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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.
11

Voluntary turnover problem of quality control inspectors in Hong Kong toy factories: research report.

January 1979 (has links)
Title also in Chinese. / Abstract in English and Chinese. / Thesis (M.B.A.)--Chinese University of Hong Kong. / Bibliography: leaves 54-57. / ABSTRACT --- p.ii / TABLE OF CONTENTS --- p.iii / ACKNOWLEDGEMENTS --- p.iv / Chapter Chapter I --- INTRODUCTION --- p.1 / Turnover Problem in Hong Kong --- p.1 / Objective and Scope --- p.2 / Contents of the Following Chapters --- p.3 / Chapter Chapter II --- A THEORETICAL FRAMEWORK --- p.4 / Definition --- p.4 / Effect of Turnover --- p.5 / Causes of Turnover --- p.8 / Opportunity of Alternative Employment --- p.14 / Summary --- p.14 / Chapter Chapter III --- RESEARCH OBJECTIVE AND METHODOLOGY --- p.17 / Objective --- p.17 / Propositions --- p.17 / Methodology --- p.18 / Measurement --- p.20 / Statistical Tests --- p.24 / Chapter Chapter IV --- FINDINGS AND ANALYSIS --- p.26 / Management Attitude --- p.26 / Job Characteristics and Job Satisfaction --- p.29 / Age and Job Satisfaction --- p.30 / Length of Service and Job Satisfaction --- p.32 / Sex and Job Satisfaction --- p.33 / Marital Status and Job Satisfaction --- p.35 / Education and Job Satisfaction --- p.36 / Intracompany Comparison and Job Satisfaction --- p.37 / Intercompany Comparison and Job Satisfaction --- p.39 / Summary --- p.40 / Chapter Chapter V --- CONCLUSIONS AND RECOMMENDATIONS --- p.42 / Possible Ways to Reduce Turnover --- p.42 / Further Research Recommendations --- p.49 / APPENDIX --- p.51 / BIBLIOGRAPHY --- p.54
12

The role of an intermediary in the toy industry: a management perspective

Chu, Ka-man, Helen., 朱嘉敏. January 1996 (has links)
published_or_final_version / Business Administration / Master / Master of Business Administration
13

Moving a manufacturing plant from Taiwan to the PRC: problems and solutions

廖恩權, Liu, Yan-keun. January 1996 (has links)
published_or_final_version / Business Administration / Master / Master of Business Administration
14

Research in the operating strategy of toy industry investing in Guang Dong China

Yang, Wei-chien 05 August 2004 (has links)
Abstract Taiwan corporations must maintain sustainable competitive advantage in the competitive global market to cope with the deteriorated industry environment in Taiwan. This research concentrates on exploring toy industry¡¦s investing process, and operating strategy in mainland China. All multinational enterprises entering China must be aware that even with cheaper labor and land cost, from 1986 to 2004, less then twenty years of rapid changes in China¡¦s toy industry, China is still a fast changing and competitive area for industry development. Based on the study of Company A¡¦s operation, one of the major purpose of this research is to provide corporate strategies for those industries that are interested in entering China, as well as toy industries that are currently in operation. Furthermore, as far as China investment, existing studies only focused on the entry mode; however, the results of these studies did not provide enough experience since most industry¡¦s investment in China is only at the introduction stage. However, since toy industry requires massive labor and is more competitive with Hong Kong¡¦s factories, both Taiwan and Hong Kong enterprises obtain complete operating experiences; and therefore provide valuable studies. The study of Company A has achieved the following conclusions: 1. Industry¡¦s moving outward is due to inconsistency of corporate value and society value in the economic region. Enterprises¡¦ operating strategy is to achieve society value, create customer value, and satisfy employee value in order to accomplish corporate value. 2. Time-based competitive advantage is to apply the concept of competitive advantage into dynamic operation strategy. Efficiency is the success factor of achieving competitive advantage. 3. Acknowledging industry mind-set, meaning to realize, to assume, and to expect specific industry in order to decide how corporate could increase value and to compete with others. 4. Local advantage is more important than core competencies. 5. Taiwan¡¦s industry should merge with area economic, for example, Taiwan-Shanghai, Taiwan-Shenzhen, Taiwan-Xiamen, to avoid Taiwan¡¦s industry become isolated from clusters.
15

[en] DESIGN IN PLAY: AN UNDERSTANDING OF THE INDUSTRY - DESIGN DEGREE - TOY TRIAD / [pt] DESIGN NO BRINCAR: UMA COMPREENSÃO DA TRÍADE INDÚSTRIA - FORMAÇÃO EM DESIGN - BRINQUEDO

LUCAS BRAZIL SOUSA 12 November 2018 (has links)
[pt] O brinquedo é um artefato lúdico que potencializa a espontaneidade da ação do Brincar das crianças. Ele favorece essa cultura e traz significações acerca da sociedade em que está inserido, assim como influencia a forma como as crianças apreendem o mundo. Contudo, a indústria brinquedista brasileira, por meio de seus brinquedos, difunde e auxilia a/na manutenção de conceitos vigentes na sociedade. Esta pesquisa, de cunho qualitativo interpretativo trata da relação desse setor com o designer, partindo do pressuposto de ser este um agente mediador e catalizador na díade produto-sujeito e com a criança, que é o sujeito ativo do Brincar e aquele que interage com o brinquedo. Após pesquisa bibliográfica e documental sobre o atual contexto do setor industrial brinquedista do país, percebe-se que o objetivo final prioritário das indústrias é o lucro. O desenvolvimento desses artefatos lúdicos e sua venda são direcionados para o acúmulo de capital e isso tem como consequência a subutilização da capacidade do designer como agente ativo em um processo projetual. Com isso, embora a formação em design tenha entre as competências e habilidades a capacitação para o desenvolvimento de projetos, incluindo, projetos de brinquedos, as entrevistas realizadas com crianças em uma brinquedoteca da cidade do Rio de Janeiro demonstraram que o setor industrial potencializa um hiato conceitual entre brinquedo e brincadeira, estimulando o uso do objeto como fim e não como meio. Propõe-se que o designer atue para além dessa indústria e que prossiga pesquisando e encontrando variadas formas de atuação no desenvolvimento de brinquedos, pois com o começo da democratização de novas tecnologias, há espaço e possibilidades desses agentes sociais desenvolverem brinquedos que levem em conta os diferentes brincares e saberes do Brasil. / [en] Toys are a ludic artifact that increase spontaneity in children s play, reflect the society in which they re inserted, and influence the way children aprehend the world. However the Brazilian toy industry, through its toys, disseminates and reinforces conceptions present in modern society. This paper, qualitatively and interpretively looks at the relationship between the toy industry, the designer and the toy itself, the designer being perceived as the mediator and catalytic agent in the product-subject (toy-child) dyad. After bibliographic and documentary research on the country s toy industry current ethos, it becomes evident that its ultimate goal is profit. Therefore the development and marketing of such ludic artifacts envisages financial gain and its consequence is the underutilization of the designer s capacity as an active agent in the production process. After examination and research, this paper finds that a design degree enables these professionals to develop toys that focus on children, the play and its peculiarities, despite the virtual lack of toy design specificities in the country. The children s voices indicate that the industrial sector enhances a gap between toy and play, stimulating the use of toys as an end and not as a means, leaving out local knowledge, traditions and plays from different parts of the country. Ideally the designer should be able to find a place outside that industry where he/she can continue to research to find different ways to develop these children s objects, since with the advent of new technologies democratization, there s scope for these social agents to develop toys that take into account Brazil s diverse play culture and knowledge.
16

E-Commerce versus Store Loyalty: An Explorative Study of the Toy Industry

Demangeot, May, Demangeot, Dimitri January 2018 (has links)
This study explores how brick-and-mortars toy retailer face the growing competition thatthe e-commerce is bringing to the market. It was found that the toy industry is reallysensitive to the increasing power online retailers are gaining, and that it is affecting theirstore loyalty. The foundation of this study is interviews of managers and salesman, indirect contact with the clients and their behavioural evolution.e-commerce has been previously studied through other academic researches, but wefound that its impact on brick-and-mortars store loyalty have been left aside and deservedto be studied.The purpose of this study was to explore the relationship between e-commerce and brickand-mortars, along with understanding it. On a second time, determining if the storeloyalty of brick-and-mortars would be affected so bad by e-commerce that it would meanthe end of the traditional way of retailing. We also aimed to provide solutions, elementsthat could be generalize and applicable for the entire industry, on how brick-and-mortarsshould react to face this growing competition that is online retailing. To meet this purpose,we conducted three interviews in which the respondents shared their thoughts andreflections. The research question we inquire to answer is: “How is the rise of ecommerceimpacting store loyalty for the brick-and-mortars in the toy industry?”.It was found that the brick-and-mortars, in the toys industry, are threatened by the ecommercebecoming more popular towards clients. However, it is no foregoneconclusion, and the interviews we conducted demonstrated that there is room for brickand-mortars in this industry, if they find how to adapt themselves to this new type ofcompetition. Another finding that came out of this study is the importance of bringingadded value to your store, in order to keep your store loyalty at a good level and to notget affected by e-commerce. Future researchers are recommended to develop this subjecton focusing on the customer point of view, or on the overall digitalisation of the retailindustry to get a broader perspective.
17

A gestão do design na indústria de brinquedos: estudos de caso sobre a inserção do design no processo de desenvolvimento de produtos em empresas de brinquedo no Brasil

Fernandes, Rodrigo Queiroz Kühni 25 September 2015 (has links)
Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2016-04-29T14:25:23Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Fernandes Rodrigo - Gestao de design na industria de brinquedos versao digital (1).pdf certo.pdf: 6764868 bytes, checksum: 00e73b1016a0ca7a9e8c56adf08e7bdb (MD5) / Made available in DSpace on 2016-04-29T14:25:23Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Fernandes Rodrigo - Gestao de design na industria de brinquedos versao digital (1).pdf certo.pdf: 6764868 bytes, checksum: 00e73b1016a0ca7a9e8c56adf08e7bdb (MD5) Previous issue date: 2015-09-25 / CAPEs / Nos últimos anos setores da indústria vêm reconfigurando seus processos de desenvolvimento de produtos (PDP) para melhor se adaptar às demandas da sociedade, estando o mercado caracterizado pelo rápido avanço de tecnologias e pela disseminação da informação. Diante dessas novas demandas, o design vem sendo mais aceito como um agente estratégico nas empresas, trazendo abordagens para o desenvolvimento de novos produtos (DNP) voltadas para as necessidades dos usuários e, com isso, possibilitando produtos com maior taxa de aceitação. Como outros setores, a indústria de brinquedos também vem se modificando para atender novas demandas, buscando desenvolver jogos e brinquedos que se alinhem com a criança contemporânea, um usuário específico cujas as principais necessidades estão relacionadas ao brincar e ao seu desenvolvimento. No entanto, não existem muitos registros na literatura sobre como o design está sendo praticado nesse setor, com empresas de brinquedo demonstrando também incertezas sobre como inseri-lo em seus processos. Nesse sentido, a gestão de design (GD) é apresentada como uma potencial prática e campo de pesquisa para auxiliar na disseminação, compreensão e integração do design dentro de empresas. De abordagem indutiva, a presente pesquisa tem por objetivo analisar os níveis da GD e a integração do design no processo de DNP de três das empresas consideradas entre as mais influentes do setor de brinquedos através de estudos de caso e analisando, comparativamente, os resultados obtidos. Durante o estudo, foram obtidos registros de suas estruturas e processos, sendo, por fim, aplicado o modelo Escada da Gestão de Design para analisar a GD em níveis, que levou a pesquisa a considerar tanto o nível de inserção do design quanto o modo como ele estava potencialmente contribuindo para o DNP. Os resultados comparativos apontam positivamente para um recente crescimento do uso do design no setor, com as empresas o atribuindo diretamente à qualidade de seus produtos. Porém, sendo essa inserção recente, a pesquisa concluiu que ainda predominam incertezas sobre as práticas de design e sobre como inserilo estrategicamente no DNP direcionados para o usuário infantil, encontrando, por fim, lacunas que podem ser preenchidas através de práticas mais direcionadas da gestão de design. / In recent years various industry segments have been reconfiguring their product development processes (PDP) to better adapt to the demands of society, with the market characterized by a rapid advance of technology and dissemination of information. Faced with these new demands, the design has been introduced as a strategic agent in business, bringing different approaches to new products development (NPD), geared to the needs of users, and thereby enabling higher acceptance rates. Like other segments, the toy industry has also been modified to meet new demands, seeking to develop games and toys that align with the contemporary child, a specific user whose main necessities is the play and their development. However, there aren’t as many reports in the literature about how the design is being integrated in this segment, as toy companies also demonstrate uncertainty about how to integrate it within their processes. In this sense, design management (DM) is presented as a potential practice and research field to assist in the dissemination, understanding and integration of design within companies. With an inductive approach, this study aims to analyze the DM levels and the integration of design in the NPD of three companies considered among the most influential in the toy segment through case studies, and analyzing, comparatively, the results obtained. During the study, were obtained records of their structures and processes, being applied, at least, the design management ladder model to analyze the DM levels, considering both the design implementation level as well as its potential contribution to NPD. The comparative results indicated a recent positive increase in the usage of design in this segment, with companies attributing it directly to the quality of its products. However, given the short time since its integration, this research found that still predominate uncertainties about design practices and how to strategically insert it into a NPD directed to a child user, pointing to gaps that can be filled through more targeted practices of design management.
18

Toys, children, and the toy industry in a culture of consumption, 1890-1991 /

Greenfield, Lawrence Frederic January 1991 (has links)
No description available.
19

Inovação colaborativa de produtos em uma indústria de brinquedos – estudo de caso

Harsteln, Rodrigo Ebert 12 June 2018 (has links)
Submitted by JOSIANE SANTOS DE OLIVEIRA (josianeso) on 2018-09-24T17:57:35Z No. of bitstreams: 1 Rodrigo Ebert Harsteln_.pdf: 3044394 bytes, checksum: db5b1d95a22fb15fcdc3edb9439f30a0 (MD5) / Made available in DSpace on 2018-09-24T17:57:35Z (GMT). No. of bitstreams: 1 Rodrigo Ebert Harsteln_.pdf: 3044394 bytes, checksum: db5b1d95a22fb15fcdc3edb9439f30a0 (MD5) Previous issue date: 2018-06-12 / Nenhuma / O setor de brinquedos tem como característica o dinamismo em termos de criação, uma vez que as novidades impulsionam as vendas e a procura do novo é uma constante, por parte do consumidor. Em contrassenso, a necessária inovação, analisando os dados disponíveis na Pesquisa de Inovação e Tecnologia (PINTEC), realizada trienalmente pelo IBGE (Instituto Brasileiro de Geografia e Estatística), se vê que as empresas do setor não são inovadoras. Atualmente iniciativas de participação do consumidor, bem como outros atores externos a empresa no processo de inovação, já estão se destacando em todos os setores, desta forma a inovação colaborativa pode ser uma das formas de tornar o setor, de fato mais inovador. Sendo assim esse trabalho tem como objetivo identificar de que forma uma indústria de brinquedos pode integrar um processo colaborativo de inovação em desenvolvimento de produtos. O trabalho se desenvolveu em três etapas: a primeira foi uma análise documental da empresa pesquisada, para identificar como a inovação e a colaboração estão inseridas no processo formal de Pesquisa e Desenvolvimento (P&D) da empresa, a segunda ocorreu por meio de entrevista semiestruturada com consumidores líderes e a terceira etapa foi um grupo focal, realizado no formato de workshop, com participação de funcionários da empresa estudada, além de outros atores externos a empresa. O resultado foi um framework com uma proposta para inclusão de colaboração para inovação no desenvolvimento de produtos da empresa. / The toy industry is dynamic in terms of creation, new products drives the sales and the demand for of the consumer for the new is a constant. In contrast to the census, the analysis of the data available in the Research for Innovation and Technology (PINTEC), carried out triennially by IBGE (Brazilian Institute of Geography and Statistics), shows that the companies in the sector are not innovative. Now a days, consumer participation initiatives, as well as other actors outside the company in the process of innovation, are already emerging in all sectors, so collaborative innovation can be one the way to make the sector more innovative. Thus, this work aims to identify how a toy industry can integrate a collaborative process of innovation in product development. The work was developed in three stages: the first was a document analysis of the company researched, to identify how innovation and collaboration is embedded in the company's formal Research and Development (R&D) process, the second occurred through a semi-structured interview with leading consumers and the third stage was a focus group, held in the format of a workshop, with the participation of employees of the company studied, as well as other actors external to the company. The result was a framework with a proposal for inclusion of collaboration for innovation in the company's product development.
20

Metodologia para o desenvolvimento de brinquedos / Methodology for the development of toys

Beinlich, Simone 05 July 2017 (has links)
Apesar do levantamento de requisitos ser considerado pela literatura como a fase mais importante no PDP para a obtenção do sucesso comercial do produto, o referido levantamento é uma atividade pouco praticada pela indústria de brinquedos. Pesquisas cientificas buscam estudar a gestão de requisitos dentro do PDP de uma forma geral e superficial sem diferenciar os diversos tipos de consumidores. Entender o que os consumidores esperam de um determinado produto é uma tarefa que possui diversas complicações, pois analistas e consumidores tendem a ter linguagens diferentes além dos fatores emocionais que estão envolvidos. No desenvolvimento de brinquedos esta atividade pode ser ainda mais complexa, tendo em vista que os consumidores são as crianças e que possuem desejos e necessidades peculiares, diferentes dos demais tipos de consumidores. Portanto, este trabalho teve como objetivo o desenvolvimento de uma metodologia para auxiliar na identificação dos desejos do público infantil e utilização destas informações para tornar o produto atraente ao consumidor. A metodologia foi elaborada considerando modelos e ferramentas já utilizadas no desenvolvimento de produtos e as atividades já praticadas pela indústria de brinquedos. A simulação do desenvolvimento de um brinquedo demonstrou que, utilizando a metodologia proposta neste trabalho, é possível obter os desejos das crianças, as necessidades dos pais, considerar as orientações de pedagogos e demais interessados no produto, converter estas informações em especificações do produto, de modo que a essência dos desejos dos clientes não se perca, enquanto o projeto segue evoluindo. / Although the survey of requirements is considered by the literature as the most important non-PDP phase to obtain the commercial success of the product, said survey is an activity little practiced by the toy industry. Scientific researches seek to study a requirements management within the PDP in a general and superficial way without differentiating the different types of consumers. Understanding what consumers expect from a particular product is a task that has several complications, because analysts and consumers tend to have different languages beyond the emotional factors that are involved. There is no development of toys, and may be more complex, considering that they are consumers as needs and desires and special needs, different from other types of consumers. Please, this work had as objective the development of a methodology to help in the identification of the wishes of the children's public in its image to know the attractive product to the consumer. The methodology was elaborated considering models and tools already used to develop products and activities already practiced by the toy industry. A simulation of the development of a toy has demonstrated that, using a methodology proposed in the work, it is possible to obtain the desires of the children, such as parents needs, to consider as pedagogues orientations and other stakeholders without product, to talk this information in product specifications, So the essence of customers' desires is not lost as the project continues to evolve.

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