76 resultados para Products and services customization
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Previous research on productivity is often associated with manufacturing or uses manufacturing definitions of productivity. Marketing research on services has not been satisfied with the manufacturing definitions. No universal definition for service productivity exists. The lack of a universal definition highlights the complexity entailed in the concept of productivity. The objective of this study was to investigate service productivity in situations, where traditional ways are in some cases even not possible or are not enough. In one definition of the productivity of service organisations there is the efficiency of the organisation on the input side and on the output side the customers’ perceived quality or value-in-use. To learn about value-in-use, many methods have been developed. A common practice is to make customer opinion surveys in the form of customer questionnaires and interviews. However, customers cannot always be asked directly, for example, because of impaired cognitive abilities. Such cases include the elderly and children. Furthermore, customer opinion surveys are time consuming. In addition, customers do not always know what kind of services they would benefit from. For the empirical part of the study, a business area was identified where traditional ways of measuring value-in-use are difficult or in some cases even not possible. This business area is safety telephone services. These services are most often used by the elderly. The way to define value-in-use here was to assess how well the services offered met customer expectations. Comparing the services customers asked for and the services provided to them indicated whether customer expectations were met. This study showed that customers had their ideas concerning the contents of the services but many times the services provided did not meet these expectations. Organisational efficiency aspirations can decrease customers’ value-in-use. This study found a solution, in which increasing organisational efficiency would go hand-in-hand with increasing customers’ value-in-use; the result being that the organisations’ needs and the service users’ expectations were in line. Value creation for customers produced organisational efficiency and thus increased productivity. In this study, customer expectations were observed by means of wellness technology. With the help of modern technology, customer expectations can be followed quickly and easily and customers can co-create with the organisation. This type of an approach could be useful even in the development of other services for other ages and in different contexts. If a service organisation decreases the number of personnel and, at the same time, tries to offer services to the same or a larger clientele, customers easily notice the change, which is often negative. To avoid harmful decrease in value-in-use, limitations to the aspiration of efficiency should be implemented – one of such is that the organisation is required to meet certain quality standards defined by experts. The aim is to secure that, as a result of efficiency aspirations in the organisation, the quality of the service offerings does not diminish below mutually agreed standards. Traditionally, when productivity in services has been estimated, organisational efficiency has not been combined with both customer expectations and an expert assessment of quality. This study contributes with novel thinking entitled ‘Relationship Management of the Elderly’. This study handles productivity, expert defined quality and value-in-use in an organisational context, which is practically untouched in previous research studies.
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The role of contract manufacturing and subcontracting has been seen in black and white in product and service point of view. It used to be seen either as a product or a service. In the thesis product-service system, offering combining products and services, was discussed. Theory was created from two perspectives; Service productization via Business Model generation and product servitization via New Service Development process. Target for the case study was to point out new ways of service thinking and ways for changing business environment in contract manufacturing, especially in customer satisfaction and profitability point of view. The case study is following the New Service Development process phases. First ideas were collected from literature and via sales management interviews. Service offering and tool for service requirement evaluation was created. Last financial results of example service scenarios were calculated. It is recommended to take service offering into internal use and further develop it into modular service model. It is also recommended to take created customer service requirement evaluation tool into use for capturing customer service needs but also for communicating those internally.
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This thesis discovers the main challenges and opportunities that e-Commerce brings to the fashion industry and to the process of building brand trust and loyalty in particular. The field of e-Commerce is investigated and the findings, benefits and challenges, are implemented into companies’ branding strategies. Then, the effect of companies’ online branding actions on customers’ behaviour is studied. New perspectives and ideas are developed for fashion retailers to build trust online and increase the number of customers who continuously utilize brand’s products and services.
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Panel at Open Repositories 2014, Helsinki, Finland, June 9-13, 2014
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Poster at Open Repositories 2014, Helsinki, Finland, June 9-13, 2014
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Advances in technology have provided new ways of using entertainment and game technology to foster human interaction. Games and playing with games have always been an important part of people’s everyday lives. Traditionally, human-computer interaction (HCI) research was seen as a psychological cognitive science focused on human factors, with engineering sciences as the computer science part of it. Although cognitive science has made significant progress over the past decade, the influence of people’s emotions on design networks is increasingly important, especially when the primary goal is to challenge and entertain users (Norman 2002). Game developers have explored the key issues in game design and identified that the driving force in the success of games is user experience. User-centered design integrates knowledge of users’ activity practices, needs, and preferences into the design process. Geocaching is a location-based treasure hunt game created by a community of players. Players use GPS (Global Position System) technology to find “treasures” and create their own geocaches; the game can be developed when the players invent caches and used more imagination to creations the caches. This doctoral dissertation explores user experience of geocaching and its applications in tourism and education. Globally, based on the Geocaching.com webpage, geocaching has been played about 180 countries and there are more than 10 million registered geocachers worldwide (Geocaching.com, 25.11.2014). This dissertation develops and presents an interaction model called the GameFlow Experience model that can be used to support the design of treasure hunt applications in tourism and education contexts. The GameFlow Model presents and clarifies various experiences; it provides such experiences in a real-life context, offers desirable design targets to be utilized in service design, and offers a perspective to consider when evaluating the success of adventure game concepts. User-centered game designs have adapted to human factor research in mainstream computing science. For many years, the user-centered design approach has been the most important research field in software development. Research has been focusing on user-centered design in software development such as office programs, but the same ideas and theories that will reflect the needs of a user-centered research are now also being applied to game design (Charles et al. 2005.) For several years, we have seen a growing interest in user experience design. Digital games are experience providers, and game developers need tools to better understand the user experience related to products and services they have created. This thesis aims to present what the user experience is in geocaching and treasure hunt games and how it can be used to develop new concepts for the treasure hunt. Engineers, designers, and researchers should have a clear understanding of what user experience is, what its parts are, and most importantly, how we can influence user satisfaction. In addition, we need to understand how users interact with electronic products and people, and how different elements synergize their experiences. This doctoral dissertation represents pioneering work on the user experience of geocaching and treasure hunt games in the context of tourism and education. The research also provides a model for game developers who are planning treasure hunt concepts.
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Most economic transactions nowadays are due to the effective exchange of information in which digital resources play a huge role. New actors are coming into existence all the time, so organizations are facing difficulties in keeping their current customers and attracting new customer segments and markets. Companies are trying to find the key to their success and creating superior customer value seems to be one solution. Digital technologies can be used to deliver value to customers in ways that extend customers’ normal conscious experiences in the context of time and space. By creating customer value, companies can gain the increased loyalty of existing customers and better ways to serve new customers effectively. Based on these assumptions, the objective of this study was to design a framework to enable organizations to create customer value in digital business. The research was carried out as a literature review and an empirical study, which consisted of a web-based survey and semi-structured interviews. The data from the empirical study was analyzed as mixed research with qualitative and quantitative methods. These methods were used since the object of the study was to gain deeper understanding about an existing phenomena. Therefore, the study used statistical procedures and value creation is described as a phenomenon. The framework was designed first based on the literature and updated based on the findings from the empirical study. As a result, relationship, understanding the customer, focusing on the core product or service, the product or service quality, incremental innovations, service range, corporate identity, and networks were chosen as the top elements of customer value creation. Measures for these elements were identified. With the measures, companies can manage the elements in value creation when dealing with present and future customers and also manage the operations of the company. In conclusion, creating customer value requires understanding the customer and a lot of information sharing, which can be eased by digital resources. Understanding the customer helps to produce products and services that fulfill customers’ needs and desires. This could result in increased sales and make it easier to establish efficient processes.
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Sustainability in software system is still a new practice that most software developers and companies are trying to incorporate into their software development lifecycle and has been largely discussed in academia. Sustainability is a complex concept viewed from economic, environment and social dimensions with several definitions proposed making sometimes the concept of sustainability very fuzzy and difficult to apply and assess in software systems. This has hindered the adoption of sustainability in the software industry. A little research explores sustainability as a quality property of software products and services to answer questions such as; How to quantify sustainability as a quality construct in the same way as other quality attributes such as security, usability and reliability? How can it be applied to software systems? What are the measures and measurement scale of sustainability? The Goal of this research is to investigate the definitions, perceptions and measurement of sustainability from the quality perspective. Grounded in the general theory of software measurement, the aim is to develop a method that decomposes sustainability in factors, criteria and metrics. The Result is a method to quantify and access sustainability of software systems while incorporating management and users concern. Conclusion: The method will empower the ability of companies to easily adopt sustainability while facilitating its integration to the software development process and tools. It will also help companies to measure sustainability of their software products from economic, environmental, social, individual and technological dimension.
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Suorituskyvyn mittaaminen korostuu yhä nopeammin muuttuvassa ja monimutkaisemmassa toimintaympäristössä. Taloudellisia mittareita laajempi suorituskyvyn mittaaminen mahdollistaa muutosten huomaamisen ja niihin reagoinnin aikaisemmin kuin pelkkä taloudellisten lukujen seuraaminen. Asiakkaiden vaatimuksien ja kilpailun kasvaessa tulee IT- yritysten pyrkiä yhä laadukkaampaan toimintaan pysyäkseen kilpailussa mukana. Tutkimuksen aiheena on rakentaa tasapainotettu mittaristo tietohallintoympäristön ylläpitopalveluille sekä esittää menetelmiä laadun parantamiseen. Palveluiden laadun parantamisen osalta käsitellään palvelun laadun ominaisuuksia, laadunhallintaa ja laadunhallintajärjestelmien käyttökokemuksia, kehitysmenetelmiä sekä laadun parantamisen vaikutuksia. Huomio kiinnittyi ennakoivaan laatutyöskentelyyn ja palvelun laadun ominaisuuksien monipuoliseen käsittelyyn. Palveluiden ollessa kyseessä painotus on toiminnanja suunnittelun laadussa. Suorituskyvyn mittaamisessa käsitellään suorituskyvynominaisuuksia, suorituskyvyn mittaamisen käyttöä, tasapainotettua mittaristoa ja mittariston rakentamista. Soveltavassa osiossa rakennetaan tasapainotettu mittaristo sekä esitetään menetelmiä palveluiden laadun parannukseen. Mittareiden valinnassa ja laadun kehittämisessä on käytetty hyväksi IT- yritysten viitekehyksiä ITILiä ja COBITia.
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Yhä useampi etsii nykyään tietoa tuotteista ja palveluista internetin kautta. Vastapainoisesti lähes jokainen yritys käyttää internetsivujaan markkinointikanavana. Mietittäessä markkinoinnin peruskysymyksiä kuten kohdesegmentin saavuttamista tai kampanjan tuottoastetta ei vastausta usein osaa internetsivujen osalta antaa niin markkinointiosasto kuin IT-osastokaan. Hakukoneoptimointi on yksi hakukonemarkkinoinnin muoto, jonka avulla internetsivujen saavutettavuutta voidaan parantaa. Kehityksen toteamiseksi on oltava mittareita, joina internetsivuilla voidaan käyttää internetsivuille tarkoitettuja kävijäseurantaohjelmistoja. Tässä työssä käsitellään hakukoneoptimointia ja sen mahdollisuuksia parantaa sivustojen näkyvyyttä internetin hakukoneissa. Hakukoneoptimoinnilla tarkoitetaan sivustojen teknisen toteutuksen muokkaamista hakukoneystävälliseksi ja sisällön muokkaamista niin, että sivustotsijoittuvat halutuin hakusanoin hakutulosten kärkipäähän. Onnistumisen mittaamiseksi työssä perehdytään kävijäseurannan mahdollisuuksiin ja toteutukseen. Työn tavoitteena oli tuoda Primesoft Oy:lle riittävä tietotaito hakukoneoptimoinnista, toteuttaa hakukoneoptimointipalvelu ja muokata yrityksen ohjelmistot hakukoneoptimointia tukeviksi. Työn tavoitteet saavutettiin pääosin ja tutustuminen hakukoneoptimointiin avasi portin koko internetmarkkinoinnin maailmaan. Palvelun toimivuutta testattiin Primesoftin omilla sivuilla ja tulokset osoittautuivat varsin rohkaiseviksi. Jatkossa hakukoneoptimointia voidaan tarjota palveluna asiakkaille.
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Mediatoimialalla eletään murrosvaihetta. Erityisesti sähköisen median alalla uusien ansaintalogiikoiden tunnistaminen ja kehittäminen muodostuu yhä tärkeämmäksi kilpailukyvyn kannalta. Digi- ja maksutelevision tuomat muutokset tämän hetkiseen ansaintamalliin tuovat mukanaan huomattavia haasteita ja sitä kautta myös mahdollisuuksia. Myös muiden sähköisten medioiden rooli tulee kehittymään tulevien vuosien aikana. Internet on jo tällä hetkellä mobiilisti saatavavilla ja television mobiiliratkaisut tekevät tuloaan vauhdilla. Työn tavoitteena on luoda tietojohtamisen malli ja työkalut eli innovaatiopolitiikan viitekehys, jolla MTV Media voi muuttuvassa ja fragmentoituvassa mediakentässä säilyttää edelläkävijyytensä ja innovatiivisuutensa uusia tuotteita ja palveluita kehitettäessä. Työssä luodaan kirjallisuustutkimuksen perusteella malli innovaatiopolitiikan kehittämiseen ja arvioidaan valittujen työkalujen soveltuvuutta yrityksen toiminnassa. Teoreettiseksi innovaatiopolitiikan viitekehykseksi valitaan Nonakan mukaeltu malli tiedon luomisenyhdistämisestä. Nonakan mallin avulla luodaan MTV Medialle oma innovaatiopolitiikan viitekehys. Viitekehykseen sopivia työkaluja esitellään ja niiden sopivuutta viitekehykseen arvioidaan. Lopuksi viitekehystä tarkastellaan teorian ja käytännön näkökulmista MTV Median innovaatiopolitiikan kehittämisessä.
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Palvelukehitystoiminta sitoo huomattavan määrän resursseja ja on pitkäkestoista toimintaa. Innovatiivisuuteen tähtäämällä ja systemaattisella tuotekehitystyöllä yritys parantaa jatkuvuutta omassa liiketoiminnassaan. Alusta-ajattelu tuo uuden ulottuvuuden tuotteiden ja palveluiden kehitykseen. Alustan kehittäminen tukemaan tuote- ja palvelukehitystoimintaa ja yksinkertaistamaan tuote/palvelurakenteita antaa yrityksissä lisäpotentiaalia esimerkiksi lyhentyneiden kehitysaikojen, paremman kompleksisuuden hallinnan ja kustannustehokkuuden nousun myötä. Toimintojen tehostuminen yritystasolla saa aikaan mahdollisuuksien lisääntymisen nykyisillä liiketoimintasektoreilla. Palvelualustan kehityksellä päästään palvelurakenteen mallintamisen kautta parempaan liiketoiminnan hallitsemiseen ja systemaattisempaan tuotekehityksen läpivientiin. Palvelualustan yhtenä tärkeimpänä hyötynä on, että palvelun rakenteellisuus saadaan kuvattua alustaan. Lisäksi on tärkeää määritellä vastuutukset alustan kehityksessä, sekä pystyä mallintamaan informaation kulku (rajapinnat) prosesseissa.
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Yrityksen muuttuva toimintaympäristö asettaa uusia vaatimuksia henkilöstön osaamiselle. Tässä pro gradu tutkielmassa tutkin ICT-yrityksen asiakaspalvelussa tarvittavaa tämän hetken osaamista ja tulevaisuuden osaamistarpeita sekä asiakaspalveluhenkilöstön että heidän esimiestensä näkökulmasta. Tutkimuksen kohderyhmänä on Päijät-Hämeen Puhelin Oyj:n asiakaspalveluhenkilöstö. Tutkimuson tapaustutkimus ja tutkimusaineisto on kerätty kyselytutkimuksella, teemahaastatteluilla ja havainnoilla. Tutkimuksen mukaan tällä hetkellä asiakaspalvelun tärkeimmät osaamisalueet ovat: stressinsietokyky, asiakaspalvelutaidot, myyntitaidot, priorisointitaidot ja tuote- ja palvelutuntemus. Suurimmat osaamistarpeisiin vaikuttaneet tietoliikennealalla tapahtuneet muutokset ovattietoliikennealan merkityksen kasvaminen, kilpailun lisääntyminen, tekniikan jatkuva kehittyminen, asiakaskontaktien lisääntyminen ja kuluttajakäyttäytymisen muutos. Merkittävin muutos alalla seuraavan viiden vuoden aikana tulee olemaan kilpailun edelleen kiristyminen ja työmäärän edelleen kasvaminen. Nämä muutokset tulevat vaikuttamaan tulevaisuuden keskeisimpiin osaamistarpeisiin niin, että tulevaisuuden keskeisimmät osaamistarpeet ovat stressinsietokykyja uusien asioiden omaksumiskyky.