356 results on '"Design processes"'
Search Results
2. Digitally Aided Analysis: A New Reading of the Cloister Vaults at Norwich Cathedral.
- Author
-
Webb, N. J., Buchanan, A. C., and Hillson, J. E.
- Subjects
GEOMETRIC analysis ,DATA analysis ,PATRONAGE ,CURVATURE ,MEDIEVAL architecture ,CATHEDRALS ,GEOMETRY - Abstract
This article offers a new approach to analysing the medieval vaults of Norwich cathedral cloister, which at first appearance seem to be of a consistent design, yet detailed inspection and analysis reveals this not to be the case. Whilst previous scholars have recognised the presence of inconsistencies, their focus has been on chronology, patronage as well as the iconographic programme of the extraordinary range of sculpted bosses. Our approach is based on accurate digital surveying and analysis methods and comparison with similar data obtained from other sites. This enables us to understand the design of the cloister vaults in plan, including bay proportions and the nuances of the tierceron star arrangement of ribs. We then employ a representation technique termed the 'middle plan' to identify and analyse specific design runs and their breaks in a greater level of detail than previously achieved, including analysis of geometric data to explain different processes that were likely used to create the curvatures of individual ribs. In doing so, we have identified methods not previously described, which reveal the inventiveness of medieval masons faced with a series of complex constructional issues and enabling them to achieve a range of visual effects. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
3. On the Boundaries of Discipline: The Role of Gaming Systems in Contemporary Architecture Project
- Author
-
González Cruz, Alejandro Jesús, del Blanco García, Federico Luis, Tosi, Francesca, Editor-in-Chief, Germak, Claudio, Series Editor, Zurlo, Francesco, Series Editor, Jinyi, Zhi, Series Editor, Pozzatti Amadori, Marilaine, Series Editor, Caon, Maurizio, Series Editor, Hermida González, Luis, editor, Xavier, João Pedro, editor, Sousa, Jose Pedro, editor, and López-Chao, Vicente, editor
- Published
- 2024
- Full Text
- View/download PDF
4. Keeping it real : the potential for accessible mixed-reality usability testing environments
- Author
-
Gordon, Bethan
- Subjects
Human Centered Design methodology ,Usability Testing and Evaluation ,Product design ,testing environment ,Design processes ,Design - Abstract
This body of research contributes to design praxeology: the study of process and methodology with the intention to enhance the designer's experience of the human-centred design process by means of validating an optimum usability testing environment for recreating the context of use early in the design process. Usability testing will frequently make the difference between an excellent product and a poor one. Moreover, in certain fields such as medical device development or training, the defence field or the automotive industry, such testing can literally be the difference between life and death. Unfortunately, design teams rarely have the luxury of either time or budget to usability test every aspect of a design at every stage, and so knowing where and when to devote time to testing, and the fidelity required for accurate results, are all critical to delivering a good result. This thesis introduces research aimed at defining the optimum fidelity of mixed-reality usability testing environments. It aims to develop knowledge enabling the optimization of usability testing environments by balancing effort vs reward and thus developing critical and accurate data early in the design process. This research also seeks to validate the findings of an optimum environment in a final study and highlight the significance of early usability testing in a simulated context of use. Testing in a traditional laboratory setting brings advantages such as the ability to limit experimental variability, control confidentiality and measure performance in detail. Its disadvantages over 'in the wild' or field studies approaches tend to be related to ecological validity and the small but vitally important changes in user behaviour in real-life settings. Virtual reality and hybrid physical-virtual testing environments should theoretically give designers the best of both worlds, finding critical design flaws cheaply and early. However, many attempts have focused on high-fidelity, technology-rich approaches that make them simultaneously more expensive, less flexible and less accessible. Additionally, the design literature does not take due account of computer science and psychology when dealing with recreating environments. The final result is that they are less viable and hence somewhat counter-productive. This thesis presents the results of testing at a variety of fidelity levels within a mixed-reality testing environment, and offers a contribution to new knowledge in determining how usability testing can be maximized to recreate context of use environments early in the design process. The findings recommend the use of recreated environments throughout the design process complemented by field/in-the-wild testing once the product is of high fidelity.
- Published
- 2022
- Full Text
- View/download PDF
5. Human+Non-human Creative Identities. Symbiotic Synthesis in Industrial Design Creative Processes
- Author
-
Calleo, Alberto, Rosato, Ludovica, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Moniz, Nuno, editor, Vale, Zita, editor, Cascalho, José, editor, Silva, Catarina, editor, and Sebastião, Raquel, editor
- Published
- 2023
- Full Text
- View/download PDF
6. Design Process Suitable for Elderly Person
- Author
-
Marques, Julia de Oliveira, Bestetti, Maria Luisa Trindade, Mostafa, Magda, editor, Baumeister, Ruth, editor, Thomsen, Mette Ramsgaard, editor, and Tamke, Martin, editor
- Published
- 2023
- Full Text
- View/download PDF
7. THE PORCH AND ITS INTERACTION WITH BUILDING DESIGN IN ARID ZONES.
- Author
-
BERGHOUT, Belkacem, BERGHOUT, Walid, and BERGHOUT, Imene
- Subjects
SUSTAINABLE design ,ENERGY consumption ,GREENHOUSE gases ,DIGITIZATION ,DATA analysis - Abstract
Improving the energy performance of buildings has thus become a major challenge, as the building sector is now one of the main sources of energy consumption and one of the main contributors to greenhouse gas emissions. Faced with these alarming challenges, current building design in the north is based on minimizing heat loss. However, this logic is not necessarily the most relevant in southern countries, characterized by excessive heat and insufficient, variable rainfall. The best way to achieve this is through sustainable design, with its intrinsic, energysaving qualities, exploited by effective modeling. This article focuses on ideas and innovations that are helping to overcome these challenges. The results of introducing a porch into building design represent best practice in arid zones and beyond in terms of how it is thermally insulated. This has resulted in a significant reduction in thermal load in the energy ratio of up to 53.55%. This latest research aims to provide construction professionals with concrete examples of the design process, its technical feasibility, optimization and digitization based on climatic data from the arid zone. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
8. Elusive Users: The Presence of Physically Disabled Users within Architectural Design Processes
- Author
-
Marcus Tang Merit, Masashi Kajita, and Jonna Majgaard Krarup
- Subjects
design processes ,disability ,user presence ,actor-network theory ,interdisciplinarity ,sociology ,Architecture ,NA1-9428 - Abstract
This paper is based on 8 months of sociological participatory fieldwork at the office of Gottlieb Paludan Architects, following the design process of a new concourse area for Ny Ellebjerg Station in Copenhagen, Denmark. The study aims to trace what presence users with physical disabilities possessed during a design process in which they were not physically present or explicitly involved. The study bases its findings on the visual material produced during the design process by the employees of Gottlieb Paludan Architects as well as the thoughts and discussions of practitioners. Drawing on actor-network theory, the study describes and analyses these human and non-human actors as they constitute and contribute to the design process. The study finds that users with physical disabilities were present within the design process through an implicit generalized presence and an explicit required presence. Generalized presence refers to those instances where the architectural qualities that were strived for in the project implicitly aligned with the needs of users with physical disabilities. Required presence refers to those instances during the design process where accessibility demands from client guidelines or building regulations played an important role.
- Published
- 2022
- Full Text
- View/download PDF
9. An Investigative Study on Material and Its Performance of Intermediate Disaster Relief Shelters
- Author
-
Dev, Divyatanu, Dash, Shanta Pragyan, di Prisco, Marco, Series Editor, Chen, Sheng-Hong, Series Editor, Vayas, Ioannis, Series Editor, Kumar Shukla, Sanjay, Series Editor, Sharma, Anuj, Series Editor, Kumar, Nagesh, Series Editor, Wang, Chien Ming, Series Editor, Ghosh, Chandan, editor, and Kolathayar, Sreevalsa, editor
- Published
- 2022
- Full Text
- View/download PDF
10. Applying design thinking for business model innovation
- Author
-
Xinya You
- Subjects
Design thinking ,Business model innovation ,Mindset ,Design methodology ,Design processes ,Business ,HF5001-6182 ,Commercial geography. Economic geography ,HF1021-1027 - Abstract
Abstract In recent years, there has been an increasing interest in using design thinking for business model innovation. However, few studies have explored the application, potential and challenges of design thinking from a comprehensive perspective. In order to better understand how design thinking can contribute to business model innovation, this paper regards business model innovation as a subject of design research and provides a critical review of researchers’ explorations of how to apply design thinking for business model innovation. In light of the literature review, this paper distils seven key design research themes: (1) design thinking as a mindset and a methodology; (2) designers of business models; (3) design activities for business model innovation; (4) design tools for business model innovation; (5) design approaches for business model innovation; (6) co-creation of new products, services and business models, and (7) evaluating and measuring the impact of design thinking. The themes not only highlight the potential of applying design thinking as a necessary mindset and methodology to business model innovation, but also emphasise the nature of designing as a social process.
- Published
- 2022
- Full Text
- View/download PDF
11. Game-Based Learning in Interior Architecture Education.
- Author
-
Çörekci, Tuğçe Babacan
- Subjects
INTERIOR architecture education ,EDUCATIONAL games - Abstract
The concept of play supports the experiential and creative aspects of the design field because it is a familiar and fun phenomenon and involves interaction. The use of game-based learning in design processes will increase participation by supporting the regulation of these processes and the problematic aspects of the design studio course, which is at the heart of design education. For this reason, this study investigates the use of game-based learning methods in the design studio processes, one of the most important courses in interior architecture education. The study, which preferred the embedded theory method to develop hypotheses, one of the qualitative research methods, investigated the effects of game-based learning on the understanding of design processes and time management in a voluntary workshop with second-year students of interior architecture faculty. The study preferred a pre-test-post-test design for a single group as the data collection instrument and was supported by observations. Consistent with this preference, data collected with participants prior to the workshop were analysed and the workshop structure was created, and an attempt was made to compare the results of the game-based learning method with the post-workshop observations and survey results. [ABSTRACT FROM AUTHOR]
- Published
- 2023
12. ANİMASYON FİLMLERDE KADIN KARAKTERLER: “KLAUS” FİLMİNDEKİ GÖRSEL VE HAREKET TASARIMLARI ÜZERİNE BİR İNCELEME.
- Author
-
ALİCENAP, Çiğdem TAŞ, SAN, Remzi, and ARSLAN, Yasin
- Subjects
ANIMATED films ,SEX discrimination ,FICTIONAL characters ,MANUFACTURING processes ,ZOSTERA marina ,FILMMAKING - Abstract
Copyright of Gumushane Universty Electronic Journal of the Faculty of Communication / Gümüshane Üniversitesi Iletisim Fakültesi Elektronik Dergisi is the property of Gumushane Universitesi Iletisim Fakultesi Elektronik Dergisi (e-GIFDER) and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
- Full Text
- View/download PDF
13. Elusive Users: The Presence of Physically Disabled Users within Architectural Design Processes.
- Author
-
Merit, Marcus Tang, Kajita, Masashi, and Krarup, Jonna Majgaard
- Subjects
ARCHITECTURAL design ,ACTOR-network theory ,DISABILITIES ,DRAWING - Abstract
This paper is based on 8 months of sociological participatory fieldwork at the office of Gottlieb Paludan Architects, following the design process of a new concourse area for Ny Ellebjerg Station in Copenhagen, Denmark. The study aims to trace what presence users with physical disabilities possessed during a design process in which they were not physically present or explicitly involved. The study bases its findings on the visual material produced during the design process by the employees of Gottlieb Paludan Architects as well as the thoughts and discussions of practitioners. Drawing on actor-network theory, the study describes and analyses these human and non-human actors as they constitute and contribute to the design process. The study finds that users with physical disabilities were present within the design process through an implicit generalized presence and an explicit required presence. Generalized presence refers to those instances where the architectural qualities that were strived for in the project implicitly aligned with the needs of users with physical disabilities. Required presence refers to those instances during the design process where accessibility demands from client guidelines or building regulations played an important role. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
14. Design X Bioinformatics: a community-driven initiative to connect bioinformatics and design
- Author
-
Sommer Björn, Inoue Daisuke, and Baaden Marc
- Subjects
biodesign ,design processes ,microscopy ,networks visualization ,standardization ,Biotechnology ,TP248.13-248.65 - Abstract
Bioinformatics applies computer science approaches to the analysis of biological data. It is widely known for its genomics-based analysis approaches that have supported, for example, the 1000 Genomes Project. In addition, bioinformatics relates to many other areas, such as analysis of microscopic images (e.g., organelle localization), molecular modelling (e.g., proteins, biological membranes), and visualization of biological networks (e.g., protein–protein interaction networks, metabolism). Design is a highly interdisciplinary field that incorporates aspects such as aesthetic, economic, functional, philosophical, and/or socio-political considerations into the creative process and is usually determined by context. While visualization plays a critical role in bioinformatics, as reflected in a number of conferences and workshops in the field, design in bioinformatics-related research contexts in particular is not as well studied. With this special issue in conjunction with an international workshop, we aim to bring together bioinformaticians from different fields with designers, design researchers, and medical and scientific illustrators to discuss future challenges in the context of bioinformatics and design.
- Published
- 2022
- Full Text
- View/download PDF
15. Coordination and complexity: an experiment on the effect of integration and verification in distributed design processes.
- Author
-
Wöhr, Ferdinand, Uhri, Ekin, Königs, Simon, Trauer, Jakob, Stanglmeier, Max, and Zimmermann, Markus
- Subjects
DISTRIBUTED computing ,SECOND harmonic generation ,NEW product development - Abstract
The continuous integration and verification of components is essential in distributed design processes. Identifying the optimal integration and verification frequency, however, can be challenging due to the complexity of product development. Especially the effect of human decision-making in partially isolated development scenarios is difficult to consider. Thus, we performed an experimental study based on the following three steps: first, an extension of the existing parameter design framework, which is used to conduct experiments under laboratory conditions, in which human subjects solve quantitative surrogate design tasks. Second, a series of experiments in which 32 subjects divided into groups of two solved 229 parameter design tasks with a varying integration and verification frequency. And, third, a statistical analysis of the results with respect to development time, coupling strength and process costs. According to our results, development time can be reduced by up to 71%, if the integration and verification frequency is doubled. If process costs are also considered, the optimal frequency can be subject to a conflict of goals between reducing development time and minimising process cost. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
16. Elementos del diseño para desarrollar videojuegos interactivos, propuesta desde la perspectiva del aprendizaje del diseño digital.
- Author
-
De la Torre Rodríguez, Alejandra Lucía and Cortés Sáenz, David
- Subjects
TECHNOLOGICAL innovations ,INTERACTIVE multimedia ,UNDERGRADUATE programs ,ENGINEERING design ,STUDENT projects - Abstract
Copyright of CULCyT: Cultura Científica y Tecnológica is the property of Cultura Cientifica y Tecnologia and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
- Full Text
- View/download PDF
17. Coordination and complexity: an experiment on the effect of integration and verification in distributed design processes
- Author
-
Ferdinand Wöhr, Ekin Uhri, Simon Königs, Jakob Trauer, Max Stanglmeier, and Markus Zimmermann
- Subjects
Distributed design ,Product integration ,Design processes ,Parameter design ,Drawing. Design. Illustration ,NC1-1940 ,Engineering design ,TA174 - Abstract
The continuous integration and verification of components is essential in distributed design processes. Identifying the optimal integration and verification frequency, however, can be challenging due to the complexity of product development. Especially the effect of human decision-making in partially isolated development scenarios is difficult to consider. Thus, we performed an experimental study based on the following three steps: first, an extension of the existing parameter design framework, which is used to conduct experiments under laboratory conditions, in which human subjects solve quantitative surrogate design tasks. Second, a series of experiments in which 32 subjects divided into groups of two solved 229 parameter design tasks with a varying integration and verification frequency. And, third, a statistical analysis of the results with respect to development time, coupling strength and process costs. According to our results, development time can be reduced by up to 71%, if the integration and verification frequency is doubled. If process costs are also considered, the optimal frequency can be subject to a conflict of goals between reducing development time and minimising process cost.
- Published
- 2023
- Full Text
- View/download PDF
18. Applying design thinking for business model innovation.
- Author
-
You, Xinya
- Subjects
DESIGN thinking ,INNOVATIONS in business ,BUSINESS models ,DESIGN research ,SOCIAL processes - Abstract
In recent years, there has been an increasing interest in using design thinking for business model innovation. However, few studies have explored the application, potential and challenges of design thinking from a comprehensive perspective. In order to better understand how design thinking can contribute to business model innovation, this paper regards business model innovation as a subject of design research and provides a critical review of researchers' explorations of how to apply design thinking for business model innovation. In light of the literature review, this paper distils seven key design research themes: (1) design thinking as a mindset and a methodology; (2) designers of business models; (3) design activities for business model innovation; (4) design tools for business model innovation; (5) design approaches for business model innovation; (6) co-creation of new products, services and business models, and (7) evaluating and measuring the impact of design thinking. The themes not only highlight the potential of applying design thinking as a necessary mindset and methodology to business model innovation, but also emphasise the nature of designing as a social process. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
19. Future-Proofing Accessibility in UX: Swedish Perspectives on the European Accessibility Act
- Author
-
Söderholm, Elin and Söderholm, Elin
- Abstract
As digital interactions become increasingly integral to our daily routines, ensuring web accessibility for all users is crucial. User experience designers play a big role in creating online environments that are not only usable, but also informative and enjoyable. The European Accessibility Act is a new directive from the European Union, stating that certain products and services must be accessible by 2025, benefiting an estimated 87 million Europeans who have disabilities or temporary impairments. Previous research on Swedish websites has found that requirements are often not fulfilled when it comes to accessibility. This thesis investigated current accessibility practices among Swedish user experience (UX) designers and evaluated their preparedness for compliance with the European Accessibility Act. The results of the interviews show that the Act provides several motivating factors for improving accessibility measures in organizations. Through expert evaluations of the design practices, a set of guidelines is presented, aimed at providing guidance for companies and designers in creating an inclusive design culture while complying with the Act.
- Published
- 2024
20. Facilitating STEM Integration Through Design
- Author
-
English, Lyn D., Li, Yeping, Series Editor, and Anderson, Judy, editor
- Published
- 2020
- Full Text
- View/download PDF
21. Multidisciplinary Aspects of Design
- Author
-
Zanella, Francesca, Bosoni, Giampiero, Di Stefano, Elisabetta, Iannilli, Gioia Laura, Matteucci, Giovanni, Messori, Rita, and Trocchianesi, Raffaella
- Subjects
Design Processes ,Cultural Heritage ,Interaction Design ,Communication Strategies ,thema EDItEUR::K Economics, Finance, Business and Management::KJ Business and Management ,thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCC Cultural studies ,thema EDItEUR::A The Arts::AF The Arts: art forms - Abstract
This open access book gathers the contributions from the Design! OPEN International Conference, held in Parma, Italy in May 2022. The conference explored the multidisciplinary aspects of design starting from its dimensions: objects (design as focused on the object, on its functional and symbolic dimension, and at the same time on the object as a tool for representing cultures), processes (the designer’s self-reflective moment which is focused on the analysis and on the definition of processes in various contexts, spanning innovation, social engagement, reflection on emergencies or forecasting), experiences (design as a theoretical and practical strategy aimed at facilitating experiential interactions among people, people and objects or environments), and narratives (making history, representing through different media, archiving, narrating, and exhibiting design). The contributions, which were selected by means of a rigorous international peer-review process, highlight numerous exciting ideas that will spur novel research directions and foster multidisciplinary collaboration among different specialists.
- Published
- 2024
- Full Text
- View/download PDF
22. Desafíos y resultados en el proceso creativo de diseño de motion graphics.
- Author
-
Cecilia Brarda, María
- Subjects
GRAPHIC design ,NARRATIVES ,AUDIOVISUAL aids in education ,STORYBOARDS ,NARRATIVE art - Abstract
Copyright of Actas de Diseño is the property of Facultad de Diseno y Comunicacion, Fundacion Universidad de Palermo and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2022
23. Co-designing a co-design tool to strengthen ideation in digital experience design at museums.
- Author
-
Olesen, Anne Rørbæk, Holdgaard, Nanna, and Løvlie, Anders Sundnes
- Subjects
- *
DESIGN museums , *PARTICIPATORY design , *MUSEUMS , *ACTION research , *TOOLS , *PSYCHOLOGICAL feedback - Abstract
This article presents and discusses a paper-based co-design tool that was developed in order to strengthen ideation in digital experience design processes at museums. The tool, called the ASAP Map, was co-designed as part of an action research project with 10 museums from EU and the USA. The museum partners used the tool in their home institutions and the article focuses on their feedback and the following iterations of the tool through ongoing feedback loops. Concludingly, the usefulness and applicability of the tool is discussed, also touching on the relevance of this study for the broader co-design field. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
24. A comparison study to develop the strategy for designing traditional Glass products in Egypt
- Author
-
Sara Ahmed Zaki, Neveen Saadeldeen Abdelrahman Salem, and Yasser Bendary
- Subjects
traditional glass products ,design development methodology ,design processes ,Fine Arts ,Architecture ,NA1-9428 - Abstract
Traditional glass industry in Egypt is one of the most important traditional handicraft industries, it distinguished by high artistic and aesthetic value in production. It depends firstly on how skilled the glass maker is and his ability to work on a piece of soft glass to transform it into a distinctive artistic product, has originality and beauty makes it stand out among other glass products. But, with more technological progress and less interest along with poor creative thinking from manufacturers, the industry suffers from the lack of innovation and poor design ideas to keep up with globalization and civilization changings, which led to a drop in traditional glass designs numbers, lowering the traditional glass makers and artists, and leaving the profession of ancestral heritage in Egypt. The research presents a comparison study to develop a strategy for designing traditional Glass products in Egypt along with the country trend in caring and developing handicrafts through small and micro projects, to help bringing handicrafts industries to life again. The research reviews a number of heritage glass products formed by different blowing methods (free blowing - blowing inside a mold - blowing with winding - rotating inside a mold), which is produced during different eras in Egypt (The Ancient Egyptian - Roman - Coptic - Islamic) to show the differences in glass products in terms of (shape of decoration, production method, dimensions), by following the analytical scientific methodology research study to know the range of change and stability in products design forming now
- Published
- 2021
- Full Text
- View/download PDF
25. COMPLEXO JOSÉ PEDRO VARELA: Projeto de comunidade em uma cooperativa habitacional uruguaia.
- Author
-
Ritter, Carolina and Castro Gonsales, Célia
- Subjects
LIFE zones ,SMALL cities ,CITIES & towns ,QUALITY of life ,URBAN life ,COMMUNITIES - Abstract
Copyright of Pixo: Revista de Arquitetura Cidade e Contemporaneidade is the property of Pixo Revista de Arquitetura Cidade e Contemporaneidade and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2022
- Full Text
- View/download PDF
26. Mindset and Modes of Design Studio Education
- Author
-
Chung, Wayne C. and Chung, Wayne C.
- Published
- 2019
- Full Text
- View/download PDF
27. Fading, Mixing, Slicing, and Looping: the Deconstruction of Fashion Through the Creative Process of Music
- Author
-
Vittorio Linfante
- Subjects
deconstruction ,design processes ,creative industries ,fashion branding ,music ,Fine Arts ,Visual arts ,N1-9211 - Abstract
Fashion as mirror of socio-cultural evolutions. In light of the ever-increasing plurality and hybridization of languages, fashion change, through disassembling and reconstruction actions according to creative processes capable of generating new design approaches. The creative process, having passed the phase of revival, rediscovery and re-proposal of styles, today acts more and more according to an approach far from citationism. A method that deconstructs and reassembles products, materials and styles, in a mash-up, generating new signs, meanings and shapes, that recall, but do not refer didactically to precise references. Shapes, symbols, textures are thus deconstructed and recomposed according to logics and approaches that generate a multiplicity of meanings.Brands such as Vetements, Off-White, United Standard, Marcelo Burlon borrow from music not only cultural references but also a design approach. There is a form of deconstruction that looks more like a music mix using techniques such as Fading, Harmonic Mixing, Slicing, Swap or Looping. Thus a new identity of contemporary fashion takes shape: we witness to a meta-design process that, thanks to a group of emerging figures hovering between DJs and fashion designers, defines an idea of deconstruction according to approaches that owe much to consoles, mixers, and synthesizers.
- Published
- 2020
- Full Text
- View/download PDF
28. 'What Women Designer Want' The Female Point of View in the Fashion Creative Process
- Author
-
Vittorio Linfante
- Subjects
fashion ,design processes ,branding ,social studies ,women’s entrepreneurship ,Drawing. Design. Illustration ,NC1-1940 ,Architectural drawing and design ,NA2695-2793 - Abstract
We Should All Be Feminists, the speech given in 2012 by Chimamanda Ngozi Adi- chie, became a fashionable slogan in 2017, having been printed on the T-shirts pre- sented by Maria Grazia Chiuri in her first collection for Dior. An operation that also aimed to contribute to the redefinition of the female role within the fashion system. Even though Poiret has freed women from corsets and constrictions, it is thanks to Madame Grès, Madeleine Vionnet, Elsa Schiaparelli and Coco Chanel, that a renewed relationship between dress and woman’s body has been questioned, opening the doors to the creations of Mary Quant, Krizia, Vivienne Westwood, Rei Kawakubo, Miuccia Prada, Consuelo Castiglioni and Phoebe Philo, to mention the most relevant. These figures all looked at woman’s body through cuts and formal and material experimentations by using a personal vision of style and a precise creative process. Far from being limited to gender discourse, the article intends to investigate, the evolution of the relationship between the creative process implemented by women designers and the fashion project. A dialogue that does not end in pure formal ex- perimentation, but that succeeds in giving shape to new cultural and social values and, in defining fortunate entrepreneurial stories.
- Published
- 2020
29. Start With Problems or Solutions? Medical Device Design in Industry and Academia
- Author
-
Jin Woo Lee, Shanna R. Daly, Aileen Huang-Saad, and Colleen M. Seifert
- Subjects
Design processes ,design practice ,design problems ,innovation ,Electrical engineering. Electronics. Nuclear engineering ,TK1-9971 - Abstract
Design processes can be influenced by their practice environments. Although design processes of industry engineers have been examined in multiple research studies, few studies have investigated design processes of academic engineers. As academia and industry have different sociocultural norms and constraints, their design processes likely also differ. To examine this question, we conducted semi-structured interviews with both academic and industry engineers who had successfully designed medical devices. Our qualitative findings revealed that engineers in industry described their design process as a sequence with problem definition, solution exploration, detail design, evaluation, and communication. Academic engineers, in contrast, described their design process as beginning with a discovered solution, then searching for application problems, evaluating compatibility between problems and solution, and finally, communicating their findings through publications. Understanding differences in design processes of academic and industry engineers can facilitate knowledge sharing and promote collaboration between academia and industry. The findings also highlight the impact of sociocultural norms on practices, even in disciplines with highly trained and clearly defined processes.
- Published
- 2020
- Full Text
- View/download PDF
30. Designing ubiquitous sustainability into product design processes
- Author
-
Sheldrick, Leila
- Subjects
745.2 ,Sustainable design ,Design processes ,Ubiquitous sustainability - Abstract
Application of sustainable design is growing rapidly as companies face increasing pressure to address the environmental impacts of their products. In response, a great deal of research has been directed at the development of sustainable design methods, as early design intervention has the potential to generate radical improvements. At present however, sustainability is often considered as an afterthought, only yielding incremental improvements. As such there is a clear need to redesign our design processes, and promote embedded consideration of sustainability throughout from the earliest stages. This thesis reports on research investigating how sustainability considerations could be systematically incorporated into product design processes through the definition of a framework and the development of a methodology for evaluating established design processes and identifying and prioritising stages for sustainability considerations to be embedded into design activity. The primary objective of this research is to develop an understanding of the challenges and opportunities for the implementation of sustainable design approaches in order to move towards a situation in the future where sustainability considerations are an inherent and embedded part of product design processes or Ubiquitous Sustainability in design.
- Published
- 2015
31. Expansive learning in a change laboratory intervention for teachers.
- Author
-
Augustsson, Dennis
- Subjects
LEARNING ,EDUCATIONAL change ,WORK environment ,SECONDARY schools ,ACTIVITY theory (Sociology) ,TEACHING - Abstract
The theory of Expansive learning and the change laboratory (CL) methodology has been developed and applied in many studies on workplace learning and educational change. There are fewer studies made on small-scale interventions, exploring the longitudinal development of expansive learning in an educational change effort. This article examines a CL intervention performed in an upper secondary school in Sweden, with a small group of teachers engaged in a participatory design project. By identifying and analysing the relationship of the seven learning actions posited by the theory of expansive learning, the aim was to contribute to the discussion of the CL methodology and the empirical usability of the theory. The results showed that the seven expansive learning actions functioned as analytical tools to map the teachers learning and development, but the analysis also showed many deviations, disruptions and occurrence of practical actions of design in the process. This challenge the notions of cyclicity and ascension in the theory of expansive learning. Cyclicity might be desirable but not necessary for expansive learning which questions the need to first grasp the problem at a conceptual level before generating concrete solutions. The Findings in this study suggests the opposite; that the entanglement and parallel movement between the abstract and the concrete was a driving force for the teachers expansive learning and the design of new curricular units. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
32. Examining Middle School Students' Engineering Design Processes in a Design Workshop.
- Author
-
Zhou, Ninger, Pereira, Nielsen, Chandrasegaran, Senthil, George, Tarun Thomas, Booth, Joran, and Ramani, Karthik
- Subjects
MIDDLE school students ,ENGINEERING design ,MULTIMODAL user interfaces ,ENGINEERING students ,PRODUCTION engineering ,DESIGN thinking - Abstract
Design thinking has an important role in STEM education. However, there has been limited research on how students engage in various modalities throughout the design process in hands-on design tasks. To promote middle school students' engineering literacy, it is necessary to examine the use of design modalities during design. Using a case study approach, we examine middle school students' design stages and modalities during design activities. We also identify the patterns of design processes in the teams with different design outcomes. Drawing on theories in design thinking and embodied interaction, we proposed a framework and devised a video analysis protocol to examine students' design stages and modalities. Middle school students attending a design workshop engaged in two design activities in teams of 3–4 people. The design sessions were video recorded and analyzed using the video analysis protocol. The teams engaged in the stages of planning, building, and testing, while employing the verbal, the visual, and the physical modalities. The teams that varied in design outcomes exhibited different patterns in the use of multiple modalities during the design stages. This study contributes to research on design thinking by proposing a framework for analyzing middle school students' multimodal design processes and presenting data visualization methods to identify patterns in design stages and modalities. The findings suggest the necessity to examine students' use of design modalities in the context of design stages and imply the potential benefits of using multiple modalities during design. The implications for future research and education practices are also discussed. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
33. Insights from Design Processes Used in Developing Exergames.
- Author
-
Kjær Lund, Alexander Hvidbjerg, Sørensen, Amalie Finnemannn, Elbæk, Lars, and Kaos, Maximus D.
- Subjects
COVID-19 pandemic ,EDUCATIONAL games ,ACTIVE learning ,PHYSICAL activity ,BRAINSTORMING - Abstract
Participation rates in physical activity are low, and with gyms closing and lockdowns becoming a necessary tool to fight the global pandemic, evidence suggests COVID-19 is only exacerbating the issue. People are becoming more sedentary as they stay at home longer and do more home office work. Exergames—games that require physical exertion to play—hold promise to combat sedentary behaviours, since they are typically inexpensive and can be played at home. Despite their potential to motivate people to move, it is challenging to design exergames because they must strike a balance between exercise and play. Current research in exergames provides some advice and guidelines on best practices for developing movement-based games. But, to date little attention has been given to the design processes that lead to the development of these guidelines. This paper aims to fill this gap by contributing 1) an in-depth discussion of and insights gained from the design process used when developing an exergame and 2) a novel movement-based method used in the development of a virtual reality (VR) exergame—VR bodystorming. We illustrate these methods through the development of Diverging Squash (DS), a novel VR squash game. We reveal insights throughout the entire design process from the beginning stages using brainstorming to focus on players’ needs and motivation for physical activity, to using exertion cards for framing the game’s primary elements. Exertion cards, for example, aided in our decision to gradually increase the difficulty of the game during play. We further demonstrate how our novel VR bodystorming method, or bodystorming in a virtual environment while wearing a VR headset, can be a useful tool for designers. For instance, during a VR bodystorming session, we practiced holding a virtual paddle in the VR environment in different ways. Insights from the way it was being held in VR led to adjustments to the way the paddle should be gripped, and the force needed to hit the ball. We conclude with key takeaways that give designers a view into how design methods for exergames are applied in practice and, thus, how they can be used in their own work. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
34. Use of Portfolios for Assessment in Design and Technology Education
- Author
-
Stables, Kay and de Vries, Marc J., editor
- Published
- 2018
- Full Text
- View/download PDF
35. Making Video Tutorials in the Classroom – Tacit Knowledge on Display
- Author
-
Majgaard, Gunver, Bertel, Lykke, Barbosa, Simone Diniz Junqueira, Series Editor, Chen, Phoebe, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, and Stephanidis, Constantine, editor
- Published
- 2018
- Full Text
- View/download PDF
36. Materials Design Processes, Beliefs and Practices of Experienced ESP Teachers in University Settings in Spain
- Author
-
Baştürkmen, Helen, Bocanegra-Valle, Ana, Davison, Chris, Series editor, Gao, Xuesong, Series editor, Kırkgöz, Yasemin, editor, and Dikilitaş, Kenan, editor
- Published
- 2018
- Full Text
- View/download PDF
37. A integração da Abordagem Documental do Didático e um processo de Design para o desenvolvimento de uma plataforma de suporte ao ensino a distância.
- Author
-
Rodrigues Silva, Amanda, Bellemain, Franck, and Laurentino, Auta
- Subjects
- *
TEACHING , *METHODOLOGY , *DOCUMENTATION , *GEOMETRY , *BRAINSTORMING - Abstract
In this paper, we deal with the integration of the Theory of Documentational Approach to Didactics (DAD) with a design process, as a methodology for the construction of an artifact directed to teaching geometry online. The ADA provides theoretical support to guide the analysis of resource choices and production of teachers' documents and brings reflexive research as a methodological part to analyze the actions of the teacher in documentational genesis. Thus, following seven steps of a design process: define, research, ideate, prototype, select, implement, and learn, we relate design techniques to scientific research methods. Aiming to solve the difficulties of online teacher planning of geometry, we set up a methodological structure for the construction of a platform. The methodological structure was composed of the application of field research, problem mapping, question method, reflexive investigation, brainstorming and prototype. The methods were chosen according to the objectives of each of the seven stages of the design process. In a first analysis, it is possible to identify the potentialities of the integration of the ADA with design processes, to produce an artifact that assists teaching activities. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
38. A integração da Abordagem Documental do Didático e um processo de Design para o desenvolvimento de uma plataforma de suporte ao ensino a distância.
- Author
-
Silva, Amanda Rodrigues, Bellemain, Franck, and Laurentino, Auta
- Subjects
- *
TEACHING , *GEOMETRY education , *GEOMETRY teachers , *ONLINE education , *DISTANCE education - Abstract
In this paper, we deal with the integration of the Theory of Documentational Approach to Didactics (DAD) with a design process, as a methodology for the construction of an artifact directed to teaching geometry online. The ADA provides theoretical support to guide the analysis of resource choices and production of teachers' documents and brings reflexive research as a methodological part to analyze the actions of the teacher in documentational genesis. Thus, following seven steps of a design process: define, research, ideate, prototype, select, implement, and learn, we relate design techniques to scientific research methods. Aiming to solve the difficulties of online teacher planning of geometry, we set up a methodological structure for the construction of a platform. The methodological structure was composed of the application of field research, problem mapping, question method, reflexive investigation, brainstorming and prototype. The methods were chosen according to the objectives of each of the seven stages of the design process. In a first analysis, it is possible to identify the potentialities of the integration of the ADA with design processes, to produce an artifact that assists teaching activities. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
39. Exhibition Visits as a Learning Resource for Graphic Design Students at Jeddah International College.
- Author
-
Hassana, Ruba Abu and Harb, Suha Abu
- Subjects
GRAPHIC design ,DESIGN education ,ART exhibitions ,LEARNING ability ,INTERNET surveys - Abstract
Saudi Arabia 2030 vision encompasses art and design and its development. This study aims to investigate the learning experience and practices in art exhibition visits of graphic design students studying at Jeddah International College. Moreover, the study examines the impact of visiting art exhibitions on the development of the design process of graphic design projects in the presence of adequate guidance during the students' visits to art exhibitions. The study participants were Jeddah International graphic design students. 76 out of 87 students participated in the data collection using an online survey. The survey considers the following: 1) Prior to the visit: the frequency and the motivation for exhibition visits, the planning and organizing the visit; 2) During the visit: methods of documenting and recording interesting information during the visit and the difficulties faced; 3) Post visit: the impact of the visit on the students' inspiration and creativity in their designs process from the students perspective. The results revealed that visiting art exhibitions has a significant impact on the development of the design process of graphic design projects. However, graphic design students lack the ability to work independently during these visits. Thus, the study proposes a set of guidelines for graphic design students to enhance students' learning during art exhibitions visits. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
40. Aproximaciones DEL DISEÑO COMPLEJO PARA LA SOSTENIBILIDAD.
- Author
-
CHÁVEZ-LÓPEZ, CHRISTIAN
- Abstract
Copyright of Legado de Arquitectura y Diseño is the property of Universidad Autonoma del Estado de Mexico and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2021
- Full Text
- View/download PDF
41. Drawing on Personas: How User Personas Affect Creativity.
- Author
-
Lanius, Candice, Weber, Ryan, Spiegle, Jackie, Robinson, Joy, and Potts, Robin
- Abstract
Purpose: While many industry professionals, including user-experience designers, create personas to represent their target users, debate still exists about whether personas really help organizations improve user-centered attitudes and product design. This study tested whether personas increase performance and empathy on a creativity task. Method: 172 participants completed a creativity task in which they were given seven minutes to draw a space alien. Participants drew aliens either for themselves, an unspecified author, or an author represented by a persona. Participants also completed a survey collecting their attitudes about the activity and alien drawings. Four coders then used a five-item rubric to evaluate the creativity of each drawing. Results: There were no differences in creativity scores for the alien drawings between the persona, self, and other author groups. However, people drawing for themselves and the persona author were more confident in their alien drawings and more willing to share them. Within the persona group, those participants who reported thinking about the persona while drawing had more positive feelings about the drawing and the author who would use it. Conclusion: While the persona did not result in more creative drawings, personas may increase confidence and user-centered attitudes among designers when actively used. [ABSTRACT FROM AUTHOR]
- Published
- 2020
42. Mixed Reality based Collaboration for Design Processes.
- Author
-
Hube, Natalie, Müller, Mathias, Lapczyna, Esther, and Wojdziak, Jan
- Subjects
MIXED reality ,VIRTUAL reality ,AUGMENTED reality ,MANUFACTURING processes ,INTERNATIONAL cooperation ,AUTOMOBILE industry - Abstract
Due to constantly and rapidly growing digitization, requirements for international cooperation are changing. Tools for collaborative work such as video telephony are already an integral part of today's communication across companies. However, these tools are not sufficient to represent the full physical presence of an employee or a product as well as its components in another location, since the representation of information in a two-dimensional way and the resulting limited communication loses concrete objectivity. Thus, we present a novel object-centered approach that compromises of Augmented and Virtual Reality technology as well as design suggestions for remote collaboration. Furthermore, we identify current key areas for future research and specify a design space for the use of Augmented and Virtual Reality remote collaboration in the manufacturing process in the automotive industry. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
43. The effects of engineering design processes on spatial abilities of middle school students.
- Author
-
Goktepe Yildiz, Sevda and Ozdemir, Ahmet Sukru
- Subjects
- *
ENGINEERING design , *MIDDLE school students , *MENTAL rotation , *CONTROL groups , *SPATIAL ability - Abstract
The spatial ability is defined as the combination of some abilities such as imagining the movements of objects, mental rotation, and spatial transformations. Students' spatial abilities can be enhanced through specific education programs. This study investigated the effects of engineering design-based instruction on spatial abilities of 8th grade students. The study was conducted with a total of 75 students: two experimental groups (n = 35) and two control groups (n = 40). Three different engineering design modules were developed. Using a mixed method approach, qualitative data were analysed to identify students' engineering design processes. In the quantitative part of the study, a quasi-experiment was used to examine the effects of engineering design-based mathematical activities on spatial abilities of students. Results revealed that engineering design-based activities positively affect the development of students' spatial abilities. In addition, findings related to the qualitative data on students' design processes were presented; and suggestions for further research were introduced. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
44. Experiencias metodológicas para el análisis del proyecto de arquitectura
- Author
-
Aguirre Bermeo, Fernanda M., Vanegas Peña, Santiago, Aguirre Bermeo, Fernanda M., and Vanegas Peña, Santiago
- Abstract
Analyze the architectural project recognizes the difficulty of establishing stable and systematic knowledge in relation to it, but also assumes that the architectural project is based on past cultural and projectual baggage; architectural conception as an instantaneous burst of creation is not possible. The accurate and rigorous practice of the architectural project requires an inherent process of analysis of previews works. In this sense, it is essential to pay attention to the analysis methodologies to reveal and understand the action of architecture as a cultural product of its time, and the architect, as an actor attached to the values of his profession. This paper collects results from experiences of applying criteria and methodologies of analysis and interpretation on certain works and their authors, led by architecture students in their final years of training., La experiencia del análisis del proyecto de arquitectura reconoce la dificultad de establecer un conocimiento estable y sistemático en relación a éste, pero también asume que el proyecto de arquitectura se basa en un bagaje cultural y proyectual pretérito; no es posible la concepción arquitectónica como una ráfaga instantánea de creación. La práctica reflexiva y rigurosa del proyecto de arquitectura precisa un proceso inherente de análisis de obras referentes. En tal sentido, resulta imprescindible la atención hacia metodologías de análisis de obra que propicien desvelar y comprender la acción de la arquitectura como un producto cultural de su tiempo, y al arquitecto, como un artífice apegado a los valores propios de su oficio. En este trabajo se recogen resultados de experiencias de aplicación de criterios y metodologías de análisis e interpretación sobre ciertas obras y sus autores, de la mano de estudiantes de arquitectura en sus últimos años de formación., Los autores agradecen al Vicerrectorado de Investigaciones de la Universidad del Azuay, a su Escuela de Arquitectura y a las ayudantes de investigación y estudiantes que fueron parte de las dos ediciones de Análisis Crítico del Proyecto de Arquitectura. De igual manera, agradecen a los autores de las obras investigadas que nos facilitaron la visita en obra: José Miguel Mantilla, autor del Hogar Primitivo y en nombre de Francisco Ursúa, a Alexander y César, sus discípulos., Peer Reviewed
- Published
- 2023
45. The hierarchy of conceptual design
- Author
-
King, Martin Graham
- Subjects
745 ,Design processes - Published
- 2002
46. Counting to zero: accounting for a green building
- Author
-
Georg, Susse and Justesen, Lise
- Published
- 2017
- Full Text
- View/download PDF
47. Listening to the sociomaterial: When thinking through making extends beyond the individual
- Author
-
Vega, Luis, Mäkelä, Maarit, Seitamaa-Hakkarainen, Pirita, Empirica, University of Helsinki, Department of Design, Aalto-yliopisto, and Aalto University
- Subjects
sociomateriality ,Design ,practice-led research ,collaborative design ,making ,design processes ,design practice - Abstract
Current discussions in practice-led design research concentrate on the thoughtful dimension of working with materials and the problem of analyzing acts of making at the scale of individual practice. Informed by the theoretical tenets of sociomateriality, this paper encloses a practice-led study addressing both issues. We followed the making of a collaboration-based, material-intensive workshop designed by the first author, where he also participated as a maker. This approach afforded us an insider’s perspective to delineate how thinking through making transcends the individual and distributes across the entangled becoming of the social and the material. Our findings shed light on four features of sociomaterial assemblages that warrant critical attention in practice-led design research: (1) temporality, (2) contingency, (3) epistemic capability, and (4) analytical agency.
- Published
- 2023
48. Emotion-Centered-Design (ECD) New Approach for Designing Interactions that Matter
- Author
-
de Lera, Eva, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, and Marcus, Aaron, editor
- Published
- 2015
- Full Text
- View/download PDF
49. PROCESS APPROACH IN DESIGN OF INDUSTRIAL MEGAPROJECTS.
- Author
-
Robertson, Brent and Beruvides, Mario
- Subjects
INDUSTRIAL applications ,PROJECT management ,TOTAL quality management ,FIELD research ,ENGINEERING design - Abstract
Industrial megaprojects may experience cost and schedule overruns in excess of 30% and 15% respectively. Given that these projects have budgets over $1,000,000,000 (some have budgets exceeding $10 billion dollars) and multiyear schedules, this represents a massive potential loss for owners and construction companies. Companies involved in megaprojects must rely on their business and field work processes to control the huge amount of work that takes place and to reduce the likelihood of major cost and schedule overruns. Quality Management philosophies such as ISO 9001 and Total Quality Management require a process approach to work activities. Rework is the biggest single contributor to overruns and the majority of rework originates in the Engineering phase. This paper discusses complexity, rework, and other factors that influence cost and schedule overruns, then identifies 22 processes that are critical to engineering design work on industrial megaprojects and briefly discusses their contribution to the completed design. It then looks at 11 commonly problematic design areas and identifies the design processes associated with each of the areas. The process approach is then examined to determine if it is suitable for addressing the problematic design areas and improving design quality. This analysis assists technical engineers, project engineers, and project managers efforts to reduce the severity of cost and schedule overruns. [ABSTRACT FROM AUTHOR]
- Published
- 2018
50. Library graphic design best practices and approval processes
- Author
-
Diana K Wakimoto
- Published
- 2016
- Full Text
- View/download PDF
Catalog
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.