962 resultados para Disability Creation Process
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Despite the growing relevance of co-creating customer communities only little scientific evidence is available on their impact on transactional behavior of participants. Previous research has mostly used self-reported data or distinguished only between during and pre-community phases obtaining mixed results. However, the author proposes that co-creating community activity takes place in five distinguishable phases and changes in transactional behavior are limited to certain phases. Using 33 months of transactional data of a Dutch online auction provider a study was conducted covering all five phases of the community co-creation process from community planning over community set-up, co-development and co-testing to post-launch. The overall results indicate mixed effects of community participation on the different transactional variables during the co-creation process. Community participation had positive effects on auctions listing behavior at the community set-up, co-development and post-launch phases, whereby the number of auctions listed peaked during the community set-up phase. These results suggest that the impact on transactional behavior differs between co-creation phases and different psychological mechanism limited to certain phases might trigger the respective changes.
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The underlying thesis examines the value drivers of direct investments in nursing home real estate in Germany. A survey among investors and operators is conducted in order to identify significant value drivers. Moreover, based on survey results, a framework for assessing German nursing home real estate is developed. This is applied in a case-study about the set-up of a nursing home value-add fund which will demonstrate the value creation process of redeveloping an existing nursing home real estate portfolio. Through a concluding analysis the sources of value creation, sensitivities and future prospects of direct investing into German nursing home real estate are concluded.
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Tämä diplomityö määrittelee teknologiaseurantaprosessin, jolla korkean teknologian yritys voi ohjata toimintaansa. Korkean teknologian yrityksille on olennaista seurata teknologian kehitystä. Tällaiset yritykset tarvitsevat hyvin määritellyn järjestelmän, jolla ne voivat seurata ja ennustaa teknologista kehitystä.Työssä esitetään, että teknologiaseuranta ja kilpailuseuranta (competitive intelligence) ovat business intelligencen osa-alueita, jotka täydentävät ja tukevat toisiaan. Tärkeä havainto on, että business intelligence -prosessi on ennen kaikkea organisaation oppimisprosessi. Tästä seuraa, että minkä tahansa BI-prosessin tulisi perustua niihin prosesseihin, joiden avulla organisaatiot oppivat. Työssä esitetään myös, miten business intelligence, tietojohtaminen (knowledge management) ja organisaatioiden oppiminen liittyvät toisiinsa.Teknologiaseuranta on elintärkeä toiminto korkean teknologian yritykselle; sitä tarvitaan monella strategisen johtamisen osa-alueella, ainakin teknologia-, markkinointi- ja henkilöstöjohtamisessa. Teknologiaseurannan havaitaan myös olevan korkean teknologian yritykselle erittäin tärkeä ydinosaamisalue, jota ei voi kokonaan ulkoistaa.Työssä esitellään teknologiaseurantaprosessi, joka perustuu yleiselle business intelligence -prosessille ja siitä johdetulle kilpailuseurantaprosessille. Työssä myös esitetään ehdotus siitä, kuinka teknologiaseuranta voitaisiin järjestää korkean teknologian yrityksessä. Esitetty ratkaisu perustuu Community of practice -käsitteeseen. Community of practice on vapaaehtoisuuteen perustuva tiimi, jonka jäseniä yhdistää kiinnostus johonkin asiaan ja oppimishalu. Esimerkkiyrityksessä on tunnistettu selkeä tarve yhtenäiseen ja koordinoituun teknologiaseurantaan. Työssä esitetään alustava teknologiaseurantaprosessi esimerkkiyritykselle ja tunnistetaan teknologiaseurantaprosessin asiakkaat ja tekijät.
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Innovation is the word of this decade. According to innovation definitions, without positive sales impact and meaningful market share the company’s product or service has not been an innovation. Research problem of this master thesis is to find out what is the innovation process of complex new consumer products and services in new innovation paradigm. The objective is to get answers to two research questions: 1) What are the critical success factors what company should do when it is implementing the paradigm change in mass markets consumer business with complex products and services? 2) What is the process or framework one firm could follow? The research problem is looked from one company’s innovation creation process, networking and organization change management challenges point of views. Special focus is to look the research problem from an existing company perspective which is entering new business area. Innovation process management framework of complex new consumer products and services in new innovation paradigm has been created with support of several existing innovation theories. The new process framework includes the critical innovation process elements companies should take into consideration in their daily activities when they are in their new business innovation implementing process. Case company location based business implementation activities are studied via the new innovation process framework. This case study showed how important it is to manage the process, look how the target market and the competition in it is developing during company’s own innovation process, make decisions at right time and from beginning plan and implement the organization change management as one activity in the innovation process. In the end this master thesis showed that all companies need to create their own innovation process master plan with milestones and activities. One plan does not fit all, but all companies can start their planning from the new innovation process what was introduced in this master thesis.
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The traditional forest industry is a good example of the changing nature of the competitive environment in many industries. Faced with drastic challenges forestindustry companies are forced to search for new value-creating strategies in order to create competitive advantage. The emerging bioenergy business is now offering promising avenues for value creation for both the forest and energy sectors because of their complementary resources and knowledge with respect to bioenergy production from forest-based biomass. The key objective of this dissertation is to examine the sources of sustainable competitive advantage and the value-creation opportunities that are emerging at the intersection between the forest and energy industries. The research topic is considered from different perspectives in order to provide a comprehensive view of the phenomenon. The study discusses the business opportunities that are related to producing bioenergy from forest-based biomass, and sheds light on the greatest challenges and threats influencing the success of collaboration between the forest and energy sectors. In addition, it identifies existing and potential bioenergy actors, and considers the resources and capabilities needed in order to prosper in the bioenergy field. The value-creation perspective is founded on strategic management accounting, the theoretical frameworks are adopted from the field of strategic management, and the future aspect is taken into account through the application of futures studies research methodology. This thesis consists of two parts. The first part provides a synthesis of the overall dissertation, and the second part comprises four complementary research papers. There search setting is explorative in nature, and both qualitative and quantitative research methods are used. As a result, the thesis lays the foundation for non-technological studies on bioenergy. It gives an example of how to study new value-creation opportunities at an industrial intersection, and discusses the main determinants affecting the value-creation process. In order to accomplish these objectives the phenomenon of value creation at the intersection between the forest and energy industries is theorized and connected with the dynamic resource-based view of the firm.
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The purpose of this thesis is to examine what elements of value co-creation create value for participants of Oma Olivia magazine through Olivia magazine’s virtual community environment. Furthermore the aim is to discover why readers take part in creating Oma Olivia in order to discover is Oma Olivia worth publishing in the future. The data is collected from secondary and primary sources by scanning the existing academic literature and by conducting interviews and surveys. The empirical results state that the hypothesis model created from the academic literature is statistically significant and the elements of value co- creation process create value for readers. Magazine publishing organization may want to consider publishing Oma Olivia also in the future due to its nature of creating value for customers.
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Network externalities and two-sided markets in the context of web services and value creation is not very well discussed topic in academic literature. The explosive rise of the Internet users has created a strong base for many successful web services and pushed many firms towards e-business and online service based business models. Thus the subject of this thesis, the role of network externalities in value creating process of the commer-cial web service for two-sided international markets is very current and interesting topic to examine. The objective of this Master’s Thesis is to advance the study of network externalities from the viewpoint of two-sided markets and network effects as well as describe the value creation & value co-creation process in commercial web service business models. The main proposition suggests that the larger network of customers and the bigger number of users the web service is able to attract, the more value and stronger positive net-work externalities the service is able to create for each customer group. The empirical research of this study was implemented for commercial web service, targeted to Russian consumers and Finnish business users. The findings suggest that the size of the network is highly related to the experi-enced value of the customers and the whole value creation process of commercial web targeted for two-sided international markets varies from the value creation for one-sided or pure domestic markets.
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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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The aim of this qualitative thesis is to research, how professional services create value, and what are the key factors affecting on this process. A model describing value creation process in professional services will be explained, based on the existing literature and three in depth discussions with professional service representatives. Professional services are such services that are tend to base on problem solving and require high skills and knowledge of a professional. These services often have a consultative or an advisory nature, and they often involve both client and a company in service process. As the service is often delivered in somewhat collaboration so is the value created. The results of this thesis revealed that value is created in collaboration or co-operation in professional services. Therefore, value co-creation, as a concept, is exact to describe the value creation process in professional services. This thesis also revealed that value is co- created in continuous communication between a client and a company and no value or only a little value can be created if there is no effective communication during the professional service process.
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The research topic of the work is: “Factors of innovation creation within functionally heterogeneous project teams”. The research question is “What are the factors of innovation creation within functionally heterogeneous project teams?” The subject of this research is to explore the teams of projects, aimed at creating innovations, and understand how innovation is generated through project team work within them in term of factors. In line with the purposes of this study, firstly, it was analyzed what factors of such teams’ work are affecting creating innovation positively and negatively on the base of chosen literature and a preliminary conceptional framework was formulated, and secondly, the research of the work of project teams in one of the divisions of ABB company has been done and other factors and interdependencies between them have been added to the conceptional framework. This final conceptional framework constitutes the essense of the work findings and can be used as a tool to analyze the innovation creation process in functionally heterogeneous project teams
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The open content creation process has proven itself to be a powerful and influential way of developing text-based content, as demonstrated by the success of Wikipedia and related sites. Distributed individuals independently edit, revise, or refine content, thereby creating knowledge artifacts of considerable breadth and quality. Our study explores the mechanisms that control and guide the content creation process and develops an understanding of open content governance. The repertory grid method is employed to systematically capture the experiences of individuals involved in the open content creation process and to determine the relative importance of the diverse control and guiding mechanisms. Our findings illustrate the important control and guiding mechanisms and highlight the multifaceted nature of open content governance. A range of governance mechanisms is discussed with regard to the varied levels of formality, the different loci of authority, and the diverse interaction environments involved. Limitations and opportunities for future research are provided.
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Contemporary business environment involves IT being invested and shared by multiple stakeholders in collaborative, platform-based, and relational arrangements where the objective is to co-create value. Traditional IT enabled business value therefore has been extended towards IT value co-creation that involves multiple stakeholders. In this paper, we present a conceptual development of IT-based value co-creation in the context of online crowdsourcing. Based on the existing literature, we have distinguished multiple crowdsourcing types (models) by analyzing attributes of crowd, the roles of the client, the platform and the crowd that act as key stakeholders in the value co-creation process, and describe the major interactions between the main stakeholders. Our conceptual development is suggesting different combinations of value co-creation layers to be evident in different crowdsourcing models.
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Amid the remarkable growth of innovative technologies, particularly immersive technologies like Extended Reality (XR) (comprising of Virtual Reality (VR), Augmented Reality (AR) & Mixed Reality (MR)), a transformation is unfolding in the way we collaborate and interact. The current research takes the initiative to explore XR’s potential for co-creation activities and proposes XR as a future co-creation platform. It strives to develop a XR-based co-creation system, actively engage stakeholders in the co-creation process, with the goal of enhancing their creative businesses. The research leverages XR tools to investigate how they can enhance digital co-creation methods and determine if the system facilitates efficient and effective value creation during XR-based co-creation sessions. In specific terms, the research probes into whether the XR-based co-creation method and environment enhances the quality and novelty of ideas, reduce communication challenges by providing better understanding of the product, problem or process and optimize the process in terms of reduction in time and costs. The research introduces a multi-user, multi-sensory collaborative and interactive XR platform that adapts to various use-case scenarios. This thesis also presents the user testing performed to collect both qualitative and quantitative data, which serves to substantiate the hypothesis. What sets this XR system apart is its incorporation of fully functional prototypes into a mixed reality environment, providing users with a unique dimension within an immersive digital landscape. The outcomes derived from the experimental studies demonstrate that XR-based co-creation surpasses conventional desktop co-creation methods and remarkably, the results are even comparable to a full mock-up test. In conclusion, the research underscores that the utilization of XR as a tool for co-creation generates substantial value. It serves as a method that enhances the process, an environment that fosters interaction and collaboration, and a platform that equips stakeholders with the means to engage effectively.
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Universidade Estadual de Campinas. Faculdade de Educação Física
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Relatório de Estágio submetido à Escola Superior de Teatro e Cinema para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Teatro - especialização em Design de Cena.