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Designing the Organization for User InnovationKeinz, Peter, Hienerth, Christoph, Lettl, Christopher January 2012 (has links) (PDF)
There is increasing consensus among practitioners and academics alike that we
are in the midst of a paradigm shift from producer-centered and internal innovation processes
toward user-centered and open innovation processes. This paradigm shift induces significant
changes to the design of organizations. Even though the research field of user innovation has
been developing over a period of more than four decades, there have been only occasional
intersections with the research field of organizational design. In this article, we aim to provide
an integrated perspective of the two fields. We first identify major user innovation strategies.
We then derive the implications for each user innovation strategy on key dimensions of
organizational design.
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BOSSE : Bofors Soldatsystem Ex-jobbÖberg, Erik, Sondell, Benny, Nordin, Andreas January 2006 (has links)
<p>Detta examensarbete har utförts som en avslutande del på Innovations- och designingenjörsprogrammet på Karlstads universitet. Programmet är en 120-poängs högskoleingenjörsutbildning där examensarbetet består av 15 poäng.</p><p>Uppdragsgivare var BAE Systems Bofors i Karlskoga med Jan Ainali som handledare. Handledare på Karlstads universitet var Monica Jakobsson.</p><p>Uppdraget var att utveckla ett soldatsystem (all teknisk utrustning en soldat bär i strid) och ett gränssnitt mellan detta system och stridsfordonet CV9040. Detta för att soldatens roll under senare tid alltmer har förändrats till att kräva alltmer informationsteknisk utrustning.</p><p>Inledningsvis i projektet genomfördes en inventering dels för att samla information om konkurrerande system, dels för att undersöka vilka komponenter och vilken teknologi som är aktuell för dessa produkter, därefter påbörjades själva utvecklingsarbetet.</p><p>Metodiken som användes baserades till stor del på designprocessen då arbetet startade med research och resultatet av arbetet presenterades i form av ett koncept.</p><p>Resultatet utmynnade i Soldatsystem BOSSE (Bofors SoldatsystemsExjobb) och består av an rad komponenter samt ett koncept på integrering till CV9040. Av de komponenter som tagits fram har två stycken drivits djupare, siktesmodulen och handdatorn. Siktesmodulen monteras på vapnet och erbjuder rödpunktssikte med uppspeglad information, laseravståndsmätare, vinkelmätare och optiskt gyro. Handdatorns funktioner är GPS-navigering, enkel meddelandehantering samt fungerar som den beräknande kärnan i systemet.</p> / <p>This examination assignment was executed as a part of the innovation and design mechanical engineer program at Karlstad University. The program is a 120 point (180 points ECTS) where the examination assignment is 15 points (22, 5 points ECTS). BAE Systems Bofors in Karlskoga was the company who gave us the assignment and with Jan Ainali as the supervisor. Monica Jakobsson was the supervisor at Karlstad University.</p><p>The assignment was to develop a soldier system and an interface between this system and combat vehicle CV9040. The reason for thhe assignment is that the soldier’s role recently has changed to demand equipment more capable in information technology.</p><p>To get started with the project an inventory was carried out partly to gather information about competing soldier systems, partly to investigate the vital components of such a system to start the development process.</p><p>The method used was largely based on the design process taught at Karlstads University as the project started with idea generation and the result of the assignment was presented in the form of a concept.</p><p>The result of this process was the soldier system BOSSE (Bofors SoldatSystemsExjobb) and consists of a number of components and concept of how to integrate the system with CV9040. Of the developed components two was pushed further in the process, the aiming module and the PDA (personal digital assistant).</p>
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BOSSE : Bofors Soldatsystem Ex-jobbÖberg, Erik, Sondell, Benny, Nordin, Andreas January 2006 (has links)
Detta examensarbete har utförts som en avslutande del på Innovations- och designingenjörsprogrammet på Karlstads universitet. Programmet är en 120-poängs högskoleingenjörsutbildning där examensarbetet består av 15 poäng. Uppdragsgivare var BAE Systems Bofors i Karlskoga med Jan Ainali som handledare. Handledare på Karlstads universitet var Monica Jakobsson. Uppdraget var att utveckla ett soldatsystem (all teknisk utrustning en soldat bär i strid) och ett gränssnitt mellan detta system och stridsfordonet CV9040. Detta för att soldatens roll under senare tid alltmer har förändrats till att kräva alltmer informationsteknisk utrustning. Inledningsvis i projektet genomfördes en inventering dels för att samla information om konkurrerande system, dels för att undersöka vilka komponenter och vilken teknologi som är aktuell för dessa produkter, därefter påbörjades själva utvecklingsarbetet. Metodiken som användes baserades till stor del på designprocessen då arbetet startade med research och resultatet av arbetet presenterades i form av ett koncept. Resultatet utmynnade i Soldatsystem BOSSE (Bofors SoldatsystemsExjobb) och består av an rad komponenter samt ett koncept på integrering till CV9040. Av de komponenter som tagits fram har två stycken drivits djupare, siktesmodulen och handdatorn. Siktesmodulen monteras på vapnet och erbjuder rödpunktssikte med uppspeglad information, laseravståndsmätare, vinkelmätare och optiskt gyro. Handdatorns funktioner är GPS-navigering, enkel meddelandehantering samt fungerar som den beräknande kärnan i systemet. / This examination assignment was executed as a part of the innovation and design mechanical engineer program at Karlstad University. The program is a 120 point (180 points ECTS) where the examination assignment is 15 points (22, 5 points ECTS). BAE Systems Bofors in Karlskoga was the company who gave us the assignment and with Jan Ainali as the supervisor. Monica Jakobsson was the supervisor at Karlstad University. The assignment was to develop a soldier system and an interface between this system and combat vehicle CV9040. The reason for thhe assignment is that the soldier’s role recently has changed to demand equipment more capable in information technology. To get started with the project an inventory was carried out partly to gather information about competing soldier systems, partly to investigate the vital components of such a system to start the development process. The method used was largely based on the design process taught at Karlstads University as the project started with idea generation and the result of the assignment was presented in the form of a concept. The result of this process was the soldier system BOSSE (Bofors SoldatSystemsExjobb) and consists of a number of components and concept of how to integrate the system with CV9040. Of the developed components two was pushed further in the process, the aiming module and the PDA (personal digital assistant).
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EU water policy : pollution source control by water companies in England and WalesSpiller, Marc January 2010 (has links)
Water management is undergoing a transformation towards integration, source control and ecological thinking. In the EU, the Water Framework Directive can be considered as a driver towards this new approach to water management. Innovations are deemed necessary to deliver this ideal of water management. In this thesis efforts by water sewerage companies in England & Wales to rectify agricultural pollution at source are viewed as an organisational innovation towards more sustainable water management. These source control interventions can help achieving the goals of the Water Framework Directive by reducing diffuse pollution from agriculture, fostering participation in water management and by reducing overall cost of implementation. This thesis contributes to understanding the process of change in water management by developing a model of the innovation-decision process. Insights about how innovation and therefore change can be influenced is generated by applying this model to the process of source control intervention adoption by water and sewerage companies. This research employed a flexible research design using comparative case studies. Each of the 10 water and sewerage companies in England and Wales represented an individual case. Data were collected in two phases using semi-structured interviews with selected water and sewerage company representatives. Thematic analysis, recurrence counts and content analysis were applied to analyse interviews. It was found that water companies are likely to contribute towards integrated approaches to water management, since there is a trend to adopt source control intervention. Change in water management is influenced by the interaction of factors from the domains: ‗Natural-Physical‘, ‗Organisational Characteristics‘, ‗Regulatory- Institutional‘ and ‗Innovation Attributes‘. The rate of change by water and sewerage companies is governed by a combination of asset characteristics, environmental state changes and the funding cycle. Furthermore, innovation is triggered by direct regulation and regulation that requires the gathering of information. Contrary to this flexible or framework regulation performs better in guiding the direction of change.
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Palaestra : Outdoor activity for seniors / Palaestra : Utomhusaktivitet för seniorerFredriksson, Cecilia, Ramberg, Christina January 2011 (has links)
The assignment from Slottsbro AB was to construct an outdoor activity in modular form, without electronics, mechanics or weights as resistance, targeting seniors. To gain better understanding of what kind of activities seniors need and what problem areas they have, interviews were made with physiotherapists’, researchers and training instructors. Seniors were interviewed and answered questionnaires and observations of various kinds were made to gain further knowledge and inspiration. A literature study was made to gain knowledge of seniors’ health and physiology, fitness and movement exercises and fall prevention. Exercise is a great way for preventing falls, especially functional training, meaning training to manage everyday life. It is particularly balance, leg strength, explosive arm strength and mobility that need to be trained. During the construction phase sketches of various suggestions on equipment or motion exercises were made and were consulted with Slottsbro AB. CAD-models were constructed based on the previous decisions. From these CAD-models prototypes at scale of 1:10 were made in the University workshop. The models were later used to take product pictures outdoors, in order to give an idea of how a full-scale design would look like. Scale models were also used in the compulsory thesis exhibition. To show how the park should be used a stop film was made. It was meant as an illustrative element during the exhibition and final presentation. The modules that were developed were: A bench with three different seat heights A balance board A staircase combined with an inclined plane Bars in different heights to stand by and do different types of exercises, Rings attach to rubber bands with different resistance Windlass, curved pipe and spinning wheels The activity park was named Palaestra which means “training” in Latin. / Projektet från Slottsbro AB gick ut på att konstruera en utomhusaktivitet i modulform utan elektronik, mekanik eller tyngder som motstånd som riktar sig till seniorer. För att få ökad förståelse gällande vad seniorer behöver för aktiviteter och vilka problemområden som finns gjordes intervjuer med sjukgymnaster, forskare och träningsinstruktörer. Seniorer intervjuades samt svarade på enkäter och observationer av olika slag gjordes för att få ytterligare kunskap och inspiration. En litteraturstudie gjordes kring äldres hälsa och fysiologi, träning och rörelseövningar samt fallprevention. Träning är ett bra sätt att förebygga fallolyckor på, och då speciellt funktionell träning, med andra ord träning för att klara vardagen. Det är framförallt balans, benstyrka, explosiv armstyrka och rörlighet som behöver tränas. Under konstruktionsarbetet skissades olika förslag på utrustning eller rörelseövningar upp och konsulterades med uppdragsgivaren. CAD-modeller gjordes på de delar som valts att jobba vidare med. Utifrån dessa togs prototyper i skala 1:10 fram i universitetets verkstad. Modellerna användes senare för att ta produktbilder utomhus, detta för att ge en bild av hur en fullskalig konstruktion skulle se ut. Skalmodellen användes även i den obligatoriska exjobbsutställningen. För att visa hur parken skall användas gjordes en stop motion film. Den användes som ett illustrativt inslag under redovisning och utställning. De moduler som togs fram var: En bänk med tre olika sitthöjder En balansbräda En trappa kombinerad med ett lutande plan Barrar i olika höjd att stå vid och utföra olika typer av övningar Ringar fästa i gummiband med olika motstånd Vindspel, krullrör samt snurrhjul Aktivitetsparken döptes till Palaestra som på latin betyder träning.
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Business Model Design for Strategic Sustainable DevelopmentFrança, César Levy January 2017 (has links)
Humanity confronts an existential threat without historic precedent. Environmental pressures have reached such intensity and pace of change that the earth system may be irreversibly tipped into a new and unpredictable state. The emerging global reality is, in turn, redefining overall conditions for business success. Addressing these challenges both demands and brings great opportunities for innovation. An important and sometimes neglected aspect of innovation is the design or redesign of business models, which has been identified as a greater source of lasting competitive advantage than new products and services per se. The business model has also been suggested as a new unit of analysis when discussing sustainability. However, this is still a relatively underexplored area. The aim of this work was therefore to develop an approach to business model design that supports strategic sustainable development, i.e., supports organizations to contribute to society’s transition towards sustainability in a way that strengthens the organization. To be able to design a business model that supports strategic sustainable development, it is necessary to know what sustainability is and how to develop sustainability-promoting, economically viable strategies. Therefore, the Framework for Strategic Sustainable Development, which includes, e.g., an operational definition of sustainability and strategic guidelines for how to approach it, was used as an overarching framework. Specific research methods and techniques included, e.g., literature reviews, questionnaires, interviews, work with focus groups, participatory action research with partner organizations, creative problem solving techniques, modeling, and simulation. The literature reviews revealed potential sustainability benefits of developing business models in conjunction with product-service systems (PSS). However, a knowledge gap exists regarding how to effectively connect these fields. Arguably, PSS strategies can best contribute to sustainability when business models support their implementation and when both the business models and the PSS strategies are guided by an understanding of strategic sustainable development. Therefore, an integrated approach to Business Model Design for Strategic Sustainable Development was co-developed and tested in PSS innovation work with partners, e.g., companies within the energy and lighting sectors. The tests indicated that the new approach helped to clarify strengths and weaknesses of current business models from a strategic sustainability perspective; to transform an organization’s vision and strategy into a sustainability-framed vision and a sustainability-promoting strategy; and to communicate the new vision and strategy to the value network as a basis for engaging important stakeholders in the change. For example, the approach supported one of the partner companies in its transformation towards providing sustainable PSS solutions in the form of light as a service. Examples of business benefits of the new approach include improved scalability and risk avoidance, which provide a foundation for better investment strategies. Benefits also include improved differentiability and a broadened view on, and a more solid foundation for, collaboration with stakeholders that are increasingly important to sustainable business success.
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Význam značiek v marketingu / The meaning of brands in marketingTrnka, Marián January 2009 (has links)
The purpose of the thesis is to explain the meaning of brands in marketing. What is the difference between the brand and product. What the brand means for the company and what for the customer. Which factors determine that some brands are successful while others not. Why is design and storytelling important around brands.Futher, the thesis deals with positioning, product, price, promotion, place, innovation. The last part of the thesis deals with the perception of brands on the cola market.
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Facilitating ideation and knowledge sharing in large organisations : Design of an innovation platform using gamification elementsPolychronis Lioliopoulos, Alexandros January 2019 (has links)
Stora organisationer låter ofta sin strävan efter innovation hållas inom dedikerade innivationsavdelningar. en snabbt föränderlig värld måste innovationsprocesser öppnas för bredare kretsar. Den här studien undersöker hur man med hjälp av dagens teknik och spelifiering (“gamification”) kan underlätta kunskapsdelning i större organisationer. Studien undersöker också effekten av spelifiering på användarnas upplevda engagemang. Studien har genomförts tillsammans med den nordiska banken Nordea där en innovationsplattform (dvs en virtuell plats där de anställda kan dela sina idéer) utvecklades på två olika sätt: en konventionell och en spelifierad design. Studien följer principerna för designtänkande, och började med en inledande användarundersökning (tio intervjuer) och fortsatte med en prototypdesign som slutligen testades med sju anställda. Den konventionella designen upplevdes som bra av majoriteten av studiens deltagare, som framför allt tyckte att den var enkel och användbar. Vissa av dem upplevde dock att den var tråkig och i stort lockades de inte av den. Den spelifierade designen hade en mer generell acceptans. Respondenterna påtalade att de skulle bli motiverade till att regelbundet använda plattformen på grund av inslagen av spelifiering. Mer specifikt uppskattade studiedeltagarna i hög grad poängsystemet, och även möjligheten att jämföra sig med andra och att tävla mot sina kollegor. I själva verket föredrog samtliga studiedeltagarna den spelifierade versionen när de blev frågade om vilka av de två versionerna av plattformen som de skulle föredra att använda dagligen. Ett av de kvantitativa mätvärden som användes, den subjektiva tidsuppfattningen, motsade emellertid resultaten från intervjuerna, vilket lämnar utrymme för ytterligare utredning. Sammantaget tyder resultaten från denna studie på att det i stora organisationer finns potential att öppna innovationsprocesserna och engagera fler medarbetare i dem. Att lägga till element av ’gamification’ i sådana försök kan visa sig vara en stor förbättring, eftersom det kan öka medarbetarnas engagemang och ansluta dem till innovationsslingan och ge flera fördelar för företaget. / Large organizations often constrain their innovation quests only inside the silos of dedicated departments. However, in the rapidly changing world, innovation processes needs to be opened to wider circles. This study investigates the facilitation of knowledge sharing in large organizations and the effect of gamification on the perceived engagement of users. The specific use case was the nordic bank Nordea, where an innovation platform (i.e., a virtual place where the employees can share their ideas) was designed in two variations; a conventional and a gamified one. The study followed the principles of design thinking, starting with some initial user research (10 interviews) and getting to a prototype design that was ultimately tested among 7 employees. The conventional design was experienced to be good by the majority of the study participants, who in particular found it simple and usable. However, some of them experienced it to be boring and in general, it did not excite them. The gamified design on the other hand, had a more universal acceptance. The respondents stressed that they would be motivated to use the platform on a regular basis because of the elements of gamification. More specifically, study participants appreciated the point-system a lot, and also the ability to compare themselves to peers and compete against their fellow colleagues. In fact, all participants of this study preferred the gamified version when asked about which of the two designs they would prefer to use daily. However, one of the quantitative metrics that were used, namely the Subjective Perception of Time, contradicted the findings from the interviews, leaving space for further investigation. All in all, the results of this study suggest that in large organizations, there is the potential of opening up the innovation processes and engaging employees in them. Adding elements of gamification on such attempts can prove to be a great enhancement, since it can increase the engagement of the employees and hook them in the innovation loop, bringing multiple benefits to the company.
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How can innovations foster collaboration and participation inthe development of sustainableneighbourhoods? Insights from Lyon Living Lab.Bourcet, Marie January 2017 (has links)
While sustainability issues take an ever-larger part in city planning, citizens aspirations toinclusion in projects rise. In France, the government encourages the development ofcollaboration between actors and the emergence of innovations in the creation ofsustainable neighbourhoods. These incentives allow for the development of projects thataim at being demonstrators of French know how. Through these large-scale projects,partnerships are created, thus leading to more inclusive projects and to the creation ofsynergies between actors of the creation of urban fabric. Through an in-depth study of one of these projects, this research aimed at assessing theoutcomes of the top down approach implemented by the government. The idea was tostudy the government that was implemented and its outcomes in terms of creation ofinnovation but also regarding citizen participation. To identify citizens’ aspirations forinclusion and for the creation of fitted housing solutions, in coherence with sustainabilityissues, some research about a successful participatory housing project was conducted. Through the implementation of a fitted governance system, collaboration between actorsfrom different backgrounds and with varying interests lead to the creation of a creativeprocess of innovation and to the development of many pilot projects. Through the analysisof these projects, it appeared that information and communication technologies are onetool to the implementation of a more efficient, of a more resilient city. However, theycannot be presented as one goal and need to take part of a bigger process with other toolsthat are necessary for the creation of new uses for urban dwellers. Though citizen inclusion is an aspiration from various actors of the production of the city,some limits to citizen power in a really framed process of project development wereraised. Despite a strong will, from various actors, there are still many obstacles to thecreation of fitted housing solutions that would meet the deepest expectations of citizens.
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Utveckling av en behållare för matleveranser med drönare / Development of a drone food delivery containerAronsson, Olle, Trad, Tanios Toufic January 2023 (has links)
Detta arbete kommer att fokusera på att ta fram och utforma en monterbar behållare för drönare så att de ska kunna användas för att leverera matvaror snabbt vid behov och med hänsyn till befintliga drönares kapacitet. I framtagningsprocessen så kommer de karaktäristiska punkterna för en strukturerad och faktabaserad utformning av en produkt att tillämpas vilket innefattar en identifiering av mål utifrån ett behov som produkten ska uppfylla och en faktainsamling av behovets karaktär och befintliga tekniska lösningar på liknande problem. Med den informationen som underlag så kan senare grundläggande konceptskisser utformas vilka i sin tur kan förädlas till färdiga 3D ritningar och renderingar av en slutgiltig produkt. För att ganska produktens effektivitet i förhållande till ändamålet så används därefter simuleringsverktyg för att genomföra termiska och luftflödesanalyser. Slutligen diskuteras även passande tillverkningsmetoder och produktens hållbarhet, potentiella problem med hela leveransmetoden, förslag till djupare studier och en utvärdering av framtagningsprocessens genomförande. / Technical advancements in fields like battery technology, software engineering and remote-control technology has made commercial unmanned aerial vehicles (UAVs) or “drones” cheaper while also allowing for longer flight times, higher payload capacities and longer effective ranges. This combined with the growing market trend of home delivery services within the restaurant and food industries paves the way for studies on how this relatively new means of transportation can be used to deliver food to customers within range. This paper will focus on developing and designing a third party mountable container from a mechanical engineering perspective that will allow commercially available quadcopter drones to deliver food items from one point to another. This means that the design process will be dictated by a set of identified core needs that the container is meant to satisfy while results from relevant calculations such as load simulations are taken into account. Further information and discussion like proposed manufacturing methods, sustainability and the prospects of further studies will also be brought up as it pertains to the containers design process.
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