Дисертації з теми "Product Design Creativity"
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Marin, Vidal Flavio Alejandro. "Metaphor and cognition| Creativity in new product design." Thesis, Instituto Tecnologico y de Estudios Superiores de Monterrey (Mexico), 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=3570883.
Повний текст джерелаThrough nine experiments, this research advances knowledge about the influence of metaphors grounded in the visual sensory system on creative cognition by showing that perceiving ostensibly task-unrelated visual images that carry metaphoric meaning alters consumers’ creativity. While the results of Experiments 1a, 1b, and 2 provide convergent evidence that positive visual metaphors representing ideas like “I just had a light go on” increase consumers’ creative output, Experiments 3a and 3b reveals that a negative visual metaphor conveying ideas like “ I am burnt out” decrease it. Experiments 4a and 4b show that aptness and familiarity moderate the metaphor creativity link, and Experiment 6 shows that the metaphor–creativity link is moderated by analogical reasoning skills. Experiment 5 uncovers the mediating role of creative intent. In addition to implying that marketers can use metaphors to enhance consumers’ creative feedback in areas like new product development, this research also makes important theoretical contributions by showing (1) that grounded visual metaphors (in addition to tangible objects or physical exercises) can not only raise but also lower creative output, (2) that the cognitive relationship to the metaphor alters the metaphor-creativity link, (3) that a unique cognitive skill alters the metaphor–creativity link, and (4) that consumers’ intentions explain that relationship.
Kudrowitz, Barry M. (Barry Matthew). "Haha and aha! : creativity, idea generation, improvisational humor, and product design." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61610.
Повний текст джерелаCataloged from PDF version of thesis.
Includes bibliographical references (p. 107-116).
It is widely recognized that innovation and creativity is the new competitive battleground for product development firms. Engineers and product designers are now expected to be highly creative, prolific idea generators in addition to being analytically competent. Thus, it is of interest to study methods to improve a designer's idea generation capabilities. It is believed that wit, being spontaneous humor production, is strongly related to creativity as both involve making nonobvious connections between seemingly unrelated things. This thesis looks into the realm of humor and improvisational comedy to suggest means of enhancing creative output in blue-sky product design idea generation. We have found that the ability to quickly generate many ideas is strongly correlated (r2=.82) with being able to come up with a single, promising, creative idea. It was also found that, with appropriate training, individuals may learn to become more prolific idea generators. Furthermore, improvisational comedians were more proficient at new product idea generation than professional product designers, and methods for training comedians can be effectively adapted to product design idea generation. In a study where 84 participants (students, professional designers and improvisational comedians) took a cartoon caption humor test and a nominal product brainstorming test, we found that improvisational comedians on average produced 20% more product ideas and 25% more creative product ideas than professional product designers. Furthermore, the few individuals that were highly prolific in both creative product ideation and humorous cartoon caption production had an improvisational comedy background. Many of the games used in improvisational comedy training are intended to promote associative thinking. We designed an improvisational comedy workshop composed of these association-based games. A group of 11 subjects who participated in this workshop increased their idea output on average by 37% in a subsequent product brainstorming session. Our findings suggest that improvisational comedy games are a useful warm-up for idea generation, that prolific generation is not a domain-specific ability and that it is possible to teach creativity. Ultimately, this work can lead to the development of tools and methods that designers can use to improve their idea generation skills.
by Barry Matthew Kudrowitz.
Ph.D.
Santarelli, Bruno. "Creativity, design and management in Australian fashion enterprises." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2016. https://ro.ecu.edu.au/theses/1770.
Повний текст джерелаWojtczuk, Alicja. "Creative product assessment in design : Influence of judges’ backgrounds and levels of experience in design." Thesis, Aix-Marseille, 2014. http://www.theses.fr/2014AIXM3033/document.
Повний текст джерелаThe present thesis aims to study creativity assessments in design. More precisely, this research focuses on the evaluation of creative productions in graphic design area and it is based on complementary methods of analysis of used criteria and "evaluative referents". It aims to identify, in various assessment contexts, factors that exert an influence on the judgments of creative productions. It develops a multiple feedback approach by exploring assessments made by judges with different professional backgrounds (designers, art directors, design teachers and targeted audience) and levels of experience in design (asserted experts, intermediary experts and laypeople).The research frame includes different contexts of assessment situations and tries to capture the characteristics of judges' approaches to creativity in design, on the basis of three complementary studies. The first study focusses on judges' mental representations by exploring criteria they declare important to creativity in design. The second study allows an analysis of correlations between scores attributed to design productions with regard to different criteria as well as an analysis of inter-judge agreement on them. The third study aims to perform qualitative analyses of spontaneous verbalizations expressed by judges during their analyses of design outcomes
Breslau, Frederico [UNESP]. "Subjetividade e complexidade em design: um mapeamento acerca do design de relações." Universidade Estadual Paulista (UNESP), 2010. http://hdl.handle.net/11449/89731.
Повний текст джерелаCoordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Dados os recentes indícios quanto a configuração da chamada realidade, explicitadas pelas ciências duras (físicas, e a matemática), pelas biológicas e pela filosofia, o presente texto busca traçar um panorama do momento histórico contemporâneo, sob a ótica do design e sua ressignificação simbólica e cognitiva. Recriam-se assim as relações do homem com suas linguagens, seu corpo e seu espaço, através de novas leituras subjetivas do compo do real. Este trabalho é parte de um estudo mais amplo, desenvolvido coletivamente, e que busca lançar luz sobre o modo de produção de objetos sensíveis, tentando com isso, gerar novas propostas sobre a construção projetual
Given evidence for the configuration of the so-called reality, explained bu the hard sciences (physics, mathematics) by the biological ones and by philosophy, this dissertation seeks to give an overview of the contemporary historical moment, from the perspective of design and its symbolic and cognitive signification. So that the relationship between man and his language, his body and his space are recreated through new readings of the field of subjective reality. This work is part of a larger study that seeks to shed light on the mode of production of sensible objects, and it tries to generate new proposals for the construction of the architectural design
Mateus, Américo da Conceição. "Product/Brand co-creation methodology crossing marketing, design thinking, creativity and management: ideas(r)evolution." Doctoral thesis, Universidade de Évora, 2016. http://hdl.handle.net/10174/19162.
Повний текст джерелаBreslau, Frederico. "Subjetividade e complexidade em design : um mapeamento acerca do design de relações /." Bauru : [s.n.], 2010. http://hdl.handle.net/11449/89731.
Повний текст джерелаAbstract: Given evidence for the configuration of the so-called reality, explained bu the hard sciences (physics, mathematics) by the biological ones and by philosophy, this dissertation seeks to give an overview of the contemporary historical moment, from the perspective of design and its symbolic and cognitive signification. So that the relationship between man and his language, his body and his space are recreated through new readings of the field of subjective reality. This work is part of a larger study that seeks to shed light on the mode of production of sensible objects, and it tries to generate new proposals for the construction of the architectural design
Orientador: Olimpio José Pinheiro
Coorientador: Dorival Campos Rossi
Banca: Jorge Albuquerque Vieira
Mestre
Mets, Josephine, and Cilla Niklasson. "Design & Kreativitet : och omvärldens orimliga krav." Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-19624.
Повний текст джерелаProgram: Textilekonomutbildningen
Ruiz, Pastor Laura. "Análisis y medición conjunta del grado de circularidad y de novedad en la fase conceptual del diseño de productos." Doctoral thesis, Universitat Jaume I, 2021. http://hdl.handle.net/10803/671257.
Повний текст джерелаThere is an increasing interest and need to implement the circular economy model, based on keeping resources in circulation for as long as possible. Product design is a discipline that needs to be in continuous innovation to meet the new needs that arise in society. Within the stages that product design encompasses, the conceptual design stage is the most flexible stage and where the creative activity is carried out. This thesis shows the design of an evaluation metric for conceptual proposals that covers all the aspects integrated into the circular economy, referring to product design, and that provides an objective result of combined measurement of circularity and novelty, encouraging the proposals to have both characteristics together. It also studies how to introduce the circular economy in the design process without harming the creativity of the results.
Gogia, Hardik, and Amit Shirsat. "An empirical investigation of How does ISO 9001 standards affect innovation and creativity." Thesis, Högskolan i Halmstad, Akademin för ekonomi, teknik och naturvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-39751.
Повний текст джерелаBeard, Diana. "Evaluating the Role of Design in the Apparel Industry in the United States." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc700003/.
Повний текст джерелаPark-Gates, Shari Lane. "Effects of Group Interactive Brainstorming on Creativity." Diss., Virginia Tech, 2001. http://hdl.handle.net/10919/28577.
Повний текст джерелаPh. D.
O'Brien, Erin A. "An Analysis of Designer Problem-Solving in Addressing Overconsumption of Clothing." Kent State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=kent1601029403307031.
Повний текст джерелаBjurenborg, Amanda. "E-Sea Power : The Design and Standardization of Chargers for Electric Boats." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-67600.
Повний текст джерелаDen nuvarande oron för global uppvärmning ökar kraven på el-fordon (Ouchi, Bando, Kodani, Hirata & Mubin, 2012). Med de ökande kraven har nu de elektriska båtarna kommit i fokus (Sier- zchula, 2014). Det har emellertid ännu inte utvecklats standarder för laddning av elektriska båtar. Det är här det här master projektet kommer in, då detta projekt ingår i E-Sea Power-projektet, som är ett projekt för att utveckla en ny och säker standard för laddning av elektriska båtar. Projektet slutfördes på företaget No Picnic i Stockholm, genom mitt examensarbete, vid utbildningen civil- ingenjörsutbildningen i teknisk design, undervisad vid Luleå tekniska universitet. Målet med projektet var att skapa en grund för att underlätta standardiseringen av laddare för båtar, med möjlighet till fullskaliga tester. Där det slutliga målet med projektet var att utveckla både en normalladdare standard och en snabbladdare som ska monteras i en hamn och kunna utnyttja ham- nens egna elnät. I det här sammanhanget är en normalladdare en långsammare laddare som laddar med användarens egen kabel och en snabbladdare är en snabb laddare som har en egen inbyggd kabel med ett handtag. Projektet var uppdelat i behov, design och funktion för att göra det strukturerat och lätt att följa. Det gick även igenom designfaserna Immersion, Ideation och Implementation. Hela projektet bör- jade med analyseradet av det nuvarande tillståndet och fortsatte sedan med diverse brainstorming och utvärderingstekniker och slutade sedan med byggandet av slutliga CAD-prototyper, både av en normalladdare och en snabbladdare, med hjälp av programmen Solidworks, Keyshot, Photoshop och Maxwell. Projektets fokus har varit att hitta kreativa och ergonomiska nya lösningar med bra användarupplevelse och tillgänglighet. Det slutliga resultatet av projektet är två modulära nya laddare, som tillhör samma produktfamilj. Både en snabbladdare, som har haft huvudfokus och en normalladdare, som också har utvecklats. Snabbladdaren är en hög laddningsstolpe som har en inbyggd lampa som består av fyra lysrörslam- por och en utvändigt hängande laddningssladd monterad på toppen. Laddaren har två komponent- hus ett som rymmer CCS laddarens hona och informationsetikett och ett som rymmer skärmen, IR sensorn och nödstoppet. Huvudfunktionen hos den slutliga snabbladdaren är dess laddarm som böjer sig ned med ett dolt gångjärn, vilket möjliggör den totala räckvidden på 5 meter, samtidigt som den hjälper till att lyfta laddkabeln åt användaren och ger bästa möjliga ljus där användaren är. Den vanliga laddaren är också en laddstolpe med samma typ av hus som snabbladdaren. Laddstolpen är dock mycket kortare och den har bara ett hus, som rymmer två Type 2-honor i stället för en CCS-hona. Normalladdaren har också en annan lampa än snabbladdaren som består av små lysdio- der, så att användaren inte störs av ljusstyrkan vid dess lägre placering, men fortfarande får tillräckligt med ljus vid användning, där det omgivande ljuset är bristande.
Pool, Joey. "Roll, Duck, & Cover! : A collaboratively produced, critical game that generates a discussion around the visual representation of nuclear warfare in media." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76429.
Повний текст джерелаSelimi, Fitim. "Roll, Duck, & Cover! : A collaboratively produced, critical game that generates a discussion around the visual representation of nuclear warfare in media." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76203.
Повний текст джерелаChia-Tien, Kuo, and 郭家恬. "“PTO Rabbits”- Creation research of creativity product design." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/66226653435003066916.
Повний текст джерела高雄師範大學
視覺設計學系
98
Due to the flaws of brand style and product design, researcher set up this thesis inorder to relocate its own brand "PTORabbits". The whole content has five sections, First section narrating the motivation and purpose. Second section is about relevant knowledge and document analyze. By using the symbolism to confer the development of rabbit images and its meaning, west and east culture's rabbits document collection, rabbits idioms and images research for further product exploitation. Third section is about the analyze of rabbits relevant brands. understanding each brands characteristic and its benefits. Forth section will be the reason and explaination of designing PTORabbits. From early analyze to its new position and ideas, Those will be the evidence and main key of this research purpose. The last will ne the furture and expectaion of PTORabbits. By finding its flaws and redesign, making product with meaningful ideas and creation, not only make it more practical but also valuable. After the exibition and value, the product has become more welcome, which make it more valuable for selling and display in the future.
Chou, Jyh-Rong, and 周志榮. "Applying a Creativity-based Design Process to New Product Development." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/20838157807512356414.
Повний текст джерела國立成功大學
工業設計學系碩博士班
93
New product development (NPD) is regarded as a key factor to corporate success in the market and a powerful measure for a company’s long-term survival and growth. In present highly competitive and uncertain market environment with short product life cycles, companies must learn how to rise to the challenge of global competition as well as strengthen their product development capabilities. Only through the continuous innovation in new product design, companies could be able to maintain their competitiveness all over the world. Product design is a critical process within the overall performance of new product development. It plays an important role in providing what things to the users. A high quality product design can not only meet the market requirements but can also increase the possibility of success in new product development. Product design is also a complex problem-solving activity, whose intention is to materialize the artificial objects purposefully. It should be regarded as an interdisciplinary performing requiring contribution by the proper integration of various design methodologies and techniques. The present thesis focuses on product design, also known as industrial design, integrating a creativity-based design process, anthropometric measurement, appearance design and prototype making techniques for new product development. The essence of integration is not the conceivable blending among various design methodologies and techniques but the coherent application of them. We hope that the research can provide a coherent approach to new product design for industries by taking advantage of the creativity-based design process to achieve the goals of innovative product development.
Chen, Chia-Chi, and 陳佳琪. "Discussion about Makers flexibility and its creativity for product design." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/68h4pb.
Повний текст джерела國立交通大學
應用藝術研究所
107
In the past the general purpose of industrial design was expected to manufacture productions on large scale by design and also decreased the cost of development while mass production. Now the rise of Maker Movement, people can make testing models quickly or even manufacture in small quantity through the digital desktop machines, such as 3D Printing machine, CNC machine, Lacer cutting machine.The new making processes bring more flexible in Design.However, industrial design has developed so far,the role of design seems to be replaced by an array of open resources. Could we keep more personal characters keep more elastic in the process of producing? Maker culture brings a lot of impacts between design and manufacturing factory.Through the discussions of flexibility, the author aims to find out the four principles,which are change, emotion, care, interaction,then basing on own experience to focus on the “migration”.By extending the intention of “migration”,the author searches out the four states of “residence" which as following: one person at home, one person traveling, many people at home,and many person traveling. The author aims to express the flexibility while migrating by four work: “ Dialogue:loneness “ “ Fighting “ , “poetry poet” “ Rotating”. It is expected that through the interactions of documentary case analysis and creation, if the designer with the thinking and spirit of Maker, there is more flexibility in the processes and creations.
Silva, Tiago Filipe Pereira da. "Innovation, creativity and new product development: a human central design case study." Master's thesis, 2020. http://hdl.handle.net/10400.26/31944.
Повний текст джерелаChiu, Sheng-Chao, and 邱聖超. "Creativity at initial stage of Product concept by Students of Industrial Design." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/06349527484392796830.
Повний текст джерела明志科技大學
工業工程與管理研究所
98
In recent years, many domestic enterprises and government departments concerned to realize that creativity and product development capacity building, thereby increasing the importance of value-added. Through this study, the design department to conduct observations and interviews with students, summed up the design students the concept of start-up phase in the product when the demand for the relationship between creativity and content, to creative thinking as the intrinsic motivation of the legislative base, compared with creative application of external motivation of the consideration to explore creativity and application of thinking on the relationship between the binding. According to the application of creativity to seek practical for the show to showcase the creativity of the application As the study found that after roots, thus summed up the formation of theory, the demand for creative product design features dimensions and in accordance with collaborative design, contextual design and intangible design for Product Design characteristics of creative thinking, to make further proposals for design students in self-creativity of thought and check, also help design students for the cultivation of creativity and development, expand the broad design of the unlimited possibilities.
Hsaio, Ya-jing, and 蕭雅靜. "The Creation of the Application of Creativity Product Design on Keelung Ghost Festival." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/59731975891194746896.
Повний текст джерела國立雲林科技大學
視覺傳達設計系碩士班
101
After “Cultural Heritage Preservation Act” is announced in Taiwan in early 1991, the purpose of “Intangible Cultural Heritage Conservation Plan” executed by Publisher Planning Office of Headquarters Administration of Cultural Heritage, Council for Cultural Affairs, Taiwan is to review the importance of traditional folk culture. “The Keelung Ghost Festival” in Keelung region is different from Taoism’s so-called ghost festival of Jul. The Keelung Ghost Festival due to its special historical tradition, which is evolved from Zhang Quan fights to a form of surname clan association rotates for the year and has been carried on for over 150 years incessantly, and is unique belief in Keelung. It therefore, has been chosen as intangible cultural heritage while appointing historical relics with regard to nation’s important folk custom for the first time in 2008. In order to pass down this local traditional folk custom permanently and vividly, transformation via a form of manifestation is a must so as to transform people’s fear on the ghost month, to promote the cultural meaning of mercy and commemoration to ancestors of the Keelung Ghost Festival. Given a fact that many places have reported good performance after those feature-rich cultural products are released consecutively in reaction to policies, therefore this creation has firstly summarized literature with regard to cultural and creative industries, cultural products and Keelung Ghost Festival upon “textual analysis” in the first stage through designing research method, while stage II is to conduct in-depth interview with related important personnel via “semi-structured interview” in order to understand connotation of activity itself and development of related cultural products in recent years, stage III, to further analyze literature and interview contents and derive related cultural elements, then conducts creation of cultural products in stage IV, and lastly, to summarize outcomes and exhibit in public. The purpose of this creation is to understand culture of Keelung Ghost Festival, to analyze its unique culture and features and highlight its value, with event name “The Keelung Ghost Festival” regarded as brand name and with brand positioning rendered, to have unique cultural elements derived incorporated and to design a series of cultural products, and expect to provide as a reference for local industries, Keelung City Cultural Affairs Bureau and clan association to refer to for creativity of cultural products with regard to upcoming research and propaganda
Li, Bingsyun, and 李秉勳. "A Study of the Application of Creativity Product Design on Yancheng Old Architectures." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/31394225736091788406.
Повний текст джерела高雄師範大學
視覺設計學系
99
Yancheng is one of regions of development in Kaohsiung in early days. From the period of Japan governs to reclaimed land only hundred years, come through the government established and gather the culture trade then become the Kaohsiung capital before age 70 of Republic of China. Yancheng influence the modern development of Kaohsiung about 50 or 60 years. Accumulates the trace of history and the old building and street testimony that formerly development. After age 70 of Republic of China, because of transfer the downtown area,Yancheng to be on the downgrade. But it remains the precipitation of one kind of historical atmosphere. This research through the conception of sense of place from John Agnew—people regarding the place has the attachment of affection and subjective. To discusses the affection of Yancheng area regarding Kaohsiung people. Sense of place involve the local resident even residents of a city regarding the emotion and memory of this place. And one kind of element of build the collective memory is old building. The modeling structure and the building symbol become the remarkable optical impression of modern resident regarding Yancheng this place in the sense of sight. Therefore, after this research discusses the above-mentioned, through visual design, choose the five old building in Yancheng to be the object of construction commodity design and develop the peripheral commodity. To reappear these old building that once was the resident remembers familiar-sounding by the lignin modeling. To integration the familiar advertise inscription and attempts the grain modeling, then redesign the old map. Hope the creative achievement that combined both and discuss mutually after the theory can let old Kaohsiung person or the young generation has more recollections and the imagination to Yancheng.
Huang, Song-Xi, and 黃松熙. "Customers’ Creativity Support System for the New Product Design: Based on Value-Focused Thinking." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/18522007002227988156.
Повний текст джерела真理大學
管理科學研究所
92
As information technology soaring has changed marketing concept greatly. How to develop customer-orientated business models becomes the most important issue in business management. In the past, manufacturers (sellers) designed their products mainly with product-orientated or market-orientated business model, and then customers could only play a half-chooser role, which so called alternative-focused thinking (AFT). Often they sell the products that do not meet customers’ need. If sellers can look into customers’ values and objectives, and then let customers design their favorable products by themselves and choose one form what they designed, which so called value-focused thinking (VFT). In view of customers, VFT should better than AFT. This study develops a customer-oriented multiple criteria decision making (MCDM) model for which a customer can design his favorite product by himself. With the model, we create a complete creativity’s objectives space through the procedure of VFT, and then customers select a favorite product with an IGA-based “choice during search” process of the model. “Search” can help GA to find a favorite product in the solution space according to decision-makers’ objectives, and “Choice” can help decision-makers to set their objectives and preferences in the objectives space. To verify the effect of our model, we apply it to a case of designing bottle of mineral water. Experimental results of the case showed that the effect of our VFT-based model is significantly better than traditional AFT-based model. In practice, we hope our new product design model could bring both sellers and buyers a “win-win” ground.
Chang, Bo-Huang, and 張伯璜. "A Case Study of “Interdisciplinary Creative Works on Asia’s Cultural Creativity” in Product Design." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/61545032941394182641.
Повний текст джерела大同大學
工業設計學系(所)
101
Looking for the history of China, lots of artistic achievements all emerge the extensive knowledge and profound scholarship. For example, calligraphy shows its unique in every dynasty. Even until now, calligraphy still have the status in the artistic fields. In modern artistic world, calligraphy is a creative form of art. Because of the fact that in different dynasty, calligraphers created the forms of words in different feelings and different skills to express their special thoughts. This creative way is not in other places in the world. Therefore, calligraphy is one of the superior cultures in China. Thus, I chose this topic to be the subject of my research. In 2011, Interdisciplinary Creative Works on Asia’s Cultural Creativity Exhibition in the Taipei world design session won the vast applause. Beside, it also won the most perfect design in a competition in Hongkong. We also can say that calligraphy can be changed by modern people, and can be handed down. In the progress of research, throughout the interview , I have been used the real model to demonstrate the correct way to transform calligraphy forms.
Hung, Waan-Rurng, and 洪婉榕. "A study on product design practice in cultural creativity – works of both domestic and international design awards as examples." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/9v93m7.
Повний текст джерела國立臺北科技大學
創新設計研究所
98
The topic “culture industry” has been highly taken in many developed countries since 1990. More and more culture oriented designs have emerged and the number of products with application of culture factors have gradually increased. However, the cultural creative products in the market, although taking culture as their starting points, are actually lack of innovation and cultural spirit. Those products emphasize the imitate of appearance but neglect the inner spirit and meaning of culture. In order to understand where to develop creativity in cultural product designs, this study will aim at the winners works from domestic and international design awards, and work for inducing the creativity attribute and expression technique for further discussion on how to successfully transfer cultural meaning into product design, enhance the value of product, conclude a guiding principle for students, and future development for the present cultural products. This thesis not only try to re-know the traditional culture but also return the symbolic meaning from cultural products, and therefore further succeed, develop and innovate said factors for broaden application in different products.
WU, HUA-CHEN, and 吳驊臻. "A Feasibility Study on the Development of Design Agency in Taiwan- A Case Study of Cultural Creativity Product Design." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/79584700814691671696.
Повний текст джерела銘傳大學
商品設計學系創新設計與管理碩士在職專班
105
Since the Taiwanese government incorporated the “Cultural and Creative Industry Development Program” into their “Challenge 2008: National Key Development Program,” the cultural and creative industries have become central to the national economic and image development strategy. In 2014, the government introduced a course to teach design agents reflecting the need for design agents in Taiwan. This study was carried out through literature review, interviews, and questionnaire survey. It aims to explore the current situation of the design agent used by designers, the roles and functions of different agents, and industrial designers’ agent needs, and to evaluate the feasibility of design agency leaded in the cultural creativity product design industry of Taiwan, thus enhancing its competitiveness and providing talented designers with support and training to enable them to operate sustainably. This study has the following conclusions: 1. A review of previous studies demonstrated that agencies are an element of industrial development. Synthesizing the four mature agent industries yielded the following results: (1) Incubation stage: The beginning of an industry often begins with the business model trading at a location or platform by supply and demand sides. (2) Development stage: Through time, space, and economic and technological changes, a developed industry promotes the complex business chain and then various types of agencies are produced. This process begins with project based transactions. (3) Brand- building stage: To take control of profits, agencies sign full management contracts with designers and offer them generous benefits. To ensure the steady production of creative and quality products, agencies actively market creators and facilitate transactions. When agents obtain considerable power, labor disputes may occur. (4) Standardization stage: Powerful unions or international organizations are formed to solve the problem mentioned in previous stage (Brand- building stage) as the market increasingly expands. 2. Because the product design industry has privacy policy concerns of product development and difficulties recruiting suitable staff problems, product design is always in the condition of using design technical services for exchanging recompense. Product designers have a limited stage. 3. Most of Taiwan's cultural industries are domestic market oriented. To persist, they must open up the international market, and the agency business model thus has development space. 4. For designers working in design houses, they most require agency’s function at the development-stage. If a product design house is regarded as an agent unit, it has essentially reached the development or brand-building stages. 5. If product designers want to depart from the manufacturing industry, they must develop a valuation mode, leafrog forming skills, and cause the industry to recognize their value. 6. If Cultural creativity products want to establish a brand, the language barriers must overcome, and thus the international market can be opened up. 7. Product designers who work in SOHO most require agencies. 8. Agency concept should be started teaching in schools, and combining with industries, academia, and government to let the cultural creativity agencies supported by government to enter into campuses and design organizations.
CHIA, PEI-CHEN, and 賈珮甄. "The Creativity Evaluation Research on the Product Design of Fashion Industry: A Case Study on SHIATZY CHEN." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/hh688t.
Повний текст джерела國立高雄應用科技大學
文化創意產業系
103
In recent years, with the vigorous development of the cultural and creative industries in Taiwan, the design and marketing of relevant cultural and creative products has attracted attention of numerous researchers. Moreover, many scholars have explored different fields of cultural and creative products, such as the design aspect, consumer experience, loyalty and so on. At present, scholars have taken the craft industry for example and propose the analytical framework of creativity applicable to the cultural and creative product of Taiwan. However, the attributes of craft products on the demand level or experience manner are different from the rapidly changing fashion products. Therefore, this research looks at the case study of 'Shiatzy Chen', which has successfully stepped on the stage of Paris Fashion Week for more than a decade. In this research, we will combine the cultural theory and design theory and conduct in-depth analysis of existing fashion industry in the facets of product creativity assessment. This research utilized AHP (Analytic Hierarchy Process), experts are recruited to conduct a professional comprehensive assessment to fashion industry in the facets of product creativity; so that the quantized weighting corresponded to each factors on the facets of creativity assessment items can be proposed and reorganized. The result shows that the 'fashionability' of fashion product is not the decisive factor of successful sales volume. According to the research data, the leading, uniqueness, rarity and cultural content of the product, as well as the consumer experience based on sensual and emotional aspect, those are the key to successful product design and marketing.
Lin, Pei-Hsien, and 林佩賢. "A study of Creative Thinking Techniques on the Cultural Creativity Industry’s Products Design and Product Satisfaction– Formosan Animals Image of Personification Products as The Example." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/k5y6ze.
Повний текст джерела國立臺灣師範大學
創造力發展碩士在職專班
104
This study was designed to investigate the creative thinking techniques on the cultural creativity industry’s products design and satisfaction. It takes the Formosan animals’ image of personification products as the example. The purpose of this study is to build a process to design cultural and creative industry’s product. Then integrated creative thinking techniques into the process. After using process, produced and displayed the products. Investigated the satisfaction of the products with the public, whether to raise the economic and spiritual. The results of this study are summarized as follows: 1. Creative thinking techniques help the thinking more creative. 2. This process is practical, as amended, to complete the recurrence nature. 3. The public satisfaction with the products influenced by cognition of cultural and creative industry, the role of shaping, and the presentation mediums. 4. Happiness is an important factor in the cultural and creative product, and creativity is the key to manufacturing happiness. According to the findings of the present study and reflection, the researcher makes recommendations for reference subsequent design and research.
Wu, Guo-Wei, and 巫國瑋. "A Study of Creativity on the Application of Human - Computer Interaction of Product Design – an example of MP3 players." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/52918050843114503302.
Повний текст джерела銘傳大學
設計創作研究所碩士班
97
How to make sure the public can feel free and comfortable when using the state of the art technology devices is the major subject to the product designer. According to the popularization of digital music and the decreasing price of MP3 player, the population of MP3 users is growing rapidly. However, there are only a few costumer-oriented-designed MP3 players which are designed for using easily or user friendly on the market now. This article will discuss the interface design for MP3 player in detail for developing handy devices. This article discussed by relative literature to realize MP3 player, analyze the present situation of MP3 player interface design, the functions and problems for using of MP3 player, and the usage environment relation, so that discuss one step ahead about the trend of design. According to questionnaire survey, we would like to find out the likes and dislikes to the interface design of each kind of MP3 players. On the side of human-computer interaction, this article collected and arranged related records written by international scholars papers and found out the concept of human-computer interaction which the designers should know and follow when they are working for a new era product. After integrated all bibliographies above, we analyzed from the cases of human-computer interaction and chose three outstanding cases of them. They are iPod, MOTOROKR E8, and wii. In this work, we would discuss the essential factors for success and the merits and the defects of functional interface for the basis to design and to draft a set of design rule for the users in the following section. At last, we would integrate the bibliographies and the results of analysis to introduce human-computer interaction into product design including the development feasibility of design to MP3 player and realized the operation process. In this thesis, we propose and build up four different design projects and present with 2D-drafting software and choice a project to develop a real product with practicability and convenient operation.
Oman, Sarah Kay. "Towards a guided framework for innovative engineering through the generation and evaluation stages of concept design." Thesis, 2012. http://hdl.handle.net/1957/30786.
Повний текст джерелаGraduation date: 2013