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Product development has both innovative and analytic sides. Starting from the requirements, a design suggestion is generated. In order to assess how well the envisioned design fulfils the requirements, it is sometimes necessary to build a computer model of it for the analysis. The overall motivation of the work presented is to reduce the time spent on creating the model by reusing knowledge gained from developing similar products by suggesting, building and evaluating IT-systems. To verify the systems real design examples, obtained from companies that have participated in the research projects have been used. The work is based on two major application examples. The first, involving the automated geometrical idealisation of die-cast parts (Paper I-III), and the second involving manufacturability of powder metallurgy pressed and sintered...
Packaging has always received a lot of attention within the field of design for sustainability. The classical approach has been to mainly focus on reducing the impact of the packaging. This approach stems from the ill-informed position that packaging is superfluous, or at best there only for marketing reasons. This is a rather guild-based approach that, if taken to extremes, would lead to complete elimination of packaging, or at most a quintessential brown paper bag. In industry reality though, the packaging design is seen as a way to differentiate, to stand out from the competition. That view is at odds with the sustainability view. Also, through fulfilling its other functions, such as protection of the packed product, packaging contributes to sustainability. This paper discusses several other approaches, such as circular economy as a...
Det finns idag behov till en undervisningsform som på ett roligt och enkelt sätt engagerar studenter till att lära sig om design. Studenter är olika och behöver olika undervisningsformer. Problemet löses via ett brädspel som är kunskapsgivande vilket får studenter engagerade. Under tio veckor har jag arbetat med ett testbrädspel för designstudenter som ett komplement till designundervisningen. Jag har intervjuat folk om design och skaffat mig kunskaper om hur en yrkesverksam designers tillvaro kan se ut. Tester av spelet har ägts rum för att se om det är underhållande och hjälp har tagits av yrkesverksamma brädspelsutvecklare och lärare för speldesign. Resultatet blev ett koncept till ett brädspel där det går att rulla ihop planen i en papperscylinder eller vika planen till en låda för att lösa förpackningsproblemet. I spelet förekomme...
Komplexe Gebäude wie z.B. Flughäfen und Krankenhäuser führen häufig zu Orientierungsschwierigkeiten der Benutzer. Spektakuläre Fehlschläge scheinen Defizite im architektonischen Entwurf zu belegen, welcher durch geeignete Werkzeuge oder Richtlinien zu unterstützen sei. Optimistischer ist die Vorannahme, dass etablierte Ansätze in der Architektur unter geeigneten Vorgaben hinsichtlich Zeit, Raum, Budget, etc. sehr wohl in der Lage sind, orientierungsfreundlich zu bauen. Die vorliegende Arbeit konzentriert sich daher auf Planungspraxis, wie sie geschieht, ohne im Vorhinein eine „Optimierung“ zu anzustreben. Die Herausforderung liegt darin, architektonisches Planungswissen von der Perspektive des Kognitionswissenschaftlers aus zu untersuchen. Expertiseforschung beginnt typischerweise mit informellen Interviews, um später Expertenmodelle ...
Sob a égide da arquitetura moderna, as competências da programação visual e do desenho industrial fundiram-se pelas mãos dos arquitetos João Carlos Cauduro e Ludovico Antonio Martino na criação, desenvolvimento e implantação de projetos sistêmicos de identidade corporativa e ambiental. Em São Paulo, circunscrito no ápice do paradigma moderno entre os anos 1960 e 1970, este design total não só realizou vultosas e perenes identidades visuais para os setores produtivos e operacionais brasileiros, como também materializou icônicos espaços públicos para a metrópole paulistana corroborando, em última instância, a consolidação dessas matrizes paradigmáticas de projeto as quais, àquele momento, socializaram um conhecimento tipológico e metodológico, reiterando um antigo ideário e aproximando o arquiteto de suas funções civis dentro das novas ...
This article focuses on the design or buy design decision process and aims at proposing a structured approach and a tool enabling to support the decision-making within a new product development (NPD) project team. To reach this objective we adopt an Action Research approach. An application of the tool within a product project of Schneider Electric group is presented followed by a discussion of the managerial implications of its use. The authors wish to thank Schneider Electric for their close cooperation in this work and the opportunity they gave to conduct an applied research on the topic of design or buy design decision-making.
Humanitarian Demining is the process of detecting, removing and disposing of landmines. Millions of landmines are buried in more than 80 countries resulting in 20,000 civilian victims every year. MIT Design for Demining is a design course that spans the entire product design and development process from identification of needs and idea generation to prototyping and blast testing to manufacture and deployment. Technical, business and customer aspects are addressed. Students learn about demining while they design, develop and deliver devices to aid the demining community. Past students have invented or improved hand tools, protective gear, safety equipment, educational graphics and teaching materials. Some tools designed in previous years are in use worldwide in the thousands. Course work is informed by a class field trip to a US Army ba...
The twenty general guidelines, and additional special district guidelines in the document are to implement the four goals for downtown design. They are intended to aid project designers in understanding the principal expectations of the City and the concerns and objectives of the Design Commission for downtown development. [From the document]
In the Origin of Species (1859), Charles Darwin gave us a model for understanding how natural objects and systems can evidence design without positing a designer: how purpose and mechanism can exist without intelligent agency. Texts in this course deal with pre- and post-Darwinian treatment of this topic within literature and speculative thought since the eighteenth century. We will give some attention to the modern study of feedback mechanisms in artificial intelligence. Our reading will be in Hume, Voltaire, Malthus, Darwin, Butler, H. G. Wells, and Turing.
Want to know more?If you want to know more about this cutting edge product, or schedule a demonstration on your own organisation, please feel free to contact us or read the available documentation at http://www.keep.pt/produtos/retrievo/?lang=en