continuity of Service in Design for a Specific Platform : Combining service- and interaction design perspectives in a multiple platform environment." Thesis, Linköping University, Department of Computer and Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7804.
Повний текст джерелаThis thesis presents a design work in which one platform specific User Interface (UI) is redesigned to fit into the multiple platform range of a software application. Among other design methods a service design analysis and a platform general UI framework are used. The thesis aims to study the impact of these methods.
The service design analysis starts with a workshop which outcome is used as reference point during the design process and later in the analysis of the results. The general framework is extracted from existing mobile implementations of the software and is used as a guideline in the design of the platform specific solution.
The results presented show that the service design perspective added high level priority tools to the process, and there are indications that this method can be even more valuable in earlier stages of adaptation of software to new platforms. The general framework is shown to have contributed on a more detailed level and there is indication that this method can facilitate the work of obtaining continuity between platforms.
Farias, Bruno Serviliano Santos. "ANÁLISE DE JOGOS DIGITAIS: aspectos da linguagem visual relacionados às estratégias de navegação e processos da comunicação interativa em dispositivos portáteis." Universidade Federal do Maranhão, 2014. http://tedebc.ufma.br:8080/jspui/handle/tede/652.
Повний текст джерелаThe purpose of this research is to analyze digital games in devices of portable interaction, covering aspects of graphic language and interactive elements for structuring of information, taking into account the literature on Information Design and Interaction Design in the sphere of functions such as navigation, instruction, and interactive communication elements. This project possesses a descriptive-analytical character with quantitative data approach covering four phases: (1) bibliographic research, (2) systematic observation of the interfaces of the games, (3) measurement of the elements in the support tool, (4) and tabulation and crossing of data. The descriptive study examines the interfaces of games based on different moments, according to the functions of navigation, instruction, and interactive communication. Still fits to the descriptive records, the interfaces followed by cataloging. In this phase, we develop a support tool, called Analytical Tool or support, that can guide the observations as well as facilitate the analysis. The analytical study shows the critical incidence of each element and strategy confronting with interactive principles raised in the bibliographic research. The results show that: (1) the support tool is effective in game analysis; (2) for each function, more relevant interactive principles can be related; (3) the development of a support tool, followed by the divulgation of the functions that provide substantial data and information for analysis and development of digital games. We conclude that the analysis of games is crucial to understand how the structuring of information occurs, as well as what are the most suitable forms of presentation for each function.
O intuito desta pesquisa é analisar jogos digitais em dispositivos de interação portátil, abrangendo aspectos da linguagem gráfica e elementos interativos para estruturação da informação à luz da literatura sobre Design da Informação e Design de Interação, no âmbito de funções como navegação, instrução e comunicação interativa. Este projeto possui caráter descritivo-analítico, com abordagem quantitativa dos dados abrangendo 4 fases: (1) pesquisa bibliográfica; (2) observação sistemática das interfaces dos jogos; (3) mensuração dos elementos na ferramenta de apoio; (4) tabulação e cruzamentos dos dados. O estudo descritivo demonstrou as interfaces dos jogos baseadas em momentos distintos, de acordo com as funções de navegação, instrução e comunicação interativa. Coube ainda à pesquisa descritiva os registros das interfaces, seguidos da catalogação. Nessa fase, foi desenvolvida uma ferramenta de apoio denominada de Ferramenta Analítica, que pudesse guiar a observação bem como facilitar a análise. O estudo analítico demonstrou a incidência crítica de cada elemento e estratégia confrontando com princípios interativos levantados na pesquisa bibliográfica. Os resultados mostraram que: (1) a ferramenta de apoio é eficiente na análise de jogos; (2) para cada função pode-se relacionar princípios interativos mais relevantes; (3) o desenvolvimento da ferramenta de apoio, seguida da veiculação das funções que fornecem dados e informações substanciais para análise e desenvolvimento de jogos digitais. Conclui-se que a análise de jogos é fundamental para se compreender como ocorre a estruturação da informação, bem como quais são as formas de apresentação mais adequadas para cada função.
Gunnarson, Karenina, and Cecilia Hermansson. "Gapet mellan teori och praktik i pappersprototypande : en studie i diskrepans mellan det ideala arbetssättet akademin förespråkar och hur praktikern faktiskt arbetar." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-18141.
Повний текст джерелаGöttert, Rebecca. "Eating and playing: exploring playful interactions with food around the dinner table." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23703.
Повний текст джерелаALI, SHUJAT. "DESIGN AN INTERFACE PROTOTYPE FOR ELSKIFT.DK : DESIGN A WEBSITE USING ITERATIVE DESIGN PROCESS." Thesis, Uppsala universitet, Institutionen för informatik och media, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-170735.
Повний текст джерелаLindén, Felix. "How can we increase sociability amongst elderly through Interaction design?" Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21628.
Повний текст джерелаThis project explores social isolation and loneliness among elders. The goal of the project is to increase sociability among elders. The methods are based on a user-centered approach and with qualitative research and quantitative data generated. As part of an interaction design study. Theories about what has been done in the field are presented and related work to get an understanding of the field. The insights gained from the empirical study define problems in the design process, from the interviews and survey. In the design process methods that are used to create ideas are presented as well as the result. The design process presents nine concepts as a solution to the research question. The conclusion and discussion present new ideas and thoughts on how the project might have been taken in a different design approach and exploration.
Sarampasina, Kyriaki. "Capturing the design process: documentation, reflection, and reuse." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208706.
Повний текст джерелаI design agenturer där tid är av ytterst värde, är det intressant att se hur dokumentation och reflektion av design processen kan fångas av ett digitalt verktyg med målet att återanvända design i det långa loppet. I denna studie kommer ett sådant verktyg att släppas hos design agenturen Apegroup. Den primära frågeställningen kommer inom denna studie fokusera på att förstå utmaningar och fördelar i ett sådan verktyg. Verktyget var primärt inspirerat av fälten Computer Supported Cooperative Work och Documenting Design Process. Intervjuer, idégenerering, prototypning, utveckling, testing och utvärdering är aktiviteter som kommer att genomföras av författaren. Resultaten visade att olika designroller värderar olika ting under design processen, vilket gör det utmanande att utvecklat verktyg som har värde för alla. Dokumentering av aktiviteter i verktyget hade mest fördelar för rollen design director och det stora värdet av att samla intern dokumentation om design processen. Att reflektera över aktiviteter i verktyget fick vissa designers att reflektera mer, men det var utmanande att engagera alla. Att arbeta med återanvändning är utmanade då verktyget kräver kontinuerligt användande för att få ut det maximala värdet. I design agentur kontextet, var det mest utmanande aspekten tid och att utmana designers upplevda fördel under hela design processen.
Andersson, Isabel. "Our body body as an expressive tool." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-140111.
Повний текст джерелаLeal, Fabiano [UNESP]. "Análise do efeito interativo de falhas em processos de manufatura através de projeto de experimentos simulados." Universidade Estadual Paulista (UNESP), 2008. http://hdl.handle.net/11449/106417.
Повний текст джерелаCoordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Em vários problemas relacionados à análise de falhas em processos de manufatura, os efeitos das falhas são analisados de forma independente. Porém, em alguns sistemas, as falhas podem apresentar um efeito de interação. Se este efeito interativo for ignorado, o risco da falha também será subestimado. Deste modo, este trabalho objetivou analisar o efeito interativo de falhas em processos através de projeto de experimentos simulados. Para esta análise, realizou-se uma modelagem conceitual do processo e das falhas, através da técnica desenvolvida e nomeada de IDEF-SIM. Os experimentos simulados foram delineados, a fim de se verificar os efeitos principais dos modos de falha e de suas interações. Dois objetos de estudo do setor de autopeças foram escolhidos para esta pesquisa. Concluiu-se o trabalho com a hierarquização dos modos de falha e interações de acordo com o impacto na produção. Esta hierarquização foi apresentada segundo os efeitos locais e globais do modo de falha, através da apresentação de seis cenários. Desta forma, definem-se como principais aspectos originais deste trabalho: a determinação do efeito interativo de falhas em processos através do projeto de experimentos simulados e a modelagem conceitual de processos e falhas para a simulação, através de uma técnica proposta, o IDEF-SIM.
In several problems related to failures analysis in manufacturing processes, their effects are analyzed in an independent way. Even so, in some systems, the failures can present an interactive effect. If this interactive effect is ignored, the risk of the failure will also be underestimated. In this way, this work aims to analyze the failures interactive effect in processes through design of simulated experiments. For this analysis, a conceptual modeling was used to model processes and failures, through a proposed technique named IDEF-SIM. The simulated experiments were designed in order to verify the main effects of the failures modes and their interactions. Two studies from the automotive industry were chosen for this research. This work was concluded by ranking the failures modes and interactions, in accordance with the production impact. This hierarchization was presented according to the local and global effects of the failures modes by means of six sceneries. In this manner, the main original aspects of this work is defined as the determination of failures interactive effect in processes through the design of simulated experiments and the conceptual modeling for simulation of processes and failures through the proposed IDEF-SIM technique.
Pihlajaniemi, H. (Henrika). "Designing and experiencing adaptive lighting:case studies with adaptation, interaction and participation." Doctoral thesis, Oulun yliopisto, 2016. http://urn.fi/urn:isbn:9789526210902.
Повний текст джерелаTiivistelmä Tämä väitöskirja tutkii mukautuvan valaistuksen suunnittelua ja kokemusta. Työssä mukautuva valaistus ymmärretään laajana käsitteenä viitaten valaistukseen, joka mukautuu ympäristöstä ja sen käyttäjistä saatavaan tietoon tai johonkin muuhun valaistuksen tavoitellun toiminnan kannalta merkitykselliseen tietoon. Mukautuvaa valaistusta lähestytään arkkitehtuurin ja kaupunkitilan elementtinä, joka vaikuttaa ihmisen kokemukseen ympäristöstään usealla eri tasolla. Tutkimus on luonteeltaan arkkitehtuurin suunnittelulähtöistä tutkimusta ja poikkitieteellistä tutkimusta. Se valottaa suunnittelun praktiikkaa analysoimalla research-by-design-menetelmällä kolmen tapaustutkimuksen suunnitteluprosesseja. Olennaiset suunnitteluvaiheet, -tehtävät ja -menetelmät tunnistetaan ja esitellään. Lisäksi kokemuksia mukautuvasta valaistuksesta tarkastellaan analysoimalla empiiristä, laadullista tutkimusaineistoa, joka on syntynyt tapaustutkimuksia evaluoimalla. Evaluointimenetelminä ovat olleet puolistrukturoitu haastattelu, paikanpäällä tehtävä kävelyhaastattelu ja evaluointiluotain. Tapaustutkimusprojekteissa, jotka sijoittuivat kaupunkiympäristöihin ja liiketiloihin, tutkittiin erilaisia valaistuksen mukautumisen sekä valon kanssa vuorovaikuttamisen ja osallistumisen muotoja. Mukautuvan valaistuksen suunnitteluprosessia voidaan kolmeen tapaustutkimukseen perustuen teoretisoida kolmivaiheisena prosessina, joka sisältää useita alatehtäviä. Suunnitteluprosessia ohjaavat useat suunnittelutekijät. Monialainen yhteistyö suunnitteluprosessin aikana on hyödyllistä. Käyttäjien kokemukset ympäristöistä, jotka on valaistu mukautuvasti, ovat monimutkaisia ja moniulotteisia. Kokemukset muodostuvat kussakin ympäristössä kontekstisidonnaisina tulkintoina ja ilmentyminä yleisistä kokemuksellisista piirteistä. Mukautuvaa valaistusta määritellään ja käsitteellistetään tässä väitöskirjassa holistisena ja kontekstisidonnaisena suunnittelutehtävänä käyttäjän moniulotteisen kokemuksen ja suunnittelupraktiikan käytäntöön liittyvien rajoitusten näkökulmista. Tulevaisuuden suunnitteluprosesseissa tulisi huomioida suunnittelutehtävän moniulotteisuus. Näin mukautuva valaistus voisi tarjota energiansäästöjen ohella valaistuihin ympäristöihin lisäarvoa useilla kokemuksen tasoilla. Tämän työn päämerkityksenä on auttaa sekä suunnittelijoita että suunnittelun tilaajia ymmärtämään uuden suunnittelutehtävän monipuolisuus ja auttaa heitä lähestymään sitä ympäristön käyttäjien näkökulmasta
Chan, Yu. "Interactive dynamics in the design process : 'model' skills from the perspectives of the client and the designer." Thesis, Edinburgh Napier University, 2017. http://researchrepository.napier.ac.uk/Output/1030827.
Повний текст джерелаBÖRDGEN, HEIKE. "The influence of the interactions between Craft and their merchandise offices on the sampling process : A Case study of Craft." Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-18113.
Повний текст джерелаProgram: Master programme in Applied Textile Management
Jenkins, Lillie Ruth. "Designing systems that make sense what designers say about their communication with users during the usability testing cycle /." Columbus, Ohio : Ohio State University, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1086193345.
Повний текст джерелаTitle from first page of PDF file. Document formatted into pages; contains xi, 170 p.; also includes graphics. Includes abstract and vita. Advisor: Brenda Dervin, Communication Graduate Program. Includes bibliographical references (p. 135-144).
Cheng, Bo, and 成波. "Investigating the effects of online collaborative concept mapping in influencing college students' interactional processes and learning in small groups." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2013. http://hdl.handle.net/10722/206651.
Повний текст джерелаpublished_or_final_version
Education
Doctoral
Doctor of Philosophy
Leal, Fabiano. "Análise do efeito interativo de falhas em processos de manufatura através de projeto de experimentos simulados /." Guaratinguetá : [s.n.], 2008. http://hdl.handle.net/11449/106417.
Повний текст джерелаAbstract: In several problems related to failures analysis in manufacturing processes, their effects are analyzed in an independent way. Even so, in some systems, the failures can present an interactive effect. If this interactive effect is ignored, the risk of the failure will also be underestimated. In this way, this work aims to analyze the failures interactive effect in processes through design of simulated experiments. For this analysis, a conceptual modeling was used to model processes and failures, through a proposed technique named IDEF-SIM. The simulated experiments were designed in order to verify the main effects of the failures modes and their interactions. Two studies from the automotive industry were chosen for this research. This work was concluded by ranking the failures modes and interactions, in accordance with the production impact. This hierarchization was presented according to the local and global effects of the failures modes by means of six sceneries. In this manner, the main original aspects of this work is defined as the determination of failures interactive effect in processes through the design of simulated experiments and the conceptual modeling for simulation of processes and failures through the proposed IDEF-SIM technique.
Orientador: Dagoberto Alves de Almeida
Coorientador: Valério Antonio Pamplona Salomon
Banca: Eduardo Saliby
Banca: José Arnaldo Barra Montevechi
Banca: Leonardo Chwif
Doutor
Herrera, Valencia Rodrigo Fernando. "Impact of BIM/LEAN on the interaction of construction project design teams." Doctoral thesis, Universitat Politècnica de València, 2020. http://hdl.handle.net/10251/158718.
Повний текст джерела[CAT] Els equips de diseny dels projectes de construcción están compostos per diferents interesats; açó podría dificultar les interaccions. Les metodologies BIM i Lean tenen un impacte positiu en els projectes de construcció. A més, ni hi ha proves de l'aplicació conjunta de BIM i Lean; no obstant, es desconeix la relació empírica entre practiques Lean i els usos de BIM en fase de diseny. Tampoc existix una comprensió mes profunda dels fenómens socials que es generen entre els equips de diseny quan s'apliquen les metodologies de gestió BIM-Lean. Per tant, l'objectiu d'esta investigació es entendre l'impacte de les practiques de gestió de diseny Lean (LDM) i els usos BIM en l'interacció dels equips de diseny dels projectes de construcción. El métode de investigació te dos fases: 1) la creació de ferramentes per a evaluar el nivell d'aplicació de les practiques LDM i els usos BIM, i per a comprendre les interaccions en un equip de diseny; i 2) l'análisis de les relacions entre BIM, Lean i la interacció, basades en informació empírica de projectes de construcció en fase de diseny. Els resultats presenten un instrument d'evaluació d'usos del BIM i un questionari de practiques de LDM per a mesurar la gestió del diseny, i un método per a comprendre els diferents tipos d'interacció en un equip de diseny. Basades en les dades de 64 projectes, un análisis chi cuadrado va revelar 33 relacions empíricas entre els usos del BIM i les práctiques LDM; a més, l¿aplicació dels usos del BIM implica una major aplicació de les práctiques LDM. El projecte que aplica la gestió BIM-Lean obté nombroses interaccions en el seu equip de diseny; fluxes d'informació transparents, ordenats i estandarizats; un entorn de colaboració, confiança i aprenentatge; i una gestió del compromis. Tots estos elements d'interacció no son visibles en el projecte, en el que no es va aplicar la gestió BIM-lean.
[EN] Design teams of construction projects are composed of different stakeholders; this fact could make the interactions difficult. BIM and Lean methodologies have a positive impact on construction projects. Besides, there is evidence of the combined implementation of BIM and Lean; however, it is not known the empirical relationship between Lean practices and BIM uses in the design phase. Also, there is not a deeper understanding of the social phenomena that are generated among design teams when BIM-Lean management methodologies are implemented. Therefore, the objective of this research is to understand the impact of Lean design management (LDM) practices, and BIM uses in the interaction of construction project design teams. The research method has two phases: (1) the creation of tools to assess the level of implementation of LDM practices and BIM uses and to understand the interactions in a design team; and (2) the relationship analyses between BIM, Lean, and interaction, based on empirical information from construction projects in the design phase. The results present a BIM uses assessment tool and an LDM practices questionnaire to measure the design management and a method to understand the different types of interaction in a design team. Based on data from 64 projects, a chi-square analysis revealed 33 empirical relationships between BIM uses and LDM practices; also, the application of BIM uses implies a greater application of LDM practices. The project that applies BIM-Lean management achieves many interactions among its design team; transparent, orderly, and standardized information flows; a collaborative, trust, and learning environment; and commitment management. All these interaction elements are not visible in the project, where BIM-lean management was not applied.
Herrera Valencia, RF. (2020). Impact of BIM/LEAN on the interaction of construction project design teams [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/158718
TESIS
Anjum, Ali. "Virtual size measurement for garments and fashion industry : Selection of right size at the online fashion buyers." Thesis, Södertörn University College, School of Communication, Media and it, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-3836.
Повний текст джерелаInternet is one of the major achievements of 21 century by human kind. Retailers have moved their business towards a global market through internet. Human computer interaction is getting enhanced in different contexts. Consumers can now access the global markets online for the sake of shopping. Fashion industry is getting tremendous popularity in an online environment. Fashion is transformed into digital fashion where people from all over the world have easy access to the world of fashion and can interact and get hands on every piece of art. They can simply buy any fashion product anywhere in the world. The most important part in this domain is the interaction of the consumer with the media for the sake of spending money for goods having a fashion designer at the back end. So here the interaction needs to be precise and specific, especially when it comes to the sizing phase of the activity called shopping garments online. This paper investigates the current sizing trends offered by online fashion retailers and proposes the preferred state interface in order to discover the facts that enables consumers to finalize perfect size for them. The focus is on female users. The results will lead to understanding of the cause of confusion that consumer faces in selecting right size while shopping garments online.
Botleng, Vomaranda Joy. "Aligning cognitive processes with the design process in a University-based digital fabrication laboratory (Ub-Fablab)." Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0066/document.
Повний текст джерелаThe concept of Digital Fabrication Laboratories (Fablabs), initially an industrial prototyping platform for local entrepreneurships is rapidly finding its way into the education arena and used as a platform for learning and innovation. With the current impact of digital technology on the societies, there are calls from organizations like the National Research Council (NRC) for the education sector to cater for the so-called 21st Century Skills, while the industrial sector to rethink design and production in order to cater for sustainability (inclusive of eco-design and circular economy) and to embrace the latest technologies in preparation for the Industries 4.0. Fablab platforms established in universities (Ub-Fablabs) could therefore play a vital role as a ‘support platform’ to meet these demands.Since there has been very little or no research into the capacities of Ub-Fablabs to meet these demands, this research took a two-fold approach toi) investigate and align cognitive, affective and psychomotor skills (inclusive of mechanical, electrical and embedded software operational skills) embedded in the design process in Ub-Fablabs.ii) assess the capacity of Ub-Fablabs to prepare citizens for the future design and production industries.In part 1 of the research, the researcher closely observed the design and production of a rock milling machine (RMM) where utilisation of a range of wood, stone and synthetic materials technologies were displayed. The design and production activities were recorded using field notes, video-recording and still photography. To keep trace of the design and production activities, an iterative design process model, the ‘Nawita Design Process Model (NDPM) was developed and utilised. Data was analysed using an adapted protocol analysis and results were graphed using pie and bubble-chart graphing. Results showed that materialising the creative ideas incubated in stage 1 of the NDPM unleashed a stunning peak of cognitive, affective and psychomotor skills in stages 2, 3 and 4 of NDPM. These processes and skills are undoubtedly constituted of the 21st Century Skills.In part 2 of the research, an adapted online content analysis was used to collect data from 90% of the Ub-Fablabs worldwide. An Ub-Fablab Capacity Indicator Scale (Ub-Fablab CIS) was developed and used to score on four potential aspects of Ub-Fablab if it has to be used as a support platform to incubate proactive minds for the future integration of design and production industries. These components are i) Technological infrastructure; ii) Constructionist pedagogical approach; iii) Collaboration through digital networking and iv) sustainability (inclusive of eco-design and circular economy). Results revealed that all Ub-Fablabs have a strong stand in providing technological infrastructures and a strong constructionist pedagogical approach, but may need to improve on its capacity for collaboration through networking and catering for sustainability.The findings of this research provides a strong standing for Ub-Fablabs to be utilised to augment efforts to equip citizens with 21st Century skills and incubate proactive minds for the future integration of design and production industries