87 resultados para Work design.
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This paper aims to show some advantages brought by the computer graphics and inter-disciplinary communication within the academic institution UNESPBauru, using it as a teaching tool in undergraduate engineering and design. The communication in the classroom could be reconfigured through the adoption of new technologies by drawing a parallel between old and new programmatic contents, setting goals and parameters to improve communication between teacher and student, transferring and sediment of the given content and increasing production in quantity and complexity of work undertaken by students. As an example of computer graphics use, this work presents a final graduation work that was successful in the market, "Teardrop Trailer Caracol", as result of the final adoption of CAD technology as a teaching tool, design and production.
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Educational games are responsible for part of the information assimilated by the child, because these games respect the individual learning time, enabling experimentation and, consequently, being an accessory to retain the acquired knowledge spontaneously. However, the analogy between stimulus and reception/result is not always the expected. On the one hand, there are the pedagogues, bearing the knowledge necessary to the children’s development. On the other hand, are the children, who cannot completely assimilate the concept, commonly because of lack of planning on the product. After all, the children become not interested in the game, without developing the expected cognitive abilities planned for the product. Whereas the importance of the games on children’s development, this work aimed to analyze and select educational games presented on the preschool, based on the language exploration from the Designs knowledge and skills. Specifically, the research intends to investigate games targeted to stimulate geometric concepts, and so, to describe parameters that must be observed during the product planning.
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The language in the contemporaneous, for treating from essential factor to the communication and artistic expression, mainly starting from the intense expansion of the industrial techniques, it’s makes way for a considerable reflection: the stylistic relationship among the industrial object, the craft and the properly artistic work (DORFLES, 1988). The aesthetics, as inherent factor and mediator the all these subjects, is capable to establish similarities between the design concept and the contemporary art. Starting from this panorama an interpretative analysis is delineated on the function aesthetics/poetics (JAKOBSON, R. 1995; MUKAROVSKY, J. 1993) in the language of the design, under the optical of the contemporary thought in order to provide a contribution of updating of the present delimitation context between the art and the design in the extent of the aesthetics.
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Taking as a starting point the reflection on the ornament, is delineated an interpretative analysis of delimitation between art and design in the extent of the aesthetics. Presupposing the ornament as an elementary and universal form of the all aesthetics’ manifestations, trying to work, through recent contributions and in an unified way, concepts regarding the aesthetics in parallel with the phenomenon of the perception. The ornament as element previously “ordered” front to the organization need that the interpretation demands, it constitutes fertile philosophical instrument, for all the art forms and of design, which seeks to provide an aesthetic sensation. Returned to the thoughtful function, the ornament has as essential purpose to stimulate the aesthetic experimentation, capable to induce the perception to subtler states of conscience similar of to the ecstasy, where the spirit from whom contemplates, can live experiences of extreme freedom and intense pleasure. . Establishing semiotics foundations capable of evidencing a function anagogic-therapeutics in the action of conceiving and to meditating, alternately, an object with function strictly ornamental (aesthetics), also intending the reflection of moral stamp on the ornamental concept of the decency as conciliatory solution in the intersection between art and design, concerning the creativity of the formative process.
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This paper summarizes a research that has been developed from the concern about a company’s strategic planning, once regarding the product development process and its methodological guidelines. Our goal was to check if there is an ideal methodology, peculiar to the graphic design, which could be applied to a printed newspaper condition. And then, we could deduce, according to the design practices in newspapers, its relevance. We did not intend to create a specific graphic design methodology for daily newspapers, nor the analysis of methods, but we wanted to emphasize that the familiarization with acknowledged methods in the field of visual communication, during the process of professional formation, might ease good choices in the work practice on design. The understanding of the gradual introduction of graphic design on printed daily newspapers brings about, thus, not only their visual improvement, but also allows that this kind of journalism (which depends on a graphic interface in order to make their product come true) reconsider the newspaper as a whole.
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There are at least three different visions about origins of design; the most diffused is the idea that design begins with the Industrial Revolution. Some see the design as heir of a special kind of crafts at Revolution’s eve, because it already have a former project and work division. Less diffused is the idea that there aren’t much significant differences between design and crafts, giving to design some millenniums of history. But, being the designer heir of this millenary tradition isn’t time to reconciliate it again with crafts? Shouldn’t we return to defend the rescue of concepts of project before the modernism?
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Among the current trends for children’s clothing is clothing that may contribute to the development and children’s learning through interaction with their clothes. For child interaction / clothes from occurring, this dress is appropriate the knowledge of design, which assist in its construction. Thus, this study seeks to investigate design principles that can be adopted for production of clothing that can assist in the development of children, showing how notions of education can be incorporated into costumes, studying the relationships and interactions between design, fashion and education. The study addresses this garment from the perspective of design, so as to provide insights that could contribute to the creation of the pieces. To that end, we developed a theoretical framework that sought to show the infant universe, communication, clothing and design. According to the methodological procedures for the work, there was a case study in ten private schools in Bauru-sp in order to obtain data on experiences with children about their preferences, attitudes and ways of reasoning child’s world.
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The expressive possibilities within the field of surface design come up with increasingly larger with the emergence of technologies that allow the construction of forms and structures of high complexity such as three-dimensional printing. Establishing a relationship between design and complex systems, this work seeks to address the significant interrelationship of new paradigms of science, designed from concepts such as chaos, complexity and self-organization along with the cyber and parametric design, assuming thus the consequent impact of these in the creation and construction of process surfaces. Starting from the investigation of the applicability of the aforementioned conceptual bases, will be exemplified prospects of surface, produced in the first instance through computer interfaces, assigning the emergence of new creative processes and technology. Furthermore, elucidating biomimetics and its importance in the design of the design as a means of inspiration in complex systems of nature.
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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This work discusses the theories of TRIZ and Design Thinking, as well as the association of the two theories by a tool for the application of TRIZ in a Design Thinking environment. This work proposes the association of the theories by an easy and systematic method constituted by a step by step process. The objective of this work is to create a method that facilitates the application of the two innovation theories helping the inventors to develop new products without the necessity of being creative people. By the end of the work is shown the research case accomplished as an empirical analysis of this tool that can be a fast and efficient method to solve inventive problems focused in the expectations and necessities of the clients