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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.
61

Empreendedorismo e design thinking : um estudo sobre a articulação da etapa inicial dos processos de design thinking com as etapas iniciais de novos empreendimentos

Luz, Felipe Guedes da 26 March 2018 (has links)
Submitted by JOSIANE SANTOS DE OLIVEIRA (josianeso) on 2018-05-22T16:37:00Z No. of bitstreams: 1 Felipe Guedes da Luz_.pdf: 1094986 bytes, checksum: 60e5f54e1893df6f5d260772dfd1dde7 (MD5) / Made available in DSpace on 2018-05-22T16:37:00Z (GMT). No. of bitstreams: 1 Felipe Guedes da Luz_.pdf: 1094986 bytes, checksum: 60e5f54e1893df6f5d260772dfd1dde7 (MD5) Previous issue date: 2018-03-26 / Nenhuma / Este trabalho tem como objetivo analisar a articulação da etapa inicial dos processos de design thinking com as etapas iniciais do processo de empreendedorismo. Com o crescimento do número de pessoas querendo empreender, alternativas para identificar melhores meios de planejar e empreender são importantes para minimizar os riscos e obter melhores resultados. Para compreender como a etapa inicial do design thinking pode articular com o processo empreendedor nas etapas iniciais, foram utilizados estudos e artigos sobre empreendedorismo, processo de empreendedorismo, design estratégico, design thinking e processos de design thinking. No método de campo, utilizou-se uma abordagem qualitativa exploratória, por meio de entrevistas (pré e pós workshops) e a realização de workshops, através da abordagem das etapas iniciais do processo de design thinking, com empreendedores que estavam nas etapas iniciais dos seus processos de empreendedorismo. As discussões e a conclusão apontam possíveis articulações dos processos iniciais de design thinking com as etapas iniciais do processo de empreendedorismo. / This work has aims to to analyze the articulation of the initial stage of the design thinking processes with the initial stages of the entrepreneurship process. With the growth in the number of people wanting to undertake alternatives to identify better means of planning and undertaking are important in order to minimize risks and obtain better results. To understand how the initial stage of design thinking can articulate with the entrepreneurial process in the initial stages, Studies and papers on entrepreneurship were reviewed, as well as papers about entrepreneurship process, strategic design, design thinking and design thinking processes. In the field research, an exploratory qualitative approach was proceeded, through interviews (pre and post workshops), and workshops, through the initial steps of the design thinking process, with entrepreneurs who were in the early stages of their entrepreneurial processes. The discussions and conclusion point to possible articulations of the initial processes of design thinking with the initial stages of the entrepreneurship process.
62

Understanding the adoption of digital whiteboard systems for collaborative design work

Gumienny, Raja Carola January 2013 (has links)
User-centered design processes are the first choice when new interactive systems or services are developed to address real customer needs and provide a good user experience. Common tools for collecting user research data, conducting brainstormings, or sketching ideas are whiteboards and sticky notes. They are ubiquitously available, and no technical or domain knowledge is necessary to use them. However, traditional pen and paper tools fall short when saving the content and sharing it with others unable to be in the same location. They are also missing further digital advantages such as searching or sorting content. Although research on digital whiteboard and sticky note applications has been conducted for over 20 years, these tools are not widely adopted in company contexts. While many research prototypes exist, they have not been used for an extended period of time in a real-world context. The goal of this thesis is to investigate what the enablers and obstacles for the adoption of digital whiteboard systems are. As an instrument for different studies, we developed the Tele-Board software system for collaborative creative work. Based on interviews, observations, and findings from former research, we tried to transfer the analog way of working to the digital world. Being a software system, Tele-Board can be used with a variety of hardware and does not depend on special devices. This feature became one of the main factors for adoption on a larger scale. In this thesis, I will present three studies on the use of Tele-Board with different user groups and foci. I will use a combination of research methods (laboratory case studies and data from field research) with the overall goal of finding out when a digital whiteboard system is used and in which cases not. Not surprisingly, the system is used and accepted if a user sees a main benefit that neither analog tools nor other applications can offer. However, I found that these perceived benefits are very different for each user and usage context. If a tool provides possibilities to use in different ways and with different equipment, the chances of its adoption by a larger group increase. Tele-Board has now been in use for over 1.5 years in a global IT company in at least five countries with a constantly growing user base. Its use, advantages, and disadvantages will be described based on 42 interviews and usage statistics from server logs. Through these insights and findings from laboratory case studies, I will present a detailed analysis of digital whiteboard use in different contexts with design implications for future systems. / Nutzerorientierte Gestaltungsprozesse werden angewandt, um zu gewährleisten, dass neue Software für Computer und Smartphones gebrauchstauglich ist und die tatsächlichen Bedürfnisse der Anwender adressiert. Dazu sollen potentielle Anwender befragt und beobachtet und darauf basierend Ideen und Entwürfe für die neue Software entwickelt werden. Um die Nutzerdaten und Ideen zu sammeln, sowie daraus Konzepte zu erarbeiten, werden häufig Whiteboards und Haftnotizen (Post-its) benutzt. Sie haben den Vorteil, dass sie weit verbreitet sind und keine speziellen Kenntnisse erfordern. Analoge Whiteboards sowie Stift und Papier haben allerdings auch den Nachteil, dass die Informationen nicht digital gespeichert und mit Personen an anderen Standorten geteilt werden können. Auch andere digitale Vorteile, wie z. B. Inhalte suchen und sortieren, sind nicht verfügbar. Obwohl es seit 20 Jahren Forschung zu digitalen Whiteboard-Anwendungen gibt, werden diese Systeme im Firmenumfeld kaum genutzt. Diverse Forschungsprototypen sind bisher weder im Langzeiteinsatz noch in Unternehmen ausreichend getestet worden. Ziel dieser Dissertation ist zu erforschen, welche Faktoren den Einsatz von digitalen Whiteboard-Systemen begünstigen und welche Faktoren eher hinderlich sind. Zu diesem Zweck haben wir das Tele-Board Software System für gemeinsames kreatives Arbeiten entwickelt. Basierend auf Interviews und Beobachtungen, sowie Erkenntnissen aus vorheriger Forschung, haben wir versucht, die analoge Arbeitsweise mit herkömmlichen Arbeitsmitteln in die digitale Welt zu übertragen. Tele-Board kann mit unterschiedlicher Hardware benutzt werden und ist nicht an spezielle Geräte gebunden. Diese Tatsache hat sich als Vorteil für den Einsatz der Software in größerem Umfang erwiesen. In dieser Arbeit präsentiere ich drei Studien zur Nutzung von Tele-Board von verschiedenen Anwendern in unterschiedlichen Umgebungen. Die Studien wurden sowohl unter kontrollierten Bedingungen, als auch im realen Arbeitsumfeld durchgeführt. Wie zu erwarten war, wird das System besonders dann angenommen, wenn die Anwender Vorteile sehen, die sie mit analogen Arbeitsmitteln und anderer Software nicht haben. Allerdings unterscheiden sich die empfundenen Vorteile je nach Anwender und Nutzungskontext. Daher steigen die Chancen auf eine Verbreitung der Software, wenn sie verschiedene Anwendungsfälle und unterschiedliches Equipment unterstützt. Tele-Board ist mittlerweile seit 1,5 Jahren in einer global agierenden IT-Firma in mindestens fünf Ländern mit konstant steigenden Nutzerzahlen im Einsatz. Auf der Basis von 42 Interviews und Nutzungsstatistiken vom Server wird beschrieben, auf welche Art und Weise das System angewandt wird und welche Vor- und Nachteile es hat. Aus diesen Erkenntnissen sowie anderen Studien, präsentiere ich eine detaillierte Analyse der Nutzung von digitalen Whiteboards und gebe Empfehlungen für die Entwicklung zukünftiger Systeme.
63

[en] LEARNING IN ORGANIZATIONAL ROUTINES: DESIGN THINKING AND THE CREATION OF ROUTINES GUIDED BY A LEARNING LOGIC / [pt] O APRENDER NAS ROTINAS ORGANIZACIONAIS: O DESIGN THINKING E A CRIAÇÃO DE ROTINAS GUIADAS POR UMA LÓGICA DE APRENDIZAGEM

MARIA ISABEL PEIXOTO GUIMARAES 29 November 2018 (has links)
[pt] Em um mundo caracterizado por volatilidade, incerteza, complexidade e ambiguidade (McCHRYSTAL, 2015), onde situações de desordem e indeterminação predominam (SCHON, 1983), o sucesso das organizações depende da aprendizagem (ARGYRIS, 1991). Nesse cenário, as empresas estão se apoiando na ideia de que o Design Thinking poderá ser uma forte ferramenta para levá-las a um patamar desejável de inovação. Com atenção a esse contexto, algumas pesquisas vêm apresentando como rotinas organizacionais dinâmicas, flexíveis e colaborativas, guiadas por uma lógica de aprendizagem, podem ajudar a estruturar a inovação em projetos complexos (EDMONDSON e ZUZUL, 2016). É nesse cenário que essa Tese está inserida. Trata-se de um estudo no campo da aprendizagem organizacional, na perspectiva da prática, que parte da premissa de que a abordagem do Design Thinking (DT) pode trazer a lógica da aprendizagem para as rotinas organizacionais, uma vez que pode-se dizer que o DT está alinhado aos fundamentos do Pragmatismo de Dewey (DALSGAARD, 2014), e da aprendizagem pragmática (BRANDI e ELKJAER, 2011). Pelas lentes da fenomenografia, abordagem teórico-metodológica, buscou-se entender e descrever a variação na forma de se experienciar e conceber a aprendizagem em práticas (rotinas) guiadas pela abordagem do DT, como base para a construção de um framework teórico original. Foram realizadas 21 entrevistas, com profissionais de diferentes empresas, formações e ocupações, o que possibilitou uma coleta de dados distribuídos, garantindo a variedade exigida pelo método. Como resultado, três categorias descritivas emergiram da interação entre os dados do campo e a pesquisadora: learning-based practice; learning-based thinking; e learning-based culture. Essas categorias representam três diferentes concepções acerca da aprendizagem situada nas rotinas organizacionais guiadas pela abordagem do Design Thinking. E, em conjunto, representam uma forma holística de se experienciar esse fenômeno. A variação entre as três concepções está evidenciada por meio de sete dimensões que a explicam. As dimensões explicativas representam um detalhamento de o quê e como se aprende, na percepção dos entrevistados e na situação delimitada no estudo. No âmbito do o quê se aprende, observaram-se cinco dimensões explicativas: (1) a propriedade da aprendizagem; (2) o objeto da aprendizagem; (3) o valor gerado pela aprendizagem; (4) o resultado da aprendizagem; e (5) o impacto da aprendizagem nas rotinas organizacionais. No âmbito do “como” se aprende, observaram-se duas dimensões explicativas: (6) a dinâmica e os recursos utilizados para aprender; e (7) o papel do DT na aprendizagem. A organização hierárquica das três categorias compôs o Espaço de Resultado, que serviu de fundamento para a elaboração de um framework teórico com proposições que apresentam caminhos para a construção de rotinas organizacionais guiadas por uma lógica de aprendizagem, ao invés de padrões, scripts e blueprints (EDMONDSON e ZUZUL, 2016), com o objetivo de contribuir para os processos de inovação nas organizações e para o avanço da teoria e da prática no campo da aprendizagem organizacional. / [en] In a world characterized by volatility, uncertainty, complexity and ambiguity (McChrystal, 2015), where situations of disorder and indeterminacy predominate (Schon, 1983), success in organizations depends on learning (Argyris, 1991). In this scenario, firms are betting on the idea that design thinking can be a strong tool for forging their way to a desirable level of innovation. Their attention focused on this context, some researchers have advanced the idea of how organizational routines - collaborative, flexible and dynamic - guided by a learning logic, can help to structure innovation in complex projects (Edmondson and Zuzul, 2016). It is in this scenario that this article is positioned. This is a study in the field of organizational learning from the practice perspective, which is based on the premise that the design thinking (DT) approach can bring the logic of learning to organizational routines, since we can say that DT is anchored in the fundamentals of Dewey s pragmatism (Dalsgaard, 2014) and of pragmatic learning (Brandi and Elkjaer, 2011). Through the lens of phenomenography, a theoretical-methodological approach, we sought to understand and describe the variation in the form of experiencing learning in practices (routines) based on the DT approach, in order to construct an original theoretical framework. Twenty-one interviews were conducted with professionals from different companies, professions and occupations, which enabled the collection of distributed data, guaranteeing the variety required by the method. As a result, three categories of description emerged from the interaction between the field data and the researcher: learning-based practice; learning-based thinking; and learning-based culture. These categories represent three different conceptions about learning in organizational routines guided by the Design Thinking approach. And together, they represent a holistic way of experiencing this phenomenon. The variation between the three conceptions is evidenced by means of seven dimensions that explain it. The explanatory dimensions represent a detail of what and how one learns, in the perception of the interviewees and in the situation delimited in the study. Within the what is learned, five explanatory dimensions were observed: (1) the property of learning; (2) the object of learning; (3) the value generated by learning; (4) the learning outcome; and (5) the impact of learning on organizational routines. Within the how one learns, two explanatory dimensions were observed: (6) the dynamics and resources used to learn; and (7) the role of DT in learning. The hierarchical organization of the three categories composed the Outcome Space, which served as the basis for the elaboration of a theoretical framework with propositions that present paths for the construction of organizational routines guided by a learning logic, instead of patterns, scripts and blueprints (Edmondson and Zuzul, 2016) - which intends to make an important contribution to the processes of innovation in organizations and to the advancement of theory and practice in the field of organizational learning.
64

Uma extensão do Design Thinking Canvas com foco em Modelos de Negócios para a Indústria de Games

VARGAS, Veronica Carolina Lima 24 July 2015 (has links)
Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2016-04-12T13:09:12Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação Veronica Vargas.pdf: 5204634 bytes, checksum: 3ec7586f5e6c9ba277e9039225fe71a9 (MD5) / Made available in DSpace on 2016-04-12T13:09:12Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação Veronica Vargas.pdf: 5204634 bytes, checksum: 3ec7586f5e6c9ba277e9039225fe71a9 (MD5) Previous issue date: 2015-07-24 / CAPEs / Pesquisas recentes com empresas desenvolvedoras de jogos no Brasil mostram a dificuldade que elas enfrentam no que se refere à captação de recursos para financiar seus empreendimentos. Isso mostra a deficiência dos gestores em matéria de modelos de negócios. No aspecto acadêmico, os estudos da área de jogos, em sua maioria, também estão relacionados apenas ao artefato em si, carecendo de estudos sobre a forma como eles são inseridos no mercado de forma rentável e sustentável economicamente. Tratando aqui os jogos como um produto com foco no segmento dos casuais sociais mobile voltados para o mercado de entretenimento, entende-se que o desafio dos Game Designers vai além da configuração. A partir da ferramenta de concepção de jogos "Game Design Canvas" e com auxílio de Metodologias de Design, a apresentação de um novo Canvas é o objeto de estudo deste trabalho, com o intuito de auxiliar a concepção não apenas de jogos, mas a definição de sua cadeia de valor. Para tanto, são explorados os conceitos de: modelos de negócios, Metodologias de Design, jogos e um retrospecto sobre a evolução das estratégias de comercialização de jogos. Finalmente, para demonstrar a aplicação da extensão do Design Thinking Canvas, um exemplo prático do jogo Bubble Witch Saga 2 é apresentado. Como resultado deste trabalho, foi desenvolvida uma ferramenta com aplicação prática para construção de modelos de negócios de jogos. / Recent researches with companies developers of games in Brazil show the difficulty they face in relation to fund-raising to finance their ventures. This shows the deficiency of managers on business models. In the academic field, studies of the games area, mostly, are also related only to the artifact itself, lacking studies about how they are inserted into the market of an economically profitable and sustainable way. Considering here the games as a product with focus on the segment of social casual mobile facing the entertainment market, it is understood that the challenge of Game Designers goes beyond setting. From the design tool of games "Game Design Canvas" and with the help of Design Methodologies, the presentation of a new Canvas is the object of study of this work, in order to help the conception not only of games, but the definition of its value chain. For this, the concepts explored are: business models, Methodologies of Design, games and a retrospect about the evolution of marketing strategies of games. Finally to demonstrate the application of the extension of the Design Thinking Canvas, a practical example of Bubble Witch Saga 2 game is shown. As result of this work, a tool with practical application for building of game business models was developed.
65

Avaliação da contribuição do design thinking para a redução de incertezas em projeto / The design thinking contribution evaluation for projects uncertainty reduction

Feola, João Luiz de Mello Tavares 24 June 2016 (has links)
Submitted by Nadir Basilio (nadirsb@uninove.br) on 2017-06-21T15:17:03Z No. of bitstreams: 1 João Luiz de Mello Tavares Feola.pdf: 5309708 bytes, checksum: d5c41cb81a5edeb9b009813c8ec264ce (MD5) / Made available in DSpace on 2017-06-21T15:17:03Z (GMT). No. of bitstreams: 1 João Luiz de Mello Tavares Feola.pdf: 5309708 bytes, checksum: d5c41cb81a5edeb9b009813c8ec264ce (MD5) Previous issue date: 2016-06-24 / Business organizations and their projects are becoming increasingly complex and demanding constants innovations, looking to comply with an increasingly demanding and knowledgeable market need. In many cases, these innovative projects do not have welldefined requirements in the initial planning and need refinement scope in the execution course, which could disrupt the final project acceptance and quickly decision making. Uncertainties are a major cause of rework, cost increases and project deadlines changes. In extreme cases, they can even generate social and financial impacts. For this, it is necessary a dynamic and iterative approach between the team and the project stakeholders, which must abandon systemic management standards and pass thought in the customer problems and needs. The Design Thinking proposes a concept of collaborative work among stakeholders and project team, developing prototypes which are refined cyclically to its final stage and have shown to be a promising approach in education and engineering areas. This study aims to identify the DT characteristics and the corporate and its projects uncertainties types, checking also how it can help reduced. For this evaluation, we carried out qualitative interviews with nine experts, mostly professionals with graduate, active on seven different organizations. The analysis indicated that the majority DT approach has as predominates characteristics the involvement and relationship with the human being, tends to develop the creative thinking and use brainstorming techniques and customer feedback to develop their projects, increasing project acceptance and contractors satisfaction. / As organizações empresariais e seus projetos vêm se tornando cada vez mais complexos e exigindo constantes inovações, visando assim atender às necessidades de um mercado cada vez mais exigente e bem informado. Em muitos casos, estes projetos inovadores não possuem requisitos bem definidos em seu planejamento inicial e necessitam de refinamento de escopo no decorrer de sua execução, devido ao grande número de incertezas presentes. Para isto, faz-se necessário uma abordagem mais dinâmica e interativa entre a equipe e os stakeholders do projeto, para focar nas necessidades e problemas do cliente final. O Design Thinking propõe um conceito de trabalho colaborativo entre as partes interessadas e o time do projeto, desenvolvendo protótipos que são refinados de forma iterativa até sua conclusão e vêm se mostrando uma abordagem promissora em áreas como educação e engenharia. O presente estudo tem como propósito identificar como o Design Thinking pode contribuir para reduzir as incertezas. Para essa identificação, realizou-se entrevistas qualitativas com nove especialistas, em sua maioria profissionais com pós graduação, atuantes de sete organizações distintas. A análise indicou que em sua maioria a abordagem DT possui características predominantes de relacionamento e envolvimento do ser humano, que tende a desenvolver o pensamento criativo e utilizar técnicas de brainstorming e feedback do cliente para o desenvolvimento de seus projetos. Observou-se que a característica do DT ser centrado no humano é utilizado em projetos com incerteza de stakeholders para mitiga-la, assim como a ideação e experimentação é usada para diminuir as incertezas tecnológicas.
66

Lösningar för att eliminera utsläpp av mikroplaster från plastindustrin

Ekholm, Robin January 2019 (has links)
Microplastics is a growing problem for the environment and the risk that microplastics reaches our food and water is constantly increasing. Microplastics also affects animal life and it is more and more common that fishes, birds and even whales dies because of malnutrition since their stomachs are full of microplastics. The purpose of this project is to eliminate the generation and spreading of microplastics from the plastic industry. This is done by developing a method to locate where microplastics is generated and finding solutions on how they can be contained. The project has been conducted in collaboration with Tarkett Ronneby where a mapping of their facilities has been made, showing where they generate and spreads microplastics. The project has also included generating ideas and solution on how to solve the issues with microplastics at Tarkett Ronneby and other plastic industries. The method on how to eliminate the spread of microplastics from the plastic industry consists of ten different steps. The method including different protocols and a step by step template including everything from finding where microplastics are generated to implement solutions to eliminate the spread of microplastics. This method can be used not only by Tarkett Ronneby but also on other companies and factories with similar production and problems. / Mikroplaster är ett allt växande problem för miljön och riskerar att i allt större utsträckning hamna i maten vi äter och vattnet vi dricker. Det påverkar även djurliv och det är allt vanligare att fiskar, fåglar och till och med valar dör på grund av undernäring, på grund av att deras magar är fulla av plast. Syftet med detta projekt är att minska utsläppet av mikroplaster från plastindustrin genom att ta fram en metod för att lokalisera och åtgärda utsläpp av mikroplaster. Projektet har gjorts i samarbete med Tarkett Ronneby där en kartläggning av deras fabrik och vart de genererar mikroplaster har genomförts. Även lösningsförslag och åtgärder för att minska utsläpp av mikroplaster har tagits fram, dels på Tarkett Ronneby men som även andra aktörer inom samma bransch kan implementera. Metoden för att eliminera utsläpp av mikroplaster från plastindustrin består av tio steg som innefattar bland annat olika protokoll och inkluderar allt från att lokalisera utsläpp till att åtgärda dessa. Denna metod är applicerbar på alla plastindustrier, både som producerar plastgranulat men också som använder plast för att tillverka andra produkter.
67

Digital Soil Tracking System for the Construction Industry : Developing technology for more efficient mass transportation

Hussein, Mohammed Ali, Wirén, Joel January 2021 (has links)
Background: The construction sector is growing rapidly and is on the list among the most significant segments of the global economy. The output from global construction is expected to reach 12 trillion US dollars by 2025. This rapid growth in an industry that has been staying comparatively the same because of the conservative nature of this sector can cause problems. Some companies are depending on old-fashioned habits and practices, which leads to decreased productivity and efficiency. Some trends in this segment impose higher demands in terms of cost, time, sustainability, transparency, and an increased need for accessible technology, equipment, construction materials, and processes. Aim and Purpose: This thesis aims to underline the problems with the current material tracking and material data management in the construction industry. To highlight the limitations and create a minimum viable product, demonstrating the ability to introduce a semi-automated solution to aid the creation of a future circular system. Methods: In this thesis, the Design Research Methodology, together with the Design Thinking methodology, has been used to support the researchers' emphasis on achieving progress and insights regarding the existing issues, conditions, and probabilities. The Design Thinking methodology was used to tackle complex problems which may not have a clear list of needs and requirements. Further, semistructured interviews and observations have been used to gather qualitative data for the project to support decision-making and validity. Results: The result presented is a tracking system with hardware consisting of a probe and a beacon, and software including a database, REST API, MQTT broker, a mobile app, and a website. The system helps companies in the construction industry to easily document, monitor, track, and follow up transportation data and records. It also allows companies to take a step away from the outdated systems and methods, like physical delivery notes, and be more prepared for the future of transportation in the construction industry. Conclusions: An efficient system for data management during transport is absolutely necessary to drive the transition period towards a more sustainable and digitalized construction industry. The proposed solution in this thesis shows the possibilities of digitizing data linked to the transport of soil masses in the construction industry and what benefits this can provide. The next step in further developing this tracking system can be to investigate some of the issues that exist with the embedded tracking system. / Bakgrund: Byggsektorn växer snabbt och är på listan bland de viktigaste segmenten i den globala ekonomin. Produktionen från den globala konstruktionen förväntas uppgå till 12 biljoner US dollar under året 2025. Denna snabba tillväxt i en bransch som har varit relativt sammalunda på grund av den konservativa karaktären av denna sektor kan orsaka problem. Vissa företag är beroende av gammaldags vanor och metoder, vilket leder till minskad produktivitet och effektivitet. Vissa trender inom detta segment ställer högre krav när det gäller kostnad, tid, hållbarhet, transparens och ett ökat behov av tillgänglig teknik, utrustning, byggmaterial och processer. Syfte: Denna avhandling syftar till att understryka problemen med den aktuella materialspårningen och materialhanteringen i byggbranschen. För att lyfta fram begränsningarna och skapa en minimal och effektiv produkt, visa förmågan att införa en halvautomatisk lösning för att underlätta skapandet av ett framtida cirkulärt system. Metod: I denna avhandling har Design Research Methodology, tillsammans med Design Thinkingmetoden, använts för att stödja forskarnas tryck på att uppnå framsteg och insikter om befintliga frågor, förhållanden och sannolikheter. Metoden Design Thinking användes för att kunna angripa de komplexa problemen som eventuellt inte har en tydlig lista över behov och krav. Vidare har halvstrukturerade intervjuer och observationer använts för att samla in kvalitativa data för projektet för att stödja beslutsfattandet och validering av resultat. Resultat: Resultatet som presenteras är ett spårningssystem med hårdvara som inkluderar en Probe och en Beacon, samt en programvara del av systemet som inkluderar en databas, REST API, MQTT-broker, en mobil-app och en webbplats. Systemet hjälper företag inom byggbranschen att enkelt sammanställa, övervaka, spåra och följa upp transportdata och dokument. Det blir även möjligt för företag att ta ett steg bort från föråldrade system och metoder, som fysiska följesedlar, och vara mer beredda på framtiden för transport inom byggbranschen. Slutsatser: Ett effektivt system för datahantering under transport är absolut nödvändigt för att driva fram övergångstiden mot en mer hållbar och digitaliserad byggindustri. Den föreslagna lösningen i denna avhandling visar möjligheterna att digitalisera data kopplade till transport av jordmassor i byggbranschen och vilka fördelar detta kan ge. Nästa steg för att vidareutveckla detta spårningssystem kan vara att undersöka några av de problem som finns med det inbäddade spårningssystemet.
68

Hygge bryggeri : Skogens skymda skatt – sprängtickan

Jansson, Alexandra January 2022 (has links)
FN:s globala mål nummer sex och femton fodrar skyddandet av vatten och landsburna ekosystem. För att nå målen krävs bland annat bevarandet och restaureringen av naturskogar och ett främjande av ett hållbart skogsbruk. Denna studie syftar till att undersöka huruvida sprängtickan kan inom småskalig skogsförvaltning kan ses som en resurs för konsumenter och för skogsägare ur ett konsumentperspektiv genom att besvara frågeställningen; Hur kan design ha betydelse för ett urvals konsumenters inställning till sprängtickan som livsmedel? Samt genom en kartläggning över den produktmarknad med sprängticka som existerar i Sverige idag. Studien besvaras genom att koppla till teorier inom FoodTech, Food design thinking samt nudging. Undersökningen har genomförts genom en visuell innehållsanalys samt en kvantitativa enkätundersökning. Resultatet av de båda metoderna visar att det finns stor potential för sprängtickan att utnyttjas som konsumentvara och på så sätt hjälpa privat skogsägare att bevara urskogarna. Studien visar dock en problematik i den nuvarande svenska marknaden med sprängticka och att det finns stora utvecklingsmöjligheter inom detta område.
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Design Thinker Profile: Creating and Validating a Scale for Measuring Design Thinking Capabilities

Chesson, Dani 19 October 2017 (has links)
No description available.
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Contribuições do Desing Thinking para concepção de interfaces de ambientes virtuais de aprendizagem centradas no ser humano / Design Thinking contributions for the conceptions of human centered virtual learning environment interfaces

Cavalcanti, Carolina Magalhães Costa 18 August 2015 (has links)
Esta investigação tem o objetivo de apresentar as contribuições do Design Thinking para concepção de interfaces de Ambientes Virtuais de Aprendizagem (AVA) centradas nas necessidades e expectativas do usuário. A literatura aponta que o Design Thinking utiliza a sensibilidade e os métodos dos designers para catalisar a colaboração, a criatividade e a busca por soluções inovadoras pela observação empática e a partir da prototipagem rápida, com análise de diferentes realidades. Assim, partiu-se do pressuposto que a adoção do Design Thinking poderia contribuir para a concepção de interfaces de AVA centradas em fatores humanos, mas que também atendessem a demandas educacionais dos sujeitos envolvidos no ensino e na aprendizagem do Curso de Licenciatura em Ciências (CLC) da Universidade de São Paulo/Universidade Virtual do Estado de São Paulo. A pesquisa, de abordagem qualitativa, foi realizada com 21 estudantes, duas professoras e 16 tutores que participaram de Grupos Focais e entrevistas para discutir, propor soluções e melhorias para as interfaces do AVA do CLC. Pela compreensão de suas necessidades, criou-se um protótipo composto por interfaces alternativas para o AVA investigado. O protótipo foi apresentado para os participantes da investigação que deram novas sugestões para aperfeiçoá-lo. Tais sugestões subsidiaram a elaboração de um segundo protótipo, cujas interfaces foram consideradas inovadoras e de implementação viável por especialistas entrevistados que o avaliaram. Os resultados deste estudo demonstraram que a adoção do Design Thinking apresentou relevantes contribuições para a concepção de interfaces de AVA, tendo em vista que o processo, plano de pensamento (mindsets), métodos e ferramentas da abordagem levaram à criação de interfaces de AVA que atendem às necessidades e expectativas dos seres humanos envolvidos no processo educacional do CLC no que tange à proposta de usabilidade, design gráfico, organização dos conteúdos, ferramentas pedagógicas, de interação/comunicação e de gestão. / This research aims to present Design Thinking contributions for the design and development of Virtual Learning Environment (VLE) interfaces focused on users needs and expectations. Literature suggests that Design Thinking uses the sensitivity and methods of designers for catalyzing collaboration, creativity and the search for innovative solutions through empathic observation, rapid prototyping and analysis on different realities. This study was based on the premise that the adoption of Design Thinking could contribute to the design and development of VLE interfaces centered on human factors, and would also meet the educational needs of those involved in teaching and learning at the undergraduate Teaching Science program (Curso de Licenciatura em Ciências - CLC), offered by the University of São Paulo / Virtual University of São Paulo. The research adopted a qualitative approach, and was carried out with 21 students, two teachers and 16 tutors who took part in focal groups and interviews to discuss, propose solutions and improvements to the programs VLE interfaces. Understanding the participants needs led to the creation of a prototype consisting of alternative interfaces for VLE. The research participants were presented to the prototype and offered suggestions to improve it. Such suggestions supported the development of a second prototype, whose interfaces were considered innovative and feasible for implementation by the experts interviewed. This studys results have shown that the adoption of Design Thinking presented outstanding contributions to the design and development of VLE interfaces, given that the approachs process, mindsets, methods and tools led to the creation of interfaces that meet the needs and expectations of people involved in the educational process at the CLC program in regards to the interfaces usage proposal, graphic design, content organization, educational, interaction/communication and management tools.

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