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7489 Uppsatser om Brand development - Sida 52 av 500

Personalens del i årsredovisningen : En studie på svenska börsföretag

Background: Resources that are hard to put a value on and cannot be classified as assets in the balance sheet as well as the development towards the information society has led to an increasing need and use for voluntary information in the annual reports. The increase of voluntary information can foremost be seen in the field of human resources.Purpose: The purpose of this thesis is to describe the development of voluntary information about human resources in the annual report of a number of Swedish quoted companies. The purpose is also to see if there is a difference in the development between manufacturing companies and service companies.Method: Six manufacturing companies and six service companies were chosen from the Stockholm exchange A-list. Using both a qualitative and quantitative research method the annual reports of the chosencompanies were studied for the years 1995, 1997, 1999, 2001, and 2003. A model consisting of seven categories; health, diversity, recruitment, staff turnover and comfort, benefits and motivation, education and competence development, was developed to clarify were the development took place.Conclusions: After finishing the study one can tell that the amount of voluntary information about human resources in the annual report has increased even though the percentage share of the total annual report only has increased appreciably for manufacturing companies.

Landskapsplanering ur ett hållbarhetsperspektiv :

Environmental problems are accelerating with energy consumption and the release of greenhouse gases as the major issues. This affects landscape planning mostly through environmentally hazardous transportation and heating of buildings. In environmental work, the term "Sustainable development" is often used. This term was coined in the Bruntland report in 1987. A number of frameworks have been developed to clarify the term and to remind the user about relevant aspects of sustainability.

Att betala utan pengar : En studie om Sveriges största bankkoncerners produktutvecklingsprocesser av betalningslösningar och hur dessa kan effektiviseras genom ökad kundinvolvering 

New innovation and technology have influenced the development of product development processes and the four largest banks in Sweden have more or less been forced to adapt their products and services along new customer requirements. It may therefore be considered appropriate to involve customers in this process. This by collecting customer information and allow customers to influence the process to a greater extent. The payment solutions of Sweden?s largest banks' continue to evolve and to pay with electronic money has come to change banks' product development processes of payment solutions.

Skäl till co-branding och dess kritiska framgångsfaktorer : Strategiska samarbeten mellan svenska modeföretag

Co-branding är samarbetet mellan två företag som utmynnar i en ny, unik produkt, där kopplingen mellan varumärkena samt gemensam marknadsföring från samarbetsföretagen leder till positiva synergieffekter. Intresset för marknadsföringsstrategin co-branding har ökat i takt med globaliseringen då företagens varumärke riskerar att försvinna i mängden av konkurrerande varumärken och på så sätt förlora viktiga marknadsandelar och varumärkeskännedom.Denna studie ämnar dels öka kunskapen om fenomenet co-branding samt för vilka skäl denna strategi kan vara lämplig att använda och dels hjälpa företag att utröna vilka som kan vara de kritiska framgångsfaktorerna, alltså de absolut viktigaste variablerna för att deras co-brand ska lyckas på marknaden. Vi har intervjuat tre fallföretag inom den svenska modebranschen för att undersöka vilka deras skäl till cobranding är och vilka de kritiska framgångsfaktorerna för dessa samarbeten är. Dessa företag har samtliga genomfört co-branding under de senaste tre åren. Resultatet av studien visar att skälen till co-branding kan vara att skapa en trovärdig varumärkesbreddning, försvara sig mot konkurrenter samt skapa en förhöjd uppfattad kvalitet för konsumenten något som möjliggör prispremium.

Barns lärande och meningsskapande i den fria leken : En intervjustudie om fem pedagogers syn på den fria leken och den fria lekens lärande och utveckling

The purpose of this thesis is to study five pedagogue?s view of the free play and their view of the importance of the free play for children´s learning and development. I have chosen to use a qualitative research method in the form of interviews with five pedagogue´s from a preschool. The main research questions asked were:What have the pedagogues of view on the free play? How important believe the pedagogue that the free play is for children?s learning and development? What has emerged in the study is that educators have a positive view of the free play. They believed that the free play is important for children´s skills.

Strategisk anarki : en utredning av WeActivists strategiska funktion inom WeSC

ABSTRACTTitle: Strategic Anarchy ? a study on WeActivists' communicative function inside WeSC.Number of pages: 69Authors: Frida Leijonborg, Nils Lindstro?mTutor: Jessica GustafssonCourse: Media and communication studies CPeriod: Second term 2013University: Division of Media and Communication, department of information science, Uppsala UniversityPurpose: Our aim with this paper is to examine the communicative role WeActivists play in WeSC's external communication, and also to investigate what it means to be part of the activist concept as individuals. This will be done by presenting WeSC's key values and investigate whether these are portrayed by the representation of the activists in market campaigns and personal interviews.Material/Method: We have conducted a qualititave study where we interviewed three WeActivists of various age and profession. Furthermore we did a semiotic analysis of 10 images from 7 advertising campaigns.Main results: Our results indicate that WeActivists play a significant role in WeSC?s external communication, and thus signifying that they play a major part in creating WeSC's brand identity.

Utveckling av barnvagn

After contacting the company Elite Group Sverige AB, who sells strollers under the brand Crescent Baby, it was determined that the project group were to develop a three wheeled stroller which was going to be Crescents first own developed stroller. Only the frame of the stroller was considered within the demarcation of this project however care was taken to the placement of the carry-cot and the wheels etc. Crescent Baby wished for the frame would be smaller than the competitor Urban Jungle, that the frame would have at least three unique selling points and that the number of unique parts was to be minimized. The work began with information seeking regarding strollers, competitors, independent tests, European standards and consumer interviews. After that a number of concepts were developed and past to Crescent.

"Jag ser det som ett smörgåsbord" : En studie om två olika läs- och skrivutvecklingsmetoder

In this study I have compared two different development methods of reading and writing. I have done this by interviewing five first grade teachers in elementary schools and it is based on qualitative research interviews. The aim of the study was to immerse myself in which methods these five teachers describe that they have used. They got to describe how they work and how they have tought the students to read and write. I have investigated if the teachers think that the computer is a good tool. The investigation also shows if the teachers believe that the students´ writing skills deteriorate if they can use the keyboard instead. I came to the conclusion that four of the teachers used Arne Trageton´s method (2005) which means that the students learn how to write by using to computer.

Kostnadseffektivisering i utvecklingsprocessen av specialemballage i bilindustrin

The automotive industry is a highly competitive market characterised by low profit margins or huge losses. Cost reductions have been of top priority for all OEM?s (Original Equipment Manufacturer) and will continue to be so for many years to come. Beside cost reductions, reducing the time-to-market is of greatest importance to stay in the competition. OEM?s that are slow to market with products that neither matches customer expectations nor the products of their competitors, will soon loose market shares and see their economical performance falter.

Att representera ett varumärke : En studie om hur intern kommunikation kan skapa varumärkesambassadörer

Bakgrund: Med ökad konkurrens och då nya marknader som e-handeln växer sig starkare blir det allt viktigare för företag inom modebranschen att arbeta för att stärka varumärket och sina kundrelationer. Den fysiska butiken är en viktig del inom den externa marknadsföringen då företaget kan kommunicera varumärket genom interaktion med kunden. Butikspersonalen bör ses som en av företagets mest betydelsefulla resurser som marknadsförare då de har störst kundkontakt. Därför bör företag satsa på intern kommunikation för att marknadsföra varumärket till personalen.Syfte: Syftet med denna uppsats är att beskriva och analysera hur företag kan använda intern kommunikation för att utveckla och motivera sin butikspersonal till att agera som varumärkesambassadörer.Metod: Undersökningen består av en fallstudie av ett företag som använder sig av konceptbutiker för att marknadsföra sitt varumärke. Studien består av kvalitativ karaktär genom intervju med distriktschef, kvantitativ data i form av enkätundersökning med personalen, samt granskning av företagets årsredovisning.

Shooting Target - Design : Product Development

The project has involved the development of two kinds of shooting targets in partnership with Marcus Bergkvist and Christopher Åkerblom. The project from the client was divided into two parts. This thesis discusses solutions for hands-on transport, development of tripods and an overall design. The second thesis affect resetting systems for the products.The work was done with a process and methodology based on design perspectives. This process has involved the search of relevant data which has provided the platform and opportunity for appropriate and purposeful design work.Concept development has been done using hand sketches and Photoshop, where a simple visualization of different concepts for the tripods has been produced.

dotNet som multimediaplattform

As the speed and complexity of computers have increased so have software and the expectations of users. Software development follows a straightforward evolution where complicated tasks are made easier by better tools; this repeats itself as those tasks in turn are automated.Software mechanics that were seen as revolutionary a decade ago are seen as obvious requirements that no multimedia application can be without.dotNet is the next step in line and makes it easier and faster to build software.This report focuses on the development of a multimedia platform developed in dotNet. It does this by developing the tools and framework from which a complete game can be built.A game is selected because it combines the most aspects of multimedia development, such as interaction, graphics, sound & music. The report goes further by describing why the game looks like it does as well as the mechanics of the game and the benefits of the dotNet platform..

Spelutveckling för Facebook ? från koncept till produkt

Abstrakt Under vårt kandidatarbete arbetade vi under 20 veckor med att utveckla ett webbaserat spel riktat mot Facebook. Vi använde Agile/Scrum som projektmetod för vårt arbete och förändrade metoden och utvecklade verkyg för att effektivisera den för vårt syfte. Vi kom fram till att det är svårt att göra ett socialt spel och att det viktigaste i produktionen är att se till att det finns en tydlig koppling mellan spelarnas interaktion med varandra och den grundläggande spelmekaniken. Vi tappade fokus under utvecklingen och lärde oss den hårda vägen vikten av att planera realistiskt och börja ifrån grunden när man utvecklar ett spel. Spelet vi skapade använder sig av slumpässigt genererad terräng, är skrivet i JavaScript och utspelar sig i en viktoriansk miljö. Nyckelord: Facebook, spelutveckling, webbutveckling, internet, sociala spel Abstract During our bachelor thesis we worked for 20 weeks with the development of a web-based game for Facebook. We used Agile/Scrum as our project planning method, changed the method to make it more effective for our purpose and developed tools for the method. We came to the conclusion that it's hard to make a social game and that the most important thing in the production is to make sure that there's a clear connection between the players' interaction with each other and the foundations of the game mechanics. We lost focus during the development and learned the hard way the value of planning realistically and to start from the core when developing a game. The game we created uses a random generated terrain, is written in JavaScript and takes place in a Victorian environment. Keywords: Facebook, game development, web development, internet, social games.

Reklam i kostym : En kvantitativ och kvalitativ undersökning av de köpta debatterna på Newsmill.se

The aim of this thesis was to explore and analyze the sponsored debates on Newsmill, so called seminars. How does the sponsor use Newsmills seminars for marketing purposes? Who is allowed to write in Newsmills seminars?To answer these questions we used both a quantitative survey and a qualitative survey.To examine how the sponsors use Newsmills seminars for marketing purposes we conducted a qualitative analysis which included three of the eleven seminars - a total of 26 articles. We examined how the sponsors conveyed the picture of themselves and if the written content in Newsmills seminars contained any hidden marketing. We could see that the sponsor has a great deal of influence on the seminars and also used them to market their brand with hybrid messages.

Logicat

I vår produktion har vi tagit fram ett system för order- och lagerhantering, med vikt på realtidsuppdateringar, åt en extern mottagare där infrastrukturen inte hängt med i företagets utveckling. Vi valde detta projekt i syfte att bredda våra kunskaper inom både programmering och projekthantering. Denna slutreflektion tar upp den förundersökning vi gjorde för att kunna besluta om vilka verktyg vi använde i utvecklingen, den tar även upp vårt sätt att hantera och planera projektet. Under projektet har vi arbetat med en egenutformad arbetsprocess vilken även beskrivs här. --- Our production has been to design a system for ordering and supply management with emphasis on realtime updates to an external recipient, where the infrastructure has not kept pace with the development of the company. We chose this project in order to broaden our knowledge in both programming and project management. This text brings up the investigation we made to decide which tools to use in the development, it also brings up the way we managed and planned our project. During the project we have worked with a self-designed software development process which is also described here..

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