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Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management. / Plataforma de jogos digitais: uma revisão da literatura, uma avaliação empírica de qualidade e exclusividade no mercado de video-game e um estudo sobre gestão de projeto.Marcelo Makoto Higuchi 04 April 2018 (has links)
Digital games are part of the creative industries, which is based on value creation through ideas and creativity. This market has gained relevance due to technology development that attracted both new firms and users. The present dissertation aims to explore three themes: (1) video game market as a two-sided market; (2) the effects of characteristics and behavior of game titles on consoles sales; and (3) project management to develop digital games. Those themes were explored through three articles: the first is a literature review and a bibliometric study of the economic concepts on two-sided market, which focused at identifying main topics, research trends and avenues for futures research. The second text is an analysis on the simultaneous influence of games\' quality and exclusivity on console sales. The last one is a qualitative, multiple-case study to understand, explore and suggest improvements to game project management in the Brazilian market. Findings include: (1) the main authors and topics, trends and developments, from and avenues for future research; (2) combinations of quality and exclusivity can affect console sales either positively or negatively, (3) quality has a predominant effect on sales over games non-exclusivity; and (4) the use of agile methodologies and Design Thinking are diffused among game developers. / Sem resumo.
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Contribuição do design thinking para o processo de inovação de produtosNobre Filho, Wilson 18 June 2013 (has links)
Submitted by Wilson Nobre Filho (wilson.nobre@fgv.br) on 2013-07-16T21:54:48Z
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Previous issue date: 2013-06-18 / Este trabalho visa identificar práticas de design thinking (DT), isto é, as abordagens características da disciplina do design para criação de inovações, que possam ser incorporadas ao processo de desenvolvimento de novos produtos (DNP). Cinco dessas práticas – abordagem centrada em pessoas, estilo de trabalho colaborativo, pensar fazendo, visualização e combinação de abordagens divergente e convergente – foram analisadas por meio do estudo de caso em profundidade de três empresas polares: um escritório profissional de design, uma empresa de produtos para cuidados pessoais e um fabricante de ferramentas profissionais. A discussão teórica apoiou-se em autores de DNP e de DT que estudaram a evolução desses campos em gerações de maturidade, trazendo também visões bem recentes que apontam para a relevância das mudanças em curso. Entre os achados da pesquisa, observou-se que o modelo de gestão e a estrutura organizacional – orientada por projetos com times multifuncionais ou por processos com estrutura funcional – tem influência na adoção das práticas de DT. Outro achado, esse menos evidente, mostrou que a forma como a empresa se relaciona com clientes e usuários, guarda semelhança com a forma como trata seus profissionais de DNP. Uma descoberta interessante é a função moderadora do alinhamento de propósitos entre empresa e colaborador, para a adoção dessas práticas. Como contribuição ao campo de estudo, apresenta-se um diagrama de cinco gerações de evolução da oferta de novos produtos (ONP), termo utilizado para incorporar não só os produtos com inovações desenvolvidas e de propriedade da empresa focal, mas também aquelas desenvolvidas pelos próprios usuários e as inovações construídas nas redes sociais e oferecidas pela empresa focal. / This work aims to identify practices in design thinking (DT), that is, the approaches that characterize the discipline of design to create innovations, that can be brought into the process of new product development (NPD). Five of these practices–—people-centered approach, collaborative work style, thinking by doing, visualization and combining divergent and convergent approaches–—were analyzed by means of in-depth case study of three selected companies: a professional design office, a company of personal care products and a manufacturer of professional tools. The theoretical discussion was based on authors in NPD and DT fields that have studied the evolution of these fields in generations of maturity, also shedding light on new visions that underscore the relevance of the changes underway. Among the findings of the research, it was observed that the management model and organizational structure–—project-oriented with cross-functional teams or process-oriented with functional structure–—influences the adoption of DT practices. A less obvious finding showed that the way a company connects with customers and users is clearly tied in with the way it treats its NPD employees. An interesting finding is the moderating role of alignment of purpose between company and employee, for the adoption of these practices. As a contribution to the research field, this work presents a five generation diagram of the evolution of new products offering (NPO), a term used to incorporate not only the products with innovations developed and owned by the focal firm, but also those developed by the users and innovations constructed in social networks and distributed by the focal firm.
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Design Ethnography and Service Design Thinking on Triadic Relationships in Product-Service SystemsWahlman, Fredrik January 2017 (has links)
This study has used design ethnography and service design thinking to understand triadic relationships in product-service systems. The data used in this research has been collected in an explorative user research phase of an overarching service design project at Scania CV. The service design project was of purpose to apply a user-centered design approach to investigate Scania Driver Services. The study finds Design Ethnography and Service Design Thinking as fruitful in understanding triadic relationships in product-service systems, but also identify challenges that require further exploration in order to enable the best possible value-propositions. The study contributes to understanding what kind of knowledge that applying design ethnography and a service design thinking approach to understand triadic relationships in product-service systems concern. A summary of knowledge identified is presented below. Understanding and knowledge concern: • Contradictions between the purchaser and end-user perception. • Actor perception of another actor(s). • Actor perceived evolution of another actor over time. • Actor change of view due to its own evolution. • Relationships of the service provider, purchaser and end user. • Misconceptions between actors. • Variation in communication between actors. • What the communication between actors is perceived to concern. • Additional actors than initially considered that are crucial for understanding the triadic relationship.
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En förstudie kring en klickbar prototyp med fokus på balansen mellan användarnas behov och kundens krav : En kundportal som erbjuder städtjänster / A pilot study on a clickable prototype with a focus on the balance between user needs and customer requirementsOlofsson, Kristin January 2016 (has links)
Denna förstudie undersöker hur man kan balansera en användarcentrerad arbetsprocess mot en verklig kund (som inte tillåter kontakt med de slutgiltiga användarna). Den undersöker utmaningarna kring skapandet av en tänkt kundportal för servicetjänster genom att utgå från kundens egen informationsmodell med de slutgiltiga användarnas behov. Med hjälp av fyra muntliga intervjuer och observationer har data samlats in om hur kunden arbetar med sina användare idag. Genom denna förståelse skapades en klickbar prototyp för att sedan testa denna på två användare genom Think Aloud-observationer. Utifrån återkoppling från testerna har prototypen itererats. Resultaten av förstudien visade på vikten av en förstudie kring användarnas behov innan skapandet av en ny portal och hur dennes informationsmodell ska se ut. Med hjälp av en förstudie kan även nya innovativa idéer kring den tänkta produkten vara till sin fördel. Att skapa en användarcentrerad prototyp utan användarna är ingen användarcentrerad prototyp. Förstudiens resultat visar på möjligheterna med att involvera användare i skapandet av en prototyp för att utesluta krockar mellan kund och användare. / This pilot study investigates how one can balance a user-centrered workprocess against the business goals of the client. It investigates the challenges in creating a service providing portal by using the clients own information model but having the users in focus. With the help of four oral interviews and observations, data has been collected on how the client work with their users today. Using this understanding a prototype was created to test on two users, using Think Aloud-observations. The feedback from the tests were used to iterate the prototype further. The results showed the importance of doing it before the creation of an information model. With the help of a pilot study new innovative ideas can come up. The conclusion was that working after a user-centered method does not work if the client does not allow involvement of the users themselves. The pilot study shows the possibilities in involving users in the creation of a prototype to eliminate future problems in interaction design of a portal.
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Mapa profesních příležitostí: Využití managementu na různých pracovních pozicích / Career opportunity map: Use of management in various work positionsStehlíková, Tereza January 2015 (has links)
The aim of this thesis is to define the concept of the career opportunity map. This map shows first-year students at economic universities the real functions at selected positions in companies. Profiles positions should also point out where management skills are applied in practise. The theoretical part of the thesis is devoted to the definition of basic concepts and techniques of Design Thinking. The next step is to outline methods that are used in the practical part. Likewise, the reader will find here the selected management approach by various authors. The practical part presents a plan of research, outputs of research with experts, outputs of the workshop with the students and the samples of profile jobs. Result of this work will define specific forms of the concept and recommendations for future extension.
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Integração do design thinking com métodos ágeis em projetos de desenvolvimento de software / Integration of design thinking and agile methods in development software projectsGóes, Roberto de Souza 28 April 2017 (has links)
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Previous issue date: 2017-04-28 / Design Thinking and agile methods, when used in an innovative and dynamic environment, aiming the creating products and solutions to support business and to increase satisfaction, bringing solutions to the current problems and that also generate future business for the company. This study was carried out with the objective of verifying how the companies that adopted the Design Thinking and the agile methods did to integrate it, from the creation of the solution of the initiatives to be development-using software. Design Thinking is able to aid in the generation of new ideas centered on the human, through research and prototyping techniques, in a fast and multidisciplinary way. Agile methods are widely used and studied as a method of software development. This study was carried out through a multiple case study with data collection for a qualitative research, in companies or in technology departments, where this technology is used as the main tool to manage and generate business. On this research was found three different types of integration between the models, sequentially. The first with a queue between the final solution definition stage and the beginning of software development, the second, without a queue between the final solution definition stage and the beginning of software development, the third model is the use of Design Thinking and agile methods together and simultaneously, as a single process. These different integration models aim to meet the projects needs regarding to complexity and size, as well as the uncertainties in which companies are subject throughout project life cycle. / O Design Thinking e os métodos ágeis, são utilizados em um ambiente inovador e dinâmico, com o objetivo de criar produtos e soluções que gerem maior satisfação para o negócio, de modo que traga soluções para os problemas atuais e que também gerem futuros negócios para a empresa. Este estudo foi realizado com o objetivo de verificar como as empresas que adotaram o Design Thinking e os métodos ágeis fizeram para integrá-los, desde a criação da solução das iniciativas até o seu desenvolvimento através de software. O Design Thinking é capaz de auxiliar na geração novas ideias centradas no humano, por meio de técnicas de pesquisa e prototipação, de maneira rápida e multidisciplinar. Os métodos ágeis são utilizados de maneira amplamente divulgada e estudada como método de desenvolvimento de software. Esta pesquisa foi realizada por meio de estudo de caso múltiplo do tipo incorporado, com coleta de dados por meio de pesquisa qualitativa, em empresas ou departamentos na área de tecnologia, nas quais essa tecnologia é utilizada como principal ferramenta para gerir e gerar negócios. No estudo foram encontrados três tipos diferentes de integração entre os modelos, de modo sequencial, sendo que o primeiro possuía fila entre a etapa final de definição da solução e o início do desenvolvimento do software; o segundo não possui essa característica, o terceiro modelo era a aplicação do Design Thinking e dos métodos ágeis de modo conjunto e simultâneo, isso como um único processo. Estes modos diferentes de integração visavam atender as características dos projetos com relação à complexidade e porte, além das incertezas em que as empresas estiveram sujeitas durante o curso do projeto.
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UX som tankesätt istället för arbetssätt : En studie om hur designers hos SME-företag i den svenska designbranschen förhåller sig till UX-design och användarmedverkan i designprocessen / UX as a way of thinking instead of a way of workingRudblom, Matilda, Elfström, Elin January 2020 (has links)
The purpose of this study is to find out if the gap between theory and practice is also visible in the Swedish design industry and how the gap could then be reduced. Previous research describes a lack of UX (User eXperience) work in design processes and a study has therefore been conducted with the aim to formalize guidelines for how companies, which do not include UX and users in their design processes, should develop their UX work in order to offer better artifacts. The results of the study shows that the majority of designers have UX as a design approach. Designers in the industry often know what UX means and why it is important but seems to find it hard to make customers realize the value of the UX work, which force designers to use UX as a way of thinking instead of the way of working. The results of the study presents new guidelines that companies can use to develop their UX maturity and work which is necessary for survival. We can make several conclusions from the result. UX is necessary to deliver high quality products and services to users but restricted by the customers motivation, time requirements and financial resources. Because of that, designers must have rhetorical knowledge and be able to shape and function communication that leads the client to understand the value of UX. If design companies do not involve UX in their design processes, possibly through user tests and demonstrations, the company's risk to losing important competitive advantages. This study provides a good basis for further research in the subject. The study ends with recommendations until further work on topics that were to be done for this study. / Syftet med denna studien är att ta reda på om klyftan mellan teori och praktik även syns i den svenska designbranschen och hur klyftan i så fall skulle kunna minskas. Tidigare forskning beskriver en avsaknad av UX-arbete (User eXperience) i designprocesser och en studie har därför genomförts med målsättningen att kunna formalisera riktlinjer för hur företag, som inte inkluderar UX och slutanvändare i sina designprocesser ska utveckla sitt UX-arbete för att kunna erbjuda bättre artefakter. Resultatet från studien visar att majoriteten av designers har UX som förhållningssätt inom design. Designers i branschen vet oftast vad UX är och varför det är viktigt men upplever att det är svårt att få beställaren inse värdet av UX-arbetet, vilket gör att designers tvingas använda UX som tankesätt istället för arbetssätt. Vid intervjuerna framkom det riktlinjer som företag kan använda sig av för att börja med UX. Från resultatet kan vi dra flera slutsatser. UX är nödvändigt för att kunna leverera artefakter med hög kvalitet och värde för användarna men begränsas av beställarens tidskrav och ekonomiska resurser. Designern behöver ha retoriska kunskaper och kunna forma en fungerande kommunikation som leder till att klienten förstår värdet av UX. Om designföretag inte involverar UX i sina designprocesser, förslagsvis genom användartester och demonstrationer, riskerar företagen att tappa viktiga konkurrensfördelar. Denna studie skapar en bra grund för vidare forskning inom ämnet. Studien avslutas med rekommendationer till fortsatt arbete, kring ämnen som var för omfattande för att ta upp i denna studie.
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INVESTIGATING CREATIVE AND DESIGN-ORIENTED PRACTICES IN K-12 ENRICHMENT COURSESMehdi Ghahremani (9109535) 27 July 2020 (has links)
<p>This
thesis is an article-based (3-paper format) dissertation. In the first
article, the research
team adapted an input-process-outcome (IPO) model of
group-level processes in the classroom, as a theoretical framework, to examine
students’ experiences regarding pre-college engineering curricula, classroom
environments, and their experiences with the creative process in the two
engineering courses offered in a university-based summer enrichment program.
Applying provisional and open coding to semi-structured interview data from 16 participants, an Input-Process-Outcome Model of Collaborative Creativity (IPOCC model)
was developed. In this
study, I grouped our findings under Inputs, Group Processes, Outcomes, and
Mediating Factors. The IPOCC model expands the 4P model
of creativity to incorporate more collaborative contexts. According to the 4P
model, creativity can be viewed from four different perspectives: Person,
Process, Product, and Press. The IPOCC model suggests that in K-12
collaborative practice, creativity involves group-level considerations in
addition to individual-level components. The IPOCC model offer insights for
educators in terms of input components, group processes, and mediating factors
that can facilitate learners’ engagement in creative teamwork. Findings of this study indicated
that a combination of challenging tasks, open-ended problems, and student
teamwork provides a rich environment for learners’ engagement to think
creatively.</p>
<p>The
purpose of the second study was to systematically investigate how novice/K-12
students’ visual representation of design ideas has been operationalized,
measured, or assessed in the research literature. In the different phases of screening in this systematic review,
inclusion, exclusion, and quality criteria were applied. From an initial sample
of 958 articles, 40 studies were included in the final step of the coding
process and qualitative synthesis. Applying provisional and open coding, three
broad themes, and 23 characteristics were identified that have been used by
researchers to conceptualize sketching of ideas, in novice/K-12 design activities:
Communicating Ideas, Visual-Spatial Characteristics, and Design Creativity. We
propose this Three-pronged Design Sketching (3-pDS) framework to examine K-12
design sketches. </p>
In K-12 settings, one major
challenge of conducting research on the influence of engineering education
programs and curricula involves assessment. There is a need for developing
alternative, effective, and reliable assessment measures to evaluate students’
design activities. The third study aimed to address this need by developing the
idea-Sketching Early Engineering Design (i-SEED) Scale to assess pre-college
learners’ freehand sketches in response to a design task. Applying the
Three-pronged Design Sketching (3-pDS) as a theoretical framework, the purpose
of this study was to examine evidence of content validity, construct validity,
and internal consistency of the i-SEED Scale data. The data collection took
place in a residential summer enrichment program for students with gifts and
talents at a Midwestern university. Following different stages of
scale-development design, a sample of 113 design sketches were scored in this
study, and the scores were used to provide evidence of the validity of the data
for the i-SEED Scale. The sketches were generated by 120 middle- and
high-school students in a collaborative design-oriented course. Exploratory
factor analysis results supported a three-factor model for the i-SEED Scale,
including Visual-Spatial Characteristics, Design Creativity, and Communicating
Ideas.
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Remote Innovation - Co-Creation During Times of PandemicGerstheimer, Oliver, Schütz, Philipp, Englisch, Philipp, Wimmer, Erhard 09 September 2021 (has links)
Die COVID-19-Pandemie forderte 2020 die Wirtschaftswelt heraus und provozierte in vielen Unternehmen die Dezentralisierung und Digitalisierung der Denkarbeit. Co-Creation-Workshops mussten wirkungsvoll und schnell in Online-Formate übertragen werden. Für die Produktentwicklung und -innovation der Sartorius AG bedeutete dies die Entwicklung einer digitalen Plattform: Bestehende Inhalte und Prozesse wurden überarbeitet, verbessert, erweitert und in einer digitalen Infrastruktur zusammengeführt. Ausgehend von der Plattform erhalten Mitarbeiter:innen Zugang zu einem Methodenpool, Workshop-Vorlagen und Schulungsmaterialien. So können Teams weltweit produktiv zusammenarbeiten. Die digitale Plattform ist ganzheitlich und nachhaltig konzipiert und wird durch ein analoges Method Playbook und agile Schulungen, sowie eine Webcast-Serie ergänzt, in der weiterführende Informationen on-demand abgerufen werden können. Mit der Plattform wird die unternehmensweite Innovationskultur in Zeiten der Pandemie nicht nur erhalten, sondern sogar proaktiv ausgebaut und zusätzlich werden Zeit und Ressourcen gespart.
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An Immersive Experience : Communicating the Past using AR/VR at Gamla Uppsala and Uppåkra Archaeological Centre.Frick, Urszula January 2021 (has links)
In the age of digitization, the use of Augmented and Virtual Reality as digital supplements to the traditional museum visit become much more frequent. The author of this study investigates development process, and the way history is communicated through the Gamla Upsala AR/VR and Uppåkra VR experiences. The development processes are analysed through the lens of design thinking perspective. The analysis of history communication through digital experience focuses on reflecting the concepts of performance of knowledge, archaeological imagination and narratology, and time travel. The research is based on qualitative material gathered from institutions (Gamla Uppsala Museum and Uppåkra Archaeological Centre) and software developers (Disir Productions AB and Elkington Communications AB) responsible for the creation and use of the digital experiences. Based on the answers, a comparison of the results from is provided, with the help of the theoretical framework. In the discussion, the author places the problematics of the design, production and communication of history through digital tools into a broader context, as well as discusses the extent to which they are reflected in the Gamla Uppsala AR/ VR and Uppåkra Archaeological Centre VR. Additionally, the study debates probable solutions for using VR/AR in the face of the COVID-19 pandemic.
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