Rozprawy doktorskie na temat „Brainstorming”
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Bendandi, Andrea <1988>. "Brainstorming: an empirical analysis". Master's Degree Thesis, Università Ca' Foscari Venezia, 2016. http://hdl.handle.net/10579/8660.
Pełny tekst źródłaKohn, 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.
Pełny tekst źródłaAlsenaidi, Sami Fahad. "Electronic brainstorming in Saudi primary education". Thesis, University of Exeter, 2012. http://hdl.handle.net/10036/3910.
Pełny tekst źródłaPark-Gates, Shari Lane. "Effects of Group Interactive Brainstorming on Creativity". Diss., Virginia Tech, 2001. http://hdl.handle.net/10919/28577.
Pełny tekst źródłaPh. D.
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.
Pełny tekst źródłaAPPLEGATE, LYNDA MCDONALD. "IDEA MANAGEMENT IN ORGANIZATION PLANNING (BRAINSTORMING, STRATEGY)". Diss., The University of Arizona, 1986. http://hdl.handle.net/10150/183905.
Pełny tekst źródłaAlexandersson, Christer, i 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.
Pełny tekst źródłaThe 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.
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.
Pełny tekst źródłaWeller, Tomer. "This is how : story centric distributed brainstorming and collaboration". Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/107549.
Pełny tekst źródłaCataloged 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.
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.
Pełny tekst źródłaGraduate Studies, College of (Okanagan)
Graduate
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.
Pełny tekst źródłaDepartment of Psychological Science
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.
Pełny tekst źródłaMartin, 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/.
Pełny tekst źródłaThe 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.
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.
Pełny tekst źródłaHo, 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.
Pełny tekst źródłaHender, 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.
Pełny tekst źródłaBerkutova, T. I., V. V. Vrakina i V. B. Makarov. "Interactive methods in teaching foreign languages". Thesis, NTU "KhPI", 2017. http://repository.kpi.kharkov.ua/handle/KhPI-Press/38034.
Pełny tekst źródłaPhan, 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.
Pełny tekst źródłaMaster 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.
Östholm, Erik, i 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.
Pełny tekst źródłaFlorès, 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.
Pełny tekst źródłaHaving 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)
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.
Pełny tekst źródłaLlorens, Nathaniel Roman. "Evaluating Collaborative Cues for Remote Affinity Diagramming Tasks in Augmented Reality". Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/104934.
Pełny tekst źródłaMaster 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.
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.
Pełny tekst źródłaCOORDENAÇÃO 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.
Masson, Dimitri. "Inspirez ! Explorez ! Soutien à la créativité en conception d'interfaces homme-machine". Thesis, Grenoble, 2014. http://www.theses.fr/2014GRENM054/document.
Pełny tekst źródłaMy 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
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.
Pełny tekst źródłaPh. D.
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/.
Pełny tekst źródłaNygård, 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.
Pełny tekst źródłaThis 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.
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.
Pełny tekst źródła
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.
Collins, Elliot. "The swerve the Elliot Collins handbook". Click here to access this resource online, 2007. http://hdl.handle.net/10292/382.
Pełny tekst źródłaWelsh, 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.
Pełny tekst źródłaDepartment of Psychological Science
Baek, Kwang Ho. "Idea generation techniques : an analysis of three idea generating techniques". Virtual Press, 1998. http://liblink.bsu.edu/uhtbin/catkey/1100445.
Pełny tekst źródłaDepartment of Counseling Psychology and Guidance Services
Andersson, Robin, i 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.
Pełny tekst źródłaLeo, Sebastian, i 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.
Pełny tekst źródłaLindh, 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.
Pełny tekst źródłaIn 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.
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.
Pełny tekst źródłaLynch, 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.
Pełny tekst źródłaJurevičiūtė, 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.
Pełny tekst źródłaThe 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.
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.
Pełny tekst źródłaJägbring, Jessica, i 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.
Pełny tekst źródłaSingh, 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.
Pełny tekst źródłaHasan, 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.
Pełny tekst źródłaClayphan, Andrew. "Harnessing the Affordances of Interactive Tabletops for Collaborative Activities". Thesis, The University of Sydney, 2016. http://hdl.handle.net/2123/15290.
Pełny tekst źródłaStrasser, 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.
Pełny tekst źródłaNorrby, 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.
Pełny tekst źródłaBarata, 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.
Pełny tekst źródłaNos 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.
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.
Pełny tekst źródłaTechnological 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
Rosenlund, Angelica, i 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.
Pełny tekst źródłaThe 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.
Veilleroy, Yann. "QLIM : un outil pour favoriser et observer l’intelligence collective". Thesis, Lille 1, 2013. http://www.theses.fr/2013LIL10193/document.
Pełny tekst źródłaIndeed, 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
Nilsson, Oscar. "Ergonomisk utformning av punktsvets". Thesis, Mittuniversitetet, Institutionen för naturvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-36457.
Pełny tekst źródłaWinniford, 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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