Dissertations / Theses on the topic 'Work design'

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1

Rana, Vishal. "Non-Preferred Work Tasks in Work Design." Thesis, Griffith University, 2020. http://hdl.handle.net/10072/393982.

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Both academics and practitioners have devoted increasing attention to job design as a result of continued changes to the nature of work. There have been many studies on job design over the last five decades, and the most prominent model used to study job design is the job characteristics model (JCM) (Hackman & Oldham, 1980). More recently, Morgeson and Humphrey (2006) extended the JCM and job design research by developing a comprehensive work design questionnaire (WDQ) that includes characteristics such as social characteristics, knowledge characteristics and work context, in addition to the already existing JCM. The focus of JCM, and now WDQ, has primarily been on the job characteristics that motivate employees. In reality, however, not every task that an employee performs in their work role is preferred by that employee. Therefore, it would be naïve to not consider those tasks in work roles that employees prefer not to perform. A mixed methods research approach was used in this research to delve deeper into the task level analysis of job design. In particular, this research investigates those tasks that employees prefer not to perform. This research is based on the following research questions: RQ1: Do employees identify non-preferred work tasks (NPWTs)?; RQ2: How do employees manage NPWTs?; RQ3: What is the effect of NPWTs on work outcomes? The first and second research questions were answered through Study 1, which was qualitative in nature and sought responses from 40 professionals working over two industries (hospitality and university). The semi-structured interviews with the participants provided greater understanding of the nature of NPWTs in work roles. Furthermore, the respondents provided various ways in which they managed their NPWTs when answering the second research question. Addressing the third research question required the use of a scale development process in Study 2, as there were no pre-established scales measuring NPWTs. This process established the reliability and validity of the scale for NPWTs by testing the scale for predictive and discriminant validity with a sample size of 126 respondents. After successfully establishing a scale for NPWTs in Study 2, Study 3 was undertaken to answer the third research question, using an experimental design that manipulated positive emotions (high and low) and further test the predictive and discriminant validity for the scale of NPWTs. Study 3 tested whether NPWTs predict organisational citizenship behaviour (OCB) and work engagement. Chapter 1 provides the background and introduction to the dissertation, including justifying the broad research questions. Chapter 2 provides a review of the literature across a diverse range of fields under which research on this topic has been undertaken. NPWTs are conceptualised and unpacked in Chapter 3 through a variety of examples that provide the basis and reasoning to understanding NPWTs in this thesis. Chapter 4 describes Study 1, which involved the conduct of semi-structured interviews to explore the nature of NPWTs and how employees manage NPWTs in their work roles. Upon confirming that NPWTs exist and employees identify and differentiate between their NPWTs and preferred work tasks (PWTs), the data from Chapter 4 were used to develop a scale to measure NPWTs in Chapter 5, which outlines Study 2. Study 2 established the items for the scale of NPWTs and confirmed the internal reliability for the measure. The predictive and discriminant validity with a small sample size of 126 respondents was also assessed. The predictive validity of NPWTs was tested against the outcome variables of creativity and workplace deviance. Once the reliability and validity of the scale was confirmed, an experimental design was conducted in Chapter 6, Study 3, to manipulate positive emotions (high and low activation) further test the predictive validity of the scale of NPWTs with 145 respondents. The outcome variables for this study were organisational citizenship behaviours and work engagement. The results of this study confirmed the prediction that NPWTs are negatively related to positive organisational outcomes of OCB and work engagement. Chapter 7 outlines the overall results, draws out emerging themes, and notes the contributions to research and practice that emerged from this program of research. The research findings, limitations, and implications for practice and theory are discussed. The results of these studies offer several contributions to research and practice. Firstly, they offer researchers a new, timely, and an important avenue of research in job design literature by highlighting the importance of task analysis in job design. The results also draw attention to the new concept of non-preferred work tasks. The scale developed in this thesis will further help researchers to investigate the impact of NPWTs in organisational outcomes. Finally, the findings from this new measure will assist practitioners to understand the impact of NPWTs on work outcomes and the role of positive emotions in ameliorating this effect. Given that billions of dollars are being lost on lack of employee engagement in workplaces, it is anticipated that this research will support managers and organisations in making decisions about the tasks that employees perform in their roles and reduce NPWTs by addressing these with their employees.
Thesis (PhD Doctorate)
Doctor of Philosophy (PhD)
Dept Empl Rel & Human Resource
Griffith Business School
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Kickbusch, Steven. "How learning designers work with teachers." Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/235922/1/Steven%2BKickbusch_PhD_Thesis_2022%282%29.pdf.

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This thesis investigates the relationship between learning designers and teachers by addressing the question: How do learning designers work with teachers to develop their capability to design for learning? It explores the role of learning designers as both co-designer and coach through studies into the way that these roles play out during learning design sessions and the methods available for investigating them. It investigates how learning designers facilitate teachers’ development in three ways: design mindshift progression, design for learning skills and processes, and pedagogical skills for enacting learning designs.
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Leach, Desmond John. "Work design and job knowledge." Thesis, University of Sheffield, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.287355.

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4

Hulme, Geber Vera. "Patch Work." Thesis, Konstfack, Textil, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-6762.

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5

Carter, Kameron M. "Matched delegation: linking work design characteristics, team roles, and demands of work." Diss., University of Iowa, 2018. https://ir.uiowa.edu/etd/6387.

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Delegation research has traditionally focused on delegation as a whole—how much or how little a leader or supervisor is willing to allocate tasks to their subordinates. Although past research has indicated the importance of delegation for team performance, it has often overlooked one of the main aspects touted by practitioners, choosing the right person for the job. In an effort to provide a more nuanced view of delegation and if the right person is being chosen for the job, this dissertation integrates the theory of work design with delegation while introducing the concept of matched delegation: delegating a task to the individual whose abilities most closely match the demands of the task where individuals receive decision-making authority for tasks that neither exceeds nor discounts their abilities, but rather most closely matches the extent of their abilities. With this, I propose a model whereby two work characteristics (i.e., physical propinquity and psychological safety) influence matched delegation decisions of team leaders and where matched delegation positively impacts team performance. Hypotheses were tested using a sample of 519 primary care professionals (PCPs) and their surrounding team members (i.e., a registered nurse, a licensed practical nurse, and an administrative associate) from patient centered medical homes from the Veteran’s Health Administration (VHA). Results showed that neither physical propinquity nor PCP psychological safety significantly influenced matched delegation of tasks to any of the three team members; however, team performance was significantly enhanced by matched delegation to some roles. Although these results provide some indication as to the importance of matched delegation, the mixed results might be due to the unwillingness of PCPs to give up control of tasks. I discuss the theoretical and practical implications, as well as the limitations and directions for future research within the VHA as well as for research studying delegators’ decisions and team processes and performance.
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Ehn, Pelle. "Work-oriented design of computer artifacts." Doctoral thesis, Umeå universitet, Samhällsvetenskapliga fakulteten, 1988. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-62913.

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This thesis is an inquiry into the human activity of designing computer artifacts that are useful to people in their daily activity at work. The emphasis is on opportunities and constraints for industrial democracy and quality of work. First, the philosophical foundation of design of computer artifacts is con­sidered. The need for a more fundamental understanding of design than the one offered by rationalistic systems thinking is argued. The alternative design philosophy suggested is based on pragmatic interpretations of the philosophies of existential phenomenology, emancipatory practice, and or­dinary language. Design is seen as a concerned social and creative activity founded in our traditions, but aiming at transcending them by anticipation and construction of alternative futures. Second, it is argued that the existing disciplinary boundaries between natural sciences, social sciences and humanities are dysfunctional for the subject matter of designing computer artifacts. An alternative under­standing of the subject matter and a curriculum for its study is discussed. The alternative emphasizes social systems design methods, a new theoreti­cal foundation of design, and the new potential for design in the use of prototyping software and hardware. The alternative also emphasizes the need to learn from other more mature design disciplines such as architec­tural design. Towards this background, and based on the practical research in two projects (DEMOS and UTOPIA), a view on work-oriented design of computer artifacts is presented. This concerns, thirdly, the collective resource approach to design of com­puter artifacts - an attempt to widen the design process to also include trade union activities, and the explicit goal of industrial democracy in design and use. It is argued that a participative approach to the design process is not sufficient in the context of democratization. However, it is suggested that it is technically possible to design computer artifacts based on criteria such as skill and democracy at work, and a trade union investigation and negotia­tion strategy is argued for as a democratic and workable complement to traditional design activities. Finally, a tŒil perspective - the ideal of skilled workers and designers in coopération designing computer artifacts as tools for skilled work is consid­ered. It is concluded that computer artifacts can be designed with the ideal of c rail tools for a specific profession, utilizing interactive hardware devices and the computer's capacity for symbol manipulation to create this resemblance, and that a tool perspective, used with care, can be a useful design ideal. However, the ideological use of a tool metaphor is also taken into account, as is the instrumental blindness a tool perspective may create towards the importance of social interaction competence at work.
digitalisering@umu
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Candy, Linda. "Creative knowledge work and interaction design." Thesis, Loughborough University, 1998. https://dspace.lboro.ac.uk/2134/6992.

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The main aim of the research presented in this thesis is to inform the design of interactive computer systems for supporting creative knowledge work. Research into creativity and knowledge work has been explored and used to develop a criteria modelling approach. The particular contribution of the author's work is the drawing together of that research and applying the findings to interaction design. The publications were selected on the basis of how well they represent the main outcomes of the work. The journey from prescribing system requirements and design goals to framing the system design process in terms of evaluation criteria may be traced through the papers presented. Interest in creativity and the role of computer technology in creative tasks has recently increased. A number of national initiatives have been set in motion in the LJK, beginning in December 1996 with the Initiative for National Action on Creative Technologies, the Creative Media Initiative: Technology Foresight, Department of Trade and Industry, National Endowment for Science and Technology in the Arts (NESTA) and the People and Computers Programme, of the Engineering & Physical Science Research Council (EPSRC). Thus, the author's involvement in creativity research and computer support is proving to be timely. Amongst her recent initiatives is Creativity and Cognition, an international symposium which brings together creative people in the arts with technologists and scientists. The thesis is divided into three parts : themes and outcomes, methodology and case studies. A criteria-based modelling approach is presented which has evolved from earlier models that represent key elements of creativity and knowledge work. A model of creative knowledge work is proposed and categories of criteria identified. Underpinning the main outcomes are the case studies which were carried out in industry/academic collaborative projects. The findings were considered in relation to other studies. The thesis presents an approach to computer systems design and development that directly links the requirements definition to the application of evaluation criteria. These criteria are based upon the characteristics of the cognitive style and working practices of creative knowledge workers.
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Räisänen, Viljami. "Volvo Buro : Autonomous mobility enhancing the freedom at work." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160942.

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This Transportation Design thesis work goes through research of future work trends and relevant phenomenons among car industry. The conclusion of the research is used to define a car interior space for future telecommuter for the year 2042. The concept is branded for Volvo. Therefore Volvo's design heritage and philosophy was the other relevant part of a study in this degree project. Volvo has been used only as an inspiration for the concept, and it is not officially involved in the degree project.  The result is an actual interior space with an exposed chassis of an autonomous car in which the future remote worker dedicates the part of his daily work. This vehicle is used to be taken in peaceful spots in nature in which the one can concentrate better in her/his work. The final outcome is an interior design of a vehicle from which the user can have wide visibility to the outside. The end result consists of a digital 3D model of the interior space and 2D visualizations of it.
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Frost, A. J. "Teaching work design : the analysis of a behavioural simulation of work organisation." Thesis, Cranfield University, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.305794.

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Wicomb, Samuel Domingo. "Graphic design students’ perceptions of work practice." Thesis, Cape Peninsula University of Technology, 2016. http://hdl.handle.net/20.500.11838/2391.

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Thesis (MTech (Graphic Design))--Cape Peninsula University of Technology, 2016.
The aim of this study was to examine how students experience the transition from the classroom to the workplace. This research explored what factors students found problematic and which factors was helpful during the transition. This research was qualitative and this study focused on the experiences of the participants and all data was collected from their perception of work practice. I used Activity Theory as a theoretical framework to compile and organize relevant data. Data was gathered using video recordings, hand written journal entries and individual interviews. The research was conducted in an on-campus design studio that is situated within the Design Faculty at Cape Peninsula University of Technology. The reason for choosing Design Logic as a site is the following; the studio sits neatly between the classroom and the workplace, although the studio is in a protected environment, most of the elements that are present in a real world setup is reflected within Design Logic i.e. the stresses of satisfying demanding clients, working with budgets, liaising with suppliers and the ever present looming deadlines all form part of the daily make-up of Design Logic. Although the starting point of the study was to search for the problem areas of the student’s transition into the work place, the analyzed data revealed the dissimilarities between the two systems and how the participants overcame the difference i.e. shifting identities and rules and norms to develop new skills suited for the work place. The workspace opened a Zone of Proximal Development (ZPD) and highlighted the value and importance of work practice in preparation of graduates for industry.
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Kelliher, Daniel James. "Live/Work as an Urban Design Strategy." Thesis, The University of Arizona, 2008. http://hdl.handle.net/10150/190220.

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Silfors, Granberg Emma. "Work It! : exploring gender-issues through extreme contrasts." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-14921.

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The purpose of this study is to explore gender-issues by the means of extreme contrasts in functionality. The motivation behind the work comes from the structural objectification of women that is maintained through fashion and social media, and how this is an issue that mainly regards women. By morphing extreme contrasts in dress, by the means of male coded work wear, and female coded shape wear, this work explores gender related norms, ideals and statuses. Through this work, shape was decided through try-outs with garments and/or their components, with a research that was based on today’s ideals, and social media trends. Lines in garments became increasingly more important during the process, and the components of garments in the different categories too. In the result the importance of colour, material and shape regarding gender-issues in dress is highlighted, since they often convey a gender coded expression. To disrupt this inherit gender, the result demonstrates how these components can be mixed. Breaking down status in gender attributes could be used to create a more equal sphere in fashion.
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Narasimhan, Arun. "Design of the integrator to work with HyTime." Thesis, Virginia Tech, 1992. http://hdl.handle.net/10919/42616.

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Bergman, Robin, and Ping Löngren. "New Demands in Office Furniture Design for Hybrid Work." Thesis, KTH, Maskinkonstruktion (Inst.), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-300456.

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The project was carried out as a master’s thesis at Royal Institute of Technology, in collaboration withthe kitchen designer Lucks by Robo in Stockholm, Sweden. The purpose of this project was to analyze new demands on office furniture due to hybrid work & homeworking, a result of the covid-19 pandemic. The project was also to apply findings in some type of furniture for the home. Using a human-centered design process the project was to answer the following research questions; (1) What may the future of homeworking look like? (2) What are some common challenges people have when integrating part of their office into their homes and what furniture related needs or desires have emerged? and (3) What are some new characteristics needed to consider when designing furniture for the home office and how can they be applied in the product design? The project carried out a literature study of the hybrid work structure and its future, an extensive userstudy and a brand identity analysis. The project resulted in four main insights where one of the most crucial was the product system needed for an optimal home working environment. Five different groups who represent different levels of needs were identified. Application of the findings were also made through the product development of a piece of furniture for the work environment in the home in a Scandinavian and contemporary style. With a product focus, a height adjustable table was designed to fulfil the identified, functional and aesthetic needs and characteristics for the home office. The product was adapted for the manufacturing and production of Lucks. This resulted in a height adjustable table made of HDF, using four gas springs for the height adjustable mechanism.
Projekt är ett master examensarbete utfört på KTH, Kungliga Teknisk Högskolan, i samarbete med köksföretaget Lucks by Robo, i Stockholm Sverige. Syftet med projektet är att analysera nya krav som ställs på möbelmarknad i samband med den hybrida arbetsstrukturen, mer specifikt den kraftiga ökningen av hemarbete som påverkats av covid-19 pandemin. Arbetet ska också applicera resultat i form av en möbel anpassat för hemarbetet. Med en människocentrerad designprocess skall projektet besvara följande forskningsfrågor; (1) Hur ser framtiden för hemarbete ut? (2) Vilka utmaningar uppstår då hemmet omvandlas till ett deltids kontor för hemarbetet och vilka möbelrelaterade behov och krav uppstår i samband med detta? och (3) Hur kan dessa krav och behov appliceras på en möbel för hemarbetet?Projektet utförde en litteraturstudie kring den hybrida arbetsstrukturen och dess framtid, en omfattande användarstudie och en analys av varumärkets identitet. Projektet resultera i fyra insikter, där en av de viktigaste var behovet av ett produktsystem för att optimera ett hemmakontor. Fem olika behovsgrupper av olika magnitud identifierades. Projektet applicerade även resultatet i ett produktutvecklingsarbete kring möbler för hemarbete. Detta resultera i ett produktfokus på ett höj och sänkbart bord designad föratt uppfylla identifierade krav som berörde både funktion och estetik för ett hemmakontor. Bordet är anpassad till Lucks by Robo’s produktion och tillverkning. Detta resultera i ett höj och sänkbartbord i HDF som använder sig av fyra gasfjädrar för dess höj och sänkbara funktion.
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Olson, Branka V. "Experiential Workplace Design for Knowledge Work Organizations: A Worker Centered Approach." Case Western Reserve University School of Graduate Studies / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=case1459278058.

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Engslätt, Frida. "Technology and Gamification at Work." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208970.

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Activity-based workplaces are offices where the employees share workplaces and choose where to work based on their current activity. The aim is to make the work more efficient, but studies have shown that activity-based workplaces are not being used as intended. This can create different types of friction for employees, and produce negative energy, decreasing the employee satisfaction and efficiency in the workplace. Gamification is a term which is growing in the field of enterprise and organisations, and is being used as a tool to motivate people and direct their activity. According to the theoretical approach Human Work Interaction Design, it is important to examine how technical solutions can be designed to facilitate the employees in different work domains. Therefore, an interesting research problem is to examine how gamification can be used in an activity-based workplace. The research question in this study is which game design elements can be included in an IT-based system to reduce friction in an activity-based workplace. Through interviews at two different companies with activity-based workplaces, this paper shows that the use of resources, a lack of understanding of the concept ABW, the physical environment as well as a different type of social interaction are the major causes of friction. Three game design elements which affect employees intrinsic motivation and therefore have a long-term impact have been chosen. The suggestion is to implement a performance graph, a narrative and social connection elements to reduce friction in activity-based workplaces. These game design elements direct employees use of the workplace, and therefore increase their efficiency and satisfaction.
Aktivitets-baserade kontor är kontor där de anställda delar arbetsplatser och väljer arbetsplats beroende på vilken aktivitet de ska utföra. Målet är att göra arbetet mer effektivt, men studier visar på att aktivitets-baserade kontor inte används som de är tänkta. Detta skapar olika typer av friktion för de anställda samt producerar negativ energi, vilket minskar de anställdas tillfredsställelse och effektivitet på arbetsplatsen. Spelifiering är ett begrepp som blivit känt inom företag och organisationer och används för att motivera människor och rikta deras aktiviteter. Enligt den teoretiska inriktningen Människa Arbete Interaktionsdesign är det viktigt att undersöka hur tekniska lösningar kan designas för att underlätta för de anställda i olika arbetsdomäner. Ett intressant forskningsområde är därför att undersöka hur spelifiering kan användas i ett aktivitets-baserat kontor. Frågeställningen i den här studien är vilka spelelement som kan implementeras i ett IT-baserat system för att minska friktion i ett aktivitets-baserat kontor. Genom intervjuer på två företag som arbetar i aktivitets-baserat kontor visar denna studie att användningen av resurser, en saknad av förståelse för konceptet aktivitets-baserat kontor, den fysiska miljön samt den sociala interaktionen är de huvudsakliga orsakerna till friktion. Tre spelelement som påverkar de anställdas intrinsiska motivation har valts ut. Förslaget är att implementera en prestationsgraf, en berättarröst samt sociala förbindelser för att minska friktion i ett aktivitets-baserat kontor. Spelelementen ska påverka de anställdas användning av kontoret och därigenom öka deras effektivitet och tillfredsställelse på arbetsplatsen.
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Zhu, Siyi. "Individual Contribution to Team-based Collaboration in A Virtual Work Environment." University of Cincinnati / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1623241598347739.

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Linse, Charlotta. "Ambiguity at the heart of design work : Sensing and negotiating ambiguity in knowledge-creation work." Doctoral thesis, KTH, Industriell Management, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-206508.

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Ambiguities have long intrigued design and new product development (NPD) researchers: The fascination seems rooted in an endeavor to understand how design outcomes may be created despite the ambiguous nature of such work. There are several classic contributions on how to categorize, avoid and approach ambiguities. Some of the newer theories have also pointed to benefits arising from temporarily sustaining ambiguity. Little research has considered how ambiguities emerge, how ambiguities are sensed by practitioners, and the actions the practitioners take, either to harness or to reduce the generative and transformative power of ambiguity, however. This is unfortunate, since ambiguities are at the heart of such knowing-work. If one does not know how to sense the emergence of ambiguities and act to reduce or harness their generative and transformative power, i.e. negotiate ambiguity, the work might become unproductive, confused, uncreative, and might require more energy and attention. The purpose of this research is to portray how ambiguities emerge and are negotiated in knowing-work. This is achieved by drawing on two cases of design and NPD work, from practice epistemology. The results indicated that the emerging ambiguities changed in the ongoing work, some being reduced, others becoming obsolete or persisting. The results also included five generalized actions to negotiate ambiguity: (1) constructing points of references, (2) mediating between perspectives, (3) anchoring in expertise, (4) disarming future resistance, and (5) creating shared visions. This research has concluded that the very essence of design work concerns the emergence and fading away of ambiguity. The actions taken to negotiate ambiguity mediates the emergence of the design outcome. This research makes two contributions: first, it illustrates how ambiguities open up design work by creating a space for action; second, it illustrates how actions to negotiate ambiguity maneuver in this space for action.
Den typ av arbete som tar sig an utvecklandet av nya produkter och tjänster omges ofta av oklarhet kring vad som skall skapas, hur den framtida marknaden ser ut samt vilka utmaningar som kommer att framträda under arbetets gång. Sådana oklarheter har studerats i design- och produktutvecklingsforskning, ofta under antagandet att oklarheterna bör undvikas och minimeras. Dock finns det även nyare forskning som pekar mot att oklarheter kan vara fördelaktiga i arbetet. Forskningen är dock begränsad vad gäller hur oklarheterna framträder i arbetet, hur praktiker förnimmer dessa oklarheter, samt hur en kan ta sig an dessa oklara situationer för att söka reducera eller dra nytta av potentialen i oklara situationer. Detta är olyckligt, då oklarhet ligger i skapandearbetets kärna. En sådan begränsad kunskapsbildning leder till förenklade antaganden kring oklarhetens roll i design- och produktutvecklingsarbete. Därtill får det rent praktiska konsekvenser då designkonsulternas praktik och yrkeskunnande delvis är höljd i dunkel, genom att deras förmåga att förnimma och förhandla oklarhet tidigare förbisetts. Syftet med denna forskning är således att studera hur oklarheter framträder samt förhandlas i skapandearbete, genom att stödja sig på empiriska studier av arbetet i två designkonsultföretag, utifrån ett praktikperspektiv. Resultaten visar både att oklarheter uppkommer och försvinner kontinuerligt i arbetet, samt beskriver fem förhandlingsaktiviteter: (1) skapa referenspunkter; (2) medla mellan perspektiv; (3) förankra i expertis; (4) avväpna framtida motstånd; och (5) skapa gemensamma visioner. Slutsatserna visar på att oklarheter skapar tolkningsutrymme i arbetet: i tvetydighetens många tolkningar öppnas ett utrymme för skapande och möjlighet till omtolkning. Därtill framkommer att förhandlingsaktiviteterna manövrerar i detta tolkningsutrymme, genom att nyttja eller minska oklarhetens många tolkningar.

QC 20170508

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Lane, Simon. "Systems analysts and the restructuring of work." Thesis, University of South Wales, 1997. https://pure.southwales.ac.uk/en/studentthesis/systems-analysts-and-the-restructuring-of-work(25d25c3e-8611-4d6c-a24f-cf7da70516b3).html.

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This thesis sets out to examine contemporary organisational restructuring. In particular it documents and examines the role of engineers and systems analysts in designing and delivering new technologies and work systems. On the basis of fieldwork observations and detailed cross sectoral interviewing of over three hundred personnel in over sixty organisations, the thesis documents the kind of restructuring that is taking place and who is involved in the process. Whilst examining the role of trade unions, management and engineers within this process of restructuring the key focus is systems analysts - who hitherto, have remained a largely uncharted and under-researched group of workers. Through fieldwork, interviews and literature reviews the thesis highlights who systems analysts are and what is involved in the process of systems analysis and design. The thesis, First, documents and offers a critical assessment of the process of business restructuring and some of the key attempts to theorise this process. Second, it documents and examines a series of methods, values and techniques which constitute a design culture, or referral point, from which engineers and analysts interpret what is in the organisations interest, make sense of their own work, pass judgement on their designs and assess their relationships to others involved in the design process. Third, through an analysis of the tools and techniques used for systems analysis and design the thesis demonstrates that there is a profound contradiction between, on the one hand, attempts to develop tools and techniques to more accurately embody the social in the technical and, on the other hand, the influence which prevailing property relations and configurations of power have on the tools and techniques used in systems design. This influence is manifest in the continued existence of a software bottleneck and in system failure and user dissatisfaction. Fourth, the thesis highlights the nature of union involvement in the design process and demonstrates some of the key issues and concerns unions face in the 1990s. Finally, the thesis assesses a number of key attempts to analyse the class position of' intermediate strata' and demonstrates, on the basis of fieldwork studies and interviews the class position of engineers and systems analysts and how this influences the types of technologies and systems these groups design.
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Karasti, H. (Helena). "Increasing sensitivity towards everyday work practice in system design." Doctoral thesis, University of Oulu, 2001. http://urn.fi/urn:isbn:9514259556.

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Abstract This thesis explores the integration of work practice and system design in deliberating upon how to increase the sensitivity of system design towards everyday work practice. The attempt to make work practice visible and intelligible for system design necessarily relates to two very different bodies of knowledge: the actual work activities and knowledge of practitioners, and what is considered relevant information for requirements analysis in system design. The strategy of this work comprises the integration of ethnographically informed study of work practice and participatory design by drawing on the longitudinal fieldwork of studying technologically mediated radiology work and promoting work practice based participatory design interventions into technology projects in the clinic of radiology. The adopted theoretical attitude of interweaving construction and reconstruction necessitates questioning and reconfiguring some of the taken-for-granted assumptions of disciplinary dichotomies and conventional frames of reference both with regard to ethnographic traditions focused on current practices as well as technology-centered and future-oriented system design. Radiology, with its ongoing and complex transition from film-based to digitally mediated work, has provided the concrete setting for thinking about the relations between researcher, designer and work practice practitioner in an attempt to find ways in which to sensitise system design towards everyday work practice. Establishing the relevance between ethnographic findings of work and design specifications requires a reformulation of work practice that appreciates the everyday fluency of work practice and recognises the endogenous change for the needs of system design. The possibilities of extending the multivoiced expertise prevalent in participatory design with an explicit interest on emic-etic views and knowledges inherent within ethnographic traditions is explored through reflecting on the changing researcher knowledge and location. The reflections are also used in developing a tool for work practice oriented participatory design and in constructing the role of participant interventionist. Through mutual exploration and constructive collaboration of ethnographic and participatory design traditions as well as scrutiny of actual design sessions, the dimensions of analytic distance, horizon of work practice transformations and situated generalisation are put forward as general interactions of work practice sensitive participatory design.
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Coblio, Nicholas Allen. "The Impact of Pharmacy Work Design on Pharmacist Productivity." Scholar Commons, 2011. http://scholarcommons.usf.edu/etd/3043.

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Healthcare costs in the United States continue to grow at an alarming rate. Concerning the cost of medications, there are a number of factors that drive these costs. While personnel costs are not the largest of these, they do contribute a significant portion. The cost of the cognitive component of order processing by pharmacists can range from three dollars to over six dollars per prescription depending on the production throughput of the pharmacist. Studies at the organization which was the focus of the research, as well as reports in the literature, indicated that work disruption and other environmental factors could impact the rate at which pharmacist process physicians' orders into prescriptions. At the time of this study the collaborating facility was undergoing a re-organization; funding had been allocated to relocate and redesign the outpatient pharmacy. This provided a timely opportunity to examine the effect that changes to the physical plant, with specific attention being given to reducing interruptions to the pharmacists finishing orders, would have on pharmacists' productivity. This was measured in orders processed per hour, before and after the reorganization. Sixteen months after the pharmacy was moved, supervisors were concerned that the outpatient pharmacy was still not performing at maximum efficiency and workload data was posted, with the intent that this information would motivate those professionals, whose output may have been below the average, to increase their production. All outpatient prescriptions are maintained in a data base which records, among other items, the pharmacist who processed the order which generated the prescription and the time and date this was done. Data for prescriptions filled before and after each intervention were abstracted from the data base and used to determine production rates before and after the interventions. There was a small, but statistically significant, decrease of two prescriptions per hour per pharmacist in production following the relocation. Fourteen of the twenty-one pharmacists (66.6%) had decreases in productivity averaging 4.1 prescriptions per hour while seven had an increase averaging 2.2 prescriptions per hour. All but one of the pharmacists who had an increase in productivity after the relocation also had a slight, but statistically insignificant, increase averaging 3.0 prescriptions per hour per pharmacist after the posting of the workload data. The effect of posting the workload data was not statistically significant even though the study group processed 16,692 more orders working only 221 more hours. Nine of the study pharmacists (42.8%) had decreases in productivity averaging 2.3 prescriptions per hour per person, while the remaining twelve increased production by an average of 2.8 prescriptions per hour per pharmacist. An analysis of both effects, using ANOVA, indicated that the pharmacist was a significant contributor to the effect in both cases. Only in the analysis of the impact of the relocation was the effect of the intervention significant and that was to decrease productivity. The net result of this research was that the postulated interventions to increase productivity had no real effect and the motivation of the pharmacists may be the most significant factor. The fact that a third of the study pharmacists had decreases in productivity after both interventions is telling and may indicate problems with job design and motivation. A further review of production rates and error are indicated with an emphasis on determining if there is an association between error rate and production rate. At this point there are little published data and what is available is either conjecture, as in the case of the North Carolina Board's determination of 150 prescriptions per day being a safe upper limit, to Malone's survey based research determining an average rate of 14.1 prescriptions per hour.
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McCarthy, Daniel J. (Daniel Joseph). "Phantom work : design iteration timing in new product development." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/47833.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Sloan School of Management, 2008.
Includes bibliographical references (p. 288-290).
As companies compete to gain market share, increase profits and affect growth they often turn to concurrent engineering in an effort to bring new products to the market more quickly. Despite many anecdotal success stories, implementation of concurrent engineering can often prove difficult. As the pressure to bring new products to market increases, companies often compress their design iteration cycle times in an effort to develop products more quickly. In many cases, design cycles may overlap creating situations where learning opportunities (e.g. through testing) are missed and/or ignored. More perversely, compressing design iteration cycles can cause the creation of "phantom errors" and unnecessary rework as concurrent design activities iterate at different speeds. In this research, I use a system dynamics approach to develop a stylized simulation model of the design-build-test iteration cycle to explore the effects of cycle timing on learning. Specifically, I look at the frequency and timing of integration (build) test events and their effect on new product delivery time, quality, and development cost. This research adds to the existing literature in new product development, concurrent engineering, and system dynamics. Ultimately, the results serve to inform new product development project managers of the implications of design iteration timing on project performance and assist in the scheduling of integration events.
by Daniel J. McCarthy.
Ph.D.
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Feigh, Karen M. "Design of cognitive work support systems for airline operations." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/26524.

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Thesis (Ph.D)--Industrial and Systems Engineering, Georgia Institute of Technology, 2009.
Committee Chair: Pritchett, Amy R.; Committee Member: Clarke, John-Paul; Committee Member: Cross, Stephen; Committee Member: Endsley, Mica; Committee Member: Goldsman, David. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Layden, Garry. "Room for chaos? : authenticity and performance in undergraduate spatial design students' accounts of ideational work." Thesis, University of Bedfordshire, 2017. http://hdl.handle.net/10547/622696.

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This study was prompted by my suspicion that spatial design undergraduates’ production of paper-based freehand sketches during design ideation was in decline. Seeking to find out why, I conducted video-recorded focused interviews with undergraduates from a range of UK spatial design degrees, during which we examined their sketchbook material and discussed their ideational activities (termed ‘ideational moves’). I subjected the data to a form of content analysis, but the outcomes appeared to contradict my initial premise whilst revealing that the interactions during the interviews between myself, the respondents and the sketchbook material (termed ‘discursive moves’) warranted examination. This persuaded me that the study’s focus should emerge through ‘evolved’ grounded theory rather than being stated a priori, which highlighted my presence in, and impact on, the data and prompted me to adopt a constructivist grounded theorising approach in combination with actor-network theory’s concepts of translation and circulating references. This study has thus been qualitative, relativist, iterative and multi-modal. Grounded theorising led to the identification of a number of categories and sub-categories of ideational move across the sample, and indicated that the respondents had used a ‘core’ of each. ‘Core’ categories comprised: making paper-based ideational moves, carrying out research and using photographic material. Several respondents also evidenced producing digital imagery and physical models. ‘Core’ sub-categories comprised using paper-based freehand perspective sketches, sketch diagrams and word-based approaches, plus supporting visuo-spatial research. Several respondents also evidenced producing paper-based freehand plan, section and elevation sketches, plus collage. Grounded theorising also revealed that each respondent had utilised a different combination of sub-categories, with different degrees of connectedness. I did not set out to evaluate the design outcomes showcased, but, as a spatial design academic and practitioner, I felt compelled to. This led to the tentative conclusion that respondents who added to the ‘core’ of categories and sub-categories and worked with greater connectedness appeared to produce more thoroughly-considered work, whilst those who forsook the ‘core’ and worked with less connectedness appeared to produce more unexpected results by allowing ‘ ... room for chaos ... ’: periods of confusion and surprise. Regarding the discursive moves, grounded theorising indicated that the sketchbook material tabled by each respondent during the study was not one fixed thing, but an abstraction using placing-for and directing-to techniques to focus attention on certain ideational moves and away from others. This made the sketchbook material a performance within the network of human and non-human actors who, in effect, co-constructed it as a temporary reality without necessarily realising this. Research into sketchbook material appears to regard it, once shared with others, as having the candour of a secret diary, and as eligible for formative and summative assessment because it documents design process authentically. My study, whilst not claiming generalisability, suggests that this view should be challenged. The new knowledge is now informing my future teaching practice and will, I hope, prompt other academics to investigate whether their own students manifest similar outcomes and, through this, contribute to wider discussions on the formative and summative assessment of undergraduate spatial design development activity.
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Lindenau, Maja. "How can safety be improved and facilitate work at height?" Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-106756.

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In recent years accidents caused by falling from heights has increased. Typical risc group, operators, construction worker usually fall from machines scaffoldings and roofs. The Flex-lift concept could increase the safety during work on heights as well provide the operator a more correct work position. Given the equipment that could fulfill its purpose, the user might not take the easiest short cut, and expose themself into any danger. The concept provides the operator with a flexibility to place and adjust it for its purpose, the opportunity to add docks and the concept can work as a modular system, controlled by a remote control.
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Lust, Caitlyn. "Women’s Work: Re-evaluating the Canon of Graphic Design History." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1556273078639679.

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Andersson, Kin. "Proactivity at work." Doctoral thesis, Örebro universitet, Institutionen för juridik, psykologi och socialt arbete, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-45644.

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Proactive behaviour implies taking initiative and mastering unexpected situations, and hence, is desirable in different situations. The present thesis includes three empirical studies intended to understand the consequences of proactive behaviour, as well as the factors that contribute to proactive behaviour at work and when facing unemployment. More specifically, whether job design, as measured by objective work task analysis, provides conditions conducive to proactivity in the workplace and when facing unemployment. The results of proactive behaviour during unemployment were also of interest. Study I focused on the influence of job design on individuals’ personal initiative and confidence in their ability when facing unemployment. Participants were employees at a downsizing Swedish assembly plant. Confidence in one’s ability mediated the relationship between job design and personal initiative, and personal initiative affected job search behaviour when advised to be dismissed. Study II, a longitudinal exploration, focused on the predictors of re-employment in the same group as in Study I. Men were more than nine times as likely as women to obtain jobs within 15 months. Individuals without children were more than seven times as likely as those with children to find work within 15 months. The desire to change occupation and willingness to relocate also increased the probability of being re-employed, whereas anonymous-passive job-search behaviour and work-related self-efficacy actually decreased the probability of re-employment. The number of job applications did not impact later re-employment. Study III analysed job design as a predictor of group initiative and self-organisational activities in semiautonomous industrial work groups. An input-process-output model showed that group processes such as reflexivity mediated the impact of job design on proactivity in work groups. Taken together, these studies suggest that work task analysis a useful tool, since it provides access to information that cannot be obtained with self-report measures. Job design indirectly affected proactivity both in the face of unemployment, and in industrial work groups. Further, it is worthwhile to continue identifying the antecedents and consequences of proactivity, as this seems to be an important factor regarding work and unemployment.
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Smith, Natalie. "Part-time job design : symptom and solution for a changing work environment." Thesis, Queensland University of Technology, 2011. https://eprints.qut.edu.au/47152/1/Natalie_Smith_Thesis.pdf.

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Part-time work presents a conundrum. Across industrialised countries, there has been significant growth in part-time work as a solution to resolving the diverse interests of employers, workers and families in managing time and resources. However, there are intrinsic disadvantages associated with part-time work; notably with pay and career prospects, which impact the same stakeholders it is intended to benefit. These disadvantages are particularly evident in professional services organisations, due to strong cultural norms of long work hours, single-focused commitment to work and 24x7 availability. There are indications, both in research and practice, that the design of part-time work arrangements could be improved to address some of the disadvantages associated with part-time work, and to challenge norms and dated assumptions that influence the structure of professional work. This study explored the changes made when professional service workers move from a full-time to part-time arrangement. The study drew on a recently proposed framework for work design, which extended previous models to reflect substantial changes in the contemporary work environment. The framework proved to be a useful perspective from which to explore the design of part-time work, principally because it integrated previously disconnected areas of literature and practice through a broader focus on the context of work. Exploration of the differences between part-time and full-time roles, and comparisons between part-time roles in similar types of work, provided insights into the design of professional part-time work. Analysis revealed that having a better understanding of design characteristics may help explain disadvantages associated with professional part-time work, and that some full-time roles can be more easily adapted to part-time arrangements than others. Importantly, comparisons revealed that even roles that are considered difficult to undertake on a part-time basis can potentially be re-designed to be more effective. Through empirical testing of the framework, a contextualised work design model is presented that may guide further research and the practice of crafting part-time arrangements. The findings also suggest that poor work design may lead to the symptoms associated with professional part-time work, and that improved work design may be a potential solution to these structural constraints.
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Maleki, Parvaneh. "How can Industrial Designers Work more Effectively with Engineers to Have a Successful Collaboration?" University of Cincinnati / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1504881787738867.

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Wang, Bin. "Thrive in a Digital Age: Understanding ICT-enabled Work Experiences through the Lens of Work Design." Thesis, Curtin University, 2020. http://hdl.handle.net/20.500.11937/81665.

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As information communication technology (ICT) becomes ever more embedded in today’s organizations, the nature of employees’ jobs and work experiences are being strongly affected by ICT usage at work. Based on the work design perspective, I conducted three studies to understand the intertwined relationships among technology, human beings, and work. This thesis helps to deepen our understanding on ICT-enabled work experiences, to stimulate the development of work design theories in the digital era, and guide contemporary managerial practices.
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Bryant, Molly E. "Physical Environments Conducive To Creativity and Collaboration Within the Work Environment." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1338474660.

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Thunborg, Veronica. "Analys och design av lärsituation." Thesis, Stockholms universitet, Institutionen för didaktik och pedagogiskt arbete, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-52424.

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Averbeck, Daniel H. "An inference/attribution approach to work dimensions /." The Ohio State University, 1985. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487261553057983.

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Shooter, Steven B. "Conceptual manipulator design for limited access workspaces." Thesis, This resource online, 1990. http://scholar.lib.vt.edu/theses/available/etd-05092009-040612/.

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Lodato, Thomas James. "The work of user experience design: materiality and cultures in designing." Diss., Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/53940.

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At a computational technology company called LTC, a large array of employees worked together to design the user experience (UX) of a variety of products. The empirical case study explores the relationship amongst the work of UX design, the work setting, and the larger strategic claims being made about the value, efficacy, and importance of design methods. The main research question is: How is the activity of design reflected and constructed by a local culture and material environment? By addressing the way designing occurs in a particular setting, the dissertation unpacks assumptions about setting and ideology within design studies and human-computer interaction. These assumptions impact the legitimacy of design as work, and challenge accepted justifications for the role of design in the development of technological artifacts. A better understanding of design work explores the proliferation of design as a general strategy for problem-solving, while questioning the agenda of this proliferation. The case study follows three accounts of UX design work at LTC. The research connects these accounts to theoretical concerns within design studies and HCI about agency, the setting of design, and the limits on design practice.
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Olsson, Eva. "Designing Work Support Systems – For and With Skilled Users." Doctoral thesis, Uppsala : Acta Universitatis Upsaliensis : Univ.-bibl. [distributör], 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-4275.

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Eberhagen, Niclas. "Understanding the Designing of Knowledge Work Support Tools as a Situated Practice." Doctoral thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-15083.

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The aim of the thesis is twofold. First, a need is exposed for adopting a situated design perspective in designing computer-based tools that support knowledge work. Second, an examination is made of what this perspective may reveal concerning the nature of processes and relations within the design situation. This is done to understand better what it means for users and developers, as well as other stakeholders, to approach and capture the tacit knowing within the work context. The argument for adopting a situated design perspective is based on experience drawn from development projects, as well as literature reviews. In these projects, the design situations encountered are best characterized as explorative and iteratively interpreted. Here, approaching and understanding the work context, together with the users, has at best been a pursuit of the vision of the future system guided by local circumstances, and where the users had difficulties in expressing and understanding what it is they want and how they want it. This implies that formal engineering methods, where the development work is reduced to an engineering endeavor based on a rationalistic perspective, are not sufficient. The situated design perspective is presented in this thesis as a conceptual model of the design practice, highlighting its constituent worlds, processes, and relations. The model depicts designing as an explorative and sense-making process, navigating between what is wanted or envisioned and what may be negotiated and discovered. It emphasizes the importance of the artifact being designed as a means to capture, communicate, and discover what is possible in the work context. The model makes clear that the design process is highly situated, and that it cannot take place outside the work context because of interdependent relationships. It is designing within the living work context, not design for an objectified one. Thus, it cannot be planned as a pure engineering endeavor, but needs to be viewed as a situated practice.
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Fritz, Mary Beth Watson. "Organizational adoption of remote work arrangements : a field study and research framework." Diss., Georgia Institute of Technology, 1995. http://hdl.handle.net/1853/29579.

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Anderson, Janet E. "Sonification design for complex work domains : streams, mappings and attention /." [St. Lucia, Qld.], 2004. http://www.library.uq.edu.au/pdfserve.php?image=thesisabs/absthe18173.pdf.

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WANG, XIAO. "A preliminary work on highway runoff treatment design in Shanghai." Thesis, Halmstad University, Ecology and Environmental Science, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-5370.

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 As highway runoff is one major source of non-point pollution in urban areas, removal of contaminants in runoff should be of great concern. In this paper, the necessity of highway runoff treatment in Shanghai was approved, systemic comparisons between runoff treatments were listed, detailed discussions on treatment approach selection were given based upon the availability of land. Three design models for highway runoff treatment were proposed; one focused on the urban highway, one focused on the suburb highway, and the third focused on the urban-suburb area. A survey among scientists studying runoff in China showed that the use of constructed wetlands was a remedy that was highly approved. They also supported the establishment of an urban runoff database. This paper will assist in the development of suitable treatment strategies for highway runoff in urban areas in China.

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Du, Toit Anna. "Group work in management education - the role of task design." Thesis, University of the Western Cape, 2007. http://etd.uwc.ac.za/index.php?module=etd&action=viewtitle&id=gen8Srv25Nme4_9541_1256551831.

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This theses examined adult learners' experiences of group work in management education. Group work is an integral part of learning and teaching methods at most business schools because it develops team skills demanded by today's workplace. Furthermore, group work in education is grounded in the belief that much learning happens through social interaction and that diversity within groups promotes learning. This study analysed learners' group experiences in a business school. The study also aimed to identify conditions that hinder and promote group interaction with a view to enhance learning.

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Heaton, Lorna. "Culture in design, the case of computer-supported cooperative work." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/nq26791.pdf.

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Dinka, David. "Role, Identity and Work : Extending the design and development agenda." Doctoral thesis, Linköping : Department of Computer and Information Science, Linköping University, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-6012.

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Wong, C. W., and 王振威. "An adaptive information retrieval environment for collaborative architectural design work." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2004. http://hub.hku.hk/bib/B45015089.

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Fish, Jonathan C. "How sketches work : a cognitive theory for improved system design." Thesis, Loughborough University, 1996. https://dspace.lboro.ac.uk/2134/7418.

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Evidence is presented that in the early stages of design or composition the mental processes used by artists for visual invention require a different type of support from those used for visualising a nearly complete object. Most research into machine visualisation has as its goal the production of realistic images which simulate the light pattern presented to the retina by real objects. In contrast sketch attributes preserve the results of cognitive processing which can be used interactively to amplify visual thought. The traditional attributes of sketches include many types of indeterminacy which may reflect the artist's need to be "vague". Drawing on contemporary theories of visual cognition and neuroscience this study discusses in detail the evidence for the following functions which are better served by rough sketches than by the very realistic imagery favoured in machine visualising systems. 1. Sketches are intermediate representational types which facilitate the mental translation between descriptive and depictive modes of representing visual thought. 2. Sketch attributes exploit automatic processes of perceptual retrieval and object recognition to improve the availability of tacit knowledge for visual invention. 3. Sketches are percept-image hybrids. The incomplete physical attributes of sketches elicit and stabilise a stream of super-imposed mental images which amplify inventive thought. 4. By segregating and isolating meaningful components of visual experience, sketches may assist the user to attend selectively to a limited part of a visual task, freeing otherwise over-loaded cognitive resources for visual thought. 5. Sequences of sketches and sketching acts support the short term episodic memory for cognitive actions. This assists creativity, providing voluntary control over highly practised mental processes which can otherwise become stereotyped. An attempt is made to unite the five hypothetical functions. Drawing on the Baddeley and Hitch model of working memory, it is speculated that the five functions may be related to a limited capacity monitoring mechanism which makes tacit visual knowledge explicitly available for conscious control and manipulation. It is suggested that the resources available to the human brain for imagining nonexistent objects are a cultural adaptation of visual mechanisms which evolved in early hominids for responding to confusing or incomplete stimuli from immediately present objects and events. Sketches are cultural inventions which artificially mimic aspects of such stimuli in order to capture these shared resources for the different purpose of imagining objects which do not yet exist. Finally the implications of the theory for the design of improved machine systems is discussed. The untidy attributes of traditional sketches are revealed to include cultural inventions which serve subtle cognitive functions. However traditional media have many short-comings which it should be possible to correct with new technology. Existing machine systems for sketching tend to imitate nonselectively the media bound properties of sketches without regard to the functions they serve. This may prove to be a mistake. It is concluded that new system designs are needed in which meaningfully structured data and specialised imagery amplify without interference or replacement the impressive but limited creative resources of the visual brain.
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Corbett, Jonathan Martin. "Work at the interface : advanced manufacturing technology and job design." Thesis, University of Warwick, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.389718.

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Julião, Mariana Lopes. "Guidelines for scope of work in corporate office building design." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/3/3153/tde-01032019-151600/.

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Project process\' hindrances over office architectural design production are common at civil construction sector, implying on schedule loss, reworks and higher costs. Many academic literature approaches to that hindrance resulted from failure in project process. Predominantly failures concern translating customer needs and expectations into design conditions. This research objectives to propose scope of work guidelines, securing customer satisfaction and avoiding unforeseen additional costs, reworks, schedule and project benefit loss. Additionally, for each guideline proposed, it is suggested an accountable for it (project manager, architect or client). The adopted methodology was the research and analysis of project methodologies from academic literatures, contenting responsibilities definitions and design criteria that should be considered on the approved scope of work. Furthermore, the creation and implementation of an interview plan with one Brazilian high concept corporative architecture firm and its three clients, in a way that it is possible to measure client\'s point of view over contracted project process. Results from the interviews identified scope definition and project process planning hindrances. Then, in comparison with academic literatures, main project and scope of work issues were identified and used as base to the scope of work development guidelines.
A produção de projetos de arquitetura e engenharia no setor de construção civil apresenta entraves em seus processos de projeto, que implicam em perda de prazo, aumento de custos de projeto e retrabalhos. Diversos autores abordam falhas na gestão do processo de projeto, principalmente na interpretação das necessidades dos clientes e na definição dos critérios que o projeto deve seguir, alguns não previstos no escopo de contratação entre a empresa de arquitetura e o cliente. Esta pesquisa propõe diretrizes para que as empresas de arquitetura possam, junto ao gerente de projetos dos clientes, definir um escopo de serviços em que retrabalho, custos adicionais, atrasos e a insatisfação do cliente com o processo sejam reduzidos ou evitados. Para cada diretriz, há também a definição de quem é o responsável por executá-la (se o arquiteto ou o cliente). A metodologia utilizada para obtenção desse objetivo foi o levantamento e revisão de bibliografia sobre metodologias de projeto e de contratos de projetos, que auxiliem na definição de responsabilidades, atividades e critérios de projeto. Em acréscimo, foi formulado um roteiro de entrevista e eleita uma empresa de arquitetura corporativa com experiência de mercado no Brasil, assim como três clientes da mesma, de forma a mapear o ponto de vista do cliente sobre o processo empregado pela contratada. Com os resultados das entrevistas, fez-se uma análise comparativa entre os métodos de projeto empregados pela empresa de arquitetura e o encontrado em bibliografia, identificando os principais entraves no desenvolvimento e definição do escopo de serviços. Por fim, tais resultados foram utilizados como base para propor diretrizes para que o escopo de serviços entre arquitetos e clientes prevejam revisões de projeto, traduzam efetivamente as necessidades do cliente e atendam prazos e custos esperados.
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48

Thepvongs, Somchart. "Use of Integrated Process Control Displays in Work System Design." Thesis, Virginia Tech, 1998. http://hdl.handle.net/10919/36775.

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Abstract:
Given the continuing deployment of total quality control and total quality management initiatives by organizations, employees have seen changes in their work environment. Furthermore, the impact of downsizing has resulted in operators becoming responsible for the quality of their own processes. This study tested the impact of various display alternatives of control chart data on decision performance and mental workload.  The control charts were shown as multiple two dimensional displays, a composite two dimensional display, and a composite three dimensional perspective display. Multiple two dimensional displays were found to have significantly higher decision accuracy and decision confidence ratings than either composite displays. No significant difference in decision accuracy and decision confidence ratings was found among the composite displays. The type of display did not have a significant effect on decision time. Mental workload was also found to be significantly affected by the type of display used. Multiple two dimensional displays imposed significantly lower levels of mental workload than either composite display. No significant difference in mental workload was found among the composite displays. These results indicated that multiple two dimensional displays should be used when control chart data from multiple processes must be displayed.
Master of Science
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49

Choi, Hyeg Joo. "A Performance Based Approach for the Design of Work Area." Miami University / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=miami1154723611.

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50

Hoeger, Christopher D. "Foundational Work in Bioelectrochemical Anaerobic Reactor Design with Electron Mediators." BYU ScholarsArchive, 2013. https://scholarsarchive.byu.edu/etd/3481.

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Abstract:
Bioelectrical reactors (BER) have potential to be utilized in a wide variety of industrial applications. This work explores the kinetics involved with reduction of electron mediators (anthraquinone disulfonate and methyl viologen) in bioelectrical reactors. It also discusses on possible application of BER technology to produce ethanol from CO2 and electricity. It is established that Clostridium ragdahlei is capable of sustaining life and product formation with CO2 as the only carbon source. This means it is theoretically possible to utilize CO2 as he source of carbon and electricity as the source of reducing equivalents for bacterial growth and product formation. A three-step mechanism composed of adsorption, surface reaction, and desorption is developed to model the reaction of dissolved electron mediators at the electrode surface of the BER. The proposed mechanism is then utilized to build a mathematical model to describe the kinetics of the BER system. This model is used to gain greater understanding of experimental kinetic data of electron mediator reduction at different voltage potentials. It is determined that voltage potential has very small effect on the initial rate of reaction in the reactor. However, thermodynamic equilibrium is affected by the change in voltage, resulting in longer sustained initial rate at higher overpotential. Mathematically, this change affects the modeled rate constants by increasing the reverse rate constant of the rate limiting step, and also by affecting the ratio of the thermodynamic equilibrium constants of adsorption. This results in a larger amount of oxidized electron mediator adsorbed to the electrode surface at higher overpotentials, leading to the initial rate persisting further into experimental runs. One key portion of these findings was the determination that the surface reaction step is the rate limiting step of the kinetic mechanism. This has great ramifications on future research and on future considerations for reactor design. This insight allows for better understanding of the key and fundamental workings of BER technology.
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