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Browsing by Subject "suunnittelu"

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  • Liikkanen, Lassi A. (2006)
    Design embraces several disciplines dedicated to the production of artifacts and services. These disciplines are quite independent and only recently has psychological interest focused on them. Nowadays, the psychological theories of design, also called design cognition literature, describe the design process from the information processing viewpoint. These models co-exist with the normative standards of how designs should be crafted. In many places there are concrete discrepancies between these two in a way that resembles the differences between the actual and ideal decision-making. This study aimed to explore the possible difference related to problem decomposition. Decomposition is a standard component of human problem-solving models and is also included in the normative models of design. The idea of decomposition is to focus on a single aspect of the problem at a time. Despite its significance, the nature of decomposition in conceptual design is poorly understood and has only been preliminary investigated. This study addressed the status of decomposition in conceptual design of products using protocol analysis. Previous empirical investigations have argued that there are implicit and explicit decomposition, but have not provided a theoretical basis for these two. Therefore, the current research began by reviewing the problem solving and design literature and then composing a cognitive model of the solution search of conceptual design. The result is a synthetic view which describes recognition and decomposition as the basic schemata for conceptual design. A psychological experiment was conducted to explore decomposition. In the test, sixteen (N=16) senior students of mechanical engineering created concepts for two alternative tasks. The concurrent think-aloud method and protocol analysis were used to study decomposition. The results showed that despite the emphasis on decomposition in the formal education, only few designers (N=3) used decomposition explicitly and spontaneously in the presented tasks, although the designers in general applied a top-down control strategy. Instead, inferring from the use of structured strategies, the designers always relied on implicit decomposition. These results confirm the initial observations found in the literature, but they also suggest that decomposition should be investigated further. In the future, the benefits and possibilities of explicit decomposition should be considered along with the cognitive mechanisms behind decomposition. After that, the current results could be reinterpreted.
  • Lohko, Anna (2016)
    The aim of the study was to investigate ideas and idea generation of designers in free improvisation tasks at conceptual level in the experiment, planned primarily for the physiological and neurological measurements. My study was a part of the multidisciplinary research project Handling Mind: Embodiment, Creativity and Design which concentrated on studying relations between mind, body and materials combining the fields of psychology, neuroscience and creativity. The neurological study did not reveal what and how participants felt, thought and experienced during the experiment which was the main interest in my study. Previous research has focused on investigating various fields of the design process, as well as the ideation phase, but investigating idea generation in the context of neuroscientific research is a new and interesting chance for the research. The ideation phase represents an iterative and vibrant nature of the design process. Previous studies have brought out the meaning of available sources of inspiration, and designers' competence to adapt the essential parts of the original sources and transform them into design outputs regarding the aspects of novelty and functionality. Therefore, I developed my research questions concerning ideas and idea development in freely improvising tasks in a new design situation. The 30 participants participated in the study as volunteers from the School of Art, Design and Architecture in Aalto University from November 2014 to March 2015. They performed copying, designing or free improvising tasks by drawing or forming clay. I organized the Stimulated Recall (SR) interviews with my colleague to collect data. We selected the 15 out of 30 interviews to represent the data in our studies. I analyzed the transcript data by qualitative content analysis: the classification scheme was both data and theory driven. The analysis revealed that designers had different ideas emerging from internal stimuli, for example, from their mental library or they were impressed by external stimuli, for instance, material, tools and cup images from the experiment. The experiment represented an external design constraint: it confined the problem space and narrowed down the alternative solutions. Designers had concrete and abstract ideas, but also the abstractions of ideas were developed. They relied on familiar topic choices but also were capable of creating analogies. Even this minimalistic design experiment revealed that designers are able to use their mental sources of inspiration and capable of picking profitable stimuli from their surroundings in new and uncertain situations for adapting and developing ideas further. Designers sought meaning for their sketching and experimenting as well.
  • Doepel, Johanna (2022)
    Objectives. The research task of this study is to analyze and interpret how online e-learning materi-als focusing on the ideation and design of crafts are suitable for primary school craft education and its planning. Applicability is assessed by examining how the selected e-learning materials support the different stages of the planning process, meet the curriculum requirements, and by assessing the pedagogical quality of the selected e-learning materials. The theory section introduces the concept of holistic craft process and, in particular, the activation, ideation and design phases as part of this process. Pedagogical models of teaching and learning crafts affect the interpretation of the results. The quality criteria produced for the production and quality assessment of e-learning materials were modified to meet the expectations set by teachers for the learning material and the special needs of craft education. These modified criteria were used in the study of the pedagogical quality of the material Methods. In this master’s thesis I studied the e-learning materials available online related to the ide-ation and design of crafts. The on-line resources selected for study were Punomo, Työkaluja käsityön suunnitteluun and Kisälli 1–6, produced by SanomaPro. From these resources, I analyzed all content directly related to ideation and design, as well as assignments where the assignment in-volved elements of ideation and planning. There were a total of 211 pages or assignments to be studied. The pages were analyzed with the help of content analysis and using an analysis framework formed through theory and familiarization with the material. Results and conclusions. For the first and second stages of a holistic craft process, activation and ideation, the pages provided quite scant support. Instead, a lot of material and tasks were found for aesthetic and technical design. Very few pages had content pertaining materialization. The assign-ments also encouraged mainly independent work. Although the pages otherwise implemented the requirements of the curriculum, the use of ideas and diverse experiences and sources of inspiration remained insufficient for the requirements of the curriculum. The e-learning material found online was mainly of excellent pedagogical quality. The content was easy to use and is helpful for teachers in planning lessons.
  • Siekkinen, Anne-Mari (2007)
    The aim of the thesis was to compare the correspondence of the outcome a computer assisted program appearance compared to the original image. The aspect of the study was directed to embroidery with household machines. The study was made from the usability point of view with Brother's PE-design 6.0 embroidery design programs two automatic techniques; multicoloured fragment design and multicoloured stitch surface design. The study's subject is very current because of the fast development of machine embroidery. The theory is based on history of household sewing machines, embroidery sewing machines, stitch types in household sewing machines, embroidery design programs as well as PE-design 6.0 embroidery design program's six automatic techniques. Additionally designing of embroidery designs were included: original image, digitizing, punching, applicable sewing threads as well as the connection between embroidery designs and materials used on embroidery. Correspondences of sewn appearances were examined with sewing experimental methods. 18 research samples of five original image were sewn with both techniques. Experiments were divided into four testing stages in design program. Every testing stage was followed by experimental sewing with Brother Super Galaxie 3100D embroidery machine. Experiments were reported into process files and forms made for the techniques. Research samples were analysed on images syntactic bases with sensory perception assessment. Original images and correspondence of the embroidery appearances were analysed with a form made of it. The form was divided into colour and shape assessment in five stage-similarity-scale. Based on this correspondence analysis it can be said that with both automatic techniques the best correspondence of colour and shape was achieved by changing the standard settings and using the makers own thread chart and edited original image. According to the testing made it is impossible to inform where the image editing possibilities of the images are sufficient or does the optimum correspondence need a separate program. When aiming at correspondence between appearances of two images the computer is unable to trace by itself the appearance of the original image. Processing a computer program assisted embroidery image human perception and personal decision making are unavoidable.
  • Pussinen, Kirsi (2007)
    The aim of this work was to study, whether international fashion trends show in knit designs in Finnish craft magazines and how trends are modified. Women's knitted clothes and accessories in autumn winter season 2005 2006 were analyzed. Future research, trends, fashion, designing and knitting provides theoretical basis for this study. The trend material of this study came from Carlin Women's knitwear winter 2005 2006, which is fashion forecast for Women's knitwear. In addition to the trend book, I selected two international fashion magazines to reinforce this study. Fashion magazines were L'Officiel, 1000 models, Milan - New York - winter 05/06, No 52, April 2005 and Collezioni Donna, Prêt-à-porter autumn-winter 2005 2006, No 107. Finnish craft magazines in this study were MODA's issues 4/2005, 5/2005, 6/2005 and Novita's issues autumn 2005, winter 2005 and Suuri Käsityölehti's issues 8/2005, 9/2005, 10/2005. For the base of the analyze I took themes from the trend book. From fashion magazines I searched knitwear designs and these designs were sorted out by themes of trend book. To this trend and fashion material I compared knit designs from craft magazines. I analyzed how fashion trends show in knit designs and how they are modified. I also studied what features of trends were shown and which did not appear in knit designs of the craft magazines. For analyzing trend pictures and knit designs in craft magazines I applied qualitative content analysis and image analysis. According to the results of this research, effects of trend can be recognized in knit designs of craft magazines, although the fashion trends have been applied very discreetly. Knit designs were very similar regardless of magazine. The craft magazine data included approximately as many designs from Novita and MODA. In Suuri Käsityölehti provided only fifth of the designs data. There were also designs in MODA and Suuri Käsityölehti, which were made of Novita's yarns. This research material includes yarns of 15 different yarn manufacturers. Although half of all knit designs were knitted from Novita's yarn. There were 10 different yarns from Novita. Nevertheless Novita's yarn called Aino was the most popular. Finnish craft magazines have not respond to popularity of knitting. Magazines do not provide any novelty designs for knitters. Knit designs in Finnish craft magazines are usually practical basic designs without any innovativeness.
  • Heikola, Emmi (2019)
    The Finnish curriculum encourages schools to include interaction between students in teaching and emphasizes the importance of design and ideation as a part of the handicraft projects. Interaction skills, ideation and design are important 21st century skills that the cur- rent primary school students will need in their working lives. Co-design is defined as a process of design and ideation done in cooperation with others, and it is an activity that combines the most remarkable 21st century skills. The aim of this study is to examine how the students experience the co-design in the context of handicrafts. The previous research has shown that outsourcing of thoughts, further developments and technical design can be challenging for the students. Therefore it is interesting to study the possibilities and challenges of co-design in the context of primary school. The material for the case study was collected in Viikki normal school during the autumn of 2019. A group of 8-graders were selected discretionary as the examinees, for the reason that they studied co-design as part of their handicraft studies. Students answered in three (3) dif- ferent questionnaires about co-design during their study module. The questionnaires were implemented with Google Forms. 16 students took part in the study. The methodology of the study was material-based analysis, where the answers were classified by similarities. This study shows that the definition of co-design is challenging for students to understand in the context of handicraft even though they have practised co-design in other school subjects. In accordance with contradictory expectations towards co-design, students had both positive and negative feelings that affected working. Students felt that cooperation went mainly well, even though it was also the area with the biggest challenges. According to this study co- design is act of multidimensional action where the key points to success are cooperation bet- ween group members, students attitudes and motivation. The challenges of co-design lie in how to make cooperation work properly and how to share resbonsibility between all the group members equally.