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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.
281

Modelo de gestión BPM bajo enfoque Design Thinking para optimizar la eficiencia de procesos de Diseño en pymes del sector textil / BPM management model under a Design Thinking approach to optimize the efficiency of Design processes in SMEs in the textile sector

Díaz Cavero, Sebastian Alejandro, Cano Salazar, Jean Carlos 01 March 2021 (has links)
Las pymes textiles se diferencian de otras por su capacidad de generar diseños de prendas acorde a las tendencias actuales, esta es la principal ventaja competitiva de una pyme del rubro, debido a lo complicado que significa diferenciarse a través de costos y materiales por la falta de inversión, sin embargo, la gestión de diseños refieren problemas de gestión desde la interna de toda empresa, debido al desconocimiento de herramientas que se tienen para mejorar en procesos, aun conociendo lo determinante que es manejar una correcta gestión de diseños debido a la competencia del mercado. Se busca establecer un modelo que pueda mejorar los tiempos, costos y satisfacción de trabajadores que colaboran dentro la gestión de diseño de las pymes textiles, utilizando un modelo BPM de gestión bajo enfoque Design Thinking, cambiando el enfoque de la herramienta Design Thinking para buscar soluciones dentro de problemas empresariales a través de la estructura BPM y su ciclo de vida; todo ello permite empatizar con los problemas y brindar una estructura de pasos para llegar a soluciones innovadores desde una perspectiva de empatía e insights. Se realizó un caso de estudio para la validación del modelo en una pyme textil del Perú, dentro de la investigación se dieron a conocer los resultados que se obtienen al utilizar ambas herramientas como alternativa a la mejora de la gestión, teniendo como principal resultado la mejora de tiempos y costos en gestión de diseño en un 9% y 7%, respectivamente. / Textile SMEs differ from others by their ability to generate garment designs according to current trends, this is the main competitive advantage of an SME in the sector, due to the complexity of differentiating through costs and materials due to the lack of investment, however, design management refers to management problems from within every company, due to the lack of knowledge of tools that are available to improve processes, even knowing how crucial it is to handle correct design management due to the competence of the market. It seeks to establish a model that can improve the times, costs and satisfaction of workers who collaborate within the design management of textile SMEs, using a BPM management model under the Design Thinking approach, changing the focus of the Design Thinking tool to seek solutions within business problems through the BPM structure and its life cycle; All of this allows empathizing with problems and providing a structure of steps to reach innovative solutions from an empathy and insights perspective. A case study was carried out for the validation of the model in a textile SME in Peru, within the investigation the results obtained when using both tools as an alternative to improving management were disclosed, with the main result being improvement of time and costs in design management by 9% and 7%, respectively. / Trabajo de investigación
282

Empowerment by Design: Classroom Innovation and Inquiry Through Design Thinking and Action Research

Rayala, Cory 01 January 2022 (has links)
Increasingly standardized and assessment-driven educational systems are failing to meet the needs of many students, replacing their love of learning with a fear of failure. Importantly, the fear of failure is a common mindset of not only students but also teachers, administrators, and policymakers. This qualitative, action research study is situated in a design thinking/growth mindset conceptual theory that posits that the design thinking process can serve as a meaningful growth mindset opportunity for teachers and students. The prototyping mindset inherent in design thinking may mitigate the fear of failure by focusing on rapid iteration rather than striving for perfection. The purpose of this action research study was to use the design thinking process to collaborate with a team of eight educators to build a virtual community of practice that supports innovation and inquiry. The research questions that guided the study focused on (1) obstacles to innovation in education, (2) strategies to overcome the obstacles, and (3) any perceived shift in mindset that occurred in participants throughout the study. Conducted over four months in the winter/spring of 2021, the study used a design thinking/action research methodology that moved through four phases of Question, Imagine, Make, and Share. The findings revealed the primary obstacle to innovation to be an oppressive system characterized by its tradition of white supremacy and its resistance to change. Further obstacles included inadequate teacher training, outdated instructional models, overly standardized instruction and assessment, and a lack of resources. Strategies to overcome the obstacles focused on the protective nature of a community of practice, especially when sharing the goal of empowerment by design and supporting the development of the mindsets of action, growth, and inquiry. Participants perceived mindset shifts in either themselves or their students in the areas of growth, awareness, and empathy. The study contributes to the literature by exploring the practical applications of growth mindset and design thinking within the context of a supportive community of practice. As action research, it gave participants the tools and courage to become empowered research practitioners.
283

El diseño de información y la jugabilidad en el HUD del género survival, con el ejemplo de The Forest, Stranded Deep y Green Hell. / Information design and playability in the HUD of the survival genre, with the example of The Forest, Stranded Deep and Green Hell.

Calle Román, Alexa 01 March 2022 (has links)
El objetivo de esta investigación es analizar la relación entre el diseño de información y la jugabilidad en los head-up displays (HUDs) diegéticos y extradiegéticos del género survival. Ante ello se planteó la hipótesis de que el diseño de dichos HUDs está delimitado por lo que los usuarios deseen experimentar, reflejándose así en la jugabilidad. Para comprobarlo, se estudió documentalmente la teoría involucrada, para luego realizar un análisis visual sobre los HUDs de los videojuegos survival: The Forest (2014), Stranded Deep (2015) y Green Hell (2019). Consecuentemente, se entrevistó a tres expertos para conocer su perspectiva sobre el desarrollo de un título con aceptación de los usuarios. Los resultados obtenidos se dividen en tres categorías: las necesidades comunicativas del género delimitan los elementos de información, la experiencia visual de los HUDs diegéticos y extradiegéticos es diferente para cada uno, y el proceso de diseño de un head-up display se centra en el usuario. Se puede concluir que existe una congruencia entre el diseño de un HUD, la usabilidad y la experiencia de usuario, lo cual en sí construye la jugabilidad de un título. / The objective of this research is to analyze the relationship between information design and gameplay in diegetic and extradiegetic head-up displays (HUDs) of the survival genre. Given this, the hypothesis was raised that the design of the diegetic and extradiegetic HUDs of the survival genre is delimited by what users want to experience, thus reflecting in the gameplay. To verify this, the theory involved was studied documentary, and then a visual analysis of the HUDs of the survival video games: The Forest (2014), Stranded Deep (2015) and Green Hell (2019). Consequently, three experts were interviewed for their perspective on the development of a user-friendly title. The results obtained are divided into three categories: the communicative needs of the genre delimit the information elements, the visual experience of the diegetic and extradiegetic HUDs is different for each one, and the design process of a head-up display focuses on the Username. It can be concluded that there is a congruence between the design of a HUD, usability and user experience, which in itself builds the gameplay of a title. / Trabajo de investigación
284

A Single Case Study of a MakerBus in K-12 Education

Daughrity, Lea Anne 05 1900 (has links)
MakerBuses are travelling makerspaces that deliver hands-on tools and resources to community-wide locations to foster 21st century learning and development. Often found in K-12 schools, MakerBuses provide accessible and tangible learning opportunities for all learners, even in the most underserved communities. This single, typical case study provided a foundational look at how one MakerBus started as a simple idea and evolved into a learning experience used throughout the community it serves. Through discovery it was evident that accessibility, community outreach, tool distribution, and active learning were the critical elements that made this makerbus a unique tool for education.
285

An Analysis of Designer Problem-Solving in Addressing Overconsumption of Clothing

O'Brien, Erin A. January 2020 (has links)
No description available.
286

Formulación de un plan estratégico para el logro de posicionamiento haciendo uso de metodologías de planeamiento estratégico y design thinking en una PYME del sector de servicios de tecnología / Formulation of a strategic plan to achieve positioning using strategic planning methodologies and design thinking in a SME in the technology services sector

Pajares Zuzunaga, Rodrigo Alessandro 19 March 2021 (has links)
En los años 70’s se abrió paso al sector de tecnología, el mismo que ha tenido un crecimiento importante y que se consolidó como parte fundamental y estratégica de una organización a finales de la década de los 80’s, con el uso de los ordenadores móviles y el internet. Esto evidencia un mercado potencial y, por ello, se formulará un plan estratégico para el logro de posicionamiento haciendo uso de metodologías de planeamiento estratégico y design thinking para la empresa CA Solutions. En el Capítulo I se desarrollará el marco teórico que incluye la definición de la técnica utilizar, la presentación de la empresa y la identificación del problema central, basado en literatura y análisis situacional. En el Capítulo II se desarrollará el Estado del Arte, donde se incluyen diez artículos científicos que sustentan las causas y el problema identificado, así como la técnica a utilizar. En el Capítulo III se detallará el paso a paso de la propuesta de solución, dividiéndola etapas secuenciadas aplicando la metodología design thinking en su desarrollo y presentando los indicadores a medir. En el Capítulo IV se desarrollará la validación de la propuesta implementada, a través de la medición de los indicadores planteados en el capítulo previo y la inclusión de actividades de sostenibilidad que aseguren el cumplimiento de los objetivos. En el Capítulo V, se realizará el análisis del impacto de la propuesta implementada, de manera cualitativa y cuantitativa. Por último, se finalizará desarrollando las conclusiones y recomendaciones del trabajo realizado. / In the 70's, the technology sector was opened, the same that has had an important growth and that was consolidated as a fundamental and strategic part of an organization at the end of the 80's, with the use of mobile computers and the Internet. This shows a potential market and, therefore, a strategic plan will be formulated to achieve positioning making use of strategic planning methodologies and design thinking for the company CA Solutions. In Chapter I, the theoretical framework that includes the definition of the technique to use, the presentation of the company and the identification of the central problem, based on literature and situational analysis, will be developed. In Chapter II, the State of the Art will be developed, which includes ten scientific articles that support the causes and the problem identified, as well as the technique to be used. Chapter III will detail the step by step of the proposed solution, dividing it into sequenced stages applying the design thinking methodology in its development and presenting the indicators to be measured. In Chapter IV the validation of the implemented proposal will be developed, through the measurement of the indicators raised in the previous chapter and the inclusion of sustainability activities that ensure compliance with the objectives. In Chapter V, the impact analysis of the implemented proposal will be carried out, qualitatively and quantitatively. Finally, it will end by developing the conclusions and recommendations of the work carried out. / Tesis
287

Redesigning Processes to contribute to a diverse environment:Co-Designing the African American Women’s College Application Experience

Souza Correa, Luiza 30 August 2022 (has links)
No description available.
288

Faculty Roles in Curricular Change: Postmodern Narrative Ontologies

Mallory Lim Chua (15380036) 01 May 2023 (has links)
<p>  </p> <p>Faculty are the primary designers and implementers of engineering curricula within the U.S. higher education system. This places them in a unique position to respond to decades of national calls for curricular change in undergraduate engineering education. Individual and institutional faculty efforts to respond to these calls are inevitably influenced by faculty ontologies of curricular change – in other words, what faculty understand curricular change to be. By ‘ontology,’ I mean what is or what they perceive as what is. Ontologies are agentic, meaning that ontological assumptions shape how faculty envision their own roles and thereby influence the sorts of curricular change actions they envision and legitimize for themselves.</p> <p>Faculty ontologies of curricular change and their roles therein are complex roles within complex phenomena. By interrogating these ontologies, I make-visible the ways faculty might view – and thereby shape – the curricular worlds they and their students inhabit. To use a theatrical analogy: how do faculty stage their narratives of curricular change – what kinds of worlds do they set up in their stories? What kinds of interactions do they allow within that world? What kinds of characters do they cast themselves and others as playing?</p> <p>To investigate faculty ontologies of curricular change, I analyzed the narratives they told about several curricular change projects they had been personally involved with. I gathered narrative data by conducting recurring interviews with six faculty narrators. I deconstructed the resulting narrative data corpus using a postmodern approach focused on tensions and contradictions. The resulting analysis generated four distinct and interrelated ontologies for curricular change. These four ontologies are presented as a starting point rather than an exhaustive catalogue, since infinitely many ontologies could be generated. Each of the four ontologies created for this work portrays faculty roles in curricular change in relation to both curriculum and students. Creating multiple ontologies then enabled me to show how the interaction of multiple ontologies can create insights that are not apparent from each ontology alone. Among other things, the interactions of all four ontologies form a complex portrait of faculty as learners who are always unmaking and remaking themselves in the context of curricular change.</p> <p>By constructing a collective memory of faculty ontologies, I work to interrogate and disrupt current conceptions of roles and relationships in curricular change. These ontologies, and the methods developed to pursue and play with them, serve as tools for “cutting meaning loose” and “keep[ing] difference… at play” (Jackson & Mazzei, 2012, p. 70-71). In turn, these tools open up a wider space of new ideas and possibilities for courses, pedagogies, and cultures to be expressed, evaluated, and legitimized.</p>
289

Komplexa underrättelseproblem : Utmaningar och möjligheter

Barth, Markus, Borgström, Daniel January 2022 (has links)
Vår omvärld ses som alltmer komplex, hoten är mångfacetterade och spänner över alla domäner och konfliktnivåer. Underrättelsetjänsten är den funktion inom försvaret som särskilt ställs inför uppgiften att förstå och tolka komplexa problem, inte minst när den ska prognostisera händelseutvecklingar. I denna studie utgår vi från att komplexiteten kommer att öka och att det kommer att ställa hårdare krav på den militära underrättelsetjänsten. Syftet har varit att förstå hur medarbetare inom den militära underrättelsetjänsten idag ser på komplexa problem och vilka hinder och möjligheter som finns för att möta dem. Studien har sökt svar på hur underrättelsetjänsten kan utveckla sin förmåga att förstå komplexa problem. Denna studie har genomförts med kvalitativ metod baserat på en workshop och semistrukturerade intervjuer. Insamlade data har först analyserats utifrån de perspektiv som empirin lyft fram och därefter diskuterats med utgångspunkt i referensramen. Referensramen består av teorier och koncept inom komplexa underrättelseproblem, Sensemaking, kognitiva fallgropar och hur dom bemöts samt Militärt Designtänkande. Studiens resultat tyder på att det finns en god kunskap om komplexa problem generellt men att metoder, ledarskap, organisationskultur och den fysiska arbetsmiljön begränsar hanteringen av dem. Förmågan kan utvecklas genom att organisationen på ett tydligare vis definierar komplexa underrättelseproblem och anpassar arbetsmetoder efter dem. Vidare tyder resultatet på att den högre ledningsnivån inom organisationen samt uppdragsgivarna, försvarsmaktsledningen och Regeringskansliet, har en nyckelroll i de förändringar som krävs. Slutligen visar resultatet också på att Sensemaking och Militärt Designtänkande skulle kunna bidra till att öka förståelsen för och hanteringen av komplexa problem. / Our world is seen as increasingly complex, threats are multifaceted and span all domains and levels of conflict. The intelligence service is the function within the defense that is particularly faced with the task of understanding and interpreting complex problems, especially when it comes to forecast developments. In this study, we assume that the complexity will continually increase and that it will place stricter demands on the military intelligence service. The purpose has been to understand how coworkers in the military intelligence service today views complex problems and what obstacles and opportunities exist to meet them. The study has sought answers to how the intelligence service can develop its ability to understand complex problems. This study was conducted using a qualitative method based on a workshop and semi-structured interviews. The collected data has first been analyzed based on the perspectives highlighted by the empiric and then discussed based on the reference framework. The frame of reference consists of theories and concepts in complex intelligence problems, Sensemaking, cognitive pitfalls and military design thinking. The results of the study indicate that there is a good knowledge of complex problems in general, but that methods, leadership, organizational culture and the physical work environment limit their management. The ability can be developed by in a more explicit way define complex intelligence problems within the organization and adapt working methods to them. Furthermore, the results indicate that the higher management level within the organization, as well as the clients, the Swedish Armed Forces and the Government Offices, have a key role in the changes that are required. Finally, the results also show that Sensemaking and Military Design Thinking could contribute to further develop understanding and dealing with complex problems.
290

Designing a digital support tool for managers

Westerlund, Staffan January 2022 (has links)
Corporations have gathered data about their business and employees for as long as the concept of business has existed. With the digitalization of the world, the possibility of how much data is stored has exploded and today it can be hard for companies and especially managers to make sense of all stored data. Utilizing this data is something that has grown to be very popular but how to do it is not straightforward. The objective of the thesis was to discover what data is important for an organization and how that should be used and visualized in a digital environment. The design thinking framework was used to come up with the best possible design for a digital support tool for managers. The resulting prototype proposes a way of how trends and accomplishments among coworkers, a list of things the manager have to take action on, how the team has reported on projects, monthly reports for budgetary target, time to customer, working time, and profitability and lastly visualization of the following data over time; "pejling", "time to customer", "internal time", "hourly rate", "working time", "profitability", "absence", and "overtime" should be designed in a digital support tool. / Företag har samlat data om deras organisation och anställda så länge som kon- ceptet företag har funnits. Med digitaliseringen av världen har möjligheterna för hur mycket data som sparas exploderat och idag kan det vara svårt för före- tag och speciellt chefer att förstå all sparad data. Att utnyttja det här datat har växt till att bli väldigt populärt men hur man gör det är inte självklart. Målet med det här examensarbetet var att förstå vilket data som är viktigt för en organisation och hur det ska användas och visualiseras i en digital miljö. Design thinking ramverket användes för att ta fram den bästa möjliga designen för ett digitalt chefsstöd. Den resulterande prototypen visar ett sätt på hur trender och prestationer bland medarbetare, lista med saker en chef måste ta tag i, hur teamet har rapporterat på projekt, månadsrapporter för budgetmål, tid mot kund, arbetstid och lönsamhet, och slutligen visualisering av följande data över tid; "pejling", "tid mot kund", "interntid", "timpris", "arbetstid", "lönsamhet", "frånvaro" och "övertid" kan designas i ett digitalt chefsstöd.

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