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University of the Arts London
1.
Fass, John.
Representing Experiences of Digital Systems: The Design and Use of Externalising Models.
Degree: 2018, University of the Arts London
URL: https://ualresearchonline.arts.ac.uk/id/eprint/12806/
► This is a PhD by practice that explores how people’s experiences of digital systems can be made physically and visually apparent using models and activities…
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▼ This is a PhD by practice that explores how people’s experiences of digital systems can be made physically and visually apparent using models and activities I have designed. The theoretical context for this PhD centres on internal and external models of people’s experiences with digital systems. This is an AHRC funded PhD written as part of the Creative Exchange, which supports collaborative research projects conducted with industry and academic partners.
My primary research question focuses on the design characteristics of visual and physical models that externalise individual and group experiences of digital systems. Secondary questions include: What effects do the material properties of externalising models have on how digital systems are represented? and What types of activities externalise representations of digital systems? These questions are explored through case studies that focus on a set of digital systems identified through the research including web browsing, digital social networks, and image metadata. The first two case studies are exploratory, the third is applied.
Subjects/Keywords: Digital Media Design
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APA (6th Edition):
Fass, J. (2018). Representing Experiences of Digital Systems: The Design and Use of Externalising Models. (Thesis). University of the Arts London. Retrieved from https://ualresearchonline.arts.ac.uk/id/eprint/12806/
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Fass, John. “Representing Experiences of Digital Systems: The Design and Use of Externalising Models.” 2018. Thesis, University of the Arts London. Accessed April 20, 2021.
https://ualresearchonline.arts.ac.uk/id/eprint/12806/.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Fass, John. “Representing Experiences of Digital Systems: The Design and Use of Externalising Models.” 2018. Web. 20 Apr 2021.
Vancouver:
Fass J. Representing Experiences of Digital Systems: The Design and Use of Externalising Models. [Internet] [Thesis]. University of the Arts London; 2018. [cited 2021 Apr 20].
Available from: https://ualresearchonline.arts.ac.uk/id/eprint/12806/.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Fass J. Representing Experiences of Digital Systems: The Design and Use of Externalising Models. [Thesis]. University of the Arts London; 2018. Available from: https://ualresearchonline.arts.ac.uk/id/eprint/12806/
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
2.
Menezes, Catarina de Almeida Queiroz.
Fundamentos do design gráfico aplicados às plataformas digitais.
Degree: 2016, RCAAP
URL: https://www.rcaap.pt/detail.jsp?id=oai:comum.rcaap.pt:10400.26/17647
► Esta dissertação tem como objeto de estudo os Fundamentos do Design Gráfico aplicados às plataformas digitais. Pretende-se ter um conhecimento aprofundado destes fundamentos e da…
(more)
▼ Esta dissertação tem como objeto de estudo os Fundamentos do Design Gráfico aplicados às plataformas digitais. Pretende-se ter um conhecimento aprofundado destes fundamentos e da sua importância para a conceção de publicações digitais, a partir de uma determinada organização e características dos elementos da linguagem visual, tais como: formato, layout, tipografia, imagem, cor, e também, através dos Princípios de Gestalt.
Deste modo, procedeu-se à realização de um estudo teórico-prático, baseado numa revisão aprofundada da literatura e aplicação de projetos digitais exemplificativos, que por sua vez foram efetuados durante o estágio que a aluna realizou na mesma altura. Concluindo, estes fundamentos foram verificados, respondendo à grande questão de investigação, o que foi uma mais-valia para o enriquecimento do conhecimento da aluna e consequentemente será também para outros designers e estudantes desta área, que não possuam os referidos conhecimentos. Para além disso, a sociedade em geral pode beneficiar de uma comunicação melhor e mais acessível.
This dissertation has as a study object the Fundamentals of Graphic Design applied to digital platforms. It is intended to have a thorough understanding of these fundamentals and its importance for the conception of digital publications, from a particular organization and characteristics of the visual language elements, such as format, layout, typography, image, color, and also through the Principles of Gestalt.
Thus, it was done a theoretical and practical study, based on a thorough review of the literature and application of the exemplar digital projects, which in turn were done during the internship that the student held at the same time. In conclusion, this foundation have been checked, responding to the big research question, which was an asset to the enrichment of the student’s knowledge and consequently it will be also to other designers and design students who do not have this knowledge. Moreover, general society can benefit from better and more accessible communication.
Advisors/Committee Members: Cadarso, Maria.
Subjects/Keywords: Design visual; Fundamentos do design; Design digital
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
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to Zotero / EndNote / Reference
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APA (6th Edition):
Menezes, C. d. A. Q. (2016). Fundamentos do design gráfico aplicados às plataformas digitais. (Thesis). RCAAP. Retrieved from https://www.rcaap.pt/detail.jsp?id=oai:comum.rcaap.pt:10400.26/17647
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Menezes, Catarina de Almeida Queiroz. “Fundamentos do design gráfico aplicados às plataformas digitais.” 2016. Thesis, RCAAP. Accessed April 20, 2021.
https://www.rcaap.pt/detail.jsp?id=oai:comum.rcaap.pt:10400.26/17647.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Menezes, Catarina de Almeida Queiroz. “Fundamentos do design gráfico aplicados às plataformas digitais.” 2016. Web. 20 Apr 2021.
Vancouver:
Menezes CdAQ. Fundamentos do design gráfico aplicados às plataformas digitais. [Internet] [Thesis]. RCAAP; 2016. [cited 2021 Apr 20].
Available from: https://www.rcaap.pt/detail.jsp?id=oai:comum.rcaap.pt:10400.26/17647.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Menezes CdAQ. Fundamentos do design gráfico aplicados às plataformas digitais. [Thesis]. RCAAP; 2016. Available from: https://www.rcaap.pt/detail.jsp?id=oai:comum.rcaap.pt:10400.26/17647
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
3.
Pires, Luciano Lauri.
Felicidade, emoção e hábito: novas abordagens do design digital com foco no bem-estar subjetivo do usuário.
Degree: 2017, Pontifical Catholic University of São Paulo
URL: https://tede2.pucsp.br/handle/handle/20451
► Submitted by Filipe dos Santos ([email protected]) on 2017-10-03T12:31:31Z No. of bitstreams: 1 Luciano Lauri Pires.pdf: 9988944 bytes, checksum: 357fae6660f0b797c8ae2a1cb3643a09 (MD5)
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▼ Submitted by Filipe dos Santos ([email protected]) on 2017-10-03T12:31:31Z No. of bitstreams: 1 Luciano Lauri Pires.pdf: 9988944 bytes, checksum: 357fae6660f0b797c8ae2a1cb3643a09 (MD5)
Made available in DSpace on 2017-10-03T12:31:31Z (GMT). No. of bitstreams: 1 Luciano Lauri Pires.pdf: 9988944 bytes, checksum: 357fae6660f0b797c8ae2a1cb3643a09 (MD5) Previous issue date: 2017-09-12
Fundação São Paulo - FUNDASP
This work aims to discuss and investigate the role of the designer in the construction of digital experiences that promote user subjective well-being. It deals with the hypothesis that there is growing concern in the design community over its role in its field of work. That is due to the current level of maturity of user-centered design processes and due to new research covering infocognition, positive psychology and behavioral economy. It considers parallel approaches, such as emotional design and habit-building models through design.
It is relevant due to the need to make evolve current design methods at a time when users are surrounded by ultra-designed digital environments that prioritize experience factors dedicated to usability and performance instead of factors that contribute to the construction of happiness. It draws the conclusion that Positive Design, a design approach for subjective well-being grounded on concepts of Positive Psychology and Aristotle’s eudaemonia, may present a major evolution in the digital design practice. By demonstrating that the quest for subjective well-being is connected to three main components (pleasure, personal meaning and virtue), this approach introduces a consistent framework and several design opportunities for happiness while leveraging discussions beyond the design community
Esta dissertação de mestrado pretende debater, de forma exploratória, o papel do designer na construção de experiências digitais que promovem o bem-estar subjetivo do usuário. Lida com a hipótese
de que existe uma preocupação crescente na comunidade de design sobre o seu papel como área de atuação, causada pela atual maturidade dos processos de design centrado no usuário e pelo surgimento de novas pesquisas científicas nas áreas da infocognição, Psicologia Positiva e Economia Comportamental. Considera abordagens paralelas como o design emocional e os modelos de construção de hábito através do design. Justifica-se pela necessidade de evolução dos métodos vigentes de design, num momento em que o usuário encontra-se cercado por ambientes digitais ultra desenhados e que priorizam fatores da experiência voltados à usabilidade e ao desempenho, ao invés de fatores que contribuem para a construção da felicidade. Conclui que o exercício do Design Positivo, uma abordagem de design para o bem-estar subjetivo fundamentada nos conceitos da Psicologia Positiva e da eudaimonia de Aristóteles, pode trazer uma importante evolução na prática do design digital. Ao demonstrar que a busca do
bem-estar subjetivo está vinculada a três componentes principais (prazer,…
Advisors/Committee Members: Basbaum, Sérgio Roclaw, http://buscatextual.cnpq.br/buscatextual/visualizacv.do?id=K8750355H7.
Subjects/Keywords: Design digital; Design positivo; Design emocional; Digital design; Positive design; Emotional design; CNPQ::ENGENHARIAS
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❌
APA ·
Chicago ·
MLA ·
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CSE |
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APA (6th Edition):
Pires, L. L. (2017). Felicidade, emoção e hábito: novas abordagens do design digital com foco no bem-estar subjetivo do usuário. (Masters Thesis). Pontifical Catholic University of São Paulo. Retrieved from https://tede2.pucsp.br/handle/handle/20451
Chicago Manual of Style (16th Edition):
Pires, Luciano Lauri. “Felicidade, emoção e hábito: novas abordagens do design digital com foco no bem-estar subjetivo do usuário.” 2017. Masters Thesis, Pontifical Catholic University of São Paulo. Accessed April 20, 2021.
https://tede2.pucsp.br/handle/handle/20451.
MLA Handbook (7th Edition):
Pires, Luciano Lauri. “Felicidade, emoção e hábito: novas abordagens do design digital com foco no bem-estar subjetivo do usuário.” 2017. Web. 20 Apr 2021.
Vancouver:
Pires LL. Felicidade, emoção e hábito: novas abordagens do design digital com foco no bem-estar subjetivo do usuário. [Internet] [Masters thesis]. Pontifical Catholic University of São Paulo; 2017. [cited 2021 Apr 20].
Available from: https://tede2.pucsp.br/handle/handle/20451.
Council of Science Editors:
Pires LL. Felicidade, emoção e hábito: novas abordagens do design digital com foco no bem-estar subjetivo do usuário. [Masters Thesis]. Pontifical Catholic University of São Paulo; 2017. Available from: https://tede2.pucsp.br/handle/handle/20451
4.
Ono, Eduardo Eiji.
Análise comparativa das aplicações do design gráfico, computacional e de gestão entre o Brasil e EUA.
Degree: 2017, Pontifical Catholic University of São Paulo
URL: https://tede2.pucsp.br/handle/handle/19796
► Submitted by Filipe dos Santos ([email protected]) on 2017-03-17T11:56:13Z No. of bitstreams: 1 Eduardo Eiji Ono.pdf: 2983486 bytes, checksum: 555fd173b51e9b918419662dff14295d (MD5)
Made available in DSpace on…
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▼ Submitted by Filipe dos Santos ([email protected]) on 2017-03-17T11:56:13Z No. of bitstreams: 1 Eduardo Eiji Ono.pdf: 2983486 bytes, checksum: 555fd173b51e9b918419662dff14295d (MD5)
Made available in DSpace on 2017-03-17T11:56:13Z (GMT). No. of bitstreams: 1 Eduardo Eiji Ono.pdf: 2983486 bytes, checksum: 555fd173b51e9b918419662dff14295d (MD5) Previous issue date: 2017-03-07
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
This study aims to elaborate a comparison between the applications of graphical, management and computational design in Brazil and the US. Because the digital revolution, technology companies primarily in Silicon Valley, USA began to implement new design applications not only in the graphics area, but also in technology and business management and changed the concept of building physical products. However in Brazil, the situation is more precarious because the design application is still limited to the
use of graphic software due to several factors such as the lack of design students, deficient academic education and the low usage of the design in business. This research wants to collaborate with an updated view of design in Brazil using international methods and concepts
Este estudo pretende elaborar um comparativo entre as aplicações do design gráfico, de gestão e computacional no Brasil e nos EUA. Com a Revolução Digital, empresas de tecnologia principalmente no Vale do Silício, EUA, começaram a implantar novos métodos de aplicação do design não somente na área gráfica, mas também em tecnologia e na gestão de negócios e ajudaram a mudar o conceito até então vinculado com o projeto de produtos físicos. Porém no Brasil, a situação é precária, pois a aplicação do design ainda encontra-se limitada ao uso de softwares gráficos devido a diversos fatores como a pouca quantidade de formandos, a formação acadêmica deficiente e ao baixo aproveitamento do designer no mercado. Esta
pesquisa quer colaborar com uma visão mais atualizada do design no Brasil utilizando métodos e conceitos consolidados em empresas internacionais de tecnologia
Advisors/Committee Members: Peixoto, Nelson Brissac.
Subjects/Keywords: Design - História; Design digital; Design com computador; Design history; Digital design; Computer design; CNPQ::ENGENHARIAS
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Ono, E. E. (2017). Análise comparativa das aplicações do design gráfico, computacional e de gestão entre o Brasil e EUA. (Masters Thesis). Pontifical Catholic University of São Paulo. Retrieved from https://tede2.pucsp.br/handle/handle/19796
Chicago Manual of Style (16th Edition):
Ono, Eduardo Eiji. “Análise comparativa das aplicações do design gráfico, computacional e de gestão entre o Brasil e EUA.” 2017. Masters Thesis, Pontifical Catholic University of São Paulo. Accessed April 20, 2021.
https://tede2.pucsp.br/handle/handle/19796.
MLA Handbook (7th Edition):
Ono, Eduardo Eiji. “Análise comparativa das aplicações do design gráfico, computacional e de gestão entre o Brasil e EUA.” 2017. Web. 20 Apr 2021.
Vancouver:
Ono EE. Análise comparativa das aplicações do design gráfico, computacional e de gestão entre o Brasil e EUA. [Internet] [Masters thesis]. Pontifical Catholic University of São Paulo; 2017. [cited 2021 Apr 20].
Available from: https://tede2.pucsp.br/handle/handle/19796.
Council of Science Editors:
Ono EE. Análise comparativa das aplicações do design gráfico, computacional e de gestão entre o Brasil e EUA. [Masters Thesis]. Pontifical Catholic University of São Paulo; 2017. Available from: https://tede2.pucsp.br/handle/handle/19796

Penn State University
5.
Haupt, Daniel Reuben.
Advancing Digital Design Through Openly Available Digital Human Models.
Degree: 2014, Penn State University
URL: https://submit-etda.libraries.psu.edu/catalog/22624
► The consideration of human factors such as anthropometry, fit, reach, strength, and others through Digital Human Models (DHMs) can lead to reduced development time and…
(more)
▼ The consideration of human factors such as anthropometry, fit, reach, strength, and others through
Digital Human Models (DHMs) can lead to reduced development time and cost and ultimately improve interaction between humans and their environment. Despite the many benefits, the use of
digital human models is limited by excessive software cost leading to difficulties in access, accuracy, knowledge, usefulness, and realism of available DHMs. This research provides the means for open access to high quality DHMs and allows users to overcome these difficulties.
The ability to freely access realistic, anthropometrically correct, DHMs has never been available before. This research achieves this availability through the anthropometric verification, software integration, model creation, and web deployment of realistic parametric human models. This research is able to provide DHMs, acceptable for use in
design, free to all.
Advisors/Committee Members: Matt Parkison, Thesis Advisor/Co-Advisor.
Subjects/Keywords: Digital Human Modeling; Anthropometry; digital design
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Haupt, D. R. (2014). Advancing Digital Design Through Openly Available Digital Human Models. (Thesis). Penn State University. Retrieved from https://submit-etda.libraries.psu.edu/catalog/22624
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Haupt, Daniel Reuben. “Advancing Digital Design Through Openly Available Digital Human Models.” 2014. Thesis, Penn State University. Accessed April 20, 2021.
https://submit-etda.libraries.psu.edu/catalog/22624.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Haupt, Daniel Reuben. “Advancing Digital Design Through Openly Available Digital Human Models.” 2014. Web. 20 Apr 2021.
Vancouver:
Haupt DR. Advancing Digital Design Through Openly Available Digital Human Models. [Internet] [Thesis]. Penn State University; 2014. [cited 2021 Apr 20].
Available from: https://submit-etda.libraries.psu.edu/catalog/22624.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Haupt DR. Advancing Digital Design Through Openly Available Digital Human Models. [Thesis]. Penn State University; 2014. Available from: https://submit-etda.libraries.psu.edu/catalog/22624
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
6.
du Chatenier Nieuwland, Rosa.
Speculative Aesthetics - Between Us and the Other.
Degree: 2016, Victoria U of Wellington : Theses
URL: http://hdl.handle.net/10063/6700
► This research examines aesthetics of shared agency between human and non-human sources. Designs are worked on in physical/virtual space simultaneously, producing aesthetic results that combine…
(more)
▼ This research examines aesthetics of shared agency between human and non-human sources. Designs are worked on in physical/virtual space simultaneously, producing aesthetic results that combine the aesthetic agency of both human and non-human. The research is inspired by ideas in N. Hayles’s text Speculative Aesthetics and OOI (Object-Oriented Inquiry), which argues for a shift from human-centric aesthetics towards one where objects have aesthetic priority. It also is influenced by architects’work in the area, such as Michael Young’s incorporation of object-oriented approaches to architecture with Young & Ayata. This thesis develops the shared, human/non- human aesthetic approach further through
design research investigations at three scales: in an installation, a house and in the
design of a public building.
This thesis asks, “How does the aesthetic agency of inanimate entities shift what space is and how it is designed?”
The
design methodology developed oscillates between physical and
digital processes, and employs various scales. Starting at the micro-scale, the materiality of“chocolate”was broken down and reassembled through physical and virtual aesthetic
design experiments, in the installation.
This led on to a mezzo-scale, where surface was used as a means to explore domesticity of home, from a non-human-centric vantage point, a house
design. At the macro-scale, the research was tested through the
design of a New Zealand School of Performing Arts.
In these
design investigations, the aesthetic agency of non-living things is incorporated into the acts of
design at all scales, from conception to detailed
design. The thesis conclusions are bound in to a proposed architecture that is aesthetically influenced by a shared agency between human and non-human.
Advisors/Committee Members: Twose, Simon.
Subjects/Keywords: Speculative; Aesthetics; Digital; Digital design; Architecture
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
du Chatenier Nieuwland, R. (2016). Speculative Aesthetics - Between Us and the Other. (Masters Thesis). Victoria U of Wellington : Theses. Retrieved from http://hdl.handle.net/10063/6700
Chicago Manual of Style (16th Edition):
du Chatenier Nieuwland, Rosa. “Speculative Aesthetics - Between Us and the Other.” 2016. Masters Thesis, Victoria U of Wellington : Theses. Accessed April 20, 2021.
http://hdl.handle.net/10063/6700.
MLA Handbook (7th Edition):
du Chatenier Nieuwland, Rosa. “Speculative Aesthetics - Between Us and the Other.” 2016. Web. 20 Apr 2021.
Vancouver:
du Chatenier Nieuwland R. Speculative Aesthetics - Between Us and the Other. [Internet] [Masters thesis]. Victoria U of Wellington : Theses; 2016. [cited 2021 Apr 20].
Available from: http://hdl.handle.net/10063/6700.
Council of Science Editors:
du Chatenier Nieuwland R. Speculative Aesthetics - Between Us and the Other. [Masters Thesis]. Victoria U of Wellington : Theses; 2016. Available from: http://hdl.handle.net/10063/6700

University of Melbourne
7.
Cruz, Camilo.
An exploration of computational approaches to support systematic innovation in architectural design.
Degree: 2018, University of Melbourne
URL: http://hdl.handle.net/11343/219666
► Design can be broadly defined as an activity aimed at transforming an existing condition into a desired one (Simon, 1969), via the generation of things—artefacts—that…
(more)
▼ Design can be broadly defined as an activity aimed at transforming an existing condition into a desired one (Simon, 1969), via the generation of things—artefacts—that display new physical order (Alexander, 1964). Design is intentional and purposeful, as it starts from the identification of a need or from a desire to change what exists. The task of designers, then, is to formalise these needs and desires into new artefacts, which when deployed on the existing condition, improve its characteristics.
Every design endeavour addresses practical issues, where the goal is to ‘make things work’. However, in some cases — architectural design, for instance — designers have to deal with issues that exceed the satisfaction of practical requirements, as the results of their actions will also have impact in their cultural, social, and physical domains. This tension between the artistic ‘spontaneity’ of the design practice, and the practical aspects addressed by it, is arguably what separates design from plain problem-solving. which has been the centre of an ongoing discussion in regards to design methodology, and has defined a spectrum of approaches within the design community, that ranges between rationalism and artistry.
One of the consequences that the attempts to develop systematic methods for designing, was the adoption of computers, by researchers and, later on, practitioners. And with computers, came expectations of a radical transformation. A new way of designing was supposed to emerge. But these expectations have been only partially met. Positive impacts from the incorporation of digital tools into the designer’s workflows are undeniable, as computers have allowed for more efficient productivity chains, and improved performance of the artefacts being designed. Another clear example — more related to the creative aspect of design—is the way in which newly acquired capabilities in digital representation, have enabled designers to work with complex geometries that were unimaginable 50 years ago. Nevertheless, the development of computation methods for design seems to have gone down a pathway driven by efficiency and convenience, rather than one focused on the definition of methodological connections between design and computing.
Design exploration still relies almost exclusively on the capabilities of designers to frame the problem, evolve that framing and establishing connections between the requirements defined by it and the attributes of the solution candidates they can generate. And all these activities are still done by ‘sketching’ (Parthenios, 2005) — understood as the direct translation of ideas to form, based on implicit decision-making — to which digital tools are mere instrumental support. In contrast to what has happened in computational design, where the real impact of technological development has not met the expectations set by its founders, groundbreaking steps towards capitalising on the advantages that computation methods offer for the exploration of novel solutions to particular problems, have been…
Subjects/Keywords: digital design; architectural design; evolutionary design; design theory; computational design; innovation
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Cruz, C. (2018). An exploration of computational approaches to support systematic innovation in architectural design. (Doctoral Dissertation). University of Melbourne. Retrieved from http://hdl.handle.net/11343/219666
Chicago Manual of Style (16th Edition):
Cruz, Camilo. “An exploration of computational approaches to support systematic innovation in architectural design.” 2018. Doctoral Dissertation, University of Melbourne. Accessed April 20, 2021.
http://hdl.handle.net/11343/219666.
MLA Handbook (7th Edition):
Cruz, Camilo. “An exploration of computational approaches to support systematic innovation in architectural design.” 2018. Web. 20 Apr 2021.
Vancouver:
Cruz C. An exploration of computational approaches to support systematic innovation in architectural design. [Internet] [Doctoral dissertation]. University of Melbourne; 2018. [cited 2021 Apr 20].
Available from: http://hdl.handle.net/11343/219666.
Council of Science Editors:
Cruz C. An exploration of computational approaches to support systematic innovation in architectural design. [Doctoral Dissertation]. University of Melbourne; 2018. Available from: http://hdl.handle.net/11343/219666
8.
Henrique Stabile de Almeida.
Entre o físico e o digital. Processos paramétricos, de interação e de fabricação digital aplicados ao design.
Degree: 2015, University of São Paulo
URL: http://www.teses.usp.br/teses/disponiveis/16/16134/tde-07032016-172105/
► Quais são os limites entre o físico e o digital no design? Esta é a grande questão motivadora das investigações teóricas e práticas realizadas neste…
(more)
▼ Quais são os limites entre o físico e o digital no design? Esta é a grande questão motivadora das investigações teóricas e práticas realizadas neste trabalho. Entretanto, as razões deste questionamento em si, bem como sua relevância, mostraram-se mais importantes do que a mera busca por respostas. Uma outra questão se impõe: desde quando os limites entre o físico e o digital são relevantes para o design? Existem três áreas do design que contribuem de maneira contundente para a exploração da questão acima: o design paramétrico, o design de interação e a fabricação digital. O presente trabalho é uma busca por um estado da arte dos temas propostos e por um melhor entendimento sobre a crescente separação entre as três áreas, que, apesar de utilizarem termos e definições semelhantes, seguem caminhos diversos na literatura. O que tem sido escrito recentemente sobre design paramétrico, design de interação e fabricação digital nos apresenta discursos
variados e até mesmo divergentes. Em virtude desse aspecto multifacetado, fica evidenciada a importância de uma busca histórica e bibliográfica por suas origens e o entendimento dos diversos pontos de vista apresentados por autores da atualidade
W 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
Advisors/Committee Members: Carlos Roberto Zibel Costa, Daniela Kutschat Hanns, Silvia Regina Ferreira de Laurentiz.
Subjects/Keywords: Design; Design de interação; Design paramétrico; Fabricação digital; Processos de design; Design; Design processes; Digital fabrication; Interaction design; Parametric design
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APA ·
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APA (6th Edition):
Almeida, H. S. d. (2015). Entre o físico e o digital. Processos paramétricos, de interação e de fabricação digital aplicados ao design. (Masters Thesis). University of São Paulo. Retrieved from http://www.teses.usp.br/teses/disponiveis/16/16134/tde-07032016-172105/
Chicago Manual of Style (16th Edition):
Almeida, Henrique Stabile de. “Entre o físico e o digital. Processos paramétricos, de interação e de fabricação digital aplicados ao design.” 2015. Masters Thesis, University of São Paulo. Accessed April 20, 2021.
http://www.teses.usp.br/teses/disponiveis/16/16134/tde-07032016-172105/.
MLA Handbook (7th Edition):
Almeida, Henrique Stabile de. “Entre o físico e o digital. Processos paramétricos, de interação e de fabricação digital aplicados ao design.” 2015. Web. 20 Apr 2021.
Vancouver:
Almeida HSd. Entre o físico e o digital. Processos paramétricos, de interação e de fabricação digital aplicados ao design. [Internet] [Masters thesis]. University of São Paulo; 2015. [cited 2021 Apr 20].
Available from: http://www.teses.usp.br/teses/disponiveis/16/16134/tde-07032016-172105/.
Council of Science Editors:
Almeida HSd. Entre o físico e o digital. Processos paramétricos, de interação e de fabricação digital aplicados ao design. [Masters Thesis]. University of São Paulo; 2015. Available from: http://www.teses.usp.br/teses/disponiveis/16/16134/tde-07032016-172105/

University of Auckland
9.
Savage, Matthew James Waipurukuma.
A design framework and genetic algorithm for digital design optimisation on FPGAs.
Degree: 2009, University of Auckland
URL: http://hdl.handle.net/2292/4523
► Design tools of ever increasing power are required to keep pace with technological improvements in chip production. Chip capacities continually increase meaning that designs previously…
(more)
▼ Design tools of ever increasing power are required to keep pace with technological
improvements in chip production. Chip capacities continually increase meaning that designs
previously unfeasible become feasible. These designs are typically more complex and larger
than their predecessors. Usually, the time available to a designer does not increase at the
same rate. A designer is therefore tasked with a greater work load and a very limited amount
of time.
Design tools and automation are therefore necessary to compensate for this
situation.
The limiting characteristics of a
design tool are its ease of use, the range of systems it can be
applied to, and the quality of results obtained. Should a
design tool lack in any of these three
areas it will be of limited benefit. This work addresses only the quality of results obtained.
While the other two are essential, they are unlikely to be relevant to a
design tool if that tool
is not adopted because the results were of insufficient quality.
A
design framework is proposed for the
digital design of systems on FPGAs. This framework
sets out the processes for producing a system specification of the
design problem
encountered, and then gives a procedure for processing that specification to produce a set of
pareto-optimal designs in VHDL to implement the specification. The actual mapping of a
specification to a VHDL
design, is held in a mapping string that allows optimisation to be
separated from other stages in the
design framework.
A new genetic algorithm, the Adaptive Speciation Genetic Algorithm (ASGA), is proposed
featuring a customised selection, crossover, and mutation operator. This algorithm is
assessed against other genetic algorithms from the literature on a knapsack problem and
three
digital design case studies. These case studies were the
design of a parameter
estimation circuit for a Self-Tuning Regulator (STR), the
design of a Sum-of-Absolute-
Difference (SAD) function for video motion detection problems, and the
design of a five state
Extended Kalman Filter (EKF). Results indicated that ASGA had good performance in all
these problems.
Through tests against other genetic algorithms, it was found the ASGA???s selection operator
was inferior in some cases to that of the Pareto Envelope Selection Algorithm (PESA) by
3
Corne et al. By incorporating the selection operator of PESA performance improvements
could be gained in the EKF problem.
Advisors/Committee Members: Professor Zoran Salcic, Associate Professor Grant Covic, Dr George Coghill.
Subjects/Keywords: genetic algorithm; digital design; FPGA
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Savage, M. J. W. (2009). A design framework and genetic algorithm for digital design optimisation on FPGAs. (Doctoral Dissertation). University of Auckland. Retrieved from http://hdl.handle.net/2292/4523
Chicago Manual of Style (16th Edition):
Savage, Matthew James Waipurukuma. “A design framework and genetic algorithm for digital design optimisation on FPGAs.” 2009. Doctoral Dissertation, University of Auckland. Accessed April 20, 2021.
http://hdl.handle.net/2292/4523.
MLA Handbook (7th Edition):
Savage, Matthew James Waipurukuma. “A design framework and genetic algorithm for digital design optimisation on FPGAs.” 2009. Web. 20 Apr 2021.
Vancouver:
Savage MJW. A design framework and genetic algorithm for digital design optimisation on FPGAs. [Internet] [Doctoral dissertation]. University of Auckland; 2009. [cited 2021 Apr 20].
Available from: http://hdl.handle.net/2292/4523.
Council of Science Editors:
Savage MJW. A design framework and genetic algorithm for digital design optimisation on FPGAs. [Doctoral Dissertation]. University of Auckland; 2009. Available from: http://hdl.handle.net/2292/4523
10.
Rao, P Prasada.
Studies on Design and Implementation of 10-Bit, 50 Ms/Sec
Pipelined Analog to Digital Converter; -.
Degree: Electrical and communication engineering, 2013, Jawaharlal Nehru Technological University, Hyderabad
URL: http://shodhganga.inflibnet.ac.in/handle/10603/19321
► All electrical signals in nature are analog and since most of the signal processing is done in the digital domain, Analog to Digital (ADC) and…
(more)
▼ All electrical signals in nature are analog and
since most of the signal processing is done in the digital domain,
Analog to Digital (ADC) and Digital to Analog (DAC) converters have
become a necessity. Flash ADC makes all bit decisions in a single
go while Successive newlineapproximation ADC makes single bit
decision at a time. Flash ADCs are faster but area increases
exponentially with bit length while successive approximation ADC is
slow and occupies less area. Between these two newlineextremes,
many other architectures exist, deciding a fixed number of bits at
a time such as pipelined and multistep ADCs. They balance circuit
complexity and speed. For medium speed and with high resolution,
pipelined ADCs are promising. newline
References p. 146-161 appendixp.
162-177
Advisors/Committee Members: Kishore, K Lal.
Subjects/Keywords: Analog; Design; Digital; Pipelined; Studies
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Rao, P. P. (2013). Studies on Design and Implementation of 10-Bit, 50 Ms/Sec
Pipelined Analog to Digital Converter; -. (Thesis). Jawaharlal Nehru Technological University, Hyderabad. Retrieved from http://shodhganga.inflibnet.ac.in/handle/10603/19321
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Rao, P Prasada. “Studies on Design and Implementation of 10-Bit, 50 Ms/Sec
Pipelined Analog to Digital Converter; -.” 2013. Thesis, Jawaharlal Nehru Technological University, Hyderabad. Accessed April 20, 2021.
http://shodhganga.inflibnet.ac.in/handle/10603/19321.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Rao, P Prasada. “Studies on Design and Implementation of 10-Bit, 50 Ms/Sec
Pipelined Analog to Digital Converter; -.” 2013. Web. 20 Apr 2021.
Vancouver:
Rao PP. Studies on Design and Implementation of 10-Bit, 50 Ms/Sec
Pipelined Analog to Digital Converter; -. [Internet] [Thesis]. Jawaharlal Nehru Technological University, Hyderabad; 2013. [cited 2021 Apr 20].
Available from: http://shodhganga.inflibnet.ac.in/handle/10603/19321.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Rao PP. Studies on Design and Implementation of 10-Bit, 50 Ms/Sec
Pipelined Analog to Digital Converter; -. [Thesis]. Jawaharlal Nehru Technological University, Hyderabad; 2013. Available from: http://shodhganga.inflibnet.ac.in/handle/10603/19321
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

University of Waterloo
11.
Brown, Wade.
Digital Craft | In Search of a Method of Personal Expression Within the Digital.
Degree: 2018, University of Waterloo
URL: http://hdl.handle.net/10012/12934
► Our relationship with the digital has fundamentally changed within the past decade. A mesh of outside interests have been efficiently folding themselves into our lives.…
(more)
▼ Our relationship with the digital has fundamentally changed within the past decade. A mesh of outside interests have been efficiently folding themselves into our lives. These exist as either a legion of hosted “free” web services touting the promise of a new-found collective intimacy, or a set of tightly coupled IOT(Internet of Things) applications that are slowly being pulled away from our fully capable hardware—all causing us to rely heavily on a virtual infrastructure that demands to host our work and place us at arm’s length of tools that we no longer own or control.
This new bargain includes a view into our work and habits so that we can be better understood, tokenized, categorized, mapped, and finally monetized. While many today may be OK with this relationship, I’ll be frank, it unsettles me. I believe something fundamental is lost in this unravelling long-distance relationship.
This thesis is a response. It pushes for a more intimate connection with technology within the backdrop of digital design and its many processes. In The Craftsman, Richard Sennett writes: “Making is Thinking,” and in his text he explores the close relationship between head and hand for a small set of traditional craftsmen: a cook, a musician and a glass blower. To elevate the digital within today’s architectural practice, I feel its use must also be seen as craft. But how might a relationship between head and hand manifest itself? Is there some similarity in thinking between Sennett’s craftsmen and the processes of successful digital design?
I propose to investigate the mechanisms of digital Making, and hence digital Thinking through three design problems, inspired by the works of Neri Oxman, deskriptiv, Michael Hansmeyer, as well as the methods of D’Arcy Thompson, Shinichi Maruyama, Pina Bausch, and Frei Otto. By mindfully observing my exploration of these from a digital perspective, I believe it will be possible to get a sense of what makes craft possible within this realm.
Subjects/Keywords: Digital; design; tool; Craft
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Brown, W. (2018). Digital Craft | In Search of a Method of Personal Expression Within the Digital. (Thesis). University of Waterloo. Retrieved from http://hdl.handle.net/10012/12934
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Brown, Wade. “Digital Craft | In Search of a Method of Personal Expression Within the Digital.” 2018. Thesis, University of Waterloo. Accessed April 20, 2021.
http://hdl.handle.net/10012/12934.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Brown, Wade. “Digital Craft | In Search of a Method of Personal Expression Within the Digital.” 2018. Web. 20 Apr 2021.
Vancouver:
Brown W. Digital Craft | In Search of a Method of Personal Expression Within the Digital. [Internet] [Thesis]. University of Waterloo; 2018. [cited 2021 Apr 20].
Available from: http://hdl.handle.net/10012/12934.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Brown W. Digital Craft | In Search of a Method of Personal Expression Within the Digital. [Thesis]. University of Waterloo; 2018. Available from: http://hdl.handle.net/10012/12934
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Victoria University of Wellington
12.
Molloy, Isabella.
Designed Deposition - Freeform 3D Printing for Digitally Crafted Artefacts.
Degree: 2017, Victoria University of Wellington
URL: http://hdl.handle.net/10063/6879
► Through the exploitation of new additive manufacturing (AM) processes, this research seeks to reinvent the designer as an informed mediator between the digitally defined and…
(more)
▼ Through the exploitation of new additive manufacturing (AM) processes, this research seeks to reinvent the designer as an informed mediator between the digitally defined and the physically expressed.
Current 3D printing techniques generally construct an object layer by layer, building vertically in the z-axis. Recently developed, ‘freeform 3D printing’ is an AM method which builds through the deposition of material that solidifies upon extrusion. The result is free-standing material forms with diminished need for support material.
Building in this spatial manner means that AM is no longer reliant on layer based techniques that are built from ground-up. Instead, motions can move simultaneously in the x, y and z axes. This increased freedom of motion allows the designer to disregard the requisite that solid forms need to be delineated prior to considering material deposition. Considering this in relationship to the
design of artefacts, specific approaches that consider both form and material deposition concurrently allow the authorship of the method of making to be reclaimed.
Bespoke computational processes work to encode material deposition with qualities that are tactile, visual and expressive of its making method. Considerations to structural, performative and aesthetic implications are assimilated from the onset rather than post-rationalised. Material deposition is crafted to become three-dimensionally informed and considerate of the integral nature of its making method and its output, exposing new
design opportunities.
Among other things, the research-through-
design process suggests how parametric modelling could be used for mass-customisation and suggests a possible path for AM beyond prototyping, towards the manufacturing of bespoke products through an industrial
design perspective.
Through iterative abstract and application based experiments, Designed Deposition pursues an increasingly integrated process between the user, the designer, the
digital and the physical, towards the creation of digitally crafted artefacts.
Advisors/Committee Members: Miller, Tim.
Subjects/Keywords: Design; Craft; Digital; 3D printing
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Molloy, I. (2017). Designed Deposition - Freeform 3D Printing for Digitally Crafted Artefacts. (Masters Thesis). Victoria University of Wellington. Retrieved from http://hdl.handle.net/10063/6879
Chicago Manual of Style (16th Edition):
Molloy, Isabella. “Designed Deposition - Freeform 3D Printing for Digitally Crafted Artefacts.” 2017. Masters Thesis, Victoria University of Wellington. Accessed April 20, 2021.
http://hdl.handle.net/10063/6879.
MLA Handbook (7th Edition):
Molloy, Isabella. “Designed Deposition - Freeform 3D Printing for Digitally Crafted Artefacts.” 2017. Web. 20 Apr 2021.
Vancouver:
Molloy I. Designed Deposition - Freeform 3D Printing for Digitally Crafted Artefacts. [Internet] [Masters thesis]. Victoria University of Wellington; 2017. [cited 2021 Apr 20].
Available from: http://hdl.handle.net/10063/6879.
Council of Science Editors:
Molloy I. Designed Deposition - Freeform 3D Printing for Digitally Crafted Artefacts. [Masters Thesis]. Victoria University of Wellington; 2017. Available from: http://hdl.handle.net/10063/6879
13.
Martinho, Ana Raquel Alves.
Relatório de estágio: Instituto Politécnico de Coimbra.
Degree: 2018, RCAAP
URL: https://www.rcaap.pt/detail.jsp?id=oai:comum.rcaap.pt:10400.26/21875
► Para concluir o Mestrado Marketing e Comunicação, na Escola Superior de Educação de Coimbra, assumi para trabalho final o formato: Estágio. No presente relatório estão…
(more)
▼ Para concluir o Mestrado Marketing e Comunicação, na Escola Superior de
Educação de Coimbra, assumi para trabalho final o formato: Estágio.
No presente relatório estão descritas as atividades realizadas ao longo do estágio,
com a duração de cinco meses, decorrido no Politécnico de Coimbra, baseado nas
temáticas Comunicação
Digital, Organização e Marketing de Eventos e a
importância do
Design neste meio.
Advisors/Committee Members: Santos, Nuno Miguel Fortes Fonseca.
Subjects/Keywords: Marketing; Comunicação; Eventos; Digital; Design
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Martinho, A. R. A. (2018). Relatório de estágio: Instituto Politécnico de Coimbra. (Thesis). RCAAP. Retrieved from https://www.rcaap.pt/detail.jsp?id=oai:comum.rcaap.pt:10400.26/21875
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Martinho, Ana Raquel Alves. “Relatório de estágio: Instituto Politécnico de Coimbra.” 2018. Thesis, RCAAP. Accessed April 20, 2021.
https://www.rcaap.pt/detail.jsp?id=oai:comum.rcaap.pt:10400.26/21875.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Martinho, Ana Raquel Alves. “Relatório de estágio: Instituto Politécnico de Coimbra.” 2018. Web. 20 Apr 2021.
Vancouver:
Martinho ARA. Relatório de estágio: Instituto Politécnico de Coimbra. [Internet] [Thesis]. RCAAP; 2018. [cited 2021 Apr 20].
Available from: https://www.rcaap.pt/detail.jsp?id=oai:comum.rcaap.pt:10400.26/21875.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Martinho ARA. Relatório de estágio: Instituto Politécnico de Coimbra. [Thesis]. RCAAP; 2018. Available from: https://www.rcaap.pt/detail.jsp?id=oai:comum.rcaap.pt:10400.26/21875
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
14.
McGlynn, Patrick.
Interaction Design for
Digital Musical Instruments.
Degree: 2014, RIAN
URL: http://eprints.maynoothuniversity.ie/7702/
► The thesis aims to elucidate the process of designing interactive systems for musical performance that combine software and hardware in an intuitive and elegant fashion.…
(more)
▼ The thesis aims to elucidate the process of designing interactive systems for musical performance that combine software and hardware in an intuitive and elegant fashion. The original contribution to knowledge consists of: (1) a critical assessment of recent trends in digital musical instrument design, (2) a descriptive model of interaction design for the digital musician and (3) a highly customisable multi-touch performance system that was designed in accordance with the model.
Digital musical instruments are composed of a separate control interface and a sound generation system that exchange information. When designing the way in which a digital musical instrument responds to the actions of a performer, we are creating a layer of interactive behaviour that is abstracted from the physical controls. Often, the structure of this layer depends heavily upon:
1. The accepted design conventions of the hardware in use
2. Established musical systems, acoustic or digital
3. The physical configuration of the hardware devices and the grouping of controls that such configuration suggests
This thesis proposes an alternate way to approach the design of digital musical instrument behaviour – examining the implicit characteristics of its composite devices. When we separate the conversational ability of a particular sensor type from its hardware body, we can look in a new way at the actual communication tools at the heart of the device. We can subsequently combine these separate pieces using a series of generic interaction strategies in order to create rich interactive experiences that are not immediately obvious or directly inspired by the physical properties of the hardware.
This research ultimately aims to enhance and clarify the existing toolkit of interaction design for the digital musician.
Subjects/Keywords: Interaction Design; Digital Musical Instruments
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
McGlynn, P. (2014). Interaction Design for
Digital Musical Instruments. (Thesis). RIAN. Retrieved from http://eprints.maynoothuniversity.ie/7702/
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
McGlynn, Patrick. “Interaction Design for
Digital Musical Instruments.” 2014. Thesis, RIAN. Accessed April 20, 2021.
http://eprints.maynoothuniversity.ie/7702/.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
McGlynn, Patrick. “Interaction Design for
Digital Musical Instruments.” 2014. Web. 20 Apr 2021.
Vancouver:
McGlynn P. Interaction Design for
Digital Musical Instruments. [Internet] [Thesis]. RIAN; 2014. [cited 2021 Apr 20].
Available from: http://eprints.maynoothuniversity.ie/7702/.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
McGlynn P. Interaction Design for
Digital Musical Instruments. [Thesis]. RIAN; 2014. Available from: http://eprints.maynoothuniversity.ie/7702/
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Delft University of Technology
15.
Mitas, N. (author).
Design Partitioning for Custom Hardware Emulation.
Degree: 2011, Delft University of Technology
URL: http://resolver.tudelft.nl/uuid:6e0e2b2b-9c26-4dc4-bca4-c177f936e90b
► Hardware verification is a very important step of system design. Various techniques are used for this purpose one of which is hardware emulation. Hardware emulation…
(more)
▼ Hardware verification is a very important step of system design. Various techniques are used for this purpose one of which is hardware emulation. Hardware emulation is a very efficient and flexible technique with high speed performance in comparison to other approaches. Emulation using programmmable hardware can provide a very fast and feature rich debugging environment for system verification. The size and the complexity of todays Integrated Circuit designs though may exceed the size of the programmable devices used by the emulator in order to map the design under test. Therefore, in order to create a prototype of emulator and the design under test, we need to find a way to partition the whole design on the several programmable devices of the emulator. This thesis addresses the problem of design partitioning for a custom emulator using the flatten netlist of the design and implementing a variation of the graph partitioning algorithm of Fiduccia–Mattheyses. The tool that we have developed extends the Fiduccia–Mattheyses algorithm while retaining the linear runtimes that the algorithm has in order to fit the various constraints of a custom emulator. We extensively test the various parameters of the algorithm and the impact they have on the performance of the tool and report the behavior and the improvement on the number of cutted nets from an arbitrary and a manually clustered partition. In both cases the improvement is more than 50% upon the initial cut.
Master's in Computer Engineering
Computer Engineering
Electrical Engineering, Mathematics and Computer Science
Advisors/Committee Members: Mladen, B. (mentor), Danne, D. (mentor), Wong, S. (mentor), Cotofana, S. (mentor), Van Leuken, R. (mentor).
Subjects/Keywords: partitioning; EDA; digital design
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Mitas, N. (. (2011). Design Partitioning for Custom Hardware Emulation. (Masters Thesis). Delft University of Technology. Retrieved from http://resolver.tudelft.nl/uuid:6e0e2b2b-9c26-4dc4-bca4-c177f936e90b
Chicago Manual of Style (16th Edition):
Mitas, N (author). “Design Partitioning for Custom Hardware Emulation.” 2011. Masters Thesis, Delft University of Technology. Accessed April 20, 2021.
http://resolver.tudelft.nl/uuid:6e0e2b2b-9c26-4dc4-bca4-c177f936e90b.
MLA Handbook (7th Edition):
Mitas, N (author). “Design Partitioning for Custom Hardware Emulation.” 2011. Web. 20 Apr 2021.
Vancouver:
Mitas N(. Design Partitioning for Custom Hardware Emulation. [Internet] [Masters thesis]. Delft University of Technology; 2011. [cited 2021 Apr 20].
Available from: http://resolver.tudelft.nl/uuid:6e0e2b2b-9c26-4dc4-bca4-c177f936e90b.
Council of Science Editors:
Mitas N(. Design Partitioning for Custom Hardware Emulation. [Masters Thesis]. Delft University of Technology; 2011. Available from: http://resolver.tudelft.nl/uuid:6e0e2b2b-9c26-4dc4-bca4-c177f936e90b
16.
Slevin, Patrick.
Human-centred recommendations to maximise the potential for digital health in the management of chronic obstructive pulmonary disease.
Degree: 2020, University College Dublin. School of Public Health, Physiotherapy and Sports Science
URL: http://hdl.handle.net/10197/11665
► Chronic obstructive pulmonary disease (COPD) negatively impacts the quality of life and mortality of patients and is very costly for healthcare systems to manage. Digital…
(more)
▼ Chronic obstructive pulmonary disease (COPD) negatively impacts the quality of life and mortality of patients and is very costly for healthcare systems to manage. Digital health (DH) has been proposed as a novel solution to support self-management, reduce exacerbations and decrease hospitalisations. However, despite the promises, evidence demonstrating significant outcomes for patients, or for the management of the disease, are limited and unconvincing. To smooth adoption and mitigate sustained engagement challenges, human-centred design (HCD) approaches are recommended when designing digital health interventions (DHI) as they emphasise the importance of situating user experiences, needs and preferences as the driver of the intervention design. However, recent research has identified there is an absence of a core principle in HCD, user-involvement, in the development of DHIs in COPD with user-experience issues commonly cited as reasons for poor levels of adoption for both HCPs and patients. To address these shortcomings and to contribute new insights to an area lacking in empirical research, this thesis explored the perceptions of HCPs and patients regarding the potential for DH in the management of COPD. The thesis employed a qualitative study design, namely semi-structured interviewing. The sample consisted of n=30 patients and n=32 HCPs. Thematic analysis was conducted on the data using NVivo 12 software. The research also involved conducting a systematic review that explored the use of HCD principles in the design of DHIs in COPD randomised controlled trials (RCT). The findings identified there is an absence of user-involvement in the design of COPD DHIs, and that the needs of patients and HCPs are rarely the foundation or driver of the design process. The findings also offer previously unexplored insights regarding the potential for DH to address the needs of COPD patients and HCPs. The findings show there are several opportunities for DH to enhance patient self-management practices such as symptom management, improving patient self-efficacy and engagement, and increasing the delivery of preventative and personalised care which to date, have not been researched elsewhere. Furthermore, the findings provide new insights regarding the barriers and facilitators patients and HCPs perceive facing the adoption and implementation of DHIs. The findings highlight substantial individual, structural and social barriers to overcome before DH can be realised as a routinely prescribed intervention in COPD. Patient and HCP digital literacy for example represents a significant individual level barrier, as does the patient’s perception of their illness. Structural barriers however, such as an absence of an evidence-base, or clinical guidelines, for the use of DHIs in COPD represent salient obstacles to overcome. Several facilitators to support the implementation and adoption of DHIs were identified. The facilitators focus largely on education and training, but the participants also placed significant weight on the importance of…
Subjects/Keywords: Digital health; COPD; DHI design
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Slevin, P. (2020). Human-centred recommendations to maximise the potential for digital health in the management of chronic obstructive pulmonary disease. (Thesis). University College Dublin. School of Public Health, Physiotherapy and Sports Science. Retrieved from http://hdl.handle.net/10197/11665
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Slevin, Patrick. “Human-centred recommendations to maximise the potential for digital health in the management of chronic obstructive pulmonary disease.” 2020. Thesis, University College Dublin. School of Public Health, Physiotherapy and Sports Science. Accessed April 20, 2021.
http://hdl.handle.net/10197/11665.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Slevin, Patrick. “Human-centred recommendations to maximise the potential for digital health in the management of chronic obstructive pulmonary disease.” 2020. Web. 20 Apr 2021.
Vancouver:
Slevin P. Human-centred recommendations to maximise the potential for digital health in the management of chronic obstructive pulmonary disease. [Internet] [Thesis]. University College Dublin. School of Public Health, Physiotherapy and Sports Science; 2020. [cited 2021 Apr 20].
Available from: http://hdl.handle.net/10197/11665.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Slevin P. Human-centred recommendations to maximise the potential for digital health in the management of chronic obstructive pulmonary disease. [Thesis]. University College Dublin. School of Public Health, Physiotherapy and Sports Science; 2020. Available from: http://hdl.handle.net/10197/11665
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
17.
McGlynn, Patrick.
Interaction Design for
Digital Musical Instruments.
Degree: 2014, RIAN
URL: http://mural.maynoothuniversity.ie/7702/
► The thesis aims to elucidate the process of designing interactive systems for musical performance that combine software and hardware in an intuitive and elegant fashion.…
(more)
▼ The thesis aims to elucidate the process of designing interactive systems for musical performance that combine software and hardware in an intuitive and elegant fashion. The original contribution to knowledge consists of: (1) a critical assessment of recent trends in digital musical instrument design, (2) a descriptive model of interaction design for the digital musician and (3) a highly customisable multi-touch performance system that was designed in accordance with the model.
Digital musical instruments are composed of a separate control interface and a sound generation system that exchange information. When designing the way in which a digital musical instrument responds to the actions of a performer, we are creating a layer of interactive behaviour that is abstracted from the physical controls. Often, the structure of this layer depends heavily upon:
1. The accepted design conventions of the hardware in use
2. Established musical systems, acoustic or digital
3. The physical configuration of the hardware devices and the grouping of controls that such configuration suggests
This thesis proposes an alternate way to approach the design of digital musical instrument behaviour – examining the implicit characteristics of its composite devices. When we separate the conversational ability of a particular sensor type from its hardware body, we can look in a new way at the actual communication tools at the heart of the device. We can subsequently combine these separate pieces using a series of generic interaction strategies in order to create rich interactive experiences that are not immediately obvious or directly inspired by the physical properties of the hardware.
This research ultimately aims to enhance and clarify the existing toolkit of interaction design for the digital musician.
Subjects/Keywords: Interaction Design; Digital Musical Instruments
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
McGlynn, P. (2014). Interaction Design for
Digital Musical Instruments. (Thesis). RIAN. Retrieved from http://mural.maynoothuniversity.ie/7702/
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
McGlynn, Patrick. “Interaction Design for
Digital Musical Instruments.” 2014. Thesis, RIAN. Accessed April 20, 2021.
http://mural.maynoothuniversity.ie/7702/.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
McGlynn, Patrick. “Interaction Design for
Digital Musical Instruments.” 2014. Web. 20 Apr 2021.
Vancouver:
McGlynn P. Interaction Design for
Digital Musical Instruments. [Internet] [Thesis]. RIAN; 2014. [cited 2021 Apr 20].
Available from: http://mural.maynoothuniversity.ie/7702/.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
McGlynn P. Interaction Design for
Digital Musical Instruments. [Thesis]. RIAN; 2014. Available from: http://mural.maynoothuniversity.ie/7702/
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

University of Waterloo
18.
Seto, Amanda Mindy.
Designing Discoverable Digital Tabletop Menus for Public Settings.
Degree: 2012, University of Waterloo
URL: http://hdl.handle.net/10012/6493
► Ease of use with digital tabletops in public settings is contingent on how well the system invites and guides interaction. The same can be said…
(more)
▼ Ease of use with digital tabletops in public settings is contingent on how well the system invites and guides interaction. The same can be said for the interface design and individual graphical user interface elements of these systems. One such interface element is menus. Prior to a menu being used however, it must first be discovered within the interface. Existing research pertaining to digital tabletop menu design does not address this issue of discovering or opening a menu. This thesis investigates how the interface and interaction of digital tabletops can be designed to encourage menu discoverability in the context of public settings.
A set of menu invocation designs varying on the invocation element and use of animation are proposed. These designs are then evaluated through an observational study at a museum to observe users interactions in a realistic public setting. Findings from this study propose the use of discernible and recognizable interface elements – buttons – supported by the use of animation to attract and guide users as a discoverable menu invocation design. Additionally, findings posit that when engaging with a public digital tabletop display, users transition through exploration and discovery states before becoming competent with the system. Finally, insights from this study point to a set of design recommendations for improving menu discoverability.
Subjects/Keywords: Digital Tabletops; Interface Design
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Seto, A. M. (2012). Designing Discoverable Digital Tabletop Menus for Public Settings. (Thesis). University of Waterloo. Retrieved from http://hdl.handle.net/10012/6493
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Seto, Amanda Mindy. “Designing Discoverable Digital Tabletop Menus for Public Settings.” 2012. Thesis, University of Waterloo. Accessed April 20, 2021.
http://hdl.handle.net/10012/6493.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Seto, Amanda Mindy. “Designing Discoverable Digital Tabletop Menus for Public Settings.” 2012. Web. 20 Apr 2021.
Vancouver:
Seto AM. Designing Discoverable Digital Tabletop Menus for Public Settings. [Internet] [Thesis]. University of Waterloo; 2012. [cited 2021 Apr 20].
Available from: http://hdl.handle.net/10012/6493.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Seto AM. Designing Discoverable Digital Tabletop Menus for Public Settings. [Thesis]. University of Waterloo; 2012. Available from: http://hdl.handle.net/10012/6493
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
19.
Ribeiro, Tiago Henrique.
Desenvolvimento de modelo para pré-produção de jogos digitais baseado em métodos de design e processos de desenvolvimento de jogos.
Degree: 2017, Brazil
URL: https://repositorio.ufsc.br/handle/123456789/185474
► Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro de Comunicação e Expressão, Programa de Pós-Graduação em Design, Florianópolis, 2017.
O crescimento do mercado de…
(more)
▼ Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro de Comunicação e Expressão, Programa de Pós-Graduação em Design, Florianópolis, 2017.
O crescimento do mercado de jogos digitais exige métodos mais eficazes para resolver suas demandas. Este trabalho surge a partir do questionamento de como o design pode contribuir com o desenvolvimento de jogos, em especial sua etapa de pré-produção. Após uma etapa de investigação teórica, foi desenvolvida uma análise sistemática sobre os processos de desenvolvimento de jogos digitais e de metodologias de design. A partir dos processos e métodos encontrados, é proposto um modelo de pré-produção de jogos digitais orientado por métodos de design. Este modelo foi submetido a uma avaliação para compará-lo a outros modelos praticados no mercado, que tornou possível afirmar que ele se encontra em nível semelhante de satisfação e compreensão com os demais modelos, com indícios da possibilidade de
ser considerado superior. O estudo conclui que os resultados encontrados geram conhecimentos técnicos e práticos aplicáveis à realidade dos desenvolvedores de jogos digitais.
Abstract : The growth of the digital game market requires more effective methods to solve their demands. This work arises from the questioning of how design can contribute to game development, mainly the pre-production stage. After a theoretical research stage, a systematic analysis was developed about the digital game development processes and design methodologies. From the processes and methods found it is proposed a digital game pre-production model oriented by design methods. This model was submitted to an evaluation to be compared with other models, with the possibility of being considered superior. The study concludes that the results founded generate technical and practical knowledge applicable to the reality of digital game developers.
Advisors/Committee Members: Universidade Federal de Santa Catarina, Vieira, Milton Luiz Horn.
Subjects/Keywords: Design; Mídia digital; Jogos eletrônicos
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Ribeiro, T. H. (2017). Desenvolvimento de modelo para pré-produção de jogos digitais baseado em métodos de design e processos de desenvolvimento de jogos. (Masters Thesis). Brazil. Retrieved from https://repositorio.ufsc.br/handle/123456789/185474
Chicago Manual of Style (16th Edition):
Ribeiro, Tiago Henrique. “Desenvolvimento de modelo para pré-produção de jogos digitais baseado em métodos de design e processos de desenvolvimento de jogos.” 2017. Masters Thesis, Brazil. Accessed April 20, 2021.
https://repositorio.ufsc.br/handle/123456789/185474.
MLA Handbook (7th Edition):
Ribeiro, Tiago Henrique. “Desenvolvimento de modelo para pré-produção de jogos digitais baseado em métodos de design e processos de desenvolvimento de jogos.” 2017. Web. 20 Apr 2021.
Vancouver:
Ribeiro TH. Desenvolvimento de modelo para pré-produção de jogos digitais baseado em métodos de design e processos de desenvolvimento de jogos. [Internet] [Masters thesis]. Brazil; 2017. [cited 2021 Apr 20].
Available from: https://repositorio.ufsc.br/handle/123456789/185474.
Council of Science Editors:
Ribeiro TH. Desenvolvimento de modelo para pré-produção de jogos digitais baseado em métodos de design e processos de desenvolvimento de jogos. [Masters Thesis]. Brazil; 2017. Available from: https://repositorio.ufsc.br/handle/123456789/185474

Delft University of Technology
20.
Hoekstra, Charlotte (author).
Digital fashion for sustainable change: A strategy for digital fashion at Tommy Hilfiger.
Degree: 2021, Delft University of Technology
URL: http://resolver.tudelft.nl/uuid:d268a227-5be0-4969-bf6d-b2edd5fef0c8
► <p class="MsoNormal">For the fashion industry, 2020 was a year of change. As the covid-19 pandemic ravaged the world, the industry suffered its worst year on…
(more)
▼ <p class="MsoNormal">For the fashion industry, 2020 was a year of change. As the covid-19 pandemic ravaged the world, the industry suffered its worst year on record (Business of Fashion, 2021). Consumer behaviour shifted, and supply chains were disrupted. The industry had to rethink their business and define the 'new normal', which meant adapting to trends and focusing on
digital solutions. One of the solutions could be
digital fashion.
Digital fashion is computer-generated fashion that can be worn with your
digital bodies - avatars - and with physical bodies by using AR technology. PVH, a global apparel company that manages lifestyle brands such as Tommy Hilfiger, has identified
digital fashion as an opportunity for new
digital products/services or
digital ventures and is looking to use it in innovations that 'Win over Gen-Z' and 'Commit to Sustainability'. The aim of this research is to provide Area52 with a recommendation for how to pursue
digital fashion innovation within the coming ten years in the form of a future vision and a strategic roadmap. Extensive literature review and multiple generative research methodologies like focus groups, semi-structured interviews and co-creation sessions were used to empathize with all stakeholders. Subsequently, various elements of Vision in Product
design (Hekkert & Van Dijk, 2011) and
Design Roadmapping (Simonse et al., 2015) were used to synthesize the insights into a set of recommendations that are structured in a why-how-what format. Why? In our envisioned future, Gen Z are identity nomads that want to be unique and continuously develop and discover new sides of their identity through the fashion they wear. They would prefer to have an endless wardrobe with which they can try something new every day. However, the environmental impact and cost hold them back. In the on-demand and augmented society that the world is heading towards, this problem can be answered with the future vision: In 2030, augmented fashion will be the ethical means for Gen Z to express and stretch their identity through instant experimentation. How? In the stated vision,
digital fashion changes the interaction between consumers and brands from a one-way stream to an infinite interaction loop. Tommy Hilfiger facilitates the continuous discovery of the identities a person wants to identify with. Consumers can explore and experiment with
digital styles in the physical domain using AR technology endlessly. In turn, Tommy Hilfiger perfects their consumer profile with the data they receive. To arrive at the future vision, I propose a three-horizon approach for Tommy Hilfiger: H1 Enhance physical fashion H2 Build blocks for phygital fashion H3 Instant experiments with augmented ethical fashion What? Based on the roadmap, future vision and brand-user interaction, the desired product-user interaction is defined in the form of guiding principles. The principles state that Tommy Hilfiger's
digital fashion solutions should foster experimentation in a way that: (1) Is Playful, (2) Is Dynamic and…
Advisors/Committee Members: van der Vorst, R.R.R. (mentor), van Erp, J. (graduation committee), de Jong, P.L.C. (mentor), Delft University of Technology (degree granting institution).
Subjects/Keywords: Fashion; Strategy; Digital; Design
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Hoekstra, C. (. (2021). Digital fashion for sustainable change: A strategy for digital fashion at Tommy Hilfiger. (Masters Thesis). Delft University of Technology. Retrieved from http://resolver.tudelft.nl/uuid:d268a227-5be0-4969-bf6d-b2edd5fef0c8
Chicago Manual of Style (16th Edition):
Hoekstra, Charlotte (author). “Digital fashion for sustainable change: A strategy for digital fashion at Tommy Hilfiger.” 2021. Masters Thesis, Delft University of Technology. Accessed April 20, 2021.
http://resolver.tudelft.nl/uuid:d268a227-5be0-4969-bf6d-b2edd5fef0c8.
MLA Handbook (7th Edition):
Hoekstra, Charlotte (author). “Digital fashion for sustainable change: A strategy for digital fashion at Tommy Hilfiger.” 2021. Web. 20 Apr 2021.
Vancouver:
Hoekstra C(. Digital fashion for sustainable change: A strategy for digital fashion at Tommy Hilfiger. [Internet] [Masters thesis]. Delft University of Technology; 2021. [cited 2021 Apr 20].
Available from: http://resolver.tudelft.nl/uuid:d268a227-5be0-4969-bf6d-b2edd5fef0c8.
Council of Science Editors:
Hoekstra C(. Digital fashion for sustainable change: A strategy for digital fashion at Tommy Hilfiger. [Masters Thesis]. Delft University of Technology; 2021. Available from: http://resolver.tudelft.nl/uuid:d268a227-5be0-4969-bf6d-b2edd5fef0c8

University of the Arts London
21.
Doing, Karel Sidney.
Ambient Poetics and Critical Posthumanism in Expanded Cinema.
Degree: 2017, University of the Arts London
URL: https://ualresearchonline.arts.ac.uk/id/eprint/12393/
► Posthumanism is a contested term, seen by some as leading towards a merging of human bodies and technology and by others, more critically, as a…
(more)
▼ Posthumanism is a contested term, seen by some as leading towards a merging of human bodies and technology and by others, more critically, as a renewal of the ethical debate regarding human exceptionalism. Through a study of this critical approach and its potential relation to expanded cinema, a set of propositions is formulated. New knowledge emerges through the application of these propositions towards the expression of critical posthumanism.
By looking at formal, conceptual and methodological underpinnings, existing tendencies in expanded cinema are analysed and reviewed. Firstly, aided by Timothy Morton's 'ambient poetics', environmental orientations in artist film and expanded cinema are investigated. Secondly, conceptual ideas 'beyond the human' in this field are discussed. Finally, the environmental footprint of moving image production is considered. Central to this investigation is the desire to change prevailing narratives regarding nature and environment. Instead of regarding environment as a subject outside the cultural domain, environmental immanence and shared consciousness are regarded as central cultural values within a productive posthuman debate.
This theoretical approach is set in motion through a practice-based project in which organic processes are applied to generate images on discarded and outdated 35mm film. By using plants, mud and salt in conjunction with alternative photochemistry, images are 'grown' on motion picture film. Moreover, digital images are gathered using a camera extension that allows a point of view beyond the human. Background and foreground are reversed in order to reveal the prominence of natural elements in an urban setting. These images are used in a performative or spatial context that places the viewer within the work.
By bringing together theory and practice a conclusion emerges, opening up further possibilities to develop and apply the newly found knowledge, not only in expanded cinema but also to other fields.
Subjects/Keywords: Film & Video; Digital Media Design
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Doing, K. S. (2017). Ambient Poetics and Critical Posthumanism in Expanded Cinema. (Thesis). University of the Arts London. Retrieved from https://ualresearchonline.arts.ac.uk/id/eprint/12393/
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Doing, Karel Sidney. “Ambient Poetics and Critical Posthumanism in Expanded Cinema.” 2017. Thesis, University of the Arts London. Accessed April 20, 2021.
https://ualresearchonline.arts.ac.uk/id/eprint/12393/.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Doing, Karel Sidney. “Ambient Poetics and Critical Posthumanism in Expanded Cinema.” 2017. Web. 20 Apr 2021.
Vancouver:
Doing KS. Ambient Poetics and Critical Posthumanism in Expanded Cinema. [Internet] [Thesis]. University of the Arts London; 2017. [cited 2021 Apr 20].
Available from: https://ualresearchonline.arts.ac.uk/id/eprint/12393/.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Doing KS. Ambient Poetics and Critical Posthumanism in Expanded Cinema. [Thesis]. University of the Arts London; 2017. Available from: https://ualresearchonline.arts.ac.uk/id/eprint/12393/
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Deakin University
22.
PITTS, GREGORY RYAN.
Parametric urbanism in practice: Investigating new approaches based on analytically driven methods.
Degree: School of Architecture and Built Environment, 2015, Deakin University
URL: http://hdl.handle.net/10536/DRO/DU:30089164
► Growing popularity in parametric urbanism has prompted investigation into the effects digital parametric systems have had on the way we design. This research proposes a…
(more)
▼ Growing popularity in parametric urbanism has prompted investigation into the effects
digital parametric systems have had on the way we
design. This research proposes a new method of Problem Centric System
Design, encouraging working methods that are led by both the designer’s aspirations and the requirements of the
design problem.
Advisors/Committee Members: Luther Mark, Dawson Anthony.
Subjects/Keywords: Architecture; Digital design; Design; Parametric urbanism; Urbanism
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APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
PITTS, G. R. (2015). Parametric urbanism in practice: Investigating new approaches based on analytically driven methods. (Thesis). Deakin University. Retrieved from http://hdl.handle.net/10536/DRO/DU:30089164
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
PITTS, GREGORY RYAN. “Parametric urbanism in practice: Investigating new approaches based on analytically driven methods.” 2015. Thesis, Deakin University. Accessed April 20, 2021.
http://hdl.handle.net/10536/DRO/DU:30089164.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
PITTS, GREGORY RYAN. “Parametric urbanism in practice: Investigating new approaches based on analytically driven methods.” 2015. Web. 20 Apr 2021.
Vancouver:
PITTS GR. Parametric urbanism in practice: Investigating new approaches based on analytically driven methods. [Internet] [Thesis]. Deakin University; 2015. [cited 2021 Apr 20].
Available from: http://hdl.handle.net/10536/DRO/DU:30089164.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
PITTS GR. Parametric urbanism in practice: Investigating new approaches based on analytically driven methods. [Thesis]. Deakin University; 2015. Available from: http://hdl.handle.net/10536/DRO/DU:30089164
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

University of the Arts London
23.
Makryniotis, Thomas.
Identity through Fashion in Virtual Environments.
Degree: 2012, University of the Arts London
URL: http://www.ucreative.ac.uk/tmakryniotis
► The purpose of this thesis is to examine the formation of identity through dress in virtual environments, and to establish connections between identity, fashion, and…
(more)
▼ The purpose of this thesis is to examine the formation of identity through dress in virtual environments, and to establish connections between identity, fashion, and virtual reality by means of language and semiology. The notion of identity through fashion in virtual environments is examined, with fashion as a factor in identity formation through dress as analysed in structuralist terms. The virtual aspect is used both as a literal field, i.e. the medium of video games and social networks that involve virtual avatars, and as theoretical testing ground from which to derive new results on the nature of dress and many of the aspects of clothing and fashion.
The practical outcome of this research, a video game based on dress and narrative, serves as an applied experiment of the three main themes in this thesis and the relations and interactions between them, as well as a testing tool with which to challenge in a practical way the theories and speculations formed in the thesis.
My methodology is based on structuralism and post-structuralism in the fields of linguistics, psychology and anthropology, with particular application to the visual media and virtual reality. I am using a post-structuralist approach as it has been the most dominant discourse of replacing economic and social (power) relations with codes and the interplay between signifiers and signifieds. This, I find, is the most appropriate method for analysing both virtual systems and fashion, because, on an atomic level, they both depend on variables such as words and numbers. The code is therefore the common denominator of both disciplines. Furthermore, both disciplines use narrative for their proper function, video games for their back story and motivation of the player, and fashion for its advertising and promotion, as well as through archetypes and symbols. Fashion in this context works as a catalytic agent between post-structuralist codes in modern media as texts, and video games.
Subjects/Keywords: Design for Graphic Communication; Digital Media Design
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Makryniotis, T. (2012). Identity through Fashion in Virtual Environments. (Thesis). University of the Arts London. Retrieved from http://www.ucreative.ac.uk/tmakryniotis
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Makryniotis, Thomas. “Identity through Fashion in Virtual Environments.” 2012. Thesis, University of the Arts London. Accessed April 20, 2021.
http://www.ucreative.ac.uk/tmakryniotis.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Makryniotis, Thomas. “Identity through Fashion in Virtual Environments.” 2012. Web. 20 Apr 2021.
Vancouver:
Makryniotis T. Identity through Fashion in Virtual Environments. [Internet] [Thesis]. University of the Arts London; 2012. [cited 2021 Apr 20].
Available from: http://www.ucreative.ac.uk/tmakryniotis.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Makryniotis T. Identity through Fashion in Virtual Environments. [Thesis]. University of the Arts London; 2012. Available from: http://www.ucreative.ac.uk/tmakryniotis
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
24.
Larsson, Karin.
The Graphic Designer as (a)Digital Nomad : A qualitative study.
Degree: Graphic Arts Technology, 2015, Dalarna University
URL: http://urn.kb.se/resolve?urn=urn:nbn:se:du-19946
► Syftet med denna studie var att undersöka hur digitala nomader utövar sitt yrke som grafiska designers, varför de valde att bli digitala nomader samt…
(more)
▼ Syftet med denna studie var att undersöka hur digitala nomader utövar sitt yrke som grafiska designers, varför de valde att bli digitala nomader samt vilka fördelar och nackdelar som finns. Totalt intervjuades 10 före detta och nuvarande digitala nomader via email och svaren sammanställdes och analyserades för att finna teman och sammanhang. Resultatet visar att deltagarna valde en digital nomadisk livsstil främst på grund av den frihet det innebär. De är även helt beroende av internet, då det är den grundläggande teknologin som möjliggör distansarbete. Att vara digital nomad verkar inte ha en negativ inverkan på den grafiska designprocessen och alla verktyg som behövs anser de finns tillgängliga digitalt. Den del av det traditionella designyrket på en byrå som deltagarna i studien saknade mest var kreativa diskussioner med kollegor.
Subjects/Keywords: grafisk design; digital nomad; design process
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Larsson, K. (2015). The Graphic Designer as (a)Digital Nomad : A qualitative study. (Thesis). Dalarna University. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:du-19946
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Larsson, Karin. “The Graphic Designer as (a)Digital Nomad : A qualitative study.” 2015. Thesis, Dalarna University. Accessed April 20, 2021.
http://urn.kb.se/resolve?urn=urn:nbn:se:du-19946.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Larsson, Karin. “The Graphic Designer as (a)Digital Nomad : A qualitative study.” 2015. Web. 20 Apr 2021.
Vancouver:
Larsson K. The Graphic Designer as (a)Digital Nomad : A qualitative study. [Internet] [Thesis]. Dalarna University; 2015. [cited 2021 Apr 20].
Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:du-19946.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Larsson K. The Graphic Designer as (a)Digital Nomad : A qualitative study. [Thesis]. Dalarna University; 2015. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:du-19946
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

University of the Arts London
25.
Hayward, Angela.
iPad : a virtual studio in my handbag.
Degree: PhD, 2018, University of the Arts London
URL: https://ualresearchonline.arts.ac.uk/id/eprint/14058/
;
https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.774098
► Central to this practice-based investigation is the concept that the iPad has the potential to provide the appropriate tools and resources required to create a…
(more)
▼ Central to this practice-based investigation is the concept that the iPad has the potential to provide the appropriate tools and resources required to create a body of new and original artworks. I suggest that the iPad enables the artist to re-define the concept of an artist's studio and facilitates a move away from the traditional studio towards a new virtual studio. This investigation considers the affordances of the iPad in engendering new ways of visualising intimate, private, domestic and public space, through filmmaking, photography, and digital drawing and painting. The practice-based element of this doctorate is interwoven with an investigation of relevant critical theory and is presented as a descriptive analysis of my virtual studio. The research explores the contemporary methodologies of arts-based research; autoethnography and visual and digital ethnography. My contribution to knowledge is that the iPad is a virtual studio that enables myself and other artists to create new modes of creative practice. I have examined and analysed the historical technological contexts that form the foundations for the emergence of a new means of artistic production. I have also addressed questions around machine replicability and the role of new media in shaping the cultural landscape. An autonomous case study reflects on the emergence of new ethical codes of practice in relation to new media iPad art and considers the role of digital integrity within new Fine Art digital practices. It investigates the emergence of innovative online digital artistic communities who use the iPad as the main tool for the creation of iPad art and then access social networking platforms for its dissemination. It further researches a blog of female peers to consider the duality of the iPad as a complementary toolkit to traditional media.
Subjects/Keywords: Fine Art; Design Practice; Digital Media Design
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Hayward, A. (2018). iPad : a virtual studio in my handbag. (Doctoral Dissertation). University of the Arts London. Retrieved from https://ualresearchonline.arts.ac.uk/id/eprint/14058/ ; https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.774098
Chicago Manual of Style (16th Edition):
Hayward, Angela. “iPad : a virtual studio in my handbag.” 2018. Doctoral Dissertation, University of the Arts London. Accessed April 20, 2021.
https://ualresearchonline.arts.ac.uk/id/eprint/14058/ ; https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.774098.
MLA Handbook (7th Edition):
Hayward, Angela. “iPad : a virtual studio in my handbag.” 2018. Web. 20 Apr 2021.
Vancouver:
Hayward A. iPad : a virtual studio in my handbag. [Internet] [Doctoral dissertation]. University of the Arts London; 2018. [cited 2021 Apr 20].
Available from: https://ualresearchonline.arts.ac.uk/id/eprint/14058/ ; https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.774098.
Council of Science Editors:
Hayward A. iPad : a virtual studio in my handbag. [Doctoral Dissertation]. University of the Arts London; 2018. Available from: https://ualresearchonline.arts.ac.uk/id/eprint/14058/ ; https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.774098

University of the Arts London
26.
Hayward, Angela.
iPad: A Virtual Studio in my Handbag.
Degree: 2018, University of the Arts London
URL: https://ualresearchonline.arts.ac.uk/id/eprint/14058/
► Central to this practice-based investigation is the concept that the iPad has the potential to provide the appropriate tools and resources required to create a…
(more)
▼ Central to this practice-based investigation is the concept that the iPad has the potential to provide the appropriate tools and resources required to create a body of new and original artworks. I suggest that the iPad enables the artist to re-define the concept of an artist’s studio and facilitates a move away from the traditional studio towards a new virtual studio. This investigation considers the affordances of the iPad in engendering new ways of visualising intimate, private, domestic and public space, through filmmaking, photography, and digital drawing and painting.
The practice-based element of this doctorate is interwoven with an investigation of relevant critical theory and is presented as a descriptive analysis of my virtual studio. The research explores the contemporary methodologies of arts-based research; autoethnography and visual and digital ethnography. My contribution to knowledge is that the iPad is a virtual studio that enables myself and other artists to create new modes of creative practice.
I have examined and analysed the historical technological contexts that form the foundations for the emergence of a new means of artistic production. I have also addressed questions around machine replicability and the role of new media in shaping the cultural landscape.
An autonomous case study reflects on the emergence of new ethical codes of practice in relation to new media iPad art and considers the role of digital integrity within new Fine Art digital practices. It investigates the emergence of innovative online digital artistic communities who use the iPad as the main tool for the creation of iPad art and then access social networking platforms for its dissemination. It further researches a blog of female peers to consider the duality of the iPad as a complementary toolkit to traditional media.
Subjects/Keywords: Fine Art; Design Practice; Digital Media Design
Record Details
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Share »
Record Details
Similar Records
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« Share





❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Hayward, A. (2018). iPad: A Virtual Studio in my Handbag. (Thesis). University of the Arts London. Retrieved from https://ualresearchonline.arts.ac.uk/id/eprint/14058/
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Hayward, Angela. “iPad: A Virtual Studio in my Handbag.” 2018. Thesis, University of the Arts London. Accessed April 20, 2021.
https://ualresearchonline.arts.ac.uk/id/eprint/14058/.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Hayward, Angela. “iPad: A Virtual Studio in my Handbag.” 2018. Web. 20 Apr 2021.
Vancouver:
Hayward A. iPad: A Virtual Studio in my Handbag. [Internet] [Thesis]. University of the Arts London; 2018. [cited 2021 Apr 20].
Available from: https://ualresearchonline.arts.ac.uk/id/eprint/14058/.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Hayward A. iPad: A Virtual Studio in my Handbag. [Thesis]. University of the Arts London; 2018. Available from: https://ualresearchonline.arts.ac.uk/id/eprint/14058/
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

NSYSU
27.
Lin, Chi-Lun.
A Development Methodology with UML for Digital Game Plan Design: A Case Study of Role-Play Game.
Degree: Master, Information Management, 2014, NSYSU
URL: http://etd.lib.nsysu.edu.tw/ETD-db/ETD-search/view_etd?URN=etd-0603114-021518
► In recent years, the digital game which includes either huge online role-play game or small app game has become a flourishing industry. In order to…
(more)
▼ In recent years, the
digital game which includes either huge online role-play game or small app game has become a flourishing industry. In order to become a forerunner and to attract game player successfully, we know that the process of planning
design has become more important in the
digital industry. However, a standard modeling method that can promote the growth of the quality of the
digital game development is still uncompleted.
We propose a modeling methodology with UML for
digital game plan and
design focus on the
design stage of game development. And we use sequence diagram, class diagram and PAC interface architecture diagram to fulfill the original game development document. Finally we adopt some game development documents from M-company to valid its usability. With the proposed methodology, the implementing organization can improve the game planning and designing in the early
design stage of game development. And thereby enhance the efficiency during the later system development stages.
Advisors/Committee Members: Tzyh-Lih Hisa (committee member), Jen-Her We (committee member), Hao-yun Kao (chair), Yi-Cheng Chen (chair), Ming-Che Hsieh (chair).
Subjects/Keywords: UML; digital game design; digital game planning; digital game
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Lin, C. (2014). A Development Methodology with UML for Digital Game Plan Design: A Case Study of Role-Play Game. (Thesis). NSYSU. Retrieved from http://etd.lib.nsysu.edu.tw/ETD-db/ETD-search/view_etd?URN=etd-0603114-021518
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Lin, Chi-Lun. “A Development Methodology with UML for Digital Game Plan Design: A Case Study of Role-Play Game.” 2014. Thesis, NSYSU. Accessed April 20, 2021.
http://etd.lib.nsysu.edu.tw/ETD-db/ETD-search/view_etd?URN=etd-0603114-021518.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Lin, Chi-Lun. “A Development Methodology with UML for Digital Game Plan Design: A Case Study of Role-Play Game.” 2014. Web. 20 Apr 2021.
Vancouver:
Lin C. A Development Methodology with UML for Digital Game Plan Design: A Case Study of Role-Play Game. [Internet] [Thesis]. NSYSU; 2014. [cited 2021 Apr 20].
Available from: http://etd.lib.nsysu.edu.tw/ETD-db/ETD-search/view_etd?URN=etd-0603114-021518.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Lin C. A Development Methodology with UML for Digital Game Plan Design: A Case Study of Role-Play Game. [Thesis]. NSYSU; 2014. Available from: http://etd.lib.nsysu.edu.tw/ETD-db/ETD-search/view_etd?URN=etd-0603114-021518
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
28.
Tjärnberg, Cecilia.
BIG DATA DESIGN - Strange but familiar.
Degree: Interior Architecture & Furniture Design, 2019, University of Arts
URL: http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-6952
► How form translates as it moves between the physical and the digital has caught my interest. I collect data through different types of 3d…
(more)
▼ How form translates as it moves between the physical and the digital has caught my interest. I collect data through different types of 3d scanning exploring a range of technologies. In the digital realm, the information captured presents itself as a messy abstraction to the original where some information is added while other is lost. Developing the material, I adopt complex content aware auto fill algorithms - a strategy that becomes essential for the project. In my installation visitors can explore thresholds between the real and the virtual. My firm belief is that the traces from the physical and digital wear and tear add value in that they unpack my process, birthing something strange while familiar.
Hur form översätts när den rör sig mellan det fysiska och det digitala har fångat mitt intresse. Jag samlar in data genom olika typer av 3d-skanning och utforskar en rad olika tekniker. I det digitala rummet redovisas den dokumenterade datan som en rörig abstraktion till sitt original, där viss information adderas medan annan förloras. Jag antar i min designprocess komplexa content aware auto fill-algoritmer - en strategi som blir central för projektet. I min installation bjuds besökare att utforska möten mellan det verkliga och det virtuella. Det är min övertygelse att spåren från det fysiska och det digitala slitaget adderar mervärden genom att de packar upp min process samtidigt som något märkligt men bekant materialiseras.
Subjects/Keywords: 3D scanning; Digital Design; Craft; Spatial Design; Design; Design
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Tjärnberg, C. (2019). BIG DATA DESIGN - Strange but familiar. (Thesis). University of Arts. Retrieved from http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-6952
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Tjärnberg, Cecilia. “BIG DATA DESIGN - Strange but familiar.” 2019. Thesis, University of Arts. Accessed April 20, 2021.
http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-6952.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Tjärnberg, Cecilia. “BIG DATA DESIGN - Strange but familiar.” 2019. Web. 20 Apr 2021.
Vancouver:
Tjärnberg C. BIG DATA DESIGN - Strange but familiar. [Internet] [Thesis]. University of Arts; 2019. [cited 2021 Apr 20].
Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-6952.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Tjärnberg C. BIG DATA DESIGN - Strange but familiar. [Thesis]. University of Arts; 2019. Available from: http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-6952
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Queensland University of Technology
29.
Straker, Karla M.
Emotionate: Emotional awareness in the design of digital channel engagements.
Degree: 2016, Queensland University of Technology
URL: https://eprints.qut.edu.au/95790/
► The emergence of new technologies has revolutionised the way companies interact, engage and build relationships with customers. 'Emotionate' is a process to provide innovative business…
(more)
▼ The emergence of new technologies has revolutionised the way companies interact, engage and build relationships with customers. 'Emotionate' is a process to provide innovative business solutions through an awareness of customer emotions. This is done by gaining customer insights, understanding business requirements and knowing technical possibilities. This thesis is a meta-disciplinary study, examining customer emotions and experiences in the design of digital channel engagements. Outcomes of this research provide implications for industry by explaining how a process of collecting and analysing customers' emotions can lead to designing successful digital channel engagements.
Subjects/Keywords: Design and Emotion; Design and Innovation; Digital Channels; Digital Engagements; Emotion
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Straker, K. M. (2016). Emotionate: Emotional awareness in the design of digital channel engagements. (Thesis). Queensland University of Technology. Retrieved from https://eprints.qut.edu.au/95790/
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Chicago Manual of Style (16th Edition):
Straker, Karla M. “Emotionate: Emotional awareness in the design of digital channel engagements.” 2016. Thesis, Queensland University of Technology. Accessed April 20, 2021.
https://eprints.qut.edu.au/95790/.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
MLA Handbook (7th Edition):
Straker, Karla M. “Emotionate: Emotional awareness in the design of digital channel engagements.” 2016. Web. 20 Apr 2021.
Vancouver:
Straker KM. Emotionate: Emotional awareness in the design of digital channel engagements. [Internet] [Thesis]. Queensland University of Technology; 2016. [cited 2021 Apr 20].
Available from: https://eprints.qut.edu.au/95790/.
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation
Council of Science Editors:
Straker KM. Emotionate: Emotional awareness in the design of digital channel engagements. [Thesis]. Queensland University of Technology; 2016. Available from: https://eprints.qut.edu.au/95790/
Note: this citation may be lacking information needed for this citation format:
Not specified: Masters Thesis or Doctoral Dissertation

Georgia Tech
30.
Nikookar, Niloofar.
Design through digital making: A human-system collaboration framework.
Degree: MS, Architecture, 2020, Georgia Tech
URL: http://hdl.handle.net/1853/63601
► In the last 30 years, a large number of experimental architectural projects and whole buildings have been realized using computationally driven fabrication machines and robotics.…
(more)
▼ In the last 30 years, a large number of experimental architectural projects and whole buildings have been realized using computationally driven fabrication machines and robotics. It is widely claimed that these new technologies are changing the way we think, construct, operate, and
design. However, the degree to and areas in which these changes are happening are debatable. This thesis examines recent projects where representational and fabrication technology is integrated into the architectural
design and production process. The thesis investigates how new tools and techniques are being adopted, interrogates if their use results in the generation of new
design and making paradigms, and identifies potential areas of change and growth. The thesis provides an overview of existing
design and making paradigms, including alternatives to the commonly accepted linear model in which
design happens in advance of construction and informs, but does not direct or guide construction. In these alternative models,
design and making happen more simultaneously and develop together through collaboration and interaction. Through that discussion, the concept of emergent design—
design determined through the process of its creation—is unfolded in the context of collaborative
design models coupled with
digital fabrication tools. The study accomplished through analysis of forty published projects that claim impactful integration of
digital tools – with the explicit goal of creating
digital models that drive production. The projects are different in scope, size and program. They are analyzed in terms of their implemented techniques, tools, and system agency and are critiqued to identify patterns and trends in their
design and making processes. These elements are instructive for determining the possibility of human-system collaboration within these projects. In order to qualify the degree of that
digital autonomy and collaboration in these projects, scales are developed to facilitate the comparison of the projects to discover trends and draw conclusions. At the end of the thesis, several of the most impactful projects are described more deeply as case studies.
Advisors/Committee Members: Gentry, Russell (advisor), Noel, Vernelle A. A. (committee member), Shelden, Dennis R. (committee member).
Subjects/Keywords: Human-system collaboration; Digital making; Digital fabrication; Emergent design; Design framework
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❌
APA ·
Chicago ·
MLA ·
Vancouver ·
CSE |
Export
to Zotero / EndNote / Reference
Manager
APA (6th Edition):
Nikookar, N. (2020). Design through digital making: A human-system collaboration framework. (Masters Thesis). Georgia Tech. Retrieved from http://hdl.handle.net/1853/63601
Chicago Manual of Style (16th Edition):
Nikookar, Niloofar. “Design through digital making: A human-system collaboration framework.” 2020. Masters Thesis, Georgia Tech. Accessed April 20, 2021.
http://hdl.handle.net/1853/63601.
MLA Handbook (7th Edition):
Nikookar, Niloofar. “Design through digital making: A human-system collaboration framework.” 2020. Web. 20 Apr 2021.
Vancouver:
Nikookar N. Design through digital making: A human-system collaboration framework. [Internet] [Masters thesis]. Georgia Tech; 2020. [cited 2021 Apr 20].
Available from: http://hdl.handle.net/1853/63601.
Council of Science Editors:
Nikookar N. Design through digital making: A human-system collaboration framework. [Masters Thesis]. Georgia Tech; 2020. Available from: http://hdl.handle.net/1853/63601
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