925 resultados para User centered product development
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Tässä työssä keskitytään Metso Mineralsin valmistamien tuotteiden suunnitteluympäristöön ja erityisesti sen kehittämismahdollisuuksiin uusien teknologioiden avulla. Käyttövarmuuden parantamiseksi yksi potentiaalisimmista keinoista on parantaa laitteiden huollettavuutta. Tyypillisesti huollettavuuden verifiointi tapahtuu vasta prototyyppien testauksessa työmaaolosuhteissa, jolloin havaittujen ongelmien muuttaminen on hankalaa. Siksi huollettavuuteen tulisi kiinnittää enemmän huomiota jo tuotekehitysvaiheessa. Tässä työssä selvitetään virtuaalitekniikoiden tarjoamia mahdollisuuksia em. asioiden parantamiseksi. Työn toisena osakokonaisuutena tutkitaan riskianalyysien kehittämismahdollisuuksia. Tavoitteena on kehittää toimiva menetelmä riskianalyysin suorittamiseen virtuaaliprototyyppien avulla ja testata kaupallisten riskianalyysiin tarkoitettujen sovellusten käyttöä. Lopuksi tarkastellaan vielä uusien menetelmien integrointia osaksi tuotekehitysprosessia. Tehtyjen Case-tutkimusten perusteella havaittiin, että virtuaaliympäristöjen ja -tekniikoiden avulla saavutetaan hyötyä tuotekehityksen varhaisessa vaiheessa. Kyselytutkimuksesta saadun palautteen perusteella virtuaalitekniikoiden sovelluksille annettiin asteikolla 1–5 yleisarvosanaksi keskimäärin kolme. Virtuaalitekniikoiden ja riskianalyysien yhteiskäyttöä testattiin onnistuneesti, mutta tämä vaatii vielä kehittämistä.
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The overall goal of the study was to describe adoption of information technology (IT)-based patient education (PE) developed for patients and nurses use in psychiatric nursing. The data were collected in three phases during the period 2000-2006 in a variety of psychiatric settings in Finland. Firstly, the development process of IT-based PE for patients with schizophrenia spectrum psychosis was described. Secondly, nurses’ adoption of IT-based PE and the variables explaining adoption were demonstrated. Moreover, use of daily IT-based PE in clinical practice and factors associated with use were identified and described. And thirdly, nurses’ experiences of the IT-based PE after one year clinical use were evaluated. IT-based PE program was developed in several stages based on users’ needs and it included information and multimedia applications. Altogether, almost 500 IT-based PE sessions were carried out by the nurses on the study wards and revealed nurses’ activity in educating patients using IT to vary and depend on the hospital in which they worked. Almost 80% of all the possible IT-based PE sessions involved 93 patients and 83 nurses. Less than 2% of the IT-based PE sessions were interrupted and less than 10% suffered disturbances due to the patients or external causes. Moreover, the patients whose education took more days had poorer mental status than those whose education was carried out over a shorter period. After a year’s experience, advantages and disadvantages were described by the nurses for both patients and nurses of the IT-based PE. IT-based PE can be used even on closed acute psychiatric wards with patients with serious mental health disorders. However, technology adoption requires time, and therefore, it must fit in with clinical practice. Collaboration between users and developers is needed when developing user-centered methods in the area of mental health services. Moreover, it is important to understand factors that affect IT adoption in healthcare settings. IT-based PE is one option in interactive and co-operative health care practice between patients and nurses. Therefore the staff should begin to refer patients to established, credible and well-maintained Internet sites that provide information on common psychological problems. Even if every nurse should be trained and engaged to carry out IT-based PE, by targeting the training especially for the most active nurses aids them to support the less active ones. Adoption should also be understood from a perspective that includes aspects related to the context where it is implemented and examine how and in what circumstances it works.
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Chicken feet can be used as an alternative source of collagen for the development of new products. In this sense, the aim of this study was the production of a product similar to gelatin from collagen extracted from chicken feet and the evaluation of sensory quality. The products were produced in two distinct flavors, with grape flavor called GU and pineapple flavor called GA. Subsequently, we compared these formulations with gelatin of a trademark established in the market. We used in the verification of sensory acceptability of products a hedonic scale of 9 points and the availability of consuming the product by 30 untrained tasters. According to the results, all formulations showed good levels of acceptability, indicating the collagen from chicken feet as an alternative source of high quality in the production of gelatin.
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The new product development process is a massive investment to a company that aims to reduce their products’ time-to-market. Capability to shorter time-to market allows longer life-cycle to products which are introduced to market earlier but also give advantage to start product launch later while simultaneously learning from customer behavior and competitors. The product launch support operations are the last ramp-up activities before the product launching. This study defines what these operations mean in a product platform and how they can be streamlined to be more efficient. The methodology includes interviews, innovative group brainstorming and regular working group meetings. The challenges concerning the current situation of product launch support operations are allocated into four categories: General, Process, Project Resources and Project Management including altogether ten sub challenges. The challenges include issues related to technology and marketing management, branding strategy, organizing the global platform structure, harmonizing processes and clarifying handovers between shareholders in the process. The study makes a suggestion of a new Product Launch Support organization and clarification of its roles, responsibilities and tasks. In addition a new project management tool and Lessons Learned are suggested to improve the project management. The study can be seen as a pre-study when having an aim at combining technological and marketing know-how in the product ramp-up process before actual production. The future proceedings are suggested to include more detailed specifications and implementation in order to reach the long range target, reduced the time-to-market.
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Social media has become a part of many people’s everyday lives. In the library field the adoption of social media has been widespread and discussions of the development of “Library 2.0” began at an early stage. The aim with this thesis is to study the interface between public libraries, social media, and users, focusing on information activities. The main research question is: How is the interface between public libraries and social media perceived and acted upon by its main stakeholders (library professionals and users)? The background of Library 2.0 is strongly associated with the development of the Web and social media, as well as with the public libraries and their user-centered and information technological development. The theoretical framework builds on the research within the area of Library and Information Science concerning information behavior, information practice, and information activities. Earlier research on social media and public libraries is also highlighted in this thesis. The methods survey and content analysis were applied to map the interface between social media and public libraries. A questionnaire was handed out to the users and another questionnaire was sent out to the library professionals. The results were statistically analyzed. In the content analysis public library Facebook pages were studied. All the empirical investigations were conducted in the area of Finland Proper. An integrated analysis of the results deepens the understanding of the key elements of the social media and public library context. These elements are interactivity, information activities, perceptions, and stakeholders. In this context seven information activities were distinguished: reading, seeking, creating, communicating, informing, mediating, and contributing. This thesis contributes to develop the research concerning information activities and draws a realistic picture of the challenges and opportunities in the social media and public library context. It also contributes with knowledge on library professionals and library users, and the existing differences in their perceptions of the interface between libraries and social media.
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The importance of after-sales service or service in general can be seen and experienced by customers every day with industrial as well as other non-industrial services or products. This dissertation, drawing on theory and experience, focuses on practical engineering implications, specifically the management of customer issues in the after-sales phase in the mobile phone arena. The main objective of this doctoral dissertation is to investigate customer after-sales issue management, specifically regarding mobile phones. The case studies focus on issue resolution time and the issue of corrective actions. This dissertation consists of a main body and four peer-reviewed journal articles and one manuscript currently under review by a peer-reviewed journal. The main body of this dissertation examines the elements of customer satisfaction, loyalty, and retention with respect to corrective actions to address customer issues and issue resolution time through literature and empirical studies. The five independent works are case studies supporting the thesis research questions. This study examines four questions: 1) What are the factors affecting corrective actions for customers? 2) How can customer issue resolution time be controlled? 3) What are the factors affecting processes in the service chain? and 4) How can communication be measured in a service chain? In this work, both quantitative and qualitative analysis methods are used. The main body of the thesis reviews the literature regarding the elements that bridge the five case studies. The case studies of the articles and surveys lean more toward the methodology of critical positivism and then apply the interpretive approach in interpreting the results. The case study articles employ various statistical methods to analyze and to interpret the empirical and survey data. The statistical methods were used to create a model that is useful for significantly optimizing issue resolution time. Moreover, it was found that samples for verifying issues provided by the customer neither improve the perceived quality of corrective actions nor the perceived quality of issue resolution time. The term “service” in this work is limited to the technical services that are provided by product manufacturers and after-sales authorized service vendors. On the basis of this research work, it has been observed that corrective actions and issue resolution time are associated with customer satisfaction and hence, according to induction theory, to customer loyalty and retention. This thesis utilizes knowledge of marketing and customer relationships to contribute to the existing body of knowledge concerning information and communication technology for after-sales service recovery of mobile terminals. The established models in the thesis contribute to the existing knowledge of the after-sales process of dealing with customer issues in the field of mobile phones. The findings suggest that process managers could focus more on communication and training provided to the staff as new technology evolves rapidly. The study also suggest the managers formulate strategies for how customers can be kept informed on a regular basis of the status of issues that have been escalated for corrective action. The findings also lay the foundation for the comprehensive objective to control the entire product development process, starting with conceptualization. This implies that robust design should be applied to the new products so that problems affecting customer service quality are not repeated. The objective will be achieved when the entire service chain from product development to the final user can be modeled and this model can be used to support the organization at all levels.
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This study discusses the procedures of value co-creation that persist in gaming industry. The purpose of this study was to identify the procedures that persist in current video gaming industry which answers the main research problem how value is co-created in video gaming industry followed by three sub questions: (i) What is value co-creation in gaming industry? (ii) Who participates in value co-creation in gaming industry? (iii) What are the procedures that are involved in value co-creation in gaming industry? The theoretical background of the study consists of literature relating to the theory of marketing i.e., notion of value, conventional understanding of value creation, value chain, co-creation approach, co-production approach. The research adopted qualitative research approach. As a platform of relationship researcher used web 2.0 tool interface. Data were collected from the social networks and netnography method was applied for analyzing them. Findings show that customer and company both co-create optimum level of value while they interact with each other and within the customers as well. However mostly the C2C interaction, discussions and dialogues threads that emerged around the main discussion facilitated to co-create value. In this manner, companies require exploiting and further motivating, developing and supporting the interactions between customers participating in value creation. Hierarchy of value co-creation processes is the result derived from the identified challenges of value co-creation approach and discussion forums data analysis. Overall three general sets and seven topics were found that explored the phenomenon of customer to customer (C2C) and business to customer (B2C) interaction/debating for value co-creation through user generated contents. These topics describe how gamer contributes and interacts in co-creating value along with companies. A methodical quest in current research literature acknowledged numerous evolving flows of value in this study. These are general management perspective, new product development and innovation, virtual customer environment, service science and service dominant logic. Overall the topics deliver various realistic and conceptual implications for using and handling gamers in social networks for augmenting customers’ value co-creation process.
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Presentation at Open Repositories 2014, Helsinki, Finland, June 9-13, 2014
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Kandidaatin työ on tehty Lappeenrannan teknillisen yliopiston tuotantotalouden tiedekunnassa. Työn tarkoituksena on tarkastella kuinka asiakaslähtöinen tuotekehitys on kehittynyt viime vuosikymmeninä, selvittää millaisilla menetelmillä asiakkaita voidaan liittää osaksi tuotekehitysprosessia ja kartoittaa asiakkaiden integrointiin liittyviä riskejä. 1940-luvulta alkaen yritysten innovaatioprosessit ovat kehittyneet asiakaslähtöisempään suuntaan. Nykyään yrityksille on entistä tärkeämpää tarjota tuotteita, jotka parhaiten vastaavat asiakkaiden tarpeita. Asiakasymmärrystä tuotekehityksessä voidaan lisätä monella eri menetelmällä. Tässä työssä tarkastelemme menetelmistä lähemmin innovaatiopelejä sekä ketterästä ohjelmistokehityksestä ammentavaa extreme programming (XP) – menetelmää. Innovaatiopelit perustuvat yhdessä asiakkaiden kanssa pelattaviin jopa leikkimielisiin peleihin, joiden avulla asiakkaiden mielipiteet ja ideat tulevat kuulluiksi. XP-menetelmä taas perustuu iteratiivisuuteen, sillä asiakkaan palautteen perusteella kehitettävään tuotteeseen tehdään parannuksia, jonka jälkeen uusi prototyyppi esitellään asiakkaalle. Asiakaslähtöiseen tuotekehitykseen liittyy kuitenkin myös riskejä, kuten tietotaidon vuotamista. Riskejä voidaan kuitenkin hallita valitsemalla yhteistyökumppaninsa tarkkaan ja käyttämällä edelläkävijäkäyttäjiä (lead user) hyväkseen.
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The objective of this thesis is to better understand customer’s role in lean startup methodology. The aim is to find out how customers are involved in lean startup methodology implantation and increase the likelihood of new venture survival. This study emphasizes the usage of customers in shaping of new product development processes within companies, through iteration and constant communication. This communication facilitates the development of features that are requested by the customers and enhances the prospects of the new venture. The empirical part of the study is a single qualitative case study that uses action research to implement the lean startup methodology into a pre-revenue venture and examines its customer involvement processes. The studied case company is Karaoke d.o.o., developing a game called kParty. The study used the theory discussed in the literature review: customer involvement (in the survey and interviews conducted for the lean startup methodology), lean principles (through the implementation of lean startup methodology) and lean startup methodology, which are the central building parts of this thesis as a whole. The thesis contributes to the understanding of customer involvement in lean startup methodology, while giving practical implications of customer orientation and product market fitting.
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Abstract The objective of this paper is to develop a fish-based product. Through the innovative sensorial check all that apply (CATA) technique, employed in two stages of the development of the product – market research and the sensorial and hedonistic characterization of the final product – the aim was to develop a fish by-product that could respond to the needs of the consumer market. Results showed that the CATA technique is an important instrument for researching the consumer market and indicated the kind of fish by-product to be developed and its desired features. Nugget was the resulting by-product. The second application of CATA made possible the sensorial description of the by-product as being crisp, with little fish odor, light in color, well-seasoned and tasty. Therefore, the CATA technique proved to be an important research instrument in the fish consumption market as well as a quick technique for the complete description of fish nuggets.
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This study discusses the importance of learning through the process of exporting, and more specifically how such a process can enhance the product innovativeness of a company. The purpose of this study is to investigate the appropriate sources of learning and to suggest an interactive framework for how new knowledge from exporting markets can materialize itself into product innovation. The theoretical background of the study was constructed from academic literature, which is related to concepts of learning by exporting, along with sources for learning in the market and new product development. The empirical research in the form of a qualitative case study was based on four semi-structured interviews and secondary data from the case company official site. The interview data was collected between March and April 2015 from case company employees who directly work in the department of exporting and product development. The method of thematic analysis was used to categorize and interpret the collected data. What was conclusively discovered, was that the knowledge from an exporting market can be an incentive for product innovation, especially an incremental one. Foreign customers and competitors as important sources for new knowledge contribute to the innovative process. Foreign market competitors’ influence on product improvements was high only when the competitor was a market leader or held a colossal market share, while the customers’ influence is always high. Therefore, involving a foreign customer in the development of a new product is vital to a company that is interested in benefiting from what is learned through exporting. The interactive framework, which is based on the theoretical background and findings of the study, suggests that exporting companies can raise their product innovativeness by utilizing newly gained knowledge from exporting markets. Except for input, in the form of sources of learning, and product innovation as an output, the framework contains a process of knowledge transfer, the absorptive capacity of a firm and a new product development process. In addition, the framework and the findings enhance the understanding of the disputed relationship between an exporting experience and product innovation. However, future research is needed in order to fully understand all the elements of the framework, such as the absorptive capacity of a firm as well as more case companies to be processed in order to increase the generalization of the framework
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Contexte : Les premières implantations PACS (Picture Archiving and Communication System) remontent aux années 80. Le rehaussement récent du PACS au sein d’un centre hospitalier universitaire a permis d’étudier l’introduction d’innovations dans une technologie mature. Objectif : Dans un premier temps, effectuer une revue de la littérature sur les études évaluant la perceptions des utilisateurs de l’implantation des PACS. Deuxièmement, évaluer dans une étude de cas si le niveau d’alignement entre les tâches et la technologie prédit l’utilisation et la perception des bénéfices. Méthodes : Il y a eu une revue systématique de la littérature afin d’identifier les études sur la perception des utilisateurs du PACS. Une adaptation du modèle TTF (Task-Technology-Fit) développé par Goodhue (1995) a servi de base théorique pour l’étude de cas effectuée par questionnaire auto-administré. Résultats : Les modèles recensés dans la revue systématique sont mieux adaptés à des nouvelles implantions PACS qu’à des systèmes matures en évolution. Il y a une corrélation significative entre le niveau de l’alignement, tel que perçu par les utilisateurs, et la perception des bénéfices nets, ainsi que l’utilisation de la technologie. L’étude a démontré un écart entre la perception des utilisateurs et celle des développeurs interviewés. Conclusions : Cette étude supporte la validité du concept alignement tâche-technologie dans l’analyse d’un rehaussement PACS. Il est important de maintenir une interaction soutenue entre développeurs et utilisateurs, qui va audelà de la phase initiale de développement.
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Le tire-lait est un appareil conçu pour aider les mères durant l’allaitement. Selon la recherche préliminaire effectuée, c’est un thème très peu exploré dans les études; il est donc difficile d’affirmer si le produit répond correctement aux besoins reliés à son usage et à son utilité ou comment il s’intègre dans l’allaitement. Les fondements de l’étude exploratoire ont été bâtis sur ces enjeux dans le but de comprendre l’expérience d’usage du tire-lait. Inspirée de l’approche phénoménologique centrée sur l’usager, l’étude a permis d’amasser des données qualitatives à travers des entrevues semi-dirigées auprès de sept participantes. L’analyse de ces données a permis d’identifier les thèmes importants qui ont mené à des constats, rédigés dans une optique de design. L’étude a trouvé que c’est souvent quand la réalité de l’allaitement au sein rattrape les mères qu’elles vont vouloir se procurer un tire-lait, en s’inspirant des marques utilisées dans les hôpitaux par manque de temps. Le tire-lait devient alors principalement utile pour se désengorger et pour la liberté qu’il procure, s’intégrant dans une routine. Le tire-lait est par contre peu ergonomique; il semble y avoir un décalage entre le concept proposé et les manipulations réelles, notamment au niveau de la mise en marche, des bouteilles et des embouts. Ces résultats de l’étude pourraient être intégrés dans le tire-lait pour mieux représenter la réalité du contexte, de la pratique et de l’usage du produit. Ils pourraient ainsi nourrir le processus de conception dans un projet futur afin d’améliorer le design du tire-lait.
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Cette recherche porte sur des questions relatives à la conception des interfaces humain-ordinateur. Elle s’inscrit dans le courant des recherches sur l’utilisabilité et elle s’intéresse particulièrement aux approches centrées sur l’utilisateur. Nous avons été très souvent témoin des difficultés éprouvées par les utilisateurs dans l’usage de certaines interfaces interactives et nous considérons que ces difficultés découlent d’un problème de design. Le design d’interface doit être basé sur les besoins de l’utilisateur dans le cadre de ses activités, dont les caractéristiques devaient être bien comprises et bien prises en considération pour mener à la conception d’interfaces qui respectent les critères d’utilisabilité. De plus, la communauté des chercheurs ainsi que l’industrie admettent maintenant que pour améliorer le design, il est crucial de développer les interfaces humain-ordinateur au sein d’une équipe multidisciplinaire. Malgré les avancées significatives dans le domaine du design centrées sur l’utilisateur, les visées annoncées sont rarement réalisées. La problématique étudiée nous a conduit à poser la question suivante : En tant que designer d’une équipe multidisciplinaire de conception, comment modifier la dynamique de collaboration et créer les conditions d’une conception véritablement centrée sur l’interaction humain-ordinateur ? Notre démarche de recherche a été guidée par l’hypothèse voulant que l’activité de design puisse être le moyen de faciliter la création d’un langage commun, des échanges constructifs entre les disciplines, et une réflexion commune centrée sur l’utilisateur. La formulation de cette hypothèse nous a mené à réfléchir sur le rôle du designer. Pour mener cette recherche, nous avons adopté une méthodologie mixte. Dans un premier temps, nous avons utilisé une approche de recherche par projet (recherche-projet) et notre fonction était celle de designer-chercheur. La recherche-projet est particulièrement appropriée pour les recherches en design. Elle privilégie les méthodes qualitatives et interprétatives ; elle étudie la situation dans sa complexité et de façon engagée. Nous avons effectué trois études de cas successives. L’objectif de la première étude était d’observer notre propre rôle et nos interactions avec les autres membres de l’équipe de projet pendant le processus de design. Dans la seconde étude, notre attention a été portée sur les interactions et la collaboration de l’équipe. Nous avons utilisé le processus de design comme méthode pour la construction d’un langage commun entre les intervenants, pour enrichir les réflexions et pour favoriser leur collaboration menant à redéfinir les objectifs du projet. Les limites de ces deux cas nous ont conduit à une intervention différente que nous avons mise en œuvre dans la troisième étude de cas. Cette intervention est constituée par la mise en place d’un atelier intensif de conception où les intervenants au projet se sont engagés à développer une attitude interdisciplinaire permettant la copratique réflexive pour atteindre les objectifs d’un projet de construction d’un site web complexe centré sur l’utilisateur. L’analyse et l’interprétation des données collectées de ces trois études de cas nous ont conduit à créer un modèle théorique de conception d’interface humain-ordinateur. Ce modèle qui informe et structure le processus de design impliquant une équipe multidisciplinaire a pour objectif d’améliorer l’approche centrée sur l’utilisateur. Dans le cadre de ce modèle, le designer endosse le rôle de médiateur en assurant l’efficacité de la collaboration de l’équipe. Dans un deuxième temps, afin de valider le modèle et éventuellement le perfectionner, nous avons utilisé une approche ethnographique comportant des entrevues avec trois experts dans le domaine. Les données des entrevues confirment la validité du modèle ainsi que son potentiel de transférabilité à d’autres contextes. L’application de ce modèle de conception permet d’obtenir des résultats plus performants, plus durables, et dans un délai plus court.