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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
131

Digitalize analog dirt : How to track and store information regarding analog dirt in a digital way

Gylleneiden, Joakim January 2021 (has links)
Background: The high degree of digitalization in today's society allows for the possibility totrack material and equipment on construction sites, offering a deeper understanding andpotentially optimizing their efficiency. With the help of tracking, one can optimize the usewhile also make demands on suppliers on the type of material and equipment you as acustomer want and be able to control, this in a fast and safe way. At present, there is notracking solution for dirt that allows companies and individuals to control how the handlingtakes place and where the dirt originally comes from. This creates problems as it ischallenging to analyze and optimize the use of dirt due to the fact that it is not possible totrack digitally, and one do not get the same understanding of how dirt is handled. The marketthereby demands a solution that allows tracking of dirt in as fast, easy, and safe way.  Purpose: To understand who users and stakeholders are and to develop a solution that helpsusers and stakeholders to track, store, send and receive data and dirt of interest. This is tosimplify the tracking of relevant dirt and data while also improving the efficiency ofcompanies in terms of data flow and create security and reliability between users andstakeholders when it comes to buying, transporting, and selling dirt Method: The research method used in this thesis is based on Blessing and Chakrabarti'sDesign Research Method (DRM) while the main solution method is based on DesignThinking from the ME310 course at Stanford University.  Result: The result presents a solution that allows tracking of dirt on and off construction sitesand other relevant areas that suiting the users which are considered to be individuals andcompanies primarily connected to the sale, purchase and transportation of dirt. The solutionfacilitates tracking while minimizing paperwork as the solution offers to save all data in oneplace that everyone connected to the dirt can take part in. This means that the solution isuniversal and can be used between companies, while authorities and customers can accessinformation to check that companies that handle dirt follow the laws, rules, and requirementsplaced on them. Conclusions: This thesis proves the possibility for the development and use of a system totrack dirt and its properties in a fast, simple, and safe way while facilitating for the userregarding paperwork and optimization of how work should be. This in combination with thecompanies transparency and traceability increases, which means that customers andauthorities can take greater responsibility in ensuring that companies comply with the rules,laws, and requirements imposed on them. / Bakgrund: I dagens digitala samhälle så har spårning av material och utrustning, inte minstpå byggarbetsplatser, blivit till stor nytta då man kan få en bättre förståelse över hur materialoch utrustning ska användas på ett så effektivt sätt som möjligt. Man kan med hjälp avspårning optimera användningen medans man även kan ställa krav på leverantörer på vilkentyp av material och utrusningen man som kund vill ha och kunna kontrollera detta på ettsnabbt och säkert sätt. I dagsläget finns det inte en spårningslösning för dirt som tillåter attföretag och privatpersoner kan kontroller hur hanteringen sker och var dirt ursprungligenkommer ifrån. Detta skapar problem då det är svårt att analysera och optimera användningenav dirt på grund av att det inte går att spåra digitalt och man får inte samma förståelse för hurdirt hanteras. Marknaden efterfrågar därmed en lösning som tillåter spårning av dirt på ett såsnabbt, lätt och säkert sätt som möjligt.  Syfte: Förstå vem som är användare samt intressenter och att utveckla en lösning som hjälperanvändare och intressenter att spåra, lagra, skicka och ta emot data om dirt av intresse. Dettaför att förenkla spårning av relevant dirt samt data och samtidigt förbättra effektiviteten hosföretag när det gäller dataflöde och skapa säkerhet och tillförlitlighet mellan användare ochintressenter när det gäller att köpa, transportera och sälja dirt.  Metod: Forskningsmetoden som använts i detta arbete är baserad på Blessing ochChakrabartis Design Research Metod (DRM) samtidigt som den huvudsakligalösningsmetoden är baserad på Design Thinking från kursen ME310 på Stanford University. Resultat: Resultatet presenterar en lösning som tillåter spårning av dirt på och utanförbyggarbetsplatser och andra relevanta områden som passar användaren som anses varpersoner och företag främst kopplade till försäljning, köp och transport av dirt. Lösningenunderlättar spåningen samtidigt som den minimerar pappersarbete då lösningen erbjuder attspara all data på ett ställe som alla som är kopplade till dirt kan ta del av. Detta medför attlösningen är universal och kan användas mellan företag medans myndigheter och kunder kanta del av information för att kontroller att företag som hanterar dirt följer dem lagar, regleroch krav som ställs på dem.  Slutsatser: Detta arbete visar på att det går att utveckla och använda system för att spåra dirtoch dess egenskaper på ett snabbt, enkel och säkert sätt samtidigt som man underlättar föranvändaren gällande pappersarbete och optimering av hur arbete bör utföras. Detta ikombination med att företagens transparens och spårbarhet ökar vilket medför att kunder ochmyndigheter kan ta ett större ansvar i att kontroller att företag följer dem regler, lagar ochkrav som ställs på dem.
132

DESIGN THINKING AND SUSTAINABLE INNOVATION: A CASE STUDY ON THE HUSKY SLEDGING BUSINESS DURING THE COVID-19 PANDEMIC

Demuro, Cristina January 2021 (has links)
Mushers, sledges, and husky teams run through Lapland for approximately 5000 years already to move goods, travel, and even military purposes. Nowadays, the mushing tradition has entered the local culture and evolved into a professional vocation for numerous entrepreneurs. Husky sledging companies of different sizes and business cultures meet the increasing touristic demand for sledging rides and safaris in the Finnish wilderness. Husky tours constitute a unique selling point for lots of Arctic destinations because part of the “to-do list” of every tourist exploring the extreme North. Despite the growing interests shown by visitors, the academic world has almost never focused any attention or resources to research the husky sledging industry. Since the covid-19 spread also in Lapland, the entire husky sledging business is condemned to face severe consequences and deal with wicked problems. This thesis aims to fill the research gap on the husky safari business and to offer husky tour companies support in mitigating the economic impacts caused by the pandemic outbreak. The investigation is based on the participatory action research realised in collaboration with Bearhill Husky, a dog sledging company operating in Rovaniemi. Design Thinking has been applied as a research methodology to develop sustainable solutions that could help the company survive the crisis. The aim is to prove that, under certain conditions, Design Thinking can succeed in this intent and to inspire other kennels to apply this methodology for developing resilience and sustainable innovation. This research looks at what has been destroyed and sees room for growth and progress and teaches that sometimes the problem is our approach towards it.
133

The Integration of Two Innovation Driven Methods Based on the Start-up Processes of Successful Software Companies : Lean Start-up and Design Thinking in Software

Sidemo, Elsa, Lundberg, Ebba January 2021 (has links)
Background: There is a great interest in researching prescriptive methods as entrepreneurs demand guidance for start-up processes. A learn-by-doing methodology called lean start-up methodology has influenced tech entrepreneurs. Further, design thinking is another methodology for developing innovation that has been suggested to benefit in a software context. The uncertain nature requiring rapid innovation for software start-ups has sparked the interest in exploring the combination of the methodologies in an entrepreneurial context to utilize the benefits of both. However, the methodologies have been criticized due to a lack of rigor. It is therefore an opportunity to explore applicability of lean start-up in practice and design thinking in a software context to develop a unique methodology integrating lean start-up and design thinking.Purpose: The purpose of this study is to explore the occurrence of the two innovation driven methods lean start-up and design thinking in successful software start-ups, to develop a theory of an integrated methodology that utilizes the benefits of both. The intent is to provide explicit guidance for both scholars and entrepreneurs. Methodology: An exploratory qualitative method was used with an inductive approach, conducting semi-structured interviews with six founders of successful software companies. Conclusion:  The findings advance the understanding of the lean start-up methodology in practice, by extending the aspect of idea development and clarifying the use of iterating aspects of the business model. The findings update the sequence of design thinking when applied in a software context and extend the iterating aspect, to adapt to the need for rapid development. The theory of suggested integration confirms that the first stages of design thinking initiate the idea process, emphasizing early consideration of desirability, viability, and feasibility, while lean start-up is integrated into the product development process, emphasizing rapid iterating development for validation.
134

Design Thinking Vs. Lean Startup, un análisis desde el enfoque educativo / Design Thinking Vs. Lean Startup, an analysis from the educational approach

Guich Jiménez, Allison, Osorio Vásquez, Luis Angel 20 February 2021 (has links)
Las metodologías del Design Thinking y el Lean Startup son herramientas de gran valor dentro del contexto empresarial donde se evidencian sus inicios; pero es importante estudiar su participación indiscutible y acertada dentro de la educación. En el presente trabajo investigativo se presentan las diversas posturas asumidas por distintos autores en torno a dichas metodologías dentro del proceso de enseñanza - aprendizaje, un hecho que se forma a partir de una importante y rigurosa revisión bibliográfica donde intervienen 30 papers que al ser clasificados develaron las diferentes confrontaciones de las ideas asociadas. En primer lugar, al Design Thinking dentro del ámbito educativo y, en segundo lugar, al Lean Startup y su participación en el contexto pedagógico. Así mismo, es posible la apreciación de las conjeturas derivadas del análisis de posturas relacionadas con el empleo de ambas metodologías y a su complementariedad para la educación. / The methodologies of Desing Thinking and Lean Startup are highly valuable mechanisms within the business context where their annals are evidenced; but it is important to study their indisputable and successful participation in education. In this research work, the various positions assumed by different authors regarding said methodologies within the teaching-learning process are presented, a fact that takes concrete form from an important and rigorous bibliographic review involving 30 papers that, when classified, revealed different confrontations of associated ideas. Firstly, to Design Thinking within the educational field and secondly to Lean Startup and its participation in the pedagogical context. Likewise, the conjectures derived from the analysis of positions related to the use of both methodology and their complementarity for education can be appreciated. / Trabajo de Suficiencia Profesional
135

Knowledge for Improving Healthcare Service Quality : Combining Three Perspectives

Boström, Jonas January 2020 (has links)
The Swedish public sector in general, and healthcare specifically, is struggling with large deficits: 19 of 21 regions have large negative results in 2019. The demands made by the citizens and their elected politicians that healthcare should offer effective, accessible, good and equal care are difficult to meet. However, when it comes to emergency care, Swedish healthcare scores high on international rankings. The difficulties and challenges today lie in ensuring good and equal care for the large groups of people with multiple illnesses, and patients who need long-term care from different healthcare providers. A complicated system has become even more complex. Organizational research has shown conflicts between different ways of working to improve and change the organization and the methods that support the daily work of providing healthcare services. Furthermore, quality research shows that there are knowledge gaps to be filled when it comes to understanding how complex problems should be handled and what kind of knowledge could contribute. This also applies to the tensions and conflicts that can arise when knowledge from patients, other professions and fields of knowledge must be integrated with the knowledge that the professions (physicians, nursing) possess. Several public organizations have in recent years also adopted methods, tools and approaches from the design field. Especially user involvement (human-centric), collaboration and visualization. Design research often highlights the methods which are favorable for handling complexity. The overall purpose of this thesis was therefore to gain a deeper understanding of how the quality development work in healthcare is expressed and how it is affected when different perspectives of knowledge are integrated - with a focus on improvement knowledge, professional knowledge and design thinking. Since the purpose of the licentiate thesis was to gain a deeper understanding of what happens when new knowledge to develop quality in healthcare emerges, the method is based on a qualitative approach. Three research questions were formulated and led to three studies. The first study, a literature review, showed that there is limited research in the area but that there are indications that user involvement in development work affects employees' attitudes and values. In study number two, a case study was set up using design methods and involving users. The results showed tensions between the improvement work and the daily clinical operations. This tension could primarily be attributed to the conflict between faster and slowerxviprocesses (doing and thinking), when moving between different practicing skills (design, improvement and professional). The last study aimed to understand more about the management's view of this, relatively new knowledge (design) in healthcare, in relation to the traditional way to work with improvement and change. The result stresses that there are potential conflicts between the different fields of knowledge. But the interviews were also interpreted as showing the synergy effects that can arise when different practitioners meet, and the results also show that different ways of thinking can challenge the traditional ways of handling improvement and change in the development of healthcare. The thesis result overall strengthens the research that shows that design can add another dimension to traditional improvement work in healthcare. However, there is also frustration about something which is perceived as more abstract and reflective and which can sometimes be slower than what the solutions-oriented professions, who work under great time pressure and with scarce resources, are used to. Furthermore, the thesis highlights the problem that also has been described in previous research and which signals the (in)ability to both share new knowledge and to absorb it.
136

Holy Spirit, holy conflict: toward Wesleyan pneumatological leadership in conflict transformation

Gaskell, Victoria Hart 03 July 2019 (has links)
This thesis develops a practical Wesleyan approach to leadership in conflict transformation, aimed toward guiding leaders and communities in conflict situations. The thesis analyzes a conflicted situation in the United Methodist Church (UMC) through a case study of the UMC General Conferences of 2012 and 2016, supplemented by interviews that draw wisdom from leaders in the field. It then creates a dialogue with the biblical witness, contemporary movements in pneumatology, and leadership theory. Particular attention is given to John Wesley’s pneumatological thinking and practices as a transformative leader. Both the contextual and theological analyses reveal human capacities and failures to relate with God, self, and neighbor, as well as the movements of the Holy Spirit in situations of conflict and transformation. The thesis concludes with practical guidance for UMC congregations and other bodies to support and expand the work of transformative leadership in situations of conflict.
137

The effects of design thinking on students' career self-efficacy in career guidance courses

Sun, Zhongmiao 01 January 2019 (has links)
The present study focuses on integrating design thinking into career guidance courses to test whether students’ career self-efficacy is increased by comparing the experiment group (by using design thinking method) and the general group (by using traditional teacher-centered method). The basic theoretic framework is Bandura’s self-efficacy theory (Bandura, 1977). Students will achieve career self-efficacy after experiencing repeatedly success (Bandura, 1977) in the career activities through design thinking method. Then students will have more confidence to make more appropriate career choices in their employment environment. This study used AMOS and path analysis to analyze a just-identified model. The model included five endogenous variables as well as six exogenous variables to control for age, sex and GPA. The data met all statistical assumptions of path modeling. In sum, all the five paths between design thinking and the other five endogenous variables were significant positive (p <.001), which indicates that using the design thinking method to teach students’ career courses can improve students’ goal selection, problem solving, occupational information, planning, and self-appraisal scores.
138

Food Stories: A Design Method for Understanding Meaning Through Identity, Emotion, and Experience

Aguilera Alderete, Paulina 30 October 2018 (has links)
No description available.
139

Applying Design Thinking to Coping with Social Anxiety

Yuan, Meng 15 June 2020 (has links)
No description available.
140

Facilitating ideation and knowledge sharing in large organisations : Design of an innovation platform using gamification elements

Polychronis Lioliopoulos, Alexandros January 2019 (has links)
Stora organisationer låter ofta sin strävan efter innovation hållas inom dedikerade innivationsavdelningar. en snabbt föränderlig värld måste innovationsprocesser öppnas för bredare kretsar. Den här studien undersöker hur man med hjälp av dagens teknik och spelifiering (“gamification”) kan underlätta kunskapsdelning i större organisationer. Studien undersöker också effekten av spelifiering på användarnas upplevda engagemang. Studien har genomförts tillsammans med den nordiska banken Nordea där en innovationsplattform (dvs en virtuell plats där de anställda kan dela sina idéer) utvecklades på två olika sätt: en konventionell och en spelifierad design. Studien följer principerna för designtänkande, och började med en inledande användarundersökning (tio intervjuer) och fortsatte med en prototypdesign som slutligen testades med sju anställda. Den konventionella designen upplevdes som bra av majoriteten av studiens deltagare, som framför allt tyckte att den var enkel och användbar. Vissa av dem upplevde dock att den var tråkig och i stort lockades de inte av den. Den spelifierade designen hade en mer generell acceptans. Respondenterna påtalade att de skulle bli motiverade till att regelbundet använda plattformen på grund av inslagen av spelifiering. Mer specifikt uppskattade studiedeltagarna i hög grad poängsystemet, och även möjligheten att jämföra sig med andra och att tävla mot sina kollegor. I själva verket föredrog samtliga studiedeltagarna den spelifierade versionen när de blev frågade om vilka av de två versionerna av plattformen som de skulle föredra att använda dagligen. Ett av de kvantitativa mätvärden som användes, den subjektiva tidsuppfattningen, motsade emellertid resultaten från intervjuerna, vilket lämnar utrymme för ytterligare utredning. Sammantaget tyder resultaten från denna studie på att det i stora organisationer finns potential att öppna innovationsprocesserna och engagera fler medarbetare i dem. Att lägga till element av ’gamification’ i sådana försök kan visa sig vara en stor förbättring, eftersom det kan öka medarbetarnas engagemang och ansluta dem till innovationsslingan och ge flera fördelar för företaget. / Large organizations often constrain their innovation quests only inside the silos of dedicated departments. However, in the rapidly changing world, innovation processes needs to be opened to wider circles. This study investigates the facilitation of knowledge sharing in large organizations and the effect of gamification on the perceived engagement of users. The specific use case was the nordic bank Nordea, where an innovation platform (i.e., a virtual place where the employees can share their ideas) was designed in two variations; a conventional and a gamified one. The study followed the principles of design thinking, starting with some initial user research (10 interviews) and getting to a prototype design that was ultimately tested among 7 employees. The conventional design was experienced to be good by the majority of the study participants, who in particular found it simple and usable. However, some of them experienced it to be boring and in general, it did not excite them. The gamified design on the other hand, had a more universal acceptance. The respondents stressed that they would be motivated to use the platform on a regular basis because of the elements of gamification. More specifically, study participants appreciated the point-system a lot, and also the ability to compare themselves to peers and compete against their fellow colleagues. In fact, all participants of this study preferred the gamified version when asked about which of the two designs they would prefer to use daily. However, one of the quantitative metrics that were used, namely the Subjective Perception of Time, contradicted the findings from the interviews, leaving space for further investigation. All in all, the results of this study suggest that in large organizations, there is the potential of opening up the innovation processes and engaging employees in them. Adding elements of gamification on such attempts can prove to be a great enhancement, since it can increase the engagement of the employees and hook them in the innovation loop, bringing multiple benefits to the company.

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