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Möten som motor i kvalitetsutveckling : En fallstudie av ett systemutvecklingsteam som arbetar AgileFalkeström, Karin January 2017 (has links)
Syftet med det här arbetet var att bidra till utvecklingen av kvalitetsutvecklingsområdet genom att beskriva hur en Agile verksamhet använder arbetsmötet som ett strategiskt verktyg i sitt kvalitetsutvecklingsarbete. Detta genom att studera dels hur teamet använder Agile för att driva kvalitetsutvecklingsarbetet och hur arbetsmötena är strukturerade, dels teammedlemmarnas upplevelse av arbetsmötenas kvalitet och mötesledarens funktion. Arbetet genomfördes som en fallstudie där studieobjektet var ett systemutvecklingsteam på ett internationellt företag. De undersökningsmetoder som användes var intervjustudie, observationsstudie och enkätstudie. Arbetet genomfördes inom ramen för Mittuniversitetets magisterprogram i kvalitets och ledarskapsutveckling. Resultatet visade att det studerade teamet har hittat formerna för att använda arbetsmötet som motor för kvalitetsutvecklingsarbetet. Detta genom att anamma de principer som förbättringsprogrammet Agile bygger på. Principer som utgår från ett stort fokus på att hitta former för en fungerande interaktion mellan individer liksom på arbetssätt som gör det möjligt att snabbt ställa om till nya förutsättningar. Teamet arbetade enligt en väl genomarbetad och förankrad mötesstruktur som gjorde att deltagarna kunde fokusera på vad de skulle bidra med under mötet. Ledaren av arbetsmötet visade sig fylla två viktiga funktioner: dels den uppgiftsrelaterade som handlade om att leda arbetsmötet mot de uppgifter som skulle hanteras, dels den gruppunderhållande som innebar att underlätta interaktionen i teamet. Trots att teammedlemmar ägnade stor del av sin arbetstid i arbetsmöten upplevde de en hög grad av nöjdhet med kvaliteten i arbetsmötena. / The purpose of this work was to contribute to the development of Total Quality Management, TQM, by describing how an Agile organization uses the workplace meeting as a strategic tool in its quality development work. The work focused on how the team use Agile to drive its quality development work, the structure around work meetings, the function of the leadership during the work meetings and the team member’s experiences when it comes to the quality of the work meetings. The work was conducted as a case study where the subject was a system development team at an international company. The survey methods used were interview study, observation study and questionnaire study. The work was carried out within the framework of Mid Sweden University's Master's Program in Quality and Leadership Development. The result showed that the studied team has found ways to use the workplace meeting as a motor for TQM. This by adopting the principles based on the Agile improvement program. Principles that focus on finding forms for a functional interaction with individuals as well as working methods that enable quick adoption to new conditions. The team worked according to a well- and firmly established meeting structure that allowed participants to focus on what to contribute with during the meeting. The leader of the meeting proved to fill two important functions: the task-related which was to lead the working meeting to the tasks that were to be handled, and the group-maintenance which was to facilitate the team interaction. Even though the team members spent much of their working hours in work meetings, they experienced a high level of satisfaction with the quality of the work meetings. / <p>2017-06-28</p>
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[pt] REALIDADE VIRTUAL PARA TRABALHO REMOTO: EXPLORANDO A ACEITAÇÃO DA TECNOLOGIA DE VR PARA REUNIÕES E CONTEXTOS RELACIONADOS A NEGÓCIOS / [en] VIRTUAL REALITY FOR REMOTE WORK: EXPLORING THE ACCEPTANCE OF VR TECHNOLOGY FOR MEETINGS AND BUSINESS-RELATED CONTEXTSPATRICIA TORRES PEREIRA CARRION 21 February 2022 (has links)
[pt] Realidade Virtual (ou VR, do inglês Virtual Reality) é o termo usado para
descrever um ambiente gerado por computador que as pessoas podem, sob os
sentidos de imersão e presença, explorar e interagir. Esta tese tem como objetivo
investigar como a presença de pessoas em cenários colaborativos como reuniões de
trabalho pode ser mediada de forma benéfica pelo uso de tecnologias de Realidade
Virtual. Neste sentido, acredita-se que aplicações em VR, se utilizadas como
ferramentas para auxiliar reuniões híbridas, proporcionam maior envolvimento e
engajamento das pessoas durante a atividade. Esta pesquisa foi parcialmente
desenvolvida durante a pandemia de COVID-19 e argumenta sobre a relevância de
investigar formas de interação em meio a regras de distanciamento social. Para uma
base teórica, os conceitos de realidade e virtualidade foram formalizados e a
evolução das tecnologias e aplicações de VR foi delineada. Aqui demonstrou-se
como ambientes de imersão tridimensional podem impactar a experiência humana
e têm sido adotados por diversas indústrias além do universo dos jogos. Após a
revisão da literatura, foram definidas técnicas a fim de responder a uma série de
questões de pesquisa: primeiro, um trabalho exploratório sobre movimento e
interação em VR, seguido por entrevistas semiestruturadas e um questionário. Os
dois últimos se concentraram em investigar as percepções das pessoas sobre as
configurações físicas e remotas das reuniões de trabalho. Por fim, o experimento
final buscou aplicar um Modelo de Aceitação de Tecnologia para medir a aceitação
ou rejeição de VR como ferramenta para reuniões de trabalho híbridas. / [en] Virtual Reality is the term used to describe a computer-generated environment that people can, under the sense of immersion and presence, explore and interact with. This thesis aims to investigate how the presence of people in collaborative scenarios, such as work meetings, can be mediated in a beneficial way by the use of Virtual Reality (VR) technologies. In this sense, we believe that VR, if used as a tool to assist fully remote and hybrid work meetings, provide greater involvement and engagement of people during the activity. Our research was partially developed concurrently with the COVID-19 pandemic. Therefore, we
argue about the relevance of investigating forms of interaction amid rules of social distancing. For a theoretical basis, we first formalized the concepts of reality and virtuality and covered the evolution of VR technologies and applications. Here, we demonstrated how three-dimensional immersion environments can impact the human experience and have been adopted by several industries beyond the universe of games. After the literature review, we defined research techniques to address several research questions. We started with an exploratory work on movement and interaction in VR, followed by semi-structured interviews and a web-based survey. The latter two focused on investigating people s perceptions of the physical and remote settings of work meetings. At last, the final experiment sought to apply a
modified Technology Acceptance Model (TAM) to measure the acceptance or rejection of VR as a tool for hybrid work meetings.
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