Dissertations / Theses on the topic 'Exploratory Design Research'

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1

Makhoalibe, Puleng. "Towards design principles for project artistry in exploratory sandpit projects: A design-based research perspective." Doctoral thesis, University of Cape Town, 2017. http://hdl.handle.net/11427/26897.

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Organisations are increasingly finding themselves operating in environments that are characterised by higher levels of ambiguity, uncertainty and complexity, as well as environmental and internal changes that are beyond their control (Reeves, 2015). This context is affecting the way in which projects are executed, as project managers are expected to conceive, manage and successfully implement projects within such an environment. An important question to ask is: Are intrinsically unpredictable environments becoming more dominant leading to increase in the complexity of projects? We are now living in a volatile, uncertain, complex and ambiguous (VUCA) world; project management as a field has to overcome significant barriers to change and develop the capacity for more subjective, interactive, and interpretive innovations that appear to be more effective in these settings. The primary question addressed in this study is how the design of exploration projects may be carried out to bring clarity to project objectives and enablers. Design thinking, which is said to embody practices, mind-sets and processes that empower teams to co-create innovative solutions to wicked problems (Rittel and Webber, 1973) has been adopted in this study. Its design principles together with the creative problem-solving principles are combined to create a framework that facilitates design of exploration projects. This study uses design-based research (DBR) to apply the emerging framework to educational sandpit projects. These projects inherit the characteristics of exploration projects which are highly ambiguous toward more innovative, context-relevant, targeted solutions developed by diverse project teams. The study adopted a qualitative, interpretivist approach in order to enhance the design principles emerging from this study through authentic interventions in educational sandpits using DBR as a methodology. The outcome of the study, namely, a project artistry framework, emerged from the iterative process which was undertaken. The framework's value proposition is that it (the framework) had been proven to enable diverse teams to shift the participants' orientation from significant ambiguity and uncertainty to the ability to plan action by co-creating project visions with clear objectives and goals. The project artistry framework reflects the construction of a house and a more holistic framework, which consists of a roof (design process), the pillars required to hold up the roof (design pillars) and the foundational bricks. The design pillars include reflection, creative language, applied imagination, diverging and converging while the foundational bricks include empathy, empowerment, engagement, emergence, experimentation, environment, exploration and exploitation. In addition, an ambiguity acceptance journey is proposed to encourage a tolerance of ambiguity that leads to questioning and inquiry in projects that cultivates fresh insights and innovation in projects. New approaches to project leadership and design are essential to transform the world we live in. Although no panacea, project artistry provides project leaders with a new dimension to understanding the changing conditions that surround their project and envisioning better, innovative solutions to some of the most troublesome challenges facing our projects. It brings together the power of analysis and intuition to synthesize real solutions that not only work but meet the needs of the people. This fresh approach also brings enlightenment and transformation to those engaged in such projects and cultivates creative confidence and fosters collaboration.
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Shahi, Sepideh. "Business sensible design: Exploratory research on the importance of considering cost and profit for undergraduate industrial design students." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1368026398.

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Karlsson, Johan. "What's in the Game? : An Exploratory Design Study about Football Statistics." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166447.

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The interest in football around the world is ever increasing with more than half of the world’s population watching the last World Cup. The amount and the granularity of information available about football is endless. In recent years the advent of new technology has led to possibilities to track and log all aspects of the game, making advanced statistics available to everyone. The focus of the research community of football statistics today is on professionals as the end recipient. The knowledge, requirements and goals of enthusiasts and experts differ which means that the design of statistics targeted at the different groups should differ. This design study took an exploratory mixed methods approach to study how to design football statistics for enthusiasts. A variety of methods were used including, expert interview, survey and interviews with 8 football enthusiasts led to design suggestions of statistics which were evaluated in two phases. The iterative approach led to general guidelines of how to design football statistics, and 12 design suggestions of visualizations of statistics. The visualizations function as instantiations of the knowledge gained throughout the study. The design suggestions communicate information about how the conclusions drawn in the study can be practically implemented in a smartphone application about football statistics. The results of the study can be used to guide the design of football statistics for enthusiasts.
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Feltham, Frank, and frank feltham@rmit edu au. "The Sonic Blocks: Towards an Exploratory and Expressive Tangible Interaction." RMIT University. Architecture and Design, 2009. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20090505.103137.

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Tangible User Interaction (TUI) has gathered much momentum over recent years as a way of physically representing and controlling digital information. Tangible User Interfaces privilege the control and action we, as humans, have with our highly developed motor and spatial skills. This physical mode of interaction with computation contrasts significantly with the visual mode of interaction we have with the Graphical User Interface (GUI) of the personal computer. The context for this research inquiry is the design of a TUI, the Sonic Blocks, to encourage exploratory and expressive soundtrack making activities. This thesis gives an account of the design, development and deployment of the Sonic Blocks, with a small group of children in a primary school, to gain an understanding of their unique capabilities to enable a physical and embodied interaction for exploratory and expressive purposes.
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Shahi, Sepideh. "Business sensible design| Exploratory research on the importance of considering cost and profit for undergraduate industrial design students." Thesis, University of Cincinnati, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1548557.

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This research aimed to investigate how important it is to embed business education into undergraduate industrial design curriculum and help design students understand the financial aspects of their design ideas, particularly in the areas of cost and profit. To respond to this question, a user-centered design approach was applied to understand design students' perceptions towards business education. Later on, the research findings were synthesized into a list of design requirements for developing a financial assessment tool. After rounds of ideation and looking into other frameworks from business related disciplines, a financial assessment tool was developed. Consequently, this tool was prototyped and piloted in a senior industrial design class in order to test its effectiveness. At last, students who had participated in the experiment evaluated the tool. Their positive feedback proved such methods could be successfully integrated into undergraduate design curriculum and help industrial design students gain a better understanding of the business aspects related to their ideas.

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Ghazi, Ahmad Nauman. "Structuring Exploratory Testing through Test Charter Design and Decision Support." Doctoral thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14121.

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Context: Exploratory testing (ET) is an approach to test software with a strong focus on personal skills and freedom of the tester. ET emphasises the simultaneous design and execution of tests with minimal test documentation. Test practitioners often claim that their choice to use ET as an important alternative to scripted testing is based on several benefits ET exhibits over the scripted testing. However, these claims lack empirical evidence as there is little research done in this area. Moreover, ET is usually considered an ad-hoc way of doing testing as everyone does it differently. There have been some attempts in past to provide structure to ET. Session based test management (SBTM) is an approach that attempts to provide some structure to ET and gives some basic guidelines to structuring the test sessions. However, these guidelines are still very abstract and are very open to individuals' interpretation. Objective: The main objective of this doctoral thesis is to support practitioners in their decisions about choosing exploratory versus scripted testing. Furthermore, it is also aimed to investigate the empirical evidence in support of ET and find ways to structure ET and classify different levels of exploration that drive the choices made by exploratory testers. Another objective of this thesis is to provide a decision support system to select levels of exploration in overall test process. Method: The findings presented in this thesis are obtained through a controlled experiment with participants from industry and academia, exploratory surveys, interviews and focus groups conducted at different companies including Ericsson AB, Sony Mobile Communications, Axis Communications AB and Softhouse Consulting Baltic AB. Results: Using the exploratory survey, we found three test techniques to be most relevant in context of testing software systems and in particular heterogeneous systems. The most frequently used technique mentioned by the practitioners is ET which is not a much researched topic. We also found many interesting claims about ET in grey literature produced by practitioners in the form of informal presentations and blogs but these claims lacked any empirical evidence. Therefore, a controlled experiment was conducted with students and industry practitioners to compare ET with scripted testing. The experiment results show that ET detects significantly more critical defects compared to scripted testing and is more time efficient. However, ET has its own limitations and there is not a single way to use it for testing. In order to provide structure to ET, we conducted a study where we propose checklists to support test charter design in ET. Furthermore, two more industrial focus group studies at four companies were conducted that resulted in a taxonomy of exploration levels in ET and a decision support method for selecting exploration levels in ET. Lastly, we investigated different problems that researchers face when conducting surveys in software engineering and have presented mitigation strategies for these problems. Conclusion: The taxonomy for levels of exploration in ET, proposed in this thesis, provided test practitioners at the companies a better understanding of the underlying concepts of ET and a way to structure their test charters. A number of influence factors elicited as part of this thesis also help them prioritise which level of exploration suits more to their testing in the context of their products. Furthermore, the decision support method provided the practitioners to reconsider their current test focus to test their products in a more effective way.
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McLaughlin, Logan M. "Understanding Road Use and Road User Interaction: An Exploratory Ethnographic Study Toward the Design of Autonomous Vehicles." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc849632/.

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This thesis contributes to research that informs the design of autonomous vehicles (AVs). It examines interactions among various types of road users, such as pedestrians and drivers, and describes how findings can contribute to the design of AVs. The work was undertaken as part of a research internship at Nissan Research Center-Silicon Valley on the Human Understanding in Design team. Methods included video ethnography “travel-alongs” which captured the experience of travel from the point of view of drivers and pedestrians, analysis of interaction patterns taken from video of intersections, and analysis of road laws. Findings address the implications of what it will mean for AVs to exist as social entities in a world of varied road contexts, and how AVs might navigate the social act of driving on roads they share with a variety of human users. This thesis contributes to an emerging body of research and application on the subject of the AV in the world.
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Bahari, Aireen Aina Binti. "The implementation of dialogue-based pedagogy to improve written argumentation amongst secondary school students in Malaysia." Thesis, University of Exeter, 2018. http://hdl.handle.net/10871/34992.

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The purpose of this study is to find solutions on how to improve secondary school students’ persuasive argumentative English essay writing. The participants of this study are groups of ESL students aged 13 and 17 who live and study in a sub-urban area in Malaysia. All students and teachers converse amongst themselves using the Malay language on a daily basis while English language is merely used during classroom interaction time. Not only do they have very little opportunity to communicate using English language in their daily lives and for academic purposes, they also have limited opportunity to learn how to argue persuasively in their English classroom. Thus, they have difficulties in writing two-sided argumentative essays in English. The teaching-to-the-test culture has taken its toll on students’ writing performance when writing argumentative essays. In order to help students to score well in examination, teachers often overlook the need to teach critical thinking skills for the English subject. They focus solely on writing narrative essays as these essays require less critical thinking skill from the students. The Design-Based Research is employed to solve this problem of writing persuasive argumentative essays. Based on the pre-intervention essays written by the participants, it is believed that their difficulties are because of two major factors; insufficient English language skills and no exposure to persuasive argumentation skills. The initial design framework asserts that students should improve their persuasive argumentative essay writing if they are initially exposed to face-to-face group argumentation. However, the findings from the exploratory study revealed that face-to-face group argumentation is unmanageable in the context studied. Hence, an online learning intervention was considered to support secondary school students to improve their written argument. It was developed underpinned by design principles based on Exploratory Talk to achieve persuasive argumentation. The prototype online intervention was tested and developed through a series of iterations. Findings from Iteration 1 show that only a small number of students manage to write two-sided essays because most of them have an extreme attitude when writing about an issue and display a lack of positive transfer from group to individual argumentation. Prior to Iteration 2, the prototype intervention was adapted to tackle the extreme attitude and negative transfer issues by highlighting five elements: face-to-face classroom practice, focus more on three main ground rules, argument game, role of teachers during group argumentation and the use of argument map during the post-intervention essay writing. The findings demonstrate that all students in the second iteration wrote argumentative essays which are more persuasive. The final design framework developed in this study suggests a design framework that could be used by future researchers and ESL teachers at secondary school level who are interested in improving students’ persuasive argumentative essays.
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Othman, Zulkeplee. "Privacy, modesty, hospitality and the design of Muslim homes in Australia." Thesis, Queensland University of Technology, 2016. https://eprints.qut.edu.au/92619/1/Zulkeplee_Othman_Thesis.pdf.

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This cross-disciplinary, exploratory case study architectural research adopts a social science methodological approach to investigate the influence of cultural traditions and religious teachings on domestic behaviours and utilisation of interior spaces of six Muslim families' homes in Brisbane. Based on the tripartite principles of privacy, modesty and hospitality (PMH), this study acknowledges the contributions of Australian homes in providing a safe and private domain for these families to undertake daily activities while continuing their cultural and religious traditions. This research further acknowledges the significance of Australian homes to these families in the promotion of social inclusion to the wider society.
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Mullane, Aaron. "SUSTAINABLE MATERIALISM: Exploratory research on designing for reflection on materialistic behaviours in the domain of Interaction Design." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23527.

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To have sustainable lifestyles, individuals need to have support from physical and social infrastructures, as well as institutions, however the major decisions about a sustainable lifestyle are being made at individual and social levels. This research is an exploration into understanding the social influences that drive an individual’s materialistic behaviour, and using that understanding to develop interaction design solutions that reflect on materialism and promote sustainable behaviour and life- styles.An extensive literature review is conducted on various aspects of materialism from the product design, interaction design - that have focused on the material and performative nature of artefacts - and social innovation perspectives. Here, existing work, such as simplicity movements, have promoted the idea that an individual’s life can be more fulfilling if they engage in activities that are purposive and materially light. How- ever, since it has been difficult to convince large populations of the society about the benefits of sustainable living, sociology research provides a platform to understand how our perception of self and social surroundings impacts our lifestyles in materialistic ways. From this understanding , two stages of empirical studies were conducted for design material, firstly exploring the concept of materialism from a sharing and ownership perspective, and then, intervention based studies that gathered insight on the use of techniques that promote reflection on these behaviours. A set of rich insights were identified on methods for design that promote the reflection on materialistic behaviour; focusing predominantly on experiences and identity management. These in- sights are applied and presented in three service design concepts that were explored in a participatory workshop.
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Rossol, Evelyn. "The Viability of Banana Fiber-based Textiles in the Fashion Industry." Kent State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=kent1574248933968539.

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Hajdasz, Peter A. "An Exploratory Study of the Relationship between Defensive and Supportive Talk, Verbal Aggressiveness and Communication Climate." Thèse, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/20549.

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Significant research has investigated Jack Gibb’s model of defensive and supportive communication, but little has explored the influence of the type of talk -- defensive or supportive -- on perceptions of communication climate and the role that verbal aggressiveness may play in influencing both the types of talk and these perceptions. This thesis explored the relationship between defensive and supportive talk, verbal aggressiveness and communication climate using a mixed-method approach. Specifically, the Verbal Aggressiveness Scale was used to group participants for a dyadic problem solving exercise which generated conversational data that was analyzed qualitatively. Then, the Communication Climate Inventory was used to measure participants’ perceptions of the communication climate that emerged in their problem-solving dyad. The findings highlight factors that may influence the perception of communication climate. Examples of supportive talk that builds positive communication climates and limits the effects of verbal aggressiveness and examples of defensive talk that leads to negative communication climates are provided. This research demonstrates that language has an influence on communication climate through the words that shape the complex ways people perceive and understand each other and, interestingly, that the negative impact of defensive communication overrides the positive impact of supportive communication on the emergent communication climate.
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Roth, Heather S. "Exploratory User Research for a Website that Provides Resources for Educators of American Indian Students in Higher Education." Thesis, University of North Texas, 2016. https://digital.library.unt.edu/ark:/67531/metadc955062/.

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Several studies have indicated that American Indian students in the United States higher education system confront unique challenges that derive from a legacy of colonialism and assimilationist policies (Huff 1997). Several scholars, American Indian and non-Native alike, have explored the effects of this history upon students in higher education (Brayboy 2004; Guillory and Wolverton 2008; Waterman and Lindley 2013). Very few, however, have explored the role of the educators of American Indian students, and most of the literature focuses on K-12 educational settings (McCarty and Lee 2014; Yong and Hoffman 2014). This thesis examines exploratory user research conducted to generate a foundational understanding of educators of American Indian students in higher education. Utilizing methods from design anthropology and user experience, semi-structured interviews and think-aloud sessions were conducted, almost exclusively virtually, for 17 participants. This research was conducted for a client, Fire & Associates, as part of the applied thesis process. Findings revealed a complex web of needs for educators of American Indian students in higher education related to teaching diverse students, the use of media and technology in the classroom, and the process of networking among other educators. The research culminated in content and design implications for the Fire & Associates website as well as suggestions for further research based on best practices in the field of user experience.
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Strandberg, Anna. "Digitalizing the swapping process of rental housing : An exploratory study." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-299939.

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The societal problem regarding the housing shortage has made the housing market inaccessible. With the reduced number of rental apartments and longer housing queues, people face more challenges finding a suitable home. Swapping intermediaries have emerged over the years to facilitate the search process to swap apartments. However, tenants are still struggling to find apartments to swap with. Limited research has been conducted about tenants' experiences and perspectives regarding the swapping process. Through an exploratory approach, this study examines what problems tenants encounter during the swapping process. The research findings indicate several opportunity areas for improving and streamlining the swapping process. The made recommendations were regarding the search process, listing information, and apartment viewings. Further, to create an efficient market, the platform needs to consider thickness, overcome congestion, and make participation safe and simple.
Det samhälleliga problemet gällande bostadsbristen har medfört en oåtkomlig bostadsmarknad. Med minskade antalet hyresrätter samt längre bostadsköer står människor inför större utmaningar att hitta ett passande boende. För att underlätta bytesprocessen av hyresrätter har antalet bytesplattformar ökat under åren. Dock kämpar fortfarande många hyresgäster med att hitta en lägenhet att byta med. Begränsat antal studier har genomförts på hyresgäster gällande deras upplevelser samt perspektiv på själva bytesprocessen. Genom användande av en undersökande metod, undersökte denna studie vilka problem hyresgästerna stöter på under bytesprocessen av hyresrätter. Forskningsresultatet indikerade att flera möjligheter finns för att förbättra och effektivisera bytesprocessen. De rekommendationer som gjordes inkluderade sökprocessen, annonssidan, samt lägenhetsvisningar. Vidare, för att skapa en effektiv bytesmarknad, måste plattformen beakta tjocklek, övervinna trängsel, samt göra användandet säkert och enkelt.
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Ang, Doreen. "The implementation of blended learning in International Baccalaureate Diploma Programme (IBDP) English A curriculum in Singapore : an exploratory design-based research." Thesis, Lancaster University, 2018. http://eprints.lancs.ac.uk/124285/.

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Twenty-first century challenges have generated increasing focus in the use of technology in classrooms to better prepare students for the knowledge economy. In Singapore, the Ministry of Education has encouraged both a shift toward more student-centred pedagogies and the use of technology in classrooms. Though inclusion of technology into classrooms is deemed as useful, it has met with resistance. Teachers and students generally regard information and communications technology (ICT) as an add-on with marginal importance in examination-oriented Singapore. In Singapore, the International Baccalaureate Diploma Programme was introduced in some schools with the aim to nurture students as inquirers, thinkers and communicators over a challenging two-year timeline. Amidst such challenges, this study uses a blended learning approach to address systemic requirements (i.e. ICT) under curricular constraints of the IBDP. Research was conducted using design-based research by the teacher-researcher over a period of three academic terms within a calendar year. Data, collected from two classes, included field notes, questionnaires and focus group interviews (FGIs). The analysis of the two questionnaires, using Statistical Package for the Social Sciences (SPSS) software, provided an overview of the patterns of students’ use of technology before and after the intervention study. Content analysis was used as a method of analysis for the FGIs. Themes that emerged from the FGIs were mapped onto a Considerations Model, providing a more nuanced overview of key considerations needed for a blended learning approach. Findings showed that students enjoyed blended learning and found it useful as a bridge between the curriculum and their world; but, they were first and foremost, concerned with their academic performance. Though these students are by some researchers defined as digital natives, findings showed that they were not necessarily digitally literate. Nonetheless, this study suggests that a blended learning approach could be implemented through the Considerations Model.
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Ariss, Laila Diane. "Differentiated Instruction: An Exploratory Study in a Secondary Mathematics Classroom." University of Toledo / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1493411297122313.

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Chaudhary, Amit. "Supplementing consumer insights at Electrolux by mining social media: An exploratory case study." Thesis, Högskolan i Jönköping, Internationella Handelshögskolan, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-16096.

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Purpose – The aim of this thesis is to explore the possibility of text mining social media, for consumer insights from an organizational perspective. Design/methodology/approach – An exploratory, single case embedded case study with inductive approach and partially mixed, concurrent, dominant status mixed method research design. The case study contains three different studies to try to triangulate the research findings and support research objective of using social media for consumer insights for new products, new ideas and helping research and development process of any organization. Findings – Text mining is a useful, novel, flexible and an unobtrusive method to harness the hidden information in social media. By text-mining social media, an organization can find consumer insights from a large data set and this initiative requires an understanding of social media and its building blocks. In addition, a consumer focused product development approach not only drives social media mining but also enriched by using consumer insights from social media. Research limitations/implications – Text mining is a relatively new subject and focus on developing better analytical tool kits would promote the use of this novel method. The researchers in the field of consumer driven new product development can use social media as additional evidence in their research. Practical implications – The consumer insights gained from the text mining of social media within a workable ethical policy are positive implications for any organization. Unlike conventional marketing research methods text mining is social media is cost and time effective. Originality/value –This thesis attempts to use innovatively text-mining tools, which appear, in the field of computer sciences to mine social media for gaining better understanding of consumers thereby enriching the field of marketing research, a cross-industry effort. The ability of consumers to spread the electronic word of mouth (eWOM) using social media is no secret and organizations should now consider social media as a source to supplement if not replace the insights captured using conventional marketing research methods. Keywords – Social media, Web 2.0, Consumer generated content, Text mining, Mixed methods design, Consumer insights, Marketing research, Case study, Analytic coding, Hermeneutics, Asynchronous, Emergent strategy Paper type Master Thesis
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Rangavajjula, Santosh Bharadwaj. "Design of information tree for support related queries: Axis Communications AB : An exploratory research study in debug suggestions with machine learning at Axis Communications, Lund." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16826.

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Context: In today's world, we have access to so much data than at any time in the past with more and more data coming from smartphones, sensors networks, and business processes. But, most of this data is meaningless, if it's not properly formatted and utilized. Traditionally, in service support teams, issues raised by customers are processed locally, made reports and sent over in the support line for resolution. The resolution of the issue then depends on the expertise of the technicians or developers and their experience in handling similar issues which limits the size, speed, and scale of the problems that can be resolved. One solution to this problem is to make relevant information tailored to the issue under investigation to be easily available. Objectives: The focus of the thesis is to improve turn around time of customer queries using recommendations and evaluate by defining metrics in comparison to existing workflow. As Artificial Intelligence applications can have a broad spectrum, we confine the scope with a relevance in software service and Issue Tracking Systems. Software support is a complicated process as it involves various stakeholders with conflicting interests. During the course of this literary work, we are primarily interested in evaluating different AI solutions specifically in the customer support space customize and compare them. Methods: The following thesis work has been carried out by making controlled experiments using different datasets and Machine learning models. Results: We classified Axis data and Bugzilla (eclipse) using Decision Trees, K Nearest Neighbors, Neural Networks, Naive Bayes and evaluated them using precision, recall rate, and F-score. K Nearest Neighbors was having precision 0.11, recall rate 0.11, Decision Trees had precision 0.11, recall rate 0.11, Neural Networks had precision 0.13, recall rate 0.11 and Naive Bayes had precision 0.05, recall rate 0.11. The result shows too many false positives and true negatives for being able to recommend. Conclusions: In this Thesis work, we have gone through 33 research articles and synthesized them. Existing systems in place and the current state of the art is described. A debug suggestion tool was developed in python with SKlearn. Experiments with different Machine Learning models are run on the tool and highest 0.13 (precision), 0.10 (f-score), 0.11 (recall) are observed with MLP Classification Neural Network.
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Cottman-Fields, Mark D. "Virtual birding : extending birdwatching to review acoustic recordings." Thesis, Queensland University of Technology, 2017. https://eprints.qut.edu.au/104232/1/Mark_Cottman-Fields_Thesis.pdf.

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This thesis investigates how to enable bird watchers to review audio recordings collected by environmental sensors. Birders have valuable experience that is essential for identifying highly variable bird calls. Accurate bird call identifications can provide reliable information for avian research and conservation efforts. The five studies in this thesis yield a nuanced understanding of birders’ activities. Evaluations by birders of two prototype websites for analysing audio pinpoint effective design elements. The findings demonstrate that audio segments, visualisations, and tailored feedback in a website interface support accurate identifications of bird calls that may otherwise remain undetected.
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Calitz, Maria-Lina Lusitano. "A social work training programme for caregivers of infants in San Bernardino County, California." Thesis, Pretoria : [s.n.], 2004. http://upetd.up.ac.za/thesis/available/etd-09222005-152848.

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Wood, Hannah. "Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'." Thesis, University of Exeter, 2016. http://hdl.handle.net/10871/29281.

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Creative Project Abstract: The creative project of this thesis is a script prototype for Underland, a crime drama video game and digital playable story that demonstrates writing and design methods for negotiating narrative and player agency. The story is set in October 2006 and players are investigative psychologists given access to a secure police server and tasked with analysing evidence related to two linked murders that have resulted in the arrest of journalist Silvi Moore. The aim is to uncover what happened and why by analysing Silvi’s flat, calendar of events, emails, texts, photos, voicemail, call log, 999 call, a map of the city of Plymouth and a crime scene. It is a combination of story exploration game and digital epistolary fiction that is structured via an authored fabula and dynamic syuzhet and uses the Internal-Exploratory and Internal-Ontological interactive modes to negotiate narrative and player agency. Its use of this structure and these modes shows how playable stories are uniquely positioned to deliver self-directed and empathetic emotional immersion simultaneously. The story is told in a mixture of enacted, embedded, evoked, environmental and epistolary narrative, the combination of which contributes new knowledge on how writers can use mystery, suspense and dramatic irony in playable stories. The interactive script prototype is accessible at underlandgame.com and is a means to represent how the final game is intended to be experienced by players. Thesis Abstract: This thesis considers writing and design methods for playable stories that negotiate narrative and player agency. By approaching the topic through the lens of creative writing practice, it seeks to fill a gap in the literature related to the execution of interactive and narrative devices as a practitioner. Chapter 1 defines the key terms for understanding the field and surveys the academic and theoretical debate to identify the challenges and opportunities for writers and creators. In this it departs from the dominant vision of the future of digital playable stories as the ‘holodeck,’ a simulated reality players can enter and manipulate and that shapes around them as story protagonists. Building on narratological theory it contributes a new term—the dynamic syuzhet—to express an alternate negotiation of narrative and player agency within current technological realities. Three further terms—the authored fabula, fixed syuzhet and improvised fabula—are also contributed as means to compare and contrast the narrative structures and affordances available to writers of live, digital and live-digital hybrid work. Chapter 2 conducts a qualitative analysis of digital, live and live-digital playable stories, released 2010–2016, and combines this with insights gained from primary interviews with their writers and creators to identify the techniques at work and their implications for narrative and player agency. This analysis contributes new knowledge to writing and design approaches in four interactive modes—Internal-Ontological, Internal-Exploratory, External-Ontological and External-Exploratory—that impact on where players are positioned in the work and how the experiential narrative unfolds. Chapter 3 shows how the knowledge developed through academic research informed the creation of a new playable story, Underland; as well as how the creative practice informed the academic research. Underland provides a means to demonstrate how making players protagonists of the experience, rather than of the story, enables the coupling of self-directed and empathetic emotional immersion in a way uniquely available to digital playable stories. It further shows how this negotiation of narrative and player agency can use a combination of enacted, embedded, evoked, environmental and epistolary narrative to employ dramatic irony in a new way. These findings demonstrate ways playable stories can be written and designed to deliver the ‘traditional’ pleasure of narrative and the ‘newer’ pleasure of player agency without sacrificing either.
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Grammenis, Efstratios, and Antonios Mourikis. "Migrating from integrated library systems to library services platforms : An exploratory qualitative study for the implications on academic libraries’ workflows." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76971.

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The present master thesis is an exploratory qualitative study in academic libraries regarding the transition from the integrated library systems to the next generation integrated library systems or library services platforms and the potential implications in their internal workflows. Nowadays, libraries all over the world are facing up with a number of challenges in terms of acquiring, describing and making available to the public all the resources, both printed and electronic, they manage. In particular, the academic libraries have more reasons to wish to fulfill their users’ needs since the majority of them use the library sources more and more for scientific research and educational purposes.In this study we attempt to explore the phenomenon in the globe using the available literature and to identify the implications in libraries’ workflows and the possible future developments. Moreover, through observation and semi-structured interviews we try to identify the current developments in the Greek context regarding the adoption of next ILS and possible implications in their workflows. Finally, we attempt a comparison between the Greek situation and the international one.
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Clements, Alice Faith, and alice clements@rmit edu au. "Let's talk (discreetly) about sex. The content generation and design of an online sexual and reproductive health information resource for young Vietnamese: a communications perspective." RMIT University. Applied Communication, 2007. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080207.100012.

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Vietnam is a populous nation experiencing rapid social and economic transition. These changes, in combination with the spread of sexually transmitted infections such as HIV/AIDS, are compromising the reproductive health of young Vietnamese. Access to reliable reproductive health information is limited and social taboos prevent young people from talking openly about this topic. A huge number of young people living in Vietnam thus find themselves without access to relevant, accurate, non-threatening and unbiased information about sexuality and sexual health. The research outlined in this thesis approaches the issue of sexual health information provision for young people living in Vietnam from a participatory action research foundation. A key focus is investigation of the ways in which young people living in Vietnam can be included in the development of online sexual health communication tools by, for and about young Vietnamese. As part of this investigation, this thesis describes research conducted with young Vietnamese in Australia and Vietnam to identify and elucidate their reproductive health information needs, as situated within the contemporary Vietnamese socio-cultural context. The research was undertaken in order to determine how an online resource might meet these needs. This exploratory process involved the utilisation of a range of research methods to determine the website's optimal content, style, features and tone in relation to the Vietnamese context and requirements of its target users. It is hoped that the record of discovery resulting from this research journey will contribute to the existing body of knowledge on online health communication and participatory approaches to the development of context-sensitive health and behaviour-change communication.
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Ferrer, Mico Maria Teresa. "Community of Inquiry (COI) and Self-Directed Learning (SDL) in Online Environments: An Exploratory, Correlational and Critical Analysis of MOOCs. Introduction to Cybersecurity MOOC Case Study." Doctoral thesis, Universitat Ramon Llull, 2016. http://hdl.handle.net/10803/360851.

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L’objectiu d’aquesta recerca multi-paradigmàtica és presentar un anàlisis exploratori, correlacional y crític dels MOOC (Massive Open Online Courses) entesos com a comunitats d’aprenentatge participatius i descobrir el rol que l’aprenentatge autònom juga dins d’aquest marc. La recerca combina dades quantitatives i qualitatives i junt amb el marc teòric actual afegeix novetats en el cap de l’educació a distancia y les noves formes d’oferir cursos a distància. Els nostres resultats mostren diferencies estadístiques entre els estudiants que participen en diferent nombre de tests i el seu nivell d’aprenentatge autònom (p=0.003). Presentem informació demogràfica y les visions dels estudiants relacionades amb les tres presencies de la comunitat d’aprenentatge participatiu (presencia social, cognitiva y del instructor). L’estudi consta també de les opinions dels experts sobre el disseny dels MOOC i el seu valor pedagògic. Les nostres conclusions finals indican que els MOOC son entorns d’aprenentatge diferents en relació amb els entorns tradicionals a distancia, creen una comunitat d’aprenentatge participativa diferent i atrauen perfils d’estudiants diferents. Suggerim millores en el disseny pedagògic per a ajudar als estudiants a ser mes autònoms y per alinear els continguts del curs. La taxonomia de Marzano és suggerida com a marc pedagògic per a millorar el disseny dels MOOC i el grau de satisfacció dels alumnes.
El objetivo de esta investigación multi-paradigmática es presentar un análisis exploratorio, correlacional y crítico de los MOOC (Massive Open Online Courses) entendidos como comunidades de aprendizaje participativo y descubrir el role que el juega el aprendizaje autónomo dentro de este marco. La investigación combina datos cuantitativos y cualitativos, y junto con el marco teórico actual añade novedades en el campo de la educación online y los nuevos métodos para ofrecer cursos a distancia. Nuestros resultados muestran diferencias estadísticas entre los estudiantes que toman parte en diferente número de tests y su nivel de aprendizaje autónomo (p=0.003). También presentamos información demográfica y las opiniones de los estudiantes relacionadas con las tres presencias de la comunidad de aprendizaje participativo (presencia social, cognitiva y del instructor). El estudio consta también de las opiniones de expertos sobre el diseño de los MOOC y su valor pedagógico. Nuestras conclusiones finales indican que los MOOC son entornos de aprendizaje diferentes en relación con los entornos tradicionales a distancia, crean una comunidad de aprendizaje participativo diferente y atraen perfiles de estudiantes diferentes. Sugerimos mejoras en el diseño pedagógico para ayudar a los estudiantes a llegar a ser mas autónomos y para linear los contenidos del curso. La taxonomía de Marzano es sugerida como marco pedagógico para mejorar el diseño de los MOOC y el grado de satisfacción de los estudiantes.
The purpose of this mixed method research is to present an exploratory, correlational and critical analysis of MOOCs (Massive Open Online Courses) understood as COI (Community Of Inquiries) and uncover the role that SDL (Self Directed Learning) plays within the mentioned framework. The research combines quantitative and qualitative data and together with a current literature snapshot adds insights in the field of online education and its new content delivery forms. Our findings show statistical differences between students taking different number of quizzes and their level of SDL (p=0.003). We present demographic information and students views related with the three presences in the COI (social, cognitive and teaching presence). Experts’ views on MOOC designs and value are also collected. Our final conclusion points out that MOOCs are different content deliver environments from traditional online courses and they shape a different COI and attract different students profiles. Design improvements are also suggested to empower students to become independent learners and improve alignment in the course. Marzano’s taxonomy is the suggested pedagogical approach to improve MOOC design, and students’ satisfaction.
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Athias, Francine. "La géométrie dynamique comme moyen de changement curriculaire." Thesis, Aix-Marseille, 2014. http://www.theses.fr/2014AIXM3057.

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La géométrie à l'école primaire consiste en une familiarisation avec des formes géométriques et leurs propriétés, à travers l'utilisation d'instruments de géométrie. Les objets géométriques reposent sur les représentations graphiques, les relations géométriques sont souvent implicites. L'introduction d'un logiciel de géométrie dynamique (TracenPoche) est vu comme un moyen de les expliciter, conduisant ainsi à voir le dessin comme une figure. Nous avons proposé à des professeurs une série de cinq situations, que nous avons conçues à partir des modes d'intégration de Assude (2007). Nous en proposons une analyse a priori en trois temps (Assude et Mercier, 2007), une analyse a priori du point de vue des savoirs mathématiques, une analyse a priori ascendante du point de vue des actions des élèves modélisée en terme de praxéologie (Chevallard, 1998) et une analyse a priori du point de vue de l'enseignant. Les situations mises en oeuvre dans les classes sont décrites et analysées à l'aide d'éléments de la théorie de l'action conjointe en didactique (TACD, Sensevy, 2011). Nous décrivons l'action conjointe du professeur et des élèves comme un jeu du professeur sur l'élève, permettant ainsi de rendre compte de la dynamique du travail didactique et de l'évolution du « voir un dessin comme une figure ». Les résultats de la thèse, dans le cadre de cette ingénierie exploratoire (Perrin-Glorian, 2009), montrent comment les objets géométriques peuvent être travaillés conjointement dans l'environnement papier-crayon et dans l'environnement tracenpoche, mettant en évidence des caractéristiques de l'action conjointe du professeur et des élèves dans l'explicitation des relations géométriques
Geometry in primary school is a familiarization with geometric shapes and their properties through the use of geometrical instruments. Geometric objects are based on diagrams and the geometric relationships are often implicit. The introduction of a dynamic geometry software (here TracenPoche) is thus a way to explain how to see « the diagram » as « a figure ». Five situations are given to three teachers. We have built them with « integration modes » from Assude (2007). We proposed an a priori analysis in three stages (Assude and Mercier, 2007), the first a priori analysis - the viewpoint of mathematical knowledge - , the second a priori analysis - students action modelized by the praxeology (Chevallard, 1998) - and the third a priori analysis - the teacher's point of view - . The Situations established in classrooms are described and analyzed using elements of the joint action theory (Sensevy, 2011). We describe the joint action of the teacher and students as a game of the teacher on the student, thereby enabling an analysis of the dynamic of the teaching work and of the evolution of the "seeing a diagram as a figure." The results of this thesis, as part of the exploratory engineering (Perrin-Glorian, 2009), show how geometrical objects can be worked jointly in a paper-and-pencil environment and in a Tracenpoche environment, highlighting the characteristics of the joint action of the teacher and students in the explanation of geometric relationships. The teachers demonstrate initiatives that prove particularly interesting with regard to mathematical issues, and which could be the basis for further research in cooperative engineering (Sensevy & al., 2013)
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Chen, Han-Yu, and 陳涵酉. "The Exploratory Research on the Convertible Bonds Design at Taiwan." Thesis, 2000. http://ndltd.ncl.edu.tw/handle/70282887281527264910.

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碩士
國立交通大學
經營管理研究所
88
Financing by convertible bonds (CB) is one of the important way to get money. But for the complexity of the convertible, to estimate the value of CB and to measure the effect of issuance is very difficult. We will study the factors of designing CB's important clauses. At the first, we get know about the status quo of CBs at Taiwan. And we estimate the influence of designing clauses to CB's value. Then, by articles review, we understand the cause of issue CB, the characteristic of the firms, and the effect of issue CB. On the theorical structure of security design, the agency problem may be eased by proper designing bond clauses. And at the condition of information asymmetric, we can also get know about characteristic of the firm by the signaling effect of CB. To study the CB's clauses, we use A. post-conversion equity ownership, B. maturity, C. relative length of call period protection as the endogenous variables of the model. We use three stages least square method (3SLS) to explore the endogenous relationship of the three variables and the important factors of CB design. It shows that A. firm size, B. financial leverage, C. credit quality, D. abnormal earning, E. stocks proportion holding by directorate will have significant influence to CB design. We argue that CB issuers signal the business risk and the growth opportunity to the market and ease agency problem by designing CB's clauses. We will get the same result by using ordinary least square method (OLS). But we find there is no significant relation among the three endogenous variables. It means that the endogenous relation among CB clauses is not the emphasis when designing CB.
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Claudia, Mezzapesa. "Landscape designing process reverse reading. Exploratory design research on J&L Gibbons studio." Doctoral thesis, 2018. http://hdl.handle.net/2158/1120802.

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IT. Oggi, lo studio della progettazione come strumento di ricerca è uno dei temi centrali del dibattito culturale anche nell’architettura del paesaggio, ed è quindi un campo aperto e in continua evoluzione. Come funziona il processo progettuale nell’architettura del paesaggio? La ricerca indaga sul tema sperimentando una lettura non convenzionale del processo progettuale (Reverse Reading) al fine di apportare nuovi contributi e ispirazioni al dibattito in corso. In che modo è possibile capire il funzionamento del processo progettuale partendo dal risultato del progetto? Quali implicazioni possono derivare dalla teoria e pratica applicando questo metodo al progetto di paesaggio? Partendo dal risultato (l’opera realizzata o la cui progettazione sia stata già completata) l’obiettivo è capire come il progetto sia stato pensato e scoprire le fasi, gli strumenti e le pratiche che ricoprono un ruolo fondamentale all’interno del percorso progettuale. Dalle ricerche effettuate non sono emersi studi che apertamente dichiarino di applicare un metodo di lettura inversa all’analisi e comprensione del processo nel progetto di paesaggio. È un campo quindi ancora poco battuto nella nostra materia e aperto a cooperazioni con discipline attigue che potrebbero in qualche modo contribuire all’avanzamento dello studio. Il lavoro della Exploratory Design Research si inserisce in questo spazio di ricerca ancora poco esplorato (knowledge gap) nell’ambito dell’architettura del paesaggio per testare il Reverse Reading applicandolo ad un caso studio, lo studio J&L Gibbons con sede a Londra. Un periodo di research in residence nello studio J&L Gibbons, ha permesso di ripercorrere il processo progettuale che caratterizza l’attività di questa pratica professionale, analizzando dieci progetti scelti tra quelli che si distinguono per gli aspetti innovativi del processo. Nella prima fase di ricerca è stato necessario codificare un sistema aperto in grado di guidare la lettura interpretativa dei dieci progetti analizzati. Il risultato è stata una tassonomia di pratiche e strumenti comunemente utilizzati nella progettazione del paesaggio. La fase successiva è stata quella della research in residence (Exploratory Design Research). I tre mesi dedicati a questo periodo di studio sono stati interessati dell’osservazione dei progetti e dall’analisi delle informazioni necessarie alla lettura del processo progettuale, sono state raccolte interviste ai progettisti e ai collaboratori coinvolti, i dati sono stati messi assieme e organizzati seguendo una logica che rendesse quanto più chiara la successione delle fasi progettuali e le peculiarità del processo (Fieldnotes). Parallelamente è avvenuta la codifica verticale dei dati che ha messo in luce la relazione esistente tra fasi progettuali, strumenti, pratiche, attori e fattori esterni. Queste relazioni sono state verificate continuamente attraverso un processo iterativo tra pensiero induttivo e deduttivo, scomponendo e ricomponendo le fasi del processo progettuale. Le informazioni sono state narrate in racconti (Design Tale) e graficizzate sotto forma di mappe sintetiche (Design Map). La codifica selettiva dei dati precedentemente raccolti e il confronto orizzontale delle mappe ha permesso di individuare le fasi decisive del processo progettuale, gli strumenti e le pratiche ricorrenti, quelle invece che si verificano eccezionalmente, gli attori che hanno recitato costantemente come ‘protagonisti’ e le ‘comparse’ che hanno avuto un ruolo decisivo nel progetto. La ricerca, attraverso l’esplorazione, il racconto e il confronto dei casi studio, ha messo in evidenza quali sono gli esiti dell’applicazione pratica del Reverse Reading sulla progettazione del paesaggio. La discussione dei risultati ha consentito di riflettere sull’attività dello studio J&L Gibbons, sul metodo sperimentato e sulle implicazioni che una ricerca simile ha nella teoria e nella pratica. L’applicazione di questa strategia di ricerca a studi simili potrebbe aprire a sviluppi futuri prospettando scenari in cui teoria, pratica e critica ricomincino a dialogare in uno scambio costante di sapere e conoscenze, nutrendo cultura e tecnica dell’architettura del paesaggio. EN. In this thesis the design process in landscape architecture is explored by studying it as a research tool. How does the design process work in landscape architecture? This is one of the central themes of the academic and professional debate in landscape architecture. However, learning from the process when it’s already complete is a challenging process. Is it possible to understand how the design process works starting from the design outcome? What implications can derive from the theory of landscape architecture by applying this method? The research arises from these considerations and applies a non-conventional Reverse Reading on the design process in order to achieve different contributions and to provide new inspirations to nurture the ongoing debate. The research aim is to understand how the project evolved starting from the design outcome, learning from the stages, the tools and the practices that played a strategic role within the design process. The literature research has revealed no study that openly declares to apply a "reverse” technique to analyze and to understand the design process in landscape architecture. Therefore, this is a field still open to possible interactions with other disciplines with the purpose to explore the potentials of non-conventional approaches applied on landscape architecture. The methodological framework is under the Design Research umbrella opened for cross-fertilization between the research for design and the research through designing methods. The Exploratory Design Research should provide an important input to fill the knowledge gap. The exploration on a professional practice is the research strategy to test the hypothesis investigating the common ground of theory and practice. J&L Gibbons landscape architects were chosen as the case study because of their innovative design thinking integrated with research and transferring of knowledge. The analysis of ten projects already planned was the strategy to generate evidence by collecting, testing and narrating the distinctive features that have affected the design process. In a first stage, it was necessary to codify an open-system able to drive the interpretative reading of the ten chosen projects. The achievement was a practice-tools taxonomy commonly used in landscape design. The three months, spent in London during the research in residence, were the occasion to deepen the case study and to collect useful data to read in reverse the design process. The interviews were structured following logic to make clear the succession of the project stages and the peculiarity of the process (Fieldnotes). At the same time, it was necessary to clarify the connection amongst the design stages, tools, practices, actors and external factors involved in the process. These relationships have been repeatedly tested and verified through an iterative process between inductive and deductive thinking, deconstructing and recomposing the design process stages. The ten projects are narrated (Design Tale) and outlined in synthetic maps (Design Map). The selective coding method and the comparison of the maps allowed to identify the key stages of the design process, the recurrent tools and practices, even the exceptional ones. At the same time, it was possible to recognize the actors and the extra ingredients which played a significant role in the project progression. Through the Exploratory Design Research, the study has highlighted the results of this application. This research allowed to reflect on J&L Gibbons’ professional activity, the Reverse Reading tested and the implications between theory and practice. Applying this research strategy to similar case studies could lead to new developments by suggesting future scenarios where theory, practice and critique could be able to dialogue in a constant exchange of knowledge, nurturing both culture and technique in landscape architecture.
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LIU, Su-Ling, and 劉淑玲. "An Exploratory Research about Cross-over Extention of Fashion Brands into Interior Design." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/59031496461307511306.

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碩士
逢甲大學
經營管理碩士在職專班
102
Crossover design and business represent as one of the most important trends in fashion industries and found the most popularity. However, the renowned fashion brands attempting to fight for their brand loyalty and market share over new battle fields face uncalculated challenges. This research aims at extracting key factors that facilitate the extension of fashion brands into the space design by analyzing three successful cases, ARMANI, FENDI and MISSONI, also in the hope for contributing in the development of Taiwanese Cultural-Creative Industries. Firstly, we analyzed the developmental background, product components and features and crossover trend of the brands. Then, on-site visits were arranged to gain physical experience from participative-observing their flagship stores and its business operation. In-depth interviews were conducted on the consumers, brand agents, and media professionals so as to deeply explore the contexts of the operation strategies and skills around the brand extensions. In conclusion the case study has drawn the following findings: Cross-over businesses ground on basic concerns of brand sustainability by enterprise operation and management. The key elements of successful brand extension and development comprise of brand identification, its spirit and culture. Except the exquisite quality of the product and impressed service, beyond expectation throughout the consuming process and realization of the consumers’ “dreams” must be “created”. Crossover design is in the intention to regenerate the brand by designing meetings with foreign contexts and hence to make creativities valuable and viable. In this way the brand represents its own way of life in a holistic character, not to mention its economic turnover through the crossover struggling. Though the fashion circles changed much more rapidly and heterogeneously than before, this research has identified that every grand brand has coped with the market and evolved in it its own “postmodern life space”. However, the development is never a fracture in the brand history, its current features and strategies were born variously out of the traditional market, spirit and culture of the brand itself. Their position could be still vague, uncertain or even in risk, but the tracks they have struggled through are more than clear – remaining committed to the core value and spirit of the brand.
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Abdulrehman, Haneef. "A portrait of Aboriginal elementary school classrooms : an exploratory study using elements of ethnographic research design /." Master's thesis, 2010. http://hdl.handle.net/10048/1060.

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Thesis (M. Ed.) -- University of Alberta, 2010.
"A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Education in Psychological Studies in Education, Department of Educational Psychology, University of Alberta." Title from pdf file main screen (viewed on May 11, 2010) Includes bibliographical references.
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Wu, Ciou-Lan, and 吳秋蘭. "The Exploratory Study of Research Digital Learning Materials Design from the Attarct Factors of Online Game." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/80409166466935631677.

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碩士
國立臺北教育大學
課程與教學研究所
97
With the information technology progressed, the on-line game becomes popular among students. On the other hand, e-learning also becomes a new learning method among students. The quality digital- materials could improve the learning effect. According the popular and design process of on-line game, the proposal of study is to find the relation between on-line games and digital materials. The questionnaire and interview are used in this study as the method. The findings are described as below: 1)There are 71.45% students have the experience about playing on-line game, and 72.92% students like to play the role-playing games (RPG). 2)The students fill satisfied with peer-supported, hero- satisfied, role-selected, task challenged, story, game settings, and parents-supported on on-line games. Students fill less satisfied and playing less on the game. 3)Quality digital material is based on the student-center design and principle of ADDIE, including analyzing learning object, material, and choosing the medium. Besides, through the inside-examined, outside-examined and learner-examined increase digital material quality. 4)The popular on-line game design begins from planning of the professional team, and pre-production before action. After games enter the market, improving service and adding some new roles, tasks, and challenges can make on-line games more popular. 5)Digital material design can add the peer interaction, meet the psychological needs of learners, test by learners, and provide services and updates to maintain good quality of Digital material In addition, some suggestions for the digital material design using, and the future research are given by the result of the research.
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"Conceptualizing teachers' perceptions of Aboriginal student achievement : an exploratory study." Thesis, 2015. http://hdl.handle.net/10388/ETD-2015-01-2003.

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ABSTRACT The primary purpose of this study was to explore teachers’ perceptions of Aboriginal student achievement in six Saskatchewan public community schools in urban, rural, and Northern settings. Three of the schools were elementary schools, and three were high schools. Data for the study were obtained by means of teacher semi-structured interviews, and a teacher survey designed expressly for this research. The research opportunity sought to “explore in the context of selected Saskatchewan community schools, teachers’ perceptions of Aboriginal achievement, the unique and contextualized features that govern Aboriginal learning, and the efforts of teachers to enhance Aboriginal student learning.” Historically, Aboriginal student achievement has been viewed through a deficit lens. To gain a positive perspective of this phenomenon, a constructivist paradigm, a social justice theory of change governed by an ethos of appreciative inquiry were employed using a Mixed Methods Research design. Specifically, a two phase exploratory methodology where a qualitative phase followed by a quantitative one was used to best inform the research perspective. A multi-case study approach for each school and division was deemed the most effective means of exploring teacher conceptualizations of the manner and conditions under which Aboriginal students best learn. A total of nine teachers were interviewed and 28 responded to the teacher survey instrument. Member checks of the interview data were undertaken and statistical data using both Excel for Windows as well as SPSS statistical programs were employed for survey data analysis. Owing to the small survey sample, the author advises that caution be used when considering the survey results. However, it is hoped that refinement of the survey tool and its use in later research will prove to be of benefit in understanding the phenomenon of Aboriginal student achievement. A peer data analysis panel was convened to thematically analyse the four open-ended questions contained in the survey. Findings for this study indicated teachers valued the work of collaborative teams, supportive school learning environments, differentiated instruction, assessment for learning, professional development, and culturally responsive instruction and curriculum and school/division alignment to enhance Aboriginal student achievement. The study found that perceptions of Aboriginal and non-Aboriginal teachers differed where Aboriginal student achievement was concerned. As well, participants felt that heightened Aboriginal student achievement could be fashioned by determined student engagement in their academic work. Finally, participants believed that parent and community engagement in schools and the academic life of their children would also enhance Aboriginal student learning outcomes. It is hoped that this study will serve as a point of initiation for more research into the phenomenon on a wider basis in order to generate greater understanding of the means by which Aboriginal students may flourish within public schools in Saskatchewan and potentially elsewhere.
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Chia-LinTsai and 蔡佳霖. "An Exploratory Research on Building a Cultural-Creative Brand by Branding and Design Management Model : The Case of Hwang Sun Enterprise, Co. Ltd." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/y2szb7.

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碩士
國立成功大學
經營管理碩士學位學程(AMBA)
103
Previous studies have demonstrated that the key factor in running a cultural and creative industry is establishing a brand. Most of surveyed paper in cultural and creative industry(CCI)is used brands in growth and maturity stage of brand life cycle. And those brands have accumulated enough resources in branding. However, rare studies probe into how to branding when the brand just starts up. Therefore, this article attempts to understand how to establish a new brand in cultural and creative industry by case study and took Hwang Sun enterprise in cultural and creative industries branding successfully as its sample. Using brand and design management model, which was proposed by Montana, Guzman and Moll(2007), as the research framework in this study. Through the inductive reasoning and systematic analysis, the study found some principles for the new brand in the model. The results show that the influence of four dimensions in branding and design management model will change when the brand develop in different stages. Besides, the space will affect overall brand experience and the consistently of brand experience is important for new brand in cultureal and creative industry.
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33

WANG, LUN. "Developing scenarios and research methodologies for evaluating human-robot interaction in social contexts." Doctoral thesis, 2022. http://hdl.handle.net/11573/1631217.

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As a newly emerging field, Human-Robot Interaction (HRI) offers the unique opportunity to study the multi-discipline regarding robots, humans and interactions in social contexts. Understanding how people of different ages, gender and abilities best perceive from robot’s behaviors remains an important challenge in the field. In this thesis, we aim to develop an HRI research approach that investigates human behaviors toward robots and robot’s behaviors perceived by humans in social contexts. In this direction, the first part of this thesis introduces an overview of HRI, from its origins, and discusses the current state-of-the-art related to our research targets. The second part of the thesis presents research studies on understanding human factors, developing evaluation techniques, designing task scenarios and conducting experimental studies. Specifically, we first introduce a confirmatory research study in a social context to investigate if user perception in HRI may be affected by human factors. Leveraging the standardized questionnaire Robot Social Attribute Scale (RoSAS), we analyze the quantitative data collected by the questionnaire and report the relevant findings (see Chapter 3). Secondly, since questionnaires are among the most used evaluation technique in the field of social HRI, we develop an approach to design a new type of questionnaire as a task-driven evaluation technique for measuring user perception in social contexts. The approach consists of two steps. First, it relies on interviewing experts on HRI to understand which robot’s behaviors can potentially affect the user perceptions during an HRI task. Then, it leverages a user survey to filter out those robot’s behaviors that are not significantly relevant from the end user perspective. The results of the survey have allowed us to derive a final list of 17 behaviors to be captured in the questionnaire, which has been finally developed relying on a 5-point Likert-scale (see Chapter 4). Thirdly, we employ the SciRoc challenge (that is a repeatable and general-purpose test method developed for HRI performance evaluation in a realistic social context) to introduce an exploratory research study to analyze the outcomes of the most sociable task scenario of SciRoc, namely "E4 - Take the elevator". The main novelty concerns the implementation of the research study in a realistic social robotic competition environment. We investigate robot’s behaviors perceived by human by adopting the questionnaire developed and validate the reliability of the questionnaire as well (see Chapter 5). Fourthly, we introduce a novel approach for designing HRI task scenarios in the context of the SciRoc challenge. The new approach consists of two steps, analyzing the elements of a task scenario and sketching out its layout (see Chapter 6). We conclude the second part of the thesis by introducing qualitative research approaches for an exploratory research study, quantitative research approach for a confirmatory research study, and qualitative and quantitative (mixed-method) research approach in the field of social HRI (see Chapter 7). Finally, the third part summarizes the strengths and limitations of the research presented in this thesis, discussing potential future works in the field.
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34

Ssemugabi, Samuel. "Development and validation of an integrated model for evaluating e-service quality, usability and user experience (e-SQUUX) of Web-based applications in the context of a University web portal." Thesis, 2019. http://hdl.handle.net/10500/26005.

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Text in English
Developments in Internet technology and pervasive computing over the past two and half decades have resulted in a variety of Web-based applications (WBAs) that provide products and services to online users or customers. The Internet is used not only to transfer information via the web but is increasingly used to provide electronic services including business transactions, information-delivery and social networking, as well as e-government, e-health and e-learning. For such organisations, e-service quality, usability and user experience are considered to be critical determinants of their products’ or services’ success. Many studies to model these three concepts separately have been undertaken as part of broader studies of software quality or service quality modelling. However, to the current researcher’s knowledge, none of the studies have focussed on proposing an evaluation model that integrates and combines the three of them. This research is an effort to fill that gap. The primary purpose of this mixed-methods research was to develop a conceptual integrated model for evaluating e-service quality, usability and user experience (e-SQUUX) of WBAs and then contextualise it to evaluation of a University web portal (UWP). This was undertaken using an exploratory sequential research design. During a qualitative phase, an extensive extensive systematic literature review of 264 relevant sources relating to dimensions of e-service quality, usability and user experience, was undertaken to derive an integrated conceptual e-service quality, usability and user experience (e-SQUUX) Model for evaluating WBAs. The model was then empirically refined through a sequential series of validations, thus developing various versions of the e-SQUUX Model. First, it was content validated by a set of four expert reviewers. Second, during the quantitative phase, in the context of a University web portal, a questionnaire survey was conducted that included a comprehensive pilot study with 29 partipants, prior to the main survey. The main survey data from 174 particiapants was used to determine a validated model, using Exploratory factor analysis (EFA), followed by producing a structural model, using partial least square – structural equation modelling (PLS-SEM). This version consisted of the components of the final e-SQUUX Model. Consequently, the research enriches the body of knowledge on IS and HCI by providing the e-SQUUX Model as an evaluation tool. For designers, developers and managers of UWPs, the model serves as a customisable set of evaluation criteria and also provides specific recommendations for design. In line with the Exploratory sequential design of mixed methods research, the findings of the qualitative work in this research influenced the subsequent quantitative study, since the potential Likert-scale questionnaire items were derived from the definitions and meanings of the components that emanated from the qualitative phase of the study. Consequently, this research is an exemplar for developing an integrated evaluation model for specific facets or domains, and of its application in a particular context, in this case, a University web portal. Keywords: e-service quality, usability, user experience, evaluation model, integrated model, exploratory factor analysis, partial least square – structural equation modelling (PLS-SEM), mixed methods research, Exploratory sequential design, quantitative study, qualitative study, validation, Web-based applications, University web portal
Information System
Ph D. (Information Systems)
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35

Maria, Francesco De. "Potenziale migratorio come categoria di analisi della mobilità umana. Una ricerca educativa quali-quantitativa sui giovani della costa d’avorio (The migratory potential as a category of analysis of Human Mobility. A qualitative-quantitative educational research on young people of the Ivory Coast)." Doctoral thesis, 2020. http://hdl.handle.net/2158/1189902.

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L’elaborato affronta il tema della Mobilità Umana e del complesso insieme di fattori soggettivi e ambientali che possono influenzare la nascita di un’aspirazione migratoria e l’effettiva realizzazione di un progetto di migrazione. Il tema viene trattato a partire dal quadro delle strategie e delle politiche globali di sviluppo umano e in materia di gestione sostenibile dei fenomeni migratori internazionali e intra-regionali. Da una parte, si fa riferimento ad una molteplicità di tipologie di migranti e migrazioni, ognuna delle quali presenta caratteristiche che variano in base ai contesti e ai soggetti interessati; dall’altra, si guarda, con focus e priorità differenti, al coinvolgimento dei paesi di origine, di transito e di destinazione. In tal senso, il caso sulla migrazione dei giovani della Costa d’Avorio riguarda un tipo di migrazione prevalentemente economica, legata alla ricerca di migliori opportunità di vita e di lavoro. Lo studio si inserisce nell’ambito della letteratura internazionale dei Migration Studies che sviluppa il nesso tra migrazione e sviluppo, l’evoluzione dei concetti di cause, determinanti e drivers della migrazione e i concetti di aspirazione e capacità migratoria. Attraverso un approccio olistico e critico-trasformativo che (nell’ambito dell’educazione degli adulti) ha fatto da guida a tutto il lavoro realizzato e sviluppando una dimensione educativa trasversale ai processi indagati, il costrutto di potenziale migratorio viene assunto come categoria analitico-interpretativa del fenomeno della mobilità umana. La ricerca empirica (realizzata durante quattro missioni di terreno nel biennio 2017-2019) si è avvalsa di un disegno metodologico di tipo esplorativo sequenziale nell’ambito dei Mixed Method Research, in cui i dati di ricerca qualitativi sono stati funzionali alla costruzione degli strumenti di ricerca quantitativi. L’obiettivo finale è stato quello di delineare un approccio evidence based per l’analisi e la gestione del fenomeno della mobilità capace di offrire elementi utili per la costruzione di strategie e politiche da applicare in contesti con potenziale migratorio e nel settore della formazione e dello sviluppo professionale dei giovani. Questo è stato possibile attraverso la validazione dei costrutti contenuti nell’ipotesi di ricerca, la definizione dei profili migratori potenziali, la validazione di uno strumento di misurazione del potenziale migratorio e la costruzione di un modello di analisi costituito da quattro categorie principali: progetto migratorio, condizioni educative, aspirazione migratoria e potenziale di conoscenza. ENGLISH The paper faces the topic of Human Mobility and the totality of the individual and environmental factors influencing the birth of a migration aspiration and the effective realization of a migration project. The topic is debated through the framework of the strategies and global policies of human development, concerning the sustainable management of migratory phenomena, either international and intraregional. On one side, reference is made to a multiplicity of migrants and migrations, showing characteristics that vary according to contexts and subjects involved; on the other, focus and different priorities are given to the involvement of countries of origin, transit and destination. In this regard, the case on Ivory Coast young people’s migration concerns a mainly economic migration, linked to the research of better life conditions and job opportunities. The study belongs to the field of international literature of Migration Studies which creates the nexus between migration and development, the evolution of causes concepts, determinants and migration drivers such as the concepts of migration aspiration and ability. Through a holistic and critical-transformative approach that (in the area of adult education) has been the work’s guideline and developing an educational dimension, transversal to the investigated processes, the construct of migratory potential is assumed as analytic-interpretative category of the human mobility phenomena. The empiric research (realized during four field researches in the biennium 2017-2019) has employed an exploratory sequential methodologic design in the field of Mixed Method Research, where the qualitative research data were functional to build quantitative tools of research. The final objective was to delineate an evidence-based approach for the analysis and management of the mobility phenomenon, able to give useful elements to build strategies and policies to be applied in contexts with migratory potential and in the area of education and professional development of the youngest. This was made possible through the validation of constructs contained in the research hypothesis, the definition of potential migratory profiles, the validation of an instrument measuring the migratory potential and the construction of an analysis model made by four main categories: migratory project, education conditions, migration aspiration and knowledge potential.
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36

Kay, Marcia Lesley. "The effects on staff of working in an eating disorders unit." Diss., 2007. http://hdl.handle.net/10500/2173.

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1 online resource (vii, 138 leaves : ill.)
Following an awareness of an increased turn over of staff in the eating disorder unit as compared with other specialised units, in a psychiatric hospital in Johannesburg, South Africa, Tara Hospital, the researcher was motivated to investigate the issue. An exploratory, descriptive based research was chosen to explore and gain information about the topic and its implications. A qualitative research approach was used to gain insight into the perceptions and needs of the team working on the unit. The case study method was used. A pilot study was undertaken to test the validity of the interview schedules. The sampling category was a non- probability one. Individuals were selected from the population of staff working on the unit. Participants were selected from two groups, those who were presently working on the unit and those who had previously worked on the unit and now working in other units. Interview procedure involved personal semi-structured interviews conducted by the researcher and analysed qualitatively and a structured interview questionnaire analysed quantitatively. The researchers assumption that many staff members move from working in an eating disorders unit was confirmed and is due to the following: Staff turnover is due to constant exposure to occupational stress and burnout. Feelings of helplessness, a sense of being unappreciated and excessive exposure to conflict from the patients. In addition, staff experience minimum rewards leading to lowered job satisfaction due to the patients slow recovery rates and a poor prognosis of the illness. Staff also experience a change in their eating patterns and an increased awareness around food and food issues. Recommendations to the staff include: * Psycho-education on eating disorders. * Implementation of strategies to provide supportive care for all staff members. * Education on stress management and strategies to prevent staff burnout and lowered job satisfaction. * A multidisciplinary teamwork approach by the staff, when working in the unit.
Social Work
M. A. (Social Science in Mental Health)
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37

Lin, Tsung-Hsien, and 林宗賢. "An Exploratory Research Study on The Condensed Matter Knowledge Management of IC Designs Industry ─ A Case Study on A Company." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/25636525933760051273.

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碩士
中原大學
資訊管理研究所
94
Thesis this is it congeal with IC designs industry as starting point, through information management, design IC what the industry have congeal attitude knowledge to design, analyse and appear.Research this purpose probe into IC design industry attitude of congealing, have which departments, facility system suit making information management, which knowledge management activity can help IC design industry congeal promotion of attitude and how about use the function of reaching information management of management activity of knowledge discussion, expect to improve the ability of grasping on the course, quality and cost of now, is it ship efficiency of acting as to grind wholly to promote, make IC research and develop engineer can is it link performance of transporting, lower costs to promote to contribute to to use really resource, promote customer service quality. Research approach stipulate research purpose, document discussion while being above-mentioned, produce theory beyond the structure, then do depth interview with systematic department's relevant executives, build and construct out the idea structure according to the interview conclusion, and then design the questionnaire, will retrieve the questionnaire and make analysis to put in order, will sum up the result of study to propose. The research contents regard interviewee's basic materials as the parent, congeal IC designs industry construct surface, knowledge management activity construct surface and knowledge functions of management construct, construct the surface to want the important degree percentage of a analysis while constructing the surface and functions of management of knowledge of the management activity of knowledge finally, result of study of contribution of deriving out information management and congealing the attitude to IC design and department. Utilize the office procedure of knowledge and science and technology to combine, offer knowledge to pick the mechanism fetched, classified, storing and sharing, hope that can congeal the contribution to some extent of the attitude to that IC design the industry through the discussion of information management.
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