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Meningsskapande i digital design - En utvärdering av Slow Design som ramverk för design av digitala artefakterDücay Erbora, Can, Forssell Ducellis, Adam January 2023 (has links)
Arbetet utforskar hur väl det går att tillämpa Slow Design och dess principer (reveal, expand, reflect, engage, participate, evolve och ritual) inom utvecklingen av digitala artefakter. I kontrast till ett fokus på effektiva interaktioner, fokuserar Slow Design på att främja medvetna interaktioner genom att skapa tillfällen för reflektion. Tidigare forskning har däremot mestadels fokuserat på tillämpningar av filosofin i design av fysiska artefakter. Med detta i åtanke, syftar detta arbete att besvara följande frågeställning: Hur kan principer för Slow Design appliceras i utvecklingen av digitala artefakter för att uppmuntra reflektioner hos användare? Huvudsakliga forskningsstrategin i studien var design science, med fokus på design och demonstration. Problemformuleringen och en del av behovsdefinitionen baserades på insamlad data från ett tidigare projektarbete genomfört av samma författare, där en virtuell matbutik utvecklades baserat på data från en empirisk studie kring mathandel. Utifrån detta togs en behovsdefinition fram för detta arbete, där krav på artefakten fastställdes. Detta kompletterades vidare med en tillämpning av principerna för Slow Design. Designarbetet inleddes därefter med en idégenerering, där ett flertal olika idéer genererades utifrån specificerade krav och principer för Slow Design. En validering med användare resulterade sedan i ett urval av idéer som användes som utgångspunkt för tidiga skisser på nätbutiken. Med utgångspunkt i skisserna utvecklades en prototyp av en nätbutik där olika funktioner implementerades med syftet att gestalta ett flertal principer för Slow Design. Därefter genomfördes en demonstration av prototypen, där sex deltagare ombads utföra ett antal uppgifter med både prototypen och en etablerad nätbutik. Detta genomfördes inom ramen av en mindre kartläggning där både observationer och semistrukturerade intervjuer genomfördes, som kunde ge insikter kring deltagarnas upplevelser av den utvecklade artefakten jämfört med en etablerad nätbutik. Insamlad data analyserades tematiskt och resulterade i tre teman: transparens, form och temporalitet. Dessa tre teman visade på övergripande aspekter i nätbutiken som kunde påverka reflektion. Utifrån den bedömning som gjordes, lyckades fem av sex implementerade principer framgångsrikt gestaltas i prototypen. Resultatet visade hur Slow Design kunde appliceras i utformning av en nätbutik, samt hur en implementering av de olika principerna kan bidra till en mer reflekterande, medveten och meningsfull mathandel. Därför dras slutsatsen, att arbetet på en mer övergripande nivå tydligt visar hur Slow Design kan appliceras i utvecklingen av digitala artefakter, och hur en tillämpning av principerna kan leda till fler möjligheter för användare att reflektera under användningen av digitala artefakter. / This paper reports on an exploration of how to apply Slow Design and its principles (reveal, expand, reflect, engage, participate, evolve and ritual) to digital artifacts. Unlike a more traditional focus on efficient interactions, the intention behind Slow Design is to promote meaningful interactions by supporting moments of reflection. However, previous research has primarily focused on applying the philosophy to physical artifacts or products. With this in mind, the following research question was defined: How can principles for Slow Design be applied in developing digital artifacts to encourage reflection in users? The primary research strategy used was design science, focusing on design and demonstration. The problem explication and a part of the requirement definition were based on a previous project by the same authors, in which a virtual grocery store was developed based on data gathered through an empirical study of slowness regarding grocery shopping. The main findings of the empirical study are reported on and further operationalized in this study to define the requirements for an artifact. The requirement definition was expanded further by translating the current principles for Slow Design to make them more applicable to digital design. Design concepts were subsequently developed as part of the design and development phase, in which interweaving requirements and principles for Slow Design resulted in multiple ideas. Three users then validated the ideas, resulting in a selection of ideas to be used in early sketches of the online store. Based on these sketches, a prototype was developed with functionality that, in different ways, embodied a total of six (out of seven) principles for Slow Design. A demonstration of the prototype was then conducted, in which six participants were instructed to perform a set of tasks with both the prototype and an already established online store. For this purpose, a small-scale survey was conducted in which observations and semi-structured interviews were conducted to gather data that could highlight differences in the experiences of using both artifacts. A thematic analysis was then conducted to identify overarching patterns in the data, resulting in three themes highlighting properties of the prototype that could influence or limit reflective use: transparency, form, and temporality. The authors then assessed that five (out of six) principles for Slow Design had been successfully embodied in the prototype. The result showed how Slow Design could be applied in the design of an online grocery store and how implementing the principles could contribute to a more reflecting, conscious, and meaningful grocery shopping experience. Therefore, the study on a higher level clearly shows how Slow Design can be applied in the design of digital artifacts, and how applying the principles can lead to more opportunities for users to reflect during their interactions with digital artifacts.
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Структура и особенности процесса управления персоналом на предприятиях общественного питания: на примере сети кофеен "Французский Пекарь" : магистерская диссертация / The structure and features of the personnel management process in catering: the example of the French Baker chain of coffee housesПолюдов, А. А., Polyudov, A. A. January 2019 (has links)
Управление персоналом – это установление организационно-экономических, социально-психологических и правовых отношений субъекта и объекта управления с целью получения качественного персонала. На примере организации «Французский пекарь» можно проследить то, как происходит развитие рынка кофеен с течением времени и как меняется стратегия управления персоналом при масштабировании. Объектом исследования данной выпускной квалификационной работы магистра является управление персоналом на предприятиях общественного питания. Предмет исследования – персонал предприятия общественного питания. Цель исследования – выявить особенности и проблематику в работе с персоналом на предприятиях общественного питания и проанализировать технологии управления персоналом на предприятиях общественного питания на примере сети кофеен Французский пекарь. Исходя из поставленной цели, в работе решаются следующие задачи -раскрытие понятия «управления персоналом» и ее целей, рассмотрение теоретических основ системы управления персоналом на предприятиях общественного питания, проанализировать рынок кофеен России и Екатеринбурга в частности и изучить организацию системы управления персоналом в кофейне «Французский Пекарь». В ходе работы было раскрыто понятие «управление персоналом», были определены цели, рассмотрены основные сегменты в теории управления персоналом. В анализе рынка кофеен были обозначены основные тенденции развития кофейного рынка России и Екатеринбурга, в частности. Благодаря изучению и анализу вышеизложенного материала можно подвести итоги об изучаемой компании «Французский Пекарь». Система управления персоналом в компании отвечает внешним рыночным и внутренним организационным вызовам. / Human resources management is the establishment of organizational, economic, social, psychological and legal relations between a subject and a management object in order to obtain high-quality personnel. Using the example of the French Baker organization, we can trace how the coffee market develops over time and how the personnel management strategy changes when scaling. The object of study of this final qualification work of the master is personnel management in catering. Subject of study - restaurant staff. The purpose of the study is to identify features and problems in working with personnel at public catering enterprises and to analyze personnel management technologies at public catering enterprises using the example of the French baker coffee shop network. Based on the goal, the following tasks are solved: the disclosure of the concept of “human resources management” and its goals, consideration of the theoretical foundations of the personnel management system at public catering establishments, to analyze the coffee market in Russia and Yekaterinburg in particular, and to study the organization of the personnel management system in the “French Coffee House Baker". In the course of the work, the concept of “human resources management” was revealed, goals were defined, the main segments in the theory of personnel management were considered. In the analysis of the coffee market, the main trends in the development of the coffee market in Russia and Yekaterinburg, in particular, were identified. Thanks to the study and analysis of the above material, you can summarize the studied company "French Baker". The personnel management system in the company meets external market and internal organizational challenges.
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Утилизация и переработка отходов производства керамической плитки : магистерская диссертация / Utilization and recycling of ceramic tile production wasteСегаева, В. Э., Segaeva, V. E. January 2022 (has links)
Исследованы свойства побочных тонкодисперсных продуктов, возникающих при производстве керамической плитки, приведен обзор способов их дальнейшей утилизации, и разработана технология переработки этих материалов с целью получения новых продуктов. / The properties of fine-dispersed by-products arising in the production of ceramic tiles are investigated, an overview of ways of their further utilization is given, and a technology for processing these materials in order to obtain new products is developed.
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Trust Builder Bitcoin : Cryptocurrencies as Marketing Tools beyond Functionality in the Exemplary Application Sector Online Sex ShopsPalurovic, Sarah January 2021 (has links)
Up until now, Bitcoin as a marketing tool to leverage the brand image of an e-retailer has only been researched scarcely. This paper contributes to filling this gap by looking at Bitcoin’s suitability as primarily a cognition-based trust-building tool in the context of online sex shops. Online sex shops in which affective-based trust is taken as a use-case to exemplarily assess whether far associations customers have with Bitcoin can be transferred unto their brand image, assessing its effectiveness. Moreover, as Bitcoin is a payment method, this study feels the pulse in how far trust is established with the general public to assess chances of success when introducing it as an option to existing alternatives. Trust is considered important in the transaction and decision-making processes of a customer as much as it is in building and fostering brand image. Two expert interviews and one survey make up the data source for this research to gain a holistic view from the customer’s, the retailer’s and the industry expert’s perspective. Findings from the different sources were first in-case analyzed before cross-comparing them. The study highlighted the fact that Bitcoin as a marketing tool is highly case-sensitive, cognition-based, and risky in both - financial and marketing terms. It is best used as part of a long-term strategy and in cases in which the brand image of a brand is as similar to that of Bitcoin as possible. Additionally, Bitcoin disposes of many of the same qualities as other payment methods do and although trust in it is still limited, it is competitive in terms of factors like transaction speed and cost. There is no uniform bundle of associations and a positive or negative evaluation thereof to be connected to it, however, factors like gender, financial education, and trust in one’s own abilities are all found to influence trust and usage intention. The study finds potential for both – Bitcoin as a marketing tool and payment method.
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RFID as an enabler of improved manufacturing performanceHozak, Kurt 10 July 2007 (has links)
No description available.
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Studie av artificiell intelligens för ökad resurseffektivitet inom produktionsplanering : En studie med fokus på hur nuvarande samt potentiella implementeringar av artificiell intelligens inom produktionsplanering kan öka resurseffektiviteten hos ett tillverkande företag / A study on artificial intelligence for increased resource efficiency in production planning : A study focusing on how current and potential implementations of artificial intelligence in production planning can increase the resource efficiency of a manufacturing companyAli, Mahammed Ali January 2021 (has links)
Industri 4.0 har medfört stora förändringar och med denna våg av förändringar har artificiell intelligens tillkommit. AI är inget nytt och har forskats på utvecklats sedan den första datorn uppfanns. Tanken var då enligt Alan Turing fadern av datalogi att om en maskin inte kan särskiljas från en människa då är det en AI. Sedan dess har vi sett flera AI modeller slå människan i olika fält och sett AI teknologiers förmåga. Att AI ska implementeras inom den mest innovativa branschen var inte långtsökt. Industriell AI är till skillnad från vanliga AI modeller en kontrollerad process som hittills tillämpats inom begränsade områden. Eftersom standardisering och systematisk tillvägagångsätt kan likställas som synonymer till industriella verksamheter. Är det ingen skillnad på processer inom fabriker, och AI teknologier måste anpassas efter dessa processer. Det har under det senaste decenniet globalt investerats i innovation inom industrier. Länder världen över vill att deras industrier med Industri 4.0 hamnar i framkanten. Där Tyskland introducerade Industri 4.0, USA Smart Manufacturing Leadership Coalition, Kina deras plan kallad China 2025 och EU tillkännagett Factories for the future. Som en konsekvens av dessa enorma satsningar har denna studie som mål att se hur AI kan hjälpa tillverkande företag öka resurseffektiviteten inom produktionsplanering. Eftersom forskningsområdet är relativt nytt kommer studien basera resultaten på fallstudier där ABB och Scania intervjuas. Dock behöver detta område mer forskning. / The global introduction of Industry 4.0 has brought with it changes within industry. The indirect consequence of Industry 4.0 being artificial intelligence. The idea of AI is as old as the invention of computers with Alan Turing the father of computer science stating the first description of AI. His thought was that if a machine could be mistaken for a human then the machine was intelligent. The thought being that machine never could outperform humans back then. Now in modern times we have witnessed great feats made by intelligent algorithms where they outperform humans in various fields. For AI to be implemented in industry the most innovative buisness it has to adapt to the workings of indutrial processes. Systematic approach and standardization being two values that strongly represents industries. During the last decade global initiative and investment in innovation of industry. Has led to global competitors such as Germany creating Industry 4.0, The United States creating Smart Manufacturing Leadership Coalition, China introducing their plan called China 2025 and EU with Factories for the future. This paper is a reaction of these enormous investments made into Industry 4.0. The objective of this paper is to examine how AI can help manufacturing enterprises increase their resource efficiency within production planning. Since this field of science stillbeing in its infancy this paper will base its result on interviews made with companies as ABB and Scania. However this field needs more work.
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exploring pre-loved : consumers’ perception of the pre-loved concept in a traditional clothing store environmentConnysson, Linnéa, Landström, Emma January 2024 (has links)
The aim of this thesis is to explore consumer perceptions regarding the emerging trend among traditional clothing stores in Gothenburg, Sweden, where a section of their retail space is dedicated to reselling pre-loved clothing. Additionally, it seeks to investigate the factors influencing consumers' preference for these sections over conventional thrift stores. Employing a qualitative approach, the study conducts 10 shop-along sessions comprising semi-structured interviews and unstructured observations in four traditional clothing stores, each featuring an integrated pre-loved section. The theoretical framework encompasses consumer value theory, supplemented by the Means-End Chain Theory, which is utilized to analyze the findings. Results reveal a positive response from participants toward pre-loved initiatives, indicating an overall favorable perception. Findings show that consumers perceive pre-loved initiatives as multiple valuable, including economic savings, functional quality, social value, and an enjoyable, empowering, and satisfying experience. Furthermore, various factors such as curated pieces, well-organized sections, unique garments, and diverse assortments influence consumers, leading to different consequences and values such as feeling efficient, self-fulfillment/self-expression, and enjoyment, thus favoring pre-loved initiatives over conventional thrift stores. In conclusion, the study sheds light on the growing preference for pre-loved initiatives among consumers in traditional clothing stores.
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印刷電路板工廠現場排程之研究 / A Study of Shop Floor Scheduling on a PCB Manufacturing System黃萱懿, Huang, Shuan-yi Unknown Date (has links)
近年來,印刷電路板(printed circuit board, PCB)產業在台灣蓬勃發展,對台灣經濟表現有相當重要的影響;與此同時,產業內各廠商卻因內外環境變異等因素,而面臨日益激烈的競爭壓力。本研究針對產業前段的生產工廠(PCB manufacturing)從管理面探討問題來源,發現各廠商所導入的管理系統(MRP、ERP、SCM等)均缺乏現場排程(shop floor scheduling)功能,因此造成排程結果不具可行性,連帶導致管理系統的績效也未如預期理想。
為解決該產業所面臨的現場排程問題,本研究透過個案訪談方式,對產業特性深入了解,歸類此類問題為排程領域中的流程型工廠排程問題(flow shop scheduling)。
在求解過程中,本研究以總延遲時間(total tardiness)最小化為目標,並以禁忌搜尋法(tabu search)作為最佳化過程的演算法。於理論探討後,本研究亦實際建置一套排程系統,並以來自個案工廠的訂單資料實際求解,以評估此系統績效。
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Meta-heurísticas Iterated Local Search, GRASP e Artificial Bee Colony aplicadas ao Job Shop Flexível para minimização do atraso total. / Meta-heuristics Iterated Local Search, GRASP and Artificial Bee Colony applied to Flexible Job Shop minimizing total tardiness.Melo, Everton Luiz de 07 February 2014 (has links)
O ambiente de produção abordado neste trabalho é o Job Shop Flexível (JSF), uma generalização do Job Shop (JS). O problema de programação de tarefas, ou jobs, no ambiente JS é classificado por Garey; Johnson e Sethi (1976) como NP-Difícil e o JSF é, no mínimo, tão difícil quanto o JS. O JSF é composto por um conjunto de jobs, cada qual constituído por operações. Cada operação deve ser processada individualmente, sem interrupção, em uma única máquina de um subconjunto de máquinas habilitadas. O principal critério de desempenho considerado é a minimização dos atrasos dos jobs. São apresentados modelos de Programação Linear Inteira Mista (PLIM) para minimizar o atraso total e o instante de término da última operação, o makespan. São propostas novas regras de prioridade dos jobs, além de adaptações de regras da literatura. Tais regras são utilizadas por heurísticas construtivas e são aliadas a estratégias cujo objetivo é explorar características específicas do JSF. Visando aprimorar as soluções inicialmente obtidas, são propostas buscas locais e outros mecanismos de melhoria utilizados no desenvolvimento de três meta-heurísticas de diferentes categorias. Essas meta-heurísticas são: Iterated Local Search (ILS), classificada como meta-heurística de trajetória; Greedy Randomized Adaptive Search (GRASP), meta-heurística construtiva; e Artificial Bee Colony (ABC), meta-heurística populacional recentemente proposta. Esses métodos foram selecionados por alcançarem bons resultados para diversos problemas de otimização da literatura. São realizados experimentos computacionais com 600 instâncias do JSF, permitindo comparações entre os métodos de resolução. Os resultados mostram que explorar as características do problema permite que uma das regras de prioridade propostas supere a melhor regra da literatura em 81% das instâncias. As meta-heurísticas ILS, GRASP e ABC chegam a conseguir mais de 31% de melhoria sobre as soluções iniciais e a obter atrasos, em média, somente 2,24% superiores aos das soluções ótimas. Também são propostas modificações nas meta-heurísticas que permitem obter melhorias ainda mais expressivas sem aumento do tempo de execução. Adicionalmente é estudada uma versão do JSF com operações de Montagem e Desmontagem (JSFMD) e os experimentos realizados com um conjunto de 150 instâncias também indicam o bom desempenho dos métodos desenvolvidos. / The production environment addressed herein is the Flexible Job Shop (FJS), a generalization of the Job Shop (JS). In the JS environment, the jobs scheduling problem is classified by Garey; Johnson and Sethi (1976) as NP-Hard and the FJS is at least as difficult as the JS. FJS is composed of a set of jobs, each consisting of operations. Each operation must be processed individually, without interruption, in a single machine of a subset of enabled machines. The main performance criterion is minimizing the jobs tardiness. Mixed Integer Linear Programming (MILP) models are presented. These models minimize the total tardiness and the completion time of the last operation, makespan. New priority rules of jobs are proposed, as well as adaptations of rules from the literature. These rules are used by constructive heuristics and are combined with strategies aimed at exploiting specific characteristics of FSJ. In order to improve the solutions initially obtained, local searches and other improvement mechanisms are proposed and used in the development of metaheuristics of three different categories. These metaheuristics are: Iterated Local Search (ILS), classified as trajectory metaheuristic; Greedy Randomized Adaptive Search (GRASP), constructive metaheuristic, and Artificial Bee Colony (ABC), recently proposed population metaheuristic. These methods were selected owing to their good results for various optimization problems in the literature. Computational experiments using 600 FJS instances are carried out to allow comparisons between the resolution methods. The results show that exploiting the characteristics of the problem allows one of the proposed priority rules to exceed the best literature rule in about 81% of instances. Metaheuristics ILS, GRASP and ABC achieve more than 31% improvement over the initial solutions and obtain an average tardiness only 2.24% higher than the optimal solutions. Modifications in metaheuristics are proposed to obtain even more significant improvements without increased execution time. Additionally, a version called Disassembly and Assembly FSJ (DAFJS) is studied and the experiments performed with a set of 150 instances also indicate good performance of the methods developed.
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Análise comparativa do impacto das variáveis atitudinais e do comportamento do consumidor nas vendas físicas de uma loja Pet Shop / Comparative analysis of the impact of attitudinal variables and consumer behavior on physical sales of a Pet ShopSakai, Maryanne Akemi 19 March 2018 (has links)
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Previous issue date: 2018-03-19 / Companies have a wide range of information from their customers, such as their
registration and last purchase data. For a service provider in a
market like Pet Shops, know your customer and know what the variables are.
which most impact on your purchases is of paramount importance. The study
gain additional gains when improving the purchasing model through variables
consumer attitudes. The RFM analysis (frequency, frequency and monetary value) contributed clients to be grouped according to frequency, frequency and value
transaction. The methodology was complemented with semi-structured interviews,
140 respondents, and multivariate linear regression models. The object of the study was the
Pet Shop located in São Paulo. Five regression models were used to verify
the incremental gains with the incorporation of attitudinal variables.
The model that obtained R2 (68.13%) was the one that considered as a response variable the mean value of transaction of the year 2017 and as explanatory variables the quintiles of recency, frequency, of value, in addition to incomplete higher education, pet be considered as a child or as a member family, amount of other pets and cluster of clients that need to be remembered. As As a result of the research, it is noted that the perception of the family vis-a-vis the pet prevailing in the decision to purchase services and products, making variables such as distance from the residence to the Pet Shop or household income become secondary when determining the attitudinal variables that most influence the purchase decision. Understand each client and how it relates to the pet allows you to increase your transaction value because the client seeks above all the welfare of your pet. / As empresas possuem uma grande variedade de informação de seus clientes, como seu
cadastro e dados de últimas compras. Para uma empresa prestadora de serviços presente em um
mercado pulverizado como o de Pet Shops, conhecer o seu cliente e saber quais são as variáveis
que mais impactam em suas compras é de suma importância. O estudo verifica se é possível
auferir ganhos adicionais quando se aprimora o modelo de compras por meio de variáveis
atitudinais do consumidor. A análise RFM (recência, frequência e valor monetário) contribuiu
para que os clientes fossem agrupados conforme os padrões de recência, frequência e valor de
transação. A metodologia foi complementada com entrevistas semiestruturadas, survey com
140 respondentes, e modelos de regressão linear multivariada. O objeto do estudo foi a loja de
Pet Shop localizada em São Paulo. Foram conduzidos 5 modelos de regressão para se verificar
os ganhos incrementais com a incorporação de variáveis atitudinais. O modelo que obteve o R2
mais alto (68,13%) foi aquele que contemplava como variável resposta o valor médio de
transação do ano de 2017 e como variáveis explicativas os quintis da recência, da frequência,
do valor, além de ensino superior incompleto, pet ser considerado como filho ou como membro
da família, quantidade de outros pets e cluster de clientes que precisam ser lembrados. Como
resultado da pesquisa, nota-se que a percepção da família frente ao pet exerce papel
preponderante na decisão de compra de serviços e produtos, fazendo com que variáveis como
distância da residência ao Pet Shop ou renda domiciliar tornem-se secundárias ao se determinar
as variáveis atitudinais que mais influenciam na decisão de compra. Entender cada cliente e
como ele se relaciona com o pet permite aumentar o seu valor de transação, pois o cliente busca
acima de tudo o bem-estar de seu pet.
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