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1

Abrahams, Zerelda. "Illegitimate tasks, personal resources and job resources as antecedents of job crafting." Thesis, Stellenbosch : Stellenbosch University, 2014. http://hdl.handle.net/10019.1/96093.

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Thesis (MCom)--Stellenbosch University, 2014.
ENGLISH ABSTRACT: In the modern world of work, there has been growing concern regarding the adequacy of traditional job redesign approaches in serving the changing nature of work. It has specifically been argued by Frese and Fay (2001) that in the modern world of work, jobs require a higher degree of initiative due to factors such as global competition, faster rate of innovation, new production concepts, and changes in the job concept. The modern world of work poses a number of challenges which include increased levels of initiative by employees in order to develop their knowledge and skills in order to remain ‘current’, creative ideas, and an increased need for employees to make more and more decisions on their own. In order to survive in today’s challenging market place, employees thus should show high levels of proactivity and initiative. Job crafting is the process by which individuals make physical and cognitive changes to the task or relational boundaries of their work (Wrzesniewski & Dutton, 2001). It is proactive behaviour requiring adaptation to challenges and constraints presented by the working environment. It thus would be useful to be aware of the most important factors that contribute to the occurrence of such proactive behaviours. The objective of this research study therefore was to test whether salient job and personal resources, and job demands as depicted by the Job Demands-Resources model account for the variance in job crafting for a sample of employees working within the financial services industry. A literature review was conducted and hypotheses were formulated, and tested by means of an ex post facto correlation design. Data was collected from a sample of 236 employees employed by a company within the financial services industry. A self-administered web-based survey was used for the purpose of collecting the data and participation in the study was voluntary. The data collected was strictly confidential and anonymous. A number of separate measurement instruments to measure the specific latent variables were carefully selected for inclusion in the survey based on their reliability and validity. The research findings specifically illustrate that employees who receive feedback on their performance as well as those who are engaged in their jobs, are more likely to craft their jobs. The results also show that engagement mediates the relationship between autonomy and job crafting, as well as the relationship between feedback and job crafting (the latter being mediated only partially by engagement). Finally, it was found that proactive personality was positively related to job crafting. The research findings therefore illustrate the importance of specific job- and personal resources in fostering job crafting behaviours. The results, together with the managerial implications and practical interventions suggested, provide South African managers and industrial psychologists with valuable insight into managing and encouraging job crafting within the workplace. This research study commenced only once ethical clearance was received from the Research Ethics Committee of Stellenbosch University.
AFRIKAANS OPSOMMING: In die moderne wêreld van werk is daar toenemende kommer oor die geskiktheid van die tradisionele herontwerp van werk en hoe dit gepaard gaan met die veranderende aard van werk. Frese en Fay (2001) het spesifiek aangedui dat in die moderne wêreld van werk, 'n hoër mate van inisiatief vereis word as gevolg van faktore soos wêreldwye mededinging, vinniger tempo van innovering, nuwe produksie konsepte, en veranderinge in die konsep van werk. Die moderne wêreld van werk verg baie meer van individue, wat onder andere insluit hoër vlakke van inisiatief deur werknemers om hul kennis en vaardighede te ontwikkel om sodoende op datum te bly met tegnologiese veranderinge, kreatiewe idees, en 'n verhoogde behoefte vir werknemers om meer en meer besluite op hul eie te neem. Om dus in vandag se uitdagende wereld van werk te oorleef, word dit van werknemers verwag om hoë vlakke van pro-aktiwiteit en inisiatief te toon. ‘Job crafting’ is die proses waardeur individue fisiese en kognitiewe veranderinge in hul werks take en -verhoudinge aanbring (Wrzesniewski & Dutton, 2001). Dit is pro-aktiewe gedrag wat werknemers help om aan te pas by die uitdagings wat deur die moderne werksomgewing daargestel word. Dit sal dus voordelig wees om bewus te wees van die belangrikste faktore wat bydra tot hierdie pro-aktiewe gedrag in die werksplek. Die doel van hierdie navorsing was dus om te toets of belangrike werks- en persoonlike hulpbronne, en werks-vereistes soos deur die ‘Job Demands-Resources’ model voorgestel, ‘n waardevolle verduideliking is vir verskillende vlakke van ‘job crafting’ vir 'n groep in die finansiele bedryf. 'n Literatuuroorsig is uitgevoer en hipoteses geformuleer wat deur middel van 'n ex post facto-korrelasie-ontwerp getoets is. Data is ingesamel vanuit 'n streekproef van 236 werknemers van 'n maatskappy in die finansiële bedryf. 'n Self-toegepaste web-gebaseerde vraelys is vir die versameling van data gebruik en deelname aan die studie was vrywillig. Die dataversameling was streng vertroulik and anoniem. 'n Aantal afsonderlike metingsinstrumente om die spesifieke latente veranderlikes te meet, is noukeurig op grond van geldigheid en betroubaarheid gekies en ingesluit in die opname ingesluit. Die navorsings resultate illustreer dat wanneer werknemers terugvoering ontvang oor hul prestasie sowel as diegene wat betrokke is in hul werk, meer geneig is om hul werk te ‘craft’. Die resultate toon ook dat betrokkenheid die verhouding tussen outonomie en ‘job crafting’ bemiddel, sowel as die verhouding tussen terugvoering en job crafting (laasgenoemde word net gedeeltelik deur betrokkenheid bemiddel). Ten slotte, is daar gevind dat ‘n pro-aktiewe persoonlikheid n positiewe verwantskap met ‘job crafting’ het. Die navorsing illustreer dus die belangrikheid van spesifieke werks- en persoonlike hulpbronne in die bevordering van ‘job crafting’. Die resultate, tesame met die bestuurs-implikasies en praktiese ingrypings wat voorgestel word, bied Suid-Afrikaanse bestuurders en bedryfsielkundiges met waardevolle insigte in die bestuur en aanmoediging van ‘job crafting’ binne die werkplek. Hierdie navorsingstudie was voortgesit toe etiese klaring ontvang is van die Etiekkomitee van die Universiteit van Stellenbosch.
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2

Räisänen, Viljami. "Volvo Buro : Autonomous mobility enhancing the freedom at work." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160942.

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This Transportation Design thesis work goes through research of future work trends and relevant phenomenons among car industry. The conclusion of the research is used to define a car interior space for future telecommuter for the year 2042. The concept is branded for Volvo. Therefore Volvo's design heritage and philosophy was the other relevant part of a study in this degree project. Volvo has been used only as an inspiration for the concept, and it is not officially involved in the degree project.  The result is an actual interior space with an exposed chassis of an autonomous car in which the future remote worker dedicates the part of his daily work. This vehicle is used to be taken in peaceful spots in nature in which the one can concentrate better in her/his work. The final outcome is an interior design of a vehicle from which the user can have wide visibility to the outside. The end result consists of a digital 3D model of the interior space and 2D visualizations of it.
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Leach, Desmond John. "Work design and job knowledge." Thesis, University of Sheffield, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.287355.

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4

Carter, Kameron M. "Matched delegation: linking work design characteristics, team roles, and demands of work." Diss., University of Iowa, 2018. https://ir.uiowa.edu/etd/6387.

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Delegation research has traditionally focused on delegation as a whole—how much or how little a leader or supervisor is willing to allocate tasks to their subordinates. Although past research has indicated the importance of delegation for team performance, it has often overlooked one of the main aspects touted by practitioners, choosing the right person for the job. In an effort to provide a more nuanced view of delegation and if the right person is being chosen for the job, this dissertation integrates the theory of work design with delegation while introducing the concept of matched delegation: delegating a task to the individual whose abilities most closely match the demands of the task where individuals receive decision-making authority for tasks that neither exceeds nor discounts their abilities, but rather most closely matches the extent of their abilities. With this, I propose a model whereby two work characteristics (i.e., physical propinquity and psychological safety) influence matched delegation decisions of team leaders and where matched delegation positively impacts team performance. Hypotheses were tested using a sample of 519 primary care professionals (PCPs) and their surrounding team members (i.e., a registered nurse, a licensed practical nurse, and an administrative associate) from patient centered medical homes from the Veteran’s Health Administration (VHA). Results showed that neither physical propinquity nor PCP psychological safety significantly influenced matched delegation of tasks to any of the three team members; however, team performance was significantly enhanced by matched delegation to some roles. Although these results provide some indication as to the importance of matched delegation, the mixed results might be due to the unwillingness of PCPs to give up control of tasks. I discuss the theoretical and practical implications, as well as the limitations and directions for future research within the VHA as well as for research studying delegators’ decisions and team processes and performance.
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5

Hulme, Geber Vera. "Patch Work." Thesis, Konstfack, Textil, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-6762.

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Silfors, Granberg Emma. "Work It! : exploring gender-issues through extreme contrasts." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-14921.

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The purpose of this study is to explore gender-issues by the means of extreme contrasts in functionality. The motivation behind the work comes from the structural objectification of women that is maintained through fashion and social media, and how this is an issue that mainly regards women. By morphing extreme contrasts in dress, by the means of male coded work wear, and female coded shape wear, this work explores gender related norms, ideals and statuses. Through this work, shape was decided through try-outs with garments and/or their components, with a research that was based on today’s ideals, and social media trends. Lines in garments became increasingly more important during the process, and the components of garments in the different categories too. In the result the importance of colour, material and shape regarding gender-issues in dress is highlighted, since they often convey a gender coded expression. To disrupt this inherit gender, the result demonstrates how these components can be mixed. Breaking down status in gender attributes could be used to create a more equal sphere in fashion.
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Ehn, Pelle. "Work-oriented design of computer artifacts." Doctoral thesis, Umeå universitet, Samhällsvetenskapliga fakulteten, 1988. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-62913.

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This thesis is an inquiry into the human activity of designing computer artifacts that are useful to people in their daily activity at work. The emphasis is on opportunities and constraints for industrial democracy and quality of work. First, the philosophical foundation of design of computer artifacts is con­sidered. The need for a more fundamental understanding of design than the one offered by rationalistic systems thinking is argued. The alternative design philosophy suggested is based on pragmatic interpretations of the philosophies of existential phenomenology, emancipatory practice, and or­dinary language. Design is seen as a concerned social and creative activity founded in our traditions, but aiming at transcending them by anticipation and construction of alternative futures. Second, it is argued that the existing disciplinary boundaries between natural sciences, social sciences and humanities are dysfunctional for the subject matter of designing computer artifacts. An alternative under­standing of the subject matter and a curriculum for its study is discussed. The alternative emphasizes social systems design methods, a new theoreti­cal foundation of design, and the new potential for design in the use of prototyping software and hardware. The alternative also emphasizes the need to learn from other more mature design disciplines such as architec­tural design. Towards this background, and based on the practical research in two projects (DEMOS and UTOPIA), a view on work-oriented design of computer artifacts is presented. This concerns, thirdly, the collective resource approach to design of com­puter artifacts - an attempt to widen the design process to also include trade union activities, and the explicit goal of industrial democracy in design and use. It is argued that a participative approach to the design process is not sufficient in the context of democratization. However, it is suggested that it is technically possible to design computer artifacts based on criteria such as skill and democracy at work, and a trade union investigation and negotia­tion strategy is argued for as a democratic and workable complement to traditional design activities. Finally, a tŒil perspective - the ideal of skilled workers and designers in coopération designing computer artifacts as tools for skilled work is consid­ered. It is concluded that computer artifacts can be designed with the ideal of c rail tools for a specific profession, utilizing interactive hardware devices and the computer's capacity for symbol manipulation to create this resemblance, and that a tool perspective, used with care, can be a useful design ideal. However, the ideological use of a tool metaphor is also taken into account, as is the instrumental blindness a tool perspective may create towards the importance of social interaction competence at work.
digitalisering@umu
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Candy, Linda. "Creative knowledge work and interaction design." Thesis, Loughborough University, 1998. https://dspace.lboro.ac.uk/2134/6992.

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The main aim of the research presented in this thesis is to inform the design of interactive computer systems for supporting creative knowledge work. Research into creativity and knowledge work has been explored and used to develop a criteria modelling approach. The particular contribution of the author's work is the drawing together of that research and applying the findings to interaction design. The publications were selected on the basis of how well they represent the main outcomes of the work. The journey from prescribing system requirements and design goals to framing the system design process in terms of evaluation criteria may be traced through the papers presented. Interest in creativity and the role of computer technology in creative tasks has recently increased. A number of national initiatives have been set in motion in the LJK, beginning in December 1996 with the Initiative for National Action on Creative Technologies, the Creative Media Initiative: Technology Foresight, Department of Trade and Industry, National Endowment for Science and Technology in the Arts (NESTA) and the People and Computers Programme, of the Engineering & Physical Science Research Council (EPSRC). Thus, the author's involvement in creativity research and computer support is proving to be timely. Amongst her recent initiatives is Creativity and Cognition, an international symposium which brings together creative people in the arts with technologists and scientists. The thesis is divided into three parts : themes and outcomes, methodology and case studies. A criteria-based modelling approach is presented which has evolved from earlier models that represent key elements of creativity and knowledge work. A model of creative knowledge work is proposed and categories of criteria identified. Underpinning the main outcomes are the case studies which were carried out in industry/academic collaborative projects. The findings were considered in relation to other studies. The thesis presents an approach to computer systems design and development that directly links the requirements definition to the application of evaluation criteria. These criteria are based upon the characteristics of the cognitive style and working practices of creative knowledge workers.
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Layden, Garry. "Room for chaos? : authenticity and performance in undergraduate spatial design students' accounts of ideational work." Thesis, University of Bedfordshire, 2017. http://hdl.handle.net/10547/622696.

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This study was prompted by my suspicion that spatial design undergraduates’ production of paper-based freehand sketches during design ideation was in decline. Seeking to find out why, I conducted video-recorded focused interviews with undergraduates from a range of UK spatial design degrees, during which we examined their sketchbook material and discussed their ideational activities (termed ‘ideational moves’). I subjected the data to a form of content analysis, but the outcomes appeared to contradict my initial premise whilst revealing that the interactions during the interviews between myself, the respondents and the sketchbook material (termed ‘discursive moves’) warranted examination. This persuaded me that the study’s focus should emerge through ‘evolved’ grounded theory rather than being stated a priori, which highlighted my presence in, and impact on, the data and prompted me to adopt a constructivist grounded theorising approach in combination with actor-network theory’s concepts of translation and circulating references. This study has thus been qualitative, relativist, iterative and multi-modal. Grounded theorising led to the identification of a number of categories and sub-categories of ideational move across the sample, and indicated that the respondents had used a ‘core’ of each. ‘Core’ categories comprised: making paper-based ideational moves, carrying out research and using photographic material. Several respondents also evidenced producing digital imagery and physical models. ‘Core’ sub-categories comprised using paper-based freehand perspective sketches, sketch diagrams and word-based approaches, plus supporting visuo-spatial research. Several respondents also evidenced producing paper-based freehand plan, section and elevation sketches, plus collage. Grounded theorising also revealed that each respondent had utilised a different combination of sub-categories, with different degrees of connectedness. I did not set out to evaluate the design outcomes showcased, but, as a spatial design academic and practitioner, I felt compelled to. This led to the tentative conclusion that respondents who added to the ‘core’ of categories and sub-categories and worked with greater connectedness appeared to produce more thoroughly-considered work, whilst those who forsook the ‘core’ and worked with less connectedness appeared to produce more unexpected results by allowing ‘ ... room for chaos ... ’: periods of confusion and surprise. Regarding the discursive moves, grounded theorising indicated that the sketchbook material tabled by each respondent during the study was not one fixed thing, but an abstraction using placing-for and directing-to techniques to focus attention on certain ideational moves and away from others. This made the sketchbook material a performance within the network of human and non-human actors who, in effect, co-constructed it as a temporary reality without necessarily realising this. Research into sketchbook material appears to regard it, once shared with others, as having the candour of a secret diary, and as eligible for formative and summative assessment because it documents design process authentically. My study, whilst not claiming generalisability, suggests that this view should be challenged. The new knowledge is now informing my future teaching practice and will, I hope, prompt other academics to investigate whether their own students manifest similar outcomes and, through this, contribute to wider discussions on the formative and summative assessment of undergraduate spatial design development activity.
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Olson, Branka V. "Experiential Workplace Design for Knowledge Work Organizations: A Worker Centered Approach." Case Western Reserve University School of Graduate Studies / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=case1459278058.

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Zhu, Siyi. "Individual Contribution to Team-based Collaboration in A Virtual Work Environment." University of Cincinnati / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1623241598347739.

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Maleki, Parvaneh. "How can Industrial Designers Work more Effectively with Engineers to Have a Successful Collaboration?" University of Cincinnati / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1504881787738867.

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Kelliher, Daniel James. "Live/Work as an Urban Design Strategy." Thesis, The University of Arizona, 2008. http://hdl.handle.net/10150/190220.

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Wicomb, Samuel Domingo. "Graphic design students’ perceptions of work practice." Thesis, Cape Peninsula University of Technology, 2016. http://hdl.handle.net/20.500.11838/2391.

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Thesis (MTech (Graphic Design))--Cape Peninsula University of Technology, 2016.
The aim of this study was to examine how students experience the transition from the classroom to the workplace. This research explored what factors students found problematic and which factors was helpful during the transition. This research was qualitative and this study focused on the experiences of the participants and all data was collected from their perception of work practice. I used Activity Theory as a theoretical framework to compile and organize relevant data. Data was gathered using video recordings, hand written journal entries and individual interviews. The research was conducted in an on-campus design studio that is situated within the Design Faculty at Cape Peninsula University of Technology. The reason for choosing Design Logic as a site is the following; the studio sits neatly between the classroom and the workplace, although the studio is in a protected environment, most of the elements that are present in a real world setup is reflected within Design Logic i.e. the stresses of satisfying demanding clients, working with budgets, liaising with suppliers and the ever present looming deadlines all form part of the daily make-up of Design Logic. Although the starting point of the study was to search for the problem areas of the student’s transition into the work place, the analyzed data revealed the dissimilarities between the two systems and how the participants overcame the difference i.e. shifting identities and rules and norms to develop new skills suited for the work place. The workspace opened a Zone of Proximal Development (ZPD) and highlighted the value and importance of work practice in preparation of graduates for industry.
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Lindenau, Maja. "How can safety be improved and facilitate work at height?" Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-106756.

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In recent years accidents caused by falling from heights has increased. Typical risc group, operators, construction worker usually fall from machines scaffoldings and roofs. The Flex-lift concept could increase the safety during work on heights as well provide the operator a more correct work position. Given the equipment that could fulfill its purpose, the user might not take the easiest short cut, and expose themself into any danger. The concept provides the operator with a flexibility to place and adjust it for its purpose, the opportunity to add docks and the concept can work as a modular system, controlled by a remote control.
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Bryant, Molly E. "Physical Environments Conducive To Creativity and Collaboration Within the Work Environment." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1338474660.

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Bergman, Robin, and Ping Löngren. "New Demands in Office Furniture Design for Hybrid Work." Thesis, KTH, Maskinkonstruktion (Inst.), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-300456.

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The project was carried out as a master’s thesis at Royal Institute of Technology, in collaboration withthe kitchen designer Lucks by Robo in Stockholm, Sweden. The purpose of this project was to analyze new demands on office furniture due to hybrid work & homeworking, a result of the covid-19 pandemic. The project was also to apply findings in some type of furniture for the home. Using a human-centered design process the project was to answer the following research questions; (1) What may the future of homeworking look like? (2) What are some common challenges people have when integrating part of their office into their homes and what furniture related needs or desires have emerged? and (3) What are some new characteristics needed to consider when designing furniture for the home office and how can they be applied in the product design? The project carried out a literature study of the hybrid work structure and its future, an extensive userstudy and a brand identity analysis. The project resulted in four main insights where one of the most crucial was the product system needed for an optimal home working environment. Five different groups who represent different levels of needs were identified. Application of the findings were also made through the product development of a piece of furniture for the work environment in the home in a Scandinavian and contemporary style. With a product focus, a height adjustable table was designed to fulfil the identified, functional and aesthetic needs and characteristics for the home office. The product was adapted for the manufacturing and production of Lucks. This resulted in a height adjustable table made of HDF, using four gas springs for the height adjustable mechanism.
Projekt är ett master examensarbete utfört på KTH, Kungliga Teknisk Högskolan, i samarbete med köksföretaget Lucks by Robo, i Stockholm Sverige. Syftet med projektet är att analysera nya krav som ställs på möbelmarknad i samband med den hybrida arbetsstrukturen, mer specifikt den kraftiga ökningen av hemarbete som påverkats av covid-19 pandemin. Arbetet ska också applicera resultat i form av en möbel anpassat för hemarbetet. Med en människocentrerad designprocess skall projektet besvara följande forskningsfrågor; (1) Hur ser framtiden för hemarbete ut? (2) Vilka utmaningar uppstår då hemmet omvandlas till ett deltids kontor för hemarbetet och vilka möbelrelaterade behov och krav uppstår i samband med detta? och (3) Hur kan dessa krav och behov appliceras på en möbel för hemarbetet?Projektet utförde en litteraturstudie kring den hybrida arbetsstrukturen och dess framtid, en omfattande användarstudie och en analys av varumärkets identitet. Projektet resultera i fyra insikter, där en av de viktigaste var behovet av ett produktsystem för att optimera ett hemmakontor. Fem olika behovsgrupper av olika magnitud identifierades. Projektet applicerade även resultatet i ett produktutvecklingsarbete kring möbler för hemarbete. Detta resultera i ett produktfokus på ett höj och sänkbart bord designad föratt uppfylla identifierade krav som berörde både funktion och estetik för ett hemmakontor. Bordet är anpassad till Lucks by Robo’s produktion och tillverkning. Detta resultera i ett höj och sänkbartbord i HDF som använder sig av fyra gasfjädrar för dess höj och sänkbara funktion.
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Frost, A. J. "Teaching work design : the analysis of a behavioural simulation of work organisation." Thesis, Cranfield University, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.305794.

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Akuma, Fru Vitalis. "A professional development framework for supporting inquiry-based practical work in resource constrained classrooms." Thesis, University of Pretoria, 2017. http://hdl.handle.net/2263/62900.

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Inquiry-based teaching and learning has been infused in practical work in science classrooms in schools internationally. However, confirmatory rather than inquirybased practical work is prevalent in many South African Physical Science classrooms, especially in resource-constrained schools. Against this background, this study addresses the scarcity in a professional development framework (PDF) to support these teachers. The PDF was developed using a research process based on the development studies approach in educational design research. The process involved three research cycles, including a systematic literature review from an international perspective (cycle one and two) and a multi-method, multi-case study in South African schools (cycle three). In each research cycle consisting of an analysis, design/develop prototype, and formative evaluation phase, design principles were generated or revised as a basis for developing the PDF. The case study included interviews, observation and document analysis in favour of a context and needs analysis. The formative evaluation methods consisted of screening and one-to-one evaluation, with the quality criteria evolving from relevance (content validity) to relevance and consistency (construct validity) and finally to expected practically and expected effectiveness. The primary outcomes included ten design principles and the associated context-specific version of the PDF. The PDF contained eight primary components: learning phases, learning theory, professional development strategy (lesson study), instructional functions (for example, reviewing learning periodically), teacher motivation (intrinsic and extrinsic), instructional design perspective, attending to contextual factors, and professional development goals. The first primary goal was to create an environment that better supports teacher learning and practice in the design and implementation of IBPW in South African Physical Science classrooms in resource-constrained schools. The second primary goal was to enhance the competences, professional identity and practice of teachers in the design and implementation of IBPW. The process involved in developing the PDF in addition to the PDF and the ten associated design principles could be considered by users in interventions towards enhancing the design and implementation of IBPW in the present and other contexts. The users include policy makers and professional development providers. Also, though the PDF is potentially effective and practical, researchers are encouraged to evaluate its actual effectiveness and practicality.
Thesis (PhD)--University of Pretoria, 2017.
Science, Mathematics and Technology Education
PhD
Unrestricted
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Eberhagen, Niclas. "Understanding the Designing of Knowledge Work Support Tools as a Situated Practice." Doctoral thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-15083.

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The aim of the thesis is twofold. First, a need is exposed for adopting a situated design perspective in designing computer-based tools that support knowledge work. Second, an examination is made of what this perspective may reveal concerning the nature of processes and relations within the design situation. This is done to understand better what it means for users and developers, as well as other stakeholders, to approach and capture the tacit knowing within the work context. The argument for adopting a situated design perspective is based on experience drawn from development projects, as well as literature reviews. In these projects, the design situations encountered are best characterized as explorative and iteratively interpreted. Here, approaching and understanding the work context, together with the users, has at best been a pursuit of the vision of the future system guided by local circumstances, and where the users had difficulties in expressing and understanding what it is they want and how they want it. This implies that formal engineering methods, where the development work is reduced to an engineering endeavor based on a rationalistic perspective, are not sufficient. The situated design perspective is presented in this thesis as a conceptual model of the design practice, highlighting its constituent worlds, processes, and relations. The model depicts designing as an explorative and sense-making process, navigating between what is wanted or envisioned and what may be negotiated and discovered. It emphasizes the importance of the artifact being designed as a means to capture, communicate, and discover what is possible in the work context. The model makes clear that the design process is highly situated, and that it cannot take place outside the work context because of interdependent relationships. It is designing within the living work context, not design for an objectified one. Thus, it cannot be planned as a pure engineering endeavor, but needs to be viewed as a situated practice.
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Lane, Simon. "Systems analysts and the restructuring of work." Thesis, University of South Wales, 1997. https://pure.southwales.ac.uk/en/studentthesis/systems-analysts-and-the-restructuring-of-work(25d25c3e-8611-4d6c-a24f-cf7da70516b3).html.

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This thesis sets out to examine contemporary organisational restructuring. In particular it documents and examines the role of engineers and systems analysts in designing and delivering new technologies and work systems. On the basis of fieldwork observations and detailed cross sectoral interviewing of over three hundred personnel in over sixty organisations, the thesis documents the kind of restructuring that is taking place and who is involved in the process. Whilst examining the role of trade unions, management and engineers within this process of restructuring the key focus is systems analysts - who hitherto, have remained a largely uncharted and under-researched group of workers. Through fieldwork, interviews and literature reviews the thesis highlights who systems analysts are and what is involved in the process of systems analysis and design. The thesis, First, documents and offers a critical assessment of the process of business restructuring and some of the key attempts to theorise this process. Second, it documents and examines a series of methods, values and techniques which constitute a design culture, or referral point, from which engineers and analysts interpret what is in the organisations interest, make sense of their own work, pass judgement on their designs and assess their relationships to others involved in the design process. Third, through an analysis of the tools and techniques used for systems analysis and design the thesis demonstrates that there is a profound contradiction between, on the one hand, attempts to develop tools and techniques to more accurately embody the social in the technical and, on the other hand, the influence which prevailing property relations and configurations of power have on the tools and techniques used in systems design. This influence is manifest in the continued existence of a software bottleneck and in system failure and user dissatisfaction. Fourth, the thesis highlights the nature of union involvement in the design process and demonstrates some of the key issues and concerns unions face in the 1990s. Finally, the thesis assesses a number of key attempts to analyse the class position of' intermediate strata' and demonstrates, on the basis of fieldwork studies and interviews the class position of engineers and systems analysts and how this influences the types of technologies and systems these groups design.
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Unrath, Katie C. "Collaborative Creativity in the Physical Work Environment: A Pre-Test, Intervention, Post-Test Case Study." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1408949815.

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Lust, Caitlyn. "Women’s Work: Re-evaluating the Canon of Graphic Design History." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1556273078639679.

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Fritz, Mary Beth Watson. "Organizational adoption of remote work arrangements : a field study and research framework." Diss., Georgia Institute of Technology, 1995. http://hdl.handle.net/1853/29579.

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Hardenborg, Niklas. "Designing Work and IT Systems : A Participatory Process that Supports Usability and Sustainability." Doctoral thesis, Uppsala : Acta Universitatis Upsaliensis Acta Universitatis Upsaliensis, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-8344.

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Narasimhan, Arun. "Design of the integrator to work with HyTime." Thesis, Virginia Tech, 1992. http://hdl.handle.net/10919/42616.

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ANDERSEN, HENRIC, and EMELIE ÖSTLUND. "Lean and Agile Philosophies and work-methods in the Swedish Textile Sector : A Pilot Study." Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17383.

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Lean Production is a well-established concept that has been most prominent within the car manufacturing industry. It bases on the ide to remove all waste and to strip away unnecessary steps that do not add value to the customer. Agile, on the other hand, is a flexible concept, aimed to stay put during volatile circumstances. This thesis deals with the phenomena of Lean Enterprise, which is an elongation of Lean Production. Now the whole organization, on all levels, is included. The thesis also explores the concept of agile, as in agile development and not in a software focus. The purpose of this study is to identify the dispersion between lean and agile philosophies and methods of working within the Swedish textile industry. No previous research about this subject have been made, solely on Lean Production, both in the textile sector and others, or Lean Enterprise, but then not within the chosen sector. Moreover, have no study been made regarding the Swedish textile sector. In order to pursue this study the authors had to explain what characteristics that are describing the phenomena of Lean Production, Pettersens (2009) research was chosen to display these. Then, these groups of characteristics were transmitted into a suitable Lean Enterprise way of thinking, to lift lean up from solely producing environments. By using this information a quantitative survey with 33 assertions have been assembled and executed on three different companies with a total of 16 respondents. The conclusions that can be drawn from this study are that there are indications that lean do exist on an operative level, throughout whole organizations, with the most prominent group of characteristics being scientific management. The least implemented group of lean characteristics within the participated companies is defects control. The results also did indicate that agile characteristics do exist but however in various amounts and in various parts. This thesis is a pilot study which will be used as the fundament for an upcoming study, therefore the latter part of this thesis’s purpose was to conduct, test and give suggestions for improving a survey.
Program: Applied Textile Management
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Larsson, Jennifer. "KNOTS : A work about exploring design possibilities in draping based on principles of a knot." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-14008.

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This work is an exploration of design possibilities within draping based on a knot. This to show alternative possibilities and expressions through the knot in construction of clothing. The knot serves as a draping tool, has a function in each garment and is also decorative. The result is performed in 7 outfits based on experiments draped on a mannequin or my own body. The experiments are developed mainly through the branching strategy (Jones 1992)achieved with draping sessions in different materials, sizes and placements of the knot. Having the knot as starting point allows alternative expressions in construction of well known garments. It is also suggesting a method of closing a piece of clothing using the garment itself which could be developed further in 2D pattern construction.
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Engslätt, Frida. "Technology and Gamification at Work." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208970.

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Activity-based workplaces are offices where the employees share workplaces and choose where to work based on their current activity. The aim is to make the work more efficient, but studies have shown that activity-based workplaces are not being used as intended. This can create different types of friction for employees, and produce negative energy, decreasing the employee satisfaction and efficiency in the workplace. Gamification is a term which is growing in the field of enterprise and organisations, and is being used as a tool to motivate people and direct their activity. According to the theoretical approach Human Work Interaction Design, it is important to examine how technical solutions can be designed to facilitate the employees in different work domains. Therefore, an interesting research problem is to examine how gamification can be used in an activity-based workplace. The research question in this study is which game design elements can be included in an IT-based system to reduce friction in an activity-based workplace. Through interviews at two different companies with activity-based workplaces, this paper shows that the use of resources, a lack of understanding of the concept ABW, the physical environment as well as a different type of social interaction are the major causes of friction. Three game design elements which affect employees intrinsic motivation and therefore have a long-term impact have been chosen. The suggestion is to implement a performance graph, a narrative and social connection elements to reduce friction in activity-based workplaces. These game design elements direct employees use of the workplace, and therefore increase their efficiency and satisfaction.
Aktivitets-baserade kontor är kontor där de anställda delar arbetsplatser och väljer arbetsplats beroende på vilken aktivitet de ska utföra. Målet är att göra arbetet mer effektivt, men studier visar på att aktivitets-baserade kontor inte används som de är tänkta. Detta skapar olika typer av friktion för de anställda samt producerar negativ energi, vilket minskar de anställdas tillfredsställelse och effektivitet på arbetsplatsen. Spelifiering är ett begrepp som blivit känt inom företag och organisationer och används för att motivera människor och rikta deras aktiviteter. Enligt den teoretiska inriktningen Människa Arbete Interaktionsdesign är det viktigt att undersöka hur tekniska lösningar kan designas för att underlätta för de anställda i olika arbetsdomäner. Ett intressant forskningsområde är därför att undersöka hur spelifiering kan användas i ett aktivitets-baserat kontor. Frågeställningen i den här studien är vilka spelelement som kan implementeras i ett IT-baserat system för att minska friktion i ett aktivitets-baserat kontor. Genom intervjuer på två företag som arbetar i aktivitets-baserat kontor visar denna studie att användningen av resurser, en saknad av förståelse för konceptet aktivitets-baserat kontor, den fysiska miljön samt den sociala interaktionen är de huvudsakliga orsakerna till friktion. Tre spelelement som påverkar de anställdas intrinsiska motivation har valts ut. Förslaget är att implementera en prestationsgraf, en berättarröst samt sociala förbindelser för att minska friktion i ett aktivitets-baserat kontor. Spelelementen ska påverka de anställdas användning av kontoret och därigenom öka deras effektivitet och tillfredsställelse på arbetsplatsen.
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Lodato, Thomas James. "The work of user experience design: materiality and cultures in designing." Diss., Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/53940.

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At a computational technology company called LTC, a large array of employees worked together to design the user experience (UX) of a variety of products. The empirical case study explores the relationship amongst the work of UX design, the work setting, and the larger strategic claims being made about the value, efficacy, and importance of design methods. The main research question is: How is the activity of design reflected and constructed by a local culture and material environment? By addressing the way designing occurs in a particular setting, the dissertation unpacks assumptions about setting and ideology within design studies and human-computer interaction. These assumptions impact the legitimacy of design as work, and challenge accepted justifications for the role of design in the development of technological artifacts. A better understanding of design work explores the proliferation of design as a general strategy for problem-solving, while questioning the agenda of this proliferation. The case study follows three accounts of UX design work at LTC. The research connects these accounts to theoretical concerns within design studies and HCI about agency, the setting of design, and the limits on design practice.
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Olsson, Eva. "Designing Work Support Systems – For and With Skilled Users." Doctoral thesis, Uppsala : Acta Universitatis Upsaliensis : Univ.-bibl. [distributör], 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-4275.

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Codourey, Monika Ewa. "Airport territory as interface : mobile work and travel in hybrid space." Thesis, University of Plymouth, 2015. http://hdl.handle.net/10026.1/9331.

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Global mobility, wireless technology and networked society are transforming the airport territory. These changes (hard factors) have been analysed in airport planning and transportation studies (Koll-Schretzenmayr 2003; Banister 2003; Schaafsma 2003; Knippenberger &Wall 2010; Salewski & Michaelli 2011; Convenz & Thierstein ed. 2014 et al) and architecture and design (Edwards 1998; Blow 2005; Cuadra 2002; Uffelen 2012; Gensler 2013 et al). But design strategies focusing on the passenger experience (soft factors) have not yet been thoroughly assimilated by architecture and design. On the theoretical level this dissertation spans the analysis of current methodologies in social studies (e.g. Castells 1996; Gottdiener 2000; Cresswell 2006; Urry, 2007; Elliott & Urry 2010; Adey 2010 et al) and their relation to architectural and urban studies concepts for the airport. The latter includes the “Airport as City” (Güller & Güller 2000), “Aviopolis – A Book about Airports” (Fuller & Harley 2005) and “Aerotropolis” (Kassarda 2010). This dissertation also explores IT and aviation industry interests at the interface between technology and air travellers. In this light aviation industry research and solutions (Amadeus 2011, SITA 2013) are important to consider, as well the philosophy behind who travels and for what purpose (Sloterdijk 1998; Koolhaas 1998; Gottdiener 2000; Urry 2007; Birtchnell & Caletrio 2014 et al). Here, the author’s previous field research at Frankfurt International Airport is relevant. We live more mobile lifestyles, we work in hybrid spaces (Suoza 2006; Duffy 2010 et al), and we consequently need to share information and collaborate differently. Using constant travellers as a case study, the impact of physical and informational mobility on perceptions of and behavioural patterns in the airport can lead to a deeper understanding of mobile work and the air travel experience. New design strategies can be developed from research about constant travellers, and the results may improve their work and air travel experience. The author’s combination of design approaches from architecture and social science (sociology and psychology) methodologies can better address the real needs of constant travellers in hybrid workspaces. It is hoped that this dissertation will inspire airport architects and designers, interaction designers and the aviation industry to pay more attention to users’ needs in their design processes.
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Kar, Gourab. "Universal design of behind-the-counter workspaces." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39476.

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This design thesis is part of CATEA's RERC workplace accommodations grant, and it adopts a human centered design methodology to research, develop, test and evaluate designs of behind-the-counter workspaces that maximize independence and participation of employees and increase their employment possibilities. Preliminary research shows that current designs of behind-the-counter workspaces do not accommodate needs of intended employees including the seated and standing users. According to the research, factors like task design and lack of ease of use have contributed to job loss and reduced employment. Through participatory research techniques and ergonomic studies, this project identified accessibility and usability needs and outlined basic and extended design guidelines for behind-the-counter workstations that would address these needs. Results from observational research, usability studies and user interviews were analysed to create design specifications for a range of workstations. The resulting workstation designs incorporate universal design guidelines and aim to expand employment opportunities for people with disabilities and older adults.
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Janssen, Marike Susan, and Jonas Merk. "How Digital Transformation Changes Work Design : A Butterfly Emerging from its Chrysalis?" Thesis, Linnéuniversitetet, Institutionen för organisation och entreprenörskap (OE), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-84454.

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Due to rapid technological development and its increasing impact on our everyday life, the way we work, and the conditions under which we do so, organizations may lose their competitive edge if they do not participate in the digital transformation. Extant literature highlights individually researched areas on how digital transformation changes work design such as virtual teams or communication technologies but rarely examines the phenomenon in more general terms. However, because work design is vital for a range of outcomes including but not limited to employee cognitions and learning, productivity and innovation, job satisfaction and commitment, as well as employee health and well-being providing a broad view on how digital transformation affects work design in today’s organizations is beneficial. Therefore, this Master Thesis provides an overarching picture of the changes in work design owed to digital transformation in contemporary societies, combining previously researched change dimensions with new insights from empirical data in a comprehensive framework. Two different qualitative methods, an online qualitative expert survey conducted with 39 participants followed by three semi-structured expert interviews revealed that changes in work design owed to digital transformation can - in line with the literature reviewed prior to conducting the study though varingly strong discussed - be categorized into the following six domains: Performance measurements, higher job demands and increasing competency requirements, increasing technologization, increased influence, work-life setup, communication and collaboration. Next to that, results suggest performance measurements as another change dimension evolving from digital transformation. Moreover, this Master Thesis suggests a strong relation between changes in work design and changes in leadership owed to digital transformation, wherefore future research may aim to study the interrelations between changes in both subject areas in more depth.
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Ruberg, Daniel M. "Integrated Design Strategies: A Live-Work Industrial Arts Center for Cincinnati, Ohio." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1367927851.

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Wan, Ismail Wan Khairuzzaman. "The impact of the new technology of process control on workers : a case study of a Malaysian petrochemical plant." Thesis, University of Derby, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.274063.

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Hayashi, Tomomi. "How can Architecture and Urbanism work in a Periphery?" Thesis, Virginia Tech, 1998. http://hdl.handle.net/10919/33015.

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In today's society urban liveliness has moved from the center of city to its periphery in a diluted manner. There exists the continuation of monotonous cityscape as by-product and leftover of architecture and urbanism. Herein lies the question: how to build a meaningful 'place' in a site where the sense of place is lost. This book is a record of the challenge in my belief that architecture is generous spatial entity which has both elaborated condition and quality orchestrated by the relationship to its site, structure, and material to enhance the quality of life through the human senses.
Master of Architecture
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Averbeck, Daniel H. "An inference/attribution approach to work dimensions /." The Ohio State University, 1985. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487261553057983.

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Ayas, Ebru. "Engineering Quality Feelings : Applications in products, service environments and work systems." Doctoral thesis, KTH, Ergonomi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-43388.

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Contemporary quality issues in product design are moving from materialistic to emotional user fulfillment; comprehensive research is needed to examine quality product feelings. This research is directed toward a deeper understanding of user and customer quality feelings for different product types, including services. The quality feelings concept includes dimensions of product quality, especially functionality, ergonomics and aesthetics. The first objective of this thesis is to identify, prioritize and synthesize quality feelings into product attributes in product development applications. The second objective is to explore, test and propose methodological approaches for designing quality feelings into products. Several methods from psychology, ergonomics, statistics and probabilistic methods and heuristics were applied to achieve the objectives. From a methodological viewpoint, Likert scales, free elicitation technique and Just About Right scales were applied for data collection. Multiple Regression, Factor Analysis, Correspondence Analysis, Genetic algorithms, Partial Least Squares (PLS) and Rough Sets (RS) were applied for data analyses. For ergonomic product evaluations, direct observations, 3D workload simulations, time and frequency analyses were conducted. Five product applications are included in this thesis: operator driver cabin design of reach trucks, steering wheel design trigger switch design in right-angled nutrunners, bed-making systemsproducts and waiting room environments. Heuristic methods were found effective when there is a high number of product attributes that interact to provide quality feelings. RS results are consistent with PLS attribute predictions. When the number of product attributes is large in comparison to the number of observations, PLS extracts informative results for quality feelings. The RS method is effective in identifying interactions among design attributes. Quality feelings are associated with both tangible (tactile characteristics) and intangible (quick and easy to use) product characteristics. Words such as safety, functionality, ergonomics, comfort, reliability, supportiveness, usability, feedback, pleasantness, attractiveness, durability and distinctiveness describe quality feelings from tangible products and services. Based on product type, the quality dimensions represented by these words possess different interactions and dependencies. In work environments, products act as prostheses between workers for social interaction, which need to be considered as important quality feelings dimensions.
QC 20111017
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Putkonen, A. (Ari). "Macroergonomic approach applied to work system modelling in product development contexts." Doctoral thesis, University of Oulu, 2010. http://urn.fi/urn:isbn:9789514262371.

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Abstract Product development (PD) has an important role as a key competitive factor in business environments. The capacity of designers and other stakeholders to perceive and process product related information is burdened by the increasing complexity of products and the high demands of working life. Therefore, companies need new human-centred perspectives and methods of balancing and enhancing their overall PD processes in order to develop successful products. The main motive for this research arises from the fact that ergonomics design research has been scarce from the process-oriented and systemic methods perspective. It has mainly focused on the methods, such as those needed in user interface design, and the usability and safety testing of products. The purpose of this dissertation is to consider the PD work system from the macroergonomics perspective. Macroergonomics is a top-down sociotechnical systems approach that is concerned with the analysis, design and evaluation of work systems. Nowadays, the individual user context is the dominating source of product requirements, but the designers’ work system has significant influence on its outcome as well. As an open work system, PD covers the use and design contexts of a product, not only at the individual, but also at the social and system levels. In this dissertation, the use and design contexts of products are examined through six individual studies, which were carried out during a demanding PD project of a new simulation game. In this design process, from the initial state to the goal state, macroergonomics was used as the main theoretical guideline. In many companies, PD processes are considered and developed mainly from the project management or technological points of view. However, because of the increasing complexity and systemic nature of products, PD organisations, too, will have to become more participatory, more networked and more systems oriented. As the main findings, this dissertation indicates that the macroergonomic approach can enrich the PD process and its outcomes by emphasising the balance between the technical and social subsystems of PD work system. The emerging complexity of products must be controlled from the entire PD work system, not the individual context of use only. The research introduces a new PD work system model that includes both the design and use contexts of products and demonstrates their analogical sociotechnical structures. The value of this dissertation for the industry is that companies can overcome certain emerging challenges of PD by applying the introduced macroergonomic principles. The findings of the research may encompass the re-designing of the current PD process in a company. Instead of shutting their eyes to the complexity of the surrounding world, companies should consider it as the macroergonomic PD work system and be more aware about the overall product requirements.
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Bergenbrant, Mikaela. "Integrating Usability Work in the Development Process at a Consulting Firm." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-103651.

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When needing software, using the services of an IT consulting rm is todaya common solution for companies nowadays. To make a system suited forthe intended users it is important to focus on usability.There are many dierent approaches possible to use when developinga usable system. The purpose of this study was to study if any of theapproaches, goal-directed design, could be used when a customer orders asolution from a consulting rm. This was to be studied through a case studywhich was conducted at the IT consulting rm Sigma. One of Sigma's customersis Toyota Material Handling Group which is a supplier of forkliftsand additional services like the online eet management platform ToyotaISite. The platform is about to be further developed by connecting it to amobile application with the purpose of making the platform more accessibleand ecient. The assignment in the case study was to develop a prototypefor this mobile application. This was done using the goal-centered design approach.Further, in order to understand the work at Sigma today, interviewswere conducted with developers at the company.The data collected led to an analysis about how Sigma and other similarIT consulting rms could use the goal-centered design approach when developingsoftware. The conclusion drawn was that parts of the method couldbe motivated to the customer and thereby be used in future projects, whilesome parts would be harder to motivate for the customer. The includedsteps were user research, context scenarios, requirements and high-delityprototyping. These conclusions can be used to integrate usability work inthe development process in the context of an IT consulting rm deliveringa system to a customer.
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Cheng, Kwai-wai. "A collaborative design tool for virtual design studios /." Hong Kong : University of Hong Kong, 1999. http://sunzi.lib.hku.hk/hkuto/record.jsp?B20971497.

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43

Coblio, Nicholas Allen. "The Impact of Pharmacy Work Design on Pharmacist Productivity." Scholar Commons, 2011. http://scholarcommons.usf.edu/etd/3043.

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Healthcare costs in the United States continue to grow at an alarming rate. Concerning the cost of medications, there are a number of factors that drive these costs. While personnel costs are not the largest of these, they do contribute a significant portion. The cost of the cognitive component of order processing by pharmacists can range from three dollars to over six dollars per prescription depending on the production throughput of the pharmacist. Studies at the organization which was the focus of the research, as well as reports in the literature, indicated that work disruption and other environmental factors could impact the rate at which pharmacist process physicians' orders into prescriptions. At the time of this study the collaborating facility was undergoing a re-organization; funding had been allocated to relocate and redesign the outpatient pharmacy. This provided a timely opportunity to examine the effect that changes to the physical plant, with specific attention being given to reducing interruptions to the pharmacists finishing orders, would have on pharmacists' productivity. This was measured in orders processed per hour, before and after the reorganization. Sixteen months after the pharmacy was moved, supervisors were concerned that the outpatient pharmacy was still not performing at maximum efficiency and workload data was posted, with the intent that this information would motivate those professionals, whose output may have been below the average, to increase their production. All outpatient prescriptions are maintained in a data base which records, among other items, the pharmacist who processed the order which generated the prescription and the time and date this was done. Data for prescriptions filled before and after each intervention were abstracted from the data base and used to determine production rates before and after the interventions. There was a small, but statistically significant, decrease of two prescriptions per hour per pharmacist in production following the relocation. Fourteen of the twenty-one pharmacists (66.6%) had decreases in productivity averaging 4.1 prescriptions per hour while seven had an increase averaging 2.2 prescriptions per hour. All but one of the pharmacists who had an increase in productivity after the relocation also had a slight, but statistically insignificant, increase averaging 3.0 prescriptions per hour per pharmacist after the posting of the workload data. The effect of posting the workload data was not statistically significant even though the study group processed 16,692 more orders working only 221 more hours. Nine of the study pharmacists (42.8%) had decreases in productivity averaging 2.3 prescriptions per hour per person, while the remaining twelve increased production by an average of 2.8 prescriptions per hour per pharmacist. An analysis of both effects, using ANOVA, indicated that the pharmacist was a significant contributor to the effect in both cases. Only in the analysis of the impact of the relocation was the effect of the intervention significant and that was to decrease productivity. The net result of this research was that the postulated interventions to increase productivity had no real effect and the motivation of the pharmacists may be the most significant factor. The fact that a third of the study pharmacists had decreases in productivity after both interventions is telling and may indicate problems with job design and motivation. A further review of production rates and error are indicated with an emphasis on determining if there is an association between error rate and production rate. At this point there are little published data and what is available is either conjecture, as in the case of the North Carolina Board's determination of 150 prescriptions per day being a safe upper limit, to Malone's survey based research determining an average rate of 14.1 prescriptions per hour.
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Feigh, Karen M. "Design of cognitive work support systems for airline operations." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/26524.

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Thesis (Ph.D)--Industrial and Systems Engineering, Georgia Institute of Technology, 2009.
Committee Chair: Pritchett, Amy R.; Committee Member: Clarke, John-Paul; Committee Member: Cross, Stephen; Committee Member: Endsley, Mica; Committee Member: Goldsman, David. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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El, jaouhari Saad. "A secure design of WoT services for smart cities." Thesis, Ecole nationale supérieure Mines-Télécom Atlantique Bretagne Pays de la Loire, 2018. http://www.theses.fr/2018IMTA0120/document.

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WebRTC est une technologie récente de communication qui permet d’établir des échanges multimédia conversationnels directement entre navigateurs. Nous nous intéressons dans cette thèse à des locuteurs dans un Smart Space (SS) défini comme un environnement centré-utilisateur instrumenté par unensemble de capteurs et d’actionneurs connectés. Nous analysons les capacités nécessaires pour permettre à un participant d’une session WebRTC d’impliquer dans cette même session, les flux induits par les objets connectés appartenant au SS d’un utilisateur quelconque de la session. Cette approche recèle un gisement de nombreux nouveaux usages. Nous limitons notre analyse à ceux concernant l’exercice distant d’une expertise et d’un savoir-faire. Techniquement, il s’agit d’articuler de façon contrôlée WebRTC et IoT/WoT. Nous procédons à une extension de WebRTC par WoT pour fournir à tout utilisateur d’une session WebRTC, un accès aux objets connectés du SS de tout autre participant à la session, en mettant l’accent sur la sécurisation de cet accès ainsi que sur sa conformité aux exigences de respect de la vie privée (RGPD) de l’utilisateur concerné. Le positionnement de notre approche dans le contexte des services de communication opérant dans les villes connectées, impose la prise en compte de SSs multiples et variés induisant chacun ses propres politiques de routage et de sécurité. Pour répondre à nos objectifs, il devient nécessaire au cours d’une session WebRTC, d’identifier, sélectionner, déployer et appliquer les règles de routage et de sécurité de façon à garantir un accès rapide et sécurisé aux différents SSs concernés et distribués sur tout le réseau. Nous développons une architecture originale répondant à ces besoins et intégrant un contrôleur SDN du fait de l’étroite imbrication entre les problématiques de routage et de sécurité. Un prototype illustrant notre approche a été mis en oeuvre et testé afin d’évaluer la performance et la sécurité du système. Nous illustrons finalement notre approche dans le domaine de la santé en démontrant son apport pour gérer une infrastructure de grande taille telle qu’un hôpital
The richness and the versatility of WebRTC, a new peer-to-peer, real-time and browser based communication technology, allowed the imagination of new and innovative services. In this thesis, we analyzed the capabilities required to allow a participant in a WebRTC session to access the smart Things belonging to his own environment as well as those of any other participant in the same session. The access to such environment, which we call “SmartSpace (SS)”, can be either passive, for example by monitoring the contextual information provided by the sensors, or active by requesting the execution of commands by the actuators, or a mixture of both. This approach deserves attention because it allows solving in an original way various issues such as allowing experts to remotely exercise and provide their expertise and/or knowing how. From a technical point of view the issue is not trivial because it requires a smooth and mastered articulation between two different technologies: WebRTC and the Internet of Things (IoT) /Web of Things (WoT). Hence, the first part of the problem studied in this thesis, consists in analyzing the possibilities of extending WebRTC capabilities with theWoT. So as to provide a secure and privacy-respectful access to the various smart objects located in the immediate environment of a participant to any otherend-user involved in the same ongoing WebRTC session. This approach is then illustrated in the ehealth domain and tested in a real smart home (a typical example of a smart space). Moreover,positioning our approach in the context of communication services operating in smart cities requires the ability to support a multiplicity of SSs,each with its own network and security policy. Hence,in order to allow a participant to access one of his own SSs or one of another participant (through a delegation of access process), it becomes necessary to dynamically identify, select, deploy, and enforce the SS’s specific routing and security rules, so as to have an effective, fast and secure access. Therefore, the second part of the problem studied in this Ph.D.consists in defining an efficient management of the routing and security issues regarding the possibility of having multiple SSs distributed over the entire network
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46

McCarthy, Daniel J. (Daniel Joseph). "Phantom work : design iteration timing in new product development." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/47833.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Sloan School of Management, 2008.
Includes bibliographical references (p. 288-290).
As companies compete to gain market share, increase profits and affect growth they often turn to concurrent engineering in an effort to bring new products to the market more quickly. Despite many anecdotal success stories, implementation of concurrent engineering can often prove difficult. As the pressure to bring new products to market increases, companies often compress their design iteration cycle times in an effort to develop products more quickly. In many cases, design cycles may overlap creating situations where learning opportunities (e.g. through testing) are missed and/or ignored. More perversely, compressing design iteration cycles can cause the creation of "phantom errors" and unnecessary rework as concurrent design activities iterate at different speeds. In this research, I use a system dynamics approach to develop a stylized simulation model of the design-build-test iteration cycle to explore the effects of cycle timing on learning. Specifically, I look at the frequency and timing of integration (build) test events and their effect on new product delivery time, quality, and development cost. This research adds to the existing literature in new product development, concurrent engineering, and system dynamics. Ultimately, the results serve to inform new product development project managers of the implications of design iteration timing on project performance and assist in the scheduling of integration events.
by Daniel J. McCarthy.
Ph.D.
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47

Karasti, H. (Helena). "Increasing sensitivity towards everyday work practice in system design." Doctoral thesis, University of Oulu, 2001. http://urn.fi/urn:isbn:9514259556.

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Abstract This thesis explores the integration of work practice and system design in deliberating upon how to increase the sensitivity of system design towards everyday work practice. The attempt to make work practice visible and intelligible for system design necessarily relates to two very different bodies of knowledge: the actual work activities and knowledge of practitioners, and what is considered relevant information for requirements analysis in system design. The strategy of this work comprises the integration of ethnographically informed study of work practice and participatory design by drawing on the longitudinal fieldwork of studying technologically mediated radiology work and promoting work practice based participatory design interventions into technology projects in the clinic of radiology. The adopted theoretical attitude of interweaving construction and reconstruction necessitates questioning and reconfiguring some of the taken-for-granted assumptions of disciplinary dichotomies and conventional frames of reference both with regard to ethnographic traditions focused on current practices as well as technology-centered and future-oriented system design. Radiology, with its ongoing and complex transition from film-based to digitally mediated work, has provided the concrete setting for thinking about the relations between researcher, designer and work practice practitioner in an attempt to find ways in which to sensitise system design towards everyday work practice. Establishing the relevance between ethnographic findings of work and design specifications requires a reformulation of work practice that appreciates the everyday fluency of work practice and recognises the endogenous change for the needs of system design. The possibilities of extending the multivoiced expertise prevalent in participatory design with an explicit interest on emic-etic views and knowledges inherent within ethnographic traditions is explored through reflecting on the changing researcher knowledge and location. The reflections are also used in developing a tool for work practice oriented participatory design and in constructing the role of participant interventionist. Through mutual exploration and constructive collaboration of ethnographic and participatory design traditions as well as scrutiny of actual design sessions, the dimensions of analytic distance, horizon of work practice transformations and situated generalisation are put forward as general interactions of work practice sensitive participatory design.
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48

Bui, Lynn. "10/60: Make Gravity Visible : A social movement to challenge our society to move more." Thesis, Umeå universitet, Institutionen Designhögskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-74463.

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Gravity plays a vital role in our everyday lives. It provides the development of our muscle mass which fuels our brain’s advancement and our ability to complete daily tasks. Yet we often take for granted the things we do not see. From hunting and gathering, chasing after prey, migrating from one place to the next, to growing and harvesting crops to long hours laboring away, we have felt gravity through millions of years in time.  Along with the rise of technology, we are witnessing the fall of our physical selves. Our lives have become busier, more stressful and our days behind a screen much longer. Within the past 30 years, gravity has been intercepted by the chair and the ratio of moving to sitting has been reversed. Instead of feeling this force within our legs and lower limbs, it has now been deferred to our fingers, buttocks and backs.  We spend the bulk of our days in a seated position, often behind a screen. Sitting has become such a norm that daily exercise at the gym is no longer enough to offset all the negative things done to our bodies in a sedentary posture.  We were programmed to move, but we’ve hacked our brains to think otherwise. Prolonged sitting is a serious issue that should not be overlooked. The challenge is to change a habit that we’ve acquired from an early age.  The numbers are staggering, over 1.5 billion people worldwide are obese.(WHO. int, 2013) 5.3 million die each year from heart related diseases and diabetes as indirect result of the chair, .3 million more than smoking. (Thelancet.com, 2012)  It is time to break the norm, adjust our perceptions, expectations and stop living in extremes and move towards moderation. It’s time to stand up and make gravity visible.  10/60: Make Gravity Visible is a social movement to challenge our society to move more, reminding people to be up and moving 10 minutes for every 60 minutes.  The goal is to challenge society to integrate movement within the home, work and societal environments through the support and influence of communal behaviour.  10/60 is facilitated by a website and a smartphone application. The website provides ideas shared by the community to help inspire movement into people’s lives. The app tracks a person’s daily physical activity levels and sends a reminder when he/she has been sitting for too long. How much a person moves is reflected by an avatar’s physical state as well as graphical data by the time of day. Challenges can be submitted within the inner circle of friends to encourage more movement.  The initial strategy around this topic was through the intersections of four subjects: human evolution, philosophy, behavioral psychology, and physiology. This concept was developed based on findings from foundational research, expert interviews, user tests, experiments and behavioral observations - in particular social influences and the underlying principle that motivation is different for everyone.  Awareness alone does not generate action. Motivating people to move more is beyond an individual problem - sitting is a societal and cultural issue and unless that is addressed, no long term changes can be sustained.  This project aims to inspire people to leverage their communities and integrate more physical activity in the home, work and societal environments.  Societal and cultural norms will not change unless we change together.
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49

Thunborg, Veronica. "Analys och design av lärsituation." Thesis, Stockholms universitet, Institutionen för didaktik och pedagogiskt arbete, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-52424.

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50

Wangenborn, Theresé. "Design process enhancement." Thesis, Mälardalen University, School of Innovation, Design and Engineering, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-10014.

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The need and demands within the automotive industry on quality systems and processes are high. The most widely spread document for quality control is the standard ISO/TS 16949. The aim with the APQP-process is to build the quality of the product and process for new designs or re-designs. The aim of this project is to find a customized, when it comes to the design process, APQP-process for Fuji Autotech with focus on the two first phases where most of the design activities are performed. This is done by studying the existing APQP-process at Fuji Autotech and comparing it with mainly the standard ISO/TS 16949, interviewing personnel at the company, and empirical studies of the process. The focus areas are therefore to find a process that suites the company and contribute to the academia by sharing experience to the University. Three issues where considered being of importance for the outcome of the project.

Question 1: Which factors are necessary to follow-up when assuring the quality of a project?

Question 2: How does the process for quality assuring a project look like today?

Question 3: How may the process for quality assurance of a project be optimized?

The result from this research project is two new process maps and a new APQP process flow for Fuji Autotech has been created. The studies performed, within this research project have identified the following key factors for obtaining a good quality.

  • Existence of a management systems for quality
  • Management responsibility
  • Management of resources
  • Product design
  • Measure, Analyze and Improvement
  • Fulfilment of customer needs
  • Fulfilment of requirements

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