855 resultados para Brands experience
Resumo:
Problems in the mobile services are complex where the lack of the user analysis is not the modest issue. User centered design has increasingly become as a basis for the design of mobile services. The concept of user centered design gives end-user extensive attention at each stage of the design process. Mobile service providers want to offer experiences for users and clearly the users look for services that can provide pleasant experiences. In this thesis, the elements of user experience in mobile internet were studied as well as user experience measuring methods were researched. This study was looking for user experience measuring metrics and methods to specify new factors to measure user experience. During this thesis research project an application called CEM4Mobile was designed and implemented. CEM4Mobile is an application for observing and analysing user experience based on the user activity and behaviour. As a result of this thesis, a collection of user experience elements and measuring metrics were found. The elements and metrics were designed and implemented to CEM4Mobile product, which measures user experience. It was found out that the user experience measuring methods were based on interaction between two people but CEM4Mobile makes user observation programmatic.
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AIMS: To describe the current situation of gambling in Spain, sketching its history and discussing the regulations and legislation currently in force within the framework of the European Union (EU), and to review the epidemiology of gambling in Spain, the self-help groups and professional treatments available, and their potential effectiveness. METHODS: A systematic computerized search was performed in three databases (EMBASE, PubMed and PsychINFO, including articles and chapters) and the reference lists from previous reviews to obtain some of the most relevant studies published up to now on the topic of pathologic gambling in Spain. RESULTS: Similar to other EU countries, Spain has a high prevalence of pathologic gambling, focused on specific culturally bounded types of gambling. Expenditure in online gaming has risen significantly in the last few years, prompting the Spanish government to draft new legislation to regulate gaming. CONCLUSIONS: The gaming industry is expected to be one of the fastest growing sectors in Spain in the coming years owing to the rise of new technologies and the development of online gaming
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We present here the first part of the literature review regarding our study object, the Open Device Labs. The research on ODLs emerges from the observation of worldwide non-profit movement, which, through mutual collaboration, information and devices sharing, proposes a final improvement on user’s experience with the web and app.
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Brändimarkkinoinnin kannalta on tärkeää ymmärtää kuluttajan kokeman tuotemielikuvan rakentuminen. Tutkimuksessa kuluttajan kokeman tuotemielikuvan muodostumista säädellyillä markkinoilla on käsitelty brändin, pakkausdesignin ja hintamielikuvan näkökulmasta. Tutkimuksessa on hyödynnetty olemassa olevaa tutkimusaineistoa kuluttajan kokeman tuotemielikuvan syntymisestä päivittäistavarakaupan tuotteissa. Tutkimuksen empiirisessä osassa on hyödynnetty kvalitatiivista tutkimusaineistoa kuluttajien kokemista tuotemielikuvista säädellyillä markkinoilla. Tutkimuksen empiirisenä tuloksena saatiin punnittua käytetyn brändinimen, pakkausdesignin ja hintapositioinnoin suhdetta kokonaismielikuvan luomisessa. Tutkimuksen tuloksia voidaan käyttää päivittäistavarakaupan tuotekonseptien suunnittelussa ja olemassa olevien brändien kehittämisessä.
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Konsistens och förändring i finländsk etermediapolitik. Implementering av digital television och en jämförelse med Kanada Avhandlingen handlar om hur det finländska televisionssystemet förändrades i slutet av 1990-talet från en nationell institution till ett dualistiskt system som präglas av stark marknadsorientering. Syftet med avhandlingen är att förstå på vilket sätt en så snabb förändring kunde ske och analysera de institutionella faktorerna bakom utvecklingen. På teoretisk nivå diskuteras tesen om det nära sambandet mellan statliga politiska institutioner och rundradioverksamhetens institutioner. Avhandlingen består av två fallstudier. Den första sätter fokus på de första åren av den finländska televisionens digitaliseringsprocess som startade med starka industriell-nationalistiska motiveringar. Analysen, som baserar på offentliga dokument, sträcker sig framtill hösten 2001 då de digitala televisionssändningarna startade och regeringspropositionen om den nya kommunikationsmarknadslagen lämnades till riksdagen. Dessa policy-processer analyseras som en ”marknadisering” av de traditionella styrningsprinciper och idéer gällande finländsk rundradioverksamheten. En jämförelse mellan Finlands och Kanadas nationella rundradiopolitik gör att man kan koppla slutsatserna till den internationella utvecklingen. Jämförelsen visar hur kommunikationspolitiska linjen i de två länderna har kommit att likna varandra trots att ländernas tv-system och deras styrordningar är mycket olika. Exemplet med Kanada visar att den särskilda teknologin inte är viktig utan snarare de kommersiella intressen som står bakom och som beslutsfattare gärna döljer i en nationalistisk retorik. Studien visar att det är viktigt att beakta vilken tyngd man i politiken ger de två sidor som rundradioverksamheten består av: sändningsteknologin och verksamheten som en speciell kulturform. Nationalstatens handlingsutrymme minskar inom fältet om målet är att vara framgångsrik i konkurrensen i den nya internationella ekonomin. Enligt de nyliberalistiska principer som det politiska systemet överlag har tillägnat sig det är önskvärd men också helt inhemska institutionella traditioner och praxis som följdes i den finländska digitaliseringsprocessen främjade utvecklingen som ledde till att nästan alla ursprungliga nationella syften föll sönder.
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OBJECTIVE: To describe the first experience of an Internet-based course for ophthalmology residents. METHOD: Twenty-three residents were invited to participate in the study; however, only 13 (56.52%) took part, performing the proposed activities and answering a questionnaire. RESULTS: Of the 13 participants, only five (38.46%) completed 100% of the tasks, three (23.07%) completed between 70 and 90%, two (15.38%) completed between 50 and 60% and three (23.07%) completed less than 10% of the tasks. Regarding the use of computers and the Internet in general, all the participants reported using the Internet daily. All of them also affirmed they use the internet to study or to conduct research. CONCLUSION: Despite the advantages of the Internet, medical residents are still very reluctant to its use. Considering the context of information and communication technologies, there is a pressing need to reformulate continuing medical education in order to meet the demand of this new developing world.
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Tutkimuksen tavoitteena on kuvata brändin olemusta ja menestystekijöitä ja ymmärtää palveluyrityksen brändin vaikutus ostotilanteessa b2b-markkinoilla. Tutkittavaa ongelmaa lähestytään teoreettisen ja empiirisen tutkimuksen kautta. Empiirisen näkökulman tutkimukseen tuo case-yritys, monipalveluyhtiö Barona, jonka brändin merkitystä ostotilanteessa b2b-markkinoilla tutkimuksessa arvioidaan. Tutkimuksen pääongelma on seuraava: Miten palveluyrityksen brändi vaikuttaa ostopäätökseen b2b-markkinoilla? Tutkimuksen lähestymistapa on kvalitatiivinen eli laadullinen. Tutkimusstrategia on case- eli tapaustutkimus ja tutkimusmenetelmänä on käytetty teemahaastattelua. Brändikokemuksen syntymistä ja sen vaikutusta ostopäätökseen tarkastellaan empiriaosiossa asiakkaan ja brändin hallinnoijan, eli Baronan, näkökulmasta. Tutkimuksen tulokset tukevat sitä olettamusta, että palveluyrityksen brändillä on vaikutusta ostopäätöksessä myös b2b-markkinoilla. Brändit b2b-markkinoilla ovat saaneet kuluttajamarkkinoita vähemmän huomiota, sillä brändien vaikutus ostopäätöksessä koetaan irrationaaliseksi tekijäksi, ja yritysmarkkinoilla ostajien on ajateltu tekevän päätökset täysin rationaalisin perustein. Myös b2b-markkinoilla on päätöksentekijänä kuitenkin yksilö, ei organisaatio. Palvelua ostaessaan ostaja perustelee valintansa järkisyillä, kuten laadulla. Todelliset syyt hankintaan voivat kuitenkin olla hyvin toisenlaiset, kuten brändin status, menestys tai arvostus. Brändi on merkittävässä asemassa myös b2b-asiakkaan ostopäätösprosessissa, varsinkin silloin, kun erottautuminen on vaikeaa. Siinä missä palvelu itsessään lunastaa lupaustaan käyttäjälle, brändi tuottaa lisäarvoa yli palvelun toiminnallisen tarkoituksen. Brändi saa palvelun vaikuttamaan paremmalta. Tietynmerkkisen palvelun nähdessään asiakas odottaa sen tarjoavan tietyt asiat. Asiakas haluaa luottaa siihen, että laatu pysyy samana, eikä palvelua tarvitse joka kerta arvioida erikseen. Asiakas ostaa brändiin sisältyviä laatulupauksia omien tarpeidensa täyttämiseksi tehden valintansa sen perusteella, mitä hyötyä ja arvoa hän odottaa saavansa rahojensa vastineeksi.
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The value and benefits of user experience (UX) are widely recognized in the modern world and UX is seen as an integral part of many fields. This dissertation integrates UX and understanding end users with the early phases of software development. The concept of UX is still unclear, as witnessed by more than twenty-five definitions and ongoing argument about its different aspects and attributes. This missing consensus forms a problem in creating a link between UX and software development: How to take the UX of end users into account when it is unclear for software developers what UX stands for the end users. Furthermore, currently known methods to estimate, evaluate and analyse UX during software development are biased in favor of the phases where something concrete and tangible already exists. It would be beneficial to further elaborate on UX in the beginning phases of software development. Theoretical knowledge from the fields of UX and software development is presented and linked with surveyed and analysed UX attribute information from end users and UX professionals. Composing the surveys around the identified 21 UX attributes is described and the results are analysed in conjunction with end user demographics. Finally the utilization of the gained results is explained with a proof of concept utility, the Wizard of UX, which demonstrates how UX can be integrated into early phases of software development. The process of designing, prototyping and testing this utility is an integral part of this dissertation. The analyses show statistically significant dependencies between appreciation towards UX attributes and surveyed end user demographics. In addition, tests conducted by software developers and industrial UX designer both indicate the benefits and necessity of the prototyped Wizard of UX utility. According to the conducted tests, this utility meets the requirements set for it: It provides a way for software developers to raise their know-how of UX and a possibility to consider the UX of end users with statistical user profiles during the early phases of software development. This dissertation produces new and relevant information for the UX and software development communities by demonstrating that it is possible to integrate UX as a part of the early phases of software development.
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In recent years, the worldwide distribution of smartphone devices has been growing rapidly. Mobile technologies are evolving fast, a situation which provides new possibilities for mobile learning applications. Along with new delivery methods, this development enables new concepts for learning. This study focuses on the effectiveness and experience of a mobile learning video promoting the key features of a specific device. Through relevant learning theories, mobile technologies and empirical findings, the thesis presents the key elements for a mobile learning video that are essential for effective learning. This study also explores how previous experience with mobile services and knowledge of a mobile handset relate to final learning results. Moreover, this study discusses the optimal delivery mechanisms for a mobile video. The target group for the study consists of twenty employees of a Sanoma Company. The main findings show that the individual experience of learning and the actual learning results may differ and that the design for certain video elements, such as sound and the presentation of technical features, can have an impact on the experience and effectiveness of a mobile learning video. Moreover, a video delivery method based on cloud technologies and HTML5 is suggested to be used in parallel with standalone applications.
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Brands have become one of the most valuable assets for organizations, which is why organizations want to benefit from them in whole scale. However, service concept brands are still little researched. The purpose of this research is to study how brand stretching and co-branding strategies can help a service concept brand to attain wider target market. More specifically, this research aims to contribute the methods and their risks and benefits to different customer levels of a group fitness brand. This study is a qualitative single case analysis embedded with multiple units of analysis. The data used in this study was gathered by nine theme interviews. The interviewees are from one of the customer levels of the service concept provided by the case organization. The interviews are made in different geographical areas in Finland. The results of the study will clarify and illustrate the differences and similarities between the theoretical framework and practise. Several differences between traditional brand stretching and co-branding strategies and those that are possible to employ by a service concept brand were found. The answers of the interviewees were slightly different depending on their role in the organization and their experience from the branch. However, they proved that not all brand stretching or co-branding strategies are applicable in the group fitness brand. Nevertheless, also several similarities that benefit the group fitness brand were found.
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OBJECTIVE: to evaluate the impact of stress in patients undergoing major surgeries under general anesthesia, relating their physical and psychic reactions to the different stages of stress. METHODS: we studied 100 adult patients of both genders, who were divided into two groups: Group 1 - 22 patients without experience with surgery; Group 2 - 78 patients previously submitted to medium and major surgery. To investigate the stress, we used the Inventory of Stress Symptoms for Adults, developed by Lipp, the day before the procedure and two days and seven days after the operation. The comparison of groups with respect to gender, pain, and percentage of stress were performed using the Chi-square test, and for the age variable the Student's t test was used. Differences were considered significant at p<0.05. RESULTS: the groups were not homogeneous as for the overall percentage of stress on the three measurements. G1 had decreased postoperative stress, whilst in G2 it increased. Psychological symptoms of stress prevailed in both groups. CONCLUSION: previous surgery reduced preoperative stress but did not affect postoperative emotional disorders.
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OBJECTIVE: To analyze the profile of patients served by the air medical rescue system in the Metropolitan Region of Campinas, evaluating: triage and mobilization criteria; response time; on-site care and transport time; invasive procedures performed in the Pre-Hospital Care (PHC); severity of patients; morbidity and mortality.METHODS: We conducted a prospective, descriptive study in which we analyzed medical records of patients rescued between July 2010 and December 2012. During this period, 242 victims were taken to the HC-Unicamp. Of the 242 patients, 22 were excluded from the study.RESULTS: of the 220 cases evaluated, 173 (78.6%) were male, with a mean age of 32 years. Blunt trauma was the most prevalent (207 cases - 94.1%), motorcycle accidents being the most common mechanisms of injury (66 cases - 30%), followed by motor vehicle collisions (51 cases - 23.2%). The average response time was 10 ± 4 minutes and the averaged total pre-hospital time was 42 ± 11 minutes. The mean values of the trauma indices were: RTS = 6.2 ± 2.2; ISS = 19.2 ± 12.6; and TRISS = 0.78 ± 0.3. Tracheal intubation in the pre-hospital environment was performed in 77 cases (35%); 43 patients (19.5%) had RTS of 7.84 and ISSd"9, being classified as over-triaged. Of all patients admitted, the mortality was 15.9% (35 cases).CONCLUSION: studies of air medical rescue in Brazil are required due to the investments made in the pre-hospital care in a country without an organized trauma system. The high rate of over-triage found highlights the need to improve the triage and mobilization criteria.