2,891 research outputs found

    Selecting Display Products for Furniture Stores Using Fuzzy Multi-criteria Decision Making Techniques

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    © 2018, Springer Nature Switzerland AG. Efficient marketing in which the right products are supplied to the right consumer plays a crucial role for a profitable business in the age of highly accessible and competitive global market. This fact enforces producers to clearly identify and analyze the needs of consumers and to display their products respecting locality based on customers’ needs. The position of the business is strengthened within the market and its competiveness increases by supplying and displaying the products suitable to regional consumers’ preferences. In this study, an integral fuzzy multi criteria decision making technique is proposed for an effective decision making process to select the most suitable display products to the consumers’ needs and preferences. The approach has been applied to identify the most suitable set of modular furniture products to be displayed at a local store that locates in Bursa city of Turkey. The approach uses Fuzzy DEMATEL method to work out the interrelations of chosen criteria, which are weighted with Fuzzy ANP and finally suggest a rank-based list of products with Fuzzy PROMETHEE. The results are verified with the expert view and found very useful

    K-NEAREST NEIGHBOR (KNN) ANALYSIS FOR CLOTHING SALES CLASSIFICATION BASED ON MATERIALS USED

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    Abstract Classification is a method to see the behavior and characteristics of certain groups. The K-nearest neighbor method is a learning algorithm for classifying new data based on the K-Nearest Neighbor majority class. The main purpose of this algorithm is to classify new objects based on attributes and training samples. In today's digital era, competition in the business world is getting tougher and growing rapidly, especially when it comes to online marketing systems. Every market driver must always pay attention to the needs and desires of consumer satisfaction when buying products from online stores. However, the problem that consumers often complain about is the use of clothing size charts in online stores that do not match the consumer's body size. This study aims to reduce the frustration of consumers buying clothes online and in such a way that products do not have to be returned via the internet. Based on these problems, these conditions must be improved by selecting clothes to achieve optimal customer satisfaction. This application was built using the K-Nearest Neighbor (KNN) method and Profile Matching to help you determine what clothes are most suitable for your consumer size

    Sustainable services planning. Methods supporting the design of cultural exhibitions

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    The sustainable design of product systems has been addressed in numerous research works. However, studies regarding the sustainability of services are fewer and they are focused mostly on the study of environmental aspects during the service provision stage. Regarding cultural services, the application of sustainability principles in their design process is increasingly required due to reasons such as environmental awareness, social responsibility, visitors' preferences and innovation strategies. Although up to date a limited number of initiatives have been promoted. The objectives of this work are the description of a specific sustainable design method based on the development of systematic tasks and supported on three complementary approaches, and the application of this method to the design of two different types of cultural exhibitions. The design of an itinerary exhibition, which is developed in a sheltered indoor space, and an exhibition, which is developed in the streets of a big city, are, respectively, carried out. The sustainability performance of different design alternatives are valued in each case by analyzing the incidence of those systems, activities, and stakeholders involved along the entire service development and using not only environmental but also socio-economic indicators. Thus, this research work aims at providing the appropriate methodological support to designers of cultural services and managers of cultural institutions, to carry out more sustainable projects

    Approach to C2F2C (customer to factory to customer) strategy: a case study of the Fanqing Furniture Company

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    Hotel furniture manufacturers, as key components of modern service industry, have become leading service companies concerning China's economic development. Consumer-driven business model and mass customization are becoming important direction of hotel furniture manufacturers’ transformation and upgrade. In a context of fragmented competition and individualized customers’ demand, it is difficult to take advantage of the low cost and high efficiency of mass production, while meeting the customers’ individualized needs. Internet led business increases the difficulty of balancing the offer of large production and customization, because companies face a high cost (Customer to Factory), while the customers’ satisfaction is low (Factory to Customer). Finding a solution to this trade-off is not only a major challenge in the process of company model transformation, but also an important topic that has not yet been studied in depth. Based on Fanqing Hotel Furniture Company’s empirical case of solving the contradiction between individualized demand and mass production, this thesis studies the evolution of hotel furniture manufacturers’ (HFM) innovation ecosystem and the value co-creation mode. The C2F2C (Customer to Factory to Customer) strategy of Fanqing was constructed based on both company innovation ecosystem theory and customer value co-creation theory. By implementing the C2F2C strategy, Fanqing has realized standardization, informatization and lean production, and also fulfilled customers’ needs and improved their satisfaction. The C2F2C strategy also helps to reduce costs and achieve value co-creation between the company and customers. This thesis explores an effective way to improve technological innovation ability and international competitiveness of HFM in China.As empresas de móveis para hotéis constituem um sector importante no desenvolvimento da indústria de serviços modernos, liderando já a indústria no desenvolvimento económico da China. Seguir um modelo de negócio de personalização em larga escala e orientação para o consumidor aponta ser uma direção significativa a tomar para a transformação e inovação das empresas de serviços. Face à concorrência individualizada e fragmentada na procura de clientes da indústria hoteleira, é difícil oferecer ao cliente uma personalização em larga escala, que permita atingir as vantagens de baixo custo e alta eficiência de produção em volume, atendendo simultaneamente à personalização das necessidades de cada cliente. Na comercialização pela internet é mais difícil equilibrar a oferta de uma produção em larga escala e personalizada, porque é elevado o custo em C2F, mas em contrapartida baixo o nível de satisfação do cliente em F2C. Como suporte empírico, esta tese analisou o caso da empresa de Móveis para Hotéis Fanqing, que resolveu a contradição entre procura individualizada e produção de massa em grande escala, permitindo estudar a evolução para um ecossistema inovador e de criação conjunta de valor entre empresas de móveis e clientes nesta industria de mobiliário para hóteis (HFM). A estratégia da relação cliente para fabricante e deste para cliente (C2F2C) da Fanqing foi desenvolvida com base nas teorias da inovação do ecossistema e da criação de valor conjunta. Ao implementar a estratégia de C2F2C, a Fanqing operou tanto a standardização, a informatização e a produção lean, como a satisfação do cliente preenchendo as suas necessidades. A estratégia C2F2C permite reduzir custos e potencia a criação conjunta de valor entre fabricantes e clientes, explorando uma maneira eficaz de melhorar a capacidade de inovação tecnológica e a competitividade internacional das empresas de móveis para hotéis da China

    A framework for supplier selection in the Nelson Mandela Bay retail industry

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    The success of business firms operating in the retail industry is largely dependent on the performance rendered by their supply base. Choosing the incorrect supplier could have dire consequences for the retailer’s performance, as suppliers are generally considered an extension of the retailer. Organisations base their operational expertise on the key performance objectives of cost, service, quality, speed, dependability and flexibility, which becomes the basis of their selection criteria when evaluating suppliers. The primary objective of this study was to develop a framework that guides retailers in their supplier selection process with the ultimate goal of formulating strategies to improve Nelson Mandela Bay’s (NMB’s) retail performance. In support of the primary objective, it was necessary to identify the current supplier selection criteria used in the NMB retail industry and the challenges that retailers face when selecting suppliers. The study set out to assess the effects of utilising established supplier selection criteria on retailers’ performance, as well as to identify strategies that retailers should employ to improve their performance. A quantitative research approach was utilised to collect data from a sample of 248 retailers and procurement and logistics managers. The empirical findings of the study identified flexibility, timeous delivery and reliability as the most important supplier selection criteria identified by retailers in NMB. The findings also revealed that utilising established supplier selection criteria has a significantly positive effect on retailers’ performance. Lack of collaboration between suppliers and retailers, lack of transparency between suppliers and retailers and suppliers’ limited knowledge of the criteria by which they are judged were identified as the most significant challenges facing retailers in NMB. The empirical findings also identified an increase in a retailer’s competitive advantage and revenue as the benefits of utilising supplier selection criteria to improve a retailer’s performance. The conclusions and implications of the empirical findings are provided and recommendations made. The study advances a framework to assist in guiding the retailers and procurement and logistics managers, retail researchers and policy makers when selecting suppliers. The study suggests that retailers should identify the most important supplier selection criteria, inform potential suppliers of the importance v of those criteria, select suppliers based on those criteria and utilise those criteria to evaluate the suppliers’ performance

    Human factors aspects of control room design: Guidelines and annotated bibliography

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    A human factors analysis of the workstation design for the Earth Radiation Budget Satellite mission operation room is discussed. The relevance of anthropometry, design rules, environmental design goals, and the social-psychological environment are discussed

    Measuring user experience for virtual reality

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    In recent years, Virtual Reality (VR) and 3D User Interfaces (3DUI) have seen a drastic increase in popularity, especially in terms of consumer-ready hardware and software. These technologies have the potential to create new experiences that combine the advantages of reality and virtuality. While the technology for input as well as output devices is market ready, only a few solutions for everyday VR - online shopping, games, or movies - exist, and empirical knowledge about performance and user preferences is lacking. All this makes the development and design of human-centered user interfaces for VR a great challenge. This thesis investigates the evaluation and design of interactive VR experiences. We introduce the Virtual Reality User Experience (VRUX) model based on VR-specific external factors and evaluation metrics such as task performance and user preference. Based on our novel UX evaluation approach, we contribute by exploring the following directions: shopping in virtual environments, as well as text entry and menu control in the context of everyday VR. Along with this, we summarize our findings by design spaces and guidelines for choosing optimal interfaces and controls in VR.In den letzten Jahren haben Virtual Reality (VR) und 3D User Interfaces (3DUI) stark an Popularität gewonnen, insbesondere bei Hard- und Software im Konsumerbereich. Diese Technologien haben das Potenzial, neue Erfahrungen zu schaffen, die die Vorteile von Realität und Virtualität kombinieren. Während die Technologie sowohl für Eingabe- als auch für Ausgabegeräte marktreif ist, existieren nur wenige Lösungen für den Alltag in VR - wie Online-Shopping, Spiele oder Filme - und es fehlt an empirischem Wissen über Leistung und Benutzerpräferenzen. Dies macht die Entwicklung und Gestaltung von benutzerzentrierten Benutzeroberflächen für VR zu einer großen Herausforderung. Diese Arbeit beschäftigt sich mit der Evaluation und Gestaltung von interaktiven VR-Erfahrungen. Es wird das Virtual Reality User Experience (VRUX)- Modell eingeführt, das auf VR-spezifischen externen Faktoren und Bewertungskennzahlen wie Leistung und Benutzerpräferenz basiert. Basierend auf unserem neuartigen UX-Evaluierungsansatz leisten wir einen Beitrag, indem wir folgende interaktive Anwendungsbereiche untersuchen: Einkaufen in virtuellen Umgebungen sowie Texteingabe und Menüsteuerung im Kontext des täglichen VR. Die Ergebnisse werden außerdem mittels Richtlinien zur Auswahl optimaler Schnittstellen in VR zusammengefasst

    ICE-B 2010:proceedings of the International Conference on e-Business

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    The International Conference on e-Business, ICE-B 2010, aims at bringing together researchers and practitioners who are interested in e-Business technology and its current applications. The mentioned technology relates not only to more low-level technological issues, such as technology platforms and web services, but also to some higher-level issues, such as context awareness and enterprise models, and also the peculiarities of different possible applications of such technology. These are all areas of theoretical and practical importance within the broad scope of e-Business, whose growing importance can be seen from the increasing interest of the IT research community. The areas of the current conference are: (i) e-Business applications; (ii) Enterprise engineering; (iii) Mobility; (iv) Business collaboration and e-Services; (v) Technology platforms. Contributions vary from research-driven to being more practical oriented, reflecting innovative results in the mentioned areas. ICE-B 2010 received 66 submissions, of which 9% were accepted as full papers. Additionally, 27% were presented as short papers and 17% as posters. All papers presented at the conference venue were included in the SciTePress Digital Library. Revised best papers are published by Springer-Verlag in a CCIS Series book

    An intelligent knowledge based cost modelling system for innovative product development

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    This research work aims to develop an intelligent knowledge-based system for product cost modelling and design for automation at an early design stage of the product development cycle, that would enable designers/manufacturing planners to make more accurate estimates of the product cost. Consequently, a quicker response to customers’ expectations. The main objectives of the research are to: (1) develop a prototype system that assists an inexperienced designer to estimate the manufacturing cost of the product, (2) advise designers on how to eliminate design and manufacturing related conflicts that may arise during the product development process, (3) recommend the most economic assembly technique for the product in order to consider this technique during the design process and provide design improvement suggestions to simplify the assembly operations (i.e. to provide an opportunity for designers to design for assembly (DFA)), (4) apply a fuzzy logic approach to certain cases, and (5) evaluate the developed prototype system through five case studies. The developed system for cost modelling comprises of a CAD solid modelling system, a material selection module, knowledge-based system (KBS), process optimisation module, design for assembly module, cost estimation technique module, and a user interface. In addition, the system encompasses two types of databases, permanent (static) and temporary (dynamic). These databases are categorised into five separate groups of database, Feature database, Material database, Machinability database, Machine database, and Mould database. The system development process has passed through four major steps: firstly, constructing the knowledge-based and process optimisation system, secondly developing a design for assembly module. Thirdly, integrating the KBS with both material selection database and a CAD system. Finally, developing and implementing a ii fuzzy logic approach to generate reliable estimation of cost and to handle the uncertainty in cost estimation model that cannot be addressed by traditional analytical methods. The developed system has, besides estimating the total cost of a product, the capability to: (1) select a material as well as the machining processes, their sequence and machining parameters based on a set of design and production parameters that the user provides to the system, and (2) recommend the most economic assembly technique for a product and provide design improvement suggestion, in the early stages of the design process, based on a design feasibility technique. It provides recommendations when a design cannot be manufactured with the available manufacturing resources and capabilities. In addition, a feature-by-feature cost estimation report was generated using the system to highlight the features of high manufacturing cost. The system can be applied without the need for detailed design information, so that it can be implemented at an early design stage and consequently cost redesign, and longer lead-time can be avoided. One of the tangible advantages of this system is that it warns users of features that are costly and difficult to manufacture. In addition, the system is developed in such a way that, users can modify the product design at any stage of the design processes. This research dealt with cost modelling of both machined components and injection moulded components. The developed cost effective design environment was evaluated on real products, including a scientific calculator, a telephone handset, and two machined components. Conclusions drawn from the system indicated that the developed prototype system could help companies reducing product cost and lead time by estimating the total product cost throughout the entire product development cycle including assembly cost. Case studies demonstrated that designing a product using the developed system is more cost effective than using traditional systems. The cost estimated for a number of products used in the case studies was almost 10 to 15% less than cost estimated by the traditional system since the latter does not take into consideration process optimisation, design alternatives, nor design for assembly issue
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