981 resultados para graphic designers
Resumo:
Resilience is the property of a system to remain trustworthy despite changes. Changes of a different nature, whether due to failures of system components or varying operational conditions, significantly increase the complexity of system development. Therefore, advanced development technologies are required to build robust and flexible system architectures capable of adapting to such changes. Moreover, powerful quantitative techniques are needed to assess the impact of these changes on various system characteristics. Architectural flexibility is achieved by embedding into the system design the mechanisms for identifying changes and reacting on them. Hence a resilient system should have both advanced monitoring and error detection capabilities to recognise changes as well as sophisticated reconfiguration mechanisms to adapt to them. The aim of such reconfiguration is to ensure that the system stays operational, i.e., remains capable of achieving its goals. Design, verification and assessment of the system reconfiguration mechanisms is a challenging and error prone engineering task. In this thesis, we propose and validate a formal framework for development and assessment of resilient systems. Such a framework provides us with the means to specify and verify complex component interactions, model their cooperative behaviour in achieving system goals, and analyse the chosen reconfiguration strategies. Due to the variety of properties to be analysed, such a framework should have an integrated nature. To ensure the system functional correctness, it should rely on formal modelling and verification, while, to assess the impact of changes on such properties as performance and reliability, it should be combined with quantitative analysis. To ensure scalability of the proposed framework, we choose Event-B as the basis for reasoning about functional correctness. Event-B is a statebased formal approach that promotes the correct-by-construction development paradigm and formal verification by theorem proving. Event-B has a mature industrial-strength tool support { the Rodin platform. Proof-based verification as well as the reliance on abstraction and decomposition adopted in Event-B provides the designers with a powerful support for the development of complex systems. Moreover, the top-down system development by refinement allows the developers to explicitly express and verify critical system-level properties. Besides ensuring functional correctness, to achieve resilience we also need to analyse a number of non-functional characteristics, such as reliability and performance. Therefore, in this thesis we also demonstrate how formal development in Event-B can be combined with quantitative analysis. Namely, we experiment with integration of such techniques as probabilistic model checking in PRISM and discrete-event simulation in SimPy with formal development in Event-B. Such an integration allows us to assess how changes and di erent recon guration strategies a ect the overall system resilience. The approach proposed in this thesis is validated by a number of case studies from such areas as robotics, space, healthcare and cloud domain.
Resumo:
The computer game industry has grown steadily for years, and in revenues it can be compared to the music and film industries. The game industry has been moving to digital distribution. Computer gaming and the concept of business model are discussed among industrial practitioners and the scientific community. The significance of the business model concept has increased in the scientific literature recently, although there is still a lot of discussion going on on the concept. In the thesis, the role of the business model in the computer game industry is studied. Computer game developers, designers, project managers and organization leaders in 11 computer game companies were interviewed. The data was analyzed to identify the important elements of computer game business model, how the business model concept is perceived and how the growth of the organization affects the business model. It was identified that the importance of human capital is crucial to the business. As games are partly a product of creative thinking also innovation and the creative process are highly valued. The same applies to technical skills when performing various activities. Marketing and customer relationships are also considered as key elements in the computer game business model. Financing and partners are important especially for startups, when the organization is dependent on external funding and third party assets. The results of this study provide organizations with improved understanding on how the organization is built and what business model elements are weighted.
Resumo:
Finnish design and consulting companies are delivering robust and cost-efficient steel structures solutions to a large number of manufacturing companies worldwide. Recently introduced EN 1090-2 standard obliges these companies to specify the execution class of steel structures for their customers. This however, requires clarifying, understanding and interpreting the sophisticated procedure of execution class assignment. The objective of this research is to provide a clear explanation and guidance through the process of execution class assignment for a given steel structure and to support the implementation of EN 1090-2 standard in Rejlers Oy, one of Finnish design and consulting companies. This objective is accomplished by creating a guideline for designers that elaborates on the four-step process of the execution class assignment for a steel structure or its part. Steps one to three define the consequence class (projected consequences of structure failure), the service category (hazards associated with the service use exploitation of steel structure) and the production category (manufacturing process peculiarities), based on the ductility class (capacity of structure to withstand deformations) and the behaviour factor (corresponds to structure seismic behaviour). The final step is the execution class assignment taking into account results of previous steps. Main research method is indepth literature review of European standards family for steel structures. Other research approach is a series of interviews of Rejlers Oy representatives and its clients, results of which have been used to evaluate the level of EN 1090-2 awareness. Rejlers Oy will use the developed novel coherent standard implementation guideline to improve its services and to obtain greater customer satisfaction.
Resumo:
Onnistuneen tuotekehitysprojektin läpivieminen vaatii huolellisen alkusuunnittelun ennen varsinaista tuotteen kehityksen aloitusta. Projektin läpiviemiseksi esitetään usein malleja joissa tuotekehitysprojektissa edetään yksi vaihe kerrallaan ja siirrytään seuraavaan vasta, kun edellinen on valmis. Tämän perinteisen mallin rinnalle on tullut DFMA-suunnittelu, jossa murretaan kommunikaatiomuuri suunnittelun ja valmistuksen väliltä ja useita vaiheita tehdään samanaikaisesta. Näin saadaan valmistus- ja kokoonpanoystävällisiä tuotteita, joilla tuotteesta saatava kate voidaan maksimoida samalla kun tuotteen laatua saadaan parannettua. Teknisen kehityksen lisäksi on tuotekehitysprosessissa erottamattomana osana direktiivien asettamien vaatimusten huomioon ottaminen. Jo lähes kaikissa tuotteissa on oltava CE-merkintä. CE-merkinnällä tuotteen valmistaja ottaa täyden vastuun siitä, että tuote täyttää sitä koskevien direktiivien asettamat vaatimukset vaatimustenmukaisuudesta. Direktiivien asettamat vaatimukset on hyvä tiedostaa jo tuotteen suunnittelun alkuvaiheista lähtien, jotta nämä osataan ottaa heti huomioon ja jälkikäteen tehtäviltä muutoksilta vältytään. Teknisten ratkaisujen lisäksi tuotteen dokumentoinnilla on suuri rooli vaatimustenmukaisuuden täyttämisessä. Tuotteesta tulee koota tekninen tiedosto, joka sisältää kaikki tarpeelliset dokumentit, joilla tuotteen vaatimustenmukaisuus voidaan todeta. Teknisen tiedoston vaatimukset on hyvä tiedostaa jo suunnittelun alusta lähtien, jotta tarvittavat dokumentit osataan kerätä projektin aikana tekniseen tiedostoon. Tässä työssä kehitettiin peltier-jäähdytin, jollaiselle asiakkailta saadun palautteen perusteella oli markkinoilla tarve. Jäähdyttimen suunnittelussa käytettiin DFMA:n keinoja yksinkertaistamaan kokoonpanoa. Jäähdyttimelle tehtiin vaatimustenmukaisuustarkastelu, missä tarkasteltiin peltier-jäähdytintä koskevien direktiivien asettamia vaatimuksia ja mitä asioita näiden vaatimusten täyttämiseksi tuli huomioida.
Resumo:
Aurinkopaneelien ja inverttereiden hinnat ovat laskeneet viime vuosina, joten au-rinkosähköstä on tullut kannattava sähköntuotantomuoto kiinteistöille. Tässä kandidaatintyössä kerrotaan, kuinka arvioida suunnitteilla olevan rakennuksen peruskuormaa aurinkopaneeleiden asennuksen näkökulmasta. Voimalaitoksen sijoituskohde sijaitsee Järvenpäässä. Kohteessa on 69 huoneistoa 8 kerroksessa ja yhteiset tilat 9. kerroksessa. Voimalaitoksen kannattavuutta tutkitaan simuloimalla tuotantoja ja arvioimalla kulutusta. Tuotantoja simuloidaan HOMER-ohjelmistolla. Rakennuksen kulutusta arvioidaan suunnittelijoilta saatujen tietojen perusteella, ja vanhempien samankaltaisten kohteiden kulutusten perusteella, jotka saadaan Nuuka-portaalista. Saaduista tuloksista huomataan, että nykyisillä sähkönhinnoilla aurinkopaneelit ovat kannattava investointi, vaikka sähköä tuotettaisiin hieman ylimääräistä, joten paneelit voidaan mitoittaa hieman kulutusta suuremmaksi. Takaisinmaksuaika on noin 20 vuotta. Tulokset ovat linjassa vanhempien tutkimusten kanssa. Tuloksista huomataan, myös että paneeleita jakamalla eri ilmansuuntiin saadaan tuotannon huipputeho pienemmäksi ja samalla tuotanto jakautumaan laajemmalle ajanjaksolle. Paneelien hintojen laskettua on kannattavaa asentaa paneeleja epäedullisempiin suuntiin, täten saadaan tuotantoa ajoitettua mahdollisesti paremmin kulutus-ta vastaavaksi. Mitoituksen voi tarkistaa rakennuksen valmistuttua, sillä raken-nuksesta tullaan mittaamaan paneeleiden tuottama sähkö ja kohteen kiinteistösähkönkulutus.
Resumo:
Rakennushankkeen suunnitteluvaiheen ratkaisut määrittävät merkittävästi hankkeen laatua, aikataulutusta ja kustannustasoa. Tutkimuksen tavoitteena oli selvittää teknisten suunnittelualustojen ja vakioinnin käytön nykytilaa sekä kustannusvaikutuksia kohdeyrityksessä. Kirjallisuustutkimuksessa suunnittelualustat nähtiin työkaluna vakioinnin lisäämiseen suunnitteluprosessissa ja hyvänä keinona suunnittelijoiden ohjaamiseksi. Työ on tutkimusmenetelmiltään laadullinen tapaustutkimus, jossa teknisten ratkaisuiden vakiointipotentiaalia ja kustannustehokkuutta tutkittiin kolmessa erityyppisessä rakenneratkaisussa. Kohdeyrityksen kustannustiedon ja asiantuntijahaastattelujen avulla vertaillut rakenteet oli ilmastointikonehuone, kylpyhuone ja parveke-elementti. Tutkimuksen keskeisissä tuloksissa suunnittelualustan ratkaisuiden käyttö kohdeyrityksessä on varsin säännönmukaista ja valvottua alustan käytön integroituessa osaksi suunnitteluprosessia. Vakioinnin ja esivalmistusasteen lisääminen tarjoaa potentiaalia parantaa rakennettavuutta ja laatua. Vakioinnin mahdollistama sarjavalmistuksen tehokkaampi hyödyntäminen ja vakioinnin volyymiedut ovat potentiaalinen keino alentaa yksikkökustannuksia. Vakioinnin ja esivalmistuksen aikatauluetujen kustannusvaikutus on merkittävä tuotannon aikasidonnaisten kustannusten pienentyessä ja pääoman käytön tehostuessa.
Resumo:
The objective of this study was to find out how third party influencers can facilitate value-based selling in a network and how suppliers should aim to impact on these third party influencers to facilitate value-based selling. The study considers construction industry, selling the column connection solution and third party influencers. Third party influencers examined in this study were structural designers. The study also aims to find out structural designers’ value drivers and the differences between the market areas that this study related to. The theoretical part of the study focuses on two separate areas. The first part of the theory focuses on a value-based selling concept: what it is, what it requires and what are the main barriers for value-based selling. The second part of the theory examines value creation in networks. The present knowledge over value creation in networks and different network actors are presented. Project marketing is also discussed briefly because this study’s topic, which is highly related to project business. The results reveal structural designers’ value drivers considering the usage of the column connection solution and present ways how suppliers should aim to impact structural designers to facilitate value-based selling. The main result of the study indicates that third party influencers can have a positive impact on facilitating value-based selling. Structural designers are communicating more or less with all the salient actors in different project phases and they can act as sponsors to support the sales of Peikko’s column connection solution and promote solution to other actors involved to the project. This requires that structural designers can understand the actual benefits of how the solution can improve their and their customers’ business.
Resumo:
Human-Centered Design (HCD) is a well-recognized approach to the design of interactive computing systems that supports everyday and professional lives of people. To that end, the HCD approach put central emphasis on the explicit understanding of users and context of use by involving users throughout the entire design and development process. With mobile computing, the diversity of users as well as the variety in the spatial, temporal, and social settings of the context of use has notably expanded, which affect the effort of interaction designers to understand users and context of use. The emergence of the mobile apps era in 2008 as a result of structural changes in the mobile industry and the profound enhanced capabilities of mobile devices, further intensify the embeddedness of technology in the daily life of people and the challenges that interaction designers face to cost-efficiently understand users and context of use. Supporting interaction designers in this challenge requires understanding of their existing practice, rationality, and work environment. The main objective of this dissertation is to contribute to interaction design theories by generating understanding on the HCD practice of mobile systems in the mobile apps era, as well as to explain the rationality of interaction designers in attending to users and context of use. To achieve that, a literature study is carried out, followed by a mixed-methods research that combines multiple qualitative interview studies and a quantitative questionnaire study. The dissertation contributes new insights regarding the evolving HCD practice at an important time of transition from stationary computing to mobile computing. Firstly, a gap is identified between interaction design as practiced in research and in the industry regarding the involvement of users in context; whereas the utilization of field evaluations, i.e. in real-life environments, has become more common in academic projects, interaction designers in the industry still rely, by large, on lab evaluations. Secondly, the findings indicate on new aspects that can explain this gap and the rationality of interaction designers in the industry in attending to users and context; essentially, the professional-client relationship was found to inhibit the involvement of users, while the mental distance between practitioners and users as well as the perceived innovativeness of the designed system are suggested in explaining the inclination to study users in situ. Thirdly, the research contributes the first explanatory model on the relation between the organizational context and HCD; essentially, innovation-focused organizational strategies greatly affect the cost-effective usage of data on users and context of use. Last, the findings suggest a change in the nature of HCD in the mobile apps era, at least with universal consumer systems; evidently, the central attention on the explicit understanding of users and context of use shifts from an early requirements phase and continual activities during design and development to follow-up activities. That is, the main effort to understand users is by collecting data on their actual usage of the system, either before or after the system is deployed. The findings inform both researchers and practitioners in interaction design. In particular, the dissertation suggest on action research as a useful approach to support interaction designers and further inform theories on interaction design. With regard to the interaction design practice, the dissertation highlights strategies that encourage a more cost-effective user- and context-informed interaction design process. With the continual embeddedness of computing into people’s life, e.g. with wearable devices and connected car systems, the dissertation provides a timely and valuable view on the evolving humancentered design.
Resumo:
The User Experience (UX) designers are undoubtedly aware of how many UX design methods currently exist and that sometimes it becomes a problem to choose an appropriate one. What are all of methods that designers have in their “arsenal”? When can they use them? This thesis presents the research on the design methods in the contemporary context of User Experience (UX) and Innovations by using a survey approach. The study is limited to cover the domain of consumer mobile services development and provider companies around the world. The study follows 2 clear objectives: (1) to understand what design methods are currently used in that context and to what extent they are used (2) to identify at what stage according to the UX design thinking process for creating innovations they are placed. The study contributes to the research in the field of UX design and Innovations and extends the knowledge in that field together with communities’ (UXPA, SIGCHI, SIGSOFT) members’ cooperation. The research is vital due to lack of information on design practices and their application in the chosen context.
Resumo:
Currently, few studies address what kindergarten children think about bullying behaviour and explore whether or not they perceive bullying as a prevalent concern in their day-to-day school activities. This study described 15 Canadian kindergarten students' graphic and narrative representations (drawings and stories) of their bullying experiences. The content of students' drawings and stories were analyzed to explore how kindergarten children perceived bullying within the context of their lives. Coding categories were developed to analyze the kindergartners' perceptions, and emerging themes were also explored. In general, findings showed that kindergartners perceive bullying situations as occurring during one-to-one peer interaction and not within social group situations. Results are discussed in relation to educational implications.
Resumo:
This study was a comparative investigation of face-toface (i.e., proximate) and computer-mediated written (i.e., graphic) pre-writing conferences. The participants in this study were advanced English as a second language students. The 2 types of conferences were compared in terms of textual features, participation, and the . degree to which they were on topic. Moreover, drafts written after the 2 types of conferences were compared in terms of textual features, and the degree to which they were related to the conferences. Students produced an equivalent amount of discourse in an equivalent amount of time in the 2 types of conferences. The discourse in graphic conferences displayed greater lexical range, and some evidence suggests that it was less on-topic. Both these results likely occurred because the graphic conferences contained more discourse demonstrating interactive competence. Participation in graphic conferences was found to be as balanced or more balanced among students, and among students and the group leader combined. Overall, the drafts produced after the 2 types of conferences were of equivalent length and topical range, but some evidence suggests that drafts written after proximate conferences were more related to the conferences.
Resumo:
This study examined the effects of providing students with explicit instruction in how to use a repertoire of reading comprehension strategies and test taking skills when reading and responding to three types of questions (direct, inferential, critical). Specifically, the study examined whether providing students with a "model" of how to read and respond to the text and to the comprehension questions improved their reading comprehension relative to providing them with implicit instruction on reading comprehension strategies and test taking skills. Students' reading comprehension and test taking performance scores were compared as a function of instructional condition. Students from 2 grade 8 classes participated in this study. The reading component of the Canadian Achievement Tests, Third Edition (CAT/3) was used to identify students' level of reading comprehension prior to the formal instructional sessions. Students received either explicit instruction, which involved modelling, or implicit instruction, which consisted of review and discussion of the strategies to be used. Comprehension was measured through the administration of formative tests after each instructional session. The formative tests consisted of reading comprehension questions pertaining to a specific form of text (narrative, informational, graphic). In addition, students completed 3 summative tests and a delayed comprehension test which consisted of the alternative version of the CAT/3 standardized reading assessment. These data served as a posttest measure to determine whether students had shown an improvement in their reading comprehension skills as a result of the program delivery. There were significant differences in students' Canadian Achievement Test performance scores prior to the onset of the study. Students in the implicit group attained significantly higher comprehension scores than did students in the explicit group. The results from the program sessions indicated no significant differences in reading comprehension between the implicit and explicit conditions, with the exception of the 6th session involving the reading and interpreting of graphic text. Students in the explicit group performed significantly better when reading and interpreting graphic text than those in the implicit group. No significant differences were evident between the two study conditions across the three summative tests. Upon completion of the study, the results from the Canadian Achievement Test indicated no significant differences in performance between the two study conditions. The findings from this study reveal the effectiveness of providing students with explicit strategy instruction when reading and responding to various forms of text. Modelling the appropriate reading comprehension strategies and test taking skills enabled students to apply the same thought processes to their own independent work. This form of instruction enabled students in the explicit group to improve in their abilities to comprehend and respond to text and therefore should be incorporated as an effective form of classroom teaching.
Resumo:
The present study explored processing strategies used by individuals when they begin to read c;l script. Stimuli were artificial words created from symbols and based on an alphabetic system. The words were.presented to Grade Nine and Ten students, with variations included in the difficulty of orthography and word familiarity, and then scores were recorded on the mean number of trials for defined learning variables. Qualitative findings revealed that subjects 1 earned parts of the visual a'nd auditory features of words prior to hooking up the visual stimulus to the word's name. Performance measures-which appear to affect the rate of learning were as follows: auditory short-term memory, auditory delayed short-term memory, visual delayed short- term memory, and word attack or decod~ng skills. Qualitative data emerging in verbal reports by the subjects revealed that strategies they pefceived to use were, graphic, phonetic decoding and word .reading.
Resumo:
This thesis demonstrates that mUSIC stars who attain cultural icon status heavily contribute to the fashion styles of the time. Where as style and music have always had a connection, icons such as Britney Spears are now dictating popular style so much so that music artists are becoming full-fledged fashion designers. While much analysis is devoted to Britney Spears, her largest contributions do not lie in the rise of teenage sexuality, but in establishing music artists as vehicles of consumption. The artists' signature has now become a brand and ~ term "signabrand" has been created to define such a trend. To understand such a shift, a review of past literature devoted to fashion and music, largely consisting of subculture theory is examined, followed by a combination of content analysis, political economy, fashion and postmodem theory to address how music stars attain icon status and guide style.
Resumo:
Guggenheim Gallery in Moulton Hall, Chapman College, Orange, California. Completed in 1975 (2 floors, 44,592 sq.ft.), Moulton Hall is named in memory of an artist and patroness of the arts, Nellie Gail Moulton. Within this structure are the departments of Art, Communications, and Theatre/Dance as well as the Guggenheim Gallery and Waltmar Theatre. Waltmar Theatre was a gift from the late Walter and Margaret Schmid. The Guggenheim Gallery is used for the art exhibits presented by the art department and other departments on campus. It gives students and local artists an opportunity to display their work. Student art shows are held each semester to showcase art, photography, and graphic design works.