223,445 research outputs found
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The spiral of applied research: A methodological view on integrated design research
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Designing and evaluating mobile multimedia user experiences in public urban places: Making sense of the field
The majority of the worldâs population now lives in cities (United Nations, 2008) resulting in an urban densification requiring people to live in closer proximity and share urban infrastructure such as streets, public transport, and parks within cities. However, âphysical closeness does not mean social closenessâ (Wellman, 2001, p. 234). Whereas it is a common practice to greet and chat with people you cross paths with in smaller villages, urban life is mainly anonymous and does not automatically come with a sense of community per se. Wellman (2001, p. 228) defines community âas networks of interpersonal ties that provide sociability, support, information, a sense of belonging and social identity.â While on the move or during leisure time, urban dwellers use their interactive information communication technology (ICT) devices to connect to their spatially distributed community while in an anonymous space. Putnam (1995) argues that available technology privatises and individualises the leisure time of urban dwellers. Furthermore, ICT is sometimes used to build a âcocoonâ while in public to avoid direct contact with collocated people (Mainwaring et al., 2005; Bassoli et al., 2007; Crawford, 2008). Instead of using ICT devices to seclude oneself from the surrounding urban environment and the collocated people within, such devices could also be utilised to engage urban dwellers more with the urban environment and the urban dwellers within. Urban sociologists found that âwhat attracts people most, it would appear, is other peopleâ (Whyte, 1980, p. 19) and âpeople and human activity are the greatest object of attention and interestâ (Gehl, 1987, p. 31). On the other hand, sociologist Erving Goffman describes the concept of civil inattention, acknowledging strangersâ presence while in public but not interacting with them (Goffman, 1966). With this in mind, it appears that there is a contradiction between how people are using ICT in urban public places and for what reasons and how people use public urban places and how they behave and react to other collocated people. On the other hand there is an opportunity to employ ICT to create and influence experiences of people collocated in public urban places. The widespread use of location aware mobile devices equipped with Internet access is creating networked localities, a digital layer of geo-coded information on top of the physical world (Gordon & de Souza e Silva, 2011). Foursquare.com is an example of a location based 118 Mobile Multimedia â User and Technology Perspectives social network (LBSN) that enables urban dwellers to virtually check-in into places at which they are physically present in an urban space. Users compete over âmayorshipsâ of places with Foursquare friends as well as strangers and can share recommendations about the space. The research field of Urban Informatics is interested in these kinds of digital urban multimedia augmentations and how such augmentations, mediated through technology, can create or influence the UX of public urban places. âUrban informatics is the study, design, and practice of urban experiences across different urban contexts that are created by new opportunities of real-time, ubiquitous technology and the augmentation that mediates the physical and digital layers of people networks and urban infrastructuresâ (Foth et al., 2011, p. 4). One possibility to augment the urban space is to enable citizens to digitally interact with spaces and urban dwellers collocated in the past, present, and future. âAdding digital layer to the existing physical and social layers could facilitate new forms of interaction that reshape urban lifeâ (Kjeldskov & Paay, 2006, p. 60). This methodological chapter investigates how the design of UX through such digital placebased mobile multimedia augmentations can be guided and evaluated. First, we describe three different applications that aim to create and influence the urban UX through mobile mediated interactions. Based on a review of literature, we describe how our integrated framework for designing and evaluating urban informatics experiences has been constructed. We conclude the chapter with a reflective discussion on the proposed framework
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Modelling 3D product visualisation for online retail atmospherics
Purpose: The Stimulus (S) Organism (O) Responses (R) paradigm has been extensively studied in conventional retailing but has received little attention in the online context. This study aims to investigate the effects of an online retailer atmospheric using three dimensional (3D) product visualisation.
Design/methods/approach: We operationalise 3D antecedents, the main online atmospheric cues, as the âstimulusâ (S) that attracts consumersâ attention towards the online retailer, authenticity of the 3D, hedonic and utilitarian value as the âorganismâ (O) part, and consumersâ behavioural intention as the âresponsesâ (R) part. A hypothetical retailer Web site presents a variety of laptops using 3D product visualisations.
Findings: The control and animated colours represent the main stimuli (S). Furthermore, 3D authenticity, hedonic and utilitarian values are the main determinants of behavioural intentions. The proposed conceptual model achieves acceptable fit and the hypothesised paths are all valid.
Practical implications: Retail website designers can contribute to enhancing consumersâ virtual experience by focusing more on utilitarian and hedonic value. Any 3D flash should include the essential information that consumers seek and consumers should be able to click to any part of the 3D flash to access further information.
Originality/values: To the best of the authorsâ knowledge, this research is the first in the U.K. that uses a U.K. sample to investigate the effects of using 3D product visualisation on consumersâ perceptions and responses. Our research makes an important contribution to the online atmospheric literature by providing a rich explanation of how authenticity of the 3D virtual models adds more information, fun and enhances consumersâ responses towards the online retailer
Towards technological rules for designing innovation networks: a dynamic capabilities view.
Inter-organizational innovation networks provide opportunities to exploit complementary resources that reside beyond the boundary of the firm. The shifting locus of innovation and value creation away from the âsole firm as innovatorâ poses important questions about the nature of these resources and the capabilities needed to leverage them for competitive advantage. The purpose of this paper is to describe research into producing design-oriented knowledge, for configuring inter-organizational networks as a means of accessing such resources for innovation
Eco-efficient supply chain networks: Development of a design framework and application to a real case study
© 2015 Taylor & Francis. This paper presents a supply chain network design framework that is based on multi-objective mathematical programming and that can identify 'eco-efficient' configuration alternatives that are both efficient and ecologically sound. This work is original in that it encompasses the environmental impact of both transportation and warehousing activities. We apply the proposed framework to a real-life case study (i.e. Lindt & SprĂŒngli) for the distribution of chocolate products. The results show that cost-driven network optimisation may lead to beneficial effects for the environment and that a minor increase in distribution costs can be offset by a major improvement in environmental performance. This paper contributes to the body of knowledge on eco-efficient supply chain design and closes the missing link between model-based methods and empirical applied research. It also generates insights into the growing debate on the trade-off between the economic and environmental performance of supply chains, supporting organisations in the eco-efficient configuration of their supply chains
Co-production for innovation: the urban living lab experience
Urban Living Labs (ULLs) are public spaces where local authorities engage citizens to develop innovative urban services. Their strength and popularity stem from a methodology based on open innovation, experimentation, and citizen engagement. Although the ULL methodology is supposed to largely adopt a co-production approach, connections between the two have not yet been thoroughly investigated. The paper seeks to fill this gap by examining through a qualitative analysis three experiences of ULLs made in Amsterdam, Boston and Turin. Specifically, the paper aims to assess whether ULLs can be really conceptualised as a form of co-production and, if so, which elements characterised them as innovative in comparison to \u2018mainstreaming\u2019 co-production; Then it analyses benefits and drawbacks related to their implementation
Design as communication in micro-strategy â strategic sensemaking and sensegiving mediated through designed artefacts.
This paper relates key concepts of strategic cognition in microstrategy to design practice. It considers the potential roles of designers' output in strategic sensemaking and sensegiving. Designed artifacts play well-known roles as communication media; sketches, renderings, models, and prototypes are created to explore and test possibilities and to communicate these options within and outside the design team. This article draws on design and strategy literature to propose that designed artifacts can and do play a role as symbolic communication resources in sensemaking and sensegiving activities that impact strategic decision making and change. Extracts from interviews with three designers serve as illustrative examples. This article is a call for further empirical exploration of such a complex subject
Towards a kansei-based user modeling methodology for eco-design
We propose here to highlight the benefits of building a framework linking Kansei Design (KD), User Centered Design (UCD) and Eco-design, as the correlation between these fields is barely explored in research at the current time. Therefore, we believe Kansei Design could serve the goal of achieving more sustainable products by setting up an accurate understanding of the user in terms of ecological awareness, and consequently enhancing performance in the Eco-design process. In the same way, we will consider the means-end chain approach inspired from marketing research, as it is useful for identifying ecological values, mapping associated functions and defining suitable design solutions. Information gathered will serve as entry data for conducting scenario-based design, and supporting the development of an Eco-friendly User Centered Design methodology (EcoUCD).ANR-ECOUS
The intellectual capital - environmental practices, performance and their relationships in the Romanian banking sector
Purpose â This paper reviews the knowledge assets that can be capitalized for successful Green Supply Chain Management (GSCM) implementation in the Romanian banking industry. GSCM is defined as the companyâs ability to understand
and manage the environmental risks along the Supply Chain (SC) (Carter and Rogers,2008). Banks are very much members of the SCs (McKenzie and Wolfe, 2004), called to integrate the environmental management into both operational and core commercial activities and to manage the environmental risk in their supply chain (FORGE Group,2000; International Finance Corporation, 2006; UNEP Finance Initiative, 2009a).
Intellectual capital, or the âstockâ of knowledge-based equity firms hold, is recognized as a key contributor to their competitiveness (Bontis et al., 1999), which may act as a driver of environmental pro-activeness (Bernauer et al., 2006; Wu et al., 2007), as well as an obstacle in the process to design and implement GSCM (Post and Altman,
1994; Baresel-Bofinger et al., 2007), while organizational learning is seen as the key component in overcoming the organizational obstacles to environmental changes (Post
and Altman, 1992; Post and Altman, 1994; Anderson and Wolff, 1996).
Design/methodology/approach â This research paper describes the empirical results of a cross-sectional design employed in a sample of 41 banks operating in Romania with the purpose a. to explore the stage of designing and implementing GSCM practices in the Romanian banking sector; b. to determine which GSCM practices tend to be followed the most, c. which are the bank managersâ perceived benefits from implementing GSCM practices, as well as perceived obstacles in GSCM implementation in the banking sector; and d. what is the relationship between the
aforementioned variables. For these purposes several statistical analyses were used, including both descriptive and inferential statistics.
Originality/value â This is the first study looking for GSCM issues in the Romanian banking industry. The results of this research provide insights into what
extent knowledge assets could be capitalized for successful Green Supply Chain Management implementation in the Romanian banking industry. Furthermore, it is increasing the ecological awareness, the theoretical and managerial insights for an effective implementation of GSCM practices in the banking sector. The analysis reveals that GSCM practices (especially practices in the immaterial flow) are
strongly and significantly correlated with perceived benefits and pressures. However,this should be addressed in future research because the present study offers only
correlational data and cannot establish causation. The study also concludes that bankâs size and foreign/Romanian ownership do not influence at all the level of
GSCM practices implementation and related perceptions (pressures, obstacles,benefits) in the Romanian banking sector.
Practical implications â The findings of this paper point to the conclusion that the
banking sector in Romania is at a somehow advanced stage of ecological adaptation in the physical flow and at an early stage in the immaterial and commercial flows. Based on the literature and studyâs findings, regarding the role that the management of intellectual capital and knowledge flow plays, several recommendations are proposed for enhancing the implementation process of GSCM practices in the banking industry in Romania
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