• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 35
  • 15
  • 9
  • 5
  • 4
  • 3
  • 3
  • 1
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 90
  • 23
  • 13
  • 13
  • 11
  • 10
  • 10
  • 9
  • 9
  • 9
  • 9
  • 8
  • 8
  • 8
  • 8
  • 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.
41

Digitalt verktyg för kollaborativ idégenerering : Jämförelse mellan klassisk webbprogrammering och implementering mot molnplattform

Nygård, Moa January 2021 (has links)
Den här studien har genomförts i samarbete med Statens tjänstepensionsverk (SPV). Myndigheten hanterar tjänstepensioner för de som är, eller har varit, statligt anställda. Studiens syfte var att utveckla ett användbart hjälpmedel för kollaborativ idégenerering samt att jämföra en implementation med traditionell webbprogrammering mot att skapa ett tillägg till en molnplattform. Metoder som användes i projektet var intervjuer med medarbetare på myndigheten, utveckling av en webbsida med HTML, CSS, JavaScript och PHP och utveckling av ett tillägg mot en molnplattform. Den framtagna prototypen av idégenereringsverktyget testades i två omgångar med användbarhetstest. Resultatet visar att den framtagna prototypen ur ett användbarhetsperspektiv lyckades med målet att vara enkel att komma i gång med och lätt att använda. Viss förbättringspotential fanns med ännu tydligare beskrivningar och att säkra upp att användaren inte ska kunna använda verktyget fel. Under projektet uppkom det även svårigheter att implementera mot molnplattformen då kommunikationen med databasen inte lyckades implementeras. Så slutsatsen är att det kan vara enklare att programmera med mer traditionell webbprogrammering för en utvecklare som inte är van vid molnplattformen. Däremot kan det vara mer effektivt för ett företag att integrera applikationen mot en redan befintlig plattform för att kunna samla data på en plats. / This study has been carried out in collaboration with Statens tjänstepensionsverk (The National Government Employee Pensions Board, SPV). The government agency handles occupational pensions for those who is, or has been, a government employee. The purpose of this study was to develop a useful tool for collaborative idea generation and compare an implementation with traditional web programming against developing an extension for a cloud platform. The methods used in the project were interviews with employees at the company, development of a web page with HTML, CSS, JavaScript and PHP and development of an extension for a cloud platform. The idea generation prototype developed was tested in two usability tests. The result shows that the produced prototype reached the goal of being simple to use and easy to get started with seen from a usability perspective. There was also some potential for improvement with even clearer descriptions and less risk for the user to use the tool incorrectly. During the project some difficulties with developing against the cloud platform occurred leading to the database communication not being implemented. The conclusion is that it can be easier to program with more traditional web programming for a developer who is not used to the cloud platform. However, for a company it can be more effective to integrate the application to an already existing platform to be able to save data in one place.
42

The effects of electronic meeting support on large and small decision-making groups.

Winniford, MaryAnne. January 1989 (has links)
This research compared the use of an electronic meeting system tool to a manual group process in large and small groups in a controlled laboratory experiment. Outcomes measured include the quality of decision, the time taken in various stages of the decision making process, and group member satisfaction. A research model of the variables influencing group decision making was developed. The six independent variables included in this model are group size, the rule by which the group makes a decision, the incentives driving the group, the distribution of useful information within the group, the task complexity, and the meeting support (electronic or manual). In this research group size and method of support were manipulated, while the other variables were controlled. A decision-making task was developed for this research to specify and manipulate the six independent variables. The task described a product mix problem in which information on each product was given to group members. The group shared information and jointly determined an outcome. The group used an unanimous decision rule to choose a solution. A numerical outcome was used to objectively measure decision quality. Each member of the group received a cash payoff determined by the group's solution as incentive in accomplishing the task. All groups found the optimal solution. The simplicity of the task may have minimized the differences found between groups. There was no significant difference in general member satisfaction or time to decision. Prior knowledge was found to influence general member satisfaction and the time needed for the group to share information. Members of large groups perceived more uneven distribution of participation than members of small groups. Voting differences were very large: large groups took significantly more votes than small groups, and electronic groups took significantly more votes than manual groups. "Conjunctive" and "disjunctive" task descriptions are used to discuss task/tool interaction.
43

Gamified Individual Brainstorming : Reaching for the stars

Spruyt, Jon January 2017 (has links)
Ideation is a critical step in the creation of new solutions to problems. Brainstorming, being the most commonly known ideation method, is mostly done in groups. However, research points out that brainstorming individually is more effective than brainstorming in groups. This paper investigates if negative aspects (reduced enjoyment, motivation and self-rated performance) associated with brainstorming alone can be overcome by using a gamified approach to brainstorming. Gamified and non-gamified prototypes have been made and used in combination with a questionnaire to measure differences in these negative aspects. From the within-subject study including 20 participants, it appears that the implemented gamification approach was not different from the non-gamified approach for most of the negative aspects. Self-rated performance was however significantly higher in the non-gamified version. Using the gamified or non-gamified approach seems to largely come down to the preference of the user.
44

Ergonomisk utformning av punktsvets

Nilsson, Oscar January 2019 (has links)
No description available.
45

溝通恐懼與使用電子技術對腦力激盪效果之影響 / Communication apprehension and electronic technique in brainstorming groups

陳玉樺, Chen, Yu-Hua Unknown Date (has links)
「腦力激盪技術」(brainstorming)是 Osborn(1957)所提出的思考或開會技巧,並且被廣泛地使用,特別是用於進行團體創造。但晚進關於腦力激盪的研究發現;傳統腦力激盪團體(真團體,面對面接觸、互動式團體)的創造力表現不如名義式腦力激盪團體(假團體,結合個別腦力激盪成果)的原因之一是:受試者在真實的團體中會害怕被評價,因此,Camacho(1991)探討評價恐懼(communication apprehension) 與腦力激盪形式的交互影響,而 Dennis 和 Valacich (1993)則設計了一個避免評價恐懼的實驗,將電子暨運用於腦力激盪團體,稱之為「電子腦力激盪」(electronic brainstorming)。 本研究主要是綜合 Camacho (1991)與 Dennis 和 Valacich (1993)的研究為基礎,以 312 名大學生為研究對象,進行 2 (高、低溝通恐懼)×2(互動式、名義式腦力激盪)×2(電子、非電子)之三因子受試者問實驗設計,探討溝通恐懼、腦力激盪形式、採用電子腦力激盪技術與否對於團體創造力與成員對團體歷程感受的交互作用之影響。經分析後所得到的結果如下: 1.當 4 人一組時,低溝通恐懼組的團體創造力顯著高於高溝通恐懼組,且對於團體歷程的感受有:自在、放鬆、興奮,較喜愛在團體中進行腦力激盪,認為其他成員可以刺激自己想出更多的觀念等。但高溝通恐懼者對於團體歷程的感受則有:擔心、煩躁不安、焦慮,較喜愛獨自進行腦力激盪,且在意其他成員認為自己的觀念是「愚蠢的」等。 2.電子式腦力激盪的團體的創造力顯著高於非電子組,且電子組在互動歷程中較機警、有壓力要和別人想出的觀念一樣多,較容易擔心、焦慮。 3.名義式與互動式腦力激盪的團體創造力並沒有顯著不同,但成員對於團體歷程的感受卻有明顯差異。受試者在互動式腦力激盪團體中會有:緊張、煩躁不安、焦慮、不自在、怕難為情等感受,且容易因為擔心其他成員給予自己負面的評價,因而不敢把自己的想法表達出來。相對地:名義式腦力激盪組的受試者對於團體則有機警、鎮定、放鬆、隨時覺察到自己、興奮等感受。 4.不論受試者溝通恐懼的程度如何,採用電子腦力激盪技術時,互動式與名義式腦力激盪組的團體創造力並沒有顯著差異,但互動組顯著出現緊張、煩躁不安、不自在等感受。而當不採用電子技術時,名義式的團體創造力則顯著高於互動式腦力激盪組。 5.對低溝通恐懼者而言,使用電子腦力激盪時,無論腦力激盪形式(互動式或名義式)為何,團體創造力都顯著地較未採用電子技術時好,且成員對於在團體歷程中較容易隨時覺察到自己。而對高溝通恐懼者而言,雖然使用電子技術時,受試者容易對團體歷程產生:緊張、煩躁不安、焦慮、不自在、怕難為情等感受,但只有採取「電子--互動式」腦力激盪時,才能提昇高溝通恐懼受試者的團體創造力。
46

Produktutveckling av ostpress / Product development of chesepress

Jägbring, Jessica, Walfridsson, Anna January 2012 (has links)
No description available.
47

Framtagning av en ny sårhake / Development of a new surgical retractor

Rosenlund, Angelica, Gren, Pia January 2013 (has links)
Examensarbetet har genomförts i samarbete med innovationsföretaget ProboNova Medical Innovations AB. ProboNova jobbar främst med konceptframtagning av medicintekniska produkter. ProboNova tar sedan en Provisional Patent Application på konceptet och licenserar ut det till ett större företag. Genom att licensera ut koncepten slipper de kostnaderna för kliniska tester bland annat.  Examensarbetet grundades i att ProboNova ville ha hjälp med att ta fram ett koncept på en ny sårhake. Projektet har genomsyrats av designprocessen där förstudie och idégenerering har varit de två dominerande delarna. I slutet av projektet presenterades ett koncept som uppfyllde alla krav och detta koncept togs det senare en Provisional Patent Application på.  Tanken är att examensarbetet ska ge läsaren en bättre förståelse för hur man kan jobba med designprocessen och lära sig fördelarna med att välja en Provisional Patent Application istället för en Nonprovisional ansökan. / The thesis was carried out in cooperation with the company ProboNova Medical Innovation AB. ProboNova works mainly with the concept development of medical devices. Then they take a Provisional Patent Application on the concept and licensing it out to a larger company. By licensing out the concepts they don’t have to take the costs of clinical trials for example.   The thesis was founded in that ProboNova wanted help with developing a concept on a new surgical retractor. The project has been characterized by the design process in which the feasibility studies and brainstorming has been the main parts. At the end of the project a concept was presented. The final concept met all the requirements from ProboNova and from the functional analysis that was done in the feasibility studies. A Provisional Patent Application was taken later on the final concept.    The idea is that the thesis should give the reader a better understanding of how to work with the design process, and learn the benefits of choosing a Provisional Patent Application instead of a Nonprovisional application.
48

Globally Distributed Engineering Teams in Computational Fluid Dynamics and in Product Development

Schmidt, Susanne R. 2010 August 1900 (has links)
Globally distributed engineering teams are a reality in globally operating companies. However, research on teams is often done by psychologists, with a focus on general team building and working processes, and seldom on engineering teams and the challenges and benefits that are specific to them. In this thesis, experimental research on two globally distributed engineering teams is presented. First, one instance of globally distributed teams in computational fluid dynamics is scrutinized. Second, experimental research on idea generation methods used in globally distributed teams during the conceptual design phase of the product development process is presented. An experimental study simulating the global distribution of a three person Computational Fluid Dynamics team shows that successful sequential processing of a problem is possible given technological support by different internet based technologies. Three succeeding studies researched the influence of space and time during idea generation for an engineering problem, leading to the conclusion in the final study that idea generation in distributed engineering teams is a valid option. It is shown that the idea generation method has a significant effect on the number of ideas generated per team member. Further, the quality, novelty, and variety are each significantly influenced by both the idea generation method chosen and the team member’s location, but in different ways by the same level of each factor. Concluding, both experiments in distributed engineering teams show these teams have unused potential that can be utilized using appropriate process, procedures and tools.
49

An empirical study of the idea generation productivity of decision-making groups implications for GDSS research, design, and practice /

Singh, Pavan Pratap. January 1999 (has links)
Thesis (Ph. D.)--York University, 1999. Graduate Programme in Business. / Typescript. Includes bibliographical references (leaves 187-208). Also available on the Internet. MODE OF ACCESS via web browser by entering the following URL: http://wwwlib.umi.com/cr/yorku/fullcit?pNQ56268.
50

Från ingenting till en grafisk profil : Framtagning av logotyp, informationsmaterial samt hemsida till nystartade företaget Bestic AB

Norrby, Jenny January 2015 (has links)
Att äta är en av de mest centrala funktionerna för varje individ och att själv kunna genomföra processen – med eller utan hjälpmedel – upplevs av alla vara av största vikt för den personliga integriteten. För de allra flesta räcker det med kniv, gaffel och sked som hjälpmedel. En liten grupp behöver ytterligare hjälpmedel för att föra maten till munnen. Syftet med Bestic är att användaren ska kunna känna den frihet som ligger i att kunna äta själv. Det nyuppstartade företaget Bestic AB är i dagsläget i en fas där de behöver introducera sin produkt för allmänheten. Målet med examensarbetet är att ge företaget en grafisk profil att bygga upp sitt varumärke på. Uppdraget är slutfört då företaget vid tre mässor hösten 2006 kan visa upp sig själva och sin produkt med ett enat grafiskt utseende. Tidigare erfarenhet av att ta fram en grafisk profil saknas inom gruppen. Då företaget är nyuppstartat finns det inte något befintligt varumärke eller liknande att basera det nya arbetet på. Det nya materialet kommer därför att byggas upp från grunden. Detta innebär att en undersökning av företagets värderingar och mål är oumbärlig. Metoder som användes var bland annat fallstudier, brainstormingsessioner och allmän informationssökning. I slutet av denna rapport redovisas det framtagna materialet. Arbetet resulterade i en Design Brief, en logotyp, en hemsida, ett produktblad samt visitkort för de två anställda i företaget.

Page generated in 0.0776 seconds