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Designing a Platform for Creating 3D Product Configurators : A Design Science StudyBjelkendal, Alvin, Olsson, Jonathan January 2023 (has links)
In the rapidly evolving world of e-commerce, businesses are increasingly adopting the idea of providing customers with the ability to visualise and customise products in 3D through a 3D product configurator. However, the creation of 3D configurators is a complex and time-consuming process, requiring technical expertise and extensive communication between businesses and solution providers. This thesis aims to address these challenges by proposing a design for a user-focused approach to streamline the process of creating 3D product configurators. The study undertakes a thorough examination of existing platforms' 3D configurator creation processes to inform the design of an improved solution.To assess the effectiveness of our proposed design, we identified some key requirements and proceeded to develop a prototype. Testing was conducted, involving the attempt to recreate benchmark configurators with different levels of complexity. Through this process, we assessed the quality and efficiency of our platform in comparison to solutions developed partially or from scratch. Our results demonstrated that a user-focused platform for creating 3D product configurators, can offer extensive time and resource-saving. However, further research and development are necessary to fully explore the scalability, integration possibilities, industry-specific effectiveness, and customer impact of such platforms.
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Nutzerzentrierte Gestaltung und Evaluation der Mensch-Computer-Interaktion in soziotechnischen Systemen – eine multiperspektivische AnalyseMeier, Pascal 28 July 2021 (has links)
Durch den Fortschritt der Digitalisierung sind Computer zu einem wesentlichen Bestandteil des Alltags ihrer Nutzer geworden. Folglich wächst die Bedeutung der nutzerzentrierten Entwicklung von soziotechnischen Systemen, die neben dem technischen System auch die komplexen Anforderungen des sozialen Systems berücksichtigt. Die vorliegende Dissertation untersucht in diesem Zusammenhang die nutzerzentrierte Gestaltung der Mensch-Computer Interkation (MCI) in soziotechnischen Systemen, damit sie den Nutzer bestmöglich und intuitiv unterstützt. In diesem Zusammenhang werden (a) die Integration der interdisziplinären Zusammenarbeit, die für die nutzerzentrierte Entwicklung benötigt wird, in den Entwicklungsprozess, (b) die nutzerzentrierte Erhebung von Anforderungen an die MCI, (c) die Gestaltung der MCI in soziotechnischen Systemen basierend auf den identifizierten Anforderungen und (d) die Evaluation soziotechnischer Systeme hinsichtlich der Erfüllung der Nutzeranforderungen untersucht. Durch die Erhebung von Anforderungen und Entwicklung von Gestaltungsprinzipien, Vorgehensmodellen und Prototypen sowie die rigorose Evaluation der Ergebnisse trägt die Dissertation zur gestaltungsorientierten Wirtschaftsinformatik bei und bietet der Praxis wertvolle Erkenntnisse über Nutzeranforderungen, Nutzungsverhalten und Gestaltungsprinzipien, die zur Realisierung und Verbesserung der MCI beitragen.
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SOFTWARE ENGINEERING PRACTICES IN DEVELOPING DEEP LEARNING MODELS: AN INDUSTRIAL CASE VALIDATIONMahinic, Adnan January 2023 (has links)
The widespread of machine learning and deep learning in commercial and industrial settings has seen a dramatic up-rise. While the traditional software engineering techniques have overlap between machine learning model development, fundamental differences exist which affect both scientific disciplines. The current state-of-the-art argues that most challenges in software engineering of deep learning applications stem from poorly defined software requirements, tightly coupled architecturesand hardware-induced development issues. However the majority of the current work on this topic stems from literature reviews and requires validation in an industrial context. The work aims to validate the findings of the academia through the development of the autoencoder model for gearbox fault detection. The model has been developed as a part of the ongoing campaign from Volvo Construction Equipment towards introducing AI-based solution in quality control and production. Findings of the work are mostly aligned with the current state-of-the-art, where poorly defined software requirements and hardware-induced issues have been experienced, but the tightly-coupled architecture did not characterize the final product. Along with the confirmation of the previous findings, the work presents a recommendation for practitioners of software engineering for deep learning models in the form of technological rule which addresses the hardware-induced issues of development through the contribution of a method for calculating the memory requirements of the model and batch during the training phase. / <p>Collaboration with Volvo Construction Equipment</p>
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Designing Information Systems to Support Habit Formation : From Theories to Design PrinciplesChung, Alexander Quoc Huy 11 November 2022 (has links)
Sustaining behaviour change is fundamental for the effective uptake of policies and practices aimed at improving individual and collective health, yet it can be very difficult for individuals to adhere to new desired health-related behaviours. A prospective solution is to focus on instilling these behaviours as a habit. Once instilled as a habit, behaviours are performed automatically given specific cues, and they relieve the cognitive stress of having to make a volitional decision towards performing the behaviour - making it more resistant to relapse. Several information systems (IS) are being proposed to help individual users instil target behaviours as habits so that they can be performed even when intentions shift. However, these systems tend to be designed in an ad hoc manner and, as a result, their effectiveness can vary substantially.
To better guide the design of information systems that can support users in forming health-related behaviours as a habit, we define a subclass of systems called Habit Formation Support Systems (HFSS) and adopt the design science research approach to develop two artifacts: (1) a design-relevant theory explaining and predicting how IS-supported habit formation can be achieved called the Theory for the Formation of IS-Supported Habits (T-FISSH); and (2) a suite of design principles to guide the design of systems that can effectively support users in forming a desired health-related behaviour as a habit.
We contend that habit theory and IS continuance theory can be used to anchor the development of the two artifacts. The T-FISSH was refined and validated using exploratory and confirmatory focus groups with academics and health behaviour change practitioners respectively. The design principles were refined with systems design and development professionals and validated through a reusability check that involved a design activity and reusability questionnaire.
The theoretical contribution of the thesis lies in moving the habit formation knowledge base into the design realm through the development of a design-relevant explanatory/predictive theory. From a practical perspective, this research presents a suite of theory-anchored design principles that are intended to guide the design and development of systems that can support users in forming desired health-related behaviours as a habit.
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Representation and Assisted Negotiation of Textual AgreementsAyeleso, Emmanuel Celestine 13 November 2023 (has links)
Research into negotiation systems has primarily focused on those for e-commerce and electronic markets, where quantitative values such as prices are key to what is being negotiated. However, there is a lack of research into tool support for complex real-life negotiations of documents that contain large amounts of textual (qualitative) clauses. Examples of such text-based agreements include international trade and climate-change treaties, as well as labor-management collective agreements. Our goal is to improve the state of the art in textual negotiation technology, so it can be applied to such agreements and their negotiations. In particular, we want to be able to develop technology that can facilitate the delicate give-and-take involving proposed changes, positions, rationale exchange, partial resolutions to disagreements, tracking of notes taken by the negotiators, as well as the ability to search and compare all of the above to facilitate negotiations. We posit that there would be significant societal benefit from the hyper-local to the international level if better technology was available.
We performed literature reviews of existing negotiation systems and systems for representing legal documents to study what has been done in this domain. We also performed a grounded theory study based on interviews with people that have participated in real-life negotiations. An end-user's survey of negotiation systems was also conducted and analyzed. We used the results from the literature review, grounded theory and survey analysis, as the basis for a subsequent phase of design-science research in which we developed use cases, requirements and a comprehensive metamodel for qualitative negotiation tools, as well as a prototype negotiation tool.
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On Identifying Technical Debt using Bug Reports in PracticeSilva, Lakmal January 2023 (has links)
Context: In an era where every industry is impacted by software, it is vital to keep software costs under control for organizations to be competitive. A key factor contributing to software costs is software maintenance where a significant proportion is utilized to deal with different types of technical debt. Technical debt is a metaphor used to describe the cost of taking shortcuts or sub-optimal design and implementation that compromises the software quality. Similar to financial debt, technical debt needs to be paid off in the future. Objective: To be in control of technical debt related costs, organizations need to identify technical debt types and quantify them to introduce solutions and prioritize repayment strategies. However, the invisible nature of technical debt makes its identification challenging in practice. Our aim is to find pragmatic ways to identify technical debt in practice, that can be supported by evidence. Once technical debt types that are significant have been identified, we aim to propose suggestions to mitigate them. Method: We used design science as a methodological framework to iteratively improve the technical debt identification methods. We utilized bug reports, which are artifacts produced by software engineers during the development and operation of the software system as the data source for technical debt identification. Software defects reported through bug reports are considered as one of the key external quality attributes of a software system which supports us in our evidence based approach. Throughout the design science iterations, we used the following research methods: case study and sample study. Results: We produced three design artifacts that support technical debt identification. The first artifact is a systematic process to identify architectural technical debt from bug reports. The second is an automated bug analysis and a visualization tool to support our research as well as to support practitioners to identify components with hot spots in relation to the number of defects. The third is a method for identifying documentation debt from bug reports. Conclusion: Based on the findings from this thesis, we demonstrated that bug reports can be utilized as a data source to identify technical debt in practice by identifying two types of technical debt; architectural technical debt and documentation debt. Compared to the identification of documentation debt, architectural technical debt identification still remains challenging due to the abstract nature of the architecture and its boundaries. Therefore, our future work will focus on evaluating the impact of reducing the sources of documentation debt on the frequency of bug reports and overall project cost.
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Language Learning without the Feeling of Predatory Monetization using Flat Design : Gamification of Language LearningSvensson, Kristian January 2022 (has links)
This paper aims to explore how different design choicesaffect players perceived feelings of purposeful limitations andpredatory monetization in educational gamified software. Thisstudy, along with two others, is part of an initiative by the EUto explore teaching of a second language, in this case Russian,through gamification. Using Design Science it is the goal of thiscase study to determine whether it is possible to teach Russianwith the help of gamified software, with a progression model thatdoes not invoke feelings of predatory monetization game conceptsas seen in similar software on the market.
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Parametrisering av förskämningsmodellerForsberg, Anton, Haglund, Erik January 2015 (has links)
Dynahmat är ett projekt inom vilket matematiska modeller används för att predicera ettflertal olika livsmedels förskämningstid förutsatt aktuella miljötemperaturer, vilka uppmätsav sensorer. I detta examensarbete behandlas parametrisering av dessa förskämningsmodeller,med målet att alla livsmedels modeller ska följa en gemensam grund som kan tillämpasför att skapa nya instanser av förskämningsmodeller. Metoderna som tillämpas i arbetet ären kombination av design science och en för arbetet framtagen metod som kombinerar matematisktarbete med mjukvaruutveckling. Den gemensamma modellgrunden tas fram genomatt studera och parametrisera varje förskämningsmodell individuellt. Alla parametriserademodeller jämförs sedan med varandra, och modifieras så att en gemensam grund erhålles.Med denna gemensamma grund utvecklas ett konceptbevis för ett administrationsverktyg.Med detta verktyg kan en användare skapa nya förskämningsmodeller, endast genom attdefiniera ett uttryck för de matematiska parametrar som finns tillgängliga i verktyget. Somresultat presenteras ett förslag på en allmän modellform för förskämning av de livsmedelsom behandlas i arbetet samt en prototyp för administrationsverktyget, baserat på den allmännamodellformen. Lösningens metod för beräkning av förskämningstid valideras medhjälp av jämförande data från det aktuella systemet. Det resulterande lösningsförslagetlöser många av de problem som fanns i den tidigare hårdkodade implementationen, ochkalkylerar förskämningstider med ett genomsnittligt fel på under 1 %. / Dynahmat is a project within which mathematical models are used to predict the spoilagetime, assuming current environmental temperatures which are measured by sensors, for anumber of different food products. In this thesis, these models are parameterized with theaim of finding a common form which can be used for the instansiation of new spoilagemodels. The method applied in this thesis is a combination of design science and a newmethod with the intention of combining software development with mathematical modelling.The common model form is produced by individually studying and parameterizingevery spoilage model. Each parameterized model is then compared to the other models,and modified in such a way that a common expression is found. Using the final commonmodel, a proof of concept for an administrative tool is developed. This tool allows theuser to create new spoilage models, simply by defining an expression for the mathematicalparameters available in the application. As result, a proposal for a common model formfor predicting the spoilage time for the food products relevant in this thesis is presented,in conjunction with a prototype for the administrative tool based on this model form. Thesolution’s method of calculating spoilage times is validated by comparing results with thatof the previously existing system. The resulting proposed solution solves a lot of the problemsin the previous, hard-coded implementation, and calculates spoilage times with anaverage error deviation of under 1 %.
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Managing food security through food waste and loss: Small data to big dataIrani, Zahir, Sharif, Amir M., Lee, Habin, Aktas, E., Topaloğlu, Z., van't Wout, T. 11 March 2017 (has links)
Yes / This paper provides a management perspective of organisational factors that contributes to the reduction of food waste through the application of design science principles to explore causal relationships between food distribution (organisational) and consumption (societal) factors. Qualitative data were collected with an organisational perspective from commercial food consumers along with large-scale food importers, distributors, and retailers. Cause-effect models are built and “what-if” simulations are conducted through the development and application of a Fuzzy Cognitive Map (FCM) approaches to elucidate dynamic interrelationships. The simulation models developed provide a practical insight into existing and emergent food losses scenarios, suggesting the need for big data sets to allow for generalizable findings to be extrapolated from a more detailed quantitative exercise. This research offers itself as evidence to support policy makers in the development of policies that facilitate interventions to reduce food losses. It also contributes to the literature through sustaining, impacting and potentially improving levels of food security, underpinned by empirically constructed policy models that identify potential behavioural changes. It is the extension of these simulation models set against a backdrop of a proposed big data framework for food security, where this study sets avenues for future research for others to design and construct big data research in food supply chains. This research has therefore sought to provide policymakers with a means to evaluate new and existing policies, whilst also offering a practical basis through which food chains can be made more resilient through the consideration of management practices and policy decisions.
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Designkrav för ett GIS-verktyg inom geografiundervisning på gymnasienivåWahlgren, Robin, Björnstedt, Carl January 2024 (has links)
Geographic Information Systems (GIS) has since it originated been making its wayinto different types of industries and higher education. However, one of the purposes regarding the teaching of geography in the upper secondary school in Swedenis to let students visualize and analyze spatial data by using GIS-tools. Previous research states that a broader implementation of GIS in the teaching of geography canbring opportunities such as new and more fun ways of teaching at the same time asstudents learn and develop essential knowledge for the future. Research howeverstates that there are constraints connected to the implementation of GIS in k-12 education and one of these originates from the idea that students and teachers potentially lack knowledge and have an overall negative attitude towards GIS. The implementation of GIS-tools which are adapted to fit the purpose of education at the desired level are therefore regarding to previous research a potential way of dealingwith this issue. This study aims to examine which requirements are to be included ina GIS-application from a teacher’s perspective to enhance usability and ease of use ofsuch tools. A prototype of a GIS-tool is going to be developed and evaluated together with this study to help determine the requirements to be expected from upper secondary school teachers regarding usability and ease of use.The research strategy chosen for this study is Design science. Semi-structured interviews have been conducted together with upper secondary school teachers at twodifferent occasions in this study. The first sets of interviews were conducted for collecting initial requirements for the prototype and the second sets of interviews wereconducted to evaluate the prototype. A theoretical framework has been used for thisstudy, both for supporting in creating questions for the interviews and for supporting in conducting two sets of deductive thematic analysis on the data collected. Thechosen theoretical framework for this study is The Technology Acceptance Model 3(TAM3), which fits the aim of this study as it has been able to assist in analysingtraits regarding perceived usefulness and perceived ease of use regarding a system.This study has developed a set of desired functional and non-functional requirementsfor GIS-applications intended to be used for the teaching of geography at the uppersecondary school level in Sweden. The result of this study also brings knowledgeabout other potential constraints regarding GIS-applications and its implementationin an educational setting; these regard the lack of student’s general computer skills,subject related knowledge, and resources. / Geografiska informationssystem (GIS) har under en längre tid varit en framväxandedel inom olika industrier och utbildning på högre nivå. Användning av tekniska redskap som GIS för att visualisera och analysera geografiska data ska enligt Skolverket iSverige ingå som ett syfte i geografiundervisning på gymnasial nivå. GIS som en delav grund- och gymnasieskolan har påvisats ha möjligheter att skapa roliga och moderna aktiviteter inom undervisning samtidigt som elever utvecklar goda kunskaperinför framtiden. Tidigare forskning har dock kommit fram till att GIS har svårigheteratt implementeras som en del av grund- och gymnasieskolans utbildning. Kunskapoch attityd gentemot GIS har påvisats bristande hos lärare och elever och verktyg anpassade för utbildning på lägre nivå är något tidigare forskning menar kan vara enmöjlig väg till förbättring. Syftet med studien är att undersöka vilka designkrav geografilärare ställer på en GIS-applikation för att underlätta användning av GIS som ettverktyg i deras undervisning. Detta genom att utveckla och utvärdera en prototypsom ämnas kunna fastställa krav relaterat till vad geografilärare anser att ett GISverktyg ska innefatta i form av användbara och användarvänliga egenskaper.Design science-metodologin har använts som vald forskningsstrategi för denna studie.Semistrukturerade intervjuer har genomförts med geografilärare på gymnasienivåfrån diverse skolor i Sverige, detta för både kravinsamling och utvärdering av studiens utvecklade prototyp. Ett teoretiskt ramverk har använts som stöd för skapandetav intervjufrågor och vid genomförandet av den deduktiva tematiska analysen idenna studie. Det teoretiska ramverket är The Technology Acceptance Model 3 (TAM3),vilket har passat denna studie då det har agerat som ett stöd för att analysera egenskaper relaterade till uppfattad användbarhet och uppfattad användarvänlighet förnågot system.Studien resulterade i att funktionella och icke-funktionella krav framställdes vilkageografilärare ställer på en GIS-applikation för att användas i undervisning inom geografiämnet. Resultatet lyfter även omkringliggande problematik gällande GISapplikationer med faktorer relaterade till bristande datorvana hos elever, ämneskunskap, samt resurser.
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