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Find the right answer the first time with this useful handbook of preliminary aircraft design. Written by an engineer with close to 20 years of design experience, General Aviation Aircraft Design: Applied Methods and Procedures provides the practicing engineer with a versatile handbook that serves as the first source for finding answers to realistic aircraft design questions. The book is structured in an ""equation/derivation/solved example"" format for easy access to content. Readers will find it a valuable guide to topics such as sizing of horizontal and vertical tails to minimize drag, siz.
Transport engineering --- design [discipline] --- engineering --- aircraft
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Businesses and the HCI and Interaction Design communities have embraced design and design research. Design research as a field blends methodologies from several disciplines - sociology, engineering, software, philosophy, industrial design, HCI/interaction design -- so designers can learn from past successes and failure and don't have to reinvent the wheel for each new design (whether it's a digital product, a building, an airplane or furniture). They take into account form, function, and, ultimately, users. Many books exist in the research and academic realm for this field, but none create a usable bridge to design practice. Although business people are embracing design, they are not going to become designers. Design researchers need tools to apply their research in the real world. Design Research through Practice takes advanced design practice as its starting point, but enriches it to build a design process than can respond to both academic and practical problems. The aims of the book are to study three design research traditions that cover methodological directions in current leading research community. Taking you from the Lab, Field and to the Showroom, Ilpo Koskinen and his group of researchers show you successful traditions in design research that have been integrated into processes and products. Bridging the gap from design research to design practice, this is a must have for any designer. . Gathers design research experts from traditional lab science, social science, art, industrial design, UX and HCI to lend tested practices and how they can be used in a variety of design projects . Provides a multidisciplinary story of the whole design process, with proven and teachable techniques that can solve both academic and practical problems . Presents key examples illustrating how research is applied and vignettes summarizing the key how-to details of specific projects.
Product strategy --- design [discipline] --- productontwikkeling --- industriële vormgeving --- ontwerpen --- productontwikkeling --- research
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Product strategy --- design [discipline] --- technology [general associated concept]
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The gap between who designers and developers imagine their users are, and who those users really are can be the biggest problem with product development. Observing the User Experience will help you bridge that gap to understand what your users want and need from your product, and whether they'll be able to use what you've created. Filled with real-world experience and a wealth of practical information, this book presents a complete toolbox of techniques to help designers and developers see through the eyes of their users. It provides in-depth coverage of 13 user experience research techniques that will provide a basis for developing better products, whether they're Web, software or mobile based. In addition, it's written with an understanding of how software is developed in the real world, taking tight budgets, short schedules, and existing processes into account. Explains how to create usable products that are still original, creative, and unique. A valuable resource for designers, developers, project managers-anyone in a position where their work comes in direct contact with the end user. Provides a real-world perspective on research and provides advice about how user research can be done cheaply, quickly and how results can be presented persuasively. Gives readers the tools and confidence to perform user research on their own designs and tune their software user experience to the unique needs of their product and its users.
Production management --- Consumer behavior --- design [discipline] --- methodology --- consumentengedrag
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Human medicine --- Production management --- design [discipline] --- medical equipment
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§ 1 Jaarletters en verantwoording 1- Het ontstaan van de dekenale letters 2- De verplichte dekenale letter 3- Merken te Antwerpen 4- Tabel van de jaarletters 5- Verantwoording 6- Valse merken § 2 Inventarissen zilverwerk : I-1 tot I-634 § 3 Ateliers - Bevoorrading – Technieken : T-1 tot T-87 S 4 Aanbestedingscontracten : C-1 tot C-67 § 5 Beeldhouwers en schilders ontwerpen zilverwerk S 6 Grote en kleine keur, prijzen, maten en munten § 7 Inventarissen Juweel : J-1 tot J-355 § 8 Edelstenen 1- Agaat en agaatsnijders As 1 – As 80 2- Diamant en oudste vermeldingen van diamantslijpers D1-D168 3- Koraal 4- Parels en parelgaters. 5- Robijnslijpers en gekleurde edelstenen. § 9 Woordenlijst § 10 Bronnen en Literatuur
Art --- History --- inventories --- marks [identifying markings] --- design [discipline] --- biographies [literary works] --- jewelry --- silver [metal] --- blacksmiths --- Antwerp
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Interactive products designed for childrenwhether toys, games, educational products, or websitesare increasingly embedded in childrens lives and school experiences. Making these products safe, effective, and entertaining requires new methodologies for carrying out sound and unbiased evaluations for these users with unique requirements, environments, and ethical considerations. This book directly addresses this need by thoroughly covering the evaluation of all types of interactive technology for children. Based on the authors' workshops, conference courses, and own design experience and research, this highly practical book reads like a handbook, while being thoroughly grounded in the latest research. Throughout, the authors illustrate techniques and principles with numerous mini case studies and highlight practical information in tips and exercises and conclude with three in-depth case studies. Essential reading for usability experts, product developers, and researchers in the field. * Presents an essential background in child development and child psychology, particularly as they relate to technology. * Captures best practices for observing and surveying children, training evaluators, and capturing the child user experience using audio and visual technology. * Examines ethical and legal issues involved in working with children and offers guidelines for effective risk management.
Developmental psychology --- Product strategy --- Artificial intelligence. Robotics. Simulation. Graphics --- design [discipline] --- designs [artistic concepts] --- interactive --- personalia --- media [information storage] --- kinderpsychologie --- ontwikkelingspsychologie --- children [people by age group]
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Materials sciences --- Programming --- Artificial intelligence. Robotics. Simulation. Graphics --- Architecture --- architecture [discipline] --- design [discipline] --- computer-aided design [process] --- materials science --- computer modeling --- Architectural design --- Building materials --- Design architectural --- Construction --- Computer-aided design. --- Data processing --- Conception assistée par ordinateur --- Informatique --- Matériaux
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