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1

Ronchi, Fabrizio. "Design of experiment in production process innovation." Doctoral thesis, Università degli studi di Padova, 2018. http://hdl.handle.net/11577/3425892.

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In his famous book Design and Analysis of Experiments, Montgomery describes Design of Experiment (DOE) as a broad approach to an experiment, starting from the recognition of and statement of the problem, going through the experimental design and to the possible solution, ending to conclusion and recommendations. Specifically, DOE is known to be a powerful instrument based on statistics to design and analyze experiments. Potentiality of DOE is well known and appreciated among scholars. In some fields its potentiality is recognized and appreciated also by practitioners. That’s why there is an extensive use of Design of Experiment in improvement of industrial process quality. According to the definition given by Bisgaard, innovation is the complete process of development and eventual commercialization of new products and services, new methods of production or provision, new methods of transportation or service delivery, new business models, new markets, or new forms of organization. While the use of DOE is well spread in industrial experimentation to improve quality and robustness of processes, the advantage of using DOE for innovation is debated among scholars and among practitioners. The idea of investigating the use of DOE for production process innovation arose from this debate. Different perspectives have been investigated. The effectiveness of DOE to support and enhance the innovation of a production process is highlighted by means of a case study in which a strategy to innovate a thermoforming process for the production of a functional packaging has been developed. DOE enhanced innovation capability allowing reduction of systematic errors and distortions, full exploration of factorial space, and reduction of number of tests. DOE allowed to identify and overcome the mismatch between control factors in laboratory and in production line. Another perspective was the management of the innovation process. The positive impact on innovation process management of adoption of DOE is shown by means of a case study. DOE proved to be helpful providing proper instruments, and impacting on five dimensions typical of managerial field. Namely: decision making, integration, communication, time and cost, and knowledge management. Concerning the data analysis, some nonparametric methods of analysis have been investigated. A simulation study was used to compare some advanced univariate nonparamentric tests in a crossed factorial design. The study revealed that certain methods of analysis perform better than others depending on the data set and on the objective of the analysis. As a consequence, there does not emerge a unique approach in the design phase of the experiment, but various aspects have to be taken into account simultaneously. A thoughtful choice of the most suitable test enhances the positive impact that DOE has on the innovation of a production process. Furthermore, a novel multivariate nonparametric approach based on NonParametric Combination (NPC) applied to Synchronized Permutation (SP) tests for two-way crossed factorial design was developed. It revealed to be a good instrument for inferential statistics when assumptions of MANOVA are violated. A great advantage given by the adoption of these tests is that they well perform with small sample size. This reflects the frequent needs of practitioners in the industrial environment where there are constraints or limited resources for the experimental design. Furthermore, there is an important property of NPC of SP tests that can be exploited to increase their power: the finite sample consistency. Indeed, an increase in rejection rate can be observed under alternative hypothesis when the number of response variables increases with fixed number of observed units. Properties of this multivariate test make of it a useful instrument when using DOE to innovate a production process and some specific conditions are verified.
Nel suo famoso libro Progettazione ed Analisi degli Esperimenti, Montgomery descrive il Design of Experiment (DOE) come un esteso approccio ad un esperimento che parte dall’enunciato del problema, attraversa la progettazione della fase sperimentale e lo studio delle possibili soluzioni, per chiudersi con le conclusioni e le raccomandazioni. In particolare, il DOE è riconosciuto essere un potente strumento che si basa sulla statistica per progettare ed analizzare gli esperimenti. Le potenzialità del DOE sono ben conosciute ed apprezzate tra gli studiosi. In alcuni campi le sue potenzialità sono riconosciute ed apprezzate anche dai professionisti. Per questo motivo c’è un uso esteso del Design of Experiment nel miglioramento della qualità dei processi industriali. Secondo la definizione fornita da Bisgaard, l’innovazione è l’intero processo di sviluppo ed alla fine commercializzazione di nuovi prodotti e servizi, di nuovi metodi di produzione o approvvigionamento, di nuovi metodi di trasporto o servizi di consegna, di nuovi modelli di business, nuovi mercati, o nuove forme di organizzazione. Mentre l’uso del DOE è ben diffuso nella sperimentazione industriale per il miglioramento della qualità, il vantaggio dell’uso del DOE per l’innovazione è fonte di dibattito tra gli studiosi e tra i professionisti. L’idea di studiare l’uso del DOE per l’innovazione dei processi di produzione ha origine da questo dibattito. La ricerca è stata condotta secondo diverse prospettive. La prima prospettiva riguarda l’efficacia del DOE nel supportare e potenziare la fase di innovazione di un processo produttivo. Essa è evidenziata grazie ad un caso studio nel quale è stata sviluppata una strategia per innovare il processo di termoformatura per la produzione di un packaging funzionale. Il DOE ha favorito la capacità di innovazione permettendo una riduzione degli errori sistematici e delle distorsioni, una completa esplorazione dello spazio fattoriale, ed una riduzione del numero dei test. Il DOE ha permesso di identificare e superare la discrepanza tra i fattori di controllo in laboratorio e quelli nella linea di produzione. Una seconda prospettiva è di taglio manageriale ed è stata quella della gestione del processo di innovazione. L’impatto positivo che l’adozione del DOE ha avuto sulla gestione del processo di innovazione viene qui mostrato per mezzo di un caso studio. Il DOE ha dato prova di essere utile fornendo appropriati strumenti ed impattando su cinque dimensioni tipiche dell’ambito manageriale: capacità decisionali, integrazione, comunicazione, tempi e costi, e gestione della conoscenza. Sono stati poi studiati alcuni metodi non parametrici. Attraverso uno studio di simulazione sono stati confrontati alcuni test univariati in un piano fattoriale a due vie. Lo studio ha mostrato come l'efficacia dei metodi di analisi vari a seconda del data set da analizzare. Di conseguenza non è emerso un unico approccio da utilizzare nella fase di progettazione dell’esperimento, ma bensì vari aspetti devono essere tenuti in considerazione simultaneamente. Una accurata scelta del test favorisce l’impatto positivo che il DOE ha sull’innovazione dei processi di produzione. Inoltre, è stato sviluppato un nuovo approccio multivariato non parametrico basato sulla NonParametric Combination applicata ai test Synchronized Permutation. Questo approccio si è rivelato essere un buono strumento quando sono violate le assunzioni della MANOVA. Un grosso vantaggio di questo tipo di test sono le ottime performances nel caso di campioni non numerosi che riflette le necessità dei professionisti in ambito industriale dove ci sono limitazioni o risorse scarse per la sperimentazione. Inoltre può essere osservato un aumento della potenza sotto ipotesi alternativa quando il numero delle variabili risposta aumenta ed il numero dei campioni rimane costante. Le proprietà di questo test multivariato lo rendono un utile strumento per l’innovazione dei processi produttivi.
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2

Liang, Liang. "The impact of innovation networks on service design." Thesis, University of Exeter, 2016. http://hdl.handle.net/10871/28036.

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Innovation networks are not only about connections, but also dynamics, structures and influences. This research focuses on these three new aspects of innovation networks. The results of this research show that innovation networks have regularities in their dynamics, structures and influences. In the conclusion, these regularities are presented in the network snapshots and regression modelling. This research makes contributions in improving the understanding about how service innovation is created.
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Löfqvist, Lars. "Innovation and Design Processes in Small Established Companies." Licentiate thesis, University of Gävle, Ämnesavdelningen för industriell ekonomi, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-6156.

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This thesis examines innovation and design processes in small established companies. There is a great interest in this area yet paradoxically the area is under-researched, since most innovation research is done on large companies. The research questions are: How do small established companies carry out their innovation and design processes? and How does the context and novelty of the process and product affect the same processes?

The thesis is built on three research papers that used the research method of multiple case studies of different small established companies. The innovation and design processes found were highly context dependent and were facilitated by committed resources, a creative climate, vision, low family involvement, delegated power and authority, and linkages to external actors such as customers and users. Both experimental cyclical and linear structured design processes were found. The choice of structure is explained by the relative product and process novelty experienced by those developing the product innovation. Linear design processes worked within a low relative novelty situation and cyclical design processes worked no matter the relative novelty. The innovation and design processes found were informal, with a low usage of formal systematic design methods, except in the case of design processes for software. The use of formal systematic methods in small companies seems not always to be efficient, because many of the problems the methods are designed to solve are not present. Customers and users were found to play a large and important role in the innovation and design processes found and gave continuous feedback during the design processes. Innovation processes were found to be intertwined, yielding synergy effects, but it was common that resources were taken from the innovation processes for acute problems that threatened the cash flow. In sum, small established companies have the natural prerequisites to take advantage of lead-user inventions and cyclical design processes. Scarce resources were found to be the main factor hindering innovation, but the examined companies practiced several approaches to increase their resources or use existing scarce resources more efficiently in their innovation and design processes. Examples of these approaches include adopting lead-user inventions and reducing formality in the innovation and design processes.

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4

Zhang, Qiang. "Process modeling of innovative design using systems engineering." Thesis, Strasbourg, 2014. http://www.theses.fr/2014STRAD007/document.

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Nous développons des modèles de processus pour décrire et gérer efficacement la conception innovante, en suivant la méthodologie DRM. D'abord, nous présentons un modèle descriptif de la conception innovante. Ce modèle reflète les processus fondamentaux qui sont utiles pour comprendre les différentes dimensions et étapes impliqués dans la conception innovante. Il permette aussi de localise les possibilités d'innovation dans ce processus, et se focalise sur les facteurs internes et externes qui influencent le succès. Deuxièmement, nous effectuons une étude empirique pour étudier la façon dont le contrôle et la flexibilité peuvent être équilibrés pour gérer l'incertitude dans la conception innovante. Après avoir identifié les pratiques de projets qui traitent de ces incertitudes en termes de contrôle et de flexibilité, des études de cas sont analysés. Cet exemple montre que le contrôle et la flexibilité peuvent coexister. En se basant sûr les résultats managériaux issu de cette étude empirique, nous développons un modèle procédurale de processus et un modèle adaptatif à base d’activité. Le premier propose le cadre conceptuel pour équilibrer l'innovation et le contrôle par la structuration des processus au niveau du projet et par l'intégration des pratiques flexibles au niveau opérationnel. Le second modèle considère la conception innovante comme un système adaptatif complexe. Il propose ainsi une méthode de conception qui construit progressivement l'architecture du processus de la conception innovante. Enfin, les deux modèles sont vérifiées en analysant un certain nombre de processus et en faisant des simulations au sein de trois projets de conception innovante
We develop a series of process models to comprehensively describe and effectively manage innovative design in order to achieve adequate balance between innovation and control, following the design research methodology (DRM). Firstly, we introduce a descriptive model of innovative design. This model reflects the actual process and pattern of innovative design, locates innovation opportunities in the process and supports a systematic perspective whose focus is the external and internal factors affecting the success of innovative design. Secondly, we perform an empirical study to investigate how control and flexibility can be balanced to manage uncertainty in innovative design. After identifying project practices that cope with these uncertainties in terms of control and flexibility, a case-study sample based on five innovative design projects from an automotive company is analyzed and shows that control and flexibility can coexist. Based on the managerial insights of the empirical study, we develop the procedural process model and the activity-based adaptive model of innovative design. The former one provides the conceptual framework to balance innovation and control by the process structuration at the project-level and the integration of flexible practices at the operation-level. The latter model considers innovative design as a complex adaptive system, and thereby proposes the method of process design that dynamically constructs the process architecture of innovative design. Finally, the two models are verified by supporting a number of process analysis and simulation within a series of innovative design projects
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5

Yin, Yuanyuan. "Investigation of a design performance measurement tool for improving collaborative design during a design process." Thesis, Brunel University, 2009. http://bura.brunel.ac.uk/handle/2438/3584.

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With rapid growth of global competition, the design process is becoming more and more complex due largely to cross-functional team collaboration, dynamic design processes, and unpredictable design outcomes. Thus, it is becoming progressively more difficult to support and improve design activities effectively during a design process, especially from a collaboration perspective. Although a great deal of research pays attention to the support and improvement of design collaboration from multi-perspectives, little research attention has been directed at improving collaborative design by a performance measurement approach. In addition, many studies have demonstrated that performance measurement can improve design effectiveness significantly. Therefore, this PhD research focused on investigating ‘How to improve collaborative design via a performance measurement approach?’ A Design Performance Measurement (DPM) tool, which enables design managers and designers to measure and improve design collaboration during a design process, has been developed. The DPM tool can support the design team members in learning from performance measurement and, in turn, drive the design project towards the achievement of strategic objectives, and goes beyond monitoring and controlling them during the project development process. It is, thus, a motivating tool as well as a support tool for the development of product design. The proposed DPM tool has three novel components: • A DPM operation model, which integrates a hierarchical design team structure with a multi-feedback interaction performance measurement approach to support DPM operation in a design project team. • A DPM matrix, which enables collaborative design performance to be measured during a design process. • A DPM weighting application model to improve flexibility of the DPM tool by integrating DPM with the design project’s strategies, stage-based design objectives, and design staff’s job focuses and responsibilities. This tool has been positively evaluated through two industry case studies and a software-based simulation.
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6

López, Avila Luis Armando. "Incorporating the innovation process in a product development organization." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/90717.

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Thesis: S.M. in Engineering and Management, Massachusetts Institute of Technology, Engineering Systems Division, System Design and Management Program, 2014.
Cataloged from PDF version of thesis. Page 98 blank.
Includes bibliographical references (pages 94-96).
Nowadays in the automotive Original Equipment Manufacturer (OEM) most of the innovation development is done by the Research and Development (R&D) teams driven by corporate strategies, marketing understanding of customer's needs, brand aspirations, regulatory requirements, and advance engineering requirements to surpass competitors and gain market share and profit. The literature explained that innovation comes from several sources and different methods such as design thinking approach in the organization, user-centered innovation, adapting available technology from other industries, open source generation, and clear understanding of key internal and external stakeholders' wants, needs, and interests. In this thesis, I explain the innovation process and the different types of Product Development (PD) organizations, develop historical and qualitative distinctions of innovations done in the automotive industry from multiple input sources, and create an automotive OEM system by using systems architecture principles which helped me to analyze the critical stakeholders that are required to encourage and support the innovation process. Based on the literature and my experience I create a new model for integrating the innovation process and product development process by using a systems engineering approach. In addition, I survey Ford of Mexico (FoM) PD organization to understand how innovative the organization is, and integrate the innovation process into their product development organization, applying this new framework focusing on the elements that the organization can evolve to generate innovation within their design and development activities, and to improve technical capabilities to work on advance engineering concepts usually done by the corporate office in the United States (U.S). Finally, I suggest key actions that could strengthen the innovation culture within Ford of Mexico PD.
by Luis Armando L6pez Avila.
S.M. in Engineering and Management
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7

Gullberg, Gustav, Anders Landström, Erik Widmark, and Mikael Nyström. "Design Thinking in Business Innovation." Thesis, Konstfack, Industridesign, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-859.

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Med globaliseringen har världen snabbt förändrats och designerns roll är inte längre lika självklar. Vi har tittat på hur man kan expandera begreppet design och utnyttja designerns kvalitéer inom nya områden. Magisterexamensarbetet "Design Thinking in Business Innovation" syftar till att undersöka hur man kan utnyttja designyrkets kreativa och innovativa processer inom affärsutveckling. I vårt exjobb har vi jobbat med ett av Storbritanniens ledande vitvaruföretag, GDHA, och har tillsammans med marknadsföringsstudenter från Stockholms Universitet tagit fram affärsstrategier för hur de kan agera på en framtida marknad. Kombinationen av kreativt tänkande och traditionell affärsutveckling genererade nya innovativa koncept med syfte att utifrån företagets förutsättningar stärka dess konkurrenskraft och skapa nya affärsmöjligheter. "Design Thinking in Business Innovation" resulterade i en ny arbetsmetod samt tre koncept som visualiserar resultatet av en kreativ affärsutvecklingsprocess. Dessa koncept sträckte sig från konventionell produktutveckling för differentiering till utveckling av nya försäljningskanaler samt en helt ny affärsidé som bygger vidare på GDHAs kärnverksamhet. Koncepten konkretiserades i form av en modell av ett kylskåpskoncept, samt tre stycken animerade kortfilmer.Som ett resultat av vårt exjobb har vi startat Remotel, ett design kontor som fokuserar på affärsutveckling genom användarorienterad research, kreativa processer och visuell kommunikation (mer info på www.remotel.se).
The world is undergoing change and the disintegration of the old economy is becoming evident. Production is moving to low cost countries and competition is growing fierce. In order to stay competitive, companies around the world recognises the need to become more innovative. In order to achieve this it is imperative to balance and compliment the linear business thinking that still rule the managerial body. Leading research in this area suggest that the key to innovation in business development lies within the creative thinking of the design field. This paper describes a joint master degree project that seeks to test these theories and develop methods and protocols to put them into practice. So the question is, what happens when one use industrial  design as a tool to innovate business in the Creative Economy? The research group consists of four industrial designers from Konstfack, University of Arts, Crafts and Design in Stockholm and four marketing students from School of Business, Stockholm University. During the project we applied action research and introspection in a case study where new business strategies where formulated for a live company as our empirical base. The process proved more difficult but also more rewarding than initially anticipated and resulted in several new potential strategies for the company while providing valuable insight and experience in interdisciplinary team work in this field. This paper presents suggestions to how design thinking and business thinking can be combined in the process of developing business strategies and accentuates some of the skills and qualities that inherently drive this process. The collaboration investigates the synergy between designers and business managers and illustrates the potential in combining these competences to find new ways to create, re-define and develop businesses in the creative economy.
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8

BENZ, IDA ELISABETH. "PROCESS INNOVATION ON JEWELRY DESIGN THROUGH 3D MODELING AND RAPID PROTOTYPING." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2009. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=14760@1.

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As tecnologias de modelagem 3D e a prototipagem rápida começam a ser muito utilizadas pelas grandes indústrias do setor joalheiro brasileiro. Porém, a reatividade do setor joalheiro brasileiro prejudica a inovação do design de produto para o mercado. Buscando entender como a introdução destas duas tecnologias influencia e transforma o processo de design de joias, esta dissertação tem como objetivo avaliar as inovações que a modelagem 3D e a prototipagem rápida trazem para as empresas e os designers de joias que fazem uso dessas tecnologias. Através de pesquisa bibliográfica e de uma pesquisa-ação - dividida entre entrevistas com profissionais que fazem uso há mais de dois anos das duas tecnologias e uma pesquisa empírica da introdução dessas tecnologias pela equipe de pesquisadores do Projeto INOTEC em parceria com designer de cinco empresas do setor de joias e afins carioca - procurou-se um entendimento das principais vantagens e desvantagens que a difusão destas duas tecnologias podem trazer para o setor.
The technologies of 3D modeling and rapid prototyping are beginning to be widely used by the biggest industries of the Brazilian jewelry sector. However, the reactivity of this sector affects the search for product design innovations. Seeking to understand how the introduction of these technologies and processes influence the process of jewelry design, this dissertation aims to evaluate the innovations that 3D modeling and rapid prototyping bring to the industries and the jewelry designers who uses these technologies. Through literature review and action-research - divided in interviews with professionals who had worked with the technologies for more than two years and an empirical research of the introduction of these technologies by the team of researchers from the project INOTEC in partnership with five designers from jewelry and related companies from Rio de Janeiro – this dissertation sought an understanding of the main advantages and disadvantages that the diffusion of these technologies can bring to the jewelry sector.
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Gerber, Elizabeth. "Devotion to an innovation process : the case of human centered design /." May be available electronically:, 2007. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.

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10

Revelos, Alex D. "The evolution of radiology through product and process innovation." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/107367.

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Thesis: S.M. in Engineering and Management, Massachusetts Institute of Technology, School of Engineering, System Design and Management Program, Engineering and Management Program, February 2016.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 62-64).
Grounded in visual perception and observation, the tools and techniques used by radiologist are used for both screening and diagnostic purposes throughout the continuum of patient care. Despite the overwhelmingly positive impact that-radiology has played in just over a century, the medical specialty is facing significant challenges such as declining reimbursements and an avalanche of new imaging data. The basic challenge to increase productivity and reduce costs is not necessarily new. In fact, scholars have long observed patterns of successful innovation that contribute to the pace, direction, and progress of many industries. This thesis explores the evolution of radiology through product and process innovation. Special attention is given to the role of labor and equipment specialization in reducing the number of steps while increasing productivity. An analysis of contemporary industry indicators such as residency program application rates and image volumes is presented in order to better understand the current climate of radiology. The goal of this study is to shed light on where the industry has come and where it stands, in order to provide clinicians, engineers, managers and entrepreneurs alike with action ideas to help bring in a new era in radiology.
by Alex D. Revelos.
S.M. in Engineering and Management
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11

Panuwatwanich, Kriengsak. "Modelling the Innovation Diffusion Process in Australian Architectural and Engineering Design Organisations." Thesis, Griffith University, 2008. http://hdl.handle.net/10072/367744.

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Past decades have witnessed the rapid advancement of new technologies, the development of new business models, and the evolution of cohesive organisational cultures. These factors have transformed the business environment in such a way that firms must collaborate and compete globally and seamlessly. Being able to promptly adapt to a changing environment by engaging in innovation is thus vital for all levels of business enterprises to stay competitive and even to survive in their particular industry. Such a statement also applies to the construction industry, where innovation is not only a source of a firm’s competitive advantage, but also an essential strategic component for accommodating rapid changes embodied in complex products and processes. Realising the significance of innovation, a large number of organisations have expended a lot of resources in an effort to acquire various forms of innovation with the aim to improve their competitiveness. Some of these organisations have been successful, whilst many have not. This inconsistent result has led many built environment scholars to conduct numerous research studies in an attempt to answer the question as to how, why and what causes such a success or failure. Innovation, in its many forms, generally evolves by means of adoption and/or generation, and its successful development and/or implementation are reliant upon an effective diffusion process. Theoretically, diffusion is a process by which innovation is disseminated through communication channels among members of a social system over time. The diffusion of innovation within an organisation has thus been viewed as hinging upon a complex sociopsychological process among the organisation’s members. Such a process can manifest itself in the form of the ‘climate’ in an organisation, which is a critical determinant of people’s motivation and behaviour. In particular, ‘climate for innovation’ has been emphasised by management researchers as having an important role in stimulating innovation. To a large extent, past research studies have provided valuable knowledge regarding the factors that affect the adoption and/or generation of innovation within construction organisations. However, there is still a demand for more empirical studies that focus on the actual implementation and diffusion of such innovation, particularly, from a social perspective. Moreover, despite the fact that design is an important phase of a construction project life-cycle where innovation invariably takes place, the study of innovation within this particular context has not been carried out extensively. In response to such research demands, this study was conducted with the purpose to provide greater understanding on the interrelationships among key socio-psychological constructs that constitute a climate for innovation, and their associated outcomes, within the design organisation environment. Therefore, the main aim of this study was to empirically develop a model that depicts the relationships between the various climate constructs, as well as their influence on the outcomes of innovation diffusion and subsequent business performance within Architectural and Engineering Design (AED) firms. To achieve the above-mentioned research aim, a conceptual model encapsulating three climate constructs, namely, leadership for innovation (LFI), team climate for innovation (TCI), and organisational culture for innovation (OCI), along with two outcome-orientated constructs addressing innovation diffusion outcomes (IDO) and business performance (BPM), was developed. These model constructs were logically linked by hypothetical relationships represented by seven hypotheses. To verify the developed conceptual model, this study employed a sequential mixed method research design, incorporating quantitative and qualitative analysis approaches. The first phase of the study employed a quantitative research method to assess and refine the developed conceptual model, based on the data collected from a questionnaire survey targeting design professionals employed in Australian AED firms. This phase utilised a series of multivariate statistical techniques, specifically, Exploratory Factor Analysis (EFA), Confirmatory Factor Analysis (CFA), and Structural Equation Modelling (SEM). EFA and CFA were initially carried out to uncover robust model structures. SEM was then performed to assess and refine the conceptual model by evaluating the hypothesised relationships between the constructs. The results unearthed five statistically significant causal linkages: LFI ? TCI; LFI ? OCI; TCI ? OCI; OCI ? IDO; and IDO ? BPM, which formed an essential part of the final empirical model. Based on the above results, a qualitative research method was employed as a second phase of the analysis to further support the validity of the empirical model. In doing so, explanatory case studies were conducted with five Australian AED firms, primarily through semistructured, face-to-face interviews with a number of design professionals. The primary purpose of this phase was to determine whether the empirical model can be explained (i.e. validated) by the qualitative data collected from actual firms under real-work settings. This was achieved through the ‘pattern matching’ technique, whereby the patterns of relationships between the constructs depicted in the empirical model were compared with those identified from the case studies. Overall, the pattern matching results demonstrated a good match between the patterns of relationships uncovered from the case studies and the relationships postulated in the empirical model. Therefore, the findings provided support for the validity of the model in terms of its ability to represent the actual phenomena within AED firms. Through the above validated model, this study provided fundamental contributions to the imperative research field of innovation diffusion from a social perspective, particularly within the AED context. Firstly, the study identified three critical socio-psychological constructs constituting the climate for innovation, namely, leadership for innovation, team climate for innovation, and organisational culture for innovation. Among these constructs, leadership for innovation was empirically found to be the most influential construct, impacting on the creation of both organisational culture and team climate for innovation. Secondly, the study provided empirical evidence that organisational culture for innovation directly influenced innovation diffusion outcomes, and also mediated the relationships between this construct with both leadership and team climate for innovation. Lastly, the study also provided empirical evidence that innovation diffusion outcomes positively contributed to business performance. From these empirical findings, the study has been able to offer a number of practical implications, which are beneficial to AED firms seeking to enhance their competitiveness through innovation. Firstly, to ensure that innovation will contribute to improved business performance, firms should try to achieve effective innovation diffusion by positioning itself to successfully harness and turn creative ideas into innovative design solutions, and promote the effective utilisation of design technologies/practices. Secondly, to create and sustain the effective diffusion of innovation, firms should ensure that the culture for innovation prevails. Within such a culture, creative ideas are more likely to be better transformed into innovative solutions. Likewise, the adopted technologies/practices are likely to be utilised more effectively to facilitate design activities. Lastly, to create and maintain the culture for innovation, firms should place an emphasis on developing leaders whose behaviours favour innovation. Directly, these leaders can shape an innovation culture by championing policies and practices that accelerate the diffusion of innovation. Indirectly, they can influence the improved climate for innovation among teams which will, in turn, become an important building block for a firms’ culture for innovation. In summary, this research study significantly expanded and improved upon the existing sociopsychological aspect of innovation management within the AED context. A most useful practical guide was developed, through a robust model that explains the mechanisms of the key climate-for-innovation constructs in enhancing innovation diffusion and improving business performance within AED firms.
Thesis (PhD Doctorate)
Doctor of Philosophy (PhD)
Griffith School of Engineering
Faculty of Science, Environment, Engineering and Technology
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Hald, Saga. "Sustainable Material Selection:Guiding the Multi-Criteria Process to Design for Sustainable Innovation." Thesis, Blekinge Tekniska Högskola, Institutionen för maskinteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18869.

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In the past decades, the world has noticed complex changes in its climate. The resources available now as well as in the future could be said to be analogous to the decreasing circumference of a funnel. The wealthy population with the means to elect what goods they wish to consume are becoming aware of their impact both on nature as well as on the less fortunate people of the planet. As a consequence environmental and human-centered factors are of higher priority than ever before in the decisions made by companies, which in turn will decide the future. This thesis aims to investigate what set of criteria can be seen as most relevant for sustainable material selection at a manufacturing company. To be relevant for the future these design criteria are decided with a base in modern research from the past decade in the field of material selection. The company chosen as a case to study and collaborate with was IKEA Components AB. The research was conducted on-site at the company’s facilities in Älmhult, Småland, as well as at the Blekinge Institute of Technology in Karlskrona, Blekinge. The company vision for the future which IKEA is striving towards is focused on lowering carbon dioxide equivalents, from which a lion share of the emissions is a result of the material they are selecting for their products. Experts within various fields of the chosen company were consulted to gain perspective and knowledge while designing and testing prototypes of a tool to facilitate a sustainable material selection. The metal alloys were analyzed for toxicity based on the percentages of all elements they contained and scored based on chosen sustainability criteria. The plastics were judged on recyclability, renewability, and degradability apart from available numbers for emission factors. After this, the materials were placed in the excel tool which was then tested by engineers and evaluated in semi-structured interviews. Updates were made to make the tool as user-friendly as was possible and new tests were conducted. Overall, the tool was appreciated by the users who tested it and more improvements were planned to finalize the prototype. Results are detailed in the latter part of the report, discussing designs the engineers preferred over others, the current scale of sustainability tools used in the company and how the testers scored the tool. In the discussion, criteria are evaluated based on their multi-criteria compliance with sustainability factors. Drawing conclusions about the subject of sustainability criteria was accomplished by conducting literature studies in material criticality, making use of the methods for sustainable product development taught in the master of science, investigating material toxicity, testing solutions for sustainable material selection at a typical furniture component manufacturing company, receiving feedback from constructors and exploring connections for the selected methods to the principles of sustainability.
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Jackson, Christopher T. M. D. "Synergistic Ethos: A Hybrid Approach to Designing Process Improvement for Healthcare Providers." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1572879083218549.

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14

Školová, Alena. "Vývoj nového produktu s využitím přístupu design thinking." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-201102.

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The subject of this thesis is an innovation process using design thinking approach and resulting in a potentially successful new product, a board game. The first part reflects the theoretical approaches to innovation in general, the division innovation by various aspects and the models of the innovation process. Further is presented approach design thinking in more details, because this approach will be applied of the specific case of new product development in the practical part. The theoretical part is closed by methods financial evaluation of investments, which will help to evaluate a new product economically. The practical part begins with a description of the object of the innovation process and introduction of market of board games. This is followed by development a new product by design thinking approach, which is divided into phases inspiration, ideation and implementation. The result of the innovation process is a board game, that reacts and responds to the needs and wishes of potential customers, because of the empathy in the initial phase. Its economic viability was confirmed through the application of some methods of financial evaluation of investments.
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Pahl, Anja-Karina. "TRIZ, Buddhism and the innovation map : applying the structure and mechanisms of the theory of inventive problem-solving and Vajrayana Buddhist meditation to innovation in engineering design." Thesis, University of Bath, 2011. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.558850.

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This Dissertation presents a comprehensive Process Map for innovation [the Map], based on a comparison and synthesis of the reported steps for creating in many disciplines, including Engineering Design and Buddhist Meditation. The Map is presented in three stages and seven detailed steps, following a review of the status quo of innovation in Engineering Design from literature and Industry surveys, and can be said to provide the first natural and common language for innovation. The application of Buddhist Methods is a key feature in the development of the Map, introducing a consistency and hierarchy, as well as co-evolutionary and eco-systemic aspect to academic understanding of innovation and its management, which has been lacking in models proposed in literature and Tools such as TRIZ in the past. Presentation of the Map theory and Map itself is followed by reports of its testing and proof of concept with an Industry Collaborator from 2006-10, including: [i] benchmarking of ‘Systematic Innovation’ [ii] an Industry Pilot Test comparing teaching of TRIZ with the Innovation Map and [iii] results of four nine-month periods of application in training, coaching, workshops, Games and GameDays. The Map is shown to improve high-end technical innovation in corporate environments, by streamlining the way questions are asked, and answers found and evaluated. It is directly responsible for unprecedented solutions achieved by Engineering Design teams addressing long-standing problems in very short time frames. Facilitated sessions using the Map achieve an ROI up to 2847% in each session and are estimated to have contributed billions of Euros value to the Industry Collaborator over four years of testing. In comparison with other options, the Map provides cheaper, simpler and more elegant innovation incorporating Tools, process and potential culture for any kind of User - Company, Consultant, Innovation Manager or Academic.
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Lopez, Flores René. "Collaborative framework in computer aided innovation 2.0 : Application to process system engineering." Thesis, Toulouse, INPT, 2015. http://www.theses.fr/2015INPT0087/document.

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L'innovation est un processus complexe qui demande des techniques et des outils collaboratifs pour la gestion des connaissances et la communication, afin que les entreprises surmontent les défis d'une économie concurrentielle. Une nouvelle catégorie d’outils connus sous l’acronyme CAI (Computer Aided Innovation) émerge parmi l’éventail des technologies assistées par ordinateur afin de répondre aux demandes industrielles pour une plus grande fiabilité des nouveaux produits et procédés. L’objectif de ces outils (en cours de développement) est d’aider les concepteurs durant tout le processus d’innovation. Actuellement la mise en oeuvre d’un tel outil doit prendre en considération deux développements récents majeurs. Le premier est d’ordre technologique avec les possibilités offertes par le Web 2.0 dans le développement de logiciel. Le deuxième est plus stratégique avec un changement de vision de l’innovation passant de l’innovation fermée (interne à l’entreprise) à l’innovation ouverte (Open Innovation). Ces deux aspects conduisent à de nouvelles formes de CAI nommé Open CAI 2.0. Cette recherche propose une des briques d’un tel outil, pour assister les ingénieurs procédés à résoudre des problèmes innovants principalement dans la phase de conception préliminaire. Nous présentons la structure et la fonctionnalité d’un cadre de collaboration qui met en oeuvre une méthode développée basée sur le couplage entre la théorie TRIZ, et une technique de gestion des connaissances: le raisonnement à partir de cas (RàPC). Ce cadre est une extension du modèle TRIZ-RàPC validé dans le domaine du génie de procèdes. L’approche du processus de résolution est illustrée sur une étude de cas traitant de la gazéification de la biomasse
In economy nowadays, the act of innovation is in general social; it requires the management of knowledge, and the techniques and methodologies to drive it. Innovation is not the product of one isolated intelligence, instead, it is the result of a multi-disciplinary workgroup lead by a process or a methodology. The conceptual design, which is found in the first stages of the innovation process, represents one of the most important challenges in industry nowadays. One of the main challenges faced by chemical industries related to the conceptual design phase is to provide the means in the form of methods and computational tools, for solving problems systematically, at the same time that benefiting from the collective efforts of individual intelligences involved. Hence, the main objective of this work is to provide a solution to improve the creative capacity of a team involved in the innovation process, in particular the preliminary (critical) phase of conceptual design. Consequently, it is important to understand the techniques, methods and tools that best support the generation of novel ideas and creative solutions. In addition, it is necessary to study the contribution of information and communication technologies as the mean to support collaboration. Web technologies are considered as complementary tools to implement methods and techniques in collaborative design, and particularly in the conceptual design stage. These technologies allow setting up distributed collaborative environments to bring together the resources and the experts who can relate the existing pieces of knowledge to new contexts. It is the synergy created in this kind of environment, which allow producing valuable concepts and ideas in the form of Collective Intelligence. Nevertheless in most existing solutions for collective intelligence or crowdsourcing environments, they do not report the use of a particular methodology to improve the participants' creativity. The solution in this work describes a social network service that enables users to cooperatively solve problems oriented (but not limited) to the phase of conceptual design. In this work we propose that the use of Collective Intelligence in combination with the model TRIZ-CBR could lead the creative efforts in a team to develop innovative solutions. With this work we are looking for connecting experts from one particular field, TRIZ practitioners and stakeholders with the objective to solve problems in collaboration unlashing the collective intelligence to improve creativity. This work uses the basis of the concept named "Open CAI 2.0" to propose a solution in the form of a theoretical framework. The contributions seek to move the development of the field in Computer Aided Innovation a step forward
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17

Hasan, Iman K. "Storytelling as a design thinking tool to bring more and better insights to the design process." University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1416231769.

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18

Lunner, Carl-Magnus, and Emelie Worrmann. "Introducing a Framework for Innovation Readiness Levels – A Framework to Evaluate Innovation Efforts." Thesis, KTH, Integrerad produktutveckling, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-245218.

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When developing new products, it is important to be able to evaluate their readiness as this helps organizations manage three major challenges of product development, performance, schedule, and budget. The National Aeronautics and Space Administration (NASA) discovered this in 1990 and developed a nine-level framework to measure the progression of technology development, Technology Readiness Levels (TRLs).  The framework has since then been adopted by many different industries, among them OEMs. However, there are more aspects of the innovation process than just technology. Research topics such as user centered design and business model innovation has lately gained much attention, indicating that user and business aspects of the innovation are important. Therefore, the purpose of his thesis was to propose a framework to evaluate the readiness of business, user and technology aspects. To do so, a case study was performed at the Swedish OEM (Original Equipment Manufacturer) Husqvarna Group, a global producer of equipment for garden and park care, as well as for the construction industry. A literature study was performed to create an understanding of the current knowledge on the topic. Semi structured interviews were used to investigate how innovation is performed at the researched company. The result from these interviews was contrasted with the results from interviews at four other Swedish OEMs, to increase external validity. Lastly the findings were validated through focus group interviews at Husqvarna Group. The case study resulted in the identification of important steps when developing viable, desirable, and feasible products. From these, the nine most important for business and user was identified and frameworks for business and user readiness respectively were developed, along with attainment criteria for each level. The findings showed that the TRL framework still holds relevance, however the attainment criteria were adjusted to better suit OEMs. Together these three frameworks create the Innovation Readiness Level (IRL) framework.
Vid utveckling av nya produkter finns det tre stora utmaningar i produktutvecklingen; prestanda, tid och budget, därför är det viktigt att ständig stötta processen genom att utvärdera projektets mognadsgrad. År 1990 utvecklade NASA en niogradig skala som kan tillämpas som ett ramverk för att mäta mognadsgraden av en teknikutveckling, Technology Readiness Levels (TRL), detta har sedan dess införts av många industriföretag. När det kommer till innovation finns det dock fler aspekter än enbart teknik att ta hänsyn till. Forskning inom användarfokuserad design och affärsmodellsinnovation har fått ökad uppmärksamhet den senaste tiden, vilket indikerar att användare och affär är viktiga aspekter inom innovation. Syftet med denna studie är att föreslå ett ramverk för att utvärdera mognadsgraden utifrån ett affärs-, användar- och teknikperspektiv. För att genomföra detta gjordes en fallstudie på det svenska industriföretaget Husqvarna Group, en global tillverkare av skogs-, park- och trädgårdsprodukter samt utrustning för konstruktionsindustrin. För att skapa en förståelse av den befintliga kunskapen inom ämnet gjordes en bred litteraturstudie. Semi-strukturerade intervjuer genomfördes för att undersöka hur innovation hanteras inom Husqvarna Group. Resultatet från det undersökta företaget ställdes i kontrast med intervjuresultat från fyra andra svenska industriföretag för att skapa ett mer generaliserbart resultat. Till sist testades resultatet genom validering med fokusgruppsintervjuer på Husqvarna Group.  Fallstudien resulterade i identifiering av betydelsefulla steg vid utveckling av en ny produkt som ordnades kronologiskt. Vid varje nivå i skalan föreslogs en rad kriterier från ett affärs- respektive användarperspektiv som ett produktutvecklingsprojekt bör uppnå för att öka chansen att bli väl mottagen när den når marknaden. Resultatet visade även att TRL-ramverket fortfarande är aktuellt och relevant, men uppnåendekriterier anpassades för ett industriföretag. Tillsammans skapar dessa tre faktorer det föreslagna ramverket Innovation Readiness Levels (IRL).
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19

Ma, Yiming. "Design of serious games for teaching industrial engineering methodologies : A design process based on V-model and an application in innovation engineering." Thesis, université Paris-Saclay, 2021. http://www.theses.fr/2021UPAST038.

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Les jeux sérieux (JS) semblent être un format éducatif tout à fait approprié pour s'initier aux méthodologies du génie industriel (GI), car ces dernières consistent à ce que des personnes suivent un processus sous certaines conditions pour aboutir à des performances collectives. Mais les études de conception de JS ont plusieurs limites à ce jour ; l'une d'elles est que les concepteurs comme les enseignants de GI sont sans expertise particulière en conception de jeux. Cette thèse vise à proposer un processus de conception adapté aux JS sur les méthodologies de GI. Nous apportons cinq contributions. Premièrement, nous proposons un langage de conception pour représenter la structure d'un JS de manière hiérarchique. Ensuite, nous proposons un cadre de conception générique pour un JS suivant un modèle en V standard et une approche participative qui permet de définir, vérifier et valider progressivement la structure du JS. Troisièmement, nous proposons un modèle permettant de décomposer une méthodologie de GI en sept catégories d'éléments descriptifs, afin de pouvoir les spécifier en tant qu'objectifs d'apprentissage. Il a été demandé à sept experts de l'utiliser pour décrire douze méthodologies de GI qu'ils connaissent bien. Quatrièmement, nous proposons un modèle en V adapté pour les jeux de GI, qui permet d’expliquer comment les éléments descriptifs d'une méthodologie donnée peuvent inspirer chaque objet de conception du JS. Notre cinquième et dernière contribution est l'élaboration effective d'un JS en ingénierie de l'innovation, spécifiquement pour enseigner la méthodologie Radical Innovation Design (RID). Douze sessions de conception ont été nécessaires pour suivre le processus de conception du modèle en V. Son scénario de jeu consiste à exprimer et à diminuer les poches de valeur dans le contexte de la mobilité urbaine. Le jeu comprend six épisodes, un plateau de jeu inspiré du processus RID, sept jeux de cartes, des mécanismes de jeu sophistiqués et une notation simple en deux dimensions pour à la fois maximiser l'utilité pour les usagers de la mobilité et les opportunités commerciales pour sa propre entreprise de mobilité. Nous avons organisé deux expériences de validation avec quatre sujets expérimentés et trois novices en matière d'innovation. Les validations ont montré que le jeu offre une expérience d'apprentissage ludique, validant le jeu RID lui-même et, à son tour, validant partiellement le modèle en V adapté. Cette recherche fournit aux concepteurs un processus structuré qui met en relation les éléments de conception du JS et les objets de la méthodologie de GI. La conception complète d'un JS dans le cadre d'une méthodologie d'ingénierie de l'innovation devrait pouvoir être reproduite dans d'autres domaines de GI
Serious games (SGs) seem to be a much appropriate educational format for being initiated to industrial engineering (IE) methodologies as the latter consist for people to follow a common process under some conditions to achieve some collective performances. However, the existing SGs design studies have several limitations, especially for designers like IE teachers without game design expertise. This work aims at proposing a design process adapted to SGs on IE methodologies. We make five contributions. First, we propose a design language for representing the structure of an SG hierarchically. Second, we propose a generic design framework for an SG following a standard V-model and participatory approach to define, verify, and validate the SG structure progressively. Third, we propose a template to decompose an IE methodology into seven categories of descriptive elements to be able to specify them as learning objectives. Seven experts were asked to use it to describe twelve IE methodologies they are familiar with. Fourth, we put forward an adapted V-model for IE games, explaining how given methodology’s descriptive elements can inspire each design object of the SG. Our fifth and last contribution is the sufficient elaboration of an SG in innovation engineering, specifically to teach Radical Innovation Design (RID) methodology. Twelve design sessions were needed to follow the V-model design process. Its gameplay is about expressing and eradicating value buckets on urban mobility. The game comprises six episodes, a game board inspired by the RID process, seven card desks, sophisticated game mechanics, and a simple two-dimensional scoring for fighting at the same time for developing usefulness for mobility users and business opportunity for its own mobility company. We organized two validation experiments with four experienced subjects and three novices in innovation. The validations showed that the game offers a playful learning experience, validating the RID game itself and, in turn, partially validating the adapted V-model. This research provides designers with a structured process that relates SG design elements and IE methodology objects. The complete design of an SG in an innovation engineering methodology should be replicable in other IE domains
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Nascimento, Manoela de Freitas. "Inovação pelo design no setor de TI: um estudo de caso em empresas de software do Rio Grande do Sul." Universidade do Vale do Rio dos Sinos, 2017. http://www.repositorio.jesuita.org.br/handle/UNISINOS/6545.

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No setor de TI, o processo de inovação é fundamental para as empresas. Desse modo, observa-se a demanda das empresas produtoras de software em encontrar novos caminhos a fim de alcançarem resultados competitivos. Apoiando-se na perspectiva do design estratégico, este estudo propôs uma abordagem capaz de oferecer maior adequação às necessidades e aos processos inovativos do setor em questão. Assim, pretendeu-se avaliar os processos de inovação em empresas produtoras de software do Rio Grande do Sul, bem como descrever um modelo teórico de processo de inovação orientado pelo design. Realizou-se, então, um mapeamento do setor, identificando 38 fábricas de software do estado gaúcho, para a realização de um diagnóstico setorial e posterior realização de um estudo de caso. Os resultados alcançados demonstraram pouca diferenciação nos serviços prestados pelas produtoras de software gaúchas, além da baixa contribuição de inovação e design para a competitividade das empresas investigadas. Assim, a construção do processo de inovação pelo design para o setor em questão, deu-se em conjunto com profissionais de TI e de demais áreas de atuação através de um workshop de ideação. Com base nos resultados gerados, definiu-se uma proposta de processo de inovação que buscasse oferecer às produtoras de software uma abordagem orientada à inovação e ao design, provocando o esforço criativo combinado às competências de diferentes indivíduos, com objetivo de gerar aprendizado e senso coletivo para a geração de vantagens competitivas. O modelo proposto foi aplicado em uma empresa do setor avaliado, com o intuito de analisar sua prática no contexto real das fábricas de software. Identificou-se que a relevância do processo de inovação elaborado reside no aprofundamento do contexto trabalhado, bem como na proposição de potenciais oportunidades. Assim, chegou-se em um processo de inovação para o setor de TI, que objetiva equilibrar o comportamento exploratório do design com o caráter analítico das fábricas de software, proporcionando momentos de investigação, proposição de ideias e experimentação das soluções geradas.
In the IT sector, the innovation process is fundamental for companies. Thus, it is observed the demand of producing software companies in finding new ways to achieve competitive results. Based on strategic design perspective, this study proposed a new approach that is capable of better adapting the needs and innovative processes of the sector in question. Thus, it was intended to evaluate the innovation processes at producing software companies in Rio Grande do Sul, as well as to describe a theoretical model of innovation process, guided by the design. A mapping of the sector was elaborated, identifying 38 software factories in the state of Rio Grande do Sul, to carry out a sectoral diagnosis and then carry out a case study. The results showed little differentiation in the services provided by software producers in Rio Grande do Sul, besides the low contribution of innovation and design to the competitiveness of the companies investigated. Thus, the construction of the innovation process by the design for the IT sector, took place together with IT professionals and other areas of activity through an ideation workshop. Based on the results, a proposal of innovation process was defined that sought to offer to software producers an approach oriented to innovation and design, provoking the creative effort combined with the different individuals competences, with the purpose of learning process and collective sense for the creation of competitive advantages. The proposed model was applied in a company of the evaluated sector, with the purpose of analyzing its practice in the real context of the software factories. It was identified the relevance of elaborated innovation process resides in the deepening of the context worked, as well as in the proposal of potential opportunities. Thus, an innovation process for the IT sector was reached, aiming to balance the exploratory behavior of the design with the analytical character of the software factories, providing moments of investigation, proposition of ideas and experimentation, and of the solutions created.
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21

Amatullo, Mariana V. "Design Attitude and Social Innovation: Empirical Studies of the Return on Design." Case Western Reserve University School of Graduate Studies / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=case1429204015.

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22

Vaňková, Jana. "Design služeb Zátiší Catering Group, a.s." Master's thesis, Vysoká škola ekonomická v Praze, 2014. http://www.nusl.cz/ntk/nusl-191749.

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The thesis "Service Design of Zátiší Catering Group, a.s." is focused on the management of innovations and service design. The aim is to analyse and identify possible potential and opportunities for improvement of catering services in Zatiší Catering Group, a.s. Content of the thesis includes research of service design and innovation process, study based on application of the design service approaches, introduction of the study outputs, actual project of a new service design and recommendations. Following methods and techniques were used in research: persona, contextual interview, service safari, benchmarking, service blueprints, empathy map, product box. The thesis should contribute to the theoretical determination of service design and its following aplication in the design of a specific service. Final outcome of the study is a service proposal for a canteen in Lycée Français de Prague.
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Carr, Nicolas. "“THE GAME DON’T CHANGE”Designing Beats and Rhymes,A metaphor and guide to ideate design concepts." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1428070292.

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24

Petrusson, Karin. "Unfold." Thesis, Konstfack, Industridesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7500.

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My degree work has been an exploration in what specific skills, knowledge and understan­dings that are needed in service design as a practice, in order to successfully engage in complex contexts with multiple stakeholders, different relations, structures and regulations. In this investigation, I have been especially interested in the role of physical forms in a process where social structures are discussed and reshaped. With the ambition to create a learning process within this area I have, in collaboration with Förnyelselabbet, been part of a study in Malmö that focus on children and youth with migra­tion experiences living in vulnerable housing situations. The study is done in collaboration with multiple actors such as City of Malmö, The Red Cross, Rädda Barnen, Unicef, Skåne Stadsmission, Sensus etc. These are actors that share the same goal to highlight needs and experiences amongst children and youths. In my work I have designed tools with the ambition to unfold and deepen the under­standing of situations, meetings and objects that could enable a feeling of safety, comfort and joy when living in a vulnerable housing situation. In this context, I have recognized the importance of exploring the role of meeting points. For this purpose, I have used three objects; the slide; the sofa and the set table. As a result of this degree project I created something I call a material probe, a object with the function to visualise needs and trigger responses. This material probe captures three fundamental needs; a slide – the possibility for play and activity, a sofa – the possibility for gaining the feeling of safety and belonging, a table – the possibility for sharing experiences and information. By visualising and materialising these needs, I hope to create a discussion that unfolds challenges and promotes the children’s perspective. My work to narrow down the needs is based on multiple interviews and stories from children, youths and parents. The main question is what happens to the continued development process when research findings, needs and experiences are visualised. The main goal of this degree project has been to articulate and reflect on how service designers can combine knowledge within process design, institutional design and design of physical form. How service design as a practice can develop and if including physical forms and visualisations at a higher level in our work can help the development process forward.
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Akbarnejad, Navid. "Candidate workshop framework! : A tool to get better user experience in the recruitment process." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-100568.

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This study is about the recruitment process. It started with a big picture of Work-life and narrowed down at the beginning of the career when candidates are applying for a job. There are different problems in the recruitment process. It is a stressful and uncertain experience for candidates. Also, the organizations will take damage by selecting an inadequate candidate. And, the recruiters have a hard time making a decent decision. This study investigates how to improve the experience of the stakeholders of candidates, organizations, and recruiters. The model of the design innovation process is the methodology of the project. The result is a candidate workshop framework that is a tool to get a deeper understanding of candidates. Designing a workshop can help to select an adequate person when there are the last few candidates. This workshop is complementary to a job interview, which can be before or after the job interview. It can be a physical or remote workshop. The workshop is about testing the abilities and soft skills that are not easy to measure by a traditional job interview. As a result, this solution can create an opportunity to gain better experience as teams and organizations meet people who are going to work with, and candidates get better feedback.
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Grange, Zoé. "La place de l'anthropologie dans le processus de production des innovations : analyse des conditions de production, diffusion et réception de l'anthropologie en entreprise." Thesis, Sorbonne Paris Cité, 2016. http://www.theses.fr/2016USPCB194.

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L'ambition de cette thèse est d'interroger une forme d'anthropologie émergente - l'anthropologie appliquée à des projets d'innovation en entreprise - dans un contexte où les opportunités de carrière à l'université sont minces, et l'intérêt des entreprises privées pour de nouveaux profils, croissant. Cette recherche appréhende les conditions de production, diffusion et réception de l'anthropologie appliquée à la consommation et à l'innovation en entreprise. Elle s'appuie pour cela sur les théories sociologiques de la consommation, de l'innovation et des organisations, ainsi que sur l'analyse approfondie du projet « IH » mené au sein de l'agence de design et d'innovation « IP » avec une dizaine d'industries partenaires sur le thème de l'habitat. Les données recueillies en situation relèvent d'une approche anthropologique et d'une approche sociologique qualitative, basées sur l'induction et sur les échelles micro et méso-sociales. Cette recherche questionne l'inscription de la pratique anthropologique dans le processus de production des innovations du projet « IH » comme une innovation pour les champs académique et professionnel, à partir d'une « participation observante » sur le terrain, en interrogeant un système d'acteurs inscrits directement ou indirectement dans une logique de projet. L'analyse des conditions de production, diffusion et réception de l'enquête anthropologique au sein d'un tel projet révèle que la pratique anthropologique se négocie à travers des interactions ancrées dans des relations de pouvoir, se renouvelle en fonction des contraintes et des effets de situation et se diffuse lorsqu'il y a usage, appropriation et donc réinterprétation de la matière. L'appropriation du travail anthropologique repose en effet sur un réenchantement de la réalité en phase de création, notamment parce que les acteurs du projet sont énormément déroutés par les pratiques des consommateurs dans leur espace domestique. Cette recherche suggère finalement que l'anthropologie appliquée à l'innovation et à la consommation au sein de l'agence « IP » est le fruit d'un « bricolage » qui repose sur une transgression du patrimoine académique et des normes régulant les pratiques d'innovation. Cette thèse fait donc l'éloge de la diversité, en reconnaissant la valeur de la pluralité des formes d'application de l'anthropologie ; l'éloge du mouvement, en mettant en exergue une potentielle évolution du paradigme scientifique de l'anthropologie ; et l'éloge du métissage, en montrant que la diffusion suppose très souvent une part de réinterprétation qui n'est pas compatible avec la volonté de préserver la pureté supposée de la pratique anthropologique
The goal of this thesis is to question an emerging kind of anthropology - anthropology applied to innovation projects within companies - and to do so in a context where career opportunities at the university are limited, and where the interest of private companies in new profiles is growing. Our research focuses on the conditions of production, diffusion and reception of anthropology applied to consumption and innovation in companies. To that end, it is based sociological theories of consumption, innovation and organisation, and on the "IH" project conducted via an in-depth analysis of "IP" innovation and design agency, along with about ten partner industries in relation to the habitat theme. Data collected in situ are analysed from anthropological and qualitative sociological approaches, based on induction and on micro and mesa-social scales. This research questions the inscription of anthropological practice within the "IH" project's innovations' production process as an innovation for professional and academic fields, based on observer participation, querying the system of actors directly or indirectly involved. The analysis of the conditions of reception, diffusion and production of the project shows that anthropological practice has to negotiate interactions anchored in power relationships, is renewed through constraints and situation effects, and is propagated when there is field data use, appropriation and re-interpretation. An appropriation of an anthropological study is based on a form of "re-enchantment" of the phase of creation, in particular because the project actors were much confused by consumers' practices in their domestic environment. Our research concludes by suggesting that anthropology when applied to innovation and consumption in the "IP" agency, results from a « bricolage » based on a transgression of academic approaches and of the norms that regulate innovation practices. This thesis therefore celebrates diversity, by recognizing the value of a plurality anthropology of the ways anthropology is applied; it celebrated the notion of movement, highlighting the potential evolution of the scientific paradigm of anthropology; and celebrates hybridation by showing that diffusion very often involves a form of re-interpretation that does not fit with the desire to protect the supposed purity of anthropological practice
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27

Lake, Eric M. "Mapping the process of product innovation : contextualising the 'black box' of computer and video games design." Thesis, Cranfield University, 2000. http://hdl.handle.net/1826/4154.

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The academic literature hitherto has mainly addressed the 'effects' of video games and not their creation. The thesis seeks to gain an understanding of the motivations behind the design choices in creating home computer and video games software in light of this 'gap'. The research sought to understand the process of constructing games by examining: (i) the individual designer's aims and how these were mediated by the contexts of. - (ii) the development team and organisation; (iii) the needs of the audience and their presence in the innovation process and (iv) the impact of the hardware manufacturer's quality assessment upon the game's design. These aims were met by outlining the industry structure operating in the video games' market from the period between the early 1980s to mid-1990s. This was performed with reference to the rise of Sega and Nintendo's hardware and software strategy, covering their diffusion from Japan to the US and UK. This highlighted the context surrounding the creation of three computer games from initial concept to actual commodity that served as the subject of case study analysis. The discussion seeks to explore the implications of the choices made in designing the games and widens the debate to the creation of other games. It is argued that the design of games mirrors aspects similar to the creation of other entertainment media but possess certain problems associated with aesthetic conventions, labour, industry and technical issues unique to this medium. Consequently the thesis outlines certain dimensions that impinge'upon the process of product innovation in entertainment software. From a theoretical perspective the application of a social constructivist approach to the emergence of a leisure technology is a novel one and demonstrates the contingent nature of game design.
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Cong, Ze. "Value of pharmaceutical innovation the access effects, diffusion process, and health effects of new drugs /." Santa Monica: RAND, 2009. http://www.rand.org/pubs/rgs_dissertations/2009/RAND_RGSD242.pdf.

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Langar, Sandeep. "The Role of Building Information Modeling (BIM) in the implementation of Rainwater Harvesting Technologies and Strategies (RwHTS)." Diss., Virginia Tech, 2013. http://hdl.handle.net/10919/51826.

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Sustainable innovations are observed as a major way by which the ill-effects of the built environment can be avoided or offset. The adoption of innovations are critical to the society, as they pave the way for further incremental or radical innovations, depending on the feedback from their users. In this process, the attributes of an innovation play an important role in its adoption. The objective of this study was to determine whether observability, one of many attributes of innovations identified in the literature as affecting their adoption, plays a critical role in the adoption of sustainable innovations, specifically Rainwater Harvesting Technologies and Strategies (RwHTS). Further, the study aimed to determine whether the use of Building Information Modeling (BIM) resulted in frequent adoption RwHTS. Last but not least, the study also sought to understand how designers used BIM to enhance the acceptance of RwHTS in capital projects. The stakeholders identified for this study were architectural firms that are geographically located in the southeastern states of the United States, and the study was conducted from their perspective. This study was segregated into two major phases. The first phase involved a survey of 2,200 designers/architects located in seven southeastern states, including Georgia, North Carolina, South Carolina, Florida, Virginia, Maryland, and District of Columbia. The survey questions targeted experiences associated with the implementation of RwHTS and the use of BIM for designing and constructing facilities over the last decade by the architectural firms. Based on the responses received, six firms were purposively selected for Phase II, which involved a case study approach that included meeting with the designers, conducting interviews, understanding general firm policies for capital projects, identifying factors that result in the adoption of RwHTS, and developing a process-based profile undertaken by the firm to understand how key decisions were made. By the end of this phase the researcher identified the factors that result in the adoption of RwHTS. In addition, the researcher also found that observability did not emerge as an attribute that played a critical role in the adoption of RwHTS, in comparison to the other attributes. The study also found that the current use of BIM did not result in the frequent adoption of RwHTS. Finally, the study was able to produce a generalized process map that depicted the steps undertaken during the design process for the adoption of RwHTS in capital projects. This study encompassed the basic principles of sustainability in the built environment, adoption of innovation, and Building Information Modeling use within the design industry.
Ph. D.
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Franke, Nikolaus, and Martin Schreier. "Why Customers Value Mass-customized Products: The Importance of Process Effort and Enjoyment." Wiley, 2010. http://dx.doi.org/10.1111/j.1540-5885.2010.00768.x.

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We test our hypotheses on 186 participants designing their own scarves with an MC toolkit. After completing the process, they submitted binding bids for "their" products in Vickrey auctions. We therefore observe real buying behavior, not merely stated intentions. We find that the subjective value of a self-designed product (i.e., one's bid in the course of the auction) is indeed not only impacted by the preference fit the customer expects it to deliver, but also by (1) the process enjoyment the customer reports, (2) the interaction of preference fit and process enjoyment, and (3) the interaction of preference fit and perceived process effort. In addition to its main effect, we interpret preference fit as a moderator of the valuegenerating effect of process evaluation: In cases where the outcome of the process is perceived as positive (high preference fit), the customer also interprets process effort as a positive accomplishment, and this positive affect adds (further) value to the product. It appears that the perception of the self-design process as a good or bad experience is partly constructed on the basis of the outcome of the process. In the opposite case (low preference fit), effort creates a negative affect which further reduces the subjective value of the product. Likewise, process enjoyment is amplified by preference fit, although enjoyment also has a significant main effect, which means that regardless of the outcome, customers attribute higher value to a self-designed product if they enjoy the process. The importance of the self-design process found in this study bears clear relevance for companies which offer or plan to offer MC systems. It is not sufficient to design MC toolkits in such a way that they allow customers to design products according to their preferences. The affect caused by this process is also highly important. Toolkits should therefore stimulate positive affective reactions and at the same time keep negative affect to a minimum. (authors' abstract)
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Rianantsoa, Ndrianarilala. "Strategical and multidisciplinary steering of aeronautical projects on the basis of shared value model and innovation process." Phd thesis, Ecole Centrale Paris, 2012. http://tel.archives-ouvertes.fr/tel-00740652.

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The mass production of aircrafts has been mainly led by the objective of both maximizing technological performances and minimizing the manufacturing costs. Within also the constraints of safety and security rules defined by certification organisms, the traditional innovation management has consisted above all in implementing a "technology-push" approach. New developed aircrafts have been then mostly driven by Research and Technology projects outputs. Nevertheless, current market competitiveness and complexity lead to change this approach. The needs of aeronautical customers evolve, change and become diversified, which raise multiple specific profiles to be taken into account as early as possible in today's development programs. In order to ensure high value and differentiation perception by all the stakeholders, the innovation policy has to shift from mass production to mass customization, and to integrate both "market-read" and 'technology-push" approaches in the preliminary phase of innovation. The goal of this PhD thesis is to provide the aircraft program managers with a methodological support, named Concept-to-Value, to steer by value the so called Fuzzy Front End of Innovation stage in the literature. At the bridge between the Product Planning and Conceptual Design research works, our contribution improves the existing methodologies on the Business and Engineering domains integration. Concept-to-Value brings a more agile and integrated collaboration of multidisciplinary players: a common language and value model represent their innovation Knowledge, Problems and Solutions. Finally, a convergence process is also defined to conduct the preliminary phase and to deliver high value aircraft concepts.
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Ohlsson, Jens. "Exploring Designs for a Process Prioritisation Method." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-134553.

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Problem/Purpose: Process prioritisation is an ill-structured and complex problem that remains a mystery phase in business process management (BPM) research. More explorative approaches are called upon to tackle process management problems, to facilitate process innovation and to design new processes in dynamic environments. This dissertation aims (i) to design and evaluate a Prioritisation and Categorisation Method (PCM) for addressing process prioritisation problems; and (ii) to explore process innovation by disruptive technologies. Research methods: This research follows the design science research (DSR) paradigm. The design exploration and the engaged scholarship approaches are also adapted. The demonstration and evaluation of the Prioritisation and Categorisation Method have been conducted with case studies in large Swedish companies, i.e. Seco Tools and Ericsson. An empirical study of the impacts of disruptive technologies on process innovation was conducted at a large insurance company in Sweden. Results: This research has led to the design and evaluation of the PCM: a new context-aware, effective and holistic method for BPM. In addition, the lessons learnt from the insurance case deepened the understanding of the challenges that are faced by a company when exploring new capabilities (e.g. processes and IT) for future business. Such lessons also emphasise the necessity of configuring PCM based upon business contingencies and industry factors in process prioritisation. Contributions: This dissertation contributes a novel method to explore BPM in a holistic, yet flexible and effective way. The challenges identified in process innovations improve the configuration capabilities of the PCM through a deeper understanding of the dynamic capabilities within organisations (Capability Layer Model-CLM). This research contributes design knowledge to DSR in the forms of the PCM as an invention, and the three design principles for the PCM: design by holistics, design by commitments and design by explorations. The research is evaluated as good BPM and good design science research.
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Bletcher, Joanna. "Prototyping the exhibition : a practice-led investigation into the framing and communication of design as a process of innovation." Thesis, University of Dundee, 2016. https://discovery.dundee.ac.uk/en/studentTheses/e45c61a7-201a-4691-81c5-fb4a12ce4fd9.

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A challenge ignited the research outlined in this thesis. Design is increasingly being framed (across academia and industry) as an integral method and strategy for social, cultural and economic innovation. How is this value to be communicated within the museum context, which is more commonly rooted in an object-centric tradition? Temporary exhibitions are a primary means of communication and engagement for museums. The presentation of contemporary design has followed traditions of display stemming from fine art practices, as well being influenced by those in commercial environments. Consequently the thesis argues that there is a prevailing tendency to display the outcomes of design activity, to celebrate aesthetics and functionality, and to concentrate on the personality and talent of the designer. A key concern underpinning this research is that many museum design exhibitions arguably struggle to reveal the complexity of design activity: the intellectual and material processes driving innovation. This arguably risks limiting broader interpretation, and stifles the opportunity to extend audience understanding of design. The aim of this thesis is to question and explore key concepts that constitute the communication and exhibition of design in the museum. Design, innovation, curating, exhibition, audience: in the dynamic, transitioning contexts of design and the museum, all concepts must be scrutinized. In order to navigate this territory, a core method of design inquiry is adopted: prototyping. In this research, prototyping actively puts concepts to work through a dialectical investigation. This involves actively engaging in design to examine the concepts of curatorial practice, the exhibition, and innovation, whilst concurrently exploring concepts of design and innovation through the process of curating exhibitions. This dual-focussed research approach that has been developed, can be described as a hermeneutic, practice-led methodology. Hermeneutics supports a belief in contextually situated, practical action as a basis for developing understanding and knowledge (Bolt, 2011; Heidegger, 1962). The method of exhibition-making is framed and employed as a practical prototyping process: curating exhibitions in order to reflect on the construction of design narratives from within. Prototyping becomes a way to reflexively explore, analyse and question the practice of framing, mediating and communicating design as innovation. Three iterative practical projects act as case studies for the thesis, situated in three concrete contexts: the industry sponsor – V&A Museum of Design Dundee; design in Higher Education; and a national innovation festival. Each can be seen as the exploration and delineation of a design space (Heape, 2007), with all three forming part of the wider design space that is the thesis as a whole. Through reflecting on the acts of evaluating, selecting, editing, juxtaposing, connecting, framing and presenting design practice through exhibition, the research has formulated a curatorial strategy that aims at attending to the complex nature, changing priorities and values of particular design contexts. The thesis names this approach ‘the constellation’: adapting this term from the work of critical theorist Theodor Adorno (1973). The constellation takes the form of a series of visualisations that draw on, combine and develop research on design theory, design processes, and prototyping, by a number of key design researchers (e.g. Buchanan, 1998, 1995a; Dorst, 2015a, 2008; Heape, 2007; Lim et al., 2008; Sanders and Stappers, 2014, 2008). Operating at two levels, the constellation is the manifestation of the reflexive research process, illuminating both design and curatorial practice. It makes an original contribution to knowledge in two ways: firstly as the visual delineation of a prototype curatorial strategy for researching, framing and communicating narratives of design; secondly it offers a conceptualisation of concept development in design practice, shown as the continuous exploration of a design space. This articulates how prototyping, as a key design method, can encourage innovation through the exploration and analysis of concepts at varying levels of detail, with the aim of developing new perspectives. This thesis also makes an original contribution on a methodological level by extending the practice and discourse of prototyping to the method of exhibition, framing it as a strategy for innovation in design research. This adds to current discourse surrounding practice-led research within art and design. It also contributes to nascent discourse in relation to curatorial practice for design, and the growing interest in the specificities of design curation, in the context of the museum.
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D'Cruz, Melinda D. "Digital strategy: Purpose, positioning and process of development." Thesis, Queensland University of Technology, 2017. https://eprints.qut.edu.au/102840/12/Melinda%20Dominica%20D%27cruz%20Thesis.pdf.

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Recent technological advances and the consequent social and economic changes present new opportunities and threats to organisations in various industries and have disrupted traditional business models, prompting the need for entities to adopt digital strategies to survive, compete, and/or operate effectively in a digital world. This research explores the purpose, positioning and the process of developing digital strategies. This seems to be the first study to investigate qualitatively the various conceptions of digital strategy. Additionally, an adapted design-led innovation framework is proposed to aid practitioners in digital strategy derivation.
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JUNGE, VARENA. "Product development in the transitioning German energy market: Introducing an integrative innovation process with eco-design and strategic foresight. : Process model and implications for the technical product development unit of WEMAG." Thesis, KTH, Industriell ekologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-158049.

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Scientific studies on the advantages of environmental management and futures research integration have been increasingly published during the last years. WEMAG, a traditional German energy provider, aims to benefit from the energy market transition by offering innovative and sustainable energy solutions. However, the whole industry lacks experience with innovation management and beyond that also lacks knowledge on how to integrate eco-design and strategic foresight. Currently, theoretical contributions do not provide practice-relevant and interdisciplinary solutions due to a research gap on integrative perspectives of innovation, environmental and futures research streams and applied research approaches. This thesis is a first attempt to bridge the research gap and to provide a practice-relevant concept by introducing an integrative innovation process model, which benefits from eco-design and strategic foresight. Following an applied design theory methodology, requirements for the new process model-building are derived from literature review and qualitative insights from company material scanning, interviews and a workshop. The results show that integrating eco-design and strategic foresight into innovation management on a strategy and process level offers major advantages for managerial practice, especially in uncertain environments. It provides the opportunity to explore future developments while having normative guidance towards environmentally-friendly solutions, which also provide unique advantages for market positioning and succesful competition.
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Russell, Lillian R. Ph D. "Identifying Complex Cultural Interactions in the Instructional Design Process: A Case Study of a Cross-Border, Cross-Sector Training for Innovation Program." Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/msit_diss/80.

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The purpose of this research is to identify complex cultural dynamics in theinstructional design process of a cross-sector, cross-border training environment by applying Young’s (2009) Culture-Based Model (CBM) as a theoretical framework and taxonomy for description of the instructional design process under the conditions of one case. The guiding question of this study is: How does culture, as defined by Young’s (2009) CBM framework, interact with the instructional design process in this case of a cross-sector, cross-border training program? This research uses the qualitative approach of case study and applies a cultural design framework to examine the process of instructional design by a team of designers-by-assignment in a NASA/university consortium program to train applied research and development teams for an education software company headquartered in India. Fifteen representative participants were chosen to reflect each role involved in the training program and instructional design process, including management, instructors and students. In over two years of engagement with participants, data was gathered at a NASA space center and in Mumbai, India through interviews, observation and artifact analysis. Data was analyzed to identify where components of the design process, decisions of the design team, and perceptions of the stakeholders overlap with culture as defined by Young’s CBM framework. The findings indicate that at least twenty-three distinguishable elements of culture interact across the design process in the: 1) goals and funding decisions of the client; 2) goals and design decisions of the design team; 3) perceptions of the training program of all stakeholders; and 4) the observable outcomes of the training program. The findings also offer insight into what stakeholders do or do not consciously attribute to culture. By empirically illuminating the pervasive presence of cultural interactions across the instructional design process, this study advocates for culture to be recognized as a construct of importance in our field and demonstrates the powerful capabilities of using a comprehensive descriptive model as a lens for exploring cultural dynamics in the instructional design process.
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Rosa, Maiara. "Characterizing design thinking towards integration with product-service system development process." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/18/18156/tde-08032017-104519/.

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Many companies have been trying to shift their business core from offering products to offer product-service systems (PSS), what requires not only a shift in the business model, but also in the culture and mindset. Using user-centered methods to support the PSS development process is a way to support this shift and to enhance perceived value of PSS offerings. One possible approach to support PSS development on becoming more user-centered is design thinking (DT). It is a user-centric approach used by many leader enterprises to support innovation and described by several methodologies with practical focus. However, it is not clear in literature how to integrate DT and development process models already used by companies, leading to cases where practitioners may replace complete phases, or even the whole development process, by DT. This replacement does not seem appropriate, since DT may lack aspects that are considered by PSS development processes. The main objective of this work is to identify how the DT approach can be applied in PSS development processes. The methodology of this research combines the following methods: case research, corpus linguistics, frame semantics and matrix-based methods. One of the results of this work is the characterization of DT based on the linguistic analysis, which was derived from content extracted from more than 1500 pages of 8 DT methodologies. This analysis resulted in 46 recurrent activities, associated with 458 specific guidelines, and the identification of 182 relevant activities that synthetize the DT methodologies. Those activities were compared to 14 PSS development process models from literature, concluding, among other findings, that DT cannot replace the PSS design process models, and that the compatibility for integration of DT into PSS development process models is greater on the front-end of innovation (FEI). FEI activities from 14 PSS and 7 product development process models were compared with DT recurrent and relevant activities to provide understanding on how DT can be integrated into PSS development process models. Finally, the findings of this last comparison led to the creation of a 4-step method for integrating DT into PSS development process models based on activities similarity.
Diversas empresas têm tentado migrar da oferta de produtos para a oferta de sistemas produto-serviço (PSS), o que requer uma mudança não só do modelo de negócios, como também da cultura e da mentalidade. Utilizar métodos centrados no usuário é uma forma de auxiliar nessa mudança cultural e no aumento de valor percebido do PSS ofertado. Uma abordagem capaz de apoiar o processo de desenvolvimento (PD) de PSS em se tornar mais centrado no usuário é o design thinking (DT). Trata-se de uma abordagem centrada no usuário utilizada por diversas empresas de sucesso para apoiar a inovação e descrita por várias metodologias de foco prático. No entanto, não está claro na literatura como DT pode ser integrado a modelos de PD já utilizados pelas empresas, levando a casos onde fases, ou mesmo todo o PD, são substituídos por completo pelo DT. Essa substituição não parece apropriada, dado que DT pode não conter aspectos considerados pelos PDs de PSS. O principal objetivo deste trabalho é identificar como a abordagem do DT pode ser aplicada nos PDs de PSS. A metodologia desta pesquisa combina os seguintes métodos: estudo de caso, linguística de corpus, semântica de frames, e métodos baseados em matrizes. Um dos resultados deste trabalho é a caracterização do DT baseada em análise linguística, a qual foi derivada do conteúdo de mais de 1500 páginas de 8 metodologias de DT. Essa análise resultou em 46 atividades recorrentes, associadas com 458 diretrizes específicas, e a identificação de 182 atividades relevantes que sintetizam as metodologias de DT. Essas atividades foram comparadas a 14 modelos de PD de PSS da literatura, concluindo, entre outros achados, que o DT não é capaz de substituir o PD de PSS, e que a compatibilidade para integração do DT ao PD de PSS é maior no front-end da inovação (FEI). Atividades do FEI de 14 modelos de PD de PSS e 7 de produto foram comparadas com as atividades relevantes e recorrentes do DT para prover o entendimento em como o DT pode ser integrado aos modelos de PD de PSS. Finalmente, as conclusões dessa última comparação levaram à criação de um método de quatro passos para integração do DT aos modelos de PD de PSS, baseado na similaridade das atividades.
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Nicchelle, Keila Marina. "Design de Moda : framework para implementação de estratégias de inovação pelo Design no processo de desenvolvimento de produtos de moda em empresas de confecção do vestuário." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2018. http://hdl.handle.net/10183/182429.

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O Design, inserido na complexidade do atual ambiente social, cultural, produtivo e mercadológico se apresenta como uma atividade complexa, o que exige o estudo de estratégias de inovação direcionadas a resolução de problemas de projeto, aplicáveis ao Design de Moda. Nesse sentido, o presente estudo propõe a apresentação de um framework para implementação de estratégias de inovação pelo Design no processo de desenvolvimento de produtos de moda em empresas de confecção do vestuário, valendo-se da abordagem teórico-metodológica de Design Estratégico. Frente a essa proposta de estudo, a pesquisa foi desenvolvida em três fases sistêmicas: Epistemologia do Projeto, Praxiologia do Projeto e Pedagogia do Projeto. A primeira fase compreendeu a realização de uma Pesquisa Bibliográfica sobre o tema com o objetivo de refletir sobre a natureza complexa da atividade de Design sob a perspectiva da cultura de projeto, trazendo algumas abordagens conceituais e metodológicas em Design Estratégico e Design de Moda. A segunda fase compreendeu a realização de uma Pesquisa de Campo e de um Estudo de Caso com o objetivo identificar as práxis de Design adotadas em empresas de confecção do vestuário vinculadas ao Arranjo Produtivo Local Têxtil e do Vestuário (APL Polovest), localizado na região do Alto Uruguai Gaúcho. Inicialmente, buscou-se identificar a presença e as formas de atuação do Design nestas empresas, e posteriormente, diagnosticar a função do Design no processo de desenvolvimento de produtos de moda em três empresas com potencial para implementação de estratégias de inovação pelo Design. A terceira fase compreendeu a realização de uma Pesquisa Ação com o objetivo de implementar estratégias de inovação pelo Design no processo de desenvolvimento de produtos de moda nas três empresas que participaram da fase anterior do estudo. Os resultados obtidos nestas fases da pesquisa permitiram a reflexão sobre a teoria e a prática em Design de Moda, possibilitando a configuração de um framework para orientar a implementação de estratégias de inovação no processo de desenvolvimento de produtos de moda em empresas de confecção do vestuário. O framework propõe a construção de uma nova cultura de projeto nestas empresas, capitalizando um conjunto de conhecimentos em torno da ação projetual, a fim de direcionar à identificação, à análise e a resolução de problemas de projeto, inseridos na complexidade da atividade de Design. Portanto, espera-se que a aplicação do framework possa indicar oportunidades de inovação projetual, tornando estas empresas mais competitivas por meio de suas ofertas, com vistas ao fortalecimento do setor do vestuário na região do Alto Uruguai Gaúcho.
Design, inserted in the complexity of the current social, cultural, productive and market environment, represents a complex activity, requiring the study of innovation strategies directed to solving project problems, applicable to Fashion Design. In this regard, the present study proposes a Design framework for implementing innovation strategies in the development of fashion products in apparel manufacturing companies, drawing on the theoretical-methodological approach of Strategic Design. Given this study’s proposal, research was developed in three systemic phases: Project Epistemology, Project Praxeology and Project Pedagogy. The first phase involved a literature review on the theme, which contemplated the complex nature of the Design activity from a project culture perspective, conveying some conceptual and methodological approaches from Strategic and Fashion Design. The second phase involved a Field Survey and a Case Study, with the goal of identifying the Design praxis adopted by apparel manufacturing companies linked to the Local Textile and Clothing Productive Arrangement (APL Polovest), located in the Alto Uruguai Gaúcho region, southern Brazil. Initially, we sought to identify the presence and proceedings of Design in these companies and, later, to establish the role of Design in the process of fashion products development in three companies, selected for their potential to implement innovation strategies through Design. The third phase involved the execution of an Action Research to implement innovation strategies through Design in the process of developing fashion products in the companies from the previous phase. Results obtained in these research phases supported a critical reflection on Fashion Design theory and practice, as well as the configuration of a framework to guide the implementation of Design innovation strategies in the process of developing fashion products in apparel manufacturing companies. The framework proposes the construction of a novel project culture in these companies, using a set of knowledge capitalized around the project action, guiding the identification, analysis and resolution of project problems inserted into the Design action complexity. Therefore, we may expect the implementation of this framework to reveal opportunities for project innovation, making these companies more competitive through their offerings, with focus on the strengthening of the clothing sector in the Alto Uruguai Gaúcho region.
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39

Severo, Angela de Araujo. "Inovação e design em empresas: uma análise dos métodos utilizados por reconhecidos escritórios de design no Rio Grande do Sul." Universidade do Vale do Rio dos Sinos, 2012. http://www.repositorio.jesuita.org.br/handle/UNISINOS/3413.

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A inovação assume um papel estratégico dentro das organizações. Da mesma forma, o design participa deste contexto como ferramenta importante para as estratégias empresariais. Nessa perspectiva, cada vez mais surgem estudos que relacionam o processo de inovação com o design, compreendido como uma ferramenta capaz de gerar diferenciação em diversos setores de mercado. Sendo assim, a presente pesquisa reconhece a relevância do desenvolvimento de um estudo que contemple os principais processos nos escritórios prestadores de serviços de design. Nesse contexto, o objetivo desta dissertação consiste em compreender os métodos e processos criativos de três escritórios de design no Rio Grande do Sul, para, através de uma análise descritiva, perceber o que faz com que eles se destaquem no contexto da inovação. Para a realização deste estudo, partiu-se de uma revisão bibliográfica e foram realizadas entrevistas com especialistas na área de design, bem como com os gestores das empresas estudadas, a fim de compreender a realidade de cada uma. Os resultados desta dissertação indicaram que todos os escritórios estudados empregam algumas ferramentas do design estratégico, e eles utilizam distintos processos criativos na execução de seus projetos.
The innovation a strategic role within the organizations. Similarly, the design part of this context as an important tool for business strategies. From this perspective, more and more studies emerge linking the innovation process with the design, understood as a tool capable of generating differentiation in various market sectors. Thus, this research recognizes the importance of developing a study that addresses the key processes in the office design service providers. The objective of this dissertation is to understand the methods and creative processes of three design offices in Rio Grande do Sul, by means of a descriptive analysis, to understand what makes them stand out in the context of innovation. For this study, we started with a literature review and interviews with experts in the field of design, as well as managers of the companies studied, in order to understand the reality of each one. Through this study, the results of this work indicated that all the offices studied employ some tools of strategic design and they use different creative processes in the implementation of their projects.
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40

Corson-Rikert, Tyler Andrew. "The role of science, stakeholder engagement, and decision making process design in advancing innovation around water management in Massachusetts." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/66883.

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Thesis (M.C.P.)--Massachusetts Institute of Technology, Dept. of Urban Studies and Planning, 2011.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 90-94).
The Sustainable Water Management Initiative is a multi-stakeholder process that the Massachusetts Executive Office of Energy and Environmental Affairs convened in early 2010 to seek advice on how to more sustainably manage the state's water resources. The initiative followed growing scientific understanding of the importance of adequate instream flows to the ecological health of the state's waterways, and several years of political mobilization and litigation by both watershed advocates and water suppliers. The process consists of two committees, one technically- and one policy-oriented, advising the state on its drafting of new water management policies. While this represents an expanded commitment by the state environmental agencies to stakeholder engagement, the initiative does not conform to all best practices in the literature. For example, it does not give participants an opportunity to determine the information they need and interpret it in crafting proposals, nor empower them to vote on potential policies. The initiative does offer an opportunity to explore the influence that science and the choices conveners make in designing a stakeholder engagement process have on the potential for policy innovation within a difficult political context. Focusing on process design and the role of science, this thesis hypothesizes that the sources, management, and stakeholder perceptions of scientific and technical information influence the prospects for generating innovative policies. Examining the ongoing work of the Sustainable Water Management Initiative, it finds that questions arising in the earlier development of watershed science have reemerged in policy discussions, that choices in the management of information shape participants' perceptions of policy proposals, and that water suppliers' and environmentalists' perspectives shape their sometimes conflicting and sometimes congruent views of the science and its use in making policy. These dynamics have then influenced the prospects for building consensus and promoting discussion around innovative policy ideas that could move Massachusetts towards more integrated water resource management. Thus, while the Sustainable Water Management Initiative does not conform to ideal models in the literature, it includes enough best practices in the use of science for policy making to enhance the prospects for water management innovation in the state.
by Tyler Andrew Corson-Rikert.
M.C.P.
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41

Mahendra, Kumar Jain Ronak Kumar Jain, and Lincoln Fernandes. "Idea Management in the Swedish Energy Sector : -A case study to design an idea management process for continious innovation." Thesis, Uppsala universitet, Industriell teknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414646.

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The main key to any innovation is the idea management process which is also known as the front-end phase of the innovation. An idea management is a systematic process of searching, collecting, developing and implementing of ideas. This study focuses on idea management process within the energy sector of Sweden, as there is no well-defined process within the area that captures the voice of the employee. The solution is present in the form of newly designed process that takes into consideration the voice of the employees, technology for supporting and delivering the shared responsibilities. The main purpose of this study is that the energy sector of Sweden is being less explored that leaves out the sector from adapting to the idea management process. This sector lacks in considering the different tools, techniques and methods to be used that will help in searching, capturing, evaluating and selecting ideas. In order to explore the energy sector within Sweden a single case study on business unit Vattenfall heat, Uppsala, a Swedish multinational national energy company has been selected. To reach the bottom line of exploration ten semi-structured interviews were used to collect data and were grounded using “Gioia methodology”. The grounded theory model designed can be used by energy sector to design an idea management process for idea capturing, idea screening, idea selecting an idea implementing. The outcomes were recorded to be four main aggregate dimensions in designing the idea management process for the energy sector of Sweden. It was discovered that the four-aggregate dimension “people”, “process” and “workspace culture” are interconnected and to manage the overall process there is a requirement of strong “policy”. Considering these outcomes as main important drivers a new design is created which streamlines for searching, capturing, evaluation and implementing of ideas for the energy sector of Sweden. This study can further be elaborated and can be an important source of information for an organization willing to have a digital platform for the idea management process. The study can also be used in creating a central platform involving the different actors into an idea management process.
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Da, costa Amélie. "Mise en place d'une méthodologie pour l'évaluation par des clients de produits innovants au cours de leur conception. Application à l'intégration d'innovations dans le domaine automobile." Thesis, Paris, AgroParisTech, 2014. http://www.theses.fr/2014AGPT0030.

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L’objet de ces travaux de recherche est de recueillir auprès de clients leur appréciation et leurs ressentis, traduits par des attributs de produit, face à une innovation en cours de conception, c’est-à-dire sans la totalité des informations sensorielles et fonctionnelles normalement disponibles sur un produit fini.Les deux objectifs principaux sont de prendre en compte les avis des clients tôt dans le processus de conception d’une innovation et de pouvoir comparer plusieurs innovations entre elles ou une même innovation à plusieurs stades de développement, en vue d’aider la prise de décisions des concepteurs et des décideurs.Afin de répondre à ces objectifs, plusieurs démarches méthodologiques sont réalisées et vérifiées :• En vue de compenser le manque de caractéristiques sensorielles et fonctionnelles d’une représentation intermédiaire d’une innovation, nous avons mis en place un « descriptif sensoriel »,• En vue de faciliter les comparaisons d’évaluations de produit, nous avons mis en place un questionnaire standard d’évaluation des avis clients. En effet, sur la base d’une recherche bibliographique des attributs de produit de qualités hédonique et pragmatique intervenant dans l’évaluation d’un produit, nous avons créé une liste d’affirmations à noter,• En vue de valider ces outils méthodologiques, nous avons réalisé une démarche comparative de plusieurs jalons ou stades de développement. Au total, nous avons réalisé six évaluations clients d’une même innovation à différents jalons du processus de conception auprès de 302 évaluateurs.Les résultats d’évaluation obtenus sont ensuite étudiés et comparés. Le but est de valider la construction du descriptif sensoriel et du questionnaire et d’apporter nos conclusions quant à l’évaluation de représentations intermédiaires à différents stades du processus de conception.Le questionnaire standard d’évaluation nécessite d’être affiné mais permet déjà de s’enquérir d’attributs de qualités hédonique et pragmatique d’un produit du point de vue des clients. Le descriptif sensoriel facilite la projection des clients vers ce que sera le futur produit
The purpose of this research is to obtain the appraisal and feelings of customers, translated by product attributes, about an innovative product during its design process, i.e. without all the sensory and functional features available like for a finished product. Two main goals are to inquire the customers’ ways of thinking early in the design process and to compare several products themselves or the same product at different stages in the process. The objective is to help the designers and managers decision.To meet these goals, we realized and checked several methodological approaches:• To offset the lack of sensory and functional features of an innovation’s prototype, we created a “sensorial brochure”,• To facilitate the product assessments’ comparison, we created a standard questionnaire to inquire customers. In fact, with a bibliographic research of the hedonic and pragmatic attributes involved in the assessment of a product, we created a list of statements,• To validate these methodological tools, we realized a comparative approach at several milestones or stages of the design process. In total, we realized six customers’ assessments at different stages of the design process with 302 respondents.Then we studied and compared the assessments’ results. The aim is to validate the construction of the sensorial brochure and the questionnaire and to conclude from the innovation’s prototype assessments at different stages of the design process. The questionnaire needs to be improved but it has already permitted to inquire the customers on their hedonic and pragmatic attributes in front of a product. The sensorial brochure helps customers to imagine the future product
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43

Löfqvist, Lars. "Product innovation in small established enterprises : Managing processes and resource scarcity." Doctoral thesis, KTH, Industriell ekonomi och organisation (Inst.), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-139064.

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This thesis examines product innovation processes in small established enterprises. The research questions are: (1) what motivates small established enterprises to innovate, (2) how do small established enterprises perform product innovation, and (3) how do small established enterprises manage resource scarcity in their product innovation processes? To answer the research questions, a multiple case study approach was chosen with three small established enterprises as cases and different product innovation processes as embedded units of study. The data collection method used was observation during a period of five months, complemented by interviews and secondary data. Product innovation in small established enterprises seems to be motivated by solving existing customers’ problems and the need for a sustained steady cash flow. A steady cash flow is also found to be a prerequisite during the product innovation processes. Product innovation seems to occur when there is a risk of decreased cash flow and/or when existing customers can be satisfied with new products that increase their loyalty so as to secure future sales, cash flow, and the enterprise’s survival in the long run. Promising innovation ideas alone do not result in product innovation. An innovation idea must also have supportive existing customers for product innovation to occur. Product innovation processes in the studied small established enterprises are found highly context dependent, intertwined in operational processes and made possible by a small organic organization and closeness to existing customers. The product innovation processes are further found to follow a flexible and informal overall scheme optimized for decreasing market and technology uncertainty and risk, dealing with resource scarcity, and facilitating fast and easy commercialization to avoid or moderate dips in cash flow. The design processes within the innovation processes can be linearly structured or cyclical and experimental, depending on the experienced novelty. To manage resource scarcity during the product innovation processes, the studied small enterprises used many different bootstrapping methods in combination. These methods can be divided into three categories according to their overall functions: for using existing resources more efficiently, for increasing resources and to secure a fast payback on resources invested in NPD. The studied small enterprises were due to their resource scarcity further found to favor an innovation strategy, only involving new products done with known technology and targeting existing markets. This way to innovate, which creates new products in a resource-efficient way that are accepted by the enterprises’ existing markets, seems to prevent unsuccessful product innovation, while at the same time excluding technologically radical innovation and innovation targeting new markets.

QC 20140102

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Graeff, Eliot. "innovation bio-inspirée : modélisation d’un processus interdisciplinaire de conception biomimétique outillé et intégration d’un nouvel acteur, le Biomiméticien." Thesis, Paris, HESAM, 2020. http://www.theses.fr/2020HESAE027.

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La recherche scientifique sur les méthodologies de conception biomimétique fait aujourd’hui face à la difficulté majeure de concrétiser sa mise en place dans les pratiques d’innovation. Dans ce contexte, et face aux nombreux freins qui en découlent, cette thèse de doctorat soulève la question des métiers associés à la pratique de la biomimétique. Plus spécifiquement, l’absence de professionnels formés d’une part à la conception biomimétique et d’autre part aux sciences du vivant rend particulièrement complexe l’accès et l’analyse des données issues de la biologie. À travers un ensemble d’études descriptives et prescriptives, le profil du biomiméticien, professionnel spécialisé en biomimétique et en biologie, est formalisé. La préconisation de ses activités pratiques, impliquant notamment des concepts, des méthodes et des outils issus de la biologie, menent alors à la définition des compétences de ce nouveau membre des équipes de conception biomimétique. Pour assurer son intégration, un processus de conception biomimétique technology-pull interdisciplinaire et un outil accompagnant la pratique collaborative des équipes sont proposés
Scientific research on biomimetic design methodologies now faces the major challenge of implementing it in innovation practices. In this context, and in the face of the many obstacles that result, this doctoral thesis raises the question of the occupations associated with the practice of biomimetics. More specifically, the absence of professionals trained in biomimetic design and life sciences makes access and analysis of biological data particularly complex. Through a series of descriptive and prescriptive studies, the profile of the biomimetician, a professional specializing in biomimetics and biology, is formalized. The recommendation of its practical activities, including concepts, methods and tools derived from biology, then leads to the definition of the skills of this new member of the biomimetic design teams. To ensure its integration, an interdisciplinary technology-pull biomimetic design process and a tool accompanying the collaborative practice of the teams are proposed
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45

Maffazioli, Ricardo. "A inserção do design estratégico no processo de inovação e desenvolvimento de produtos." Universidade do Vale do Rio dos Sinos, 2012. http://www.repositorio.jesuita.org.br/handle/UNISINOS/3991.

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Partindo da ideia de que a inovação de produtos e processos são fatores essenciais para a competitividade e a sobrevivência das empresas no mercado, o presente estudo objetivou analisar o desenvolvimento de produto pela ótica do Design Estratégico e suas ferramentas. A partir desta premissa, foi proposto um novo modelo de desenvolvimento dentro de uma empresa do ramo metal-mecânico de abrangência internacional. Para a análise, foram confrontados os modelos utilizados hoje no mercado, com a visão dos teóricos do design, através de entrevistas e pesquisas. Estas informações trouxeram subsídios para a criação e implementação de um novo modelo de projetação baseado no Design Estratégico. Com isto, pode-se avaliar a importância de cada uma das ferramentas disponibilizadas por esta metodologia e, assim, gerar um novo modelo de desenvolvimento de produto com foco direcionado para a inovação. No decorrer da pesquisa, também foi possível analisar o comportamento do grupo que fez parte do processo e os resultados apresentados por este modelo.
Considering that the innovation of products and processes are essential for competitiveness and survival of companies in the market, the present study aimed to analyze the development of a product from the optical view of Strategy Design and its tools. Based on this premise, a new model of development is proposed in an international company from the metal mechanic field. The presented analyzes is based on new models available in the market and on the vision of design theorists. The information presented brought grants for the creation and implementation of a new model based on the Strategic Design. From this perspective, it could be evaluated the importance of each tools available, thus generating a new model focused on innovation. During the research process was also possible to analyze the group’s behave that were part of the process and the results presented for this model.
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46

Agarwal, Rohit. "User Interface Design of Head-Up Display Using Scenarios : An Early Stage Innovation Project at Bombardier." Thesis, KTH, Maskinkonstruktion (Inst.), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-244452.

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Head-up display (HUD) är en beprövad teknik inom flyg och bil, vilken gör det möjligt för piloter och förare att få tillgång till information utan att uppmärksamheten avleds från omvärlden. Liknande fördelar kan uppnås genom installation av HUD i tåg. Syftet med denna studie är att utveckla ett användargränssnitt för HUD baserat på European Rail Traffic Management System (ERTMS). HUD kommer att vara en extra säkerhetsfunktion för tågen för att förhindra förare från att skifta fokus mellan instrumentpanelen och omgivningen, vilket leder till minskad förareutmattning och bättre observation av spåren framåt. Scenario Based Design-metoden har använts för att genomföra projektarbetet och i rapporten diskuteras metodens  fördelar och begränsningar. Användningen av scenarier har gjort det möjligt för designteamet att på djupet förstå de situationer som förarna står inför samt  har hjälpt till att under workshops få en bättre förståelse för drivrutinerna. Dessutom har rekommendationer för hårdvara, installation och framtida arbete beskrivits för fortsatt genomförande av projektet.
Head-up display (HUD) has a proven track record in the aviation and automobile sectors, allowing pilots and drivers to access information without diverting attention from the outside world. Similar benefits may be realized by the installation of HUD in locomotive cabs. The objective of this thesis work is to develop the user interface for HUD based on the ERTMS system. The HUD will be an added safety feature to the trains to prevent drivers from refocusing between the instrument panel and the outside view thus leading to reduced driver fatigue and better observation of the tracks ahead. Scenario Based Design method has been used to implement the project work with discussions regarding its advantages and limitations. The use of scenarios has allowed the design team to understand the scenarios that the drivers face in depth and has aided during the workshops to understand the drivers’ routine better. Additionally, recommendations for the hardware, installation and future work have been provided to support further implementation of the project.
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47

Zhou, Ding. "Adopting design-based pedagogy utilising 3D printing to develop integrated STEM programs in Queensland, Australia." Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/228586/1/Ding_Zhou_Thesis.pdf.

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This thesis develops a novel Solution-based Design Process (SBDP) to explore the research problem: the under-explored value of Design-based Pedagogy utilising 3D printing in enabling the development of integrated STEM (Science, Technology, Engineering, and Mathematics) education. A conceptual framework adopting SBDP is prototyped for teachers to develop relevant educational programs reconciling integrative content knowledge and authentic problem finding and solving. It will likely facilitate the improvement of program planning and teaching resources for STEM educators, encourage an epistemological shift in the Australian STEM education community, and enhance the development and prospects of future innovative thinkers.
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Neighbour, Mark Lyle. "The male fashion bias." Thesis, Queensland University of Technology, 2008. https://eprints.qut.edu.au/18362/1/Mark_Neighbour_Thesis.pdf.

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Since the establishment of the first European fashion houses in the nineteenth century the male wardrobe has been continually appropriated by the fashion industry to the extent that every masculine garment has made its appearance in the female wardrobe. For the womenswear designer, menswear’s generic shapes are easily refitted and restyled to suit the prevailing fashionable silhouette. This, combined with a wealth of design detail and historical references, provides the cyclical female fashion system with an endless supply of “regular novelty” (Barthes, 2006, p.68). Yet, despite the wealth of inspiration and technique across both male and female clothing, the bias has largely been against menswear, with limited reciprocal benefit. Through an exploration of these concepts I propose to answer the question; how can I use womenswear patternmaking and construction technique to implement change in menswear design?
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Neighbour, Mark Lyle. "The male fashion bias." Queensland University of Technology, 2008. http://eprints.qut.edu.au/18362/.

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Since the establishment of the first European fashion houses in the nineteenth century the male wardrobe has been continually appropriated by the fashion industry to the extent that every masculine garment has made its appearance in the female wardrobe. For the womenswear designer, menswear’s generic shapes are easily refitted and restyled to suit the prevailing fashionable silhouette. This, combined with a wealth of design detail and historical references, provides the cyclical female fashion system with an endless supply of “regular novelty” (Barthes, 2006, p.68). Yet, despite the wealth of inspiration and technique across both male and female clothing, the bias has largely been against menswear, with limited reciprocal benefit. Through an exploration of these concepts I propose to answer the question; how can I use womenswear patternmaking and construction technique to implement change in menswear design?
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50

Nässén, Viktor. "Rullstolsanpassat utegym i Karlstad kommun : Ett underlag skapat utifrån ett ergonomiskt perspektiv följande designprocessens grundpelare." Thesis, Karlstads universitet, Fakulteten för hälsa, natur- och teknikvetenskap (from 2013), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-35712.

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Denna rapport omfattar skapandet av en träningsmiljö tänkt att placeras utomhus i Karlstad och är anpassad för rullstolsburna individer. Arbetet har utförts på uppdrag av Karlstad kommun och motsvarar som ett examensarbete för högskoleingenjörsexamen inom Innovationsteknik och Design, vid fakulteten för Hälsa, Natur och Teknikvetenskap. Arbetet har utförts vid Karlstad Universitet under våren 2014. Karlstad kommun har sett ett behov av träningsutrustning i utomhusmiljö tillgängligt för rullstolsburna. På många träningsplatser i dagsläget stängs rullstolsburna ute från träning då det finns få möjligheter att justera den utrustning som erbjuds. Ur ett användarperspektiv anses träningsmöjligheterna vara otillräckliga vilket har legat till grund för detta arbete. Utfrån uppdragsgivarens synpunkt och krav samt genom informationsinsamling, intervjuer och obervationer formulerades en produktspecifikation. Produktspecifikationen omfattar huvudbehovet och andra nödvändiga behov för att platsen skall fungera som mötesplats med inriktningen ”träning för rullstolsburna”. Det ställs bland annat krav på användarvänlighet, hållbarhet och säkerhet. Konceptutvecklingen har följt den designprocess som används inom ramarna för innovationsteknik och Design. Vid utvecklingsprocessen användes skisser och CAD som hjälpmedel för att enkelt kunna simulera konstruktioner och lösningar på problem. Genereringsprocessen gav ett resultat på nitton olika lösningar som därefter utvärderas med hjälp av eliminerings- och utvärderingsmatriser. Det slutgiltliga konceptet motsvarar en träningsplats med fem maskiner speciellt anpassade för rullstolsburna där allsidig träning erbjuds. Träningsutrustningen är tänkt att kunna användas av alla individer oavsett tidigare erfarenhet och kunskap om träning. Maskinerna tillåter att hela övre delen av kroppen kan tränas, att manövrering på platsen är enkel och att skaderisken är låg.
The report deals with the subject of an outdoor gym located in Karlstad adapted and accessible for wheelchair using individuals. The work is performed within the course degree project for degree of Bachelor of Science in Innovation and design engineering, MSGC12 at the faculty of health, nature and engineering science at Karlstad University. The work has taken place at Karlstad University in the spring in 2014. Karlstad municipality has seen a need for exercise equipment in an outdoor environment that is accessible to wheelchair users. In today’s outdoor gyms wheelchair are users shut out. This is due to the face that the equipment is not adjusted accordingly. From a user perspective this is considered to be inadequate training opportunities and has been the basis for the creation of the outdoor gym, adjusted for wheelchair users. Based on the requirements from the client's point of view, data collection, interviews and observations a product specification was developed. The specification covers the main requirements and other necessary requirements for the site to function as a meeting place with focus on training for wheelchair users. The specification includes demands such as ease of use, durability and safety. Concept development has followed the design process used in the context of innovation, technology and design. During the development process sketches and CAD was used as means to easily simulate designs and solutions to problems. The concept generation process yielded a score of nineteen different solutions which is subsequently evaluated using elimination and evaluation matrix. Diagrams for how well each concept met the required conditions were used to evaluate in its entirety. The final concept is an outdoor gym which provides the opportunity for wheelchair users to work-out and preform rehabilitation exercises. The facility is equipped with five machines adjusted for wheelchair users which offer comprehensive training. Exercise equipment is intended to be used by all individuals regardless of previous experience and knowledge of training. The machines allow the entire upper part of the body to be trained. The operation of the site is simple and the risk of injury is low.
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