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1

Bendandi, Andrea <1988&gt. "Brainstorming: an empirical analysis". Master's Degree Thesis, Università Ca' Foscari Venezia, 2016. http://hdl.handle.net/10579/8660.

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Al giorno d’oggi l’abilità di saper lavorare in gruppo è un must-have tra le sof skills nel curriculum di chiunque, quante volte prima di iniziare un lavoro di gruppo abbiamo sentito la frase: “Ok ragazzi, cominciamo con un brainstorming”? È probabile sentire questo genere di frase in diverse situazioni: all’università prima di cominciare un lavoro di gruppo, ad un meeting di lavoro, discutendo con gli amici per scegliere la destinazione delle vacanze e via discorrendo. Molte importanti società sono diventate famose per i loro uso del brainstorming, l’esempio più famoso è Google, dove condividere idee è un leitmotiv, ci sono anche altre importanti aziende come IBM e il suo brainstorming elettronico oppure IDEO, la compagnia che sviluppò il design del primo Apple mouse, ma non dobbiamo andare così lontano per trovare qualcuno che usa il brainstorming, H-FARM a Treviso è diventata famosa per il suo utilizzo massivo di attività di gruppo. Facciamo brainstorming perché crediamo che condividendo le idee e discutendole con altre persone si possa innescare la produttività, alzando alle stelle il numero di idee prodotte. Quest’ultimo è un pregiudizio comune che viene solitamente definito illusion of group productivity, crediamo che la performance di gruppo sia superiore di quella individuale, inoltre percepiamo la nostra personale performance in maniera più efficiente quando lavoriamo in gruppo perché non siamo in grado di distinguere le nostre idee da quelle degli altri (Paulus, Dzindolet, Poletes, & Camacho, 1993). L’idea del brainstorming fu sviluppata alla fine degli anni ’50, da allora molti ricercatori hanno speso il loro tempo cercando di studiare se la comune assunzione dell’efficienza dei gruppi sia vera e se il brainstorming porta effettivamente ad un output superiore in termini di qualità e quantità. Ci sono diverse prove le quali supportano l’idea che condividere idee non sia sempre così efficiente come crediamo, il risultato del group thinking è strettamente legato al modo in cui creiamo i gruppi e quali regole poniamo. Dopo un’introduzione sul brainstorming, discuteremo il concetto supportando le nostre idee con dati empirici i quali derivano da due esperimenti condotti presso l’università Ca’ Foscari di Venezia. Presenteremo dati in parte coerenti con la letteratura e scopriremo che non si può prendere sempre per scontata l’efficienza dei gruppi.
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2

Kohn, Nicholas William. "An examination of fixation in brainstorming". [College Station, Tex. : Texas A&M University, 2008. http://hdl.handle.net/1969.1/ETD-TAMU-3057.

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Alsenaidi, Sami Fahad. "Electronic brainstorming in Saudi primary education". Thesis, University of Exeter, 2012. http://hdl.handle.net/10036/3910.

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This study explores the use of electronic brainstorming in classrooms in primary schools in Saudi Arabia. It involves teachers and students in primary school who used computers in their Islamic Education lessons. The main aim of my study is to explore the students’ interest in Islamic Education in primary schools in Saudi Arabia, to improve their creativity skills through electronic brainstorming and to investigate the influence of the pedagogical affordances of the electronic brainstorming method on classroom activity. To this end, I compared three groups, electronic brainstorming (EBS), verbal brainstorming (VBS) and the traditional method (T), in different classrooms and with different teachers. Mixed qualitative and quantitative methods of data collection and analysis were employed. The data collection methods used in this study were classroom and online forum observations, teacher and the student interviews, and pre- and post-tests (using the Torrance test, TTCT, to measure students’ creativity skills). The sample consisted of 61 primary school students aged between 11 and 12 years old and three Islamic Education teachers. The study took place in a classroom within the students' primary school in Saudi Arabia, and lasted around three months. The interview and observation findings indicated the greater student participation, motivation and creativity in the EBS method. The observation and interview findings revealed positive differences between electronic brainstorming (EBS) on side and verbal brainstorming (VBS) and traditional methods (T) on the other side in Islamic Education lessons in primary schools in Saudi Arabia. Furthermore, the analysis of the research findings demonstrated how pedagogical affordance of EBS lead to a significant improvement of creativity skills, dialogue and engagement in learning environment where EBS had been employed. Finally, this study concluded that EBS method has considerable potential to improve the Islamic Education curricula in primary schools in Saudi Arabia.
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4

Park-Gates, Shari Lane. "Effects of Group Interactive Brainstorming on Creativity". Diss., Virginia Tech, 2001. http://hdl.handle.net/10919/28577.

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Corporations spend a great deal of time and money trying to facilitate innovation in their employees. The act of introducing something new, a product or a service that is viable and innovative is often increased by enhancing or nurturing creativity.This experimental study investigated the effect of group verbally interactive brainstorming (social interaction) on creativity, not by comparing the number of ideas generated on a simple task in a brainstorming session, but by assessing creativity in the final product of a complex heuristic task. The purpose of this study was to compare the effect of group interactive brainstorming to individual brainstorming on individual creativity assessed in the final product.The hypothesis which was tested in this study was that participation in group verbally interactive brainstorming prior to developing a design solution would not facilitate creativity in the final product more than individual brainstorming. Indeed, it was hypothesized that individuals brainstorming in teams.Participants were 36 interior design students in a FIDER accredited program at Virginia Tech. The Multidimensional Stimulus Fluency Measure (MSFM) was administered before beginning the experiment in order to determine individual differences in creativity. Subjects were randomly assigned to either a treatment group than participated in group verbally interactive brainstorming prior to developing a product individually, or a control group that participated in an individual brainstorming session. All subjects then created a design project individually that was assessed for creativity by judges who were recruited from professional interior design organizations. Creativity was measures using the Consensual Assessment for Interior Design Creativity (Barnard, 1992). A post session questionnaire also was used to measure attitudes and perceptions of the subjects about the creative process.Analysis of variance revealed no significant differences when creativity scores were compared between two brainstorming groups. That is, projects developed by interior design students did not differ significantly in creativity systematically between the two brainstorming techniques. When scores on the two dependent variables of secondary interest (novelty and appropriateness) were compared between groups they also did not differ significantly.Responses to post-session questionnaires indicated that although students found it more difficult to generate ideas in a group, they still believed they would generate more ideas and preferred to generate ideas in a group rather than alone. However, when developing a project students preferred to work independently.This study supports past research which suggests that group verbally interactive brainstorming does not enhance creativity. In this study, interactive brainstorming neither enhanced nor constrained creativity in the final product. The creativity scores were higher for those in the individual brainstorming condition, although not significantly so. This study also supports findings which indicate that people still believe they will generate more ideas in a group and that they prefer to generate ideas as a group.
Ph. D.
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5

Spruyt, Jon. "Gamified Individual Brainstorming : Reaching for the stars". Thesis, Umeå universitet, Institutionen för informatik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-133603.

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Ideation is a critical step in the creation of new solutions to problems. Brainstorming, being the most commonly known ideation method, is mostly done in groups. However, research points out that brainstorming individually is more effective than brainstorming in groups. This paper investigates if negative aspects (reduced enjoyment, motivation and self-rated performance) associated with brainstorming alone can be overcome by using a gamified approach to brainstorming. Gamified and non-gamified prototypes have been made and used in combination with a questionnaire to measure differences in these negative aspects. From the within-subject study including 20 participants, it appears that the implemented gamification approach was not different from the non-gamified approach for most of the negative aspects. Self-rated performance was however significantly higher in the non-gamified version. Using the gamified or non-gamified approach seems to largely come down to the preference of the user.
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APPLEGATE, LYNDA MCDONALD. "IDEA MANAGEMENT IN ORGANIZATION PLANNING (BRAINSTORMING, STRATEGY)". Diss., The University of Arizona, 1986. http://hdl.handle.net/10150/183905.

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Aided by advances in information technology, decision support systems (DSS) are widely used throughout organizations. These DSS are limited to support of specific structured and semi-structured management tasks for individual decision-makers and use primarily quantitative models. The next step in the evolution of DSS is to support complex, unstructured decision processes using qualitative, creativity enhancement models. The purpose of this research was to design, implement and evaluate an automated system to support complex, unstructured group decision processes. Idea generation and management in organization planning has been chosen as the domain for the system. A DSS architecture has been developed that includes a process management system component in addition to traditional data, dialogue and model management components. A group DSS and knowledge-based management system approach are central features of the system architecture. Software engineering methods were used to design, implement and evaluate the technical feasibility of the prototype system. Action research using participant and structured observation methods was used to study the (1) dynamics of the idea generation process during automated brainstorming, (2) influence of the technology on the idea generation process and (3) satisfaction of the planners with automated brainstorming for idea generation in a group setting. The findings of the research indicate that automated, networked idea generation can assist groups of planners in generating ideas during planning sessions. These ideas were accurately represented and stored and efficiently retrieved using a semantic inheritance network and frame knowledge management system implemented using a specially-designed knowledge representation language developed by the author. Over 100 planners from a variety of organizations used the system. Data indicated that computer brainstorming changed group dynamics, especially group interaction and participation. The anonymity provided by EBS neutralized social inhibitions and, in combination with the capability for parallel idea generation on the computer network, helped equalize participation. Minimal group interaction occurred. Planners using interactive computer brainstorming reported high levels of satisfaction with the process and outcome of the planning session.
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Alexandersson, Christer y Anthony Kumlin. "Brainstorming VS Nominal group technique online : En jämförelse mellan idégenereringsmetoderna brainstorming och nominal group technique i en online miljö". Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-49096.

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Denna studie har två syften, det första är att undersöka om idégenereringsmetoderna brainstorming och nominal group technique kan förväntas ge liknande resultat, beroende på om idégenereringsprocessen genomförs på en fysisk plats eller i en online miljö. Det andra syftet är att testa de båda idégenererings metoderna i en mer verklig situation, med en fråga som ställdes av studiens uppdragsgivare och samarbetspartner Coompanion. Detta genomfördes i form utav en workshop som hölls tillsammans med Coompanion. Med tanke på den rådande världssituationen våren 2020, så testades detta i form utav ett kvasiexperiment, där ingen kontrollgrupp kunde skapas. Anledningen till detta var den rådande pandemin som gör att personer inte gärna ska samlas i grupper, vilket ledde till att man i denna studie jämför med de resultat man fått med ett fysiskt experiment utav Miller (2009). Resultatet i studien pekar på att den skillnad i genererade idéer som normalt finns mellan brainstorming och nominal group technique fortfarande existerar. Däremot visar studien att det totala antalet idéer från online grupperna, genererade lite mer än hälften så många idéer som Millers (2009) grupper, vilket pekar på att idégenerering online fortfarande inte håller måttet mot en fysisk idégenerering. Man såg även att de idéer som genererades av nominal group technique gruppen, var mer kreativa än brainstorming gruppen, när det kom till frågan tillhörande Coompanion.
The aim of this study can be separated into two purposes. The first purpose is to explore if the idea generation methods known as brainstorming and nominal group technique would give similar results depending on if the idea generating process was conducted in a physical space, compared to an online space. The second purpose of this study was to test both of the idea generating methods with a less lab focused situation, by asking a question that focuses on a real problem that the Company Coompanion, our partner in this study wanted answered. These purposes were tried in a workshop held with our partner Coompanion. Given the prevailing world situation in the spring of 2020, the experiment had to take on the form of a quasi-experiment where no control group could be created. The reason for this was the global pandemic and the government recommendation of not gathering in groups if it is avoidable, which led this study to compare with results obtained by a physical experiment made by Miller (2009). The results of the study indicates that the difference in the amount of generated ideas that normally exists between brainstorming and nominal group technique still exists. Although in contrast, the study shows that the total number of ideas from the online groups generated just a little more than half of the ideas compared to Millers (2009) physical groups. This indicates that idea generating online still doesn't measure up to a physical idea generating process. It was also shown that the ideas generated by the online nominal group technique group were more creative then the brainstorming group when it came to the question that Coompanion asked.
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Shaw, Duncan Andrew. "Exploring what happens in a JOURNEY Making gathering : using group communication software to support brainstorm-type activities". Thesis, University of Strathclyde, 2001. http://oleg.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=20363.

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Brainstorming is a technique widely used in organisations to help groups of people share their knowledge of an issue. This research explores what happens during JOURNEY Making gatherings, which are similar to electronic brainstorms. It explores the reaction of participants' to the gatherings and builds a rich picture of how the process of facilitation might be enhanced for participants. The thesis reflects on the development of a new format of gathering which aims to enable participants to consider a wider range of issues when decision making, by breaking bounded vision and encouraging an explosion of views. It gives participants incubation with the problem before stimulating them to consider aspects which they may have previously forgotten about. This technique has been used nine times during four workshops with real-world organisations. This thesis reports on the exploration of five sources of data to enable an Integrative Evaluation of how participants work in gatherings, inclu ding computer logs of the participants' ideas and interviews with participants. Findings indicate that this thesis can make contributions to knowledge on three levels. Firstly, the thesis has implications for practice. Facilitators might benefit from knowing that alternative forms of gathering exist and that findings suggest that participants benefit from them. For example, participants working in the proposed format were found to explore, on average, a wider range of themes in the problem than participants of other gathering formats, and might be able to share more contributions to that diverse range. Also participants have difficulty in accurately identifying causal links in the group map. Secondly, this thesis makes contributions to academic knowledge. For example, the thesis develops innovative techniques for analysing participants' contributions and causal links. Finally, this thesis contributes to future research directions by suggesting six areas for future research into JOURNEY Making and Group Decision Support.
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Weller, Tomer. "This is how : story centric distributed brainstorming and collaboration". Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/107549.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2016.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 67-69).
Collaborations between Makers and Nonprofits are mutually beneficial. They give makers an opportunity to practice their skills, understand their value and have a real world impact. In turn, Nonprofits gain different perspectives on their challenges and get to collaborate towards solutions that otherwise may not be in their reach. These collaborations also pose unique challenges. Nonprofits with fewer resources will often have difficulties defining their problems, not to mention specifying a solution. They do, however, have a compelling story to tell, the story of their mission, their processes and their constraints. Makers, with their unique cross-discipline skill set can extract challenges, problems and solutions from these stories. This thesis outlines this process of story-centric brainstorming and collaboration, and presents a web application, This is How, in which stories are represented as videos, enriched with timeline based discussion and collaborative pads.
by Tomer Weller.
S.M.
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10

Brillinger, Marc Andrew. "Brainstorming : how the brain sciences can inform social justice strategies". Thesis, University of British Columbia, 2014. http://hdl.handle.net/2429/51352.

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Anthropogenic climate disruption (global warming) and income inequality are in the process of spiraling out of control, pushing humanity to the brink of global collapse and mass extinction of species. Underlying this profound issue is an epic struggle taking place between two alternate worldviews. Corporate institutional power has morphed economics, capitalism and the “free market” into a suicide machine that increasingly extracts, exploits and selfishly hordes the bulk of the world’s wealth for the few. The obscene wealth and power of the plutocrats and oligarchs has rigged both economics and politics to benefit the one percent and destroy the environment. Alternately, social justice led by activists have made valiant attempts to slow down this process and regain some sanity with a return to community, sociality and cooperation. A world worth living in hangs precariously in the balance. This interdisciplinary research focuses on the critical, yet unexplored, intersection of social justice and the burgeoning brain sciences. The “brain sciences” refers to the rapidly increasing interdisciplinary understanding (from neuroscience, biology, social sciences etc.) of the human brain, mind, consciousness and their relationship to institutions, cultures, society and human belief and behaviour. A synthesis of the knowledge arising out of the brain sciences, as it applies to existing social activist strategies and tactics, now seems a necessity in the attempt to restrain corporate institutional power that is currently running amok in North America and globally. Extensive interviews with fifteen North American activists on the current state of social justice movements and their understandings of the brain sciences comprised the core of the research. Using grounded theory methodology, initial analysis confirmed that corporate institutional power was the roadblock, obfuscating any positive social change on both anthropogenic climate disruption and income inequality. Deeper analysis of the data, along with the integration of the brain sciences, resulted in a specific strategic recommendation: A global mythology for the 21st century, cognizant of the science of our time and powered by moral outrage, has to “culturally evolve” and spread around the world inhabiting many minds in many places enabling a global cultural environment that nurtures connection, cooperation, cognition and childhood. We can be magnificent, together.
Graduate Studies, College of (Okanagan)
Graduate
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11

Vine, Heidi L. "Solving ill-defined personal problems : the effects of scaffolds, generation tools, and recording tools on solution generation". Virtual Press, 1998. http://liblink.bsu.edu/uhtbin/catkey/1179980.

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This experiment was designed to compare the before and after ratings of solutions generated by individuals using two problem solving scaffolds, brainstorming and the hierarchical technique. Participants were randomly assigned to one of eight conditions which varied by type of scaffold (procedures to guide thinking), type of tool used to assist solution generation (random word list or thesaurus), and type of technology utilized (computer versus paper and pencil). Using a personal problem, participants generated solutions on paper until they could no longer add to their list. Then participants were taught to use a scaffold, either brainstorming or the hierarchical technique , and allowed to continue generating solutions either on paper or on a computer with one of two tools to stimulate ideas, a random word list or a thesaurus.Results indicated that participants trained on brainstorming generated solutions that were more original than participants trained on the hierarchical technique. The mean number of solutions generated was highest when participants used the computer recording tool paired with a thesaurus. Finally, participants rated solutions higher on practicality when they used a random word list instead of a thesaurus.
Department of Psychological Science
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12

Santanen, Eric Lawrence. "Directed brainstorming and the Cognitive Network Model of Creativity: An empirical investigation of cognitive factors related to the formation of creative solutions using an electronic brainstorming environment". Diss., The University of Arizona, 2002. http://hdl.handle.net/10150/279925.

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This dissertation presents the Cognitive Network Model of Creativity. This causal model posits that creative solutions occur when new associations are formed between disparate elements from memory. The likelihood of forming new associations is a positive function of the disparity between these elements and an inverse function of the problem solver's cognitive load. Cognitive load is, in turn, a positive function of the disparity between elements and the quantity of stimuli per unit of time to which the problem solver is exposed. Cognitive load is also an inverse function of the extent to which elements may be combined. The disparity between elements is a positive function of stimuli diversity, while the extent to which elements may be combined is an inverse function of stimuli diversity. Thus, the Cognitive Network Model of creativity represents a highly plausible answer to the research question: "What is a basic cognitive mechanism responsible for producing creative solutions to a problem?" that is grounded in group support systems, cognitive psychology, problem solving, and creativity research. Sixty one four-person groups participated in one of two experimental problem solving tasks designed to evaluate the model. The solution space for each task was partitioned into five smaller domains based upon known criteria for good solutions. Four directed brainstorming prompts were derived from each domain. These twenty prompts were then arranged to create three treatment conditions with respect to stimuli diversity (low, medium, and high). In each treatment, one directed brainstorming prompt was delivered to the electronic brainstorming supported groups every two minutes; groups in the control condition received no facilitation. Initial findings consistent with the model suggest that people using directed electronic brainstorming produce higher concentrations of creative solutions than people using free brainstorming because directed brainstorming focuses the efforts of the problem solvers on specific goals while simultaneously providing ready access to discontiguous areas of memory that help problem solvers avoid bounded, familiar, and narrow thought patterns. Findings show directed brainstorming advantages for low stimuli diversity, resulting in sharply focused creative solutions, and high stimuli diversity, resulting in broadly focused creative solutions. Medium diversity facilitation bestowed no benefit.
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Martin, Miriam. "Inovação colaborativa em países emergentes: processo de geração de ideias". Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/12/12142/tde-21092016-111508/.

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Este estudo se propõe a identificar os fatores que permitam melhorar a etapa de geração de ideias de um processo de inovação. A partir de um estudo de caso, de um dos processos de inovação executado pela empresa DuPont na América Latina, busca-se entender quais aspectos influenciam a etapa de geração de ideias no que se refere aos métodos utilizados e aos participantes envolvidos, de forma a identificar sugestões e melhorias para essa etapa do processo de inovação nesta empresa. No âmbito das ideias para a inovação, pesquisadores indicam que a preocupação das empresas é pela ideia excepcional, pois se sabe que, na fase de geração de ideias, o objetivo principal é gerar, capturar e selecionar a melhor ideia, aquela que pode se tornar mais lucrativa. A empresa estudada utilizou o processo de inovação denominado Emerging Markets Growth Initiatives (EMGI), implantado em 2003 e com a participação principalmente de funcionários na etapa de geração de ideias, durante doze anos, e que obteve sucesso em algumas inovações desenvolvidas com a aplicação desse processo. No entanto, com o passar do tempo houve diminuição de ideias inovadoras e, em 2015, esse processo foi substituído por um novo processo de inovação, conduzido pelos Centros de Inovação da organização. A partir do referencial teórico sobre inovação e geração de ideias e da pesquisa empírica de observação direta e de entrevistas em profundidade com uma amostra intencional, não representativa, de participantes desse processo, pode-se concluir que o método aplicado não afetou o desempenho do processo, mas que a repetição dos participantes pode ter sido um limitante após diversos anos de processo. A proteção da propriedade intelectual, que é um fator de vantagem competitiva, foi cuidadosamente observada na inclusão de colaboradores externos (clientes, consultores e acadêmicos). Colaboradores externos foram incluídos com moderação em cada etapa, não havendo consenso entre os respondentes, o que indica que a inclusão de participantes externos deve ser considerada caso a caso, haja vista também as políticas governamentais vigentes para a proteção de propriedade intelectual. Sugere-se engajar um volume maior de colaboradores externos, sendo necessário, entretanto, o aprofundamento nos estudos sobre as melhores práticas para proteger a propriedade intelectual.
The objective of this research is to identify the factors that may improve the idea generation phase of the innovation process. A case study of one of the innovation process executed by DuPont in Latin America was the basis to understand which aspects influence the idea generation phase, regarding methods applied and participants involved, with the purpose to identify suggestions and improvements to this step of the innovation process in this company. In the subject of ideas for innovation, researchers point out that companies\' main concern is to find the exceptional idea, because is known that in the idea generation phase, the main objective is to generate, capture and select the best idea, the one that may become the most profitable. The company studied executed the Emerging Markets Growth Initiatives (EMGI) process, implemented in 2003, mainly with company\'s employees in the idea generation phase, during twelve years, and it was able to develop some successful innovation with this process. However, after some time, a reduction in innovative ideas was identified and, in 2015, this process was replaced by a new innovation process, led by the company Innovation Centers. From the theorical framework about innovation and idea generation in conjunction with an empiric research and in-depth interviews with an intentional sample, non-representative, of this process\' participants, it was concluded that the method applied for idea generation did not interfere in the performance of the process, but the repetition of participants might have limited the process after several years of execution. The intellectual property protection, a factor of competitive advantage, was carefully evaluated when of the opening to external participantes (customers, consultants and academics). They were included with moderation in each step of the process, there was no consensus among the interviewees, indicating the inclusion of external participants should be considered case by case, evaluating also the current government policies regarding protection of intellectual property. It is suggested to include a higher volume of external colaborators, being needed, however, further studies about the best practices to protect the intellectual property.
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Sutanonpaiboon, Janejira. "The effects of creativity software's characteristics on electronic brainstorming in different proximity settings /". Available to subscribers only, 2006. http://proquest.umi.com/pqdweb?did=1232407751&sid=9&Fmt=2&clientId=1509&RQT=309&VName=PQD.

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Ho, Louis. "The effects of individualism-collectivism on brainstorming, a comparison of Canadian and Taiwanese samples". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ39084.pdf.

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Hender, Jillian Mary. "Improving group creativity : an evaluation of the use of creative techniques with a group support system". Thesis, Henley Business School, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.387532.

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Berkutova, T. I., V. V. Vrakina y V. B. Makarov. "Interactive methods in teaching foreign languages". Thesis, NTU "KhPI", 2017. http://repository.kpi.kharkov.ua/handle/KhPI-Press/38034.

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Phan, Tam Xuan. "Integrating Traditional Tools to Enable Rapid Ideation in an Augmented Reality Virtual Environment". Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/103777.

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This paper presents a design, implementation, and evaluation of an augmented reality virtual environment to support collaborative brainstorming sessions. We specifically support brainstorming in the form of ideation on sticky notes, a common method to organize a large number of ideas in space with sticky notes on a board. Our environment allows users to integrate physical pen and paper used in a brainstorming session with the support of augmented reality headsets, so that we can support further interaction modes and remote collaboration as well. We use an AR HMD to capture images containing notes, detect and crop them with a remote server, then spawn the detected notes in to enable virtual viewing and manipulation. We evaluate our input method for generating notes in a user study In doing so, we attempt to determine whether traditional input tools like pen and paper can be seamlessly integrated into augmented reality, and see if these tools improve efficiency and comprehensibility over previous augmented reality input methods.
Master of Science
Collaborative brainstorming sessions often involve rapid ideation and outputting those ideas on physical sticky notes with others. We built a virtual environment, IdeaSpace, to support collaborative brainstorming in augmented reality head-mounted devices. To support the activities of rapid ideation and creating notes to express those ideas, we developed an input method for creating virtual note objects for augmented reality collaborative brain- storming sessions. We allow users to use traditional tools like pens and sticky notes to write out their notes, then scan them in using device cameras by uttering a voice command. We evaluated this input method to determine the advantages and disadvantages it brings to rapid ideation in augmented reality, and how it affects comprehensibility compared to ex- isting gesture-based input methods in augmented reality. We found that our pen and paper input method outperformed our own baseline gesture input method in efficiency, comfort, usability, and comprehensibility when creating virtual notes. While we cannot conclude that our experiment proved that pen and paper is outright better than all gesture-based input methods, we can safely say pen and paper can be a valuable input method in augmented reality brainstorming for creating notes.
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Östholm, Erik y Frida Furberg. "Kreativa kreatörer : En studie i hur kreativa metoder används av professionella kreatörer på företag". Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-5777.

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20

Florès, Laurent. "Branddelphi : une nouvelle méthode de génération d'idées pour la mise à jour des "signaux faibles" dans le développement des nouveaux produits". Grenoble 2, 2005. http://www.theses.fr/2005GRE21031.

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Après avoir mis en perspective l'importance de la génération d'idées de qualité dans le processus de développement de nouveaux produits, sont mises en avant certaines faiblesses des méthodes existantes de génération d'idées en particulier dans leur capacité de mise à jour des idées de type "signal faible". Initialement issu du management stratégique, le concept de "signal faible" offre une perspective et des implications intéressantes dans le cadre du processus de développement de nouveaux produits. Une nouvelle méthode de mise à jour idées de type signal faible est proposée et développée suivant certains principes du brainstorming (Osborn, 1953), de la théorie de l'information (Shannon, 1948), de la méthode Delphi (Dalkey, 1969) et d'algorithmes génétiques et évolutifs (Seck, 1996, Goldberg, 2000). La méthode branddelphi est alors testée et validée au sens de sa fiabilité, de ses validités interne et externe dans deux catégories de produits, impliquante (ordinateurs) et non impliquante (yaourts). La nouvelle méthode confirme ses bonnes performances et s'avère dans certains cas supérieure a celles du brainstorming et Delphi. La recherche est conclue en offrant de nombreuses pistes de recherches futures relatives à la meilleure prise en compte de l'énonciation des idées (par rapport à l'énoncé) dans le développement de nouveaux concepts produits (Gavard-Perret, 1998), au contrôle du profil plus ou moins créatif ou leader des consommateurs (Von Hippel, 1986 ; Roger, 1983), à l'optimisation de l'algorithmique, et à la stimulation créative optimale des consommateurs impliqués (Zaltman, 2003)
Having illustrated the importance of idea generation in the new product development process and certain weaknesses of existing methods to detect "weak signals" ideas to drive successful product innovation, the author offers the development of a new ideation method : Branddelphi. Inspired from certains principles of brainstorming (Osborn, 1953), information theory (Shannon, 1948), Delphi method (Dalkey, 1969), evolutionary and adaptive algorithms (Seck, 1996, Goldberg, 2000). The method is developed, tested and validadted in terms of reliability, internal and external validities in two product categories (involving, not involving) and show superior performance in comparison to brainstorming and Delphi method. Future research directions are highlighted with specific interest in idea stating rather than content only, the control and sequential involvement of different consumers (Roger, 1983), as well as different alternatives for algorithm optimization and consumers optimal creative simulation (Zaltman, 2003)
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21

Fillion, Elizabeth A. "The Impact of Global and Local Processing on Creative Performance: (Failing to) Improve Idea Selection in Brainstorming". Ohio University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1438354620.

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Llorens, Nathaniel Roman. "Evaluating Collaborative Cues for Remote Affinity Diagramming Tasks in Augmented Reality". Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/104934.

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This thesis documents the design and implementation of an augmented reality (AR) application that could be extended to support group brainstorming tasks remotely. Additionally, it chronicles our investigation into the helpfulness of traditional collaborative cues in this novel application of augmented reality. We implemented IdeaSpace, an interactive application that emulates an affinity diagramming environment on an AR headset. In our application, users can organize and manipulate virtual sticky notes around a central virtual board. We performed a user study, with each session requiring users to perform an affinity diagramming clustering task with and without common collaborative cues. Our results indicate that the presence or absence of cues has little effect on this task, or that other factors played a larger role than cue condition, such as learning effects. Our results also show that our application's usability could be improved. We conclude this document with a discussion of our results and the design implications that may arise from them.
Master of Science
Our project was aimed at creating an app for modern augmented reality headsets that could help people perform group brainstorming sessions remotely from each other. We were also interested in finding out the benefits or downsides of some of the design decisions that recent research in remote augmented reality recommends, such as lines showing where a user is focusing and visualizations for a user's head and hands. In our app, which we dubbed IdeaSpace, users were faced with a virtual corkboard and a number of virtual sticky notes, similar to what they might expect in a traditional brainstorming session. We ran three-person study sessions comparing design techniques recommended by literature to an absence of such techniques and did not find they helped much in our task. We also found that our application was not as usable as we had hoped and could be improved in future iterations. We conclude our paper discussing what our results might mean and what can be learned for the future.
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23

CHAMMAS, ADRIANA STELLA. "THE CREATIVE PRODUCTION OF CHILDREN IN THE BRAINSTORMING OF DEVELOPMENT OF INNOVATIONS IN DIGITAL PRODUCT DESIGN". PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2018. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=34957@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO
PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTITUIÇÕES COMUNITÁRIAS DE ENSINO PARTICULARES
O mercado tecnológico é movido pela demanda por inovações frequentes e substanciais e a consequente agilidade dos processos. Em busca de inovação, não raro as empresas se contentam com melhorias incrementais para apresentar produtos antes de seus concorrentes e garantir o retorno esperado pelos investidores. Com o objetivo de incrementar a criatividade das equipes desenvolvedoras essa pesquisa se concentrou na seguinte hipótese: se a produção criativa do brainstorming com crianças fosse utilizada nos processos de design de produtos o grau de inovação e a quantidade de produtos inovadores aumentaria. Os métodos e técnicas utilizados para essa investigação foram: entrevistas com CEOs de empresas de tecnologia digital; questionário para desenvolvedores de produtos desse tipo; entrevistas com professoras e psicopedagogas; experimento no qual crianças, equipe de desenvolvimento e designers experientes foram envolvidos. Os resultados dessa pesquisa apontaram para a refutação da hipótese, já que o processo de design do desenvolvimento de produtos digitais inovadores não foi otimizado com a produção criativa das crianças. Apesar dos resultados a inserção da variável fez com que fosse gerada uma maior quantidade de boas ideias. Foi possível criar um passo-a-passo para que o brainstorming com a influência da produção criativa das crianças possa ser replicado em processos de Design.
The demand for frequent and substantial innovations and the consequent agility of the processes is driven by the technological market. In search of innovation, companies are often content with incremental improvements to present products before their competitors and to ensure investors expected return. In order to increase the creativity of the creative teams, this research focused on the following hypothesis: if the creative production of brainstorming with children was used in the Design processes, the degree of innovation of the products and the number of solutions for innovative digital products would increase. The methods and techniques used for this investigation were: interviews with CEOs of digital technology companies; questionnaire for developers of such products; interviews with teachers and psycho-pedagogues; experiment in which children, development team and experienced designers were involved. The results of this research pointed to the refutation of the hypothesis, since the design process of the development of innovative digital products was not optimized with the creative production of the children: in spite of the results, the insertion of the variable resulted in the generation of more good ideas. It was possible to create a step-by-step approach so that brainstorming with the influence of children s creative output can be replicated in Design processes.
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24

Masson, Dimitri. "Inspirez ! Explorez ! Soutien à la créativité en conception d'interfaces homme-machine". Thesis, Grenoble, 2014. http://www.theses.fr/2014GRENM054/document.

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Ma thèse s'inscrit dans le domaine de l'ingénierie de l'interaction homme-machine. Elle traite de la conception d'interfaces hommes machine (IHM). La créativité n'y est souvent considérée que de manière marginale. Pourtant l'effervescence technologique et la diversité résultante des contextes d'usage appellent à de plus en plus de créativité. Ma thèse soutient le principe que l'innovation passe par l'application de processus créatifs. Dès lors, le défi est de savoir explorer largement et efficacement l'espace de conception dès les phases amont du processus. Il convient donc d'intégrer et d'enseigner la créativité dans les processus de conception d'IHM, en particulier pour les concepteurs débutants.Ce positionnement sur le sujet provient d'une double approche : d'une part théorique, avec un état de l'art explorant les dimensions de la créativité et les outils informatiques de support à la créativité ; d'autre part empirique, avec quatre mises en pratique de la créativité dans des domaines de conception différents comme l'architecture, la conception de produit et la conception de systèmes interactifs. Je construis ma contribution sur les principes suivants : (1) la créativité n'est pas réservée à une élite, mais peut être travaillée et renforcée par des outils informatiques ; (2) ces outils doivent soutenir la motivation, la recherche d'inspiration, l'exploration en largeur, et les connaissances relatives au domaine et aux processus de conception. Selon une démarche réflexive, j'applique ces mêmes principes dans ma thèse. Je propose une exploration en largeur du support à la créativité via cinq contributions logicielles complémentaires : Maestro et Bank pour la capitalisation des connaissances ; WebGallery, BrianStorming et Magellan pour l'inspiration et l'exploration de l'espace de conception. Plus précisément, Maestro traite de la capitalisation des processus de conception tandis que BANK assure la structuration et la capitalisation des connaissances en IHM via un graphe de modèles. WebGallery est une galerie de sites web pour inspirer les concepteurs : je conduis une expérimentation sur la perception humaine du style d'un site web. BrianStorming est un assistant au brainstorming : il fournit des suggestions pendant une séance de brainstorming électronique. Magellan est un environnement interactif à base d'algorithmes génétiques qui génèrent et transforment automatiquement des IHM pour un problème de conception donné. Par ce positionnement et ces contributions logicielles, l'ordinateur change de statut : de simple outil, il devient un concepteur assistant, partenaire du processus de créativité
My PhD thesis contributes to the engineering of Human Computer Interaction (HCI). It deals with the design of User Interfaces (UI). I claim that creative processes should be better considered, and supported by tools especially for novice designers. The challenge is to speed up the exploration of the design space at the early stages of the process. This claim is grounded in both a theoretical state of the art in creativity and creativity support tools, and in practice of the topic with four hands-on experiences of creativity in different areas of design such as architecture, product design and UI design. I build my contribution on the following principles: (1) creativity is not reserved for the elite, but can be tailored and fostered by software tools; (2) the tools must leverage motivation, inspiration, wide exploration, and knowledge in UI and design processes. Through a reflective process, I apply these principles to my thesis. I explore a wide range of creativity support tools through five complementary software contributions: Maestro and Bank for supporting knowledge capitalization; WebGallery, BrianStorming and Magellan for fostering inspiration and exploration of the design space. Maestro addresses the capitalization of design processes whilst BANK gathers knowledge in HCI as a graph of models. WebGallery is a gallery of websites to inspire designers: I report an experiment on human perception of websites styles. BrianStorming is a brainstorming assistant: it provides suggestions in a electronic brainstorming session. Magellan is an interactive environment based on genetic algorithms that automatically generate and transform UIs for a given design problem. This changes the role of the computer: from a simple tool, it becomes a designer's partner in the creative process
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25

Fay, Rebecca G. "Facilitating Configural Processing Within the Audit Team: An Additional Benefit of the SAS 99 Fraud Brainstorming Session". Diss., Virginia Tech, 2011. http://hdl.handle.net/10919/26836.

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This study considers the ability of the audit team to configurally process information, that is, to piece together information cues held by individual team members and recognize the underlying pattern in the information. It also examines how the hierarchical structure of the audit team impacts the team's ability to process information and affects the quality of decisions made by the team. The study also considers the ability of a specific audit procedure, the fraud brainstorming session required by Statement on Auditing Standards No. 99, to overcome barriers to communication and improve team judgments in subsequent tasks. I recruited 57 dyads (114 professional auditors) from public accounting firms to complete an experimental instrument, and employed a 2x2 between-groups ANOVA, manipulating team structure (peer versus hierarchical teams) and the level of the counterfactual prime (team brainstorming session versus individual strategic prompting). I find evidence of a relationship between team structure and judgment quality, but interestingly it is in the opposite direction predicted. Research from other domains suggests differences in status within the hierarchical team may hinder communication and lead to process losses. However, I find the opposite to be true in the accounting domain. When auditors are paired in hierarchical dyads, the senior auditor assumes a leadership role, taking greater interest in the content of his/her teammate's workpapers, asking more questions, and motivating the staff auditor to volunteer a greater amount of information, which results in a higher quality judgment. Thus, this study provides initial evidence that the hierarchical nature of the audit team does not lead to the process losses documented in other domains as the assumption of a leadership role by the senior auditor allows the team to overcome any challenges inherent in the hierarchical structure. This study also considers the ability of the SAS 99 fraud brainstorming session, serving as a counterfactual prime, to lead to improved decisions later in the audit process. As predicted, the brainstorming session conducted during the planning stage of the audit increases the amount and quality of communication during the testing phase and leads to better judgments. These results are of importance for accounting firms as they determine which audit team members are required to participate in the brainstorming session. While a novice auditor may not make significant contributions to the planning decisions made during the brainstorming session, my study finds there are benefits from staff auditors participating in the brainstorming session, over and above what they are able to contribute to the session itself. Participation of staff auditors in the brainstorming session strengthens communication and enhances team-level cognition in subsequent tasks, improving the ability of the audit team to detect fraud throughout the course of the audit. These findings may be relevant for other forms of teamwork, including management teams, audit committees, and interdepartmental taskforces.
Ph. D.
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26

Morgan, Steven Craig. "Facilitating idea generation in a team context : the effects of technique, perceived organizational support, individual differences and satisfaction with idea generation /". Diss., This resource online, 1996. http://scholar.lib.vt.edu/theses/available/etd-06062008-151434/.

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Nygård, Moa. "Digitalt verktyg för kollaborativ idégenerering : Jämförelse mellan klassisk webbprogrammering och implementering mot molnplattform". Thesis, Mittuniversitetet, Institutionen för informationssystem och –teknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-42926.

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Den här studien har genomförts i samarbete med Statens tjänstepensionsverk (SPV). Myndigheten hanterar tjänstepensioner för de som är, eller har varit, statligt anställda. Studiens syfte var att utveckla ett användbart hjälpmedel för kollaborativ idégenerering samt att jämföra en implementation med traditionell webbprogrammering mot att skapa ett tillägg till en molnplattform. Metoder som användes i projektet var intervjuer med medarbetare på myndigheten, utveckling av en webbsida med HTML, CSS, JavaScript och PHP och utveckling av ett tillägg mot en molnplattform. Den framtagna prototypen av idégenereringsverktyget testades i två omgångar med användbarhetstest. Resultatet visar att den framtagna prototypen ur ett användbarhetsperspektiv lyckades med målet att vara enkel att komma i gång med och lätt att använda. Viss förbättringspotential fanns med ännu tydligare beskrivningar och att säkra upp att användaren inte ska kunna använda verktyget fel. Under projektet uppkom det även svårigheter att implementera mot molnplattformen då kommunikationen med databasen inte lyckades implementeras. Så slutsatsen är att det kan vara enklare att programmera med mer traditionell webbprogrammering för en utvecklare som inte är van vid molnplattformen. Däremot kan det vara mer effektivt för ett företag att integrera applikationen mot en redan befintlig plattform för att kunna samla data på en plats.
This study has been carried out in collaboration with Statens tjänstepensionsverk (The National Government Employee Pensions Board, SPV). The government agency handles occupational pensions for those who is, or has been, a government employee. The purpose of this study was to develop a useful tool for collaborative idea generation and compare an implementation with traditional web programming against developing an extension for a cloud platform. The methods used in the project were interviews with employees at the company, development of a web page with HTML, CSS, JavaScript and PHP and development of an extension for a cloud platform. The idea generation prototype developed was tested in two usability tests. The result shows that the produced prototype reached the goal of being simple to use and easy to get started with seen from a usability perspective. There was also some potential for improvement with even clearer descriptions and less risk for the user to use the tool incorrectly. During the project some difficulties with developing against the cloud platform occurred leading to the database communication not being implemented. The conclusion is that it can be easier to program with more traditional web programming for a developer who is not used to the cloud platform. However, for a company it can be more effective to integrate the application to an already existing platform to be able to save data in one place.
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Lindström, Lotta. "Från post-it lappar till lattjolajbanlåda - "Kreativitetskonsulters" syn på verktyg och metoder i kreativa processer". Thesis, Linköping University, Department of Behavioural Sciences and Learning, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-57884.

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Kreativitet är ett mycket omskrivet ämne, dock är området mycket smalt när det gäller ”kreativitetskonsulters” arbete. Syftet med denna uppsats är, att få en ökad förståelse för deras arbete med verktyg och metoder i kreativa processer, speciellt i idégenereringsfasen. Avsikten är att belysa deras upplevelser av svårigheter och fördelar med redskapen. Utifrån mitt syfte formulerades fem frågeställningar, som studien utgått ifrån. Frågeställningarna rör helt och hållet ”kreativitetskonsulternas” verktyg och metoder. Vilka de använder sig av och hur de bestämmer sig för vilka de ska nyttja. Deras upplevelse av arbetet med dessa, samt för- respektive nackdelar. Vidare en frågeställning som rör agerandet när processen inte går som det är tänkt. Tre stycken kvalitativa intervjuer har genomförts. Emedan respondenterna inte är anonyma presenteras dessa under rubriken introduktion. Den teoretiska referensramen förklarar begreppet kreativitet och innovation samt dess skillnader. Den kreativa processen, ”kreativitetskonsultens” roll samt idégenereringens utgångspunkt tas även upp. Slutligen presenteras lärandet samt de faktorer som påverkar den kreativa processen.

Resultatet visar, att basen i ”kreativitetskonsulternas” verktygslåda var brainstorming och varianten brainwriting, ”tyst brainstorming”. Utöver dessa var de individuella skillnaderna stora. De flesta redskapen var till för att bryta det rotade och vanemässiga, genom en viss typ av provokation. Valet av verktyg och metod hade bland annat att göra med valet av frågeställningen i sessionen. Fem olika tillvägagångssätt användes när det blev problem under sessionen och det inte fungerade som respondenterna hade tänkt sig. Exempel på dessa är; nytt verktyg och metod, paus och två facilitatorer.

Jag uppfattar, att kärnan i den kreativa processen bland annat handlar om, att få individen att våga vara kreativ, för att hitta nya och annorlunda idéer. För att kunna åstadkomma detta, har ”kreativitetskonsulterna” sina verktyg och metoder.

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Collins, Elliot. "The swerve the Elliot Collins handbook". Click here to access this resource online, 2007. http://hdl.handle.net/10292/382.

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Welsh, Kimberly D. "Individuals solving problems : the effects of problem solving strategies and problem solving technologies on generating solutions". Virtual Press, 1997. http://liblink.bsu.edu/uhtbin/catkey/1045625.

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This experiment was designed to compare two problem solving strategies, brainstorming and the hierarchical technique, and two problem solving technologies, computer software and pencil and paper. The first purpose of this study was to explore what effects computer software and pencil and paper have on the facilitation of solutions for individual problem solvers. Subjects generated solutions by either recording ideas on a computer or by writing ideas down on paper. The second purpose of this study was to examine how individuals evaluate solutions they have generated.Specifically, we were looking for solution evaluations to differ according to which problem solving strategy subjects received training on, brainstorming or the hierarchical technique. Solutions were rated on overall quality, practicality, and originality on a scale ranging from 0 (being the lowest possible score) to 4 (being the highest possible score).Subjects who used a computer to record ideas generated significantly more solutions than those subjects recording ideas on paper. Subjects trained with the hierarchical technique generated ideas higher in quality than those trained with brainstorming. Subjects trained with brainstorming generated more original ideas than those trained with the hierarchical technique. Finally, subjects rating of practicality did not differ according to problem solving strategy.
Department of Psychological Science
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31

Baek, Kwang Ho. "Idea generation techniques : an analysis of three idea generating techniques". Virtual Press, 1998. http://liblink.bsu.edu/uhtbin/catkey/1100445.

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This experiment was designed to give further understanding of the underlying factors which influence group idea generation. The first objective of this study was to compare the impact of using computer technology and traditional technologies for creating ideas. The effectiveness of three idea generating techniques, original brainstorming, nominal group technique, and electronic brainstorming were considered. It was, however, hypothesized that electronic brainstorming would outperform the nominal group technique and original brainstorming regardless of the length of time provided.The second objective of this study was to probe how subjects in different idea generating conditions discerned their performance during and after sessions. It was expected that subjects in the original brainstorming groups would perceive that they produce more ideas and they would be more satisfied with results and the process.An ANOVA with a 3x2 factorial design was planned for the study. The independent variables for the study were types of group and types of session. Yet, on account of small sampling size an inferential analysis was precluded. A descriptive analysis was followed.The analysis of five dependent variables, quality, originality, practicality, numbers of nonoverlapping ideas, and perceptions showed that there were no significant differences among three idea generation techniques regarding the length of time provided. However, a quantity variable showed that numbers of nonoverlapping ideas were increased as the length of time were prolonged in six idea generating conditions.
Department of Counseling Psychology and Guidance Services
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32

Andersson, Robin y Tobias Persson. "Konceptframtagning av komponent : Till handhållen elektrisk produkt". Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Maskinteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-40716.

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This study is performed as a final thesis project at School of engineering, Jönköping University in collaboration with the Professional electric department at Husqvarna. The purpose of the study was to develop a concept proposal that improves the performance of a battery-powered handheld product by developing a new component. By evaluating and analyzing the existing product and by discussions with the Husqvarna supervisors, a construction criteria list was created with the requirements to be met. A literature study was conducted to gather information, which gave a broader basis for further work. To find a potential solution, a conceptual study was conducted in the form of a brainstorming process. This process resulted in a couple of concepts which were evaluated and screened by the methods "Go / No-Go" and "Pugh's matrix". After evaluation and by simpler tests, a concept was elaborated further and developed into a final prototype.
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33

Leo, Sebastian y Gabriella Gustafsson. "Concept development - for a new gear system for a hedge trimmer". Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Maskinteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-41313.

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Two students from the school of engineering in Jönköping has during the spring semester of 2018 performed a bachelor thesis. The thesis was performed in cooperation with Greenworks Tools in Jönköping. The purpose of this thesis is to establish an understanding of the technical aspects of a hedge trimmer and the product development process. During this thesis, the students will generate and evaluate different concepts for a new gearing system. The study investigates if it is possible to rotate the motor in one of Greenworks hedge trimmers 90±15°along the cutting direction, without deteriorating the hedge trimmer´s performance or ergonomical propperties. The main limitation for the thesis is that exclusively the motor gear and the connection to the gearbox can be changed. To answere the thesis problem different kinds of methods and tools were used. A few of the implemented methods used during the thesis are product development process, QFD and Pugh’s matrix, to verify the concepts Cad simulations and calculations were established. The result of the study shows that it is possible to rotate the motor without detoriating the hedge trimmers preformance with respect to the given information. The thesis study generates a basis for further development and for future products.
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Lindh, Magnus. "Gruppkreativitet och matematisk problemlösning - en analys av grupprocesser ur ett kreativitetsperspektiv". Thesis, Malmö högskola, Lärarutbildningen (LUT), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-36058.

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I det här examensarbetet försöker jag visa hur man kan använda forskning kringgruppkreativitet för att analysera samarbetet i grupper som löser geometriska problem.Gruppdeltagarna är gymnasieelever i årskurs 2 och 3 på en skola i södra Sverige.Vetenskapen om gruppkreativitet har uppstått till stor del från studier av brainstorming.Brainstorming syftar till att öka kreativiteten i en grupp genom att låta dem ta fram idéertillsammans enligt vissa regler. Fyra grupper har filmats och analyserats och jag harfunnit att det överlag verkar finns en positiv inställning till matematisk problemlösning igrupp. Grupperna har haft problem med passiviseringar, blockeringar och starka ledare.
In this diploma work I try to show how research in group creativity can be used to analyze the cooperation in groups solving geometrical problems. The participants are students in upper secondary school in curriculum 2 and 3 at a school in southern Sweden. The science of group creativity has emerged largely from studies in brainstorming. Brainstorming aims to enhance the creativity in a group by applying certain rules. Four groups have been filmed and analyzed and I have found that there is generally a positive attitude towards problem solving in a group. The groups have had dificulties with passive behaviour, blockings and strong leadership.
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Birkbeck, David. "Investigating the relationship between LMX, safety climate and the components of safety performance in a high accident environment". Thesis, University of Manchester, 2010. https://www.research.manchester.ac.uk/portal/en/theses/investigating-the-relationship-between-lmx-safety-climate-and-the-components-of-safety-performance-in-a-high-accident-environment(e0dacaa6-21b4-4171-b388-9e542146ac4f).html.

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This thesis presents two distinct, but linked, studies. Study 1 contrasted interactive [group] brainstorming against its nominal [individual] counterpart. Previous research has pointed to the productivity advantages of nominal brainstorming in terms of idea production rate [ideation], leading theorists to predict 'the end of interactive brainstorming'. Yet interactive brainstorming has remained the most popular means of ideation within organizations. Central to this research is the thesis that previous studies (a) failed to follow the instructions of the concept originator, Osborn (1953) and (b) used samples and conditions that were not representative of the organizations using brainstorming. Using a total of 10 groups sourced from a UK construction company, participants were asked to brainstorm ideas to improve organizational safety performance. Data produced indicated an equal average number of ideas generated, 30 for interactive, 30.2 for nominal, and an equal number of themes generated, 6.6 for interactive, 6.6 for nominal. Along with ideas and themes, post session group cohesion and process satisfaction levels were measured. Results indicated significantly higher levels of cohesion (t (73.75)=2.35, P<.05) and satisfaction (t (71.07)=4.74, P<.001) for the interactive condition over its nominal counterpart. Implications for research in this area are discussed.Study 2 consisted of two strands of research. The utility of interactive brainstorming, demonstrated in Study 1, highlighted its potential as a means of improving participation in safety. This formed the first area of research. The second area of research concerned the design and analysis of a working model in which Leader Member Exchange (LMX) and safety climate were identified as antecedents, compliance and participation as components and self report near miss/accident involvement as outcomes of safety performance. This model, and the potential utility of brainstorming as a means of improving participation, was tested using a longitudinal methodology. Study participants, sourced from the Refuse Collections division of a UK Local Authority, were asked to complete a questionnaire. LMX was measured using Graen and Uhl-Bien's (1995) LMX-7 scale, safety climate using Glendon and Litherland's (2001) questionnaire whilst measures of compliance and participant were sourced from Neal and Griffin (2006). This produced 101 respondents. Following this, brainstorming sessions were conducted with employees to produce safety improvement ideas. Questionnaires were redistributed seven months later and produced 104 respondents. Results indicated no improvement in participation over the period allocated, however, the measures of antecedents, components and outcomes of safety performance produced a number of significant findings. LMX was found to exhibit a direct relationship with accident involvement, however, analysis revealed the fluctuating mediating roles of compliance and participation in this relationship. Safety climate was found to moderate the relationship between LMX, compliance and participation. Although high levels of safety climate corresponded to higher levels of compliance and participation, LMX was seen to improve compliance and participation only in low climate environments, with this relationship reverse in positive safety climates. This finding is contrary to similar research in this area and the implications for future theory are discussed.
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36

Lynch, Antoinette L. "Auditors' performance in computer-mediated fraud assessment brainstorming sessions an investigation of the effects of anonymity and creativity training /". [Tampa, Fla.] : University of South Florida, 2004. http://purl.fcla.edu/fcla/etd/SFE0000362.

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Jurevičiūtė, Gintarė. "Smegenų šturmo metodikai naudojamų sistemų palyginimas". Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2013. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2013~D_20130730_143707-71349.

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Tikslas. Darbo tikslas yra susipažinus su „smegenų šturmo“ metodika atlikti pasirinktos „smegenų šturmo“ PĮ analizę ir pateikti pasirinkimo rekomendacijas. Tyrimo objektas. Tyrimo objektas yra 6 diegiamos „smegenų šturmo“ programos ir 4 internetinės sistemos. Egzistuojanti problema. Renkantis „smegenų šturmo“ PĮ kyla problema, kad gamintojai nepateikia pakankamai informacijos apie savo produktą, taip pat trūksta ir informacijos lietuvių kalba. Jie pateikia technines ir programines charakteristikas, tačiau nepateikia duomenų apie funkcionalumą ir našumą, nors šie aspektai taip pat svarbūs vartotojams.
The aim of bachelor's is to review the brainstorming methodology, to carry out the analysis and give recommendation of selection to users, because manufacturers provide information about systems requirements but don’t provide information about functionality of systems. These aspects are important for users. Also there is little information in Lithuanian. While applying the research of the theoretical methods, brainstorming methodologies, rules and execution are reviewed in this paper.
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38

Slabyhoudek, Jiří. "Analýza chyb ve výrobním procesu a jejich odstraňování". Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2014. http://www.nusl.cz/ntk/nusl-231361.

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This thesis deals with the analysis of assembly lines and improve of individual assembly processes to achieve the minimum number of discordant products . It consists of four parts - the first part of this labour deals with general information about the methods of quality control , which are beeing designed to improve actively used . The second part is devoted to the analysis of assembly lines in the company with regard to the financial value of discordant products that are on the line depreciated. Based on the results of determining the most critical line, which is then subjected to a thorough investigation. The third section focuses on selected critical line, you can find here a detailed analysis of discordant products and here is beeing established the root, that causes defects . Based on the information is beeing designed improvement and its application to the assembly line. The fourth section deals with a brief summary of all applicable suggestions for improvement and evaluation of their effectiveness.
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39

Jägbring, Jessica y Anna Walfridsson. "Produktutveckling av ostpress". Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-23691.

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Singh, Pavan Pratap. "An empirical study of the idea generation productivity of decision-making groups implications for GDSS research, design, and practice /". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0015/NQ56268.pdf.

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41

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

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42

Clayphan, Andrew. "Harnessing the Affordances of Interactive Tabletops for Collaborative Activities". Thesis, The University of Sydney, 2016. http://hdl.handle.net/2123/15290.

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The key contributions of this thesis are: a greater understanding of how to harness tabletop affordances to support small-group work and collaboration; the effectiveness of tabletops compared with other forms of single display groupware; the power of computer-supported collaborative scripts; and validation of the work in real settings. These contributions are presented as a series of carefully designed user studies. Each explores a key dimension to create new forms of support for collocated individuals to work together. The thesis is in two parts. The first part presents a set of foundational studies that explored rich collaboration at interactive tabletops. This includes: comparing a tabletop with a non-digital whiteboard, with adults brainstorming in a lab setting; comparing a tabletop to both an interactive vertical display and traditional index cards, run as part of a university design class; and comparing a tabletop with an interactive whiteboard as part of a museum visit by children, where they collected content using tablets and built a shared poster at different groupware devices. The second part of the thesis reports exploration of ways to scaffold people in learning to collaborate more effectively. This was motivated by findings in the foundational studies as they highlighted difficulties people faced in coordination and complying with recommended methods. This presents a series of studies that demonstrate the effectiveness of: computer supported collaborative scripts for tabletop brainstorming; support for reflection to learn about brainstorming; and a final study which moves beyond in-the-lab prototypes to an in-the-wild multi-session tabletop setting, with a focus on the mechanisms required to support the needs of students and teachers. In summary, this thesis provides a body of research that provides a foundation for new ways to harness the affordances of tabletops to provide new forms of support for a rich class of small group collaborative activities.
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43

Strasser, Salinas Karl Walter. "Desarrollo de una aplicación de aprendizaje colaborativo sobre plataformas PDA". Tesis, Universidad de Chile, 2007. http://www.repositorio.uchile.cl/handle/2250/104491.

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Norrby, Jenny. "Från ingenting till en grafisk profil : Framtagning av logotyp, informationsmaterial samt hemsida till nystartade företaget Bestic AB". Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-28452.

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Att äta är en av de mest centrala funktionerna för varje individ och att själv kunna genomföra processen – med eller utan hjälpmedel – upplevs av alla vara av största vikt för den personliga integriteten. För de allra flesta räcker det med kniv, gaffel och sked som hjälpmedel. En liten grupp behöver ytterligare hjälpmedel för att föra maten till munnen. Syftet med Bestic är att användaren ska kunna känna den frihet som ligger i att kunna äta själv. Det nyuppstartade företaget Bestic AB är i dagsläget i en fas där de behöver introducera sin produkt för allmänheten. Målet med examensarbetet är att ge företaget en grafisk profil att bygga upp sitt varumärke på. Uppdraget är slutfört då företaget vid tre mässor hösten 2006 kan visa upp sig själva och sin produkt med ett enat grafiskt utseende. Tidigare erfarenhet av att ta fram en grafisk profil saknas inom gruppen. Då företaget är nyuppstartat finns det inte något befintligt varumärke eller liknande att basera det nya arbetet på. Det nya materialet kommer därför att byggas upp från grunden. Detta innebär att en undersökning av företagets värderingar och mål är oumbärlig. Metoder som användes var bland annat fallstudier, brainstormingsessioner och allmän informationssökning. I slutet av denna rapport redovisas det framtagna materialet. Arbetet resulterade i en Design Brief, en logotyp, en hemsida, ett produktblad samt visitkort för de två anställda i företaget.
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45

Barata, Susana Perestrelo Jónatas dos Santos. "Gerir a motivação dos trabalhadores numa organização pública". Master's thesis, Instituto Superior de Economia e Gestão, 2013. http://hdl.handle.net/10400.5/6736.

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Mestrado em Gestão de Recursos Humanos
Nos tempos que correm, as organizações defrontam-se com elevados níveis de competitividade, exigindo-lhes uma nova dinâmica de gestão, onde o capital humano que as integram se assume como o seu valor mais importante e o seu principal elemento diferenciador. Potenciar essa diferença desafia os seus gestores a focarem especial e permanente atenção ao estado de motivação dos trabalhadores, para não correrem o risco de perderem recursos humanos valiosos e não comprometerem a performance organizacional. Recursos humanos motivados são fonte de produtividade. O presente estudo teve a finalidade de expor as atividades desenvolvidas durante o período de estágio curricular realizado no Município de Oeiras e incide maioritariamente na prática de alguns projetos fomentadores de motivação, com vista à promoção do bem-estar e produtividade dos seus trabalhadores. Tratando-se de um setor público, a sua concretização assume caraterísticas peculiares, uma vez que depende de restrições orçamentais na atual conjuntura económica, mas consonante com uma atitude de preocupação em respeitar as necessidades e expetativas pessoais e profissionais dos seus trabalhadores. Como sustento e melhor compreensão das atividades desenvolvidas, este relatório inicia-se com uma revisão de literatura, que elenca a temática sobre motivação, abordando algumas das suas teorias, bem como formas e expetativas de motivação no setor público, sucedida pelo enfoque de algumas práticas/ações promotoras de motivação, como recompensas, brainstorming, team building e acolhimento de trabalhadores. Seguindo-se a apresentação da entidade, esta contempla alguns indicadores de gestão percetíveis da especificidade do seu capital humano. Com o pressuposto de analisar a experiência de estágio, é feita uma breve análise das práticas descritas à luz do enquadramento teórico, bem como uma apreciação pessoal da mesma, terminando conclusivamente com algumas considerações finais.
In these days, organizations are faced with very high levels of competitive edge, thus demanding a new dynamic in management, where the human capital that integrates it assumes as an important value and its main element. To potentiate this difference it’s a challenge to management to focus a special and permanent attention to the status of the motivation of their work force, without this it’s there is the risk of losing valuable human resources and not compromising the organizational performance. Human resources are the source of productivity. The present study, has the purpose of exposing the activities involved during a worth phase in the Município de Oeiras, and focus on the practice and realization of some projects that develops motivation, with the objective of promoting the happiness and well fare of the work force. Being a public sector, its concretion assumes some peculiar characteristics, because it depends from budget restrictions from the current crisis, but there is a constant attitude of concern about the needs and personal expectations of the workers. With support and better understanding of the activities that were developed, this report, starts with a literature review witch lists the thematic about motivation, using some of their theories, as well some forms and expectations of motivation in the public sector, followed by some actions that promote motivation, as rewards, brainstorming sessions, team building sessions and host workers. Followed by the presentation of the organization and some key indicators about his human capital. With the assumption of analyzing the phase experience, a brief analysis of the best practices that derive from the literature, followed by a personal note and the final considerations.
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46

Thiebaud, Fabrice. "Formalisation et développement de la phase de résolution de problème en conception industrielle". Université Louis Pasteur (Strasbourg) (1971-2008), 2003. https://publication-theses.unistra.fr/public/theses_doctorat/2003/THIEBAUD_Fabrice_2003.pdf.

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L'innovation technologique est un outil stratégique qui prend de plus en plus d'importance dans les entreprises. L'efficience d'un système d'innovation technologique impose au préalable une bonne maîtrise du processus de conception de produit et plus particulièrement de la phase de résolution de problèmes. Dans la littérature, cette phase est perçue comme l'enchaînement de trois activités essentielles : la modélisation du problème, la recherche de pistes de solution et la validation des pistes de solution. Néanmoins, les deux premières activités ne sont actuellement pas réalisées de manière systématique et satisfaisante. Notre travail traite de la modélisation du problème et de manière plus approfondie de sa résolution dans le contexte de l'entreprise. Celle-ci est supportée par de nombreuses méthodes de créativité. Or, malgré cette variété, très peu de méthodes sont en fait réellement utilisées dans les entreprises. Dans ce contexte, nous élaborons une démarche instrumentée de choix d'une méthode de créativité adaptée à l'entreprise étudiée. Pour ce faire, nous proposons les outils suivants : une cartographie de dix méthodes de créativité permettant de les positionner puis de les comparer, et une caractérisation des entreprises et des futurs utilisateurs de la méthode. A partir des informations issues de l'entreprise, nous proposons des préconisations de deux niveaux différents. Le premier niveau est relatif à l'amélioration des démarches de résolution de problème et / ou de conception de produit. Le deuxième niveau s'attache au choix d'internalisation d'une ou plusieurs méthodes de créativité. Afin de guider le choix de méthodes par la création du profil besoin en méthode de l'entreprise, nous avons lié cartographie et caractérisation par l'intermédiaire d'une grille de transfert. Enfin, ce travail de recherche a été expérimenté sur un cas d'étude
Technological innovation is a strategic tool which gets more and more importance in enterprises. Technological innovation system efficiency requires first a good skill for the product design process and particularly for the problem solving phase. In the literature, this phase is described as consisting in three main steps: the problem modeling, the solution concept search and the solution concept validation. The two first steps are not currently realized on a systematic and satisfying way. So, our research deals with the problem modeling step and more precisely with its solving in enterprise context. This step is supported by a lot of creativity methods. In spite of its multiplicity, few of them are really used in the enterprises. In this context, we develop an approach supported by tools, which enables to choose creativity methods according to the studied enterprise. The proposed tools are following: a cartography of ten creativity methods to replace and compare them, a characterization of the enterprise and of the future method users. From enterprise and users information, recommendations about two different levels are given. The first one concerns the improvement of problem solving approach and/or product design approach. The second one is linked to acquisition of one or several creativity methods. To guide this process, we propose to build an enterprise method profile based on the links between cartography and characterization. These links exist through a transfer table we realized. This research has been tested on a study case
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47

Rosenlund, Angelica y Pia Gren. "Framtagning av en ny sårhake". Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-30215.

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Examensarbetet har genomförts i samarbete med innovationsföretaget ProboNova Medical Innovations AB. ProboNova jobbar främst med konceptframtagning av medicintekniska produkter. ProboNova tar sedan en Provisional Patent Application på konceptet och licenserar ut det till ett större företag. Genom att licensera ut koncepten slipper de kostnaderna för kliniska tester bland annat.  Examensarbetet grundades i att ProboNova ville ha hjälp med att ta fram ett koncept på en ny sårhake. Projektet har genomsyrats av designprocessen där förstudie och idégenerering har varit de två dominerande delarna. I slutet av projektet presenterades ett koncept som uppfyllde alla krav och detta koncept togs det senare en Provisional Patent Application på.  Tanken är att examensarbetet ska ge läsaren en bättre förståelse för hur man kan jobba med designprocessen och lära sig fördelarna med att välja en Provisional Patent Application istället för en Nonprovisional ansökan.
The thesis was carried out in cooperation with the company ProboNova Medical Innovation AB. ProboNova works mainly with the concept development of medical devices. Then they take a Provisional Patent Application on the concept and licensing it out to a larger company. By licensing out the concepts they don’t have to take the costs of clinical trials for example.   The thesis was founded in that ProboNova wanted help with developing a concept on a new surgical retractor. The project has been characterized by the design process in which the feasibility studies and brainstorming has been the main parts. At the end of the project a concept was presented. The final concept met all the requirements from ProboNova and from the functional analysis that was done in the feasibility studies. A Provisional Patent Application was taken later on the final concept.    The idea is that the thesis should give the reader a better understanding of how to work with the design process, and learn the benefits of choosing a Provisional Patent Application instead of a Nonprovisional application.
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48

Veilleroy, Yann. "QLIM : un outil pour favoriser et observer l’intelligence collective". Thesis, Lille 1, 2013. http://www.theses.fr/2013LIL10193/document.

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Après une mise en contexte, nous apprenons que l’intelligence collective dépend, outre des personnes qui composent le groupe, surtout de la façon dont les membres du groupe interagissent entre eux. Il apparaît d’autre part que poser des questions est un moyen simple,naturel et gratifiant de découvrir, de construire la connaissance mais aussi de co-construire une réflexion prospective. Mettre en place un questionnaire interactif est donc une piste que nous avons suivie pour favoriser l’intelligence collective. Qlim est un logiciel sur internet qui permet de créer et de gérer des questionnaires interactifs dont le contenu va évoluer au fur et à mesure du temps. Dans ces questionnaires, les participants peuvent ajouter des questions et des choix de réponse. Les participants sont notifiés quotidiennement des nouveaux ajouts et peuvent ainsi venir à loisir tant que le questionnaire est ouvert pour répondre, modifier et faire d’autres ajouts. La possibilité de ces ajouts favorise l’interactivité recherchée et l’évolution progressive de la réflexion collective. QLIM possède aussi des outils d’observation permettant de visualiser l’interactivité entre usagers, les causes des changements d’opinions ou des consensus. Ces outils reposent sur l’exploitation des traces d’activité des participants synthétisés sous formes d’indicateurs statistiques visualisés sous différentes formes (dynamique temporelle...). QLIM est donc un outil permettant de favoriser le travail coopératif et la décision collective mais il permet aussi d’observer les causes et les conséquences des phénomènes collectifs
Indeed, collective intelligence depends on people in the group, but especially the way the group members interact with each other. Furthermore, it appears that asking questions is a natural, simple and rewarding way to discover, for knowledge building, but also for the co-construction of a prospective thinking. So we decided to set up an interactive questionnaire in order to support collective intelligence. Qlim is a software on the internet that allows creating and managing interactive questionnaires whose content is going to evolve over time. In these questionnaires, the participants are able to add new answer choices and to add new questions. The participants are daily notified to be kept updated of the additions, they can come to their own convenience for as long as the questionnaire is open, to respond, modify and make new adds. The opportunity to make some adds supports and encourages the desired interactivity and the gradual development of the collective reflection. Qlim’s observation tools are built especially to visualize the interactivity between users, the reasons for the change of opinion or the consensus. These tools exploit the participants’ use traces, they provide statistical indicators, available in different ways (temporally). Qlim is therefore a tool to support cooperative work and collective decision and it allows the observation of the reasons and the causes and consequences of collective phenomena
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49

Nilsson, Oscar. "Ergonomisk utformning av punktsvets". Thesis, Mittuniversitetet, Institutionen för naturvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-36457.

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Winniford, MaryAnne. "The effects of electronic meeting support on large and small decision-making groups". Diss., The University of Arizona, 1989. http://hdl.handle.net/10150/184901.

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This research compared the use of an electronic meeting system tool to a manual group process in large and small groups in a controlled laboratory experiment. Outcomes measured include the quality of decision, the time taken in various stages of the decision making process, and group member satisfaction. A research model of the variables influencing group decision making was developed. The six independent variables included in this model are group size, the rule by which the group makes a decision, the incentives driving the group, the distribution of useful information within the group, the task complexity, and the meeting support (electronic or manual). In this research group size and method of support were manipulated, while the other variables were controlled. A decision-making task was developed for this research to specify and manipulate the six independent variables. The task described a product mix problem in which information on each product was given to group members. The group shared information and jointly determined an outcome. The group used an unanimous decision rule to choose a solution. A numerical outcome was used to objectively measure decision quality. Each member of the group received a cash payoff determined by the group's solution as incentive in accomplishing the task. All groups found the optimal solution. The simplicity of the task may have minimized the differences found between groups. There was no significant difference in general member satisfaction or time to decision. Prior knowledge was found to influence general member satisfaction and the time needed for the group to share information. Members of large groups perceived more uneven distribution of participation than members of small groups. Voting differences were very large: large groups took significantly more votes than small groups, and electronic groups took significantly more votes than manual groups. "Conjunctive" and "disjunctive" task descriptions are used to discuss task/tool interaction.
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