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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

Brainstorming VS Nominal group technique online : En jämförelse mellan idégenereringsmetoderna brainstorming och nominal group technique i en online miljö

Alexandersson, Christer, Kumlin, Anthony January 2020 (has links)
Denna studie har två syften, det första är att undersöka om idégenereringsmetoderna brainstorming och nominal group technique kan förväntas ge liknande resultat, beroende på om idégenereringsprocessen genomförs på en fysisk plats eller i en online miljö. Det andra syftet är att testa de båda idégenererings metoderna i en mer verklig situation, med en fråga som ställdes av studiens uppdragsgivare och samarbetspartner Coompanion. Detta genomfördes i form utav en workshop som hölls tillsammans med Coompanion. Med tanke på den rådande världssituationen våren 2020, så testades detta i form utav ett kvasiexperiment, där ingen kontrollgrupp kunde skapas. Anledningen till detta var den rådande pandemin som gör att personer inte gärna ska samlas i grupper, vilket ledde till att man i denna studie jämför med de resultat man fått med ett fysiskt experiment utav Miller (2009). Resultatet i studien pekar på att den skillnad i genererade idéer som normalt finns mellan brainstorming och nominal group technique fortfarande existerar. Däremot visar studien att det totala antalet idéer från online grupperna, genererade lite mer än hälften så många idéer som Millers (2009) grupper, vilket pekar på att idégenerering online fortfarande inte håller måttet mot en fysisk idégenerering. Man såg även att de idéer som genererades av nominal group technique gruppen, var mer kreativa än brainstorming gruppen, när det kom till frågan tillhörande Coompanion. / The aim of this study can be separated into two purposes. The first purpose is to explore if the idea generation methods known as brainstorming and nominal group technique would give similar results depending on if the idea generating process was conducted in a physical space, compared to an online space. The second purpose of this study was to test both of the idea generating methods with a less lab focused situation, by asking a question that focuses on a real problem that the Company Coompanion, our partner in this study wanted answered. These purposes were tried in a workshop held with our partner Coompanion. Given the prevailing world situation in the spring of 2020, the experiment had to take on the form of a quasi-experiment where no control group could be created. The reason for this was the global pandemic and the government recommendation of not gathering in groups if it is avoidable, which led this study to compare with results obtained by a physical experiment made by Miller (2009). The results of the study indicates that the difference in the amount of generated ideas that normally exists between brainstorming and nominal group technique still exists. Although in contrast, the study shows that the total number of ideas from the online groups generated just a little more than half of the ideas compared to Millers (2009) physical groups. This indicates that idea generating online still doesn't measure up to a physical idea generating process. It was also shown that the ideas generated by the online nominal group technique group were more creative then the brainstorming group when it came to the question that Coompanion asked.
62

Does The Perfect Team Composition Exist? : Investigating Diversity in Soft and Hard Skills in Relation to Efficiency;A Quantitative Study Within the Swedish Audit Profession

Andersson, Julia, Hasselgren, Jonna January 2021 (has links)
Background/Problematization: The audit profession and its credibility have been threatenedby audit failures and corporate collapses, and the inability to detect and deter fraud has beenproven costly to audit firms. Regarding the complexity of detection and deterrence of fraud,researchers have suggested the brainstorming session as a fundamental assignment. Where ithas been shown that the brainstorming session seldom is a function of one single individual;it is rather a team effort. Prior researchers within audit team research have investigated teamcomposition in terms of demographic factors whereas other domains of research have movedbeyond this small and narrow view and are now investigating team composition regardingdiversity in soft and hard skills. This is yet to be explored within the audit profession and theresearchers hope to fill this void and provide useful insights through this dissertation. Purpose: The purpose of this dissertation is to explain how a diverse set of soft skills and adiverse set of hard skills affect the efficiency in the brainstorming session and how thisrelationship is contingent on a tall organizational hierarchy. Methodology: The researchers have adopted a positivist research philosophy together with adeductive research approach. The quantitative method has been used to collect data where theresearchers applied the use of a questionnaire. The questionnaire was sent out to individualswithin the audit profession where the authors aimed for audit associates and senior associates.The response rate was 20 %. The data were further analysed through a Spearman CorrelationMatrix, component principal analysis, multiple linear regression analysis, and hierarchicalmoderated multiple regression analysis. Findings: The findings indicate a positive correlation between diversity in soft skills andefficiency in the brainstorming session where the tall organizational hierarchy has amoderating effect on this relationship.
63

Application of the Deconstructive Discourse as a Generative Thinking Framework

Echeverri, Daniel Ricardo 17 June 2014 (has links)
No description available.
64

Anpassning av skolplattform för förskola / Adapting an LMS for pre-school use

Klang, Maja, Nilsson, Karin January 2019 (has links)
Inom interaktionsdesign tillförs användbarhet som en aspekt i designprocessen vid utformningen av interaktiva produkter. Syftet med denna studie var att utforma en användbar applikation med målet att digitalisera och effektivisera förskolepedagogers dagliga arbete samt ge målgruppen en positiv användarupplevelse. Designprocessen bestod av delar - konceptfasen, bearbetningsfasen och detaljeringsfasen - och resulterade slutligen i en prototyp av applikationen Kidskollen med funktioner inom närvarohantering, barninformation och kommunikation. Studien avslutades med att målgruppen fick utvärdera den slutgiltiga designlösningen genom ett användartest samt en efterföljande värderingsenkät. Utvärderingen visade att applikationen Kidskollen mötte målgruppens förväntningar samt gav en positiv användarupplevelse. Studien visade också att förståelse för målgruppen och den aktuella brukssituationen var av stor vikt i utformandet av en användbar designlösning. Ytterligare faktorer som definierades som extra värdefulla var vetskap om relevanta designmönster och designpinciper då dessa bidrog till att mer välgrundade designbeslut kunde fattas. Sammanfattningsvis svarade studien på den inledande frågeställningen; “Hur kan en applikation med syfte att digitalisera förskolepedagogers dagliga arbete utformas för att målgruppen ska få en positiv användarupplevelse och vilja använda den?”
65

Agile Prototyping : A combination of different approaches into one main process

Abu Baker, Mohamed January 2009 (has links)
<p>Software prototyping is considered to be one of the most important tools that are used by software engineersnowadays to be able to understand the customer’s requirements, and develop software products that are efficient,reliable, and acceptable economically. Software engineers can choose any of the available prototyping approaches tobe used, based on the software that they intend to develop and how fast they would like to go during the softwaredevelopment. But generally speaking all prototyping approaches are aimed to help the engineers to understand thecustomer’s true needs, examine different software solutions and quality aspect, verification activities…etc, that mightaffect the quality of the software underdevelopment, as well as avoiding any potential development risks.A combination of several prototyping approaches, and brainstorming techniques which have fulfilled the aim of theknowledge extraction approach, have resulted in developing a prototyping approach that the engineers will use todevelop one and only one throwaway prototype to extract more knowledge than expected, in order to improve thequality of the software underdevelopment by spending more time studying it from different points of view.The knowledge extraction approach, then, was applied to the developed prototyping approach in which thedeveloped model was treated as software prototype, in order to gain more knowledge out of it. This activity hasresulted in several points of view, and improvements that were implemented to the developed model and as a resultAgile Prototyping AP, was developed. AP integrated more development approaches to the first developedprototyping model, such as: agile, documentation, software configuration management, and fractional factorialdesign, in which the main aim of developing one, and only one prototype, to help the engineers gaining moreknowledge, and reducing effort, time, and cost of development was accomplished but still developing softwareproducts with satisfying quality is done by developing an evolutionary prototyping and building throwawayprototypes on top of it.</p>
66

語意式構思學習模式於協同式腦力激盪決策 / Semantic Ideation Learning for Collective Brainstorming

陳延全, Chen,Yen-Chuan Unknown Date (has links)
「知識經濟」時代下,知識汰舊換新速度極快,單打獨鬥不及於團隊合作的成效,因此,不論組織或個人均須講求團隊合作。腦力激盪法(Brainstorming)即是透過團隊合作、協同決策的方式產生具有創意的解決方案。本研究結合智慧型代理人的技術與人類獨特的腦力激盪思考方式,利用智慧型代理人的自主性、溝通能力、適應力與學習能力等特性,讓智慧型代理人能在適當的時候代替腦力激盪會議的與會者出席會議,達成會議目標。為了讓智慧型代理人也能模仿人類進行創意思考,本研究以人類主要用來產生創意構思的三種聯想能力做為代理人之推論機制,並結合增強式學習的概念,設計出能根據以本體論表達之概念(Ontology-Based Concept)進行構思激盪之語意式構思學習代理人( Semantic Ideation Learning Agent,SILA ),並架構一個能讓多個SILA進行知識分享與學習的系統環境-腦力激盪式協同決策系統(Collective Brainstorming Decision System, CBDS)。本研究以傳統的腦力激盪決策模式為基礎,結合現代之網路語意表達與代理人技術,期望讓在網路上代表不同角色、身份的代理人,基於其所擁有之構思知識庫 (Idea Knowledge Base),透過代理人之間的溝通與知識分享,達成代理人自動化協同決策(Collective Decision)之目標。 / In Knowledge Economy Era, the organization and individual are emphasizing on the teamwork instead of single play because of better effectiveness. Brainstorming is a solution that can help organization to generate creative ideas through teamwork and collaboration. This research combines human’s unique brainstorming thinking and the intelligent agent technique for devising an automated decision agent called Semantic Ideation Learning Agent (SILA) (that can represent a session participant to engage the action of brainstorming). In order to make a SILA thinking like human, our research presents a method of Reinforcement Learning grounded on three capabilities of human’s association (similarity, contiguity, contrast) as the SILA’s inference mechanism. Furthermore, the Collective Brainstorming Decision System was build to provide an environment where SILAs can learn and share their knowledge. The aim of this research is to reach automatic collective decision in a brainstorming session through the collaboration of the agents based on the brainstorming decision model and some modern information techniques including knowledge base, semantic web and intelligent agents.
67

Big idea patterns of the advertising creative process

Lindsay, Cabe Erin 11 July 2011 (has links)
The analysis of creative processes reveals that there are behaviors, techniques, and resources that have proven to be indispensable when embraced by advertising creatives in order to achieve big ideas. There are specific behaviors that clearly define successful creatives, and there are techniques and resources that creatives commonly use to arrive at big ideas. Some of these behaviors, techniques, and resources are well-known and time-tested, while others are proposed here for the first time, backed by research. This report aims to improve the productivity of creativity. / text
68

從動腦會議的對話看權力展現 / Power of Conversation in Brainstorming

郭瀧億, Kuo, Lung Yi Unknown Date (has links)
動腦會議是傳播代理商工作職務中很重要的一種會議形式,希望在最短時間內收集最多兼具質與量的創意點子。然而,研究者卻發現會議中總是少數幾個人開口,造成動腦會議不動腦的現象。語言是動腦會議中最重要的互動工具,而言談行動中因為社會結構之故,必然存在著權力關係。 本研究透過對話分析及批判論述分析,藉媒體代理商裡的動腦會議對話記錄作為分析個案,並分析動腦會議中之言談互動,以及權力的建構與改變。 本研究發現,當創意遇見權力時,權力關係與以下幾個面向有關。第一,引導人角色鮮明,發言次數全場最多,並控制著整場動腦會議的進行。第二,參與者的資歷、經歷影響其表現。第三,透過主動表達、正面誘引、相互堆疊使創意浮現。四,引導人利用意識框架彰顯權力。第五,語對中的打斷或插話乃是確保資訊平等以及創意延續。第六,開玩笑與講笑話可拉近與會人員的距離以及緩和氣氛。第七,善於鼓勵促進創意發展及否決創意背後均蘊含權力關係。第八,清楚闡釋乃是掌握會議當下權力的最佳利器。第九,延續他人創意及說服他人妥協以壯大權力地位。 / Brainstorming is a common meeting type in media agencies in order to collect ideas qualitatively and quantitatively in a short time. However, there are usually only a few participants dominating the meeting, impeding the process of brainstorming. Language is the most important tool for brainstorming process, and there is power relationship due to society structure. Through conversation analysis and critical discourse analysis, this thesis takes conversation records of brainstorming of a media agency as study materials, analyzes dialogues of brainstorming, and structure and change of power. First of all, the role of the facilitator is significant and competent, he dominates the brainstorming process and progress. Second, past work experience of participants matters. Third, ideas come from expression, guidance, and extension. Fourth, the facilitator utilizes ideology to show his power. Fifth, participants disrupt others to secure ideas or ensure everyone gets equal amount of information. Sixth, participants can relax a tense atmosphere with humorous jokes. Seventh, power is shown when encouragements or denials occur. Eighth, to own power, one needs clear interpretation. Lastly, a person strengthens power by elaborating on others’ ideas or persuading others.
69

Skolådeproblemet: Att designa en app för att underlätta ett företags kvittohantering / The shoe box issue: Designing an application to solve a company’s receipt conundrum

Hampusson, Kerstin, Ljungberg, Emma January 2018 (has links)
Denna studie har utgått från ett specifikt fall som slutligen resulterat i en prototyp av en app som löser det så kallade skolådeproblemet. Skolådeproblemet definieras som den flaskhals som uppstår när en redovisningsbyrås kunder sparar sina kvitton på ett ostrukturerat sätt och sedan överlämnar dessa klumpvis till redovisningsbyrån. Ofta saknas tillhörande information vilket resulterar i en hanteringsprocess som kan vara tidskrävande och kostsam för både redovisningsbyrån och deras kunder. I appen kan användaren istället fota sitt kvitto, välja kvittotyp och slutligen skicka iväg kvittot direkt till sin redovisningsbyrås bokföringsprogram. På så sätt undviks flaskhalsen och processen blir smidigare för samtliga parter.
70

Poka-yoke design of rubber rail for holding and transversal sealing of packages / Poka-yoke design av gummiskena för fasthållande och transversalt förseglande av förpackningar

Lilja, Erik January 2018 (has links)
This report is the result of a bachelor thesis project conducted as the final part of the education in Innovation technique and Design at Karlstad University. The project itself was carried out at Tetra Pak, Lund and consisted of re-designing a component used in packaging machines, with the purpose of making it fool proof in terms of assembly. The mis mounting of this component could lead to inferior sealing quality in packages produced and in worst case leakage and spoiled content. The issue of the mis mounting has been raised by several customers and Tetra Pak is looking for a solution to improve the mounting.   The methods used in this project are common in product development, such as the use of a design specification, generating solutions by various brainstorming methods and evaluating these concepts by different forms of matrices. In addition to common product development methods, other suiting methods such as CAT (Consensual assessment technique) has been used and theory in Poka-yoke solutions as well as Cognitive ergonomics has been studied. In the pre-studies, a rather wide study of different sources has been made to gather information on this technically advanced target component and converged them all by the principles of data triangulation. By involving user centred design theory, the entire methodology also extends to using the view of the users in all steps along the way. The resulting solution has been filed as a report of invention by Tetra Pak along with two other concepts which were deemed valuable for the company by the supervisor at Tetra Pak. This proposed concept is not only physically impossible to misplace, it also displays by colour marking how it is to be placed and reminds the assembler of the process by nearby instructions. The resulting CAD model shows this solution as technically fit for the machinery and a simple mock-up of the physical function of the solution shows how it would be impossible to mount incorrectly. The project resulted in 39 different concepts of various function, documented in an idea archive. This project has developed a proposed Poke-yoke solution which matches the product specification set by the company as well as two other solutions deemed of value by the company in terms of future use. The proposed use of the main solution shows potential in solving the issue at a reasonable expected cost while theoretically improving user cognition. The solution also requires very little physical change in the component and surrounding machinery, thus giving it great potential for retrofit ability.

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