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1. Opportunities and challenges of 3D printing integration into engineering education in developing countries

3. Teaching Sustainability Using 3D Printing in Engineering Education: An Observational Study

5. WHAT MOTIVATES AND DISCOURAGES DESIGNERS TO USE DIGITAL SKETCHING? COMPARING ITS USE TO EXTERNALISE IDEAS VERSUS COMMUNICATING WITH EXTERNAL STAKEHOLDERS

6. EMBRACING NEW VISUALISATION TOOLS IN EDUCATION: HOW THE LEARNING EXPERIENCE OF DIGITAL SKETCHING INFLUENCES ITS USE IN DESIGN PRACTICE

7. PARADOXICAL TENSION: BALANCING CONTEXTUAL AMBIDEXTERITY

9. Digital Sketch Modelling: Proposing a Hybrid Visualisation Tool Combining Affordances of Sketching and CAD

10. Visualising User Experiences: Analysing Embodiment of UX in Autonomous Vehicle Concepts

11. Toward Better Design-Related Decision Making: A Proposal of an Advanced OODA Loop

12. Creation of a Framework of Design Tool Characteristics to Support Evaluation and Selection of Visualisation Tools

13. Integrating the Product Development Process in Scientific Research. Bridging the Research-Market Gap

14. Accelerating product prototyping through hybrid methods: Coupling 3D printing and LEGO

15. Designing with LEGO: exploring low fidelity visualization as a trigger for student behavior change toward idea fluency

16. Unchartered Territories: Treat Your Innovation as a Disaster

18. Transformation Is a Game We Can’t Play Alone: Diversity and Co-creation as Key to Thriving Innovation Ecosystems

19. CHARACTERISING THE AFFORDANCES AND LIMITATIONS OF COMMON PROTOTYPING TECHNIQUES TO SUPPORT THE EARLY STAGES OF PRODUCT DEVELOPMENT

20. Searching for the ‘Sweet-spot’: Demonstrating the Contribution of Shape Analysis Tools in Stimuli Creation

21. Visually decomposing vehicle images: Exploring the influence of different aesthetic features on consumer perception of brand

22. User-Centered Design of Wearable Assistive Devices for the Aging Population

23. Investigating Shape Comparison Tools for Benchmarking Differences in Product Appearance During Product Styling

24. A method for exploring similarities and visual references to brand in the appearance of mature mass-market products

25. Determining the similarity of products using pairwise comparisons and eye tracking

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