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1

MARJOT, Cédric, and JOU-YEN (VERNA) LU. "Creative Process and Product Life Cycle of High-Tech Firms." Thesis, University of Kalmar, Baltic Business School, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hik:diva-351.

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Given the context of globalization and growing competition, we assist at a reduction of the product life cycle and at a rapid diffusion of creations and innovations. To respond to the fast changing customers’ demand and to reinforce their market position, firms shall design an effective creative process offering superior customer value and insuring their future in the long term.

First of all, after an explanation of the differences between creativity and innovation, the creative process of high-tech firms in terms of actors involved, resources allocation, leadership and management of creative people will be depicted. Secondly, the creative destruction process and some of the inherent obstacles and risks of the creative process will be addressed. Thirdly, the concepts of Technology Life Cycle (TLC) and Product Life Cycle (PLC) will be developed.

Within this thesis, our ideas are presented and justified through three methodologies: Literature Review, case study and interview. We mainly used the cases of Hewlett-Packard (HP) and France Telecom Orange (FTO) to backup our argumentation.

We conceptualized the creative process and we highlighted the connections between the creative process and the Product Life Cycle. With the help of two other small cases study (Nintendo and Apple), we emphasized the downward trend of high-tech products’ lifecycle in the long run. Ultimately, four practical recommendations are given to leaders from high-tech industries and directions to deeper research this topic are advised.

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Johnson, K. "A creative process for material selection and technology coupling in product design." Thesis, University of Cambridge, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.605628.

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In this thesis, a subset of materials and products have been considered - those of sports equipment. First the relevant information about each is explored and structured in a database. This information is presented in a standard profile - a description of the character of a material - or as a 'map' of the space of materials - a visualisation of material behaviour. Two-dimensional maps displaying pairs of technical properties of materials are well known. In multiple dimensions, a completely new technique is required, that of multi-dimensional scaling. This is a technique for revealing 'similarities' and relationships in complex data sets; the full attribute profile of a material is precisely such a set. Both two-dimensional and multi-dimensional maps are explored as tools for product design. For visualising similarities between lightweight structural products a second technique is required, that of mapping material properties (like elastic modulus and yield strength) with specific geometries (like second moment of area and section modulus). Here, these maps are used to compare similar functional elements in specific products and their relationship to material possibilities. The intention of this thesis is to develop an understanding of the interaction of materials and design (MAD). These interactions require new methods of selection which are then demonstrated in a set of design tools: one for material selection and a second for structured inspiration. For each, a database of materials is linked to one of products. With this process, two methods of material selection, based on the visualisation techniques described earlier, are integrated with those of analysis - selection by similarity and selection by synthesis. In selection by similarity, the set of possible material solutions is expanded by comparing materials based on technical or aesthetic attributes. In selection by synthesis, innovative material solutions are created by assembling elements from those that are found in existing products. The same database is manipulated by a digital viewer for structured inspiration - for this, a series of images of materials are presented to the designer in random order. The viewer provides a visual stimulus for material selection and the designer is immediately linked to the appropriate information if requested - selection by inspiration. The MAD process of material selection requires the creative combination of each of these methods.
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Broch, José Carlos. "O conceito de affordance como estratégia generativa no design de produtos orientado para a versatilidade." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2010. http://hdl.handle.net/10183/25510.

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Para a estruturação e qualificação do pensamento criativo alguns educadores sugerem a utilização de modelos de aprendizagem baseados na ampliação das capacidades associativas dos alunos. Neste cenário emerge a Teoria das Affordances como ferramenta, tanto para compreender como o indivíduo interage com os objetos, quanto para ampliar essa interatividade. Focando um design orientado para a ampliação da utilidade dos produtos, o presente estudo explora a aplicação da Teoria das Affordances como estratégia para identificar novas possibilidades de uso dos objetos e analisa como esta aplicação interfere no processo criativo de alunos de Design. O delineamento experimental baseou-se no Plano de Quatro Grupos, de Richard Solomon, e os participantes do estudo exploratório foram alunos de cursos de graduação em Design de quatro instituições privadas de ensino brasileiras. A análise qualitativa e quantitativa dos dados sugere que a exploração de affordances em sala de aula, ao induzir a abstração, potencializa a emergência de alternativas de uso que, incorporadas ao processo de design, podem conferir versatilidade e aumentar as possibilidades de inovação na concepção de produtos. Os resultados da pesquisa deverão ser ainda ulteriormente confrontados com resultados de novos testes para que seja possível confirmar as hipóteses sobre a importância do uso de associações estruturadas (affordances) no ensino e no processo de design de produtos.
To qualify creative thinking, some educators suggest the use of learning models based on expansion of associative capacities of the students. In this scenario, the Theory of Affordances emerges as a tool to understand how the individual interacts with objects and to increase this interactivity. Focusing utility-oriented design, this study explores the application of the Theory of Affordances as a strategy to identify new possibilities for use of objects and analyzes how this application interferes within the creative process of Design students. The experiment was based on Solomon’s Four-Group Design and the participants of the exploratory study were students of undergraduate courses in Design of four Brazilian private colleges. The qualitative and quantitative data analysis suggests that the exploitation of affordances in the classroom, to induce abstraction, enhances the emergence of use alternatives, and incorporated into the design process may provide versatility and increase opportunities for innovation in product design. The research results must still be faced with further results of new experiments to confirm the hypothesis about the importance of structured associations use (affordances) in education and product design process.
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4

SABRÁ, FLÁVIO GLÓRIA CAMINADA. "THE SOCIAL AGENTS INVOLVED IN THE CREATIVE PROCESS IN PRODUCT DEVELOPMENT OF TEXTILE CHAIN." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2015. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=25433@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO
As reflexões desenvolvidas neste trabalho têm por finalidade discutir o papel dos agentes que atuam na cadeia têxtil e, consequentemente, o papel do designer como um dos que proporcionam os meios para o entendimento da dialética entre o que chamamos de processo criativo e as demandas do mercado. Um artefato produzido pela cadeia têxtil está diretamente ligado a todos nós no dia a dia, seja como usuários diretos, seja como indiretos. Ocorre que seu processo de desenvolvimento é complexo, e muitas vezes desconhecido por aqueles que nele estão envolvidos − tanto os que atuam como legitimadores quanto os seus usuários. A atuação do designer normalmente é vinculada apenas ao processo criativo, mesmo quando levado em consideração o fato de que seu trabalho depende de informações provenientes de uma estrutura mais ampla e complexa, que envolve a necessidade de conhecimento sobre materiais, processos de fabricação e distribuição, e processos de uso e de consumo. Entretanto, o entendimento de que a estrutura dessa cadeia produtiva é mais complexa, composta por diferentes agentes sociais, leva a pensar que o designer é somente mais um profissional, cuja prática influencia, mas também é influenciada por tantos outros agentes sociais pertencentes ao campo; desta forma, o processo criativo se revela uma atividade coletiva que envolve vários agentes. Criar um produto de moda, aqui descrito como um objeto inserido na cadeia têxtil é muito mais complexo do que o simples desenvolvimento daquele artefato que nos é apresentado como temporal no desfile de uma específica coleção de moda. Propõe-se, então, aqui apresentar o modo pelo qual se estabelece a relação, direta ou indireta, com todos aqueles envolvidos na cadeia têxtil, para identificar como essas relações interferem no processo criativo, tradicionalmente associado apenas à intencionalidade e aos méritos do designer.
Reflections developed in this work are intended to discuss the necessity of the role of agents working in the textile chain and hence the designer as one of providing ways for understanding that what we call creative process, as well as market demands and its dialectic with the whole process. An artifact produced by the textile chain is directly linked to all of us in everyday life, either as direct or indirect users. It turns out that its development process is complex and, often, unknown by those involved as well as those who act as legitimators, plus those who are its members. The acting of the designer is usually linked only to the creative process, even when we take into consideration that your job depends on information from a broader and more complex structure that involves the need for knowledge of materials, manufacturing processes and distribution and use processes and consumption. However understand that the structure of this supply chain is more complex and consists of different actors, makes us think that he is just another professional whose practice influences, but is also influenced by many other social agents belonging to the field, and with it often we do not realize that the creative process is a collective activity involving these various agents. Create a fashion product, described here as an object that is inserted in the textile chain is much more complex than the simple development of that artifact that is presented to us as temporal at a fashion show in a specific fashion collection. We propose as assessed within the relationship, direct or indirect, with all those involved in the textile chain to identify how these relationships interfere with the creative process, traditionally associated only intentionality and merits of the designer.
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5

Silveira, Reis Rosana <1961&gt. "Creative process in globally distributed teams: a study of new product development in Volvo." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2010. http://amsdottorato.unibo.it/2967/.

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With the business environments no longer confined to geographical borders, the new wave of digital technologies has given organizations an enormous opportunity to bring together their distributed workforce and develop the ability to work together despite being apart (Prasad & Akhilesh, 2002). resupposing creativity to be a social process, the way that this phenomenon occurs when the configuration of the team is substantially modified will be questioned. Very little is known about the impact of interpersonal relationships in the creativity (Kurtzberg & Amabile, 2001). In order to analyse the ways in which the creative process may be developed, we ought to be taken into consideration the fact that participants are dealing with a quite an atypical situation. Firstly, in these cases socialization takes place amongst individuals belonging to a geographically dispersed workplace, where interpersonal relationships are mediated by the computer, and where trust must be developed among persons who have never met one another. Participants not only have multiple addresses and locations, but above all different nationalities, and different cultures, attitudes, thoughts, and working patterns, and languages. Therefore, the central research question of this thesis is as follows: “How does the creative process unfold in globally distributed teams?” With a qualitative approach, we used the case study of the Business Unit of Volvo 3P, an arm of Volvo Group. Throughout this research, we interviewed seven teams engaged in the development of a new product in the chassis and cab areas, for the brands Volvo and Renault Trucks, teams that were geographically distributed in Brazil, Sweden, France and India. Our research suggests that corporate values, alongside with intrinsic motivation and task which lay down the necessary foundations for the development of the creative process in GDT.
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6

Friggieri, Albert. "Creative process, unfinished product : Friedrich Schiller's dramatic fragment 'Die Maltheser' : history, sources, reception and themes." Thesis, University of Exeter, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.535887.

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7

Chase, James P. (James Patrick) 1975. "Value creation in the product development process." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/82217.

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8

Dong, Xiaoqin 1971. "Improving efficiency in product and process development : a case study on a consumer products creation process." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/28502.

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Thesis (M. Eng. in Logistics)--Massachusetts Institute of Technology, Engineering Systems Division, 2004.
Includes bibliographical references (leaves 59-60).
This research examines how an athletic footwear company should establish its new product development and launch process to eliminate wastes in the processes and improve the time to market. Currently, it typically takes an athletic footwear company twelve months to introduce new product samples. Retailers place orders after they see samples, however they will not receive and sell the shoes in their retail stores until six months later. The total process from an idea generated to the time when the final products launch takes eighteen months. While this system is set up due to historical reasons, forward looking management teams in the industry see a lot of inefficiencies in it, especially when athletic footwear becomes more and more fashion driven. Why should retailers stick to this advance buying pattern where they take big risks predicting the market six months ahead of time? What if this advance buying pattern is eliminated for whatever reasons? How companies can improve their new products launch process to make them prepared for the possible new challenges in the future? This research studies the new product development process in a large athletic footwear company (Hereinafter US-Footwear). Recommendations include adopting a systematic new products development framework to shorten the time to market. Specifically, this systematic roadmap will force companies to redefine milestones and key activities; this approach will also form a "funnel" screening and informed decision making mechanism. Consequently, companies would be able to eliminate non-value added activities and focus their valuable resources only on the most winning products. It will thus provide companies huge potential to shorten the time to market by doing fewer activities, fewer products and by greatly
(cont.) reducing iterative design changes. Lastly, the author believes that fashion business in general could benefit by adopting the similar approach.
by Xiaoqin Dong.
M.Eng.in Logistics
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9

Chen, Chi Wai, and cwchen@ied edu hk. "The creative process of computer-assisted composition and multimedia composition - visual images and music." RMIT University. Education, 2007. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080107.115525.

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This research study investigates how music technology can enhance and develop the musical ideas of students, focusing on the creative processes involved in computer-assisted composition and multimedia composition. The study investigates the Creative Multimedia Music Project, a module of the Associate of Arts (Music) Degree where students are using computers as music workstations. The aims of the study are (a) to evaluate the use of music technology for composing; (b) to describe the creative process of composing and investigate how the students comprehend this; and (c) to analyze the relationship between the creative process of the musical treatment and the visual image in multimedia composition. The study is conducted in an exploratory, self-directed environment where the students make musical decisions about their compositions. From the preliminary survey, 10 out of 45 music-major students (Year Two) from the Associate Degree Music Program at the Hong Kong Institute of Education (HKIEd) were selected. Composition activities took place over 15 sessions. The first phase focused on computer-assisted composition and the second phase focused on multimedia composition. The students attended lectures on alternate weeks. This gave them enough time to compose in the laboratory or at home, allowing them to explore, make decisions, and evaluate decisions. Data were collected from four sources: (1) written reports including a musical analysis of the creative process, (2) one-to-one interviews conducted during and after the creative process (15 questions were asked in each phase), (3) self-reflective journals that students maintained during their creative process, and (4) MIDI file observations after the creative process had occurred. After data collection, commonalities between each of these data sources were analyzed. This highlighted that during the creative process, a developmental pattern emerged that extends Webster's model (2003) of creative thinking in music. The relationships between the findings and the lite rature review were articulated to reinforce the creative thinking model, trends, and perspectives from different sources. Through an analysis of these students' creative processes and the strategies they adopted while composing with music technology, research projects such as this one may provide composers, music technologists, and music educators with insights into how students approach the task of composing using music technology. The findings might prove as a useful guidance to music educators on how to structure computer-assisted composition and multimedia composition programs for different age groups from school to university.
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Tschida, Jan. "Development of a tailored product creation process for Railway Industry." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-217345.

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Worren, Nicolay A. M. "Creating dynamic capabilities : the role of modular product and process architectures." Thesis, University of Oxford, 2002. http://ora.ox.ac.uk/objects/uuid:53652e50-cda1-48af-9565-2a35fd2467ec.

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This research examines how companies adapt to more unpredictable environments by developing dynamic capabilities that help sustain innovation and change. The key explanatory construct is modular architecture - the intentional decomposition of systems (products or processes) into relatively independent sub-units with standard interfaces. The dissertation is structured as three semi-independent papers plus an introduction and a literature review. The literature review describes current theories of modular systems and discusses the similarities and differences to related concepts such as nearly decomposable systems, loose coupling, and vertical decomposition. The literature review identifies three gaps in the current literature. First, there has been a limited degree of theorising on the concept outside the field of technology management. Second, the current literature is based largely on anecdotal case studies and there is little quantitative evidence of the strategic value of modularity. Finally, there is a lack of understanding concerning the implementation of modular architectures. The first paper generalises from product to organisation design and derives five principles for modular organisational architectures. A hypothetical example is developed to illustrate how a large home appliances company might apply these principles to create a process platform consisting of reconfigurable building blocks. The chapter also proposes some extensions of current theory to more realistically adopt modularity concepts in organisation design. The second paper is based on a study that explores the current product and process architectures at three leading manufacturers of vacuum cleaners. It identifies some of the key barriers to increased flexibility among companies in mature industries. It also considers the relative value of modularity for established companies pursuing incremental innovation versus entrepreneurial companies introducing more radical innovations. The third paper presents the results from a survey questionnaire study of companies in the home appliances industry in the UK. and US. The relationship between market context, product and process architecture, strategic flexibility and firm performance is examined by means of structural equations modelling. The results show a positive relationship between modular product architectures and performance, with product model variety as a mediating variable. The thesis makes the following contributions to the existing literature: It complements extant theorising by generalising modular principles to organisation design. It contributes to methodology by developing a questionnaire for assessing modularity in product and process design. Finally, it provides one of the first empirical studies of the effects of modularity on strategic flexibility and firm performance.
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Mayo, Christopher. "Process vs product : system and intuition in the creation of musical language." Thesis, Royal Academy of Music (University of London), 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.669220.

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Hutchison-Krupat, Jeremy. "Resource allocation, incentives and organizational structure for collaborative, cross-functional new product development." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/42831.

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This thesis addresses important operational aspects relating to fundamental components of any successfully executed NPD strategy: the processes, incentives and structure of decision rights that should be implemented given the objectives and capabilities of the firm. The first chapter outlines when a firm might prefer to compensate members of a NPD project team either, as individuals (e.g. based on their functional contribution to overall value) or as a team (e.g. based on the overall profit generated). We find that neither team nor individual based compensation is preferred for all types of projects. Specifically, when there is higher uncertainty, the firm can benefit by employing team-based compensation. We discuss the implications of our findings towards the firm's ability to pursue different types of projects. In Chapter 3, we look at the strategic resource allocation processes that are employed by firms in order to decide whether NPD initiatives get funded or not. We find that there is not a "one size fits all" resource allocation process that all firms should employ. Furthermore,we extend this finding by further by providing a rationale explaining why even a single firm could benefit by employing multiple processes internal to the firm. Finally, in Chapter 4, we empirically explore how key managerial levers of the firm (i.e. incentives, tolerance for failure, and project management structure) affect an individual's propensity to invest in a project. Our analysis brings forth several under-explored and novel aspects. We examine how multiple managerial levers work in concert with one another (revealing interactions that, to our knowledge, have not been exposed). We also recognize an important aspect of most (if not all) NPD contexts: the probability of success is strongly tied to the level of resources that are invested.
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Sakiroglu, Melis. "An investigation of the knowledge creation process in small new product development teams." Thesis, University of Nottingham, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.430811.

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Fernandes, Stefan Von Der Heyde. "Uma proposição metodológica para o ensino de desenho aplicado ao processo criativo em equipe de projeto de produto." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2015. http://hdl.handle.net/10183/127784.

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Membros de uma equipe de projeto de design de produto necessitam comunicar entre si para gerar novas soluções para os problemas de projeto. O desenho pode contribuir para a reflexão, comunicação e apresentação de ideias desta equipe sendo uma ferramenta de comunicação e de exteriorização dos processos mentais desenvolvidos pelo designer nas fases de concepção. Neste contexto, o presente trabalho apresenta uma proposta de abordagem metodológica para o ensino de desenho aplicado ao processo criativo em equipe de projeto de produto. Ao termino desta pesquisa objetivou-se a apresentação de uma abordagem metodológica obtida através da triangulação dos dados da pesquisa bibliográfica, pesquisa documental de desenhos de alunos em disciplinas de projeto, e entrevistas com professores de design de produto. A metodologia desenvolvida foi avaliada qualitativamente através de uma pesquisa-ação com alunos de graduação em design de produto da Universidade Federal do Rio Grande do Sul. Os resultados qualitativos desta pesquisa permitiram a construção de um material de ensino de desenho que aplique os conhecimentos de representação gráfica juntamente às técnicas criativas no processo criativo dentro do processo de desenvolvimento de produto.
Members of a product design Project team need to communicate with each other to generate new solutions to design problems. Drawing can contribute to the reflection, communication and presentation of ideas to the team, being a communicative tool and a externalization of mental processes developed by the designer in the design stages. In this context, this research proposes a methodological approach for the drawing teaching applied to the creative process in product design team. At the end of this study aimed to present a methodological approach obtained by triangulating data from the literature, documentary research from student’s drawings in design disciplines, and interviews with product design teachers. The methodology was evaluated qualitatively through an action research with graduating students in Product Design of the Universidade Federal do Rio Grande do Sul. The qualitative results of this research allowed the construction of a drawing of teaching material that apply the graphical representation of knowledge along to creative techniques in the creative process within the product development process.
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Kato, Jin. "Development of a process for continuous creation of lean value in product development organizations." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/32351.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2005.
Includes bibliographical references (p. 205-206).
Ideas and methodologies of lean product development were developed into tools and processes that help product development organizations improve their performances. The definition of waste in product development processes was re-examined and developed into a frugal set to cover all types of waste in product development processes through preliminary case studies. Value stream mapping (VSM) was optimized for measuring the waste indicators in product development processes. Typical causes for low product development project performances were organized into a root-cause analysis diagram. Three case studies in product development companies were performed. The tools were tested and improved through intensive interviews with both project managers and engineers. VSM was effective for identifying and measuring waste indicators. The root-cause analysis diagram was effective for quickly identifying root causes for low product development project performances. Synchronized uses of these tools made it possible to measure each root cause's impact on project performances. The result of measurements revealed both problems shared by all the projects and the ones specific to the projects, indicating that the tools and processes developed in this research can provide suggestions for continuous improvement of product development processes. Some waste indicators were more prevalent than the others, implying that the number of waste indicators to be considered can be reduced. Inventory of information was prevalent in all the projects, and the analyses of it implied that Today's product development processes are as premature as those of manufacturing several decades ago.
(cont.) Wastefulness of information inventory was proved quantitatively. Time spent on one occurrence of rework was proved to take longer near the end of a project than at the beginning of it.
by Jin Kato.
S.M.
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Piccinini, Laura. "Um estudo do processo de desenvolvimento de produto no vestuário de moda na malharia retilínea no Brasil." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/100/100133/tde-23112015-170607/.

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Esse estudo contempla uma pesquisa bibliográfica sobre a malharia retilínea, seu processo produtivo, tecnologia, versatilidade criativa e processo de desenvolvimento de produto. Inclui uma pesquisa de campo no Polo Industrial do Sul de Minas Gerais (regiões de Monte Sião e Águas de Lindóia), cidades de alta concentração de indústrias de Malharia retilínea. O objetivo dessa dissertação é explorar o desenvolvimento de produto em Vestuário de Moda da Malharia Retilínea (VMMR), captando as variáveis que influenciam no grau de inovação dos produtos, bem como a capacidade de atingir o objetivo estético idealizado e a viabilidade produtiva. Para atingir esse objetivo, apresenta-se a cadeia de suprimentos do produto de VMMR, bem como a evolução dos recursos tecnológicos das máquinas retilíneas. A fim de compreender o processo criativo no desenvolvimento de produto de moda em malharia retilínea, é fundamental examinar de perto a contribuição dos elos da cadeia de abastecimento. A percepção dos elos da cadeia é fundamental, pois o processo de criação evolui junto com o desenvolvimento tecnológico das máquinas e dos fios. No entanto, a inovação depende do conhecimento e interação consistente dos profissionais de criação, designers, modelistas e programadores de software. A fim de compreender o processo de criação no desenvolvimento de produto e os desafios enfrentados pelos designers, é realizada uma pesquisa na história da malharia e conceitos de moda. Para desenvolver uma coleção a criatividade do estilista passa pela história pessoal, suas experiências e suas qualidades de estilo sobre determinada técnica manual e mental. Com a intenção de importar de outras áreas conhecimentos importantes para o processo de desenvolvimento de produto no VMMR, também foram explorados alguns métodos de desenvolvimento de produto em engenharia, o que permite a divisão do processo de criação em etapas e a estruturação de conceitos. Por fim, foi realizada uma pesquisa de campo com dez empresas confeccionistas de VMMR e quatro empresas de referência do Polo Sul de Minas Gerais, através da qual foi possível identificar padrões aplicados no desenvolvimento de produto, seus processos criativos, bem como os seus níveis profissionais. Com isso, espera-se gerar informações importantes nesta pesquisa, a fim de contribuir para o desenvolvimento da indústria de vestuário em malharia retilínea
This study covers literature research about knitwear, the production process, technology, creative versatility and product development. It also includes field research based in the south of Minas Gerais (regiões de Monte Sião, e Águas de Lindóia), a place with a high concentration of knitwear companies. The focus of the field research consists of case studies in ten industrial companies and three technological leading centres of the region. The purpose of this dissertation is to explore the product development process in fashion clothes knitwear in Brasil, capturing the variables that influence the degree of product innovation, as well as the ability to achieve the idealized aesthetic goals, and to create viable products. To explore this subject, the knitwear product supply chain is presented, as well as the evolution of technological resources, including flat knitting machines. In order to understand the creative process in fashion knitwear, it is critical to closely examine the contribution and influence of the extended supply chain. The supply chain is crucial because the process of product creation includes the technological development of machines and yarns. However, innovation also depends on the knowledge and robust interaction of fashion designers, product10 modelers and software programmers. In order to understand the creation product development process and the challenges that have faced, and continue to face designers, and overview of the history of knitting and knitting technologies is explored. Upon examination, it is possible to observe that there are several ways to develop a collection, as the designer creativity depends on his own specific experiences and ability with certain manual techniques and mental models. In order to bring from other areas important knowledge for the development process in knitwear, it was also explored some product development methods in engineering, allowing the division of this process in structured concepts. Finally, it was made a field research with ten clothing manufacturers companies and other important players in the South Minas Gerais Area, including two suppliers of knitting machines, through which it identified applicable standards of the product development of these companies as well as their professional levels. It was expected to generate important information in this research, in order to contribute to the development of the knitting industry and their professionals
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Alenvret, Caroline, and Johannes Evaldsson. "Creating customer value through knowledge integration : How internal stakeholders can be involved in the product development process." Thesis, Linköpings universitet, Projekt, innovationer och entreprenörskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-120018.

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The increasing globalisation of the market is followed by increased competition between organisations. Therefore it becomes more important to create products with high customer value. To be able to create customer value, deep understanding of the customers’ needs must be obtained by employees, shared between them and transformed into products. Further consequences of globalisation are increasing differences between customers’ needs, which results in demand for customisable and flexible products.The purpose of this study was to analyse how organisations can create more customer value through increased knowledge integration. The focus was on how knowledge that already resides within a globally dispersed organisation can be integrated during the product development process.This study showed that customer value is created throughout the product development process by integrating the knowledge held by R&D and internal stakeholders. Different types of value are created at different phases in the product development process. One important finding is that different parts of the augmented value are created throughout the entire product development process. Since employees obtain different knowledge depending on which customer they interact with, it is important to utilise knowledge from a large number of employees with different roles and in different countries. Hence, the significance of knowledge integration must be disseminated and understood across the organisation. After completing the product development process additional customer value is created by the internal stakeholders’ who sell and implement the product, but it is during the product development process that the basis for their value creation is established.Knowledge needs to be integrated in a formalised, repeatable way, so that the R&D department can ensure that the right product is developed at the right time. Integration means that the tacit knowledge that resides within one employee is codified into an explicit form that can be exploited by more employees. Therefore, four steps must be performed and repeated iteratively to create and spread knowledge throughout the organisation. The first step includes communication by exchanging tacit knowledge. The second step entails documenting the knowledge, and the third step involves combining the knowledge residing in the organisations into one common knowledge system. The final step includes distributing the knowledge so that it recievess wide attention within the organisation. Several factors that have a negative impact on these four steps, and knowledge integration, need to be countered somehow. However, it was found that there are several mechanisms that facilitate knowledge integration, and most often the presence of several mechanisms at the same time had a better effect.
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19

O'Brien, Erin A. "An Analysis of Designer Problem-Solving in Addressing Overconsumption of Clothing." Kent State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=kent1601029403307031.

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20

Plentz, Samuel Sebben. "Taxonomia para técnicas criativas aplicadas ao processo de projeto." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2011. http://hdl.handle.net/10183/38959.

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O presente trabalho teve por objetivo classificar as técnicas criativas utilizadas no processo de desenvolvimento de produto, através de uma taxonomia facetada. Essa taxonomia originou uma tabela de referência que pode auxiliar designers, engenheiros, arquitetos, publicitários e outros profissionais que utilizam processo criativo a escolherem a(s) técnica(s) criativa(s) mais adequada(s) aos diferentes requisitos de projeto e características da equipe projetista. Para a elaboração da taxonomia, foram abordadas duas áreas do conhecimento: o processo de desenvolvimento de produto, com ênfase nas técnicas criativas, e a teoria da classificação, com o objetivo de conhecer e aplicar uma metodologia com finalidade prática e foco no usuário. Os resultados deste trabalho foram a compilação e a classificação de 31 técnicas criativas, sob 6 facetas, a listar: quantidade de participantes, perfil técnico dos participantes, característica do problema a ser resolvido, ação utilizada na técnica criativa, exigência de ferramental e tempo de execução da técnica.
This work’s aim to classify the creative techniques used at product development process, through a faceted taxonomy. This taxonomy has led to a reference table that can help designers, engineers, architects, advertisers and other professionals who use creative process to choose the most appropriate creative technique(s) to different design goals and characteristics of the design team. In developing the taxonomy were addressed two areas of knowledge: the product development process, with emphasis on creative techniques, and the theory of classification, in order to know and apply a methodology with practical purpose and focus on the user. The results of this study were the compilation and the classification of 31 creative techniques under six facets, which are: number of participants, technical profile of the participants, nature of the problem to be solved, creative technique used in the action, demand for tooling and runtime of the technique.
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Adomako, Samuel, J. Amankwah-Amoah, A. Danso, Joseph K. Danquah, Zahid I. Hussain, and Z. Khan. "R&D intensity, knowledge creation process and new product performance: The mediating role of international R&D teams." Elsevier, 2019. http://hdl.handle.net/10454/17238.

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Yes
Although previous studies have shown the positive effect of research and development (R&D) intensity on new product performance (NPP), our understanding about the mechanisms through which R&D intensity influence NPP is less understood. In this paper, we focus on the mediating role of international R&D teams in explaining the effect of R&D intensity on NPP. Since R&D teams are dispersed across the globe, thus examining the role of international R&D teams will provide a more nuanced understanding of the mechanisms through which R&D intensity contributes to NPP. Using survey data from 201 Ghanaian firms engaged in internationalization activities, the results suggest that the use of international R&D teams mediates the relationship between R&D intensity and NPP. Moreover, the findings indicate that the use of international R&D teams improves NPP and that this linkage is amplified when the knowledge creation process inside the firm is stronger. We discuss the implications of these findings for theory and practice.
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Farias, Marcelo José Oliveira de. "Dinâmicas comunicacionais no processo criativo de design de produto: característica e construção da linguagem a partir dos painéis semânticos." Pontifícia Universidade Católica de São Paulo, 2013. https://tede2.pucsp.br/handle/handle/4587.

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Made available in DSpace on 2016-04-26T18:13:45Z (GMT). No. of bitstreams: 1 Marcelo Jose Oliveira de Farias.pdf: 18331005 bytes, checksum: e300bf7bd1aa496423a3d27c6d7fdab2 (MD5) Previous issue date: 2013-12-11
Conselho Nacional de Desenvolvimento Científico e Tecnológico
The communicational function that industrial products have through non-verbal language determines the interest process which may have a functional or emotional point of view from the observer. Besides a technical and creative feature, design is also responsible for the configuration of products. Design means a signification process from the organization of signals in a structure made of codes which characterizes the language and the message of a product. The language system is necessary for design so that this communication between the observer and the message of the product will be established. From this perspective, can we consider the visual techniques used in the creation process, such as conceptual or semantic panels, responsible to determine the language and message of industrial products? From the fundamental question of the object of study, other questions come up and certainly help the basis necessary to limit this research. (1) How are the signal systems, which form the design language of the product, constructed and organized? (2) Which rules guide the definition of this language in the creation process? And (3) Which are the communicational dynamics set from the visual and semantic panels? This study, thus, is based on the analysis of conceptual and semantic panels developed in the creation process of three industrial design offices: Domus Design, Questto|Nó and Design Connection. In this piece of work the creation process is taken as intellectual and sensitive, described as a fallible process with tendency, sustained by the uncertainty logics and involving random intervention. It also opens up for the introduction of new ideas. The theoretical basis of this research is oriented by the process criticism developed by PhD Cecília Salles, which merges with a theoretical board of design represented by Bernhard Burdek, Gui Bonsiepe, Mike Baxtere Rafael Cardoso, as well as communication and semiotics field by Edgar Morin, Lucia Leão,Lucrécia Ferrara and Santaella
A função comunicacional que os produtos industriais exercem através de uma linguagem não verbal é um dos fatores determinantes no processo de interesse, seja de caráter funcional ou emocional, do sujeito observador em relação a estes. Nesse sentido, o design, além de uma atividade técnica e criativa responsável pela configuração de produtos, é um processo de significação a partir da organização de signos numa estrutura de códigos, que definem a linguagem e mensagem dos produtos. Para que essa comunicação entre produto e observador seja estabelecida, é construído um sistema de linguagem para o design. Partindo dessa premissa, seriam as técnicas de visualização utilizadas no processo de criação, a exemplo dos painéis conceituais ou semânticos, responsáveis por definir a linguagem e mensagem dos produtos industriais? Com a questão fundamental exposta a partir do objeto de estudo, surgem outras indagações que colaboram para fundamentar e compor o limite desta pesquisa. (1) Como é construído e organizado o sistema de signos que constitue a linguagem do design do produto?; (2) Quais as regras que orientam a definição dessa linguagem no percurso criador?; e, (3) Quais as dinâmicas comunicacionais estabelecidas a partir dos painéis visuais e semânticos? O estudo, portanto, parte da análise dos painéis conceituais ou semânticos desenvolvidos no processo de criação em três escritórios de design industrial: Domus Design, Questto|Nó e Design Connection. Logo, neste trabalho, processo de criação é entendido como trabalho sensível intelectual, descrito como movimento falível com tendência, sustentado pela lógica da incerteza, englobando a intervenção do acaso e abrindo espaço para a introdução de novas ideias. Assim, a base teórica e metodológica desta pesquisa é orientada pela crítica de processo desenvolvida pela professora Dra. Cecília Salles combinada, em diálogo, com um quadro teórico de referências do design representado por Bernhard Burdek, Gui Bonsiepe, Mike Baxter e Rafael Cardoso, bem como com o campo da comunicação e semiótica estudado por Edgar Morin, Lúcia Leão, Lucrécia Ferrara e Lúcia Santaella
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Rubertsson, Johan, and Alexander Unger. "How to evaluate a market segmentation process : A study on behalf of Svenska Cellulosa Aktiebolaget." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-15545.

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Background A widely used concept within marketing is market segmentation, which companies use to create value. Many researchers have focused on different approaches to market segmentation and the segmentation process, but little attention has been given to how one can evaluate such a process. The thesis is written on behalf of the Swedish company Svenska Cellulosa AB that is currently working on a market segmentation project for their baby products category. Purpose The purpose of this thesis is to develop a standardized process for evaluating and measuring the value of a segmentation process. The evaluation process will then be used to give recommendations to SCA on how they can evaluate their own segmentation process. Method To better understand how companies utilize market segmentation, but also how and if they measure the value of such a process, this thesis is conducted using a qualitative approach. The authors chose to collect the primary data through interviews with selected companies. The information gained from the interviews was then used to build three case-studies. The secondary data was collected from reviewing both scientific journals and textbooks concerning the relevant topic. The interviews were further analyzed using qualitative analysis techniques and based on the analysis a segmentation evaluation process was then developed. Conclusion The authors have found some common denominators among the case study companies on how they utilize segmentation to create value. However, none of the companies had developed a structured process to evaluate their segmentation process. By matching the case study findings with the frame of reference in relation to the research purpose the authors were able to develop a standardized segmentation evaluation process. This process was then used to give recommendations to SCA regarding their segmentation project.
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Stefanovitz, Juliano Pavanelli. "Criação de conhecimento e inovação na indústria de alta tecnologia: estudo e análise de casos em uma empresa do setor de automação industrial." Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/18/18140/tde-22022007-204758/.

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Este trabalho tem por objetivo principal caracterizar o processo de criação de conhecimentos no desenvolvimento de produtos de alto conteúdo tecnológico em projetos de diferentes graus de inovação. A despeito da ascensão de abordagens organizacionais baseadas no conhecimento e do reconhecimento da crescente importância da inovação, a literatura carece de trabalhos empíricos que investiguem o processo de criação de novos conhecimentos nas empresas. Como contribuição teórica, o presente trabalho reúne algumas das principais abordagens ligadas a este processo num modelo que organiza os conceitos estudados em quatro dimensões fundamentais. Para a parte prática da pesquisa, apresenta-se um estudo de casos efetuado em empresa que desenvolve sistemas de alta tecnologia para o setor de automação industrial. Nesta investigação, são analisados três projetos desenvolvidos pela divisão de P&D da empresa, dotados de diferentes graus de inovação (incremental, plataforma e radical). Uma análise comparativa dos processos de criação de conhecimentos observados em cada um destes projetos é efetuada. O resultado principal reside na identificação de características do processo criativo influenciadas pelo grau de inovação.
The main objective of this research is to provide a characterization of the knowledge creation process involved in high-tech product development projects with different innovations degrees. Despite of the ascension of knowledge-based organizational approaches and the recognition of the increasing importance of innovation, there is lack of empirical researches which investigate the knowledge creation process in the literature. As theoretical contribution, this work joins some of the most important approaches of this process in a framework that organizes concepts in four main dimensions. In the empirical section, a study of cases done in a company that develops high-tech systems for the industrial automation market is presented. In this investigation, three projects occurred in the R&D division of the company are analyzed, each one with a different innovation degree (incremental, platform and radical). A comparative analysis of the knowledge creation processes observed in each of these projects is made. The main result is the identification of creative process characteristics that are influenced by the innovation degree.
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25

Detanico, Flora Bittencourt. "Sistematização de princípios de solução da natureza para aplicação no processo criativo do projeto de produtos." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2011. http://hdl.handle.net/10183/39018.

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Este trabalho tem por objetivo sistematizar alguns princípios de solução da natureza através da elaboração de uma taxonomia. Essa taxonomia pode ser utilizada como embasamento para a construção de ferramenta para o processo de projeto, cuja função é apoiar o designer na geração de alternativas durante a fase conceitual do design de produto. Para a consecução do trabalho foram investigadas três áreas do conhecimento: o processo de desenvolvimento de produto, com ênfase na fase conceitual e nos métodos criativos; os princípios de solução da natureza através de referências da biologia, da matemática e da biomimética; e a teoria da classificação, investigada com o objetivo de compreender uma metodologia adequada à organização do conhecimento na área proposta. O processo de intervenção foi realizado em conformidade com as metodologias levantadas no referencial teórico, oportunizando a elaboração da taxonomia dos princípios de solução da natureza. A sistematização do conhecimento realizada permitiu a proposição de uma ferramenta de aplicação direta ao designer para a geração de alternativas para o projeto de produto.
This paper`s aim is to systematize some of the solution principles of nature by developing a taxonomy. This system will be the basis for building a tool for de project process, which function is to help the designer when creating alternatives during the conceptual phase of product design. Three areas of knowledge were investigated: the process of product development, with emphasis on the conceptual phase and creative methods; biology, mathematics and biomimicry to understand nature`s best design; the theory of classification, studied to understand a methodology for the organization of knowledge in the proposed area. The process was conducted according to methods raised in the theoretical framework, allowing the solution principles of nature taxonomy to develop. The systematization of the knowledge acquired allowed the proposition of a new tool for direct application in creating alternatives on product design.
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El, gamoussi Sarah. "Proposition d'une méthodologie d'amélioration du Processus de Développement de Produits basée sur une approche Lean." Thesis, Université Paris-Saclay (ComUE), 2016. http://www.theses.fr/2016SACLC052/document.

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Le monde industriel actuel connaît des changements fréquents et parfois brutaux suite aux progrès que connaissent la science et les technologies et aux besoins des clients, qui sont de plus en plus exigeants. Par conséquent, pour faire face à ces perturbations et assurer leur compétitivité, les industriels développent des méthodes pour maîtriser et améliorer leur processus pour plus de performance. Le Lean management est une de ces méthodes qui a pu faire ses preuves dans le pilotage et l’amélioration des processus (en particulier de production).Néanmoins, le Processus de Développement de Produit (PDP) reste le socle des enjeux industriels car c’est à ce stade que les grandes décisions liées à la stratégie, l’organisation, les délais et les coûts de conception et de fabrication sont prises, d’où l’intérêt de développer des méthodes pour piloter et améliorer ce processus. Or, la complexité du PDP rend difficile l’application directe des méthodes Lean déjà existantes.De ce fait, notre projet de recherche a pour objectif de proposer une méthodologie de pilotage et d’amélioration du PDP, basée sur une approche Lean et visant la gestion de la création et de la transformation de la valeur dans ce processus. Cette méthodologie adapte en particulier les deux premiers principes du Lean, à savoir la définition de la valeur et sa cartographie dans le processus considéré.Nous avons donc pu proposer un cadre de définition de la valeur qui puisse s’adapter au cours du temps à la stratégie d’une entreprise. Cette définition vise à une prise en compte exhaustive des parties prenantes du PDP, pour que la valeur soit partagée par tous. Nous avons aussi proposé un outil de cartographie de cette valeur sur le PDP, qui répond aux spécificités du PDP et de la définition de la valeur. L’ensemble de ces travaux ont pu être testés au sein de notre partenaire industriel, Exxelia Technologies
The current industrial world is facing frequent changes, which are sometimes abrupt. This is due to the scientific and technical progresses and increasingly challenging needs of customers. Therefore, to deal with these disruptions and ensure competitiveness, manufacturers are developing methods to control and improve their processes for greater performance. Lean management is one of such methods that has proven its effectiveness in controlling and improving process (especially in manufacturing process). However, the Product Development Process (PDP) remains one of the most important industrial challenges, since it is where PDP actors take the major decisions related to strategy, organization, delay, development and manufacturing costs. That is why methods to control and improve this process have to be developed. Nevertheless, the PDP complexity makes direct application of existing Lean methods difficult. Thus, this research project aims at proposing a methodology for controlling and improving the PDP based on a Lean approach in order to manage the creation and the transformation of the value in this process. This methodology adapts especially the first two principles of Lean, namely the definition of value and its mapping in the given process. We so propose a framework for defining value that can be adapted to the evolutions of the company’s strategy. This definition tries to exhaustively take into account all the PDP stakeholders, so that the value is shared by everyone. We also propose a value mapping tool for the PDP, which complies with PDP specificities and proposed value definition.All these research works have been tested in the industrial partner, Exxelia Technologies
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Desai, Avni, and Maria Widgren. "A Collaboration in Product Service System for Telecom Networks : An "Orange and Ericsson case" study." Thesis, Linköpings universitet, Industriell miljöteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-120311.

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The purpose of the research is to study the “Orange and Ericsson case” while developing the method Actors and System Map. The interaction between actors within Ericsson’s Device Connection Platform is investigated in order to identify improvement opportunities in the interaction between the provider and the customer. To answer the purpose the following research questions was formulated: RQ1)  What type of actors may be involved in a telecom related IPSO? RQ2)  How can the connections between actors in the telecom related IPSO be illustrated? RQ3)  How can the Actors and System Map method be refined? In order to answer the research questions different methodologies were used for the analysing process. The research started with a widespread literature study to collect knowledge related to the area of Product Service System (PSS) and methodologies for identifying how actors interact with one another. Studying different mapping methods the conclusion was made that Actors and System Map was most suitable for this study. In the methodology background the previous selected method, Actors and System Map from an Integrated Product Service Offering (IPSO) perspective, was examined in order to be able to refine and improve the mapping method. Actors Map provides a visual and clear overview of the actors involved while a System Map shows the information flows and activities between the actors. To understand the interaction between the two companies, the definition of IPSO and the importance of value-based selling for a service offering are described in the theory background. Also, different ways of looking at a business model within the telecommunication industry is presented. Obtaining information regarding making an Actors Map and a System Map an improved mapping method was refined. The adaption of the method was divided into eight steps. The refined Actors Maps of the DCP shows the actors involved, how they are connected and their main assignments from each respondent’s point of view at Ericsson. The refined System Map shows what kind of information is transferred between the actors within the companies and between Orange and Ericsson. Both maps delivered as a decision basis will help identification of non-value giving links and non-optimal distances in the information flow for both companies.
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Olson, Stephanie E. "Igniting my Creative Process." Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/art_design_theses/87.

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This art-based research study will examine creativity and the creative process during the production of a cohesive body of work. The author’s auto-ethnographic reflections of her creative process were recorded, and analyzed. The artist/teacher/researcher will provide conclusions based on her art production and self-reflection.
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Calatrava, Santiago Tzonis Alexander Lefaivre Liane. "Santiago Calatrava's creative process." Basel [etc.] : Birkhäuser, 2001. http://opac.nebis.ch/cgi-bin/showAbstract.pl?u20=3764363231.

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Babington, Amanda-Louise B. "Handel's 'Messiah' : the creative process." Thesis, University of Manchester, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.518483.

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The primary aim of this study is to utilise Messiah as a case study into Handel's creative process, attempting to examine details of its composition in chronological order, for the purposes of exposing and exploring Handel's creative decisions and methods. This means that the study is divided into chronological sections and, as the creation of the libretto of Messiah is inextricably linked to the creation of the musical work, the study begins with an investigation into the cultural precedents to the libretto of Messiah, the libretto's genesis and Charles Jennens's aim in (and method of) constructing it. Sketches and other 'pre-compositional' material form the next stage for discussion, raising the issue of Handel's well-known propensity to re-use his own and others' music. Handel's methods of creating the autograph score are then outlined in preparation for an analysis of the alterations that he made to the autograph during the work's initial composition. The focus then shifts towards the conducting score for an exploration of the various types of later alteration that some movements in particular were subjected to, examining Handel's reasons for selecting movements for alteration, the possible circumstances behind the changes and his methods of marking alterations in both the autograph and conducting scores, before assessing the role of these later alterations as part of the work's creation.
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Chagas, Caio José Ribeiro. "Processo criativo, planejamento de produto e design de jogos no diário de desenvolvimento de “Lux Ex”, um jogo digital independente. /." Bauru, 2018. http://hdl.handle.net/11449/181916.

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Orientador: Antônio Francisco Magnoni
Resumo: A presente pesquisa tem como objetivo principal gerar um registro e uma análise do processo criativo da versão alpha do jogo digital independente (indie game) Lux Ex, que foi produzido quase que inteiramente por um único desenvolvedor, de forma autoral e adotando o modelo de produção independente conhecido como “Lone Wolf Developer” (Desenvolvedor Lobo Solitário). Tal modelo de produção possui particularidades que podem agregar ao produto final um caráter mais autoral, porque todas as suas etapas de realização são marcadas por um processo criativo pouco linear e entrelaçado com uma produção altamente interdisciplinar. Assim, o jogo apresenta uma complexa rede de significados para expressar conceitos e ideias emergentes da subjetividade de seu criador, valendo-se de sistemas simbólicos já estabelecidos. O objeto de análise da dissertação que aqui apresentamos, é o processo criativo completo de um jogo digital independente.
Abstract: The present research has as main objective to generate a registry and an analysis of the creative process of the alpha version of the indie game Lux Ex, that was produced almost entirely by a single developer, in an authorial way and adopting the model of production independently known as the "Lone Wolf Developer". Such a model of production has particularities that can add to the final product a more authorial character, because all its stages of realization are marked by a creative process not linear and intertwined with a highly interdisciplinary production. Thus, the game presents a complex network of meanings to express concepts and ideas emerging from the subjectivity of its creator, drawing on already established symbolic systems. The object of analysis of the dissertation presented here is the complete creative process of an independent digital game
Mestre
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32

Fernando, Jorge Tenório. "Elementos da gestão do conhecimento no processo de desenvolvimento de produto: estudo de caso de uma indústria de bens de consumo no Brasil." Universidade Presbiteriana Mackenzie, 2009. http://tede.mackenzie.br/jspui/handle/tede/722.

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Made available in DSpace on 2016-03-15T19:26:42Z (GMT). No. of bitstreams: 1 Jorge Tenorio Fernando.pdf: 544179 bytes, checksum: a07e6ce74f644e85cced599765c1c65c (MD5) Previous issue date: 2009-02-03
This paper bears upon the quest and interest to deepen the comprehension of the myriad of concepts emerging from the field of knowledge creation and management by cutting them in such a way as to allow for verification of its practical results when applied to an organization s day-to-day activities. First, a brief description of the organizational knowledge is done, aiming to identify some of its meanings and perspectives in the literature for the management of an existing knowledge, as well as for the creation of a new knowledge, be it individual or organizational. Next, to illustrate the theoretical findings, providing it with concrete legitimacy, a field research is presented, in format of a case study of a consumer goods industry, seeking to analyze the organization knowledge creation standpoint in terms of its enabling conditions and the SECI process as developed by Nonaka (1994) and Nonaka and Takeuchi (1995), in order to highlight its main elements, circumstances and effects on the operational level, namely, the product development team. Thus, at the end, hoped is to have detached some of the multiple facets of the knowledge management, its difficulties and possibilities as an strategic resource, and, above all, pointed out real creation and use dimensions for that knowledge by examining its application to the product development process in a consumer goods company in Brazil.
Este trabalho se pauta pela inquietude em aprofundar a compreensão dos inúmeros conceitos que emergiram no campo da criação e gestão do conhecimento, dando-lhes um recorte que permita verificar seus resultados práticos quando aplicados no dia-a-dia de uma organização. Neste estudo será realizada, em primeiro lugar, uma breve descrição da taxonomia do conhecimento nas organizações, visando identificar algumas de suas perspectivas e acepções descritas pela literatura não só para a gestão do conhecimento existente, mas também para a criação de um novo conhecimento, quer individual, quer organizacional. Para ilustrar o estudo teórico, conferindo-lhe concretude, é apresentada pesquisa de campo, em forma de estudo de caso, de uma indústria de bens de consumo, objetivando analisar a etapa da criação do conhecimento na organização do ponto de vista de suas condições capacitadoras e do processo SECI desenvolvidos por Nonaka (1994) e Nonaka e Takeuchi (1995), para então observar seus principais elementos, circunstâncias e efeitos no nível operacional, isto é, nos grupos de desenvolvimento de produto. Ao final, espera-se haver depreendido algumas das múltiplas facetas do conhecimento organizacional, suas dificuldades e possibilidades de uso enquanto recurso estratégico, e, sobretudo, assinalado dimensões de criação e emprego real desse conhecimento, mediante o exame de sua aplicação ao processo de desenvolvimento de produtos em uma indústria de bens de consumo no Brasil.
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Javeri, Sabyn. "The creative process : a journey of self-discovery through creative writing." Thesis, University of Leicester, 2016. http://hdl.handle.net/2381/37801.

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This PhD submission constitutes a novel and accompanying critical commentary. My novel Nobody Killed Her provides an alternative history of the assassination of Pakistan's only female Prime Minister, Benazir Bhutto. The thesis questions the choices I made in order to develop the writing of this novel and the decisions I took in order for it to reach its readers. I discuss the issues of creative integrity and the role of the publisher as an enabler, and as a modern day censor. I examine the role of literary influences and publishing pressures on the multi-layered and shifting strains of the creative process and explore fiction as a powerful tool for communicating the paradoxical state of modern Pakistani women, which my novel draws upon. Accordingly, my research narrative is interspersed with personal vignettes that helped shape my writing. Reflecting upon the role of memory, history and politics, and literary influences that shape our writing, I try to interrogate the ‘flash-bulb’ moments of inspiration and argue that creative writing is actually a series of complex thought processes that shape our consciousness. I have also, during the compilation of this essay, looked critically at the role of the publisher in shaping an author’s creativity and the author’s desire for publication in influencing his or her creative choices. I have examined the role of the audience, by asking who the writer is writing for, concluding that the creative journey is more important than the destination i.e., the culmination of the writing into a published form. I conclude by contending that creative writing is above all communication, not just with the reader but also with one’s self. It is about self- expression and therefore must remain true to the self.
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Brewer, Peter W. "The Creative Process of Ira Sullivan." Scholarly Repository, 2009. http://scholarlyrepository.miami.edu/oa_dissertations/238.

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Six Ira Sullivan performances were analyzed from studio and live recordings spanning the years 1962 to 1998. Sullivan plays different musical instruments on five of the six selections: trumpet, flute, tenor saxophone, alto saxophone (2 selections), and soprano saxophone. Musical facets considered include phrasing (length/placement), melodic contour, lyricism, harmonic phenomenon, and concept of sound. Common musical threads within Sullivan's improvisations were expected to be found throughout all performances. A call and response dynamic across myriad musical fundamentals such as melody, harmony, and rhythm was found to be present and seems to form a basis for much of Ira Sullivan's improvisations. This and other broad traits common to Sullivan's improvisations are presented herein through analysis.
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Braun, Jennifer Ann. "Wikis and the creative writing process." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/11442.

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A wiki is one example of social software that can assist and augment the creative writing process in a number of ways. In this thesis, I present a work of original fiction developed in a wiki, a select literature review on wikis, an autoethnography of my creative writing process while working in a wiki, and an ethnographic study of my students who wrote their own wiki stories. The research thus far suggests that wikis can facilitate the following vis-à-vis creative writing: increased risk-taking; more extensive revision and editing; greater flexibility and freedom for writers; instant access to writing via the internet; the storage of intermediate drafts; and the ability to incorporate multimedia and hyperlinks to convey complexity in ways not possible in print. Wiki environments may also support dialectical inquiry and collaboration between students and teachers. This opportunity for easy (and easy to monitor) collaboration, along with their organizational and creative affordances, is why wikis should be more readily adopted into school curricula. As many texts today are digital, collaborative and under constant revision, wikis can support the creative writing process in a milieu that is becoming increasingly comfortable for people and provide them with a much wider audience than most print formats.
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Carse, Henry R. "Creative ambiguities in the pilgrimage process." Thesis, University of Kent, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.408518.

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Engle, Teresa A. "Experimental Navigation and the Creative Process." VCU Scholars Compass, 2005. http://scholarscompass.vcu.edu/etd/1058.

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For this creative project, I am exploring alternate methods of navigating urban environments, and ways in which this activity can inspire creativity. This process is intended to create a new awareness of the urban landscape, break out of the prescribed, and to inspire innovation. The range of possibilities for this way of navigating is vast, and part of the challenge of my experience has been defining boundaries, assigning variables, and using strategies for exploration – making my process inherently morphological. I hope that my work here will encourage others to step out of their comfort zone and experience their environment in a new way.
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38

Lam, Yuen-mai, and 林婉薇. "From product to process." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2011. http://hub.hku.hk/bib/B47469870.

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Integrated language skills have been examined in Paper Five of HKCEE Chinese Language since 2007, in the hope of developing students’ integrated language skills regarding reading, writing and listening. This study discerns the criteria which highlight skills examinees should master in Paper Five and uses this summative assessment as an entry point to explore the performance of students of diverse abilities in Chinese integrated skills and processes of completing Paper Five. Qualitative research design is introduced in this study. Document analysis, text analysis by using Systemic-Functional Linguistics (SFL), think aloud protocol and interview were included. First of all, documentations of integrated language skills examined in Hong Kong and overseas are studied to explore the performances examinee are required. In addition, semi-structured interviews were conducted to gather opinions from curriculum stakeholders including experienced teachers heavily involved in public examination and curriculum development. To analyze the features of products, 60 examinee’ scripts of 2007 Public examination marked from level 1 to level 5* were collected and fall into three categories, namely high (level 5 and 5*), medium (level 3 and 4) and low (level 1 and 2). To further explore the process of composing written task with diversified level, six F.5 students of different levels of language competency (i.e. high, medium and low) were invited to think aloud while completing Paper Five individually under video-taping. Afterwards, they participated in one-to-one, semi-structured interviews about their experiences of the method. These interviews were recorded, transcribed and analyzed qualitatively. The written works of the students of different levels of performance (i.e. high, medium, low) were analyzed for triangulation. The study revealed that high level scripts could echo the context of situation as well as the context of culture of the task by choosing appropriate expressions, genre and information. Some of them even show their unique thoughts on making suggestions. However, lower level scripts fails to make coherence among the content, format and the context of the writing task. According to the findings of think aloud protocol and interviews, students with high level products could make awareness on field, tenor and mode of writing task during assessing, planning and writing while others manage to handle some of them. To conclude, language is the vehicle of thoughts and feeling. Students are expected to master integrated language skills including reading, listening and writing in order to satisfy learning, living and future working needs. However, students are different. By analyzing the features of the products and the processes of completing Paper five, it gives information to teachers and the curriculum leaders on the features of students’ products and the way they could assist students to improve their performance. 為了配合課程改革,自 2007 年開始香港中學會考中國語文科公開考試在 讀、寫、聽、說四卷之外,加入綜合語文能力考核的試卷五,稱為「綜合能力考 核卷」(下簡稱卷五)。本研究先從理念的層面先探究綜合語文能力涵義,然後從 總結性評估及完成卷五的過程兩個層面搜集實證,以了解學生在完成卷五的過 程。 本研究屬於質性研究。首先,本研究通過文獻回顧了本地及外地第一語言教 學課程文件、評估文件,分析卷五所評核的綜合語文能力。除此以外,本研究更 訪問參與課程及卷五考評工作多年的的持分者,包括卷五助理試卷主席、課程議 會成員、資深語文工作者,以印證課程及評估指引中對綜合語文能力的評估要 求。此外,為了解不同能力學生在卷五的表現特點,本研究向考試及評核局申請 索取不同能力水平考生的答卷,共60 卷,借助系統語言功能學的理論分析,闡 釋不同能力學生在卷五寫作成果所反映的表現特徵。為進一步探索學生完成卷五 的過程,本研究邀請六位中五學生(兩位來自學生能力較高的第一組別學校;兩 位來自學生能力較低的第三組別學校),在鏡頭面前以大聲想完成卷五測試卷。 最後,借助系統語言功能語言學文本分析、訪談等研究方法,深入了解不同綜合 語文能力的考生在卷五的表現特點。通過大聲想觀察不同能力學生完成卷五過程 的表現特徵。 本研究發現表現較佳的作品往往能緊扣寫作任務的情景語境、以至文化語境 的要求,而表較稍遜的作品每每執一廢百。從大聲想及訪問發現,表現較佳的學 生往往能運用策略廓清寫作任務的情景語境、寫作要求,並依此制定寫作計劃; 選取資料、拓展文意、提出見解等都是依據語境。至於表現稍遜的當然在辨識寫 作任務、制定計劃及執行計劃時往往顧此失彼。 總結而言,語言是思維及情感的載體。學生須要駕馭讀、寫、聽等綜合語文 能力,以應付日後學習及工作需要。然而,學生的表現千差萬別。本研究通過多 種研究方法,剖析不同表現的卷五作品特點以及不同作品表現學生的完卷過程, 旨在剖析學生表現特徵,為教育工作者提供豐富的參考資料,協助學生尋求提升 綜合語文能力的方向。
published_or_final_version
Education
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Doctor of Education
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39

Morrison, Christopher Albert 1972. "Product development process assessment." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/34711.

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Thesis (S.M.)--Massachusetts Institute of Technology, Sloan School of Management; and, (S.M.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering; in conjunction with the Leaders for Manufacturing Program, Massachusetts Institute of Technology, 2000.
Also available online at the MIT Theses Online homepage .
Includes bibliographical references (p. 95-96).
For many companies, new product development is a major component of growth. For many luxury goods, such as high-end automobiles, watches, or furniture, product development organizations focus on quality and ultimately, protection of the brand. Frequently, growth is created through incremental improvements to the existing platforms. However, many of these firms choose to expand into other geographic and demographic markets, rather than increase current market share to preserve price premiums and the exclusiveness of the brand. Customers buy the style of these products and firms who have created this style are reluctant to change the process that created it. Quantifying style is nearly impossible and thus, development requires a degree of "magic." However, new products may require more advanced technologies than the current product line and the question arises whether the company's traditional product development model will suffice. Continuous improvement of the development process is required to deliver these new products. However, few methodologies exist to assess and change such a highly ambiguous and cross-functional process. This thesis details a postmortem assessment process using a luxury goods company as a case study. This thesis addresses several areas that are not prevalent in documented processes. The first area is the collection and analysis of quantitative data, especially that which represents a decisionmaking process across the entire organization. The second area is a portfolio view rather than a project by project review. The utilization of this process for the case company led to determination of high leverage such as problem discovery predominantly at the prototype builds, problem prioritization and resolution, and concurrency of development. Cultural ramifications of a style driven company are also explored. Finally, a general framework for improvement across the organization is presented along with a discussion of the implementation process.
by Christopher Albert Morrison.
S.M.
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40

Bader, Angela. "A personal exploration of the creative process." Thesis, Link to the online version, 2006. http://hdl.handle.net/10019/960.

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41

Harris, K. Paul Covach John Rudolph. "U2's creative process sketching in sound /." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2007. http://dc.lib.unc.edu/u?/etd,806.

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Thesis (Ph. D.)--University of North Carolina at Chapel Hill, 2007.
Title from electronic title page (viewed Dec. 18, 2007). "... in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Music." Discipline: Music; Department/School: Music.
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Lucena, Nathaniel. "A Mediational Model of the Creative Process." W&M ScholarWorks, 2007. https://scholarworks.wm.edu/etd/1539626540.

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43

Townsend, Patricia Mary. "The artist's creative process : a Winnicottian view." Thesis, University College London (University of London), 2018. http://discovery.ucl.ac.uk/10042680/.

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The existing body of psychoanalytic literature relating to the process of making visual art does not include formal studies of first-hand reports from contemporary artists. This thesis addresses that gap through the creation of a new series of artworks and through a qualitative study of artists’ accounts of the states of mind they experience as they work. It aims to provide new evidence relating to the artist’s creative process and to question the extent to which psychoanalytic theory in the Winnicottian tradition can account for artists’ experiences. My methodology was two-fold: I kept a written record of my own states of mind as I created six video, installation and animation artworks; I also conducted thirty in-depth interviews with professional fine artists. The testimony of the artists and myself was interrogated using psychoanalytic theory from the Winnicottian and British Object Relations tradition. Winnicottian theory was chosen because it offers a particular understanding of the inter-relationship between inner and outer worlds and the thesis considers the artist’s process in these terms. Drawing on Winnicottian theory, the thesis presents the artist’s process as a series of interconnected and overlapping stages in which there is a movement between the artist’s inner world, the outer world of shared ‘reality’ and the spaces between. The research reveals aspects of artists’ experiences that are not fully accounted for by the existing literature. To address these gaps, the thesis proposes the introduction of several new terms: ‘pre-sense’ for an as-yet undefined first intimation of the possibility of a new artwork relating to a particular aspect of the outside world; ‘internal frame’ for a space within the artist’s mind, specific to a particular medium, which the artist ‘enters’ when starting work; and ‘extended self’ and ‘observer self’ for two co-existent self-states that constitute the artist’s working state of mind.
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Jeffery, Lucy. "Beckett : art, music and the creative process." Thesis, University of Reading, 2018. http://centaur.reading.ac.uk/80440/.

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This thesis looks at Samuel Beckett’s creative process beginning with an analysis of how the visual arts (in particular Kandinsky and Abstract Expressionism) influenced Watt, which he began writing as a means of staying sane during WWII, and ending with an investigation of the colour blue in Company (which was finished in 1980) in relation to paintings by Beckett’s acquaintance, Geneviève Asse. Three radio plays and two teleplays which Beckett wrote during this period are also examined to evaluate how contemporary (Morton Feldman and Marcel Mihalovici) and Romantic (Beethoven and Schubert) music instruct Beckett’s creative process, specifically his structural techniques and narrative voice. With reference to Beckett’s early drafts from his manuscripts held in the Beckett Collection at the University of Reading, his correspondences, and early critical essays, this research asks how music, art, and media inform Beckett’s aesthetic decisions and shape his work. Specifically, it asks how Beckett’s use of art and music can create new perspectives on his struggle to express the sense of longing and tension between hope and despair. By choosing texts that span forty years, Beckett’s stylistic shifts are analysed in relation to the cultural context, particularly the technological advancements and artistic movements, during which they occur. As an author who recycles numerous motifs – greatcoats, slippers, the sea, cylindrical enclosures – one can identify how Beckett’s methodological experimentation affects his creative process, particularly his use of language. This thesis finds new examples to claim that the drastic changes that took place in the visual and musical worlds, such as the move from abstraction to minimalism, and tonality to atonality, influenced Beckett and, in turn, were influenced by him. Its focus on Beckett’s creative process contributes to interdisciplinary scholarship, extending the discussion on Beckett and his personal and intellectual involvement with the surrounding artistic milieu.
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Scherman, Katie. "The Creative Process: Honesty, Individuality, and Empowerment." Thesis, University of Oregon, 2015. http://hdl.handle.net/1794/19245.

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This study explores a model for the creative process to facilitate an honest, individualistic, empowering human experience for the dancers and choreographer in the Higher Ed dance studio. I investigated the role of choreographer as facilitator/collaborator and dancer as creator/co-owner to formulate a model aimed at developing connection. Over the course of eight weeks, I facilitated a creative process workshop. Eight undergraduate dance majors volunteered to be a part of the study. My evaluation was conducted through pre and post workshop interviews, self-journaling, group discussions, as well as video documentation. As a result, three themes and six sub-themes emerged from the data: Self-Realization with sub-themes of self-reflection, self-acceptance, and confidence; Safe Open Environment with sub-themes of group empathy and connection; and Using the Voice with a sub-theme of vulnerability. This model offers a safe environment geared toward using the voice, practicing vulnerability, and making individual artistic decisions.
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Anderson, Jonathan Douglas. "The Creative Process in Cross-Influential Composition." Thesis, University of North Texas, 2010. https://digital.library.unt.edu/ark:/67531/metadc28386/.

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This dissertation describes a compositional model rooted in cross-influential methodology between complementary musical compositions that share generative source material. In their simultaneous construction, two composition pairs presented challenges that influenced and mediated the other's development with respect to timbre, transposition, pitch material, effects processing, and form. A working prototype first provides a model that is later developed. The first work Thema is for piano alone, and the companion piece Am3ht is for piano and live computer processing via the graphical programming environment Max/MSP. Compositional processes used in the prototype solidify the cross-influential model, demanding flexibility and a dialectic approach. Ideas set forth in the prototype are then explored through a second pair of compositions rooted in cross-influential methodology. The first work Lusmore is scored for solo contrabass and Max/MSP. The second composition Knockgrafton is scored for string orchestra. The flexibility of the cross-influential model is revealed more fully through a discussion of each work's musical development. The utility of the cross-influential compositional model is discussed, particularly within higher academia.
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Vandenberg, Cody J. "MINUTEMAN: THE CREATIVE PROCESS OF SHORT FILMMAKING." Ohio University Honors Tutorial College / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1340303337.

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Daley, John. "Autonomic product development process automation /." Diss., CLICK HERE for online access, 2007. http://contentdm.lib.byu.edu/ETD/image/etd1958.pdf.

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Daley, John E. "Autonomic Product Development Process Automation." BYU ScholarsArchive, 2007. https://scholarsarchive.byu.edu/etd/965.

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Market globalization and mass customization requirements are forcing companies towards automation of their product development processes. Many task-specific software solutions provide localized automation. Coordinating these local solutions to automate higher-level processes requires significant software maintenance costs due to the incompatibility of the software tools and the dynamic nature of the product development environment. Current automation methods do not provide the required level of flexibility to operate in this dynamic environment. An autonomic product development process automation strategy is proposed in order to provide a flexible, standardized approach to product development process automation and to significantly reduce the software maintenance costs associated with traditional automation methods. Key elements of the strategy include a formal approach to decompose product development processes into services, a method to describe functional and quality attributes of services, a process modeling algorithm to configure processes composed of services, a method to evaluate process utility based on quality metrics and user preferences, and an implementation that allows a user to instantiate the optimal process. Because the framework allows a user to rapidly reconfigure and select optimal processes as new services are introduced or as requirements change, the framework should reduce burdensome software maintenance costs associated with traditional automation methods and provide a more flexible approach.
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Mclening, Christain. "Product design : process and personality." Thesis, Bucks New University, 2011. http://bucks.collections.crest.ac.uk/9986/.

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