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342 Uppsatser om Interactive homepage - Sida 8 av 23
Celebritet i marknadsföringen : Hur påverkas företaget?
The aim of this thesis is that through a case study, analyze and evaluate whether the customer is high - or low involved and connect with the choice of marketing strategy using a celebrity.This thesis is about how a celebrity can be used in marketing to affect a company's customers. The essay is facing the fashion retail industry, where three companies, Lindex, H&M and MQ, has been studied and compared. Lindex is using celebritiy Emma Wiklund by an internal collaboration within the enterprise. MQ is using various celebrities in various campaigns throughout the year and use them in external advertising campaigns. H&M is using interactive marketing with different celebrities in the form of, for example, guest collections for the company.
En nutida analys av reseguidehemsidor
In this research our goal is to conclude the aspects of interactivity which can
prove to be important during the creation of a website. The focus in this essay
is websites functioning as travelingguides, because we live in a time of
traveling, experiance and learning.
How can an analyzing method of websites be shaped? What can an analyze of
interactivity on current travelingguides provide for recommendations by the
creation of interactive travelingguides? The analyzingmethod is based on three
shapingmethods and a poll that was answered by both national and international
people. The analyze gave us quite clear results, if you follow the basics of
Use Case, Personas, Usability and design, the website will have a bigger chanse
of attracting people than if it doesn't..
Hur söker noviser information? En studie av noviser tillvägagångssätt vid informationssökning.
The purpose of this thesis is to examine how novices set about when they search for information. Marchionini's information-seeking model is the theoretical starting point, which is supplemented by theories of other specialists within the field, such as Chowdhury; Harter; Large, Tedd and Hartley. As method a questionnaire survey was used. The questionnaire was sent to 96 students at IHM Business School in Gothenburg and 57 questionnaires were returned. The results show among other things that the majority of the students used highly interactive search strategies, and they did not plan their search before they carried out the search.
Värdering av kundrelaterade immateriella tillgångar
For many companies, the Internet has revolutionized the relationship they have with their customers concerning costumer service. The use of Information Technology in regard to Internet as a media has provided companies with the opportunity to build customer databases in order to target their customers individually. The airline industry was one of the first pioneers to use the full potential of Internet to improve customer relations and its profits which we aim to investigate in greater detail in our thesis.Our thesis answers the question on how Scandinavian Airlines' (SAS) Eurobonus department uses their website to create valuable and profitable relationships with SAS loyalty club members through direct marketing. In order to answer our research question, three key informants have been interviewed - each representing different sub departments at Eurobonus; service and support, IT and marketing. Our results were that the Eurobonus department use direct marketing methods by sending customized e-mail offerings to target specific customer, using their customer databases.
Marknadsföringsstrategier för spelutvecklingsteam under utbildning
Syftet med denna slutreflektion är att visa problemen men även möjligheterna i marknadsföringen av spelet Forced2Fight av det lilla teamet i Kick the Owl Productions. Begränsad budget, osäker framtid för både team och spel är något som måste övervinnas. För att kunna angripa dessa problem har jag studerat en rad olika tillvägagångssätt och kommit fram till ett lämpligt tillvägagångssätt riktat åt gräsrötterna för att bygga upp varumärket. Den effektivaste strategin bör i min mening vara att marknadsföra gruppen via traditionella medier och förankra spelet i den relevanta målgruppen direkt via fora och andra sociala medier. Kontakta både framträdande medlemmar i sociala grupper samt expertgrupper bestående av kunniga spelentuseaster.
3D PDF
This report is about Adobe Acrobat 3D and their new PDF format witch can contain 3 dimensional models that are interactive. The purpose is to find out if the program and the format work in a level that is suitable for the market. To create this PDF you need Acrobat 3D installed on your computer but it only needs Acrobat Reader 7 or 8 to open it, and the Reader is free to download on the internet.The examination is focusing on four formats: U3D, 3DS, DWG and DXF because they are the most common in the building industry seen from the architects? way. From a 3D model exported to these four formats they where converted to PDF in different settings to be compared in different points as information and size of the files.
Interaktivt idrottande? : En studie av energiutgiften vid användandet av dansmatta kontra ett traditionellt danspass
SammanfattningSyfte och frågeställningar: Syftet var att undersöka energiutgifterna vid användandet av en dansmatta respektive ett traditionellt danspass.Våra frågeställningar var: Hur skiljer sig energiutgiften för ett traditionellt danspass mot ett pass med dansmatta? Samt: hur förhåller sig energiutgiften i de olika aktiviteterna till de dagliga rekommendationer för fysisk aktivitet?Metod: Försöksgruppen som genomförde studien bestod av fyra män och fyra kvinnor i åldrarna 23-26 år. Försökspersonerna har sedan tidigare blandad vana av fysisk aktivitet. Metoden utarbetades utifrån sambandet mellan hjärtfrekvens (HF) och arbetsbelastning (w). Försökspersonerna fick genomgå tre olika typer av tester.
Service branding : en studie av vad som präglar varumärken inom tjänsteföretag
Service branding is a subject that has been excluded from the traditional branding theory. Our main purpose with this paper is to distinguish what characterizes service branding. To do this, we have looked in to both service marketing theory as well as branding theory. We have also looked at the existing theory concerning service branding. Six qualitative interviews have been performed to explain what characterizes service branding.
Applikationsutveckling i språket Objective-C för iOS
Applications for mobile devices, also known as apps, are today the backbone of a huge market where the company Apple is one of the key players. Apple develops, among other things, handheld electronic devices, which are powered by the operating system iOS. Through iOS, millions of customers get access to Apple?s App Store.During a period of two months, an app in the form of a game has been developed for iOS in the programming language Objective-C. The user of the app is presented intuitive menus and interactive graphical objects that seemingly obey physical laws.
Intranät 2.0 : Intranätsansvarigas uppfattningar av interaktivitet på intranät
My aim is to provide knowledge about ways of understanding Intranet as a communication artifact. Today organizations plan to update their technology so as to make the communicative functions of Web 2.0 come true. With this objective in mind organizations will be prepared to meet social demands among staff. After interviewing intranet managers I have compiled qualitative data in categories. My approach is influenced by a phenomenographic approach.
A Collaborative VolumeViewer
This study has been carried out as a part of the EC funded project, SMARTDOC IST-2000-28137, with the objective of developing application components that provide highly interactive visualization and collaboration functionalities. The low-level components from the graphics library AVS OpenViz 2.0 are used as the development basis. The application components can be inserted into electronic documents that allow embedded controls such as web documents or Microsoft Word or PowerPoint documents. Instead of displaying results as static images, a SMARTDOC component provides the ability to visualize data and interact with it inside the document. Although the principal goal of the SMARTDOC project is to create components in a number of different application domains this study concentrates on developing a medical imaging application component in collaboration with the project partners AETmed and professor Alan Jackson at the University of Manchester.
Hantering av digitalt designmaterial i kollaborativ miljö
A case study of professional interaction designers' usage of design materials was conducted. Five interviews were performed in order to gain insight in the systems used by designers, how these work, how they collaborate within them, and what they think of recent research about them. Design studios allow collaboration for several users at once. Digital material (mockups, pictures, etc.) are commonly used, but needs to be made analog, e.g. printed, to be usable in the design studio environment.
För naturens bästa : en studie av svensk kvalitetsmärkning av ekoturism
Nature?s Best is a quality-label for Swedish Eco-tourism. It is one of very few active ecotourism labels and the only one that claims quality as its main focus. The objective of this thesis is to evaluate the certification scheme Nature?s Best with regards to the values the certification creates for the companies that certify their products.
?Att visa framsidan är självklart? ? Exponering av medier på folkbiblioteks webbsidor.
Several public libraries are displaying media, such as literature, on the websites of their own. The purpose of this Master?s thesis is to make a survey of the display phenomenon at Swedish public libraries. Therefore the authors of this essay seek to understand why media is being displayed on the websites of public libraries, how it is being displayed and what kind of consequences the displaying will provide according to the respondents. The theoretical framework is based on different theories where marketing and availability defines the equal summary.
Marknadsföringsstrategier för spelutvecklingsteam under utbildning
Syftet med denna slutreflektion är att visa problemen men även möjligheterna i
marknadsföringen av spelet Forced2Fight av det lilla teamet i Kick the Owl
Productions. Begränsad budget, osäker framtid för både team och spel är något
som måste övervinnas. För att kunna angripa dessa problem har jag studerat en
rad olika tillvägagångssätt och kommit fram till ett lämpligt tillvägagångssätt
riktat åt gräsrötterna för att bygga upp varumärket. Den effektivaste strategin
bör i min mening vara att marknadsföra gruppen via traditionella medier och
förankra spelet i den relevanta målgruppen direkt via fora och andra sociala
medier. Kontakta både framträdande medlemmar i sociala grupper samt
expertgrupper bestående av kunniga spelentuseaster.