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51. Do Products Respond to User Desires? A Case Study. Errors and Successes in the Design Process, under the Umbrella of Emotional Design

52. A Product Development Approach Advisor for Navigating Common Design Methods, Processes, and Environments

53. From Global Terminology to Local Terminology: A Review on Cross-Cultural Interface Design Solutions

54. Digital Library Sustainability and Design Processes

56. Connecting Envisioning Process to User Interface Design Process

58. Autonomous Tools in System Design: Reflective Practice in Ubisofts Ghost Recon Wildlands Project.

59. Towards a reference framework and characterization of Advanced Design, a design culture for strategic designers.

60. A sociotechnical framework for the design of collaborative services.

61. Characterizing innovative processes in design spaces through measuring the information entropy of empirical data from protocol studies.

62. The machineries of user knowledge production.

63. Film and Television Production as Audiovisual Design.

64. Planteamiento de una estrategia desde la construcción de una investigación proyectual.

65. Identifying Design Processes in Photography by Analyzing Photographic Strategies in the Documentation of Public Places: "It's hard to be down when you're up.".

66. A Software Engineering Process for BDI Agents

67. Iconic buildings: high-tech by sophistication or simplification

69. The Influence of Toy Design Activities on Middle School Students' Understanding of the Engineering Design Processes.

70. Towards a framework for creative online collaboration: A research on challenges and context.

71. Engineering Education with Fourth-Grade Students: Introducing Design-Based Problem Solving.

72. Articulations on form properties and action-function couplings of maker technologies in children’s education.

73. Exact Constraint Design and its Potential for Robust Embodiment.

74. Language as design tool: an empirical and design perspective in the field of architecture and planning.

75. Bypassing Ethics via Design Ethical Discourses in the Road Design Process

76. Product-integrated Sustainable Energy Technologies: Six Years of Experience With Innovation and Sustainability

78. The Design Logic for Business Model Innovation in Sharing Economies.

79. Insights from design processes used in developing exergames

80. Beyond the checklist: an approach to understand practitioner experience during sustainable design process.

81. Feedback in concept development: Comparing design disciplines.

82. Uncertainty, reflection, and designer identity development.

83. Library graphic design best practices and approval processes.

84. Virtual reality in tourism. Opportunity or pitfall? : Explorative case study of a place-based virtual reality experience of Mariebergsskogen

85. Proceso de diseño para la comunicación interna en las empresas Fundación Cardioinfantil, WSP América Latina y Sodexo

86. University Students as Co-creators in Designing Gamification Teaching Activities using Emergent Technologies in Swedish K-12 Education

87. When making becomes divination: Uncertainty and contingency in computational glitch-events.

88. Visual accessibility in graphic design: A client–designer communication failure.

89. A Standard Design Process for Sustainable Design.

90. Cognitive work analysis and design: current practice and future practitioner requirements.

91. A product development approach advisor for navigating common design methods, processes, and environments

92. The Graveyard of Unwritten Books

93. Fading, Mixing, Slicing, and Looping: the Deconstruction of Fashion Through the Creative Process of Music

94. Backfiring and favouring : How design processes in HCI lead to anti-patterns and repentant designers

95. Entwerfen gestalten. Skizzierungen

96. Stages in Product Lifecycle: Trans-disciplinary Design Context.

97. The electronic textile interface workshop: Facilitating interdisciplinary collaboration.

98. An Ethical Approach to The Implementation of Behavioural Science in The Design Process

99. TEACHING DESIGNERS’ ENTREPRENEURSHIP::MAPPING STUDENT DESIGN PROCESS of LEAN START-UP and EFFECTUATION

100. Understanding asynchronous design work - segmentation of digital whiteboard sessions.

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