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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

Tus carnitas S.A.C.

Alarcón Cutí, Diana Libertad, Cóndor Solís, Mirtha Lorenza, Jiménez Salas, Silvana Fabiola, Oyague Bonifaz, Benjamin, Velásquez Navarro, María 18 June 2021 (has links)
TUS CARNITAS SAC a través de una plataforma digital, propone un modelo de negocio de de venta de meat processing basados en los objetivos de desarrollo sostenible (ODS), que plantea hipótesis respecto al perfil de nuestros clientes, así como sus frustraciones y alegrías relacionadas a la compra de carnes. Nuestro proyecto, propone en brindar las facilidades al cliente en evitar colas y aglomeraciones, lo cual nos sirve de referencia para diseñar nuestro modelo de negocio de acuerdo con la necesidad del cliente. Finalmente, a través de las redes sociales y la página de aterrizaje experimentamos el impacto y aceptación de nuestro producto y servicio en el mercado. Sin embargo se realizó un relanzamiento, mejorando el diseño tanto en la red social como en el landing page. Nosotros como empresa queremos generar ingresos por S/. 9,646.89 y el costo de oportunidad para el inversionista es de 14.99%, por este motivo estamos solicitando una inversión del 30% de la inversión total con un monto de S/.79,580.00. / TUS CARNITAS SAC, through a digital platform, proposes a business model for the sale of meat processing based on the sustainable development objectives (ODS), which raises hypotheses regarding the profile of our clients, as well as their frustrations and joys related to buying meats. Our project proposes to provide facilities to the client in avoiding queues and crowds, which serves as a reference to design our business model according to the client's need. Finally, through social networks and the landing page we experience the impact and acceptance of our product and service in the market. However, a relaunch was carried out, improving the design both on the social network and on the landing page. We as a company want to generate income of S /. 9,646.89 and the opportunity cost for the investor is 14.99%, for this reason we are requesting an investment of 30% of the total investment with an amount of S / .79,580.00. / Trabajo de investigación
62

Proyecto Gestor.io

Mendo Montalvo, Cisne Emérita, Rojas García, Pedro Pablo, Rocha Padilla, Ruby Candy, Solís Acosta, Roberto Carlos, Tinoco Aguilar, Jessy Ingrid 17 July 2021 (has links)
El trabajo realizado presenta un modelo de negocio que pertenece a la industria tecnológica, que se dedicará a implementar el diseño de la plataforma Gestor.io, en el departamento de Lima, Perú. Mediante la recopilación de información obtenida del análisis PESTEL, se determinó la situación actual de los factores Macro-entorno del país para estar preparados ante situaciones inusuales. Asimismo, se consideró relevante el estudio de las cinco fuerzas de Porter para abordar los factores de Micro-entorno que tiene relación con la industria que deseamos ingresar, esta fase permite conocer el comportamiento y el poder de negociación de ciertos factores como los emprendedores creativos y la competencia. El servicio se dirige a personas emprendedoras de 18 y 45 años de edad. Además, se hizo un estudio minucioso del mercado con entrevistas a profundidad y encuestas al consumidor final, emprendedores o personas dueñas de negocios, a fin de definir el plan de negocio y conceptos financieros y que le permitan validar el sostenimiento del mismo; asimismo, la obtención del financiamiento que les permitan comenzar o escalar el negocio, ya que las verdaderas necesidades de nuestro público objetivo para dar el enfoque correcto y tomar las decisiones empresariales más adecuadas. Toda actividad relacionada con, tales como: la elaboración de la plataforma virtual e inversión de activos, son analizados en relación con la demanda ya que la plataforma permitirá a los emprendedores tener nuevas ideas de negocio. / This research presents a business model that belongs to the technology industry, which will be dedicated to implement the design of the Gestor.io platform in the department of Lima, Peru. Through the collection of information obtained from the PESTEL analysis, the current situation of the country's macro-environmental factors was determined in order to be prepared for unusual situations. Likewise, the study of Porter's five forces was considered relevant to address the microenvironment factors related to the industry we wish to enter, this phase allows us to know the behavior and bargaining power of certain factors such as creative entrepreneurs and competition. The service is aimed at entrepreneurs between 18 and 45 years of age. In addition, a thorough study of the market was made with in-depth interviews and surveys to the final consumer, entrepreneurs or business owners, in order to define the business plan and financial concepts that allow them to validate the sustainability of the same; also, obtaining financing that allow them to start or scale the business, since the real needs of our target audience to give the right approach and make the most appropriate business decisions. All activity related to, such as: the development of the virtual platform and investment of assets, are analyzed in relation to the demand since the platform will allow entrepreneurs to have new business ideas. / Trabajo de investigación
63

Delivering the undefined: The value potential of digital twins : A qualitative study on digital twins in the Swedish AEC/FM industry / Leverera det odefinierade: Värdeskapande potential för digitala tvillingar

Lövgren Moazzami, Marcus, Brandt, Marina January 2023 (has links)
The megatrend of digitalisation is transforming society, individuals, companies, and industries through the widespread adoption of new digital technologies. Among the emerging technologies, digital twin technology is regarded as a key enabler of digital transformation in the Architecture, Engineering, Construction, and Facility Management (AEC/FM) industry, where the transition from BIM to digital twins is primarily driven by the emergence of big data. One of the aspects of digitalisation is the ability to customise and create customer-tailored solutions using data, which highlights the importance of adopting human-centric approaches for companies. Service-Dominant (S-D) logic, a theoretical perspective originating from marketing and service science, is based on a customer-centric approach to value creation and emphasises the importance of co-creating value with customers. Currently, the research on digital twins in the AEC/FM industry remains limited, focusing mainly on the technical aspects of digital twins. Although previous research has attempted to bridge the gap regarding managerial implications of digital twins by placing them in the context of S-D logic, such research is still scarce and introductory. This master thesis aims to contribute to the expansion of the managerial perspective by exploring digital twins in the context of S-D logic, by viewing digital twins as a service and focusing on their value co-creation potential. This is achieved by employing a qualitative research method and conducting nine semi-structured interviews with the Swedish industry practitioners working with digital twin technology. Thematic analysis was employed to identify, analyse, and interpret patterns in the qualitative data. The findings indicate that the primary value of digital twins is found in the transformation of data into customisable digital services tailored to customers' goals and purposes, which allows for value co-creation between suppliers and customers. Furthermore, the study concludes that digital twins in the Swedish AEC/FM industry are perceived as digital service platforms. This perception of digital twins as digital service platforms can be referred to in terms of collaborative digital platforms, which allows to view digital twins in the context of platform economy and opens new perspectives for future research. / Digitaliseringen är en megatrend som påverkar samhället, individer, företag och branscher genom användningen av nya digitala teknologier. Digitala tvillingar anses vara viktiga för att genomföra digital transformation inom samhällsbyggnadsektorn. Övergången från BIM till digitala tvillingar drivs främst av framstegen inom big data. En annan aspekt av digitaliseringen är möjligheten att skapa anpassade lösningar baserade på kunddata. Det blir allt viktigare att anamma ett individbaserat synssätt i utvecklingen av nya tjänster och produkter inom samhällsbyggnadssektorn. Därför utgår denna studie ifrån det teoretiska perspektivet service-dominant logic (SDL) som har sina rötter inom marknadsföring och är baserat på ett gemensamt värdeskapande mellan kund och leverantör. Det finns begränsad forskning om digitala tvillingar och den fokuserar främst på tekniska aspekter. Det finns ett fåtal studier som belyser användningen av digitala tvillingar ur ett ledningsperspektiv, vilket indikerar ett behov av vidare forskning för att bättre förstå värdepotentialen av digitala tvillingar inom samhällsbyggnadssektorn.Syftet med denna studie är att undersöka användning och värdepotentialen av digitala tvillingar ur ett SDL-perspektiv och därigenom betrakta tekniken som en tjänst som samskapar värde mellan de som levererar den och de som använder den. Studien är baserad på en kvalitativ forskningsansats och inbegriper nio semi-strukturerade intervjuer med svenska branschaktörer som arbetar med digitala tvillingar. Genom tematisk analys identifierades, analyserades och tolkades mönster i det kvalitativa materialet, såsom värde, resurser och kontext i vilket digitala tvillingar skapas.  Resultaten indikerar att det främsta värdet av digitala tvillingar ligger i möjligheten att omvandla data till anpassningsbara digitala tjänster som är skräddarsydda för att uppfylla kundens specifika mål och syften. Detta skapar möjligheter för värdeskapande mellan leverantörer och kunder. Studien konkluderar att digitala tvillingar kan betraktas som digitala tjänsteplattformar. Denna uppfattning om digitala tvillingar som digitala tjänsteplattformar kan relateras till samarbetsinriktade digitala plattformar, vilket öppnar upp nya perspektiv för framtida forskning på området.
64

En utveckling av teknologi: digitala plattformar för smarta arenor

Mauritzson, William, Kamali, Selma January 2023 (has links)
Den snabbt växande teknologiska utvecklingen har gjort att många företag anpassat sina varor,tjänster och företagsstruktur efter det alltmer moderna plattformsmodellen. Denna modell harvisat goda förutsättningar för företag att växa och att skapa ett större interaktionsnätverk mellanandra aktörer och agerar som en bra konkurrenskraft gentemot företag som förhåller sig till entraditionell analog företagsmodell. Denna fallstudie undersöker hur Jägersro Hästcenter kangynnas av en sådan modell och har undersökt vilka olika förslag som hade ökat antalet besökaretill anläggningen. Det har gjorts sju intervjuer samt samlats in 89 svar från en enkätundersökningsom visade hur intresset var starkt bland respondenterna att testa på nya innovativa teknologier. Undersökningen ger även goda stöd för vidare forskning kring hur dessa förslag bästimplementeras för att leda till bäst resultat. / The rapidly growing technological advancements have led many companies to adapt theirproducts, services and corporate structure to the increasingly modern platform model. This modelhas shown great potential for companies to grow and create a larger network of interactions withother stakeholders, serving as a strong competitive advantage compared to companies followinga traditional analog business model. This case study examines how Jägersro hästcenter can benefitfrom such a model and explores various suggestions to increase the number of visitors to thefacility. Seven interviews were conducted, and 89 responses were collected from a survey,revealing strong interest among the respondents in exploring new innovative technologies. Thestudy provides valuable support for further research on how these suggestions can best beimplemented to achieve optimal results.
65

La influencia de las transmisiones online de videojuegos y su relación con el comportamiento de la audiencia gamer del Perú / The influence of online video game transmissions and its relationship with the behavior of the gamer audience in Peru

Espinoza Chumpitaz, Pablo Andres 08 September 2021 (has links)
Los e-sports son un movimiento moderno que ha ido creciendo los últimos años de manera acelerada. Estas competencias digitales surgen de la variedad de videojuegos que se han popularizado de manera global. Asimismo, el impulso de los usuarios para ser reconocidos como el mejor de su rubro han incentivado a miles de jugadores a migrar a las plataformas digitales. Es así como nacen páginas online que funcionan como punto de encuentro para millones de fanáticos en el mundo, la brecha geográfica se ha ido deteriorando gracias a la conexión vía internet y las nuevas generaciones se han adaptado a la digitalización. Esta migración masiva ha ido en subida desde la aparición del covid19 el cual generó la cancelación de muchos eventos deportivos que se realizaban de manera presencial. Es así, como nuevos usuarios han descubierto el mundo del entretenimiento online. Este se basa en una nueva tendencia que puede generar la misma cantidad de audiencia que un deporte tradicional como el tenis. Los principales protagonistas de estás transmisiones y eventos, son en muchos casos, los propios fanáticos los cuales generan de manera orgánica las diferentes competencias. Finalmente, se encuentran los populares streamers, que se pueden comparar con personajes públicos que tienen miles de espectadores que comparten sus ideas y sintonizan sus transmisiones día a día, ellos son la voz autorizada en el mundo de los e-sports debido a su gran poder de convencimiento y reciprocidad que reciben. Estos diferentes generadores de contenido han llevado a los e-sport a un papel principal que ha generado mucha curiosidad y demanda por parte de grandes marcas que buscan ingresar a este mundo. / Esports are a modern movement that has been growing rapidly in recent years. These digital skills arise from the variety of video games that have become popular globally. Likewise, the impulse of users to be recognized as the best in their field has encouraged thousands of players to migrate to digital platforms. This is how online pages are born that function as a meeting point for millions of fans in the world, the geographical gap has been deteriorating thanks to the connection via the Internet and new generations have adapted to digitization. This massive migration has been on the rise since the appearance of covid19 which caused the cancellation of many sporting events that were held in person. This is how new users have discovered the world of online entertainment. This is based on a new trend that can generate the same audience as a traditional sport like tennis. The main protagonists of these broadcasts and events are, in many cases, the fans themselves who organically generate the different competitions. Finally, there are the popular streamers, who can be compared to public figures who have miles of viewers who share their ideas and tune into their broadcast’s day by day, they are the authorized voice in the world of e-sports due to their great power of conviction and reciprocity that they receive. These different content generators have led e-sports to a leading role that has generated a lot of curiosity and demand from big brands looking to enter this world. / Trabajo de investigación
66

Minicrea: Plataforma web de artes plásticas para niños / Business Model Minicrea: Web platform from plastic arts for kids

Liao Gallardo, Jessica Fiorella, Navarro Torres, Kaori Solange, Rojas Rivera, Juana Rosario, Robles Gómez, Vanessa, Velásquez Huerta, Cristhian Manuel 21 June 2021 (has links)
En el presente proyecto, se ha desarrollado una idea de negocio escalable y competitivo en el mercado y que se pueda mantener en el largo plazo. Este proyecto se basa en la comercialización de talleres a través de una plataforma digital, de nombre Minicrea, que ofrece una diversidad de especialidades en talleres recreativos enfocados principalmente en las artes plásticas, considerando dentro de ello, especialidades como pintura al óleo, dibujo, reciclaje artístico, entre otros. Minicrea es un proyecto basado en talleres de aprendizaje en línea, está dirigido a niños entre las edades de 6 a 11 años pertenecientes al nivel socioeconómico A y B. Este proyecto se inició a través de un proceso creativo en el que se presentaron ideas nuevas e innovadoras, las que dieron lugar a Minicrea. Esta fue validada por un método muy utilizado de recopilación de datos informativos, es decir entrevistas tanto a usuarios que cumplan los requerimientos para calificar como parte de nuestro público objetivo, así como también a expertos cuya información obtenida por parte de estos fue fundamental para la realización del presente proyecto. Asimismo, el modelo de negocio compuesto por elementos claves para el funcionamiento del presente emprendimiento debe ser validado. Para llevar a cabo esta validación de los supuestos del modelo de negocio, el equipo desarrolló un producto mínimo viable, el cual se presentó a los dos segmentos al que nos dirigimos. Los aprendizajes obtenidos de ello fueron muy importantes para realizar los ajustes correspondientes de acuerdo a las necesidades de los usuarios. Tras ello, se realizaron cuatro Concierge a lo largo de este proyecto, concluyendo que los talleres de artes plásticas ofrecidos por Minicrea, representan, para los padres de familia un servicio de alto valor debido a la calidad del mismo, por lo que tuvo gran acogida y muy buena aceptación. Consideramos que esta es una idea sumamente viable debido a las circunstancias que se viven en la actualidad, que a causa del confinamiento, muchos niños presentaron dificultades como afrontar el estrés por permanecer tanto tiempo en casa y las limitaciones que ello trae consigo, como el no poder tomar actividades recreativas al aire libre, sumado a ello, el aprendizaje a distancia y la falta de interacción con otros niños, nos ha llevado a plantear esta idea de negocio escalable y que se ajusta a la nueva normalidad y a las nuevas tendencias del mercado. / In this project, a scalable and competitive business idea has been developed in the market that can be maintained in the long term. This project is based on the commercialization of workshops through a digital platform, called Minicrea, which offers a diversity of specialties in recreational workshops focused mainly on the plastic arts, considering within it, specialties such as oil painting, drawing, recycling artistic, among others. Minicrea is a project based on online learning workshops, it is aimed at children between the ages of 6 to 11 years belonging to socioeconomic level A and B. This project began through a creative process in which new and innovative ideas were presented, which gave rise to Minicrea. This was validated by a widely used method of compiling informative data, that is, interviews both with users who meet the requirements to qualify as part of our target audience, as well as with experts whose information obtained from them was essential for the realization of this project. Likewise, the business model made up of key elements for the operation of this undertaking must be validated. To carry out this validation of the assumptions of the business model, the team developed a minimum viable product, which was presented to the two segments we are targeting. The lessons learned from this were very important to make the corresponding adjustments according to the needs of the users. After that, four concierges were held throughout this project, concluding that the plastic arts workshops offered by Minicrea represent, for parents, a high value service due to its quality, which is why it was very well received and very good acceptance. We consider that this is an extremely viable idea due to the circumstances that are lived today, that because of the confinement, many children presented difficulties such as coping with the stress of staying so long at home and the limitations that this brings, such as not Being able to take recreational activities outdoors, added to this, distance learning and the lack of interaction with other children, has led us to propose this scalable business idea that adjusts to the new normal and new market trends. / Trabajo de investigación
67

[en] SUSTAINABILITY: CIVIC TECH, BUILDING GLOBAL CITIZENSHIP AND EFFECTIVE INSTITUTIONS: ONU 2030 AGENDA / [pt] SUSTENTABILIDADE: CIVIC TECH, FORMAÇÃO DA CIDADANIA GLOBAL E INSTITUIÇÕES EFICAZES: AGENDA 2030 DA ONU

VALERIA TAVARES DE SANT ANNA 09 November 2023 (has links)
[pt] As Civic Tech como ferramentas tecnológicas para o exercício da cidadania e formação da cidadania global são capazes de fomentar e restaurar valores como cooperação e solidariedade na busca do consenso, conforme os pilares apresentados na Agenda 2030 da ONU – englobando pessoas, planeta, prosperidade, paz e parcerias. Torna-se possível o uso da tecnologia da informação para garantir informações de interesse socioeconômico para os cidadãos, permitindo, portanto, o acesso a informações para o exercício pleno da cidadania. Através do empoderamento do cidadão de um determinado território é possível a formação da cidadania global, rompendo-se a exclusividade imposta pelo mercado, no sentido de as pessoas agirem afirmativamente em prol do bem estar social, individual e coletivo, ou seja, além das ações associadas ao consumo típico de bens e serviços, características da sociedade de consumo e de massa. Neste sentido, o objetivo geral do trabalho é a criação de uma Civic Tech que se disponha à formação da cidadania global através de ações afirmativas com foco no Brasil, por meio do exercício efetivo da cidadania. / [en] Civic Tech as technological tools for the exercise of citizenship and the formation of global citizenship are capable of promoting and restoring values such as cooperation and solidarity in the search for consensus, according to the pillars presented in the UN 2030 Agenda - encompassing people, planet, prosperity, peace and partnerships. It becomes possible to use information technology to guarantee information of socioeconomic interest to citizens, thus allowing access to information for the full exercise of citizenship. Through the empowerment of citizens in a given territory, it is possible to form global citizenship, breaking with the exclusivity imposed by the market, in the sense that people act affirmatively in favor of social, individual and collective well-being, that is, in addition to actions associated with the typical consumption of goods and services, characteristics of consumer and mass society. In this sense, the general objective of the work is the creation of a Civic Tech that is willing to form global citizenship through affirmative actions focused on Brazil, through the effective exercise of citizenship.
68

Value creation within a digital service platform through the lens of service-dominant (S-D) logic : A case study of Eljun’s digital payment platform

Baum, Lena, Günes, Imge January 2023 (has links)
The number of companies who base their business model on digital platforms has increased in the recent years. Successful examples of digital platforms are e.g., Airbnb, Klarna or Uber. Compared to traditional linear value chains the value creation process in digital platforms is characterized by co-creation between multiple actors who exchange resources through interactions to mutually create value. Because of this fundamental difference in the value creation process it is necessary to research value creation in digital platform. Screening the literature has however shown that there is research gap in understandthe value creation process in digital platforms. Therefore, this thesis aims to understand this context by conducting a case study-based research. For this purpose, the start-up company Eljun is chosen that creates a digital wallet for customers to proceed payments for sustainable transportations. By conducting semi-structured interviews with the central actors of the platform we received insights that allow us to answer the three research questions. The value proposition canvas for the first research question has shown that the technical integration, costs, and lack of uncertainty are negative perceived values by the actors and positive values result from synergy effects in the platform like enhancing reach and customer experience by offering complementary services. For the second question we appliedthe view of service-dominant logic to analyse what facilitates value cocreation in the platform which led to the following themes: Adopting customer centric approach, stimulating purposeful communication, fostering collaborative development, cultivating transparent and fair interaction. For the third questions we derived barriers and motivators for value co-creation that are connected to a shared mission, competition, organizational & industrial readiness, number of actors and end-users, and the design of boundary resources.
69

Моделирование коммуникационных процессов в образовательных организациях : магистерская диссертация / Modeling of communication processes in educational organizations

Белошейкина, А. С., Belosheikina, A. S. January 2022 (has links)
Цель исследования – опираясь на теоретические и практические основы цифровизации, смоделировать бизнес-процесс для автоматизации коммуникационных процессов в Профсоюзной организации. Объектом исследования выступает информационная система профсоюзной организации студентов ИнЭУ, структурное подразделение ПОС УрФУ. Для достижения данной цели были определены следующие задачи: провести обзор и анализ систем в условиях развития цифровой экономики; сформировать требования к выбору системы для профсоюзной организации; рассмотреть программные продукты для Профсоюзных организаций; смоделировать основную деятельность объекта исследования; создать и проанализировать модель AS-IS, выявить недостатки, построить модель TO-BE; создать концептуальную модель будущей системы; разработать план управления проектом; рассчитать экономическую эффективность проекта. Результаты выпускной квалификационной работы используются в процессе работы Профсоюзной организации студентов ИнЭУ, а также были представлены на научных конференциях. / The purpose of the study is to model a business process for automating communication processes in a trade union organization based on the theoretical and practical foundations of digitalization. The object of the study is the information system of the trade union organization of students of INEU, a structural unit of the UrFU PIC. To achieve this goal, the following tasks were identified: to review and analyze systems in the context of the development of the digital economy; to form requirements for choosing a system for a trade union organization; to consider software products for trade union organizations; simulate the main activity of the research object; create and analyze the AS-IS model, identify shortcomings, build a TO-BE model; create a conceptual model of the future system; develop a project management plan; calculate the economic efficiency of the project. The results of the final qualification work are used in the work of the Trade Union Organization of INEU students and have also been presented at scientific conferences.
70

The Paradox of User Perceived Performance : An Empirical Study on User Experience in a Digital Platform Ecosystem / Det motsägelsefulla med användarupplevd prestanda : En empirisk studie av användarupplevelsen i ett digitalt plattformsekosystem

Granhed, Anna, Söderlund, Hanna January 2021 (has links)
User experience is today widely known but the complexity of this phenomenon is rarely left unnoticed. It is righteous to claim that the mobile application landscape is characterized by tough competition and high demands from users. To meet these demands the performance of the application is essential. There appears to exist consensus in existing literature regarding the importance of performance attributes for the user experience of mobile applications. However, there is limited research on how startup time is perceived and its effects on the user experience. Hence, this thesis aims to contribute to this field by investigating the formulated research question: To what extent does startup performance affect the user experience for a mobile application? Using a mixed method approach, this research aims to deepen the understanding of how end users of mobile applications perceive performance. The quantitative part of this study investigates what proxy variables that affect the performance during the startup process of a mobile application. The qualitative part aims to assess how users perceive startup time with respect to influencing factors and the effects on user experience. / Användarupplevelse är idag ett välkänt men komplext fenomen. Marknaden för mobila applikationer karaktäriseras av hård konkurrens och höga krav från användarna där tidigare studier har fastställt att prestanda-attribut har betydelse för användarupplevelsen. Det finns däremot begränsad empirisk litteratur kring hur prestanda uppfattas av användarna och effekterna på användarupplevelsen. Det är inom detta område som denna uppsats syftar till att bidra med kunskap. Detta genom att undersöka och besvara den formulerade forskningsfrågan: I vilken utsträckning påverkar start-prestandan användarupplevelsen för en mobilapplikation? Genom att använda en kombination av kvantitativa och kvalitativa metoder, syftar studien till att öka förståelsen kring hur användare av mobila applikationer uppfattar prestanda. Den kvantitativa studien undersöker vilka proxy-variabler som påverkar starttiden för en mobilapplikation. Den kvalitativa studien syftar följaktligen till att utvärdera hur användare uppfattar starttiden för en mobilapplikation med hänsyn till externa faktorer och dess effekt på användarupplevelsen.

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