840 resultados para Designer com mediatore
Resumo:
Designer biopolymers (DBPs) represent state of the art genetically engineered biomacromolecules designed to condense plasmid DNA, and overcome intra- and extra- cellular barriers to gene delivery. Three DBPs were synthesized, each with the tumor molecular targeting peptide-1 (TMTP-1) motif to specifically target metastases. Each DBP was complexed with a pEGFP-N1 reporter plasmid to permit physiochemical and biological assay analysis. Results indicated that two of the biopolymers (RMHT and RM3GT) effectively condensed pEGFP-N1 into cationic nanoparticles< 100nm and were capable of transfecting PC-3 metastatic prostate cancer cells. Conversely the anionic RMGT DBP nanoparticles could not transfect PC-3 cells. RMHT and RM3GT nanoparticles were stable in the presence of serum and protected the cargo from degradation. Additionally it was concluded that cell viability could recover post-transfection with these DBPs, which were less toxic than the commercially available transfection reagent Lipofectamine® 2000. With both DBPs, a higher transfection efficacy was observed in PC-3 cells than in the moderately metastatic, DU145, and normal, PNT2-C2, cell lines. Blocking of the TMTP-1 receptors inhibited gene transfer indicating internalization via this receptor. In conclusion RMHT and RM3GT are fully functional DBPs that address major obstacles to gene delivery and target metastatic cells expressing the TMTP-1 receptor.
Resumo:
Esta dissertação pretende contribuir para a investigação em design, validando a interpretação como método em design aplicada a meta-projectos de cenários de equipamentos no século XXI. A análise e a avaliação dos dois conceitos - interpretação e cenário - como reflexo da maneira de pensar da contemporaneidade são a base para a estruturação de um meta-projecto aplicado na epiderme da cidade, sustentado pela metodologia projectual da hermenêutica e pela competência da semiótica. Este projecto de investigação organiza-se em duas partes; cada uma desenvolvida ao longo de três capítulos. No primeiro capítulo da primeira parte averigua-se o relacionamento entre a metodologia projectual aplicada por projectistas, desde o séc. XVII até aos nossos dias, e o pensamento filosófico para fundamentar a interpretação como método em design. No segundo capítulo analisa-se o cenário enquanto superfície vertical da cidade definida por um sistema de equipamentos. Por um lado, verifica-se que o equipamento ( équipement , Le Corbusier) é a proposta de ordem construtiva dos anos 20 e que a pattern ( pattern language , Alexander) é a ordem construtiva a partir dos anos 70. Por outro lado, averigua-se que hoje a superfície da cidade é constituída por várias camadas e que a camada superior é a epiderme. Enquanto película de sistema de patterns, a epiderme revela-se apta a deixar-se afectar pela mudança e, consequentemente, a ser trabalhada pelo design. O terceiro capítulo analisa a história da cultura da superfície dos edifícios no contexto ocidental, da Grécia Clássica aos nossos dias, para interpretar a proposta do design da epiderme. Para caracterizar a complexidade do período compreendido entre a acção metodológica de Le Corbusier nos anos 20 e o séc. XXI são comentados cinco momentos temáticos distintos. No primeiro capítulo da segunda parte escolhe-se o exercício do meta-projecto como instrumento de reflexão projectual dialéctico, definidor de uma metodologia projectual. O meta-projecto é analisado na realidade ocidental diacrónica e sincronicamente para fundamentar o conceito de junkspace como nova ordem. Neste sentido, são interpretados conceitos relativos à vivência urbana, reivindicando-lhes uma nova existência: a iluminação, a zona verde como pulmão da cidade, a energia interpretada como competência do cenário envolvente e o junkspace como nova ordem arquitectónica. No segundo capítulo define-se uma estratégia meta-projectual narrativa aplicada ao projecto da epiderme da cidade, destacando a particular importância do relacionamento entre a investigação em design e as empresas como fonte de inovação e de conhecimento. O terceiro capítulo defende um exercício experimental na área do projecto da epiderme dos edifícios como uma oportunidade para desenvolver diferentes propostas, partindo do mesmo brief. São apresentados resultados dos workshops inter-disciplinares entre o contexto académico e a realidade empresarial que alimentam o meta-projecto enquanto processo dialéctico, contínuo e inovador. Conclui-se com o argumento de que o design é uma disciplina com uma participação fundamental na valorização e na transformação das cidades do século XXI.
Resumo:
This thesis critically examines the online marketing tactics of 10 (English language) Canadian cosmetic surgery clinics’ websites that offer Female Genital Cosmetic Surgery (FGCS), specifically, labiaplasty (labial reduction) and vaginoplasty (vaginal tightening). Drawing on a qualitative Multimodal Critical Discourse Analysis (MCDA) and a feminist-informed social constructionist framework (Lazar, 2007), I examine how FGCS discourses reiterate and reinforce heteronormative sexual scripts for women, and impose restrictive models of femininity through the pathologization of genital diversity and the appropriation of postfeminist and neoliberal discourses of individual choice and empowerment. I explore feminist analyses of the links between FGCS and contemporary Western women’s postfeminist subjectivity, and the reconfiguration of women’s sexual agency, to better understand what these contemporary shifts may mean for women’s sexual anxiety and expression. My analysis highlights several discourses that organize the online marketing material of Canadian FGCS websites, including: the pathologization of genital diversity; restrictive models of femininity; heteronormative sexual scripts; neoliberal and post-feminist rhetorics of individual choice and empowerment; and psychological and sexual transformation. Overall, these discourses undermine acceptance of women’s genital diversity, legitimize the FGCS industry and frame FGCS as the only viable solution to alleviate women’s genital and sexual distress despite the lack of evidence regarding the long-term benefits and risks of these procedures, and the recommendations against FGCS by professional medical organizations.
Resumo:
Cette recherche porte sur des questions relatives à la conception des interfaces humain-ordinateur. Elle s’inscrit dans le courant des recherches sur l’utilisabilité et elle s’intéresse particulièrement aux approches centrées sur l’utilisateur. Nous avons été très souvent témoin des difficultés éprouvées par les utilisateurs dans l’usage de certaines interfaces interactives et nous considérons que ces difficultés découlent d’un problème de design. Le design d’interface doit être basé sur les besoins de l’utilisateur dans le cadre de ses activités, dont les caractéristiques devaient être bien comprises et bien prises en considération pour mener à la conception d’interfaces qui respectent les critères d’utilisabilité. De plus, la communauté des chercheurs ainsi que l’industrie admettent maintenant que pour améliorer le design, il est crucial de développer les interfaces humain-ordinateur au sein d’une équipe multidisciplinaire. Malgré les avancées significatives dans le domaine du design centrées sur l’utilisateur, les visées annoncées sont rarement réalisées. La problématique étudiée nous a conduit à poser la question suivante : En tant que designer d’une équipe multidisciplinaire de conception, comment modifier la dynamique de collaboration et créer les conditions d’une conception véritablement centrée sur l’interaction humain-ordinateur ? Notre démarche de recherche a été guidée par l’hypothèse voulant que l’activité de design puisse être le moyen de faciliter la création d’un langage commun, des échanges constructifs entre les disciplines, et une réflexion commune centrée sur l’utilisateur. La formulation de cette hypothèse nous a mené à réfléchir sur le rôle du designer. Pour mener cette recherche, nous avons adopté une méthodologie mixte. Dans un premier temps, nous avons utilisé une approche de recherche par projet (recherche-projet) et notre fonction était celle de designer-chercheur. La recherche-projet est particulièrement appropriée pour les recherches en design. Elle privilégie les méthodes qualitatives et interprétatives ; elle étudie la situation dans sa complexité et de façon engagée. Nous avons effectué trois études de cas successives. L’objectif de la première étude était d’observer notre propre rôle et nos interactions avec les autres membres de l’équipe de projet pendant le processus de design. Dans la seconde étude, notre attention a été portée sur les interactions et la collaboration de l’équipe. Nous avons utilisé le processus de design comme méthode pour la construction d’un langage commun entre les intervenants, pour enrichir les réflexions et pour favoriser leur collaboration menant à redéfinir les objectifs du projet. Les limites de ces deux cas nous ont conduit à une intervention différente que nous avons mise en œuvre dans la troisième étude de cas. Cette intervention est constituée par la mise en place d’un atelier intensif de conception où les intervenants au projet se sont engagés à développer une attitude interdisciplinaire permettant la copratique réflexive pour atteindre les objectifs d’un projet de construction d’un site web complexe centré sur l’utilisateur. L’analyse et l’interprétation des données collectées de ces trois études de cas nous ont conduit à créer un modèle théorique de conception d’interface humain-ordinateur. Ce modèle qui informe et structure le processus de design impliquant une équipe multidisciplinaire a pour objectif d’améliorer l’approche centrée sur l’utilisateur. Dans le cadre de ce modèle, le designer endosse le rôle de médiateur en assurant l’efficacité de la collaboration de l’équipe. Dans un deuxième temps, afin de valider le modèle et éventuellement le perfectionner, nous avons utilisé une approche ethnographique comportant des entrevues avec trois experts dans le domaine. Les données des entrevues confirment la validité du modèle ainsi que son potentiel de transférabilité à d’autres contextes. L’application de ce modèle de conception permet d’obtenir des résultats plus performants, plus durables, et dans un délai plus court.
Resumo:
What do the designers tend to achieve? To relate themselves to the reality by producing visual registers of emotions and thoughts, or by projecting and producing objects that are functional, adapting technologies to daily needs. That requires that a designer be a keen observer of his physical surroundings and have a fine sensibility to cultures, enabling him to disassemble the latent forms of the reality and cultural symbolisms in order to perceive the order underlying them and the principles of their composition and unity. Only then could he reproduce the nature and respond to cultural callings. In this process of understanding the surrounding reality of nature and cultures, a designer always moves, generally without being aware of it, between two processes: identity search and self-identification.
Resumo:
A possibilidade de manter os mais importantes elementos do design criados pelo designer será possível através de uma mistura de estratégia e conhecimento que o designer deverá ser capaz de gerir da maneira mais proveitosa. O comportamento individual e reservado, geralmente assumido e projetado aos outros intervenientes no processo de desenvolvimento de novos produtos, por parte do designer, já não são suficientes para enfrentar as necessidades cada vez mais competitivas da indústria e do mercado. As ideias e os conceitos que podem ser transmitidas ao designer por um grupo de trabalho permitem a aquisição de múltiplas visões acerca do mesmo objeto em termos de conceito, utilização, produção e mercado, que seriam impossíveis de serem fornecidas por um único indivíduo devido a uma observação subjetiva e à limitação de experiências. A metodologia da investigação multidisciplinar é, sem dúvida, o caminho mais importante a seguir e deverá ser introduzido no ensino de design das escolas desde o princípio e especialmente desde que o Acordo de Bolonha veio reduzir drasticamente as horas de contato entre alunos e docentes.
Resumo:
This study investigates whether commercial offices designed by signature architects in the United States achieve rental premiums compared to commercial offices designed by nonsignature architects. Focusing on buildings designed by winners of the Prizker Prize and the Gold Medal awarded by the American Institute of Architects, we create a sample of commercial office buildings designed by signature architects drawing on CoStar's national database. We use a combination of hedonic regression model and a logit model to estimate the various rent determinants. While the first stage measures the typical rental price differential above the typical building in a particular sub-market over a specific timeframe, the second stage identifies a potential price differential over a set of buildings closely matched on important characteristics (such as age, size, location etc.). We find that in both stages offices design by signature architects exhibit a premium. However these results are preliminary. The premium could be indeed an effect of the name of the architect, but others factors such as micro-market conditions might be the cause. Further tests are needed to confirm the validity of our results.
Resumo:
Tagging provides support for retrieval and categorization of online content depending on users' tag choice. A number of models of tagging behaviour have been proposed to identify factors that are considered to affect taggers, such as users' tagging history. In this paper, we use Semiotics Analysis and Activity theory, to study the effect the system designer has over tagging behaviour. The framework we use shows the components that comprise the tagging system and how they interact together to direct tagging behaviour. We analysed two collaborative tagging systems: CiteULike and Delicious by studying their components by applying our framework. Using datasets from both systems, we found that 35% of CiteULike users did not provide tags compared to only 0.1% of Delicious users. This was directly linked to the type of tools used by the system designer to support tagging.
Resumo:
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.
Resumo:
If you’ve made it this far—and I’m sure many of you have—then you know what this article is about: QR codes, or Quick Response codes (also referred to, though less frequently, as mobile codes 2d barcodes, or 2d codes). QRs are not new by any stretch of the imagination. In fact, they’ve been around for about a decade and a half.