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Modern web technology has brought information two clicks away from web users. A web-based application is capable of accomplishing as many complicated tasks as a desktop application. The website navigation system plays a crucial role in how efficient users are able to allocate the information and accomplish tasks using a website. This thesis describes an experimental project, in which I redesigned a website navigation system from content-based to task-based in order to improve its usability. The target website is called Nuage, a web application developed and used internally by Nokia. In this thesis, I first describe the theory behind the website navigation, the information architecture and the website redesign process. Then I analyze the current Nuage website user interface and explain the subsequent redesigning of its navigation system. Finally, on the basis of a usability test I evaluate whether this navigation system can be more productive and bring more business value. The usability test result shows the change in the navigation system has different levels of impact on different groups of users. The task-based navigation shows significant improve in the learnability and efficiency within limited changes in the website. The content-based navigation is, on the other hand, more logical and presents a big picture of the website structure. My experiment shows the task-based navigation generally works better in the Nuage website by providing direct access to the actions and quick feedback on the completions of tasks.
Vanhustenhuollosta on tullut yksi suurimmista sosiaalisista haasteista sekä kehittyneissä että lähiaikoina kehittyneissä maissa kuten Kiinassa. Tutkijat ovat yrittäneet ratkaista tätä monella tavalla. Esimerkiksi sosiaalityöntekijät ovat ehdottaneet vanhusten voimaannuttamista osallistamalla heitä suoraan palvelujen hallinnointiin. Myös palvelumuotoilijat ovat pyytäneet heitä mukaan palveluiden suunnitteluun. Tavoitteena on ollut kehittää käyttäjäystävällisempiä ja -keskeisempiä palveluita. Tutkijoiden tavoitteena on ollut vastata vanhusten tarpeisiin. Kuitenkin heiltä on jäänyt huomioimatta vanhusten elämänkokemukset sekä nykyiset hoivakokemukset. Tässä väitöstutkimuksessa keskityn ”vanhaan hyvään aikaan”, vanhusten elämänkokemuksiin ja muistoihin sekä muisteluun ja nostalgiaan. Käytän näitä teemoja vanhustenhuollon kehittämiseen käytännössä. Kysyn seuraavia kysymyksiä: Miksi vanhukset kaipaavat ”vanhan hyvän ajan” kokemuksia vanhustenhuollossa? Kuinka muotoilijat voivat hyödyntää näitä kokemuksia sopivimpien palveluiden ja kokemusten kehittämisessä vanhuksille? Vastatakseni näihin kysymyksiin, olen ottanut käyttöön pragmaattisen otteen ja toteuttanut kaksi etnografista tutkimusprojektia: Bo-Ai ja Jin-Ding Etelä-Kiinassa 2017 ja 2019. Näiden projektien tulokset on julkaistu väitöskirjan ensimmäisessä ja neljännessä artikkelissa. Bo-AI projektissa määrittelin vanhempien kunnioittamiseen liittyvää arvoa (yksi ”vanhan hyvän ajan” kokemuksia, johon viitataan vanhuksien kunnioittamisen hyveenä Itä-Aasiassa) ja teoretisoin kuinka vanhempien kunnioittaminen voi parantaa hoivakokemusta. Jin-Ding projektissa määrittelin ”vanhan hyvän ajan” vanhusten näkökulmasta. Samaan aikaan lainasin toissijaista aineistoa eurooppalaisesta Life 2.0 hankkeesta verratakseni ”vanhan hyvän ajan” käsitettä ja tutkiakseni kuinka sitä voidaan käyttää idän ja lännen ikääntyvien yhteiskuntien välillä. Tulokset ovat osoittaneet, että vanhukset arvostavat suuresti heidän ”vanhan hyvän ajan” kokemuksia kulttuurista ja kansallisuudesta riippumatta. Kuitenkin ”vanhan hyvän ajan” käytännöllinen toteuttaminen palvelumuotoilun työkaluna vaihtelee kulttuurista kulttuuriin. Olen esittänyt sekä yksityiskohtaisia samanlaisuuksia ja erilaisuuksia väitöskirjan toisessa ja kolmannessa artikkelissa. Kolme tutkimuksen kohteena ollutta artikkelia Bo-Ai, Jin-Ding ja Life 2.0 johtivat kriittisiin johtopäätöksiin. Ensinnäkin vanhukset haluavat palata ”vanhaan hyvään aikaan”, koska nämä muistot linkittyvät tiiviisti vanhusten keskinäisiin ja muihin vuorovaikutustilanteisiin. Tämän vuoksi on merkittävää, että ”vanha hyvä aika” voisi vastata fyysisiin, henkisiin ja hengellisiin tarpeisiin. Jotta ”vanhan hyvän ajan” konseptia voidaan hyödyntää käytännössä, pitää huomioida kolme asiaa: muutos, osallisuus ja kokemuksellisuus. Tämän tutkimuksen valossa vanhustenhuollossa työskentelevien pitää kiinnittää huomiota jatkumoon vanhusten elämäkokemuksen ja nykyisten palvelukokemusten välillä. Väitöstutkimuksen tulokset eivät vain tarjoa uusia näkökulmia ikääntymiseen, vaan tarjoavat vanhuksille mahdollisuuden parempaan hyvinvointiin eläkkeellä.
Enterprises intend to gain profits and achieve sustainable growth from their business activities, but the reality interferes due to some financial factors and risks. The main purpose of this study is to help the case company X to operate successfully and gain profits in the Finnish market. The study analyzes the financial factors that have influences on the achievement of the company’s business profitability. Based on the company’s wishes, the research objectives are demarcated to four research aspects. They are: an overview of the Finnish taxation system, an estimate of online business operating expenses, a particular method of effective inventory management and appropriate strategies for gaining profits. The thesis is based on the qualitative research methods and focuses on comprehensive secondary data analysis. Information and figures are gathered from diverse academic publications and Internet sources. The results show that, firstly, an overview of the target market taxation system helps the case company, determine the right form, making desirable sales margin and reasonable product price. Secondly, an economic budget in operating expenses and effective inventory control can assist the company to advance sustainable management in the Finnish market. Thirdly, cost leadership and differentiation strategy are two suitable means to support the company to create cost effective opportunities, to build competi-tive advantages and to increase sales shares. Finally, the company can reach profitability optimization by means of various pricing strategies applied to different customers.
ABSTRACT The thesis highlights the development of a new product in Finnish market. According to international marketing knowledge, a marketing plan should be made to improve the strategy of the product’s development in four aspects. These are product, price, promotion and place. After a failing business experience in Nordic China Centre, Nordic Interflow wants to do the marketing research for the Chinese market, Finnish customers and Finnish competitors. The purpose of this thesis was to find a better Chinese supplier because of high cost and low quality from the present supplier. Another purpose was to know the Finnish customers needs and to satisfy them better. The Chinese suppliers should to learn from the Finnish competitors about price setting and customer service. Finally, the marketing tools were used to improve the sales of products. The research work is greatly based on the author’s own selling experience, interviews of experienced salesman and retailers, questionnaires from the retailers, and information from related books and websites. The main conclusion is that the marketing mix cannot be neglected in developing a new product in a new market, because it will help the company improve its sales.
In the Nordic winter, a car users need to warm their cars in order to start up the frozen engine of the car. Usually, it takes around 5 minutes for him/her to wait outside for warming the frozen engine. Thus, car users suffer a lot to warm their cars in the cold environment. To deal with this issue, a remote control system was designed in this thesis to remotely turn on/off the heater of the car by sending an SMS. The whole process of the thesis project lasted two months, and it was conducted in the Technobothnia laboratory. The remote control system is an application based on a GSM modem, serial communication, and MCU technology. The GSM modem was used to transmit and receive SMSs between the system and the user’s phone through a GSM network. MCU was used for switching the heater through a relay, and it was also used for receiving the detected temperature through a digital thermometer. As a result, in the system test phase, the remote control system could successfully remotely control a lamp by sending an SMS, and the actual temperature could be reported through the SMS. However, the power of the heater limited the usage of the remote control heater; and the security risk would be another main issue in the future. In conclusion, the initial objectives of the thesis project were achieved, and the whole process run well according to the project plan.
Tämän tutkielman tarkoituksena on syventää innovaation ymmärtämistä kompleksisessa adaptiivisessa systeemissä yhdistämällä lyhyt kvalitatiivinen analyysi matkapuhelinteollisuuden kompleksisuudesta ja kvantitatiivinen tutkimus noin 8020 matkapuhelimien empiiristen tietojen kanssa, jotka on julkaistu markkinoille viimeisten kahden vuosikymmenen aikana. Kompleksia kuvioita, käyttäytymistä, keskinäistä riippuvuutta ja muita teollisuusominaisuuksia matkapuhelinteollisuudessa analysoidaan huolellisesti valituilla tutkittavilla tutkimusmenetelmillä, jotka käsittelevät ei-normaaleja tietoja. Piilotettu takaisinkytkentäsilmukka ehdotetaan teollisten kompleksisuutta koskevien havaintojen lisäksi. Tällöin palautelenkkien, innovaatioiden, evoluution ja yhteis-evoluution välillä luodaan. Tämä tutkittava tutkimus merkitsee sitä, että organisatorinen ketteryys ja nopeus vastaukset ennusteiden sijaan ovat mahdollisesti kriittisiä komponentteja VUCA-kompleksisessa adaptiivisessa järjestelmässä.
There is an increasing amount of product-harm crisis in the past few years; and the impact of a product-harm crisis becomes more and more influential due to the high increasing speed of globalization. And it is believed that the negative damages to a firm leading to a loss of the intangible assets is bigger than other costs such as the cost of the product recall. Brand equity is a very important and valuable intangible asset for a firm; and it is particularly vulnerable during the crisis. And CSP (CSP) is a hot concept associated with product-harm crisis and brand equity. The aim of this study is to understand how product-harm crisis influences by simultaneously involving CSP as a moderator in a consumer-based level. An experimental study was conducted through an online questionnaire among 198 students in Finland. The questionnaire mainly assessed the consumers’ attitudes towards CSP and brand before/after a fictional product-harm crisis. The results shows that the brand equity was negatively related to the product-harm crisis. And the extent level of crisis’s severity was positively related to the loss of the brand equity; whereas, acknowledged blame was more useful to compensate the loss of brand equity in the low-severity crisis. CSP acted as a moderator role which could compensate the loss of brand equity caused by the product-harm crisis. Managerial implications are also offered for crisis managers, brand managers, and CSR managers.
The purpose of this thesis was to help a Chinese manufacturing factory Echobike to in crease its current productivity and offer guidance for its future expansion. Through the study of Chinese HRM in SMEs, it provided a general overview of advantages and dif ficulties of external economy condition and could be seen as the preparation for Echobike to implement a HRM system. On the other hand, the results of the qualitative research interview with its employees revealed the shortness of Echobike from its employees' point of view. Based on the collecting information from the study and research, HR strategic sugges tions and an 11-step recruitment process guide are introduced to Echobike. HR strategic suggestions are formed according to a theoretical model named Two Factor Theory by Herzberg. These suggestions allow Echobike to start HRM with a totally new and posit ive attitude – respecting employees in order to reach employees' expectations and in crease both employee satisfaction and productivity. On the other hand, the 11-step re cruitment process works as a guide or template for Echobike. It will increase the effi ciency and effectiveness of recruitment and engage to a better HRM and lower employee turnover.
This experiment mainly studies the reaction of pyrrole and aniline in the proportion of different amounts of substances and the reaction of changing the amount of substances of the initiator, through the analysis of the product and test its electrochemical performances. In theory, polyaniline has the advantages of higher capacitance, easy preparation, doping and environmental friendliness, so it is considered as one of the most promising electrode materials. Polypyrrole has the characteristics of easy synthesis and excellent electrical conductivity. However, in the structure of polyaniline, the molecular chain rigidity is strong, the conductive stability of polypyrrole is poor, and the processing is difficult because it is neither soluble nor melted. Polymer copolymerization is an important modification method, which can synthesize the advantages of different monomers to obtain better performance of copolymer. In this experiment, pyrrole and aniline are used as raw materials. By changing the proportion of pyrrole and aniline in the experiment and the conditions of the amount of initiator, hydrochloric acid solution is mainly used as the solvent, p-phenylenediamine is mainly used as the initiator, and ammonium persulfate is mainly used as the oxidant. Under the condition of freezing, the reaction is carried out. The reaction has many advantages, such as: green environmental protection, in line with the concept of green chemistry, the efficiency is high. For this reaction, the initiators, oxidants and solvents used in the experiment were screened to obtain the most suitable conditions.
Negotiation is an essential part of the user journey in online booking experiences, while it is often perceived as non-engaging and stressful because of the great amount of details that need to be taken care of, which would result in frustration and other negative experience. Aiming to increase the user engagement in the booking negotiation process, this study explored the applicability of gamification in an online booking negotiation tool for booking artists, by following the MDA game design framework (mechanics, dynamics, aesthetics) and taking a threeround usercentrediteration. The resulting gamification design was built as hi-fi clickable prototype and was evaluated by 30 participants with both qualitative and quantitative methods, in comparison to a prototype of conventional negotiation tool with the same functionality but without gamified elements. Although limitation existed in the study due to the given resources, the results showed an overall advantageous performance of the gamified version over the conventional version, and therefore indicated a positive influence of gamification upon user engagement, when being applied to an online booking context. The findings from the design iteration as well as the results from the final evaluation provided implications for future studies.
Objective of the Study The objective of the study was to discover the main factors affecting mobile gaming in the Chinese context. The theoretical base of the study was built on the Technology Acceptance Model (TAM) and its later revisions. Special attention was paid on recent TAM studies on mobile gaming in China or other East Asian areas. In addition, to bring the TAM theory closer to marketing applications, the study produced clusters from the respondent data in order to identify different consumer segments and divide the users into them. Methodology The data for the study was collected in the spring of 2011 through a quantitative online survey, which was distributed on a Finnish game company’s Chinese microblog sites and other relevant Chinese online channels. A total of 492 usable responses were obtained for further analysis. Four main analytical methods were used in the study: factor analysis, regression analysis, cluster analysis and cross-tabulation. Findings and Conclusions The study identified four key factors that affect mobile gaming adoption in China: Perceived Ease of Use, Perceived Enjoyment, Social Influence and Flow. Of these factors, perceived enjoyment had the largest effect on adoption, followed by social influence, flow and lastly, ease of use. The factors also seemed to interact with each other. For example, social influence has a strong effect on perceived enjoyment, and the link between perceived enjoyment and flow is also very strong. Marketing-wise, the cluster analysis identified five user or potential user segments. Their profiles were interpreted based on the clustering solutions and additional cross-tabulation with background variables age, gender, experience and use context.