11 research outputs found

    THE VALUE CHAIN AND THE BENEFITS OF ERGONOMICS PROJECTS

    Get PDF
    Nowadays the most competitive companies are always innovative, renewable and able to be ‘the best’ in something. But what does one of the most important resources – the human resource – need to achieve a high level of success in his or her workplace? He needs a creative workplace environment where he feels himself in safe, has inspiration and meets challenges. Ergonomics is a human centred science. The ergonomists are focused on the interfaces of the individual person and his or her narrow or wide work environment. Ergonomists typically have not been trained in management or business administration. The business-oriented topics such as cost justification and cost–benefit analysis have not been a part of their curricula. Not surprisingly, instead of presenting the projects to the management in the language of business, they make a great effort to improve engineering design, health and safety, and the quality of work life on. Regardless of the benefits that may be realized from ergonomic improvements, managers are usually willing to provide funds for the intervention unless there is a clear economic benefit to be derived. The ergonomics projects do result in significant economic benefits if they are properly planned and implemented

    The Effect of the Kahoot Quiz on the Student's Results in the Exam

    Get PDF
    Students taking low-stake quizzes in a gamified environment shows improvement on their studies, thus has the potential to be an effective part in an improved learning experience. Previous researches show that implementing gamification into the educational system has positive outcome on the student's engagement, motivation and the overall experience of learning. In this study is a field experiment, where quizzes were created with the Kahoot application, to bring action and visual triggers into the classroom. The aim of this paper to measure the long-term learning effect of the Kahoot quiz in the exams. Several of the quiz questions during the class were purposefully blended into the exam's question bank as a multiple choice or a true or false question. In this research 200 bachelor students participated in a 14-week long elective course. The data was collected weekly from the Kahoot quizzes and from the two mandatory exams. All the results from the Kahoot quiz and the exams provided the base of the analysis. Furthermore, the exam results were analyzed based on number of Kahoot quizzes they took part, a comparison of the results of each question based. The results show that students who took part in more Kahoot quizzes tend to reach higher exam mark. Moreover, they marked more correct answers and less incorrect ones. As a conclusion, using some level of game-based learning has a positive effect on the student's results and perception of learning

    How To Develop Teachers\u27 Well-Being?

    Get PDF

    Assessment of Applicability of the Service Design Method on Electric Vehicles

    Get PDF
    The objective of our research work is to assess the applicability of the service design methods on electric passenger cars with special focus on the Central European region. To achieve this goal, the classification and critical evaluation of the key customer touchpoints (such as webpages, showrooms, test drives, events etc.) that could be relevant in the whole sales process are necessary, along with the definition of the sales channel can be dedicated as a key tool of the deeper research. Our further objective is to define such elements of the user experience that are only typical in the case of electric vehicles, therefore they require special process design solutions. As an additional research output, our aim is to highlight the different preferences and needs of the users of electric vehicles compared to the online communication of producers. This could be especially significant in interaction design aspects

    Case Study for Product Development Innovation Based on Design Thinking Approach, Demonstrated by Smart Furniture Project

    Get PDF
    The paper intends to demonstrate the functional role and application of methods provided by the design thinking mindset when the team should create an innovative product design concept in a multidiscipline environment. First, the essential description and features of a design thinking mindset are significant for the discussed topic are introduced, along with defining the specialties and expected output of the featured smart furniture project. Second, after a clear view of the applicable mindset, the paper aims to sketch the project scope by reasoning the applied design thinking methods and highlighting the product design process’s challenges. Finally, the article makes a definite conclusion for demonstrating the design thinking mindset's experienced application, completed by the detailed evaluation of research questions based on empirical data. The purpose of the article is, on the one hand, to highlight the role and significance of the design thinking mindset in an innovative project. On the other hand, emphasizing that well-chosen methods in the right team composition with a well-defined problem already carries the key to the solution. The paper's novelty is the detailed practical description confirmed by concrete results of successfully applied methods needed to design a clear vision and scope for a multidiscipline team by design thinking mindset

    The Extended Shopping Experience of Used Clothes in Hungary

    Get PDF
    Nowadays, the accepted economic theory is that consumer behaviour needs to be considered not only for its physical elements but also for its emotional aspects. The service economy has turned into an experience-based economy, and supply is based on a consumer's experience, specializing in gaining experience. Product experience has three aspects, namely, consumers' thoughts, values, and perceptions about the product. Shopping experience involves consumer processes and responses to the shopping environment, situation, and consumer characteristics. In this article, the concepts of product and shopping experience are examined for whether they are related and if so, how. The topic was examined through the purchase of second-hand clothes, because on the one hand, it is a very important environmental issue, and on the other hand purchase of the product recalls a very similar in-store shopping environment in Hungarian people. Qualitative processing of a questionnaire (n = 1060) gave the answer to what the connection between product and shopping experience is, and values derived from the extended shopping experience of used clothes are shown in the Fiore-Ogle model. The results highlight some relevant aspects of used clothes shopping in Hungary and deliver recommendations on how sustainable consumption and environmental consciousness could be strengthened

    Management Education In An Engineering Environment. The Case Of BME

    Get PDF
    Engineering higher education institutes need to integrate new skills and competences into their practice and curricula to accelerate the sustainability transition. This paper introduces the interdisciplinary upskilling of engineering students enrolled in engineering programs at the Budapest University of Technology and Economics (BME) and which has been provided by the Faculty of Economic and Social Sciences (GTK) since 1998. The BME GTK delivers an educational experience that fits into the environment defined by the engineering faculties at BME. The BME GTK has experience of more than a quarter of a century in engineering education related to socio-economic and management upskilling. This experience may contribute to the common knowledge of engineering education development solutions in the area of sustainability transition. This study focuses on assessing the socio-economic and management related courses of engineering students at BME provided by the nine departments of the GTK. The analyses examine the non-engineering skills of BME engineering students over the past ten years. The sample includes all the compulsory and elective courses available for engineering students. Based on the assessment results, the most significant management and socio-economic courses, and the related nonengineering interdisciplinary skills, both in bachelor and master levels, between 2012 and 2022 can be identified. The analyses allows the monitoring of management education\u27s role in an engineering environment in the last decade. Furthermore, considering sustainability challenges, it provides an excellent basis for strategic decisions on future educational development

    A fogyasztói preferenciaváltozások lehetséges okai

    Get PDF
    Cikkünk célja azonosítani és csoportosítani a fogyasztói preferenciaváltozást okozó tényezőket. Sejtésünk szerint a tranzitív preferenciák kontextuális diszfunkcióira visszavezethetők (1) pszichológiai, (2) fiziológiai és (3) környezetből eredő okokra. Jelenlegi marketingkutatásunk elsődleges axiómája, hogy a jószág-attribútumokkal kapcsolatos látens fogyasztói preferenciarendszer nem minden körülmények között érvényes: a vásárlási döntésekben kinyilvánított preferenciarendszer nagyban kontextus függő. Gyanítjuk továbbá, hogy a preferenciafordulások többsége nem szándékosan, nem tudatosan történik; melyre a vásárlás után gyakran jelentkező csalódottság-érzésből következtetünk. A diszkrepanciák alapos megismerésével a preferenciarendszerben fellépő inkonzisztencia gyakorisága csökkenthető lenne úgy, hogy olyan értékesítési technikák kerülnek kidolgozásra, melyek az emberi természet tökéletlenségét számításba veszik, csökkentve a preferenciafordulás következményeként fellépő vásárlás utáni negatív vásárló értékeléseket

    Usability test with non conventional goals - success and expenditure indicators

    Get PDF
    Technology alone may not win user acceptance and subsequent marketability. The user experience, or how the user experiences the end product, is the key to acceptance. And that is where user interface design enters the design process. While product engineers focus on the technology, usability specialists focus on the user interface. For greatest efficiency and cost effectiveness, this working relationship should be maintained from the start of a project to its rollout. The customer wants to use the technologies by easier, faster and efficient ways, and the meeting point between the user and the service is the accessory products ``user interface´´. The next study shows a potential way to select and test the better accessory devices to telecommunication services, with usability testing
    corecore