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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.
1

Government to citizens e-service co-design

Nusir, Muneer January 2014 (has links)
e-Government services are typically developed by internal service providers, often neglecting the service end user. Subsequent delivery of services can be jeopardised without due consideration of the service user, lacking in consideration of their needs and expectations in the design process. However, the service provider when designing e-services for varied users, find it is hard to meet the prospective users’ expectations and needs and involve them in an iterative design processes. To address this issue; a Co-design approach has been applied and focuses on Jordanian Government to Citizens (G2C) e-services. Co-design tools/methods maximize opportunities and provide new possibilities for communicating and collaborating with varied and diverse users. The main aim of this research is to improve the quality and efficiency of G2C e-services by adopting the Co-design approach including its tools/methods to support user participation throughout design process, and how these tools/methods pretend the features of user participation. A novel G2C e-Service Co-Design Framework (G2C-SCOF) is constructed with mechanisms for understanding the stakeholders’ requirements, and granting them an active role throughout design process of G2C e-service design. A wiki-based Co-design prototype (WCP) is developed and introduced as a response to and evaluation of the developed G2C-SCOF. This research also presents results from the case study in Jordan and used to evaluate WCP effectiveness regarding users’ participation role(s) throughout the Co-design process based on standard service design phases. Interestingly, involvement throughout design process as such can be an enriching experience for the users. Offering a channel to uncover their own creativity and provide enjoyment for them as they see their contributions evolve into a viable service. A robust method for uncovering domain concepts is derived that bridges the requirements’ gap between service provider and service user within a G2C e-service design context. A first iteration evaluates the adoption and acceptance of Jordan Government Portal (JGP) based on a model titled Methodology for e-Government Service Adoption and Acceptance Measurement (MEGA-M). MEGA-M is then used to design a survey and subsequently investigate how citizens perceive the quality of the JGP. RepGrid methodology with semi-structured interviews are deployed in the second iteration – with 24 participants from diverse backgrounds contributing to a synthesised cognitive model titled Stakeholder’s requirements map for G2C Service Design’ (SRM-G2C). Finally, a prototype WCP is developed as the third iteration for evaluation purposes. WCP is a platform for facilitating the sharing and expression of ideas and/or assumptions used to improve the effectiveness of G2C e-service design. The conclusions and contributions drawn from this research are expected to benefit researchers, providing insights for future research in the field of e-Government service design, and practitioners, providing a systematic framework for supporting the collaboration among stakeholders in designing G2C e-services.
2

Exploring how organisations design for customer experience in non-hedonic service contexts

Low, Nicholas Mark January 2017 (has links)
Customer experience is one strategic option for organisations wishing to differentiate their service offering. Little research however has been conducted to explain how service design and management practices influence customer experience in non-hedonic contexts, settings in which the objectives for the design of the delivery system are not experiential. The objective of this research is to address this gap in academic knowledge. The conceptual framework used as the basis of the empirical research demonstrates how four experience mechanism constructs, incorporated into the design of the delivery system, facilitate the customer’s involvement in the delivery of the service and influence how they perceive the experience that emerges as a result. To explore the relevance of the framework two case studies were conducted. Data was collected principally through interviews with employees working at various levels throughout the organisations hierarchy and with customers. Observations and secondary source material also provided additional evidence. The thesis provides an original and distinct contribution to knowledge, through three main findings: Firstly, the research found evidence that the conceptual framework was relevant to the design of the delivery system and in customers’ perception of their experience. This challenges assumptions in existing literature that experience might not be a relevant design consideration in non-hedonic service contexts. Secondly, the findings provide a point of distinction between experiences in hedonic and non-hedonic contexts. Finally the study extends experience design theory demonstrating how in the contexts studied, the experience mechanisms act as antecedents for the experience a customer perceives. Whilst conducting only two case studies limits the impact of the findings, the propositions formulated to explain the key themes identified, can be used as a vehicle through which future quantitative research can be carried out, therefore extending the generalisability of the study beyond the contexts studied.
3

Rent a babyproduct : How to develop a service and brand platform for a new business idea to facilitate the parental life.

Gullander Koch, Marie January 2011 (has links)
The main goal in this thesis was to make people want to rent products instead of buying them, and this meant that I needed to find attractive benefits and gains living up to the losses when choosing to rent instead of buying the products. The biggest findings here were mainly the solutions of home delivery of the products and the package categorization of age. Offering the customers other services in form of expert advises, serving them information about the new life tocome, and developing an app, to followthe trends in society were some ways of making the service more attractive and invite more customers to use it in the future.
4

A unified modelling system for service representation

Gkekas, Konstantinos January 2012 (has links)
This PHD project aims to develop a service design system which has a customer-centric view and delivers a balance between profit and value for both customers and service providers. The system will enable designers to assess the design and provide decision support and rationale at an early service design development stage. Also during the lifecycle of the service it would provide a better cost estimation for the service provider to support its future decisions. The two first chapters give an overview of the service field and the research area. Chapter 1, the introduction, states the aim and objectives of this research along with setting the field of the rationale behind the motivation and scope. Chapter 2, the literature review, gives a thorough overview of the service design area mentioning the theories, techniques, methodologies and methods that have been used directly or indirectly for service modeling/design. Chapter 3, the research methodology, states the rationale behind the decisions to conduct this research in terms of purpose, design, strategy and data collection techniques. Moreover an analysis of the current methodology structure which was based on the adaptation of the aforementioned decisions is provided. In Chapter 4 there is a comparison among three different methods (Service Explorer (SE), Integrated Service CAD and Life cycle simulator (ISCL) and Service Blueprinting (SB)) as identified from the literature, which have been developed specifically for service design. The comparison looks at the dynamic features of each method. A dynamic feature is a property of a service method that has the ability to capture specific elements of the service design process which are subject to continuously change within a specific timeframe. At first, there is a brief discussion on how each method is applied and what the output as a generic process is. It starts with identifying generic key concepts of the service design approach by applying all methods to a rental service scenario. Following that, we create a virtual service of a rental machine scenario and map the previously identified key concepts into specific elements of the rental service. We test all methods against these service concepts to identify how well and in what scope each one performs. A merging process of the service concepts is then carried out to form 4 categories which form the specific dynamic features. We test all methods against these features. In particular we find that, SB lacks dynamic capability. SE does well on prioritising individual customer requirements but provides neither a modular design process nor the ability to deal with changes during the service lifecycle. ISCL can provide a process for generating models by combining previously established building blocks and a life-cycle service simulation. However the resources are fixed and there is no prioritisation on the requirements. A pragmatic service deployment requires a service environment that is subject to change, which in turn is not provided by the current methods we compared. The purpose of Chapter 5 is to demonstrate an open source agent-based simulation language that could be used for service design and to simulate the Emergent Synthesis (ES) methodology. This methodology was identified from the literature search as a potential solution to the research gap presented in Chapter 4. That would act as a validation of using the proposed method in the service design area. For this reason a service market is being used as a modelling example. First the area of agent-based modelling is introduced. Certain modifications take place according to the modelling language needs. Next step is the justification and discussion about these changes. The Systems Modelling Language (SySML) is being introduced as a diagrammatic notation method according to which the altered service market model is being represented. The purpose of Chapter 6 is to provide a new approach for accurate design of a service by combining and developing a unified modelling system which covers all important key aspects of a service scenario. To demonstrate the applicability and the output of the system, a case study has been selected. The rest of this chapter is structured as follows. Then there is the introduction and investigation of the service case study. Also the purpose of that choice is stated. Next step is the full breakdown of the system, the current data flow and how the combination of the individual methods has been implemented. Results of each method are produced while visualising the connections between each input-output. A comparison takes place to show the difference of using each method individually and how the emergence of the system as a result of the combination process affects the output. Last step is the validation and the analysis of the results. The penultimate chapter is the discussion, where the outcome based on the results of each chapter is discussed. In Chapter 4, we discuss the outcome of the comparative analysis process. In Chapter 5 we give the analysis and discussion of the service market modelling output and in Chapter 6 we place a discussion based on the system’s output. Last chapter is the conclusion where there is a brief restatement of the whole research work leading to major contribution points. The major contribution of the developed system is the integration of three major methods and methodologies (SE, ISCL, ES) in order to provide answers to the inherent limitations of current techniques (representation of social behaviours in an environment that is subject to change) in the service design domain.
5

Quality of Life of Elderly People in Iran : With Sevice Design Approach

Ardi, Sonay January 2012 (has links)
In the aging world of today, more attentions are grabbed towards studies on elderly. New facilities and technologies are emerged to serve to the elderly, maketheir life easier, better and more useful. Having participated in a study on thequality of life of the elderly in Europe, it was aimed to run a similar project toresearch the quality of life of the elderly in a Non-EU country. This was donethrough the research questions “What is the quality of life for them?” and “Howa designer, focused on service design, can improve their quality of life?”The knowledge for the study was obtained from fields Quality of Life of ElderlyPeople, Service Design, Service Design Process, and Qualitative Research. As thekey country for this study, Iran was chosen. Study on the target group in thiscountry was done through Cultural Probes and in analyzing the probes, Processfor Empathy in Design was used. To visualize the results of the target group study,Affinity Diagrams and Personas were drawn.The result was designing a service for the target group, which is presented byConcept Scenario, Storyboards, System Maps and Blueprints. In this concept,called “Virtual Family”, the personas are encouraged to be members of a networkwhich is supported by an organization/community in terms of health, social life,leisure activities and educational programs. This network is forming a virtualfamily regarding the traditional values and ethics which are important for thisage group. Additionally it supports them with entertainment and educationalprograms. Later on, the service concept was evaluated by a number of people inthe same age and social group of the target group. Evaluators found the conceptan excellent complement for mentioned target group who are on the verge oflosing their family and social structure, but the organizational system of the contextcountry should be studied to know if it is planning is practical in that context.
6

ServiceSketch: A Collaborative Tabletop Tool for Service Design

Lau, Norman 01 May 2011 (has links)
ServiceSketch is a collaborative tabletop tool for service design. It was developed to address some of the challenges designers face when developing service systems, including the dynamic, intangible nature of service and the complexity of coordinating multiple stakeholders over time and space. The concept for the tool draws from literature on service design, tangible user interfaces, and co-creation. It was also informed by user research sessions with graduate design students. The interface of ServiceSketch consists of a large multi-touch surface display that reacts to finger touches and a provided set of physical objects. Both the hardware and software development of ServiceSketch are described in this document. ServiceSketch was evaluated with groups of graduate design students who were asked to perform small group service design activities using the tool. These sessions showed that ServiceSketch was successful in supporting common service design processes and even inspired many participants to suggest possible future developments for the tool. ServiceSketch also seemed to encourage a playful, collaborative approach to service design. The results of the project hint at the possibilities for a new breed of service design tool, one that focuses on facilitating conversations about service through an engaging, interactive medium.
7

Fostering trust in technical services through integrated, collaborative and contextual learning

Mendoza, Gretchen Marie 01 May 2011 (has links)
Trust is an intrinsic component of any loyal “consumer friendship” between customers and service providers, and is a by-product of shared understanding. Nowhere is the notion of trust more relevant than in technical service—such as professional legal practice, architecture, medical care and auto repair—where the primary commodities exchanged are specialized knowledge, equipment and skills. A common challenge in dialogue between expert providers and novice customers in this context is meaningful sharing of technical information. A successful exchange requires care in representation, language, attitude, delivery and timing. Furthermore, with communication breakdowns, trust falters, and business relationships run the risk of falling apart. Rather than relying on simple transactional exchanges of information in service, a customer’s journey could be enriched by framing service touchpoints as individual opportunities for learning. Learning activities occur in everyday life via interactions with society, artifacts or programs, and often involve the pursuit of knowledge or skills without the structure of a formal curriculum. This study explores how learning might function as a channel for strengthening multi-faceted trust relations in service through integration into programs and artifacts. In this project, an auto repair shop was investigated as a case study in technical service, given its long inglorious history of customer mistrust. Through exploration in the context of a local mechanic shop, prototypes for experiential and transformative service learning were implemented, tested, and re-shaped into a four-part framework designed to improve technical communications
8

Exploring the design of the deliverable

Bolmsten, Lisa January 2019 (has links)
This thesis project explores the use of, and interactive qualities in deliverables made by a design bureau in the area of service design/strategic design. The purpose of the project is to contribute to the understanding of how the end result of a service design project is used in an organisation. The research questions are aimed at understanding the current use and how to increase the usability in the deliverables, making them a more productive tool for the client organisation. The research results are based on interviews and are as such empirical in nature. The design phase is split in two tracks, one prototyping a more interactive design deliverable, and one investigating the design scope and problem further through a research by design approach and making a concept for a solution. The outcome of the first track shows a possibility to use interaction design to improve aspects of the design deliverable in the area of increasing empathy. Findings from the second track addresses an underlying problem found in the research phase, namely the disconnect between user-purpose-format, and the designed concept reflects on possible solutions. The outcome of the project shows that there are possibilities for changing the view of the artefact from purely a summation of the work that was done to an agent for change in order to make it more functional.
9

Interactive Interfaces for Capturing and Annotating Videos of Human Movement

Zilevu, Kobla Setor 11 July 2019 (has links)
In this thesis, I describe the iterative service design process I used in identifying and understanding the needs of diverse stakeholders, the development of technologies to support their mutually beneficial needs, and the evaluation of the end-user experience with these technologies. Over three iterative design cycles, the set of identified end-user customers expanded to include the patient, the supervising therapist, the annotating therapist, and other members of the development team. Multiple versions of interactive movement capture and annotation tools were developed as the needs of these stakeholders were clarified and evolved, and the optimal data forms and structures became evident. Interactions between the stakeholders and the developed technologies operating in various environments were evaluated and assessed to help improve and optimize the entire service ecosystem. Results and findings from these three design cycles are being used to direct and shape my ongoing and future doctoral research / Master of Science / In this thesis, I describe the iterative service design process I used in identifying and understanding the needs of diverse stakeholders, the development of technologies to support their mutually beneficial needs, and the evaluation of the end-user experience with these technologies. Over three iterative design cycles, the set of identified end-user customers expanded to include the patient, the supervising therapist, the annotating therapist, and other members of the development team. Multiple versions of interactive movement capture and annotation tools were developed as the needs of these stakeholders were clarified and evolved, and the optimal data forms and structures became evident Interactions between the stakeholders and the developed technologies operating in various environments were evaluated and assessed to help improve and optimize the entire service ecosystem. Results and findings from these three design cycles are being used to direct and shape my ongoing and future doctoral research.
10

Comparative study of 4 exploratory human-centred design tools when deployed in participatory health service settings

Cervantes Luna, Andres Felipe January 2017 (has links)
The shift from traditional models of public service design to public-driven ones has been slow in the health service and particularly in the General Practice Consultation in the UK. This hesitation about fully adapting these design methods has been found to be motivated by a lack of evidence regarding the successful implementations of public involvement activities and the use of its tools, partial coverage of these tools, and failures to report on the use of alternative tools, among other reasons. This research therefore aimed to propose Human-Centred Design (HCD) as an underlying philosophy and a pragmatic set of methodologies to better understand the challenges related to the application of customer involvement activities and the use typical methods when deployed in the investigation of issues and opportunities for the design of healthcare settings. This research consisted of three stages. An exploration stage, in which it was identified and confirmed several research gaps as well as a specific case for study with a degree of complexity and known for supporting customer involvement approaches. These activities involved a literature review about customer involvement processes and a qualitative interview study (with 30 participants) in which it was identified that, a suitable case for study to perform a large ethnographic investigation using representative Human-Centred Design tools could be 'Communication and relationship between GPs and patients'. A development stage, in which it was investigated the design of public involvement activities as well as the identification and selection process of some ideal HCD tools (Focus Groups, Future Workshops / Rich Pictures. Love & Break-up Letters, and Crowdsourcing) to work with the selected case. For these activities, a total of 72 participants were recruited (n=18 per activity). Lastly, an evaluation and proposal phase, analysed these tools through a comparative study to identify several of their strengths and weakness in order to identify the best tool or combination of tools. The outcome from this comparison suggested that among the tools used for this research there was not a most optimal option or combination of options and that the success of an involvement activity relies in the careful and thorough preparation of such processes. This research concludes, that the most optimal form of helping health researchers to undertake public involvement research and to better understand the process of identifying and selecting ideal engagement tools, could be by providing a best practice informative guide containing a simplified and comprehensive version of the most commonly found steps embedded in this kind of design practices.

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