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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.
1

Individual game design elements in to-do lists – How the addition of feedback and clear goals is experienced

Lindholm, Oscar January 2017 (has links)
Gamification research has for a long time been interested in determining its definition and in which fields it works. By combining several game design elements and applying them in different non-game contexts it has been proven to successfully enhance certain activities, partly depending on the users and the contexts. Modern gamification research has started looking into how it works and in doing so, examining the individual effects of the game design elements. In this study, feedback and clear goals have been chosen as the game design elements to be examined when implemented individually in to-do lists. Feedback was represented as emoticons that changed from neutral to happy as tasks were checked off the list. Clear goals were implemented in the lists as an explicit goal. Together with a plain to-do list, nine participants used the three lists for nine days while keeping a visual diary. Afterward, they were subjected to interviews regarding their experiences. The framework of the self-determination theory was used in analyzing the results. The results showed that when using the list with feedback the participants were slightly better at clearing tasks but that the motivation, sometimes, seemed to come from trying to avoid negative feelings that the neutral emoticons seemed to invoke. The list with clear goals showed that in many cases the participants were actively trying to reach the given goal, seemingly, even when the participants mentioned not doing so. It was also, more often than not, experienced as controlling.
2

Continuous Improvements towards lean manufacturing / Ständiga förbättringar mot resurssnål tillverkning

Gunnarsson, Marcus, Paulsson, Linus January 2005 (has links)
Konkurrenssituationen för dagens tillverkande företag har blivit allt hårdare, nya krav på högre kvalitet och lägre produktionskostnader krävs för att överleva på marknaden. Ett företag som slutar att utvecklas kommer snart att upptäcka att de inte är tillräckligt bra, Bergman & Klefsjö (2001). Detta påstående är allmänt känt, vilket gör att ständiga förbättringar blir en viktig hörnsten inom produktionsfilosofier såsom Lean Manufacturing och Toyota Production System. Ständiga förbättringar är en väldigt viktig aktivitet som ett företag inte kan lyckas med över en natt, problem med både implementation och bibehållande av ett ständigt förbättringsprogram kommer att dyka upp. Det existerar ett stort antal artiklar och böcker om hur man skall klara av dessa svårigheter och lyckas med ett förbättringsprogram, men det saknas bra modeller. Magisteruppsatsen tar upp de faktorer som är viktiga inom förbättringsarbete och en modell föreslås. Denna modell innehåller följande delar: ledningsengagemang, utbildning, design, kommunikation och feedback, mätningar och benchmarking, belöning, klara mål, samt förnyelse. En undersökning utvecklades baserad på modellen och utfördes sedan på sju företag inom Swedwood-koncernen (en av världens största möbeltillverkare) och två svenska företag; ITT Flygt AB och Autoliv Sverige AB. Syftet med undersökningen var att kartlägga hur vardera företag arbetar med de olika delarna i modellen idag; samt hitta bra sätt att arbeta på, s.k. good practice. Undersökningen var indelad i tre delar; först intervju med anställda inom ledningen, därefter en enkätundersökning med ledning respektive operatörer. Undersökningen verifierade de flesta delar av modellen och kan användas för att belysa de delar inom en organisation som behöver förbättras för att lyckas med ett förbättringsprogram. Då företagen kartlades hittades ett antal good practice: 1. Traditionell utbildningsteknik kan alterneras med spel för att öka motivation och förståelse. 2. Mätningar och benchmarking inom ständiga förbättringar skall utföras så att utvecklingen av ett förbättringsprogram kan följas. 3. Eftersom belöning är en av de viktigaste motivationsfaktorerna för operatörer är det väldigt viktigt att definiera och strukturera ett belöningssystem. Genom att lägga ner tid och arbete på att visa och informera de anställda om systemet vill man skapa en allmän kunskap inom företaget. 4. Inom ett förbättringsprogram är det väldigt viktigt med en snabb feedback. 5. De flesta av fallföretagen använder sig av ett individuellt förbättringsprogram. Teamwork rekommenderas eftersom en grupp av individer kan åstadkomma mer tillsammans än individuellt. / The competition within the manufacturing branch becomes harder and harder, and demands such as higher quality and lower production costs has to be attained to stay on the market. A company who stops becoming better, will soon end up just not being good enough, Bergman & Klefsjö (2001). This is a statement commonly known and therefore Continuous Improvement (CI) is one of the cornerstones within production philosophies such as Lean Manufacturing and Toyota Production System. CI is a very important activity but will not be something that a company acquires over a night, and there will be problems both with the implementation and the long-term sustainability of the programme. There exists a large number of articles and books of how to overcome these difficulties and draw up a successful Continuous Improvement Programme (CIP), but there is a lack of good models. In this thesis the factors that are important for CI work are emphasized and a model is suggested. The model includes the following constituents; Management commitment, education, design, communication and feedback, measurements and benchmarking, recognition, clear goals, and regeneration. A survey based on the model was constructed and performed at seven companies within the Swedwood group (one of the world’s biggest furniture manufacturers) and two Swedish companies; ITT Flygt AB and Autoliv Sverige AB. The intention was to map the case companies’ present work within the constituents of the model and to find good practice. The survey was divided into three parts; first interviews with the management and then questionnaires to both management and operators. The survey verified many parts of the suggested model, and can be used with the intention to highlight which area of the organisation that needs to be improved in order to run a successful CIP. During the mapping of the case companies some good practice was found: 1. Traditional education technique can be mixed with games to increase motivation and understanding. 2. In order to follow the progress with a CIP, CI has to be measured and benchmarked. 3. Recognition is one of the most important motivation factors for operators. Therefore it is important to define and structure the recognition system and make a real effort to show and inform employees about the recognition given, so that this will become common knowledge. 4. It is of great importance that there is a rapid feedback within a CIP. 5. Most of the case companies have implemented an individual CIP, teamwork is advocated as a group of individuals can achieve more together than working separately.
3

Hur hittar vi fram? : En studie om hur spelare navigerar i 3d miljöer / How do we find the way? : A study on how players navigate a 3d environment

Asplund, Einar, Bergsten, Max January 2020 (has links)
Is it important that a player can navigate easily through a level? To get the answer ten participants were tested during a short play-session of a game made for the study. By looking at prior research, themes could be found that were all common. To learn the player to recognize what a goal looks like, to get the player to understand what the goal is. That the player can navigate to the goal and that the level should have flow is also important. This study shows that what earlier research suggests seems to have merit. Of all participants that played the game, almost everyone that played where navigational techniques were implemented spoke of how they felt certain in where to go.

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