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Human Resource Management 'Best Practices' in Europa. Eine empirische Untersuchung.Saga, Daniel Thomas 11 1900 (has links) (PDF)
In der wissenschaftlichen Literatur des Human Resource Managements wird viel über normative Empfehlungen bzw. Best Practices für die Organisationspraxis diskutiert. Dabei sind nicht nur die Empfehlungen an sich und deren Erfolgsbeiträge, sondern auch deren Universalität nie ganz unbestritten. Neben der meist theoretisch geführten Diskussion stellt sich die Frage, ob die wissenschaftliche Erkenntnis entgegen allen Barrieren in der Praxis überhaupt umgesetzt wird. Zu diesem Zweck soll das Forschungsvorhaben mittels einer komparativen Untersuchung prüfen, in welchem Ausmaß ausgewählte Best Practices entgegen Widerständen in den einzelnen europäischen Staaten und Branchen (bzw. Branchencluster) angewandt werden. Der Frage nach den Erfolgsbeiträgen dieser Best Practices will das Forschungsvorhaben nachgehen, indem es die Unternehmen, die zu einem hohen Grad den Empfehlungen folgen, unter gleichen Rahmenbedingungen mit anderen Unternehmen anhand ihrer Selbsteinschätzung bezüglich verschiedener Erfolgskriterien vergleicht. Abschließend soll geprüft werden, ob staatliche oder sektorale Einflussfaktoren die Anwendung von Human Resource Management-Praktiken in Unternehmen befördern oder hemmen. Dabei wird untersucht, inwieweit sich die ausgewählten Länder und Branchen in Richtung der Handlungsempfehlungen entwickeln und ob es innerhalb von Ländern oder von Branchen zur Isomorphie in der Anwendung von Human Resource Management-Praktiken kommt. Die Beobachtung von Isomorphie erfolgt durch die Untersuchung der Entwicklung auf finale Konvergenz. (Autorenref.)
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Utilising human capital as an organisational asset / C.E. HumanHuman, Christine Elsje January 2005 (has links)
The objectives of this study are to determine the awareness level of knowledge
sharing amongst the employees of Sasol, to determine how Sasol utilises human
capital in the company and to identify and analyse the methods of knowledge
sharing and knowledge transfer.
The literature review distinguishes between explicit and tacit knowledge. Explicit
knowledge leads a company to codify while tacit knowledge leads to connecting
people. The literature study also covers the utilisation of human capital and
identifies methods of knowledge sharing and -transfer, namely legacy pages,
expert location systems, buddy systems, post-retirement agreements,
identification of successors, After Action Reviews, interviews, observation,
protocol analysis, teach backs, story writing and storytelling, and process
mapping. The literature study forms the foundation for the formulation and
designing of a questionnaire.
The questionnaire was distributed amongst the employees of two of Sasol's
divisions in order to obtain data about the utilisation of human capital in Sasol
and to identify and analyse the current and preferred methods to capture and
share tacit knowledge and skills.
The data obtained from the questionnaires was processed, analysed and
interpreted. Conclusions were drawn, linking the literature review and the
results obtained from the empirical study. Based on these conclusions,
recommendations were made. / Thesis (M.B.A.)--North-West University, Potchefstroom Campus, 2006.
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Managing Terminology for Translation Using Translation Environment Tools: Towards a Definition of Best PracticesGómez Palou Allard, Marta 03 May 2012 (has links)
Translation Environment Tools (TEnTs) became popular in the early 1990s as a partial solution for coping with ever-increasing translation demands and the decreasing number of translators available. TEnTs allow the creation of repositories of legacy translations (translation memories) and terminology (integrated termbases) used to identify repetition in new source texts and provide alternate translations, thereby reducing the need to translate the same information twice. While awareness of the important role of terminology in translation and documentation management has been on the rise, little research is available on best practices for building and using integrated termbases. The present research is a first step toward filling this gap and provides a set of guidelines on how best to optimize the design and use of integrated termbases. Based on existing translation technology and terminology management literature, as well as our own experience, we propose that traditional terminology and terminography principles designed for stand-alone termbases should be adapted when an integrated termbase is created in order to take into account its unique characteristics: active term recognition, d one-click insertion of equivalents into the target text and document pretranslation. The proposed modifications to traditional principles cover a wide range of issues, including using record structures with fewer fields, adopting the TBX-Basic’s record structure, classifying records by project or client, creating records based on equivalent pairs rather concepts in cases where synonyms exist, recording non-term units and multiple forms of a unit, and using translated documents as sources. The overarching hypothesis and its associated concrete strategies were evaluated first against a survey of current practices in terminology management within TEnTs and later through a second survey that tested user acceptance of the strategies. The result is a set of guidelines that describe best practices relating to design, content selection and information recording within integrated termbases that will be used for translation purposes. These guidelines will serve as a point of reference for new users of TEnTs, as an academic resource for translation technology educators, as a map of challenges in terminology management within TEnTs that translation software developers seek to resolve and, finally, as a springboard for further research on the optimization of integrated termbases for translation.
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Organisational justice and employee responses to employment equityEsterhuizen, Wika 30 June 2008 (has links)
The aim of this study was to determine employees' perceptions of the fairness of employment equity practices. It was conducted in an organisation in the Health Services industry, using a Diversity Questionnaire. The sample size was 520 and 245 responses were received, constituting a 47% response rate. Employees' responses were measured along 10 dimensions of employment equity. The unit of analysis was the group according to gender, race, age and job level. Independent t-tests and analysis of variance techniques were used to determine any statistically significant differences in perceptions between groups. Statistically significant differences were found between race groups and job levels. Gender and age did not significantly affect employees' responses. The research concluded that compliance with organisational justice requirements is as important as compliance with legislative requirements. Ultimately, every organisation should adapt its employment equity strategy according to its specific demographic and environmental context. / Industrial and Organisational Psychology / M. Admin.
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Kompositionen av digitala värdeerbjudanden / The composition of digital value propositionsSjöberg, Jonas, Valvring, Frida January 2018 (has links)
Forskare och praktiker är överens om att digital tjänsteinnovation är en absolut nödvändighet för organisatorisk överlevnad. Att tillämpa ett tjänsteperspektiv vid innovationsarbete är emellertid inte någon mindre förändring. Det är ett paradigmskifte där traditionella ideal ersätts med nya. Det nya tjänsteorienterade idealet påverkar också den organisatoriska innovationsprocessen och dess resultat. Resultatet förändras bland annat genom att fokus i den digitala innovationsprocessen flyttas från produkt till ett digitalt värdeerbjudande som består av ett antal olika komponenter och resurser. Något som är viktigt för att förbättra möjligheter för att effektivisera den digital tjänsteinnovationsprocessen. Problemet vi adresserar är att det saknas kunskap om vilka komponenter ett tjänsteorienterat värdeerbjudande består av i en i en IT-kontext. Att okritiskt tillämpa kunskap identifierad i en kontext till en annan är problematiskt eftersom attribut i kontexter kan skilja sig åt. Problemet får stöd av nyligen publicerade forskningsresultat som efterfrågar fler studier om värdeerbjudandets uppbyggnad i olika kontexter. Syftet med denna kandidatuppsats inom informatik är att undersöka hur det digitala värdeerbjudandet sätts samman i en tjänsteorienterad IT-kontext. För att uppfylla syftet har vi följt fallstudiemetoden där fyra anonymiserade organisationers digitala värdeerbjudanden har studerats. Data har samlats in genom granskning av relaterad litteratur, samt semistrukturerade intervjuer med fyra respondenter med olika roller från respektive organisation. Inför de semistrukturerade intervjuerna har en intervjuguide tagits fram utifrån konceptuell modell som baserats på tidigare forskning inom området. Resultatet visar att värdeerbjudandet i en IT-kontext består av tio komponenter, grupperade i tre dimensioner. Fem av dessa metoder är signifikanta för tillämpningen av befintliga ramverk vanligt förekommande inom IT-kontexten. Studiens resultat visar att ett värdeerbjudandets komponenter i en IT-kontext inkluderar följande processer: tjänsteportföljsprocessen, business relationship management, incidenthantering, tillgänglighetshantering, samt change management. Den empiriska studien resulterade även i framtagande av en konceptuell modell av ett digitalt värdeerbjudande. / Scientists and practitioners agree that digital service innovation is an absolute necessity for organizational survival. Applying a service dominant logic to innovation work, however, is not a minor change. It is a paradigm shift where traditional ideals are replaced with new ones. The new service-dominant ideal also affects the organizational digital innovation process and its results. The result is, among other things, changing the focus of the digital innovation process from product to a digital value proposition consisting of a number of different components and resources. Something that is important for improving opportunities to streamline the service innovation process. The problem we address is that there is no knowledge of which components a service-dominant value propositions consists of in an IT context. Uncritically applying knowledge identified in context to another is problematic because attributes in context can differ. The problem is supported by recently published research results that demand more studies about the value proposition structure in different contexts. The purpose of this report is to investigate how the value proposition is put together in a service-dominant IT context. In order to fulfil the purpose, we have followed the case study methodology where four anonymous organizations' value propositions have been studied. Data has been collected by reviewing related literature as well as semi structured interviews with four respondents with different roles from each organization. Before the semi structured interviews, an interview guide has been developed based on a conceptual model based on previous research in the field. The result shows that the value propositions in an IT context consists of ten components grouped into three dimensions. Five of these methods are significant for the application of existing frameworks commonly used in the IT context. The study results show that value propositions components in an IT context include the following processes: service portfolio process, business relationship management, incident management, availability management and change management. The empirical study also resulted in the development of a conceptual model of a digital value proposition.
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Les effets de la multiplicité des normes et des référentiels de bonnes pratiques : le cas de la Direction des Systèmes d’Information / The effects of multiple standards and frameworks of best practices : the case of the IT Department.Ben Romdhane, Randa 04 March 2015 (has links)
Ce travail de recherche se donne pour ambition d'explorer les effets de la multiplicité des normes et des référentiels de bonnes pratiques en systèmes d'information au niveau de la direction des systèmes d'information. L'enjeu principal de cette thèse est de mettre en évidence une question qui n'a pas été traitée auparavant dans la recherche académique. Les carences de littérature sur le sujet ainsi que le manque de lisibilité révélé dans la littérature praticienne soutiennent la singularité et le bien-fondé de notre question.Notre stratégie de recherche a été élaborée dans le but de contribuer à la connaissance d'un objet méconnu dans la recherche académique. La question de recherche a été mise à l'épreuve de la réalité professionnelle à l'aide d'un dispositif empirique qui s'articule autour de trois éléments. Tout d'abord, trois entretiens exploratoires nous ont permis d'affiner notre question de recherche et d'affirmer son intérêt vis-à-vis de la communauté professionnelle. Ensuite, dix entretiens semi-directifs auprès de cinq entreprises françaises ont eu pour but d'approfondir la compréhension des effets de la multiplicité des normes et des référentiels pour la direction systèmes d'information. Enfin, une étude de cas unique basée sur deux vagues d'entretiens approfondis avec le DSI d'une société française cotée à Wall Street, a eu pour ambition de prolonger la réflexion en se focalisant sur un aspect particulier de notre objet de recherche.Ces éléments ont été complémentaires et pertinents pour apporter un éclairage sur la multiplicité des normes et des référentiels en systèmes d'information. S'agissant d'une thématique non spontanément maîtrisée par les répondants, nous avons suggéré une mise en perspective de nos résultats à travers des clés de compréhension théoriques. En tenant compte de la nature exploratoire de notre recherche, les résultats de cette thèse constituent principalement des propositions plausibles et acceptables dont le but de suggérer des pistes de réflexion pour des projets de recherche ultérieurs. / The purpose of this research is to explore the effects of multiple standards and frameworks of best practices in information systems at the level of the Information Technology Department. The main challenge of this thesis is to highlight an issue that has not been addressed before in academic research. The lack of literature on the subject and the failure to grasp its scope the practitioner literature support the uniqueness and the merits of our research question.Our research strategy was developed in order to contribute to the knowledge of an unknown object in the academic research. The research question has been submitted to the professional reality using an empirical device based on three elements. First, three exploratory interviews allowed us to refine our research question and to highlight its importance to the professional community. Then, ten semi-structured interviews within five French companies have aimed to deepen the understanding of the effects of the multiple standards and frameworks of best practices for IT Department. Finally, a single case study based on two waves of extensive interviews with the CIO of a French company listed on NYSE, had the ambition to extend the reflection focusing on a particular aspect of our research object.These elements were complementary and relevant to shed light on the multiple standards and frameworks of best practices in Information System. As this is a theme that was not spontaneously controlled by respondents, we suggested a perspective of our results through theoretical understanding elements. Considering the exploratory nature of this research, the results of this thesis are mostly plausible and acceptable proposals which aim to suggest lines of inquiry for future research projects.
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Práticas ágeis no processo de desenvolvimento de jogos eletrônicos / Best practices in process development of electronic gamesPetrillo, Fábio dos Santos January 2008 (has links)
A indústria de jogos eletrônicos está entrando em uma nova era, na qual a tecnologia e a criatividade fundem-se, produzindo alguns dos mais estonteantes entretenimentos do Séc. XXI. Essa indústria, que já em 2003 ultrapassou o faturamento do cinema, tendo um rendimento anual de bilhões de dólares, emerge como uma das mais poderosas, excitantes e influentes no mundo das artes. Mesmo com toda essa pujança e rentabilidade, muitos dos relatos sobre projetos de jogos (doravante denominados postmortems) mostram que a produção desses softwares não é uma tarefa simples, estando ainda distante de um processo de trabalho saudável e sinergético. Entretanto, ao analisarmos mais atentamente os postmortems disponíveis nos sites especializados em jogos eletrônicos, pode-se constatar a adoção de várias práticas de engenharia de software, em especial, práticas ágeis de desenvolvimento. Assim, é possível melhorar o processo de desenvolvimento de jogos eletrônicos através da aplicação dessas práticas? Que práticas são mais adequadas para este domínio? Que impacto sua adoção tem sobre propriedades subjetivas como a criatividade e a diversão? O objetivo deste trabalho é avaliar o impacto da aplicação de práticas ágeis no processo de desenvolvimento de jogos eletrônicos, analisando os principais problemas da indústria de jogos, levantando as boas práticas já adotadas e propondo um conjunto de práticas ágeis que contemplem as características do processo de desenvolvimento de jogos. Finalmente, com o intuito de obter resultados experimentais da aplicação dessas práticas, será realizado um estudo de caso, possibilitando avaliar seus efeitos sobre o processo de trabalho. / The industry of electronic games is entering a new age, in which technology and creativity are fused, producing some of the most stunning entertainment of the 21st Century. This industry, which already in 2003 exceeded the cinema invoice, having an annual yield of billions of dollars, emerges nowadays as one of the most powerful, exciting and influential in the world of arts. Despite of all this exuberance and profitability, many reports about games projects show that the production of these softwares is not a simple task, surrounded by common problems and being still distant of having a healthy and synergetic work process. However, despite of problems found, game postmortems claims to use software engineering best practices in the game development process, specially, agile practices. Thus, is possible to improve the electronic game development process using agile practices? What practices are most appropriate for game development? What is the impact of such practices on subjective properties as creativity and fun? The aim of this work is to study the effects of agile practices on electronic game development process, analysing the most important problems in the game industry, surveying best practices and proposing a set of agile practices focused on the game development issues. Finally, a case study will be presented.
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MODELOS DE GOVERNANÇA DE TECNOLOGIA DA INFORMAÇÃO ADOTADOS NO BRASIL - UM ESTUDO DE CASOS MÚLTIPLOSPelanda, Maurício Luiz 19 December 2006 (has links)
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Previous issue date: 2006-12-19 / IT Governance has grown to be more critical in the Brazilian business atmosphere as a direct result of world changing events such as the fall of the American stock exchange, NASDAQ,
the configuration restructure after the terrorist attacks of September 11, 2001 on the United States and the passing of the Sarbanes-Oxley Act in 2002. This management model has been adopted by organizations looking for not only obtaining better IT administrative control but also to comply with requirements enforced by legal agencies. Implementing IT Governance is a complex process as the challenge is identifying the best model within the business world.
Companies ought to evaluate and implement those models that better suit their needs.
The objective of this study is to analyze IT Governance models adopted by organizations in Brazil evaluating their results, maturity levels, benefits, challenges and tendencies leading to a better understanding of these models further contributing to the lack of IT Governance studies
in Brazil.
This empirical research studies multiple management models employed by several companies and how their framework, methodologies and best practices have been used for their
effectiveness.
Furthermore, the findings of this research reveal all aspects involving the implementation of IT Governance in the organizations and how such aspects have shaped each models, trends and performance.
Keywords: IT Governance, Control Management, Best Practices, Agency Theory. / O tema Governança de Tecnologia da Informação (GTI) tornou-se mais premente no ambiente empresarial brasileiro, principalmente após as repercussões mundiais ocorridas com
a queda da bolsa de valores americana Nasdaq, com a nova configuração mundial após os ataques aos Estados Unidos em 11 de setembro de 2001 e a partir da promulgação da Lei
Sarbanes-Oxley em 2002. Esse modelo de gestão tem sido implementado por organizações que buscam não somente obter melhor controle de gestão em Tecnologia da Informação,
como para aquelas que têm de atender às conformidades legais exigidas pelos órgãos de controle. Implementá-la é um processo complexo e desafiador em virtude da necessidade de
se identificar o melhor modelo de GTI dentre as práticas existentes no mundo empresarial. As empresas precisam fazer uma composição daquelas que melhor se aderem às suas realidades.
Este trabalho tem como objetivo analisar os modelos de GTI adotados em organizações no Brasil, avaliar os seus resultados, seus níveis de maturidade, os seus benefícios, suas
dificuldades e suas tendências, contribuindo assim para o seu melhor entendimento e para amenizar a carência de estudos nessa área no Brasil.
Este estudo, que é de natureza empírica, baseou-se na metodologia de estudo de casos múltiplos realizado em cinco empresas para explorar como este modelo de gestão vem sendo adotado, quais estruturas, metodologias e práticas de mercado têm sido utilizadas para a sua
efetividade.
Neste contexto, apresentam-se os resultados obtidos, os aspectos que envolvem a implementação dos modelos de GTI nas organizações, as dificuldades encontradas, o que têm
condicionado o seu desempenho e suas tendências.
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Avaliação de indicadores de planejamento e controle da produção na construção : boas práticas, eficácia e prazo / Evaluation indicators planning and production control for construction: good practice, efficiency and deadlineOliveira, Carla Barroso de 30 July 2010 (has links)
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Previous issue date: 2010-07-30 / Financiadora de Estudos e Projetos / The effective implementation of appropriate development plans to the reality of the work becomes a crucial issue for a good construction companies performance. The ability to presage potential barriers in implementation enterprise enables companies to work in uncertain environments and solve any problems prior to the execution tasks, thereby protecting the production. The emergence of a new concept for management construction has been widely discussed, the Lean Construction. Given a set of practices linked to concepts and basic principles of Lean Construction and considered essential for effective planning, evaluation was made in 33 plans prepared by a consulting planning firm. Thus it was possible to achieve the main goal of this research: assessing the impact of good practices of PCP in the planning construction effectiveness. Other objectives were: evaluate the impact of effective planning and control in enterprise performance, analyze the causes for the non-completion of work packages, verify variations in indicators of production performance according to the type of company, and check for correlation between indicators studied. The results hasn t shown a direct relationship between the indicators. It was observed that 65% of good planning practices were used by the consulting planning firm and that it, along with its contractors, may improve the effectiveness of the planning process. It was possible to determine a valid model for predicting the time deviousness. / O efetivo desenvolvimento de planos de execução adequados à realidade das obras tornase uma questão crucial para o bom desempenho das empresas construtoras. A habilidade de antever possíveis barreiras à execução de um empreendimento capacita as empresas a trabalhar em ambientes incertos e solucionar eventuais problemas antes da realização das tarefas, protegendo, assim, a produção. O surgimento de um novo conceito para a gestão da construção tem sido bastante discutido: a Construção Enxuta. Com base em um conjunto de práticas vinculadas aos conceitos e princípios básicos da Construção Enxuta e consideradas essenciais para um planejamento eficaz, foi realizada a avaliação de 33 planos elaborados por uma empresa de consultoria em planejamento. Assim, foi possível alcançar o objetivo principal desta pesquisa: avaliar o impacto de boas práticas de PCP na eficácia do planejamento de empreendimentos da construção civil. Os outros objetivos desta pesquisa foram: avaliar o impacto da eficácia do planejamento e controle no desempenho de empreendimentos; analisar as causas da não conclusão dos pacotes de trabalho; verificar se há variação nos indicadores de desempenho da produção de acordo com o tipo de empresa; e verificar a existência de correlação entre os indicadores estudados. No que diz respeito aos resultados, não foi evidenciada relação direta entre os principais indicadores estudados. Observou-se que 65% das boas práticas de planejamento são utilizadas pela empresa de consultoria e que a mesma, juntamente com seus contratantes, pode melhorar a eficácia do processo de planejamento. Foi possível determinar um modelo válido para predição do desvio de prazo.
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Práticas ágeis no processo de desenvolvimento de jogos eletrônicos / Best practices in process development of electronic gamesPetrillo, Fábio dos Santos January 2008 (has links)
A indústria de jogos eletrônicos está entrando em uma nova era, na qual a tecnologia e a criatividade fundem-se, produzindo alguns dos mais estonteantes entretenimentos do Séc. XXI. Essa indústria, que já em 2003 ultrapassou o faturamento do cinema, tendo um rendimento anual de bilhões de dólares, emerge como uma das mais poderosas, excitantes e influentes no mundo das artes. Mesmo com toda essa pujança e rentabilidade, muitos dos relatos sobre projetos de jogos (doravante denominados postmortems) mostram que a produção desses softwares não é uma tarefa simples, estando ainda distante de um processo de trabalho saudável e sinergético. Entretanto, ao analisarmos mais atentamente os postmortems disponíveis nos sites especializados em jogos eletrônicos, pode-se constatar a adoção de várias práticas de engenharia de software, em especial, práticas ágeis de desenvolvimento. Assim, é possível melhorar o processo de desenvolvimento de jogos eletrônicos através da aplicação dessas práticas? Que práticas são mais adequadas para este domínio? Que impacto sua adoção tem sobre propriedades subjetivas como a criatividade e a diversão? O objetivo deste trabalho é avaliar o impacto da aplicação de práticas ágeis no processo de desenvolvimento de jogos eletrônicos, analisando os principais problemas da indústria de jogos, levantando as boas práticas já adotadas e propondo um conjunto de práticas ágeis que contemplem as características do processo de desenvolvimento de jogos. Finalmente, com o intuito de obter resultados experimentais da aplicação dessas práticas, será realizado um estudo de caso, possibilitando avaliar seus efeitos sobre o processo de trabalho. / The industry of electronic games is entering a new age, in which technology and creativity are fused, producing some of the most stunning entertainment of the 21st Century. This industry, which already in 2003 exceeded the cinema invoice, having an annual yield of billions of dollars, emerges nowadays as one of the most powerful, exciting and influential in the world of arts. Despite of all this exuberance and profitability, many reports about games projects show that the production of these softwares is not a simple task, surrounded by common problems and being still distant of having a healthy and synergetic work process. However, despite of problems found, game postmortems claims to use software engineering best practices in the game development process, specially, agile practices. Thus, is possible to improve the electronic game development process using agile practices? What practices are most appropriate for game development? What is the impact of such practices on subjective properties as creativity and fun? The aim of this work is to study the effects of agile practices on electronic game development process, analysing the most important problems in the game industry, surveying best practices and proposing a set of agile practices focused on the game development issues. Finally, a case study will be presented.
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