909 resultados para Industrial design.


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A discussion with Dr Rafael Gomez on Industrial Design for the Nelson Senior Graphics for Queensland Schools publication.

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Many complex aeronautical design problems can be formulated with efficient multi-objective evolutionary optimization methods and game strategies. This book describes the role of advanced innovative evolution tools in the solution, or the set of solutions of single or multi disciplinary optimization. These tools use the concept of multi-population, asynchronous parallelization and hierarchical topology which allows different models including precise, intermediate and approximate models with each node belonging to the different hierarchical layer handled by a different Evolutionary Algorithm. The efficiency of evolutionary algorithms for both single and multi-objective optimization problems are significantly improved by the coupling of EAs with games and in particular by a new dynamic methodology named “Hybridized Nash-Pareto games”. Multi objective Optimization techniques and robust design problems taking into account uncertainties are introduced and explained in detail. Several applications dealing with civil aircraft and UAV, UCAV systems are implemented numerically and discussed. Applications of increasing optimization complexity are presented as well as two hands-on test cases problems. These examples focus on aeronautical applications and will be useful to the practitioner in the laboratory or in industrial design environments. The evolutionary methods coupled with games presented in this volume can be applied to other areas including surface and marine transport, structures, biomedical engineering, renewable energy and environmental problems.

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Anthony Dunne’s Hertzian Tales is an exploration of the aesthetic and conceptual aspects of industrial design and its potential to bring about social change for the users of electronic objects. It is a provoking and – to first-time readers – positively alarming social commentary on the interrelationship between electronic product design and culture, and the powerful but largely under-explored potential of electronic innovation to trigger social awareness. Hertzian Tales proposes an innovative approach to critical design and therefore serves as a reflection on and a critique of the commercial design practices at large. In this second edition, Dunne reiterates the original rationale for his project: a concern that the majority of industrial designers have unwittingly joined a treadmill culture of post-industrial mass-production – turning out electronic goods that have long simply met the brief of an optimally functioning and eagerly consumable technology.

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This thesis presents the design process and the prototyping of a lightweight, modular robotic vehicle for the sustainable intensification of broadacre agriculture. Achieved by the joint operation of multiple autonomous vehicles to improve energy consumption, reduce labour, and increase efficiency in the application of inputs for the management of crops. The Small Robotic Farm Vehicle (SRFV) is a lightweight and energy efficient robotic vehicle with a configurable, modular design. It is capable of undertaking a range of agricultural tasks, including fertilising and weed management through mechanical intervention and precision spraying, whilst being more than an order of magnitude lower in weight than existing broadacre agricultural equipment.

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This compilation of slides from eleven lectures spans the core content themes about design history including: what, when, how, where, who, why, heritage and future history. Examples are drawn for these design disciplines: architecture, fashion, industrial design, interactive & visual design, interior design, and landscape architecture.

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The construction industry accounts for a significant portion of the material consumption of our industrialised societies. That material consumption comes at an environmental cost, and when buildings and infrastructure projects are demolished and discarded, after their useful lifespan, that environmental cost remains largely unrecovered. The expected operational lifespan of modern buildings has become disturbingly short as buildings are replaced for reasons of changing cultural expectations, style, serviceability, locational obsolescence and economic viability. The same buildings however are not always physically or structurally obsolete; the materials and components within them are very often still completely serviceable. While there is some activity in the area of recycling of selected construction materials, such as steel and concrete, this is almost always in the form of down cycling or reprocessing. Very little of this material and component resource is reuse in a way that more effectively captures its potential. One significant impediment to such reuse is that buildings are not designed in a way that facilitates easy recovery of materials and components; they are designed and built for speed of construction and quick economic returns, with little or no consideration of the longer term consequences of their physical matter. This research project explores the potential for the recovery of materials and components if buildings were designed for such future recovery; a strategy of design for disassembly. This is not a new design philosophy; design for disassembly is well understood in product design and industrial design. There are also some architectural examples of design for disassembly; however these are specialist examples and there is no significant attempt to implement the strategy in the main stream construction industry. This paper presents research into the analysis of the embodied energy in buildings, highlighting its significance in comparison with operational energy. Analysis at material, component, and whole-of-building levels shows the potential benefits of strategically designing buildings for future disassembly to recover this embodied energy. Careful consideration at the early design stage can result in the deconstruction of significant portions of buildings and the recovery of their potential through higher order reuse and upcycling.

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This study is an evaluation of design students’ perceptions of the benefits of collective learning in a real-world collaborative design studio. Third year students worked in inter-disciplinary teams representing architecture, interior design, landscape architecture, and industrial design. Responding to a real-world brief and in consultation with an industry partner client and early childhood education pre-service teachers, the teams were required to collectively propose a design response for a community-based child and family centre, on an iconic koala sanctuary site. Data were collected using several methods including a participatory action research method, through the form of a large analogue, collaborative jigsaw puzzle. Using a grounded theory methodology, qualitative data were thematically analysed to reveal six distinct aspects of collaboration, which positively impacted the students’ learning experience. The results of this study include recommendations for improving real world collaboration in the design studio in preparation for students’ transition into professional practice.

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In design studio, sketching or visual thinking is part of processes that assist students to achieve final design solutions. At QUT’s First and Third Year industrial design studio classes we engage in a variety of teaching pedagogies from which we identify ‘Concept Bombs’ as instrumental in the development of students’ visual thinking and reflective design process, and also as a vehicle to foster positive student engagement. In First year studios our Concept Bombs’ consist of 20 minute individual design tasks focusing on rapid development of initial concept designs and free-hand sketching. In Third Year studios we adopt a variety of formats and different timing, combining individual and team based tasks. Our experience and surveys tell us that students value intensive studio activities especially when combined with timely assessment and feedback. While conventional longer-duration design projects are essential for allowing students to engage with the full depth and complexity of the design process, short and intensive design activities introduce variety to the learning experience and enhance student engagement. This paper presents a comparative analysis of First and Third Year students’ Concept Bomb sketches to describe the types of design knowledge embedded in them, a discussion of limitations and opportunities of this pedagogical technique, as well as considerations for future development of studio based tasks of this kind as design pedagogies in the midst of current university education trends.

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Within the history of twentieth-century design, there are a number of well-known objects and stories that are invoked time and time again to capture a pivotal moment or summarize a much broader historical transition. For example, Marcel Breuer’s Model B3 chair is frequently used as a stand-in for the radical investigations of form and new industrial materials occurring at the Bauhaus in the mid-1920s. Similarly, Raymond Loewy’s streamlined pencil sharpener has become historical shorthand for the emergence of modern industrial design in the 1930s. And any discussion of the development of American postwar “organic design seems incomplete without reference to Charles and Ray Eames’s molded plywood leg splint of 1942. Such objects and narratives are dear to historians of modern design. They are tangible, photogenic subjects that slot nicely into exhibitions, historical surveys, and coffee-table best sellers...

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This study focuses on self-employed industrial designers and how they emerge new venture ideas. More specifically, this study strives to determine what design entrepreneurs do when they create new venture ideas, how venture ideas are nurtured into being, and how the processes are organized to bring such ideas to the market in the given industrial context. In contemporary times when the concern for the creative class is peaking, the research and business communities need more insight of the kind that this study provides, namely how professionals may contribute to their entrepreneurial processes and other agents’ business processes. On the one hand, the interviews underlying this study suggest that design entrepreneurs may act as reactive service providers who are appointed by producers or marketing parties to generate product-related ideas on their behalf. On the other hand, the interviews suggest that proactive behaviour that aims on generating own venture ideas, may force design entrepreneurs to take considerable responsibility in organizing their entrepreneurial processes. Another option is that they strive to bring venture ideas to the market in collaboration, or by passing these to other agents’ product development processes. Design entrepreneurs’ venture ideas typically emerge from design related starting points and observations. Product developers are mainly engaged with creating their own ideas, whereas service providers refer mainly to the development of other agents’ venture ideas. In contrast with design entrepreneurs, external actors commonly emphasize customer demand as their primary source for new venture ideas, as well as development of these in close interaction with available means of production and marketing. Consequently, design entrepreneurs need to address market demand since without sales their venture ideas may as well be classified as art. In case, they want to experiment with creative ideas, then there should be another source of income to support this typically uncertain and extensive process. Currently, it appears like a lot of good venture ideas and resources are being wasted, when venture ideas do not suite available production or business procedures. Sufficient communication between design entrepreneurs and other agents would assist all parties in developing production efficient and distributable venture ideas. Overall, the findings suggest that design entrepreneurs are often involved simultaneously in several processes that aim at emerging new product related ventures. Consequently, design entrepreneurship is conceptualized in this study as a dual process. This implies that design entrepreneurs can simultaneously be in charge of their entrepreneurial processes, as they operate as resources in other agents’ business processes. The interconnection between activities and agents suggests that these kinds of processes tend to be both complex and multifaceted to their nature.

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A presente pesquisa Design de jornal impresso: a relação entre formato e usabilidade tem como principal objetivo reforçar a importância do envolvimento do usuário no design de produtos, através da compreensão da influência que o formato definido pelo tamanho das páginas e organização dos cadernos exerce sobre a usabilidade do jornal impresso. São apresentados os aspectos tecnológicos e econômicos relacionados a esse produto e verificado a influência exercida por eles sobre o formato. É feito um mapeamento sobre os principais aspectos do design de jornais e sobre os diferentes formatos de jornais, suas origens e sua relevância para o design de jornais. Busca-se mapear o formato dos jornais em diferentes mercados e os possíveis impactos das mudanças de formato na circulação, no conteúdo e na publicidade dos jornais impressos. Faz-se uma revisão do panorama atual dos jornais eletrônicos e suas possíveis interferências nos hábitos de leitura. Revisa-se a bibliografia referente à usabilidade, concentrando-se na metodologia de design de documentos e sua aplicabilidade para testes de usabilidade em jornais impressos. Por fim, descreve-se a pesquisa de campo através de entrevistas com especialistas em design de jornais, de observações sistemáticas em gráficas de jornal e sobre o mercado de jornais impressos da cidade do Rio de Janeiro e de testes de usabilidade aplicados a jornais. Conclui-se que, considerando o público participante dos testes profissionais que trabalham com impressão de jornais , apenas o aspecto do formato relacionado à organização dos cadernos parece exercer influência sobre a usabilidade dos jornais.

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A colaboração de usuários em sites jornalísticos é um fenômeno crescente. Cada vez mais, a evolução tecnológica abre espaço para uma maior participação dos usuários no processo de construção da narrativa noticiosa. Nesse contexto, um olhar do design sobre os modelos colaborativos dos sites jornalísticos fornece subsídios para o entendimento deste fenômeno e para o aprofundamento em cada uma das etapas que compõe o processo colaborativo. Dessa forma, essa dissertação apresenta a análise teórica e prática dessas diferentes etapas, bem como das soluções de design aplicáveis aos modelos colaborativos, de maneira a estabelecer conceitos e diretrizes para a construção de modelos que otimizem o aproveitamento do conteúdo enviado por usuários e sua relação com o conteúdo editorial dos sites noticiosos.

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O objetivo desse trabalho é compreender como o design é utilizado no espaço expositivo para construir contexto, conteúdo e linguagem. Entender quais estratégias são usadas para projetar ambientes atraentes à visitação em vista a proporcionar experiências coletivas e individuais, contemplativas, espaciais (imersivas), sensoriais e interativas. Para tal analisamos a mudança do papel dos museus ao longo do tempo e montamos um panorama das instituições museológicas no Brasil nas últimas décadas. Selecionamos padrões de exibição instituídos historicamente em termos mundiais, já que o Brasil sofreu enorme influência cultural da Europa e dos Estados Unidos. Estabelecemos uma base de conceitos que envolvem a linguagem do projeto de exposições e museus temáticos, considerando aspectos como formas de aprendizagem do público, comportamento deste em relação ao objeto exposto, produção de conteúdo, produção de sentido, escolha de linguagem, intencionalidade, construção de experiência, mediação e interface. Analisamos como estudo de caso, o projeto de dois museus temáticos contemporâneos, o Museu da Língua Portuguesa e o Museu do Futebol, com a intenção de construir uma crítica ao projeto espacial-visual, entendendo as relações estabelecidas entre os objetos (previamente existentes ou projetados produtos, textos, imagens, vídeos), a forma como eles são expostos e as características do local escolhido para abrigar a exposição.

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O objetivo desse trabalho é compreender como o design é utilizado no espaço expositivo para construir contexto, conteúdo e linguagem. Entender quais estratégias são usadas para projetar ambientes atraentes à visitação em vista a proporcionar experiências coletivas e individuais, contemplativas, espaciais (imersivas), sensoriais e interativas. Para tal analisamos a mudança do papel dos museus ao longo do tempo e montamos um panorama das instituições museológicas no Brasil nas últimas décadas. Selecionamos padrões de exibição instituídos historicamente em termos mundiais, já que o Brasil sofreu enorme influência cultural da Europa e dos Estados Unidos. Estabelecemos uma base de conceitos que envolvem a linguagem do projeto de exposições e museus temáticos, considerando aspectos como formas de aprendizagem do público, comportamento deste em relação ao objeto exposto, produção de conteúdo, produção de sentido, escolha de linguagem, intencionalidade, construção de experiência, mediação e interface. Analisamos como estudo de caso, o projeto de dois museus temáticos contemporâneos, o Museu da Língua Portuguesa e o Museu do Futebol, com a intenção de construir uma crítica ao projeto espacial-visual, entendendo as relações estabelecidas entre os objetos (previamente existentes ou projetados produtos, textos, imagens, vídeos), a forma como eles são expostos e as características do local escolhido para abrigar a exposição.