198 research outputs found

    Fighting the status­quo : how plant­based producers support their competitive advantage via visual and informative cues

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    In recent years, there has been a substantial growth of plant­based alternatives to meat. This factor represents an opportunity for producers to develop plant­based alternatives. This dissertation aims to understand how plant­based producers decide upon branding cues, specifically visual and informative cues, in order to support competitive advantage. This dissertation has the secondary goal to understand the context of plant­based alternatives in the Portuguese market and provide recommendations for plant­based companies concerning branding cues. By conducting 8 semi­structured interviews to plant­based producers and one focus group with 7 consumers of plant­based product, three themes were identified related to challenges coping with “vegan” products reputation, managing consumer resistance and making favorable branding decisions. It was possible to understand the branding attributes that support competitive advantage in a plant­based product, when it comes to visual and informative cues, and recommendations to companies were provided, as this dissertation aims to help managers of plant­based brands understand how they should apply different branding cues.Nos últimos anos temo­nos deparado com um crescimento substancial de produtos à base de plantas. Este facto representa uma oportunidade para produtores de produtos à base de plantas. O objetivo desta dissertação é perceber como é que estes produtores tomam decisões sobre os atributos visuais e informativos a aplicar aos seus produtos, de maneira a fomentar uma vantagem competitiva. O objetivo secundário desta dissertação é compreender o contexto das alternativas à base de plantas em Portugal e providenciar recomendações para produtores. Através da realização de 8 entrevistas semiestruturadas a produtores e de um focus group com 7 consumidores de produtos à base de plantas, foram identificados três principais temas relacionados com os desafios com a reputação de produtos “Vegan”, gestão da resistência dos consumidores, e com decisões de marca favoráveis. Desta maneira, foi possível concluir sobre atributos de marca que contribuem para a vantagem competitiva dos produtores, tal como providenciar recomendações a marcas de produtos à base de plantas

    Digital storytelling approaches in virtual museums: umbrella review of systematic reviews

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    Museums have the mission of promoting and safeguarding objects of historical value and have undergone several modifications over time to take the focus off the object and give more importance to information and the visitor. Currently they encompass different types of experiences, either through digital and interactive elements, or through new approaches, such as storytelling, which has acted as a protagonist of these transformations. In this sense, the museum in the digital mode, known as virtual museum, plays an important role in this sharing of information and experiences. However, by having different modalities for navigation and interaction, especially in formats that simulate the physical visit, like virtual tours, they present some problems that have been identified in the literature, such as, solitary visit, lack of script to follow and little interaction with the exhibited objects. This literature review was conducted between 2013-2021 and 14 papers were selected for analysis. The results support the understanding of the role of narratives and the way museums use them in the virtual space and highlights the gaps of knowledge on the use of storytelling in this context.This work is financed by the ERDF – European Regional Development Fund through the Operational Programme for Competitiveness and Internationalisation - COMPETE 2020 Programme, and by National Funds through the Portuguese funding agency, FCT - Fundação para a Ciência e a Tecnologia, within project PTDC/HAR-HIS/3024/2020.info:eu-repo/semantics/publishedVersio

    Motivos e memória da viagem de D. Afonso, filho de D. João I

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    O filho de D. João I, D. Afonso, viajou. A viagem de D. Afonso levanta-nos três questões principais: Existiu? Quais foram os motivos da mesma? Qual é a nossa memória desse acontecimento? As respostas, que serão dadas nesta dissertação, passam em grande parte por compreender D. Afonso, uma figura incontornável da Baixa Idade Média portuguesa. D. Afonso, o filho ilegítimo de D. João I, casou-se com a filha do condestável Nuno Álvares Pereira. Tornou-se no 8º conde de Barcelos, 1º senhor de Neiva e 1º duque de Bragança. Hostilizou-se com o seu irmão, o infante D. Pedro, e deu origem à Casa de Bragança, que chegou no século XVII ao trono português. Apesar de sabermos todos estes aspetos da sua vida, desconhecemos muito sobre a viagem que realizou entre 1405 e 1408.The son of John the 1st, Afonso, travelled. The voyage that he made brings up three main questions: Did it actually happen? What were the motives behind it? And what is our memory of this event? The answers that will be given in this dissertation demand that we understand Afonso, who was a major figure in the Portuguese late middle ages. Afonso was the illegitimate son of John the 1st and he married the daughter of Constable Nuno Álvares Pereira. He would become the 8th count of Barcelos, the 1st lord of Neiva and the 1st duke of Braganza. He strongly opposed himself to his brother Pedro, who was at the time the regent of Portugal. Afonso also started the Braganza house and the line that rose to the Portuguese throne in the 17th century. We know all about these aspects of his life, but we don’t know that much about the voyage that he undertook between 1405 and 1408

    O design de produto aplicado às zonas sem acesso a eletricidade

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    Dissertação de Mestrado em Design, com a especialização em Design de Produto apresentada na Faculdade de Arquitetura da Universidade de Lisboa para obtenção do grau de Mestre.Na atualidade, e referenciando os objetivos de desenvolvimento sustentável estabelecidos pelas Nações Unidas em 2015, identifica-se a falta de energia como um dos problemas a resolver a nível mundial, ocupando a sétima posição do relatório. Neste momento, 1.1 biliões de pessoas continuam sem ter acesso à eletricidade, desencadeando problemas relacionados com a pobreza, a saúde, a educação, a igualdade de géneros e a sustentabilidade ambiental. A partir do problema identificado, torna-se imperativo apresentar soluções que visem uma melhoria a nível social, pessoal e económico, oferecendo melhorias quanto à eficácia energética, e abordando questões relacionadas com o impacte ambiental e com a vida útil do produto. Como proposta, e no desencadear da dissertação em forma de projeto final, desenvolveu-se um produto que armazena energia e emita luz sempre que necessário, de baixo custo e elevada portabilidade, e que sobretudo assegura aos seus utilizadores maior segurança nas atividades a desenvolver no seu dia-a-dia. Com base num projeto desenvolvido na UC de Projeto de Produto e Serviços II, conduziu-se uma investigação ativa, apoiada numa metodologia mista de caráter qualitativo, fazendo uso de métodos como a Crítica da Literatura, o Estudo de Casos, o Desenvolvimento de Projeto e a Validação de Protótipos. Para além disso espera-se desenvolver contato profícuo com entidades relevantes para o projeto, como é o caso das ONG na esperança de haver uma possibilidade de concretização efetiva do projeto. Pretende-se por fim, que no final desta investigação o público-alvo para o qual este produto se destina – contextos onde a energia seja inexistente nomeadamente os países subdesenvolvidos, as áreas que tenham sofrido de catástrofes naturais, as zonas militares ou de guerra, as situações de campismo e lazer - consiga alcançar níveis de autonomia adequados ao exercício das suas atividades de forma segura.ABSTRACT: Presently, and referring to the Sustainable Development Goals put forth by the United Nations in 2015, the lack of energy has been identified as one of the problems in need of resolution on a global scale, currently occupying the seventh position in the before mentioned report. At the moment, 1.1 billion people continue without access to electricity, triggering problems directly linked to poverty, health, education, gender equality and environmental sustainability. Stemming from the previously identified problem, it then becomes imperative to put forward solutions that aim to improve the social, personal and economic level, offering enhancements to energy efficiency, and dealing with questions related to the environmental impact and the useful life of the product. As a proposal, and with the unfolding of the present dissertation in the form of a final project, was developed a product that stores energy and emit light when necessary, priced with a low cost budget and elevated portability, which will confer to its users safety in the activities developed in their dayto- day. Based on a project produced for the Product and Services Project II Curse Unit, conducted by an active investigation, supported by a mixed methodology of a qualitative nature, addressing methods such as Critical Review of Literature, Case Studies, Project Development and Prototype Validation, wishing to establish contact with relevant entities to the project, such is the case with NGOs. Lastly, at the end of this investigation, the target population for which it is intended – contexts where energy is non-existing, encompassing underdeveloped countries, areas which have been hit by natural disasters, military and war zones, camping and leisure activities - will be capable of obtaining sufficient autonomy to perform their activities in a secure manner.N/

    The development of children with down syndrome: the influence of maternal adaptation, mother-child interaction and early forms of support

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    In this paper, we present a longitudinal case study involving four dyads with babies with Down syndrome from birth until the age of 7 years – the moment at which the children were observed for the last time before they began compulsory schooling. At each data collection point, the mother was given a semi-directive interview and we filmed a free interaction situation. The objective of our study was to carry out an indepth analysis of the ways in which mothers adapt to the birth of a ‘different baby’, the evolution of their expectations in relation to the child’s development, mother– child interaction and early support for both the child and the family, and the way in which these aspects of the overall situation relate to the children’s development. The data of our longitudinal study show that there is an interaction between children’s development and family characteristics and patterns, particularly mother–child interaction and the way in which the mother deals with the stress factors associated with the fact that she has a disabled child. We found that the four dyads experienced different models of early support, which to some extent reflect what really does happen in Portugal in cases involving children with disabilities, and that the programmes’ impact was not identical in every situation. The most successful was the one which best suited the family’s wishes, and involved both the mother and later on the kindergarten teacher

    Serious pervasive games

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    Serious Pervasive Games extend themagic circle (Huizinga, 1938) to the players’ context and surrounding environment. The blend of both physical and fictive game worlds provides a push in player engagement and promotes situated learning approaches. Space and time, as well as social context, acquire a more meaningful impact on the gameplay. From pervasive learning towards science communication with location-based games, this article presents research and case studies that exemplify their benefits and related problems. Pervasive learning can be defined as “learning at the speed of need through formal, informal and social learning modalities” (Pontefract, 2013). The first case study—the BEACONING project—aims to contextualize the teaching and learning process, connecting it with problem-based game mechanics within STEM. The main goal of this project is to provide the missing connection between STEM subjects and real-world interactions and applications. The pedagogical foundation is supported on problem-based learning (PBL), in which active learning is in the center, and learners have to work with different tools and resources in order to solve problems (quests). Teachers create, facilitate, and assess pervasive and gamified learning activities (missions). Furthermore, these quests are gamified in order to provide non-linear game plots. In a second case study, we demonstrate and evaluate how natural heritage can benefit from pervasive games. This study is based on a set of location-based games for an existing natural park, which have been developed in order to provide enhanced experiences, as well as additional information about some species that are more difficult to observe or that are seasonal. Throughout the research and development of these projects, we have encountered and identified several problems, of different nature, present in pervasive games.This work was financed by the ERDF - European Regional Development Fund through the Operational Programme for Competitiveness and Internationalisation - COMPETE 2020 Programme and by National Funds through the Portuguese funding agency, FCT - Fundação para a Ciência e a Tecnologia within project POCI-01-0145-FEDER-030740 - PTDC/CCICOM/30740/2017. Part of this work has also been supported by the European Union’s Horizon 2020 - The EU Framework Programme for Research and Innovation 2014–2020, under grant agreement No. 687676. We would also acknowledge the research grant from the Operation NORTE-08-5369-FSE-000049 supported by Norte Portugal Regional Operational Programme (NORTE 2020), under the PORTUGAL 2020 Partnership Agreement, through the European Social Fund (ESF), and also the FCT-Austin grant Ref. PD/BD/142893/2018.info:eu-repo/semantics/publishedVersio
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