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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.
81

Services for Effective Rural Governance: A Design Thinking View / Services for Effective Rural Governance - A Design Thinking View

Zejda, Vladimír January 2013 (has links)
This paper takes a look at the challenges mayors of Czech small towns face in they day-to-day job and presents a comprehensive overview of ways they can be addressed. It then focuses on the non-financial and non-legislative tools of cooperation and external support in particular, which are introduced under a collective name "services for effective rural governance". The thesis then presents on the concept of "service design" and its uses in the public sector. Consequently, this method is used to analyze and propose changes to the currently available services for effective rural governance so that they best serve the small town mayors.
82

Collaborative Learning of Independet Living : for families with Down syndrome / Kollaborativt lärande för ett självständigt liv : för familjer med Downs syndrom

Tao, Yijia January 2020 (has links)
Home adpats to different life stages of family members. It provides an envrionment for kids to explore and learn. It balances the private life between adolescent and parents. However, it is different for families with Down syndrome because of their slow life path and demaning for time. This project aims to explore how might we improve the family relationship during the transition of living together in the context of a family with Down syndrome. I concentrate on the family plan for independent living: cooking-related activities. It is a long-term life project which demands time and higher motivation. From the research, parents have control over the learning process, which can influence young adults' confidence in making decisions and parents' building trust in their abilities. How might we support the process of collaborative learning for parents and DS young adult to achieve the long-period life project? Take the food planning as an example, this project explores touchpoints of trust building, learning transfer and decision-making points. "COOKIES" is a platform that connects different learning scenarios and on-going practice together. It helps to transfer the learning from outside home to the home cooking context. It motivates young adults with DS to leveling up missions defined by themselves. Parent's ambition is balanced with DS young adult's exploration. With the ability learned in this process, it can also influence several other domains of life choices.
83

DONOR SPACE : Bringing everyone together to support volunteer donors in Blood stem cell donation process

Aggarwal, Akansha January 2018 (has links)
Globally in the medical and healthcare field, due to technological advancement and higher success rate of life-saving procedures, there has been a dramatic increase in the number of blood stem cell transplants performed each year. Consequently, the demand for blood stem cells from the donors is continual. The process of acquiring these cells from donors has its obstacles. Once volunteers are willing to donate and are identified as a potential match to the patient, they go through various stages, involving a long waiting period for the donors.  The aim of the project  is to apply and combine interaction design practices in the healthcare and medical world: how it would affect and shape specific experiences for the blood stem-cell donor. I would propose a digital service design that provides strategies to enhance the donation journey experience for the volunteer donors and the stakeholders involved in the process. The thesis project explores how we might design alternative ways to enhance a donor experience through digital services.
84

Valuation in Service: A Performative Perspective / サービスにおける価値づけ:行為遂行性の視座

Sato, Nao 25 March 2019 (has links)
付記する学位プログラム名: デザイン学大学院連携プログラム / 京都大学 / 0048 / 新制・課程博士 / 博士(総合学術) / 甲第21920号 / 情総博第2号 / 新制||情総||1(附属図書館) / 京都大学大学院情報学研究科社会情報学専攻 / (主査)教授 吉川 正俊, 教授 大手 信人, 教授 松井 啓之, 教授 椙山 泰生 / 学位規則第4条第1項該当 / Doctor of Philosophy / Kyoto University / DGAM
85

Desired Qualities of Mobility-as-a-Service : Informing User-centred Service Design

Baduna, Maryam January 2021 (has links)
Desired qualities of Mobility-as-a-Service (MaaS) represent what potential users want, hope for, and expect of MaaS without having experienced the service yet. Knowledge about the desired qualities is essential to design MaaS to meet users’ needs. However, little attention has been paid to understand potential users' desired qualities in the literature on MaaS. This paper addresses this void in literature with an explorative study with potential MaaS users in Sweden. The results of the study are desired qualities of MaaS such as reliability, entertainment and inclusivity. The study contributes with a thematization and classification of desired qualities of MaaS. The themes are desired qualities that make life easier, desired qualities that provide assurance, desired qualities that reward, desired qualities that appeal to inclinations and desired qualities that maintain preferred habits. The four levels of classification are functional, emotional, life-changing, and social significance. Researchers and service designers could work backward from these desired qualities to design user-centred services towards user satisfaction.
86

Engage Gamification into Campus Counseling for International Students

January 2020 (has links)
abstract: In recent years, with the increase in the number of students studying abroad, the psychological problems of international students have attracted more and more attention. At the same time, due to the stigma and stereotypes of mental illness, international students have encountered difficulties in using campus psychological counseling services of overseas universities. Gamification is a concept that applies the elements of games to non-gaming fields. It is being widely used in various fields. This study aims to conduct user research for designing a better experience and service design for international students using campus psychological counseling by using gamification. The study was conducted using an extensive literature review as well as quantitative and qualitative research methods including a focus group, an online survey, and an interview to explore the main sources of pressure for international students and their perception on-campus counseling service. Furthermore, this study tried to explore the feasibility of online services and how gamification be applied to the services. The results showed that international students have been reported to have psychological pressure on some special issues, and few international students used campus counseling. International students who have used campus psychological counseling services also expressed their dissatisfaction with campus psychological counseling. Additionally, the study showed the feasibility of online services and the acceptance of core drives of gamification. The conclusion can be summarized as a user research for future service design in the campus counseling system, which includes expected functions and some gamified ways of online services. Because the results showed that online services cannot replace face-to-face consulting services, how to combine online and offline services, and how to let gamification reach its full potential will be further discussed. / Dissertation/Thesis / Masters Thesis Design 2020
87

A responsive design strategy : tested in the Centurion licensing department to serve as a national roll-out solution

Lubbe, Janel C. January 2014 (has links)
Interior design is more than just the design of spaces. It is the study of human activity, interaction, movement and spatial governance. These result in the user being both emotionally and physically involved in the interior. Therefore interior design also allows for cooperation between building and user. However when this matter of cooperation is overlooked the negative effect falls on the service that the building provides leading to a negative user perception. User perception is currently not seen as a physical parameter within an interior condition; however it has a big role to play in terms of how public service buildings function. The interior spaces within the current South African public service domain are prone to this lack of cooperation between building and user. As is evident in service delivery, there is no sharing of information between building and user leading to confusion, frustration and an overall negative perception of the work that is being done there. Many different forms of analysis can be used to determine where these problems lie within the interior. Using elements from other fields of design can add layers of information enriching the design decisions made through the interior design solution. By overstepping the boundary between Service Design and interior design, the designer delves into a unique understanding of the processes and associated problems within the service delivery, and through this understanding a more informed spatial solution can be developed. Information visualization and interior design work hand in hand as an instrument in presenting both problems and solutions in a way that the layman can understand. In an industry where information is lacking, finding new streams of portraying it could change user perception in a positive way. The investigation of this problem will unfold in the Tshwane Licencing Departments. Four sites within this study will be investigated namely, Centurion, Waltloo, Akasia and Rayton traffic departments. These sites will be analysed to decipher the core problems that they share. The Centurion Licencing Department will be the site used to develop and test the proposed interior intervention. This site is an example of an interior with a lack of cooperation due to its misuse of interior space, lack of wayfinding, circulation and non-existent identity. Through efficiency, pleasant experience and providing the user with all the information needed to complete the process should allow for a cooperative interior and therefore a change in perception. Interior Design becomes the instrument to realise pleasant-efficiency for service delivery. Even though Interior Design has no control over the administrational aspects of service delivery, it can shape the platform on which it is delivered having a positive influence on both user and service provider. / Dissertation (MInt(Prof))--University of Pretoria, 2014. / Architecture / MInt(Prof) / Unrestricted
88

THE FORGOTTEN SOURCE : EMPLOYEES AS A SOURCE OF CUSTOMER INSIGHTS

Sjöberg, Tobias January 2020 (has links)
The service economy is flourishing and due to high competition, manufacturers are turning to service innovation as way to distinguish and meet their customers increasing and changing demands. Service design and an increased utilization of employees are seen as way of improving the innovative capabilities. The aim of this thesis is to explore in a manufacturing company undergoing servitization, what is the role of front-line-employees (FLE) for service innovation and in what ways can front-line-employees be leveraged to enhance a firm’s service innovation capability? To do so, a hermeneutical research approach was adopted to interpret both FLEs collective customer understanding and the strategic view from management and service design within a company. Results reveal an encountered complexity and unstructured development of customer knowledge through long ongoing relations where the continuous identification of customer needs is a unformalized process and FLEs are relying on experience and tacit knowledge to do so. The study identifies FLEs as a resource to innovation, with aggregated customer knowledge, product knowledge and practice knowledge and are mainly contributing as a supporting actor in the innovation process. The study makes a contribution by emphasizing the needed support to empower FLEs as contributors to service innovation. Service design tools and techniques are a suggested way to provide structure and formalization in the involvement of FLEs into the innovation process. Future studies should aim to validate and explore the suggestions further through a comprehensive study of the inter-organizational customer knowledge creation and dissemination and its effect on service innovation.
89

Lulity - Luleå Community : Design of a movement through co-creation

Palo, Johanna January 2022 (has links)
Northern Sweden is in the middle of a major transition, a green transition. As large industries are being established and companies are accelerating, the supply of skills must be solved. The regional development strategy Norrbotten 2030 was developed in 2019 with the vision of Norrbotten becoming Sweden’s most welcoming and innovative county. To succeed in recruiting is one thing, but if we don’t welcome and include people moving to Luleå into the society, Luleå risk becoming a fly-in-fly-out city. This bachelor’s thesis has been carried out in Industrial Design Engineering at Luleå University of Technology to design a service that will maximize the impact of recruitment in Luleå, making people who move here, want to stay. The project has been carried out in collaboration with Brightnest.  To ensure a continuous focus on the user's experiences and needs a human-centred design process has been followed, with a focus on co-creation together with the users and stakeholders. Through interviews and workshops, the users and stakeholders have been invited to every part of the process. Through creative methods, such as analogies, personas and customer journey maps, the needs and dreams of the users have been translated into design opportunities. Throughout the design-process tests have continuously been carried out with users to ensure that the design choices are prioritizing the needs of the users.  The final design is a movement called Lulity – Luleå Community which consists of three components 1) This is Lulity – the movement, 2) I am Lulity – the ambassadorship and 3) Relocate Luleå. Through these components, social sustainability can be reached both for the users, the stakeholders and the society at large. Through This is Lulity all interested parties can jointly facilitate and ease the relocation process before a person has moved, during the first half-year after the move, and after the first six months. The presentation of the challenge and the design in this text contribute to awareness and a changed mindset among everyone involved. / Norra Sverige är mitt uppe i en stor omställning, en grön omställning. I takt med att stora industrier etableras och företagen accelererar måste kompetensförsörjningen lösas. Den regionala utvecklingsstrategin Norrbotten 2030 togs fram 2019 med visionen att Norrbotten ska bli Sveriges mest välkomnande och innovativa län. Att lyckas med rekryteringen är en sak, men om vi inte välkomnar och inkluderar människor som flyttar till Luleå in i samhället riskerar Luleå att bli en fly-in-fly-out stad. Detta examensarbete har genomförts inom Teknisk Design vid Luleå tekniska universitet för att designa en tjänst som ska maximera effekten av rekryteringen i Luleå och få människor som flyttar hit att vilja stanna. Projektet har genomförts i samarbete med Brightnest. För att säkerställa ett kontinuerligt fokus på användarens upplevelser och behov har en användarcentrerad designprocess följts, med fokus på samskapande tillsammans med användare och intressenter. Genom intervjuer och workshops har användarna och intressenterna bjudits in till varje del av processen. Genom kreativa metoder, såsom analogier, personas och kundresor, har användarnas behov och drömmar omsatts till designmöjligheter. Under hela designprocessen har tester kontinuerligt genomförts med användare för att säkerställa att designvalen prioriterar användarnas behov. Den slutliga designen är konceptet Lulity – Luleå Community som består av tre komponenter 1) This is Lulity – rörelsen, 2) I amLulity – ambassadörskapet och 3) Relocate Luleå. Genom dessa komponenter kan social hållbarhet nås både för användarna, intressenterna och samhället i stort. Genom This is Lulity kan alla intressenter gemensamt underlätta flyttprocessen innan en person har flyttat, under det första halvåret efter flytten och efter det första halvåret. Presentationen av utmaningen och designen i denna text bidrar till medvetenhet och ett förändrat tankesätt hos alla inblandade.
90

How a Socio-technical Systems Theory Perspective can help Conceptualize Value Co-Creation in Service Design : A case study on interdisciplinary methods for interpreting value in service systems

Jedbäck, William January 2022 (has links)
Background: Industrial actors see an increased relevance in adopting and promoting services within their business model in order to differentiate themselves on the market and drive growth. Service design is suggested to aid companies in this endeavor by supporting value co-creation between service provider and customer, however, new interdisciplinary methods are warranted in order to better represent and understand value co-creation in complex organizational systems.  Method: The case study adopted a mixed methods approach which incorporated tools from service design, interaction design and socio-technical systems theory (STS), used together with stakeholders at a business-to-business company. Qualitative and quantitative data was gathered and analyzed in order to assess the usability and managerial implications of implementing a STS framework in a co-creative service design process.  Results: The design process produced five themes representing prerequisites for value co-creation at the company. One of these themes was further assessed in the STS framework, resulting in a design proposition that depicted systemic interrelations between social and technological aspects.  Implications/Conclusion: The STS framework used in the current study enabled investigation of the systemic interrelations of value co-creation. It is proposed that the framework could be used as an explorative measure for developing and understanding service systems. It is not recommended as a prototyping tool for collaboration with stakeholders, as the data suggest that the framework might have a learning curve which is not convergent with the comprehensibility of service design tools. More research is warranted in order to generalize these findings.

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