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51 matches in All Departments
The practice of toy design and the theory behind it is studied with
particular interest in the ways in which these areas contribute, if
at all, to child development. The assessment of the ways in which
we play and the toys we have as children with respect to its
influence on adulthood will be studied. As well as literary
research an interview with a senior designer is carried out. This
concludes that the role of the toy designer is complex and subject
to the demands of users as well as regulations. A questionnaire was
given to 28 respondent ages 18- 25 years; the subject was a
retrospective view of toys and their influences on the respondent's
current lifestyle. The major conclusions draw from this was that
toys not only influence the development of key skills, but also of
the positive or negative view on our childhood. These findings show
that it is important for designers to draw upon academic research,
as well as undertaking their own to create influential toys of
quality.
This research aims to establish how typing how smartphone typing
may inhibit user, and ultimately whether it is a hindrance or help.
Chapter 1 aims to discuss the evolution of smartphones. Chapter 2
explores the science and theory behind soft keyboards and how to
determine and compare their usability. The following chapter
investigates the alternative input methods currently available on
smartphone devices. The final chapter discusses the result from
testing 6 smartphone users to assess which method is most
efficient, and also discusses results from the questionnaire
completed by 30 smartphone users. This research concludes that
alternative input methods such as Swype and SwiftKey offer
substantial benefits to users and are comparable with common typing
speeds found on computer keyboards.
The study aim was to assess the impact of Li-ion technology on the
power tool field. Lithium-ion batteries were compared to
nickel-based batteries, ascertaining their suitability for power
tool applications. Li-ion was found to be best suited due to its
increased capacity. Two observational studies were completed on
outdoor sites exploring the benefits of the technology over
mains-powered tools. The increased range of Li-ion tools improved
the site experience for the user. All of the benefits recorded were
knock-on effects of the increased battery capacity. Five interviews
were then completed to determine the impact of the technology on
the user. All users agreed the technology to be a landmark and that
it has improved their efficiency on site. Finally, a case study was
completed investigating how Li-ion has affected the market, and it
was found that the technology has been used
strategically;encouraging the user to buy from one manufacturer.
The focus of this research is to explore emerging technologies and
the impacts they can have on mobile devices and their applications.
Such a study is important in understanding technological innovation
within the context of mobile devices. An exploration will be
carried out into which technologies have the potential to
revolutionise mobile devices and how long until they reach
mainstream adoption. Benefits and limitations of mobile devices
being at the forefront of technological innovation will also be
explored.The main conclusions drawn from this study include
designers' opinions that, Augmented Reality and Gesture interfaces
were the two technologies with the highest potential. Haptics will
revolutionise mobile gaming and Natural Language Question Answering
(NLQA) is seen to have voice recognition issues impeding its
current levels of practicality. Flexible screens are now being mass
manufactured, but will initially enter the E-reader market before
being implemented into other devices. Augmented reality and NLQA
will take five to ten years to fully mature. Haptic technologies
are verging on entering the consumer market, whilst gesture
controls will take five years to reach.
The purpose of this study is to evaluate the effect of technology
within anti theft devices. Currently a well-established market has
been developed around such devices, however no literature has
measured the views of consumers. Consequently this paper discusses
the consumer's views with the development and portrayal of anti
theft devices. This study reviews existing literature and conducts
primary research in the form of questionnaires and interviews to
further discuss the aims through qualitative and quantitative data.
Overall anti theft devices that incorporate advancements in
technology, are successfully contributing to the reduction in theft
along with other factors. Consumers are aware of these effects and
as a result respect these devices that they are investing in.
Apps are transforming how people organise themselves and work. Apps
can be found that perform some of the most niche tasks and industry
specific apps are on the increase. The aim of this study is to
explore how apps can become tools to the practicing industrial
designer by analysing the design process. Surveys were sent out to
both student and professional designers. Two case studies were used
to explore two design apps currently available. A third case study
analysed the design process of IDEO to provide a detailed breakdown
of a typical design process. It was discovered that there are no
apps dedicated specifically to industrial designers and most
designers were not making use of their smart device as a design
tool. It was also learnt that tablet market penetration (UK) is set
to increase to 35% by 2015 which could mean there will be an
increased need for apps as design tools. The study uncovered many
different ideas for apps which could specifically be useful in the
product design process. This could mean that when the market is
ready, there is a lot of potential for apps to be used as design
practice tools.
Existing automotive system is not sustainable, in terms of
environment and global economic balance. The End of Life Vehicle
Legislation introduced by the European Union is a producer
responsibility directive that aims to ensure vehicle manufacturers
take responsibility for both the disposal and, more importantly,
the recovery of their vehicles. The book is concerned with
investigating and concluding the following question: To What Extent
Will End of Life Vehicle Legislation Affect Future Car Design? This
covers the following sustainability related topics in depth:
Context of the legislation, Eco-design, Life Cycle Assessment,
Closed Loop, Design for Dis-assembly and Modularity, Producer
Responsibility, and alternative ownership methodologies.
Existing automotive system is not sustainable, in terms of
environment and global economic balance. The End of Life Vehicle
Legislation introduced by the European Union is a producer
responsibility directive that aims to ensure vehicle manufacturers
take responsibility for both the disposal and, more importantly,
the recovery of their vehicles. The book is concerned with
investigating and concluding the following question: To What Extent
Will End of Life Vehicle Legislation Affect Future Car Design? This
covers the following sustainability related topics in depth:
Context of the legislation, Eco -design, Life Cycle Assessment,
Closed Loop, Design for Disassembly and Modularity, Producer
Responsibility, and alternative ownership methodologies.
Advances in Science and Technology have brought about greater
potential i.e. enabling technologies. However creativity and
innovation are subjective terms and it is difficult to pinpoint
what is needed in order to "be creative," the designer is still
responsible for the initial ideas, a responsibility which is
unlikely to be alleviated. It seems that the design process is not
progressing fast enough in order for the benefits of these enabling
technologies to become evident in consumer products. In order for
this to happen, design firms must ensure that their employees
remain educated on new technological developments and software
engineers need to communicate thoroughly with designers to ensure
that computer based design progresses in the right way.
Advances in sport shoe design, materials, technology, and their
impact on athletes from the early 20th Century are discussed in
detail. Research discusses that the involvement of podiatrists
(foot scientists) initially sparked the introduction of the first
technologically enhanced features. Secondary research consists of a
comparison between classic shoes of old and the innovative shoes of
today. Touching on the effects they have had on performance as well
as the medical impacts Further progression in sport shoe design and
their effects on sportsmen and women are discussed. This
investigation may provide a history of sport shoe design arid
material improvements, and a discussion of experiences and results
that show the impacts on athletes.
Companies large and small spend huge sums of money developing a
particular look and feel to their products. A brand image and
reputation which is often reflected in the quality of their
products. But what happens when a rival company imitates that look
to take advantage of the market that the successful product
operates in? The imitator can come into the market with reduced
development costs and take advantage of the market that now exists
for that product that the existing company created. However it is
possible to copy an existing product so closely that it is
difficult to distinguish the two. This can potentially damage the
sales of the proven product already on the market and damage its
reputation. The aim of this research is to investigate the effects
of intellectual Property (IP) in the UK and Europe in both the
design process and the competitive business environment. The
research will focus on the different methods of protecting ideas
and how they are infringed with a slant towards design rights. Case
studies will be taken from the smart phone and tablet markets in
light of recent (and on going) litigations in this area."
This investigation explores the role innovations play in the
healthcare system within the UK. Discussions include the debate
surrounding the definition of the term innovation, as well as the
importance of innovations on patients and the current barriers that
halt innovations being implemented. The study concludes by
suggesting that the term 'innovation' is overused and therefore it
is unsurprising that many people become confused, suggestions are
made for more detailed definitions and possibly clearer definitions
within specific industries. Other conclusions include
recommendations on the way innovations are approached by the
healthcare industry as well as the believed barriers to
innovations.
Light Emitting Diodes (LEDs) are well documented for their energy
efficiency and usage diversity, but their poor colour rendering and
colour temperature has slowed their adoption for domestic use.
Expensive per unit in comparison to traditional light sources, they
nonetheless dominate the research and development labs of some of
the world's leading lighting manufacturers. This research project
explores what it is that has got the lighting industry so excited
about this technology that was discovered almost 90 years ago,
whetherconsumers will share their enthusiasm and aims to establish
the extent to which LEDs have revolutionised the lighting industry.
This research project is an insightful, critical and interesting
view into a rapidly developing technology which, if its current
weaknesses are overcome, could change the way we see lighting and
contribute to the slowing of global warming.
This research is an exploration into the influence of mobile apps
and mobile devices on the design of products. The research relies
on secondary data to demonstrate how mobile device design has
changed as well as their usage. The primary data was collected by
using a survey questionnaire methodology. The research reviewed the
design of the mobile phone as the product in question. Findings
show that mobile apps have had an influence on the design of
products however; technology has driven this change, not apps
themselves. The research contributes to the understanding of the
relation between product design and usage of complementary
products.
This research was undertaken to investigate how and why sports
products have evolved; the main reasons for their evolutionary
change and the effects of these changes within the world of sport.
A central difficulty will be in ensuring that every aspect of this
subject is investigated to ensure that the correct areas of
influence are discovered. This investigation will enable an
understanding of the reasons and influences of product change
within the sports industry; the direct influences and indirect
issues surrounding the design of sports product development.
This study carries forwards research seeking to identify and
understand the relationship and links between product attributes
and consumer perception, through means of an explanatory study. The
research constituted of fifty two people who ranged between 18- 39
year old, all of whom completed qualitative research studies in the
form of a questionnaire. This qualitative method utilised locations
such town centres and/ or high footfall areas. A further nine
participants sat interviews which exploited more open and
indicative data. Supporting this, quantitative methods consisting
of surveys, looked into studying 'green products (GP's) and
identifying attributes which focused towards sustainability. Some
qualitative data was presented in quantitative form, such as
charts. The findings from such data strongly suggested and
identified GP's attributes and consumers perceptions towards them,
which, along with the data, also recognised poor correspondence
between the two.
Additive Manufacturing is a new manufacturing method which adds
material layer-by-layer to produce an object. This report set out
to investigate a number of questions relating to Additive
Manufacturing and its implications on current design practice,
products and users. An introduction to Additive Manufacture as a
process and how it has evolved from Rapid Prototyping is given.
This report documents the Design for Manufacture constraints which
Injection Moulding, a traditional manufacturing method, incurs and
gives details of why most do not apply to Additive Manufacturing.
The main freedom of traditional constraints comes from the nature
of Additive Manufacturing being tool-less and therefore
considerations such as constant wall thickness and non-undercutting
geometry are not applicable. New constraints when 'Designing for
Additive Manufacture' are given and explained including the need to
remove support material or excess resin from within hollow
geometry. Further still this report investigates consumer awareness
and reception to Additive Manufacture through primary research in
the form of a questionnaire - the first research of its kind into
this topic.
Toys and play occupy a large portion of a child's lifetime,
providing a basis for a magnitude of skills and developmental
stages. They can provide solitary amusement or help to facilitate a
game with others. Not only are toys considered to be fun, but they
can also help a child to learn new skills and progress through
their younger years thus labelling them as educational.The aim of
this study was to investigate the impact of toys and play on
children under the age of 7. It was important to not only use
secondary research in the form of books and web journals but to
also obtain information from primary sources through the use of
questionnaires.Primary research stages address the relationship
between toys and child development from a parental view, answering
questions and providing information that was not found during the
literature review. 2 questionnaires were used to gain answers to a
variety of questions about toys, play and child development and
consumer habits of parents.
The definition of packaging is as follows: "Packaging is the
science, art and technology of enclosing or protecting products for
distribution, storage, sale, and use. Packaging also refers to the
process of design, evaluation, and production of packages and all
the development and manufacturing processes that are required to
create the packaging. In order to develop consistent successful
packaging within the competitive and fast moving food and cosmetics
market, premium brands must liaise with consumers in order to
maintain an optimised brand design for their products.
Light Emitting Diodes (LEDs) are well documented for their energy
efficiency and usage diversity, but their poor colour rendering and
colour temperature has slowed their adoption for domestic use.
Expensive per unit in comparison to traditional light sources, they
nonetheless dominate the research and development labs of some of
the world's leading lighting manufacturers. This research project
explores what it is that has got the lighting industry so excited
about this technology that was discovered almost 90 years ago,
whether consumers will share their enthusiasm and aims to establish
the extent to which LEDs have revolutionised the lighting industry.
The author sourced reliable data from LED manufacturers and energy
efficiency regulators, using lighting-specific magazine articles to
ensure that all data used is current at the time of writing. Once a
statistical comparative is formed, the opinions of lighting
industry experts are considered and compared, and drawn on to form
a conclusion.
The relationship between sport and technology is nothing new. In
recent years innovation and technology has advanced rapidly,
increasing the questions regarding the effects, it is having within
competitive sport: Are the outcomes being dictated by equipment. Is
the effect on sport positive or negative? should such technology be
prohibited and when? An investigation into the effect technology
applications (within equipment) is having on sport using swimming
as an example, due to controversy surrounding technology use over
the last decade.
Prior pedagogical models have failed to take into account new
contextual and mobile methods of learning with the advances in
technology-mediated learning. This book puts forward a pedagogical
approach, namely, future innovative in-service teacher education in
Europe. It is concerned with the educational use of information and
communication technologies, specifically with the development and
dissemination of a new pedagogical strategy for open and distance
learning through in-service teacher education in schools across
Europe.
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