13,031 research outputs found

    Cass-Clay Creamery: A New Direction for an Old Brand

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    Consolidation and industrialization are increasingly important factors affecting the level of membership in cooperative businesses. This article presents information about the development of the dairy industry in North Dakota and its effect on Cass- Clay Creamery, a farmer-owned dairy cooperative. Students are asked to analyze decisions about branding and being acquired by another larger cooperative.Dairy, cooperative, acquisition, North Dakota, Cass-Clay, AMPI, Agribusiness,

    How Asian Should Asian Law Be? – An Outsider’s View

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    Is there an Asian identity of Asian law, comparable to European identity and therefore similarly useful as a justification for unification projects? If so, what does it look like? And if so, does this make Asia more like Europe, or less so? Or is this question itself already a mere European projection? This chapter tries to address such questions. In particular, I look at a concrete project of Asian law unification—the Principles of Asian Comparative Law—and connect discussions about its Asian identity with four concepts of Asia. The first such concept is a European idea of Asia and Asian law, which defines a presumably homogeneous Asia on the basis of its level of difference from Europe. The next three concepts are concepts that emerged from Asian debates. Two off them explicitly invoke leadership of one country. A sinocentric concept of Asian law attempts to reinvigorate concepts from the time of Chinese dominance of East Asia prior to colonization. A Japanese concept of Pan-Asian law by contrast is built on Japanese modernization, which in turn was influenced by Europe. Finally, the idea of Asian values attempts to avoid leadership by any one country in favor of a truly Asian identity. None of these three chapters can fully avoid the central problems of the European projection: they are all defined by their relation to the West, and all of them invoke a relative degree of homogeneity as basis for identity. I close, therefore, with an alternative concept of Asia “as method” that attempts to overcome these two shortcomings and may offer a more promising path towards an idea of Asian law

    Mobile phone and e-government in Turkey: practices and technological choices at the cross-road

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    Enhanced data services through mobile phones are expected to be soon fully transactional and embedded within future mobile consumption practices. While private services will surely continue to take the lead, others such as government and NGOs will become more prominent m-players. It is not yet sure which form of technological standards will take the lead including enhance SMS based operations or Internet based specifically developed mobile phone applications. With the introduction of interactive transactions via mobile phones, currently untapped segment of the populations (without computers) have the potential to be accessed. Our research, as a reflection of the current market situation in an emerging country context, in the case of mobile phones analyzes the current needs or emergence of dependencies regarding the use of m/e-government services from the perspective of municipality officers. We contend that more research is needed to understand current preparatory bottlenecks and front loading activities to be able to encourage future intention to use e-government services through mobile phone technologies. This study highlights and interprets the current emerging practices and praxis for consuming m-government services within government

    Being together, worlds apart: a virtual-worldly phenomenology

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    Previous work in Game Studies has centered on several loci of investigation in seeking to understand virtual gameworlds. First, researchers have scrutinized the concept of the virtual world itself and how it relates to the idea of “the magic circle”. Second, the field has outlined various forms of experienced “presence”. Third, scholarship has noted that the boundaries between the world of everyday life and virtual worlds are porous, and that this fosters a multiplicity of identities as players identify both with themselves-offline and themselves-in-game. Despite widespread agreement that these topics are targets for research, so far those working on these topics do not have mutually agreed-upon framework. Here we draw upon the work of Alfred Schutz to take up this call. We provide a phenomenological framework which can be used to describe the phenomena of interest to Game Studies, as well as open new avenues of inquiry, in a way acceptable and useful to all. This helps to distinguish the core of the field from the supplemental theoretical and critical commitments which characterize diverse approaches within the field

    Developing a design system for an e-commerce website

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    This thesis consists of a theoretical framework on design systems including a benchmark analysis and a production project to develop a design system for an e-commerce website. The objective of the research is to explore whether a design system is a tool that is not only useful to be used by large teams but also for small teams. The research is based on the analysis of the positive and negative effects that a design system may have if employed by small teams vis-à-vis larger teams. The thesis is written from a UI/UX designer’s perspective and focuses on the following three aspects of design system: design studies, design practice, and design exploration. The design studies dive into the fundamental elements of design system, its history and the common practices of how it operates. In order to explore design practices, a benchmark analysis is conducted on two existing design systems developed by larger e-commerce companies. It demonstrates the process and results of larger teams that have integrated a design system into their product development process. For design exploration, the author worked on a production project to develop a design system for an e-commerce website that fits the requirements of a small team. Finally, this thesis provides a set of recommendations for designers on how to develop a design system tailored to be used in small teams. It highlights that while design systems are commonly being employed by large organizations, the development of design system management tools, enables smaller teams to employ design systems that are manageable in order to accelerate productivity
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