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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.
221

Percival Lafer - projeto e industrialização no Brasil / Dado não fornecido pelo autor.

Gutierrez, Gabriel Dozzi 18 May 2018 (has links)
O texto que segue apresenta, em perspectiva, a trajetória de atuação de Percival Lafer - designer e industrial brasileiro. Apesar de ter ficado à sombra da historiografia, o designer contribuiu enormemente para a formação do que podemos considerar hoje o mobiliário nacional, dentro do âmbito comum das definições sobre design ligado à produção industrial. A pesquisa lança bases para novos pensamentos acerca do modernismo e sua duração no tempo, bem como sobre a atuação de profissionais da arquitetura e desenho industrial durante os anos da ditadura militar brasileira. Delineia-se assim, um período da historiografia do design que pode ser considerado transitório - salto das bases produtivas artesanais ao movimento desgovernado da industrialização nacional. A organização de um panorama iconográfico, detalhadamente comentado, enseja delinear o processo de criação de Lafer e sua relação com outras instâncias de atuação. A reflexão sobre a especificidade da linguagem projetual voltada à indústria coloca frente a frente a concepção de Percival Lafer às demais tentativas, ainda atuais, de organização de um desenho propriamente industrial e moderno. Por último, apresentamos impressões sobre a falência do movimento moderno no Brasil e sua persistência discursiva frente as urgências e necessidade de um país que exige outra lógica de ordenação do mundo material. / The following text presents, under perspective, the work trajectory of Percival Lafer, brazilian designer and industrial. Despite having remained in the shadows of historiography, the designer have enormously contribute to the formation of what we today consider the \"national furniture\", within the scope of conceptual definitions about the design related to industrial production. The research lays foundations to new considerations regarding modernism and its endurance over time, as well as to the role of architecture and industrial design professionals during the years of the brazilian military dictatorship. It is therefore outlined a period of the design historiography that might be considered transitory, a moment of leap from the primary productive basis towards the unbridled movement of our national industrialization. The organization of a iconographic panorama, commented in details, aspire to outline the creative process of Lafer and its bonds with other instances of work. The reflexion about the specificity of a project language turned to the industry, confronts Percival Lafer conceptions to the other attempts, still very current, of organization of a design properly modern and industrial. At last, we present impressions over the failure of the modern movement in Brazil and its discursive persistence front the urgencies and needs of a country that demands a different logic of organization of the material world.
222

Design estratégico para pequenos negócios: proposta de redesenho do programa transformando meu serviço

Villarinho, Gabriela Carneiro Monteiro Paiva 07 March 2016 (has links)
Submitted by Silvana Teresinha Dornelles Studzinski (sstudzinski) on 2016-09-14T15:28:30Z No. of bitstreams: 1 Gabriela Carneiro Monteiro Paiva Villarinho_.pdf: 5300247 bytes, checksum: 593cdaa99d36ead261810869d455898a (MD5) / Made available in DSpace on 2016-09-14T15:28:30Z (GMT). No. of bitstreams: 1 Gabriela Carneiro Monteiro Paiva Villarinho_.pdf: 5300247 bytes, checksum: 593cdaa99d36ead261810869d455898a (MD5) Previous issue date: 2016-03-07 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / A investigação de processos que promovem a inovação no setor de serviços é fundamental, considerando que a diversidade de natureza dos segmentos que compõem este universo de empresas. Esta necessidade é reforçada pelo visível crescimento do setor nos últimos anos, reafirmando a importância desta atividade na economia. Para tanto, o design thinking tem sido considerado uma abordagem adequada, por se ocupar do processo de desenvolvimento de interações, ao invés de se preocupar unicamente com o resultado final. Com isso, o design consegue se adequar e responder às diferentes necessidades dos pequenos negócios no desenvolvimento de novos serviços. O presente estudo investiga os fatores críticos de sucesso do Programa Transformando meu Serviço, realização conjunta entre UNISINOS e SEBRAE/RS, que auxiliou nove pequenos negócios na construção ou transformação de um serviço. A pesquisa foi desenvolvida através de estudo de caso com análise de conteúdo do material produzido no workshop e de coletas de dados por meio de entrevistas, grupo focal e diários de campo. Ao final do estudo, formulou-se oito hipóteses que foram traduzidas em uma proposta de redesenho do Programa Transformando meu Serviço, composta por um questionário preliminar a ser respondido pelo empresário, premissas básicas para realização do Programa e um conjunto de orientações para os atores do processo. / Researches about the processes that promote innovation in the Service sector are crucial, considering the diversity of natures of segments that constitute this group of enterprises. This need is reinforced by the visible growth of this sector in the last years, reaffirming the importance of the activity in the economy. Therefore, design thinking has been considered an adequate approach, for engaging interactions development process rather than being concerned only with the final result. Thereby, design can adapt itself and respond to the different needs of small businesses in developing new services. This study investigates the critical success factors of the program Transformando meu Serviço, joint realization of UNISINOS and SEBRAE/RS, which helped nine small businesses in constructing or transforming a service. This research was developed by a case study with content analysis of the material produced during the workshop and data collection by interviews, focus groups and field diaries. By the end of the study, eight hypotheses were formulated, that have been translated into a proposal to recast the program Transformando meu Serviço, consisting in a preliminary questionnaire to be answered by the owner of the business, basic premises for implementation of the programme and a set of directions for the actors of the process.
223

A way forward - Overcoming the challenges of contemporary Design Thinking research

Panieri, Carlo, Grüner, Kai January 2019 (has links)
This paper aims to investigate the polarization present within the Design Thinking field ofresearch. Starting off from Johansson-Sköldberg et al. (2013), who first identified the distinctionbetween the two discourses Designerly Thinking and Design Thinking in 2010, we constructed a literature review and a framework of analysis based on conception of knowledge and its relationto the advancement of a research field. We claim that root-causes of the polarization derive from different knowledge bases, which then inhibit knowledge exchange as well as production. We conclude the paper by providing a suggestion for a way forward, claiming the applicability ofEngaged Scholarship within the realm of Design Thinking to make the field of research progresscreating relevance for both practitioners and scholars.
224

Gestão do Design em empresas do setor 2,5: análise do processo de design de artefatos em negócios de impacto a partir da abordagem Design Thinking. / Design managment in hybrid organizations: an artifacts's design process analysis in social business throught Design Thinking.

SOUZA, Lamunyel Luis de. 10 June 2018 (has links)
Submitted by Johnny Rodrigues (johnnyrodrigues@ufcg.edu.br) on 2018-06-10T18:34:58Z No. of bitstreams: 1 LAMUNYEL LUIS DE SOUZA - DISSERTAÇÃO PPGDesign 2017..pdf: 6283631 bytes, checksum: 28699dd7b30358bc11fb8536e77284fe (MD5) / Made available in DSpace on 2018-06-10T18:34:58Z (GMT). No. of bitstreams: 1 LAMUNYEL LUIS DE SOUZA - DISSERTAÇÃO PPGDesign 2017..pdf: 6283631 bytes, checksum: 28699dd7b30358bc11fb8536e77284fe (MD5) Previous issue date: 2017-07-26 / O presente estudo teve como objetivo analisar o Processo de Design de artefatos projetados por Negócios de Impacto a partir das fases projetuais da abordagem Design Thinking, no intuito de caracterizar como se dá o processo de desenvolvimento de produtos, serviços e artefatos digitais em Empresas do Setor 2,5 (dois e meio). Com abordagem qualitativa e finalidade exploratória e descritiva, esta pesquisa foi realizada por meio de estudos de casos múltiplos, os quais foram suportados por levantamento bibliográfico e documental. Para isso, desenvolveu-se um framework do processo de Design Thinking, composto por 6 (seis) fases: Contexto, Empatia, Insights, Ideias, Protótipos e Artefatos. A elaboração deste modelo de referência teve como fundamento 8 (oito) processos, publicados entre os anos de 2007 e 2014. A amostra investigada foi composta por 5 (cinco) Negócios de Impacto, os quais foram identificados, mapeados e selecionados de acordo com os critérios delimitados neste trabalho. Os dados foram coletados virtualmente em 3 (três) etapas, por meio de 2 (dois) questionários publicados no Formulários do Google, entrevistas semiestruturadas realizadas via Skype™ e levantamento documental e bibliográfico sobre cada negócio. Os instrumentos utilizados nesta pesquisa foram apreciados e aprovados pelo Comité de Ética em Pesquisa do Hospital Universitário Alcides Carneiro (HUAC/UFCG), tendo como Certificado de Apresentação para Apreciação Ética (CAAE) o registro n° 63084316.7.0000.5182. Os dados obtidos foram registrados, organizados e categorizados com o suporte dos softwares MP3 Skype Recorder v.4.29 e Microsoft® Groove, Word® e Excel®, assim como foram transcritos, revisados, codificados e interpretados à luz da abordagem de Creswell (2010) para estudos qualitativos. Como resultados, viu-se que cada negócio possui uma configuração processual bastante singular, influenciada pelas particularidades do projeto, pela cultura organizacional e experiência da empresa, bem como pelo repertório, expertises e aporte metodológico da equipe. Assim como o Design Thinking, o processo projetual nos Negócios de Impacto se caracteriza principalmente pelo foco no ser humano, pela colaboração multidisciplinar e pela experimentação de soluções. Isto posto, concluiu-se que o Processo de Design de Artefatos em Negócios de Impacto não somente se assemelha com o Design Thinking, mas que este é também utilizado deliberadamente como metodologia projetual pela maioria dos empreendimentos investigados. Ademais, viu-se que algumas de suas características se revelam difusas, em maior ou menor intensidade, de maneira consciente ou não intencional, entre os estágios projetuais das empresas pesquisadas, até mesmo naquelas que não utilizam o pensamento de design como método ou que não possuem um processo metodológico mais rigoroso. / This study aimed to analyze the Design Process of artifacts designed by Social Business through the design phases of the Design Thinking approach, in order to characterize how the development process of products, services and digital artifacts in Sector 2.5's Companies occurs. With a qualitative approach and exploratory and descriptive goal, this research was carried out through multiple case studies, which were supported by a bibliographical and documental research. For this, a framework of the Design Thinking process was developed, composed of 6 (six) phases: Context, Empathy, Insights, Ideas, Prototypes and Artifacts. The elaboration of this reference modelwas based on 8 (eight) processes, published among the 2007 and 2014 years. The sample investigated was composed of 5 (five) Social Business, which were identified, mapped and selected according to the criteria delimited in this study. The data was virtually collected through 3 (three) steps: 2 (two) surveys published in Google Forms, a semistructured interview via SkypeTM, and the documental and bibliographical research. The data was recorded, organized and categorized with MP3 Skype Recorder v.4.29 and Microsoft® Groove, Word® and Excel®, as well as transcribed, revised, codified and interpreted through CreswelLs (2010) approach for qualitative studies. This research was appreciated and approved by the Research Ethics Committee of the University Hospital Alcides Carneiro (HUAC / UFCG), having as Certificate of Presentation for Ethics Assessment (CAAE) the number 63084316.7.0000.5182. As a result, each business has a singular process configuration, influenced by the particularities of the project, organizational culture and company experience, and the know-how of the team. As Design Thinking, the Social Business design process is characterized mainty by the human-centered approach, the multidisciplinary collaboration and the experimentation of solutions. Therefore, it was concluded that the Social Business design process not only resembles the Design Thinking approach, but that it is also deliberately used as a design methodology by the most of the enterprises investigated. Thus, some of its characteristics have been diffused, to a greater or lesser intensity, in a conscious or unintentional way, between the design stages of the companies researched, even by those that do not use Design Thinking as a method, or that do not have a more rigorous methodological process.
225

Designing Literacy Rich Classroom Environments for Young Children: A Study of Teachers' Design Processes and Tools.

January 2013 (has links)
abstract: The development of literacy abilities in young children has been a major concern for authorities and teachers in the USA for the last two decades. Significant effort has been devoted to ensure that preschool settings allow and motivate children to engage in literacy activities before entering kindergarten. Research has found that a rich classroom environment in preschool settings enables teachers to encourage literacy interest in children at a young age. While a large amount of research has concentrated in testing the effect of prescriptive modifications in the classroom environment, few have focused on studying the design process and tools that teachers follow to design their classrooms. Public policy and research studies in the United States, mention the design of the classroom environment among teacher's responsibilities, but they do not include practical or methodological guides for them to use. The purpose of this research was to study the design process and tools that teachers use to design literacy rich classrooms in preschool settings. A case study was conducted at the ASU Mary Lou Fulton Teachers College Preschool at Arizona State University. This setting provides a unique opportunity for an exploratory study of this nature because it is a private child development laboratory with a flexible curriculum. Participant observation sessions and in depth semi-structured interviews were conducted to explore the design process used and experienced by the teachers. Findings revealed an iterative and cyclic design process that is repeated over time adjusting to the influence of numerous factors. Results also suggest that teacher's knowledge and beliefs highly influence the organization of their classrooms. Considering these factors as a standpoint allows for further exploration to determine a design process suitable for teachers when designing their learning environments. The use of a structured yet flexible design process, can be a potential tool for educators to design their classrooms, collaborate, document and transmit their knowledge. Although the findings correspond to a specific site studied, the implications are wide reaching as problems and opportunities expressed by the staff are common to other educational settings with similar characteristics. / Dissertation/Thesis / M.S.D. Design 2013
226

Avaliando o impacto da estratégia de design em negócios digitais. / Evaluating the impact of a design strategy on digital business.

Gabriel Santos Garbulho 04 July 2017 (has links)
Com a expansão dos serviços digitais por meio de tecnologias móveis na última década observa-se a importância crescente da atitude de design para compreender o contexto de uso e as emergentes necessidades funcionais e emocionais dos usuários nas quais se baseia a percepção de uma boa experiência do usuário (UX). Levando em conta que a estratégia de negócio e a estrutura organizacional são determinantes para o resultado da experiência percebida pelo usuário e o consequente sucesso do serviço, esta pesquisa teve como objetivo principal investigar as práticas de design nas dimensões operacional, tática e estratégica em diferentes empresas prestadoras de serviços digitais tendo em vista a identificação de padrões relacionados com a adoção da gestão de design e da estratégia de design, e qual o impacto desta adoção nas medidas de desempenho. Para isto, foi adotada como estratégia de pesquisa o levantamento teórico preliminar seguido da realização de estudos de casos múltiplos. Neste estudo de caso, foram investigadas empresas com designers e UX designers trabalhando no desenvolvimento de serviços digitais. As evidências compiladas a partir da teoria, combinadas com os padrões obtidos com os casos, resultaram em um modelo de referência sobre a geração de valor através do design, e em quatro proposições teóricas principais que mostram que as práticas de design executadas pelas áreas de experiência do usuário possuem um potencial de integração interdisciplinar e geração de novas ideias propício para melhorar a sinergia e o resultado de uma equipe ágil de projetos, gerando insumo para decisões estratégicas e potencialmente valorizando a determinação de métricas de uso e engajamento. / With the expansion of digital services through mobile technologies viewed on the last decade, it can be observed the growing importance of the design attitude to understand the context of use and the emerging functional and emotional needs of the users on which the perception of a good user experience (UX) is based on. Taking into account that the business strategy and the organizational structure are determinant to the result of the experience perceived by the user and the consequent success of the service, this research had as main objective to investigate the practices of design in the operational, tactical and strategic dimensions on different digital service companies in order to identify the standards related to the adoption of design management and design strategy, and the impact of this adoption on performance measures. Following this purpose, the preliminary theoretical survey followed by multiple case studies was adopted as a research strategy. In this case study, we investigated companies with designers and UX designers working on the development of digital services. Evidence compiled from the theory combined with the patterns obtained with the cases resulted in a reference model on value generation through design, and in four main theoretical propositions that shows that design practices performed by the user experience departments have the potential for interdisciplinary integration and generation of new ideas conducive to improving the synergy and the result of an agile project team, generating input for strategic decisions and potentially valuing the determination of metrics to follow use and engagement.
227

Experiência do funcionário: uma análise empírica no varejo

Del Fiorentino, Maria Fernanda Fróes 03 July 2018 (has links)
Submitted by Maria Fernanda Fróes Del Fiorentino (mafe.fiorentino@gmail.com) on 2018-07-31T14:27:17Z No. of bitstreams: 1 Experiência do funcionário_uma análise empírica no varejo_V3.pdf: 617106 bytes, checksum: 77b1be3848411f2d816c99de61c03990 (MD5) / Approved for entry into archive by Simone de Andrade Lopes Pires (simone.lopes@fgv.br) on 2018-07-31T17:47:26Z (GMT) No. of bitstreams: 1 Experiência do funcionário_uma análise empírica no varejo_V3.pdf: 617106 bytes, checksum: 77b1be3848411f2d816c99de61c03990 (MD5) / Approved for entry into archive by Suzane Guimarães (suzane.guimaraes@fgv.br) on 2018-08-01T12:26:55Z (GMT) No. of bitstreams: 1 Experiência do funcionário_uma análise empírica no varejo_V3.pdf: 617106 bytes, checksum: 77b1be3848411f2d816c99de61c03990 (MD5) / Made available in DSpace on 2018-08-01T12:26:55Z (GMT). No. of bitstreams: 1 Experiência do funcionário_uma análise empírica no varejo_V3.pdf: 617106 bytes, checksum: 77b1be3848411f2d816c99de61c03990 (MD5) Previous issue date: 2018-07-03 / A experiência está no centro das discussões sobre atendimento ao cliente e os funcionários que trabalham no varejo, os vendedores, também ajudam a melhorar ou comprometer a experiência dos clientes já que que a satisfação do cliente é formada em todas as interações com a empresa. Dessa forma, a valorização da experiência do funcionário surge como uma forma de aumentar a competitividade do varejista por meio da elevação dos níveis de satisfação e engajamento dos vendedores. O presente trabalho tem o objetivo de investigar e descrever como uma organização varejista pode melhorar a experiência de seus vendedores utilizando a abordagem do design thinking. Por meio da revisão bibliográfica buscou-se identificar, entender e com isso resumir três grandes temas essenciais a esse trabalho, são eles: o varejo e suas características, os modelos de competitividade e os conceitos e princípios da experiência do funcionário. A partir da revisão bibliográfica pudemos identificar uma série de conceitos fundamentais, dentre eles as três dimensões da experiência do funcionário (espaço físico, cultura e tecnologia) e que é crucial envolver o próprio funcionário em projetos colaborativos para redesenhar sua experiência. A escolha do método de pesquisa nos levou a escolha do design thinking como forma de aplicar seus três princípios fundamentais: empatia, colaboração e experimentação (BROWN, 2008). A metodologia consistiu num estudo de caso de uma realidade específica de um grande varejista nacional onde foi possível conduzir uma survey com os funcionários da organização, realizar observação direta do dia a dia desse grupo e por fim, envolver a todos em uma sessão colaborativa de design thinking com grupos multidisciplinares. Durante as sessões foi possível utilizar os resultados da survey, a da etapa de observação direta para identificar as personas que representam esses funcionários: os vendedores e os funcionários administrativos. Vale aqui ressaltar que o foco do presente trabalho é nos vendedores que, conforme sugeriu a revisão bibliográfica, são parte fundamental no aumento da competitividade dos varejistas por estarem sempre em contato com o cliente. Os funcionários administrativos foram representados como forma de evidenciar a importância de avaliar cada grupo considerando suas peculiaridades. Além de identificar as personas, o objetivo das sessões de design thinking foi descrever a jornada de cada grupo de funcionários e construir o mapa da empatia (forma de sintetizar ações, comportamentos, sentimento e emoções). Como resultado, foram levantadas iniciativas para cada um dos dois grupos, representados pelas personas. As iniciativas permearam as três dimensões da experiência do funcionário. Por fim, pudemos observar que ao dividir os funcionários levando em conta as particularidades de cada um, seja pelo local ou pela natureza do trabalho, foi possível propor iniciativas relativamente simples de serem implementadas e com grande potencial de impactar positivamente na experiência dos vendedores. O trabalho sugere ainda uma proposta de continuidade que contempla as etapas aqui descritas bem como recomendações para as próximas etapas. / Experience is at the heart of customer service discussions and retail employees, the salespeople, also help to improve or compromise the customer experience since customer satisfaction is conceived by all interactions with the company. In this way, the appreciation of the employee experience emerges as a way to increase the competitiveness of the retailer by raising the levels of satisfaction and engagement of the salespeople. The present work aims to investigate and describe how a retail organization can improve the experience of its salespeople using design thinking approach. Through the bibliographic review, we tried to identify, understand and summarize three major themes essential to this topic: retail and its characteristics, competitiveness models and the concepts and principles of employee experience. From the bibliographic review, we were able to identify several fundamental concepts, among them the three dimensions of the employee's experience (physical space, culture and technology) and the importance to involve the employee himself in collaborative projects to redesign his experience. The choice of the research method led us to choose design thinking as a way to apply its three fundamental principles: empathy, collaboration and experimentation (BROWN, 2008). The methodology consisted of a case study of a specific reality of a large national retailer where it was possible to conduct a survey with the employees of the organization, to carry out direct observation of the daily life of this group and, finally, to involve them all in a collaborative design session with multidisciplinary groups. During the sessions, it was possible to use the results of the survey and of the direct observation stage to identify the personas that represent these employees: salespeople and administrative employees. It is worth mentioning that the focus of the present study is on the salespeople who, as suggested by the bibliographic review, are a fundamental in increasing the competitiveness of retailers because they are always in contact with the customer. The administrative staff were represented to highlight the importance of evaluating each group considering their peculiarities. In addition to identifying the personas, the purpose of design thinking sessions was to describe the journey of each group of employees and to elaborate a empathy map (a way to synthesize actions, behaviors, feelings and emotions). Thus, initiatives were raised for each of the two groups, represented by the people. The initiatives permeated the three dimensions of the employee's experience. Finally, we could observe that by dividing the employees considering the particularities of each one, whether by the place or by the nature of the work, it was possible to propose relatively simple initiatives to be implemented and with great potential to positively impact on the experience of the salespeople. The paper also suggests a continuity proposal that includes the steps described here as well as recommendations for the next steps.
228

Design Thinking och Fyrstegaren : En jämförande studie om två människocentrerade designprocesser

Ahlgren Andersson, Ellen, Enecker, Maria January 2016 (has links)
Design Thinking is a prototype-driven, solution-based and human-centered innovation approach and design process that has been receiving a growing amount of attention in both the industry and research during the last decade. In this paper we intend to evaluate Design Thinking in relation to the in-house design process of the digital transformation agency Mogul AB. Their process, called the Four Step Model, was developed by the design team as a result of years of experience and evaluation of best-practice. The aim of our study is to compare Design Thinking’s initial phases Empathize and Define to the corresponding strategy phase in the Four Step Model. Using this comparison we aim to evaluate in what way Design Thinking could be integrated in the Mogul’s Four Step Model in order to obtain a more human-centered process and result. This study is based on a) research on Design Thinking and human-centered design processes b) interviews with representatives from Mogul's design team, and c) documentation from our own work process, producing a recruitment site for Mogul, where we used Design thinking as our working method. Our study shows that Mogul's design process would benefit from integrating a number of tools and mindsets from Design Thinking. Our key findings suggest that the Four Step Model should be more iterative and include the end user in an extended degree during the whole design process, and especially during the initial stages of the process. The Four Step Model would also benefit from more tangible tools for obtaining a deeper understanding of the end user’s needs. By embracing these mindsets from Design Thinking, the Four Step Model could become more useful, efficient and human-centered. / Design Thinking är en prototypdriven, lösningsorienterad och människocentrerad innovationsmetod och designprocess som har fått alltmer uppmärksamhet, både i branschen och designforskningen, det senaste decenniet. I denna rapport har vi för syfte att utvärdera Design Thinking i relation till den interna designprocess som används på den digitala transformationsbyrån Mogul AB. Deras process, som kallas Fyrstegaren, har utvecklats av Moguls designteam, och är ett resultat av många års yrkesverksamhet och erfarenhet av best practice. Syftet med vår studie är att jämföra Design Thinkings initiala faser Empathize och Define, med den motsvariga Strategifasen i Fyrstegaren. Med denna jämförelse ämnar vi utvärdera på vilka sätt Design Thinking skulle kunna integreras i Moguls fyrstegare för en mer människocentrerad process och resultat. Studien är baserad på a) forskning om Design Thinking och människocentrerade designprocesser, b) intervjuer med representanter från Moguls designteam, och c) dokumentation från vår egen praktiska produktutveckling av en rekryteringswebbplats till Mogul, där Design Thinking har varit vår arbetsmetod. Studien visar att Moguls designprocess skulle gynnas av att integrera ett antal verktyg och tankesätt från Design Thinking. Våra nyckelfynd föreslår att Fyrstegaren borde bli mer iterativ och inkludera slutanvändaren genom hela processen, främst i dess inledande faser. Fyrstegaren skulle också behöva fler handgripliga verktyg för att skapa en djupare förståelse för användaren och dess behov. Genom att integrera dessa principer från Design Thinking menar vi att Fyrstegaren skulle kunna bli mer ändamålsenlig, effektiv och människocentrerad.
229

顯示卡產品商業模式與服務設計之整合 / Integrating Service Design into VGA Business Model

黃俊榮, Huang, Chun-Jung Unknown Date (has links)
本研究闡述了為因應PC整體市場的逐漸萎縮,以個案公司所處的顯示卡產業如何透過4D服務設計(Service Design)的邏輯及設計思考(Design Thinking)的系統思維,替現有的商業模式(Business Model)詮釋出另一符合未來需求的新商業模式。透過以人為本之價值共創的服務設計模型,確認相關的利害關係人,並實際訪談各利害關係人後,深入分析使用者潛在問題及需求,以不同視角來找出創新的洞見(Insight)。依據此洞見來發展可行的方案,並展開成為完整的服務系統,再將此服務系統雛型具體化產出後進行風險分析。最終的研究結果訴諸以形塑出新的商業模式來具體呈現。
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Ideas are Craftwork Development of an Innovation Training Course and its Evaluation with female and male Journeymen

Gumula, Julia 06 June 2018 (has links)
No description available.

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