Browsing by Subject "Designers"
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Item Restricted Design Inclusivity and Bridging an Educational Gap for Visually Impaired Children(2022) Temitope Kamara; Ewers, Felix; Schroeder, Süheyla; Faculty of Architecture and Design; Berlin International University of Applied SciencesAUTHOR-SUPPLIED ABSTRACT: Abstract: The creation of products for all backgrounds and abilities, which are assistive, easy, usable, and understandable by and for everyone, is called inclusive design. Inclusive design can help to create an egalitarian and accessible society because it plays a major role in enhancing accessibility, ease, the sense of oneness, and togetherness. Accessibility consists of the removal of present obstacles, whereas inclusive design consists of the creation of solutions from the beginning, which are perfectly tailored to the needs of several profiles of people: a person with reduced mobility for whom it'll be easier to use an elevator in a shopping mall or a person with a visual impairment who needs contrasted signage in a subway station for their getting around in complete autonomy, for example. Designers and companies must understand, consider, and integrate into their thought and design process all manners of persons and their abilities, by enabling inclusivity to create accessibility. Designing for everybody is what great communicators and innovators need to be able to implement to shape society into an equity-oriented society. Designers have the power to include or exclude target groups. To include target audiences that have problems with connecting to society, designers and companies have to understand the needs of their possible customers and should influence them into as many projects as possible, therefore certain elements need to be understood. Only by understanding the process behind inclusive designing is it possible to create successful projects that include every individual. Keywords: inclusive design, accessibility, egalitarian society, usability, inclusivity, target groups, designers, equity-oriented society, understanding needs, successful projectsItem Restricted Interior Architecture in Video Games : Research of Atmospherical Design Strategies from Interior Architecture Applied on Video Games(2023) Melissa Selin Benzer; Anwandter, Juan Almarza; Starck, Adrian von; Faculty of Architecture and Design; Berlin International University of Applied SciencesAUTHOR-SUPPLIED ABSTRACT: Abstract The gaming industry has witnessed a significant surge in popularity owing to technological advancements. Game developers leverage innovative techniques such as intricate light and spatial design to create more realistic gaming experiences. This has enabled players to feel fully immersed in the game, moving through the created space as if they were physically present in said environment and is particularly evident in the horror genre, where the overall atmosphere plays a crucial role. The objective is to create an environment that closely resembles the real world while intentionally deviating from reality in specific ways to elicit an emotional response from the player. The research aims to offer a deeper look into designers' ability, be it game or interior, on how atmospheres are created and how these strategies can be applied to game design. Further, this research should examine how the atmosphere enhances the gaming experience and to what extent designers can contribute to that or translate it into their profession. Keywords: gaming industry, technological advancements, game design, light design, spatial design, immersion, horror genre, atmosphere, emotional response, gaming experience, designers, interior designItem Restricted Serenity : investigation of atmosphere in Claudio Silvestrin works(2018) Ebert, Carola; Larsen, Sigurd; Faculty of Architecture and Design; Berlin International University of Applied Sciences"While talking about interior architecture, the usual thing to mention is design and decoration qualities, however, the experience of an interior is largely connected with its intangible qualities. Atmosphere is a special experience of a perception of the space, something that is non-materially present in the space and at the same time, something that is inherent to it. Atmosphere is something that touches us -- an active quality of an interior architecture, which affects the perception of the viewer. This paper inquires why some interior seem pleasant and disposable, and others are cold, repulsive, sterile or depressing, suffocating, etc. How does the atmosphere of the place arise? [...] [The] thesis is done in three steps. The first part of this thesis addresses what is the nature of atmosphere phenomenon; what tools can be used for producing an atmosphere and particularly serene atmosphere in an architectural space. Thus, the first question addresses the definition of the atmosphere, the second question -- how can an atmosphere be constructed with the help of an embodied cognition and the concept of metaphor, and the third question is how can a serene atmosphere be constructed. In the second part I examine the issue of serene atmosphere by analysing three residential projects of the architect Claudio Silvestrin as case studies. I use qualitative comparative analysis to investigate how he produces serene atmosphere in his works. In the end I compare the hypotheses of the first part with the conclusions drawn from the case studies. Interior architecture is a multidisciplinary field and for my investigation I use the contemporary studies in Linguistics, Psychology (Cognitive Psychology, Gestalt Psychology) and Cognitive Neuroscience."
