979 resultados para store layout
Resumo:
ABSTRACT With today's trend toward higher store concentration, building strong store brands has become a priority for many retailing companies. This study aims to analyze the differences in store brands' purchasing likelihood between store brands with a manufacturer identification - a manufacturer signature - and store brands with no information about the manufacturer, as well as the moderating role of the manufacturer signature on store brands' purchase intention. We carried out multiple group analysis through structural equation modeling. Our findings suggest that store brand image has the most significant influence on loyalty and purchase intention for both types of store brands. Moreover, and contrary to our expectations, we did not find empirical support for the moderating role of manufacturer signature on store brands' purchasing likelihood.
Resumo:
One of the most difficult problems that face researchers experimenting with complex systems in real world applications is the Facility Layout Design Problem. It relies with the design and location of production lines, machinery and equipment, inventory storage and shipping facilities. In this work it is intended to address this problem through the use of Constraint Logic Programming (CLP) technology. The use of Genetic Algorithms (GA) as optimisation technique in CLP environment is also an issue addressed. The approach aims the implementation of genetic algorithm operators following the CLP paradigm.
Resumo:
A voltage limiter circuit for indoor light energy harvesting applications is presented. This circuit is a part of a bigger system, whose function is to harvest indoor light energy, process it and store it, so that it can be used at a later time. This processing consists on maximum power point tracking (MPPT) and stepping-up, of the voltage from the photovoltaic (PV) harvester cell. The circuit here described, ensures that even under strong illumination, the generated voltage will not exceed the limit allowed by the technology, avoiding the degradation, or destruction, of the integrated die. A prototype of the limiter circuit was designed in a 130 nm CMOS technology. The layout of the circuit has a total area of 23414 mu m(2). Simulation results, using Spectre, are presented.
Resumo:
O contributo da área de investigação Interacção Humano-Computador (HCI) está patente não só na qualidade da interacção, mas também na diversificação das formas de interacção. A HCI define-se como sendo uma disciplina que se dedica ao desenho, desenvolvimento e implementação de sistemas de computação interactivos para uso humano e estudo dos fenómenos relevantes que os rodeiam. Pretende-se, no âmbito desta tese de mestrado, o desenvolvimento de um Editor Gráfico de Layout Fabril a integrar num SAD para suporte ao Planeamento e Controlo da Produção. O sistema deve ser capaz de gerar um layout fabril do qual constam, entre outros objectos, as representações gráficas e as respectivas características/atributos do conjunto de recursos (máquinas/processadores) existentes no sistema de produção a modelar. O módulo desenvolvido será integrado no projecto de I&D ADSyS (Adaptative Decision Support System for Interactive Scheduling with MetaCognition and User Modeling Experience), melhorando aspectos de interacção referentes ao sistema AutoDynAgents, um dedicado ao escalonamento, planeamento e controlo de produção. Foi realizada a análise de usabilidade a este módulo com a qual se pretendeu realizar a respectiva avaliação, através da realização de um teste de eficiência e do preenchimento de um inquérito, da qual se identificaram um conjunto de melhorias e sugestões a serem consideradas no refinamento deste módulo.
Resumo:
ABSTRACTOBJECTIVE To assess inter-rater reliability, test-retest reliability, and construct validity of retail food store, open-air food market, and restaurant observation tools adapted to the Brazilian urban context.METHODS This study is part of a cross-sectional observation survey conducted in 13 districts across the city of Sao Paulo, Brazil in 2010-2011. Food store and restaurant observational tools were developed based on previously available tools, and then tested it. They included measures on the availability, variety, quality, pricing, and promotion of fruits and vegetables and ultra-processed foods. We used Kappa statistics and intra-class correlation coefficients to assess inter-rater and test-retest reliabilities in samples of 142 restaurants, 97 retail food stores (including open-air food markets), and of 62 restaurants and 45 retail food stores (including open-air food markets), respectively. Construct validity as the tool’s abilities to discriminate based on store types and different income contexts were assessed in the entire sample: 305 retail food stores, 8 fruits and vegetable markets, and 472 restaurants.RESULTS Inter-rater and test-retest reliability were generally high, with most Kappa values greater than 0.70 (range 0.49-1.00). Both tools discriminated between store types and neighborhoods with different median income. Fruits and vegetables were more likely to be found in middle to higher-income neighborhoods, while soda, fruit-flavored drink mixes, cookies, and chips were cheaper and more likely to be found in lower-income neighborhoods.CONCLUSIONS The measures were reliable and able to reveal significant differences across store types and different contexts. Although some items may require revision, results suggest that the tools may be used to reliably measure the food stores and restaurant food environment in urban settings of middle-income countries. Such studies can help .inform health promotion interventions and policies in these contexts.
Resumo:
O Lean Thinking (Pensamento Magro) baseia-se no Sistema Toyota de Produção, também conhecido pela sigla TPS (Toyota Production System). Foi desenvolvido em ambiente fabril, em particular na indústria automóvel, por Taiichi Ohno (1988) com o principal objectivo de eliminar desperdícios. O Lean Thinking tem crescido e hoje é muito mais abrangente. Com o intuito de melhorar a aprendizagem dos conceitos e das práticas lean, têm sido desenvolvidos diversos jogos que simulam a utilização das diferentes ferramentas lean. Estes jogos têm uma vertente comercial e são especialmente dirigidos para a indústria contudo não se consegue encontrar um que consiga ser utilizado para simular individualmente as ferramentas Lean. No âmbito desta dissertação, foi desenvolvido um jogo didáctico para apoio nas aulas onde são estudadas as ferramentas Lean. As ferramentas Lean abordadas neste trabalho são: 5S, Organização de Layout e Total Productive Maintenance. O jogo desenvolvido permite introduzir as ferramentas individualmente e as simulações efectuadas possibilitam a análise das melhorias obtidas com a eliminação de desperdícios através da aplicação das diferentes ferramentas.
Resumo:
The study of electricity markets operation has been gaining an increasing importance in the last years, as result of the new challenges that the restructuring process produced. Currently, lots of information concerning electricity markets is available, as market operators provide, after a period of confidentiality, data regarding market proposals and transactions. These data can be used as source of knowledge to define realistic scenarios, which are essential for understanding and forecast electricity markets behavior. The development of tools able to extract, transform, store and dynamically update data, is of great importance to go a step further into the comprehension of electricity markets and of the behaviour of the involved entities. In this paper an adaptable tool capable of downloading, parsing and storing data from market operators’ websites is presented, assuring constant updating and reliability of the stored data.
Resumo:
Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para obtenção do grau de Mestre em Engenharia Electrotécnica e de Computadores
Resumo:
O projeto descrito no presente relatório, desenvolvido no contexto do Mestrado em Logística da APNOR, surgiu com vista a colmatar as necessidades identificadas pela empresa acolhedora na área da armazenagem. A empresa identificou como objetivo principal a reorganização do armazém de modo a satisfazer em tempo útil os pedidos efetuados pela unidade de produção. Em simultâneo foi identificada a necessidade de ajustar os recursos humanos do armazém às necessidades do mesmo. Durante o último ano de atividade verificou-se um crescimento exponencial do volume de produção, assim como do número de clientes. O crescimento acelerado dificultou a adaptação das estruturas da empresa à nova realidade, designadamente no que respeita à disposição do armazém, ao fluxo de informação e físico entre o armazém e a produção, assim como um correto dimensionamento do número de colaboradores afetos ao armazém. No início do estágio foi efetuado um acompanhamento próximo dos colaboradores e das atividades desenvolvidas, por forma a encontrar os principais pontos de estrangulamento dentro do armazém e na relação entre o armazém e a produção. Durante o acompanhamento averiguou-se que a principal dificuldade era a capacidade do armazém em albergar a mercadoria remetida pelos clientes, o tempo dispensado nos percursos efetuados no armazém para a preparação das encomendas e o abastecimento da produção em tempo útil.
Resumo:
A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics
Resumo:
Dissertação apresentada para obtenção do Grau de Mestre em Engenharia Electrotécnica e de Computadores, pela Universidade Nova de Lisboa, Faculdade de Ciências e Tecnologia
Resumo:
A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics
Resumo:
This work project (WP) is a study about a clustering strategy for Sport Zone. The general cluster study’s objective is to create groups such that within each group the individuals are similar to each other, but should be different among groups. The clusters creation is a mix of common sense, trial and error and some statistical supporting techniques. Our particular objective is to support category managers to better define the product type to be displayed in the stores’ shelves by doing store clusters. This research was carried out for Sport Zone, and comprises an objective definition, a literature review, the clustering activity itself, some factor analysis and a discriminant analysis to better frame our work. Together with this quantitative part, a survey addressed to category managers to better understand their key drivers, for choosing the type of product of each store, was carried out. Based in a non-random sample of 65 stores with data referring to 2013, the final result was the choice of 6 store clusters (Figure 1) which were individually characterized as the main outcome of this work. In what relates to our selected variables, all were important for the distinction between clusters, which proves the adequacy of their choice. The interpretation of the results gives category managers a tool to understand which products best fit the clustered stores. Furthermore, as a side finding thanks to the clusterization, a STP (Segmentation, Targeting and Positioning) was initiated, being this WP the first steps of a continuous process.
Resumo:
Consumer behavior: Sport Zone. The analysis of "The impact of in-store activations (communication) in the consumer's emotions" Several studies have been conducted on the consumer behavior. This study aims to analyze and understand which factors are important to consumers’ emotions when the purchase decision occurs, the brand awareness, brand loyalty and the campaigns/activations’ impact in the above factors. Two research surveys were conducted to realize this study, the first online and the other was an interview to the Agency Up Partner who conceived and put into practice this Fitness campaign. First of all, was the consumer’s survey, a survey with 100 answers, to understand which factors are taken into account when a campaign in-store is held, in which the atmosphere is mainly used to arouse consumer’s desire to purchase, and also emotions. Second, the interview with the agency was realized to find out on what they were based on when they delineate it, and if the raise of emotions was taken into account in the origin of it. Concluding, emotions have a significant impact on formation of consumer in-store behavior, satisfaction and loyalty. As we could assay through of how this Fitness campaign was carried out as well as the optimal feedback received by consumers, improved attention over in-store marketing activity strongly influences consumer behavior at the point of purchase. “Sport Zone: A new store concept where the love for sports is combined with functionality”
Resumo:
This project aims to explore the Portuguese Beauty and Cosmetics market, and to discuss the usage and purchase behaviour of young female adults, between 18 and 26 years old. After a market analysis based on secondary data, it evaluates the results of qualitative and quantitative research based on 9 interviews and 126 online questionnaires to explore the consumers’ reasoning when choosing products from this category – fragrances, skin care or make-up – as well as their attitude towards brands, with a special focus on the premium cosmetics brand Lancôme. Contrary to our expectations there was no statistically significant positive influence of the online touchpoints within this age segment’s purchase intention. However, results indicate that Lancôme is already being perceived by some as young and modern, but is still suffering the threat of Mass Market brands that are valued by this target, mainly due to a price sensitivity towards premium beauty brands.