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CO-DESIGNING AN IMPROVED PRENATAL EXPERIENCE WITH DIGITAL VISIT PREPARATIONSchneider, Vernon January 2023 (has links)
Objective: Increased prenatal care satisfaction is associated with positive clinical and business outcomes. Despite a link between pre-visit preparation interventions and patient satisfaction, little is known about the development of digital pre-visit interventions to improve prenatal patient satisfaction.
Methods: A two-phase approach was employed. In the first phase, a mixed-methods survey was deployed to establish determinants of patient satisfaction, to identify unmet patient needs, determine current preparation practices and determine what visit patients felt the least prepared for. A convenience sample of 87 prenatal patients completed a self-administered survey on a tablet within 4 weeks of their estimated due date. In the second phase, a combination of participant interviews and staff workshops followed a Design Thinking methodology to co-design a prototype intervention to help patients prepare for their visit.
Results: Of the participants surveyed, 94.1% reported feeling satisfied with their prenatal care. Visit preparedness was found to be a statistically significant predictor of overall satisfaction. Preparedness was lowest in early pregnancy and for primigravida patients. Patients reported a mismatch between high informational needs and low visit frequency in early pregnancy. To fulfill their information needs, participants conducted frequent research on their pregnancy, often using digital resources such as websites, peer-forums, mobile applications and social media. Participants reported low satisfaction with system characteristics of their care, citing the wait time needed to see their provider, time spent in the waiting room and a lack of flexibility in appointment scheduling as pain points in their care. Utilizing a Design Thinking approach, a prototype digital on-boarding package was co-developed with patients and clinic staff.
Conclusions for Practice: Implementation of a digital on-boarding package for patients ahead of their first visit has the potential to fulfill informational needs and set expectations for their care journey, which in turn can increase preparedness and satisfaction. / Thesis / Master of Science (MSc) / Satisfied patients are more likely to have better health outcomes, are more likely to provide a positive review about their care provider and are less likely to pursue malpractice claims. One possible way to make patients more satisfied is to better prepare them for visits with their doctor. This study explored the current pregnancy experience of patients at an obstetrics clinic in Niagara and combined patient and staff input to come up with potential ways to help them prepare. Most patients were satisfied with their care, especially ones who said they felt well prepared for their visits. Patients in their first pregnancy felt least prepared for their visits. Patients in early pregnancy shared that they had many questions and that they wished they could have seen their physician earlier. To help patients, a digital on-boarding package was designed to answer patients’ questions and connect them with trustworthy resources.
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Making for One Another: An Exploration of Design-based Making in Positive Youth Development Program DeliveryNickley, William A. January 2020 (has links)
No description available.
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The Design Thinking Principles in the Creation Process of User-Centered Value Propositions : An Insight into the Mobile Health IndustryBarceló Bartrolí, Laura January 2018 (has links)
The healthcare and life sciences sectors are currently undergoing a transition towards becoming digitized. Mobile health (mHealth), a subset of digital health, offers many potential benefits to healthcare. Despite that, it has been reported that the majority of mHealth initiatives do not evolve beyond the pilot stage. A core reason seems to be the lack of user-centered value propositions in mHealth projects. Here, we evaluate if the use of the principles of design thinking (DT) can endorse the creation process of user-centered value propositions. For that, several scoping meetings with experts on topics of relevance were carried out, which helped define the scope, the methodology, and formulate the research question in the optimal direction. Interviews with the founders of four startups that operate in the mHealth industry constituted the basis of the findings, with the product or service development process as the central aspect. A framework for DT was employed to analyze the cases, which proposes five themes that should be considered throughout the process: User Focus, Problem Framing, Experimentation, Visualization and Diversity. Our research shows that the use of DT principles can help achieve more valuable outcomes (e.g. more user-centered value propositions), be more efficient and collaborate better. Nevertheless, more knowledge about DT is needed among entrepreneurs, as well as a more uniform consideration of the five themes of DT.
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Support for autonomously driven systems in harsh environments. : Degree project for Master of Science in mechanical engineering with focus on innovation and sustainable product developmentAljafari, Mohammed January 2023 (has links)
Symptoms of harsh environments create pressure on autonomous machines to work wellwith the use of measurement devices. Sensors used within construction equipment vehiclessuffer from being covered with fogs of dirt, oil, water, and dust. Autonomous vehicle’sdependency on fully functional sensors paves roads for research to be made on ways to keepsensor data from being compromised and automation to be improved.In cooperation with Dynapac Compaction Equipment AB, this master’s thesis problemopted for innovative and sustainable product development to tackle the problem. The thesiscomprises of 30 credits. In this thesis, work will be done emphasizing on ways to keepautonomous performance at peak for construction equipment vehicles with low to no capacityfor sophisticated equipment and supply of power and water. For reference, the project targetsasphalt rollers due to their relevance at Dynapac.With the use of innovative product development tools, the problem is to be tackled with anengineering approach revolving around the design thinking process. All progress will beconstituted at Dynapac’s facilities in Karlskrona. Interviews and dialogue with relevantindividuals are to be held to create value based on customer needs which has been of highpriority and is to be iteratively monitored throughout the project. Prototyping will play a partwith large amount of testing to prove concept, including processes of 3dmodeling andmanufacturing of components.With measurement incorrections reaching up to 80 degrees out of a measurement spanwithin the range of 0 to 150 degrees, three concepts have been established, each of which areequipment neutral to benefit construction vehicles which has shown to be valuable within theindustry.A pipe concept which’s purpose is to hide the sensor further and create distance betweensensor lens and measurement surface has been established. The concept is feasible for theconstruction industry, protects the sensor from debris and supports autonomous systems.
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Nuevos retos para el diseño y la comunicación. La inteligencia artificial en los procesos creativos del diseño gráfico.Rico Sesé, Javier 18 April 2023 (has links)
[ES] La presente tesis trata sobre la implicación de la Inteligencia Artificial en los procesos creativos del diseño gráfico. Hasta ahora, la creatividad ha sido estudiada como una disciplina exclusivamente humana. Sin embargo, la irrupción de la llamada Creatividad Computacional abre una nueva vía de investigación y plantea cuestiones que hasta ahora no se habían abordado. Por tanto, el estudio de la creatividad tiene que ser replanteado en nuevos términos. Asumiendo que las máquinas también pueden ser creativas y generar emociones, debemos plantearnos en qué posición nos colocamos como seres humanos ante esta nueva realidad.
Por ello, la investigación se basará en un estudio teórico de ámbito filosófico sobre las implicaciones de una mente artificial en el proceso creativo del diseño gráfico. Además, trabajos anteriores que abordan el tema desde un punto de vista técnico o científico no llegan a analizar o profundizar por qué surge la necesidad de crear máquinas con capacidades creativas y lo que supone un desafío a la propia capacidad humana. Por tanto, existen muy pocos estudios preliminares que aborden el tema desde un punto de vista sociológico, antropológico y filosófico. / [CA] Aquesta tesi tracta sobre la implicació de la Intel·ligència Artificial en els processos creatius del disseny gràfic. Fins ara, la creativitat ha estat estudiada com una disciplina exclusivament humana. Tot i això, la irrupció de l'anomenada Creativitat Computacional obre una nova via de recerca i planteja qüestions que fins ara no s'havien abordat. Per tant, lestudi de la creativitat ha de ser replantejat en nous termes. Assumint que les màquines també poden ser creatives i generar emocions, ens hem de plantejar en quina posició ens col·loquem com a éssers humans davant aquesta nova realitat.
Per això, la investigació es basarà en un estudi teòric dàmbit filosòfic sobre les implicacions duna ment artificial en el procés creatiu del disseny gràfic. A més, treballs anteriors que aborden el tema des d'un punt de vista tècnic o científic no arriben a analitzar o aprofundir perquè sorgeix la necessitat de crear màquines amb capacitats creatives i el que suposa un desafiament a la pròpia capacitat humana. Per tant, hi ha molt pocs estudis preliminars que aborden el tema des d'un punt de vista sociològic, antropològic i filosòfic. / [EN] This thesis deals with the involvement of Artificial Intelligence in the creative processes of graphic design. Until now, creativity has been studied as an exclusively human discipline. However, the emergence of the so-called Computational Creativity opens a new way of research and raises issues that until now had not been addressed. Therefore, the study of creativity has to be reconsidered in new terms. Assuming that machines can also be creative and generate emotions, we must consider what position we place ourselves as human beings in the face of this new reality.
Therefore, the research will be based on a theoretical study of philosophical scope on the implications of an artificial mind in the creative process of graphic design. In addition, previous works that address the issue from a technical or scientific point of view fail to analyze or deepen why the need arises to create machines with creative abilities and what constitutes a challenge to human capacity itself. Therefore, there are very few preliminary studies that address the issue from a sociological, anthropological and philosophical point of view. / Rico Sesé, J. (2023). Nuevos retos para el diseño y la comunicación. La inteligencia artificial en los procesos creativos del diseño gráfico [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/192876
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Begreifen. Menschenzentrierte Gestaltung interaktiver WissenschaftsexponateSimon, Diana, Richter, Jacob, Wahl, Ramona 09 October 2024 (has links)
Die Vermittlung von Wissenschaft an eine breite Öffentlichkeit entwickelt sich weg vom traditionellen Top-Down-Modell hin zu dialogorientierten Methoden und Formaten. Aktuelle Ansätze innerhalb der Wissenschaftskommunikation berücksichtigen den Medien- und Gesellschaftswandel und legen ihren Fokus auf die Untersuchung der Beteiligten, Medien, Interaktionen und Rezeption. Diese Designstudie untersucht Ansätze zur Integration von Produkterfahrung und Design in die Entwicklung interaktiver Wissenschaftsexponate, die eine breite Öffentlichkeit adressieren sollen. Basierend auf einer Fallstudie wurden neun verschiedene Wissenschaftsexponate als Prototypen realisiert und unter Einbeziehung der Öffentlichkeit getestet, wobei sich multisensorische und interaktive Ansätze als besonders wirksam erwiesen. Die Einbeziehung von Produkterfahrung und Design in die Entwicklung interaktiver Exponate ist ein vielversprechender Ansatz, der das Potenzial hat, den Dialog zwischen Wissenschaft und Gesellschaft zu fördern und unterschiedliche Zielgruppen frühzeitig in die Kommunikation einzubeziehen.
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Stroller Service System : How to make customer products sustainable within the planetary boundaries - using the case product ‘stroller’, PSS and a Design Thinking approachThorslund, Gustav January 2019 (has links)
Physical customer products have an environmental impact, such as greenhouse gas emissions, due to the use of virgin resources from cradle-to-grave, especially when the origin of the material is from fossil resources. This thesis aims to create a circular business model, by investigating the product ‘stroller’ and place it in a Product Service System, where the user subscribes to the Stroller Service System. This means that the product gets a service function: ‘transportation of a child’, mapped with a user-centered approach. The main objective is to lower the ecological footprint by adopting a modular design including bio-based material and stainless steel, and also include services to address economical and social sustainability goals. The methodology that is used is divided into two parts: Status Analysis – which consists of stroller related literature study, literature review and case study, and the second part is the Design Process – creating the product-, service- and system design. The results are grounded in user insights, life cycle assessment and co-creation with experts, where the conclusions are that a PSS Model Stroller should be used by 4-6 users which translate to about 15-20 years of usage for the steel layer. The way of refurbishing the strollers is done by contract workers that exist where the users exists, i.e. Ease Stroller Hub, who change the bio-based material in-between the use-phases and hands over the refurbished stroller to the next user. Add-on services of access to car pools and grocery delivery is included in the system to ease the stroller user’s everyday life and is a way to designing out the need of owning a car, to lower the overall environmental impact.
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Aspectos próprios ao universo de noções e competências do design identificáveis, eventualmente, na atuação de indivíduos formados nesta área no desempenho de outras atividades profissionais / Aspects specific to the universe of design ideas and competencies that can be eventually identified, when design graduates carry out their activities in other professional areas.Siqueira, Heitor Piffer 11 April 2012 (has links)
Com a crescente oferta de cursos superiores de design no Brasil, considerou-se que parte dos egressos destes cursos não seguem atuando nesta área. Notou-se que, com o advento de publicações sobre o tema do design thinking e sobre o ensino de elementos do design na educação geral, há valorização dos atributos da formação do designer para resolver problemas em outras áreas. O objetivo desta pesquisa foi verificar a possibilidade de aspectos da formação em design permearem a atuação de ex-alunos deste curso no desempenho de outras atividades profissionais. Metodologia de projeto, antecipação construtiva, capacidade criativa, uso de linguagem visual, pensamento abstrato, análise crítica, noções de gestalt e de semiótica, entre outros elementos, fazem parte da formação do designer e interferem em sua forma de pensar e de resolver problemas. Esta pesquisa se baseou em métodos qualitativos de investigação, empregando, sobretudo, entrevistas semiestruturadas em profundidade com diversas categorias de respondentes afetas à temática. / With the growing offer of higher education courses in design in Brazil, some that graduate from these courses end up not working in this area. The advent of publications on the subject of design thinking and on the teaching of design elements in general education, the attributes of designer\'s academic background for solving problems in other areas are being valued. The object of this research was to check for the possibility that aspects of their background in design might permeate the actions of former students of this course when carrying out other professional activities. Project methodology, constructive anticipation, creative capacity, the use of visual language, abstract thinking, critical analysis, notions of Gestalt and semiotics and other elements form part of the designer\'s education and interfere in his/her way of thinking and solving problems. This research is based on qualitative methods of investigation and uses, in particular, semi-structured and in-depth interviews with many different categories of respondents who are devoted to this subject.
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Integração de ferramentas do Design Thinking e da metodologia TRIZ na fase conceitual de um processo de desenvolvimento de um novo produto na indústria automotiva. / Design thinking and TRIZ integration in the conceptual phase of an automotive new product development process.Silva, Ricardo Henrique da 02 April 2018 (has links)
O que se desejou investigar é se a metodologia do Design Thinking (DT) e da Teoria de Resolução de Problemas Inventivos (TRIZ) podem ser utilizadas em conjunto de maneira sinérgica na fase conceitual de um processo de desenvolvimento de produto (PDP) automotivo do tipo APQP (Advanced Product Quality Planning) com a finalidade de alavancar a criatividade na geração de ideias e, ao mesmo tempo, selecionar o melhor conceito para levar às demais fases do PDP. A presente pesquisa busca entender dentro da literatura os pontos fortes e limitações de cada uma das metodologias e, ao mesmo tempo, propõe uma forma de combiná-las à metodologia APQP. O processo proposto é então testado dentro de um projeto de redução de massa de guarnição de carroceria na região da porta de um veículo automotivo de passeio. Como ficará demonstrado, o PDP automotivo do tipo APQP, utilizando a melhoria proposta, se mostra mais eficaz ao alavancar a criatividade ao mesmo tempo que consolida uma fase de conceito dentro do APQP automotivo tradicional. Através desta pesquisa, concluiu-se que ambas as metodologias são sinérgicas e que, portanto, podem trazer melhorias para o atual processo APQP, alavancando a qualidade e assertividade da geração de ideias, bem como apoiando a seleção do melhor conceito a ser levado para as próximas fases. / This research aimed to verify whether the methodology of Design Thinking (DT) and the Theory of Inventive Problem Solving (TRIZ) could be used together synergistically in the conceptual phase of a new product development project (NPD) in the automotive industry through the also know APQP (Advanced Product Quality Planning) process. The main purpose was to leverage the creativity by generating ideas that are more qualified and, at the same time, select the best product concepts to be taken to the next phases of the NPD. This research seeks to understand within the literature the strengths and limitations of each of the methodologies and, at the same time, a proposal is made on how to integrate them into the APQP methodology. The proposed process is then tested in a project of mass reduction of the door body seal of an automotive vehicle. As shall be demonstrated, the automotive NPD, by using the improvement proposal, will become more effective by leveraging the creativity while consolidates a conceptual stage within the APQP. Through this research, it is concluded that both methodologies are synergistic and, therefore, can bring improvements for the current APQP process by leveraging the quality and assertiveness of the generation of ideas, as well as supporting to select the best concept to be taken to the next phases.
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Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management. / Plataforma de jogos digitais: uma revisão da literatura, uma avaliação empírica de qualidade e exclusividade no mercado de video-game e um estudo sobre gestão de projeto.Higuchi, Marcelo Makoto 04 April 2018 (has links)
Digital games are part of the creative industries, which is based on value creation through ideas and creativity. This market has gained relevance due to technology development that attracted both new firms and users. The present dissertation aims to explore three themes: (1) video game market as a two-sided market; (2) the effects of characteristics and behavior of game titles on consoles sales; and (3) project management to develop digital games. Those themes were explored through three articles: the first is a literature review and a bibliometric study of the economic concepts on two-sided market, which focused at identifying main topics, research trends and avenues for futures research. The second text is an analysis on the simultaneous influence of games\' quality and exclusivity on console sales. The last one is a qualitative, multiple-case study to understand, explore and suggest improvements to game project management in the Brazilian market. Findings include: (1) the main authors and topics, trends and developments, from and avenues for future research; (2) combinations of quality and exclusivity can affect console sales either positively or negatively, (3) quality has a predominant effect on sales over games non-exclusivity; and (4) the use of agile methodologies and Design Thinking are diffused among game developers. / Sem resumo.
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