Department: Design, Architecture, Art and Planning : Design ![Remove this limiter [clear]](close-x.png)
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1.
Bayram, Merve.
Design is fun: Promoting play in design process.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2010, University of Cincinnati
► Designers, as creative individuals, are encouraged to play with various ideas to…
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▼ Designers, as creative individuals, are encouraged to play with various ideas to achieve innovation. Although play is acknowledged in design world in the context of ideation, the value of play is underestimated. This is why it is essential to explore ways to promote play in the whole design process. The purpose of this thesis is to introduce a fresh way of viewing play through examining it in the design process with an observational study, which evaluates play to identify potential research implications for its role in the product design process. To evaluate the impact of play, the researcher not only observed, but also worked with design students focusing on a particular project for ten weeks. Based on her observations, the researcher surveyed the students to evaluate their perceptions of play and their work habits. The results indicate that a considerable improvement would be present when play is promoted in the design process. This research is not only significant for examining play in terms of design but also for identifying necessary expertise to develop a comprehensive study in this field.
Advisors/Committee Members: Vogel, Craig.
Subjects: Design
Keywords: play; play and design; play in design process
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2.
Bhattacharya, Abhijeet.
Visual Brand Language – A Strategic Design Tool in New Product Development.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2008, University of Cincinnati
► This thesis focuses on finding ways of creating products that communicate a…
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▼ This thesis focuses on finding ways of creating products that communicate a brand's core message to the user through a structured and clearly defined design framework known as Visual Brand Language (VBL). The work has two parts. The first part highlights the need for a triadic communication model (Brand, Product, User), which serves as a vehicle for the brand message to travel from the hands of business teams through design teams to the consumer. In the second part, the emphasis is on VBL creation methodologies that enable designers to extract design attributes for the product to be designed. Two methods discussed in this part are The VBL Pyramid and the Disk Method. The VBL Pyramid is a methodical translation of the brand core values in a stepwise manner going from the bottom to the top from abstract to specific of a hypothetical pyramid and at each step arriving at form elements that will drive product design. The Disk Method focuses on creating image collages that describe brands core values in consumers own interpretation which then leads into cues that designers use to formulate signature elements and a design strategy. Finally as a conclusion, emphasis is drawn upon how a VBL strategy helps multibrand companies to monitor, manage and communicate important features of a design to other stakeholders in the product development process without sacrificing creativity.
Advisors/Committee Members: Vogel, Dr. Craig.
Subjects: Design
Keywords: Design; Brand; Visual; Language; Product; Methodology; Collage
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3.
BROWN, NATHAN GARRET.
PHENOMENOLOGICALLY GUIDED DESIGN: A STUDY OF THE INTERSUBJECTIVE ESSENCE OF ARTIFACTS.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2006, University of Cincinnati
► The impetus for writing this thesis is based on the extraordinary faculty…
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▼ The impetus for writing this thesis is based on the extraordinary faculty of human beings to understand a sense of self outside of or separate from the physical world and how this belief affects the methods through which we choose to alter the environment in which we live. This thesis examines the nature and experience of human beings through two foundational beliefs regarding the relational meaning of the world and our place in it from a design perspective. The first belief deals with the understanding that we represent an isolated individual ego predictably connected to the effects of the natural world in causal mechanical, physical and chemical ways. This understanding began with the philosophical representation of the natural life-world through use of symbolic rules as originally described by the pure logic and mathematics of the early Greeks. The second belief is based on transcending this idealized representation as described by Edmund Husserl’s methods of phenomenological reduction. By questioning these two types of attitudes toward the world a design application for the re-synthesis of direct human awareness with the natural processes of the world will be introduced. This integrated approach to relational consciousness creates new opportunities for the designer to rethink the means by which he or she will address and ultimately create human artifacts. Utilizing transcendental phenomenology, specifically the principle of intersubjectivity, an investigation into the intersubjective essence of mobility and transportation is performed through the conceptualization and development of a gas/electric hybrid vehicle. This thesis offers a diverse design methodology which prescribes a foundational approach for adaptation. It is not a formulaic set of absolute instructions for environmentally sound practices or a method by which one tries to copy or mimic the natural processes of the world while maintaining an abstract feeling from it. This thesis seeks to dissolve the sensation that human knowledge is separate from the real world we experience daily. By donning a non-abstract, pre-scientific, empathetic and intersubjective consciousness with the world and its processes, a flexible approach to the design of human artifacts based on phenomenological essences and experience can be engaged.
Advisors/Committee Members: O'Kane, Brigid.
Subjects: Design and Decorative Arts
Keywords: phenomenology; design; culture
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4.
Byun, Hyejin.
Eastern Philosophy Shown in the Korean Alphabet: Let’s Master the Korean Alphabet in 50 Minutes.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2004, University of Cincinnati
► This thesis explores the genre of information graphic. The research examined how…
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▼ This thesis explores the genre of information graphic. The research examined how enhanced visuals help people understand the concept of Professor. Kim-Chos who is a linguist and a professor at State University of New York, research about the Korean Alphabet. In order to complete the objective, abstract concepts of the Korean Alphabet were visualized into icons. Then, layouts were designed according to a visual system that the author proposed. Finally, some interactivity was added to utilize the benefits of the current technology. Anyone who understand the concepts behind the Korean language, he or she can read the Korean Alphabet in 50 minutes. This thesis explores the genre of information graphic. The research examined how enhanced visuals help people understand the concept of Professor. Kim-Chos who is a linguist and a professor at State University of New York, research about the Korean Alphabet. In order to complete the objective, abstract concepts of the Korean Alphabet were visualized into icons. Then, layouts were designed according to a visual system that the author proposed. Finally, some interactivity was added to utilize the benefits of the current technology. Anyone who understand the concepts behind the Korean language, he or she can read the Korean Alphabet in 50 minutes.
Advisors/Committee Members: Zender, Mike Paul.
Subjects: Design and Decorative Arts
Keywords: the Korean Alphabet, Information Graphic Design, Language Learning
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5.
CONTRERAS, GIOVANNI Jesue.
VERSO - A SYSTEM TO ADAPT AUTOMOBILES IN EMERGING NATIONS.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2005, University of Cincinnati
► In spite of its popularity, auto-mobility has never been an accessible transportation…
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▼ In spite of its popularity, auto-mobility has never been an accessible transportation medium to the majority of the world’s population. Big amounts of resources are spent every day to support auto-mobility yet, only about 12% of the world’s population has the possibility to acquire a car, and even less has the option to acquire a new one. (Humphrey 122) The automobile however, is still the most desired type of transportation because of its freedom of routes. In this scenario, if automobiles are meant to be the main tool for human transportation in the years to come, it is crucial to promote changes in the way we consume cars in order to ensure that they can be accessed by most people. Lower segments of the population usually have access to older vehicles because of their low cost, however, as they age most of these vehicles retain little or almost no value to offer to their customer and quite often their usage conveys a high price that has to be paid in exchange for the transportation. One way in which automobile’s access could be expanded to lower segments of the population is by expanding their lifespan. If cars remain unchanged in the market for a longer time, then the costs associated with their acquisition and operation would tend to be lower. A good example to this is the VW bug in Mexico or the Nissan Sentra. If we can ensure that old automobiles retain their fundamental value as mobility providers, then the lower segments of the population would find value in a platform whose cost of operation is reasonable. This thesis project will explore a possibility to design a multipurpose auto-mobile platform. A vehicle intended to remain unchanged in the market as long as the basic technologies it employs do not change. This basic mobility platform in the form of an automobile will enhance the experience of new-cars and old-cars users by providing them with the basic value of mobility, while letting them adapt their vehicles to their specific needs, and by allowing them to perform this adaptation using a broad range of resources. The context of this project will be emerging nations, the rationale is that the consumption patterns in emerging nations are still substantially different than those observed in industrialized nations, and thus represent an appropriate scenario of applicability for a project like this. Other issues, such as vehicle migration, and the cultural value of aesthetics are also explored and will help to illustrate the value of universal design in auto-mobility solutions. Two topics I studied during my Master's which have expanded my own vision of Industrial Design and have also influenced this project are: first, the need to find sustainable alternatives to the current platform of product fabrication and consumption, and second, the need to de-centralize design out of the first world in order to achieve successful local solutions. I strongly believe that the “United Statesization” of the world is not a viable long term strategy. It is my firm belief that it is important to find alternate ways to do business and create profitability potential doing more sustainable practices appropriate for the conditions of the developing world. This project represents my personal attempt in this direction.
Advisors/Committee Members: Choi, Soo-Shin.
Keywords: Sustainable transportation,; Open product architecture,; Modular architectures,; Transportation Design,; Automobile Design
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6.
Correa, Vanessa K.
MARKETING SUSTAINABILITY.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2007, University of Cincinnati
► Thinking and acting sustainably is not new - nor are the calls…
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▼ Thinking and acting sustainably is not new - nor are the calls to heed sustainability’s lessons - but if the recent and increasing scramble to jump on the sustainability bandwagon is any indication of things to come, then the future may a sustainable one after all. Marketing Sustainability has been conceived as a look at both the theoretical and historical underpinnings of sustainability, alongside an analysis of contemporary representations of and discourses on the topic. This thesis considers a few exemplary models of representing and motivating sustainability in a diverse array of cultural contexts and examines where representations of sustainability might go in order to ensure sustainability’s continued impact on current cultural conditions. As it has become one of the preeminent challenges of our era - logistically and ethically - the author hopes to have contributed to what will be a successful paradigm shift.
Advisors/Committee Members: Chewning, Dr. J.A.
Keywords: Sustainability; marketing; eco; green; design
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7.
DUNNE, THOMAS G.
DEFINING THE ART OF INTERACTIVE REAL-TIME 3D.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2004, University of Cincinnati
► This thesis studies the nature of interactive real-time 3D, particularly as it…
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▼ This thesis studies the nature of interactive real-time 3D, particularly as it appears in video games, the foremost genre within the medium. Beginning with a technical analysis, the basic attributes of real-time 3D content are defined, using game content as examples to illustrate the concepts. This is followed by a study of the evolution of 3D video games, from the 1970s through today. Once the elements and origins of interactive real-time 3D have been established, the aesthetic principles which determine the success or failure of interactive real-time 3D art are explored. The thesis concludes with a brief look into the future of interactive real-time 3D. Due to the medium’s relatively recent origins and rapid pace of development, no explicit forecast is possible, but an analysis of recent trends within the field allow for some potential paths to be explored.
Advisors/Committee Members: Plumbo, Marty.
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8.
Ford, Ramsey A.
Design and Empowerment: Learning from Community Organizing.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2009, University of Cincinnati
► Should designers move past creating ‘tools which empower' impoverished communities to ‘empowering…
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▼ Should designers move past creating ‘tools which empower' impoverished communities to ‘empowering impoverished communities' to make tools? As designers have begun to work on the complex problems associated with global poverty they have slowly documented methods and identified best practices for creating social impact through design. One such practice is to increase the capacity of impoverished communities to solve problems. However, little has been written on how to accomplish this task. This thesis looks to community organizers for insight on community empowerment. It analyzes and compares design and community organizing in order to identify compatible and complimentary aspects of each profession. This comparison is used to suggest benefits each profession would realize from working with the other. The thesis culminates in the presentation of a novel approach for creating social impact through design and community organizing that moves beyond collaboration and into hybridization.
Advisors/Committee Members: Zender, Mike.
Subjects: Design; Social work; Urban planning
Keywords: design; design for social impact; social design; design and community empowerment; design and economic development; poverty and design
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9.
HUI, WINNIE K.
HISTORY OF THE EVOLUTION OF HUMANS AND THEIR EFFECTS ON WILDLIFE.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2005, University of Cincinnati
► My thesis deals with both the sociological and environmental aspects of living…
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▼ My thesis deals with both the sociological and environmental aspects of living things. Animals have been around for millions and billions of years and they occupy a spot in the “web of life”. If a species should vanish or decline, the web is disrupted and other species, including humans are jeopardized. Animals have the basic right to coexist with us with as little obstruction as possible. They are our neighbors on this planet and have the same rights as we do to land, air, water, and all things needed to survive. All animals have a purpose in this world so what divine right do humans have to pick and choose who lives and who dies? We are the most intelligent species on Earth and also the most destructive. We should use our abilities to protect the wildlife instead of vanquishing it. Keeping animals in zoos is a way that people have used to recover the deprivation of wildlife. Although well intentioned, animals are kept in captivity and denied their true environment which they are inherently entitled to. However, another way that people have begun saving these precious creatures is through wildlife rehabilitation. They tend to injured wild animals with the goal of reentering them back in to their natural habitat.
Advisors/Committee Members: Kawanari, Tony.
Keywords: Wildlife Rehabilitation; Wildlife Animals; Urban Sprawl; Urban Wildlife
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10.
Jaspart, Marie C.
Emergence in Vehicle Design: Using the Concept of Emergence to Provide a New Perspective on the Creative Phases of the Automobile Design Process.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2010, University of Cincinnati
► Beauty, usefulness, desirability, low-cost, power, and sustainability are some of the numerous…
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▼ Beauty, usefulness, desirability, low-cost, power, and sustainability are some of the numerous ideals that make the design of a vehicle complex and challenging. The understanding of emergence, a fundamental creative process originally found in natural systems, might provide insight for the stakeholders in the vehicle design process who wish to create innovative solutions. In this study, an exploration of this notion in design is presented, with specific examples for car design. The principles set forth by Johnson for building a system with adaptability and macro-intelligence, are analyzed. Then, several methods for implementing these principles in the car design team are suggested, along with a strategy for facilitating the emergence of innovative vehicle designs in the context of the car industry.
Advisors/Committee Members: Murray, Dale.
Subjects: Design
Keywords: emergence; vehicle design; automobile design process; innovative design; creative process; systems thinking
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11.
Lewis, Ryan.
A Problem Well Defined is Nearly Solved.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2010, University of Cincinnati
► Contemporary design methodologies tend to focus on problem solving rather than problem…
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▼ Contemporary design methodologies tend to focus on problem solving rather than problem understanding. As such, many medical device design projects begin with a search for solutions rather than a clear appraisal of needs. Understanding clinical needs, user needs, unmet needs and the differences between them is crucial. Through a process of filtering research into an array of needs the author prescribes a method to help designers find the essential value of a design effort. This process concludes with the creation of design requirements, a list of which will be among the first documents submitted to the FDA as part of regulatory compliance for a given device. For medical device startups, design consulting firms and corporate manufacturers, a clear understanding of needs can mark the difference between designing a product and solving a problem.
Advisors/Committee Members: Puhalla, Dennis.
Subjects: Design
Keywords: medical device; product design; design process; needs finding; fda design control
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12.
Mejia Ramirez, German Mauricio.
Visual Communication Design for Human Differences and Needs: Visual Intelligence and Mood.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2010, University of Cincinnati
► Current challenges in visual communication design demand an understanding beyond the semantic…
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▼ Current challenges in visual communication design demand an understanding beyond the semantic and semiotic elements of visual language. Today, interaction between humans and visual information is a relevant issue because of the complexity of information and artificial systems that create difficult human use. This implies that design needs a deeper understanding of how human differences and needs affect the performance of visual communication design in interaction. Contemporary approaches such as universal design or human-centered design intend to provide designers with methods and tools to improve interaction between design objects and human beings. Often, the design principles of these approaches try to cover broad human requirements, but not particular human differences and needs relevant to communication. This thesis is an exploratory research that studies visual intelligence and mood as two of the major hypothesized human differences for visual communication design. Qualitative and quantitative evidence shows that visual intelligence predicts adequate interaction patterns and qualitative observations of mood states indicate that high tense arousal and anger/ frustration states negatively affect the interaction with visual information. In addition, data suggest that mood change might be negatively associated with interaction experience, showing that mood effects have the potential to be used as a measurement of interaction design quality. Limitations and implications of these findings are discussed for further design research.
Advisors/Committee Members: Zender, Paul.
Subjects: Design
Keywords: visual communication design; graphic design; human-centered design; individual differences; visual intelligence; mood
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13.
Prather, Evin Gamal.
The Research and Design of an Inclusive Dishwashing Appliance.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2007, University of Cincinnati
► The goal of this project is to follow user-based qualitative research to…
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▼ The goal of this project is to follow user-based qualitative research to design a dishwashing appliance that is superior in functionality and more desirable to use. The Introduction contains the background, problem statement, hypothesis, goals, objectives, parameters and pre-research opportunities. The Design Strategies chapter investigates the components of inclusive design and emotional design as well as how the stakeholders, users and companies, benefit when inclusion is considered in the design process. The Dishwashing Research chapter will document findings from the preliminary literature- and internet-based research phases, which includes analyses of the history, function, paradigm, technologies, and ergonomics related to dishwashing. The User Research chapter will include conclusions from six in-home interviews with individuals and families of various types, one focus group of retirement-aged women, and internet-based opinions websites. The Design chapter describes the concept generation, development and optimization phases of the design process all of which were informed directly by the previous three chapters. This section is composed of sketches, images of mockups and CAID-based visualizations of final concepts supplemented with explanations of the concepts.
Advisors/Committee Members: Murray, Dale.
Subjects: Design and Decorative Arts
Keywords: Design; Industrial Design; Inclusive Design; Emotional Design; Dishwahser; Dishwashing; Qualitative Design Research; User Research
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14.
Puthenpurackal, Shereen.
The Development of a Process Tool for Eco-product design.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2008, University of Cincinnati
► This is an exploratory thesis that works to provide the designer with…
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▼ This is an exploratory thesis that works to provide the designer with a tool to generate Eco-products. In the beginning the thesis lays out an argument about the need for such a tool. I have engaged in observation and participatory research to understand the nuances of the design process. After which a survey study was conducted to find out the perceptions among young design students about attributes that contribute to sustainable living.Based on the research, a new process tool, STEM (Scenario, Task, Experience, Materials) was developed. The process of eco-design would take a systems approach by starting the design process with scenario thinking. The other Phases of the design tool are Task analysis, Experience and Material selection. STEM would operate with sustainable attributes that are based on the design requirements and the different phases of the process tool. This ensures that ideas generated out through the process tool would have the Eco-attributes assigned during the process. Through action research, the tool was tested on different groups of students and the results were very promising and inline with what was anticipated. In future, I hope to continue with this research and translate the idea into a physical form.
Advisors/Committee Members: Murray, Dale.
Subjects: Design
Keywords: Eco-design; process tool; Product design; Ideation; Design Methodolgy
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15.
Rosenzweig, Kristen Tanya.
Speaking Metaphorically in Product Design.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2007, University of Cincinnati
► This thesis focuses on communicating messages through product design. As background, an…
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▼ This thesis focuses on communicating messages through product design. As background, an explanation of the existence of design language is given and design language elements are defined using semiotics. A design language element communication disk is introduced to show the seven forms the elements can communicate. The second part of the thesis focuses on how people cognitively classify information. Metaphors are introduced as a type of cognitive classification and an effective way to communicate through product design. The final part of the thesis incorporates the design language element communication disk from the first part of the thesis with the cognitive classification information from the second part to provide a design research methodology. The methodology enables the designer to discover a metaphor that resonates with the user, understand how the user cognitively classifies the metaphor, and then organize the attributes and design language elements to communicate effectively through the product design.
Advisors/Committee Members: Choi, Sooshin.
Subjects: Design and Decorative Arts
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16.
SCHADE, KRISTIN FRIEDERIKE.
THE MAITRI CENTER: PLACE IDENTITY AND IDENTITY DESIGN.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2005, University of Cincinnati
► This thesis focuses on the design of an identity system for the…
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▼ This thesis focuses on the design of an identity system for the Maitri Center, a performance and dance venue in Cincinnati, Ohio. I explore how an identity system can provide the organization with a meaningful image. I also examine how the use of the Maitri Center building has evolved over the past 120 years and how these changes affect its ‘place identity.’ In this thesis, ‘place’ is defined as a site of emotional, cultural, and historical values manifested in local identity. I am particularly interested in the attachments people have to a place, the way a place forms their identity, and how, in turn, people form the identity of a place. The crux of this thesis is that an exploration into place can enrich neighborhoods, and that graphic design can engage with this process on many levels. The identity system design for the Maitri Center considers these issues.
Advisors/Committee Members: Chewning, J. A.
Subjects: Design and Decorative Arts
Keywords: graphic design; identity design; place; community building; freemasonry; cincinnati, ohio
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17.
Schellhas, Christy Carr.
Reflecting, Rethinking and Reforming: Exploring the Power, Purpose, and Potential of Design Activity.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2007, University of Cincinnati
► Design has the power to change the world. There is great potential…
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▼ Design has the power to change the world. There is great potential for design to positively impact the world and its people. As the world changes, it is important to question methodologies, motivations, influences. There is a need for designers to acknowledge their role in shaping culture and society, to accept responsibility for the outcomes of their work. There is a need for designers to take a more proactive role in shaping the message of the lifestyle. In order to secure the future of humans on the planet, the activity of designing must be viewed as part of a larger fabric of human existence: it must serve to connect us with each other and the world. Design, as the intentional activity by humans for humans whereby the fundamental existence of being human, is experienced, communicated, and understood; and the narrative of this activity is reflected in the designed product, which then shapes and serves human activity. The designed product, as a result of design activity, provides insight into human existence by creating a narrative of how to live: the narrative is created and influenced by both the designer and the user. The Model of Holistic Philosophy of Human Existence describes the concepts and attributes of human existence and the function of design in this existence. This thesis explores the limitations of design when confined to the market economy and the power and potential design has to positively impact the world when practiced holistically offer necessary the reflection and rethinking to bring about a reformation of design activity. The model of the gift economy serves as inspiration for design’s potential.
Advisors/Committee Members: Puhalla, Dr. Dennis M.
Subjects: Design and Decorative Arts
Keywords: design; power; potential; purpose; rethink; reform; reflect; design activity
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18.
Schellhas, Hans.
The Designer as an Agent for Social Change: Creating an Alternative Communications Model Outside of the Marketplace of Private Media Ownership.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2007, University of Cincinnati
► As the primary source of information for society, the mainstream media shapes…
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▼ As the primary source of information for society, the mainstream media shapes public discourse and citizens’ perception of reality. Because journalistic decision making by corporate-owned media outlets is based on profit, many critical public interests and perspectives are ignored in news reporting. The result is a media marketplace that disenfranchises the voices of many progressive social justice groups like the Global Justice movement. This thesis examines the mainstream media and proposes how activist-designers can utilize their unique abilities to increase awareness and provoke social change through alternative forms of communication. The Fair Trade Multi-Media Project (FTMP) is a model based on the philosophy that visual communication is a powerfully persuasive tool that can catalyze a paradigm shift in awareness and public discourse. Additionally, advances in technology provide windows of opportunities to create alternative sources of communication that circumvent the corporate media establishment to better educate the public. The functional attributes and societal implications of this theoretical model are discussed herein.
Advisors/Committee Members: Puhalla, Dr. Dennis.
Subjects: Design and Decorative Arts
Keywords: Fair Trade
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19.
Schilder, Marit.
3 Dimensional Virtual Fabric and Garment Simulation.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2008, University of Cincinnati
► This thesis explores the possibilities of virtual 3D garment simulation software for…
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▼ This thesis explores the possibilities of virtual 3D garment simulation software for fashion design. The available software for simulating virtual clothing can roughly be separated into two groups. The first group of software is focused on animation and used to visualize cloth for games, movies, commercials. The second group is used for the virtual prototyping of garments in the apparel industry. Their main focus is to check a garment for the fit, and the 3D software is an extension on pattern making software that was already available. Various software applications are explored in this thesis. An overview of functionality and a comparison of pros and cons are identified. Software aimed at the apparel industry is not very flexible in accurately visualizing a garment and especially the fabric of that garment. Through the use of sophisticated fabric design, this thesis shows how to use existing visualization techniques available in Autodesk Maya 8.5 differently to enhance the realism of virtual fabric and garment simulation.
Advisors/Committee Members: Burris, Jacqueline.
Subjects: Design; Textile research
Keywords: 3D; digital design; fashion; virtual fabric simulation; virtual garment simulation
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20.
SCHNEIDER, RALF O.
FLEXIBLE TRANSPORTATION - A STEP BETWEEN PRIVATE AND PUBLIC TRANSPORTATION.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2005, University of Cincinnati
► Currently the automotive industry faces severe problems. To attract buyers in a…
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▼ Currently the automotive industry faces severe problems. To attract buyers in a highly competitive market, price reductions as an incentive have reached unreal levels. To maximize profits, the trend is to use platform strategies whenever possible. Also, the architecture and structure of cars is living a revival of the ladder frame with huge sales of SUV's. One explanation for that is the higher profit of car companies with the sale of ladder frame SUV's compared to space frames. The other reason is that people buy them like they are for free. The public is manipulated with psychological issues like "my car is big so I am safe". The truth is the opposite as recent studies show. Design is used to decorate the interior and exterior. Restyling the appearance, rather than redesign the vehicle, consumes an enormous amount of resources. Furthermore global political conditions and the rise of the cost for crude oil turns increases the awareness and demand for fuel efficiency and alternative energy resources Public transportation systems face numerous problems as well. Lacking support of the government, city planners can't replace old technology. A vicious circle results: the quality of the public transportation declines, public use decreases leading to less revenue. Other issues are infrequent scheduling, lack of goods transportation and insecurity at night. High installation costs are recouped after long periods and the customer needs good reasons to change from the convenience of a car to a mass transit system. Examples like the car sharing in San Francisco or the renting of carts on golf courses show that there are alternatives to owning vehicles. There are certain situations where it is sensible to use a flexible vehicle that one rents for minutes, hours or days. It is necessary to configure and restrict an area for such a system to work. Absolute criteria are to minimize weight and maximize safety. The use for a wide range of people should be considered, common issues like obesity or disability will be addressed. This thesis will explore possibilities of the use of new structures in transportation design. What can we learn out of a comparison of structures to implement into modern transportation design? What happens if one considers the interior more important than the exterior? What are the future needs and desires of the stakeholders in our world of transportation? These are some questions I will address. This multidisciplinary research will result in a vehicle which will be determined by my research, based on the user's needs. I will interview experts in those fields who can explain the current level of technology. Scrutinizing current trends and finding alternatives by viewing the whole extent and the structure within the structure will be part of this thesis.
Advisors/Committee Members: Choi, Soo-Shin.
Subjects: Design and Decorative Arts
Keywords: Public Transportation,; Individual Transportation,; Universal Design, Car Sharing; Concept and Design
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21.
Timman, Lisa Marie.
Asking to Play – Using a Visual Support to Model the Social Skill of Asking to Play for Children with Down Syndrome.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2007, University of Cincinnati
► This project considers a body of research about play, inclusion, and the…
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▼ This project considers a body of research about play, inclusion, and the characteristics of children with Down syndrome balanced with first-hand feedback from parents. These findings were used to explore a multi-sensory (visual and tactile) solution for modeling the steps of asking to play for children with Down syndrome who have limited verbal skills. The proposed solution is an educational toy that explores three-dimensional form, color, shape, pattern, and texture to enhance communication and reinforce secondary learning concepts like color and shape recognition, object manipulation, and sequencing. A follow-up practice component is essential to the concept, allowing the child to build confidence through rehearsal. The visual support was tested at an annual Buddy Walk, where both typically developing children and children with Down syndrome were observed. Key findings from this event, project limitations, and implications for further research are outlined in the evaluation section of this thesis.
Advisors/Committee Members: Puhalla, Dennis.
Subjects: Design and Decorative Arts
Keywords: Design; graphic design; inclusion; social inclusion; play; Down syndrome; limited verbal skills; multi-sensory; visual communication; initiating play; asking to play
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22.
VASUDEVAN, AARTI.
BRIDGING THE CULTURAL CHASM: WINNING STRATEGIES FOR GLOBAL BUSINESSES IN INDIA.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2007, University of Cincinnati
► Asia has become a hub of activity with many international corporations are…
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▼ Asia has become a hub of activity with many international corporations are increasingly turning to this region for solutions to effective management and more importantly as a vast yet untapped market of consumers with growing spending capabilities, heightened awareness for quality brands and products. Many foreign companies have already set shop in China and many more have business plans for India, whose winning demographic mix and unexpected growth have made it the flavor of the season. Transnational corporations have already learnt in China that the Chinese consumer has a unique identity. And early entrants to India are learning a similar lesson. Though large, the Indian market is a tough nut to crack. The Indian consumer is the end product of his socio-cultural milieu. His consumption habits have been tempered by tradition and modernity, consumerism and frugalness, knowledge and ignorance. Such a consumer craves for all that a foreign brand name portends—quality, snob value and internationalism—but relates better to products that are localized, customized and tailored to meet his needs. Contrary to larger perceptions, based perhaps on India’s rampant poverty, such a consumer is not always price sensitive. Instead, he can always loosen his purse-strings, provided the company is able to convince him that what they have is the very best his money can buy. And in order to touch that emotional chord, companies wanting to do business in India have no option but to understand the Indian market and the Indian consumer inside out. India is undoubtedly a country ripe for picking. But a country which readily rewards foreign companies that have made the effort to understand its cultural ethos, even while summarily rejecting the offerings of those who have entered the market with shoddy, careless and indifferent preparation. This research project will look at some popular domestic and foreign brands in India, scrutinize some current market trends and evaluate the reason why some Multinational brands have clicked while others have failed. The research will draw lessons from the experience of failed and successful global brands in India and suggest a strategy for success. This paper lays down the roadmap for succeeding in India, citing the experiences of early entrants to India.
Advisors/Committee Members: Vogel, Craig.
Keywords: Design; India; Cross Cultural; Business Strategy; Product Design; Multinational
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23.
Wang, Li.
Visual Explorations of the West Campus of the University of Cincinnati:How to Build a Stronger Sense of Belonging for International Students at the University of Cincinnati.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2010, University of Cincinnati
► A sense of belonging is important for college students, and it benefits…
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▼ A sense of belonging is important for college students, and it benefits both the university and the student population. However, the lack of a sense of belonging is a common problem on many campuses. At the University of Cincinnati, this problem exists particularly among international students. The author believes that familiarity with both the history of changes to the campus landscape and the current campus environment would enhance the sense of belonging of international students. This thesis aims to present changes to the landscape and the current campus environment of the University of Cincinnati West Campus through graphic presentation in an interactive media in order to promote a greater awareness of the University of Cincinnati West Campus among international students. To confirm the utility of this project, a test was administered to international students on the West Campus of the University of Cincinnati.
Advisors/Committee Members: Zender, Paul.
Subjects: Design
Keywords: Belonging; Campus Change; Graphic Presentation; Interactive Media; International Students; University of Cincinnati
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24.
Wise, Ruth E.
Design Research and Research Design: Application of Quantitative Methodology to the Design Process.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2008, University of Cincinnati
► Design research is defined more by qualitative than quantitative methodology. A design…
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▼ Design research is defined more by qualitative than quantitative methodology. A design research literature review reveals a dearth of examples related to the use of the scientific method and quantitative methodology. Qualitative and quantitative studies are complementary and necessary to the growth and validation of a field of study. Over-reliance on qualitative research approaches to the exclusion of quantitative approaches undermines the importance and legitimacy of the design profession. The purpose of my thesis is to explore the use of quantitative methodology in the design process by conducting an experimental research study. The pilot study employs a quantitative approach to evaluating the effectiveness of a graphic design process as applied to a computer-based, interactive program for the communication and understanding of medication risk information by patients and the effects of health literacy and numeracy. The results of the study illustrate that the application of quantitative methodology to testing visual and information design formats shows promise in contributing useful information to the design decision-making process. The primary implication of incorporating quantitative methodologies into design research and practice is an educational one. My research shows quantitative methodology has an important and appropriate place in design research, education and practice though it is currently underutilized.
Advisors/Committee Members: Embi, Peter.
Subjects: Design
Keywords: design research; quantitative methodology; graphic design; visual communication; risk communication
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25.
Zhang, Yue.
Design for Global Markets Balancing Unilateral Global Brands with Local Cultural Values.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2009, University of Cincinnati
► Designing products for global markets with cultural backgrounds that differ from those…
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▼ Designing products for global markets with cultural backgrounds that differ from those of the company’s native culture (cross-cultural design) is an increasingly important challenge for many local and international companies. This thesis identifies different strategies and describes how companies can choose the best approach when working on cross-cultural design projects. Design is key to achieving business success in the international market place and maintaining harmonious cultural development. A person’s values are a combination of local/national cultural values and global cultural influences. The percentage varies by geography and product category. Cross-cultural design practitioners must better understand the balance when integrating local and global cultural factors. For this research three strategies incorporating culture research that contribute to the improvement of cross-cultural design projects are analyzed: 1) Global Brands, 2) Reconfiguring National Brands, and 3) Target Markets’ Culture Localizing International Brands. These strategies will enable cultural outsiders to design successfully for international markets.
Advisors/Committee Members: Vogel, Craig.
Subjects: Design
Keywords: product design, culture, brand, international, globalization, localization, markets
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26.
Zuo, Julie Qun.
Earthworks: A Multimedia Exhibit Design.
Degree: MDes, Design, Architecture, Art and Planning : Design, 2005, University of Cincinnati
► This thesis primarily documents and evaluates the design and implementation of two…
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▼ This thesis primarily documents and evaluates the design and implementation of two interactive multimedia museum exhibits of the EarthWorks Project: 1) Earthworks Interactive Video Museum Exhibit, Hopewell Culture National Historical Park, Chillicothe, Ohio (2003 - present), and 2) Earthworks Interactive Video Museum Exhibit, “Little Miami Valley,” Cincinnati Museum Center, Cincinnati, Ohio (2003 - present). The thesis then specifically reviews the author’s involvement in the project. The EarthWorks project is an interdisciplinary multi-media research endeavor and presentation that virtually reconstructs the earthen architectures, or earthworks, of prehistoric civilizations in the Ohio River Valley. Known to archaeologists as the Adena, Hopewell, and Fort Ancient, these moundbuilding societies left evidence of a rich material culture and one of the most spectacular concentrations of monumental earthworks in the world. However, the huge dimensions and fragmentary surviving forms of the earthworks made them barely visible in the vast landscape, and make them extremely difficult to represent in any conventional media. Furthermore, the oral traditions of the American Indians produced ambiguous and controversial interpretations of the ancient people’s creations. As a consequence, the earthworks have been little known to the general public, which contributes to the acceleration of the demolition of the ruins by modern farming, industry, and urban sprawl. The EarthWorks project as an on-going effort, has produced several exhibits and electronic publications on various earthwork sites. It is the first broad and encompassing educational work on this topic for general audiences in well over a century. It took years at CERHAS (the Center for the Electronic Reconstruction of Historical and Archaeological Sites, located at the University of Cincinnati) to research and solve the problems involved in portraying the earthworks. By integrating traditional media with new technologies, developers have successfully reconstructed the works virtually through multimedia distribution. This thesis examines the two largest exhibit outcomes that have resulted from the project, both completed in 2003. The essence of the two exhibits is a comprehensive stand-alone presentation (a projector authored by Macromedia® Director) produced in the format that CERHAS staff refers to as “Interactive Video Navigation” (IVN). The innovative application of digital technology effectively suits the museum environment and captivates audiences. This thesis discusses the general design philosophy and approaches developed by the Earthworks project team in order to provide a complete context for the author’s specific contributions in the following three case studies. These case studies demonstrate the effective application of new technology for design purposes. The project involved three major digital production procedures—virtual reconstruction, interactive design, and video editing—however, the selected case studies detail the technical solutions of just the first two: 3D computer reconstruction and interactive re-design for the museum environment. This thesis discusses two virtual 3D reconstruction examples: one is a large-scale landscape model of the Turner Earthworks site, and the other is a small-scale presentation of an artifact collection. The descriptions detail the decision-making for the modeling, materials, lighting, and animation techniques. The third case study is an interactive re-design of the existing timeline, which functions as a relatively independent component of the overall program. A new timeline interface and interactive mode were developed to meet museum touch-screen usability demands. As a multimedia designer (1999-2003) and project coordinator (2001-2003) of EarthWorks, the author has been involved in most of the procedures of the technical development process, especially the production of these two EarthWorks museum exhibits. Because of the rapid pace at which the capacity of digital technology is growing, the current objectives and goals of EarthWorks have been expanded to a multi-format program which currently anticipates a traveling multimedia museum exhibit, a companion DVD publication, and a supporting website. The purpose of this thesis is to document the processes that have been successful so they can be used for further development and improvement.
Advisors/Committee Members: Hancock, John E.
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