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12788 Uppsatser om Research and development - Sida 53 av 853
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.
"I en optimal värld skulle det inte se ut som det gör idag" : En kvalitativ fallstudie om vad som ha?nder na?r kravdokumentation inte tas pa? allvar
Requirements engineering is a widespread topic in the research field of informatics. However, there is little research regarding lack of requirements documentation and how it is perceived. The same applies for how requirements engineering in retrospect can be implemented. This is a debated issue on blogs and forums but it has not been reflected in the research area.Therefore, this study concerns research questions regarding how the developers, testers and requirements analyst experience the lack of requirements documentation and how requirements engineering in retrospect can be implemented.To answer these questions, data collection has been conducted through qualitative interviews with individuals affected by this problem in their everyday work.This study has provided an explanation of how the problem is perceived and what the consequences are, both direct and indirect. The impacts are divided into three categories and are presented as, emotional consequences, system implications and consequences regarding re source consumption.
Avrundar företag sina resultat - En studie av Cosmetic Earnings Management i Sverige
The aim of this thesis is to examine the occurrence of Cosmetic Earnings Management (CEM) among Swedish companies. CEM refers to the small upward rounding of reported net income to reach cognitive reference points. Important cognitive reference points are multiples of ten (N*10^x) of reported net income and rounding towards these has been documented in other markets around the world over the last 20 years. The occurrence of CEM on the Swedish market is studied using digital analysis, frequency testing and Benford's law. Firstly, reported net income of publicly traded companies between 1996 and 2010 is examined.
Språkutveckling genom musik
Den ha?r C-uppsatsen handlar om na?gra erfarna pedagogers syn pa? fo?rskolebarnets spra?kutveckling genom musik. Syftet med underso?kningen a?r att se om sa?ng och musik kan fra?mja barnets spra?kutveckling. De huvudsakliga fra?gesta?llningarna a?r: Kan/Hur kan musik sto?dja spra?kutvecklingen? Hur kan detta fungera i praktiken? Har ro?relsen till musiken na?gon betydelse? I litteraturgenomga?ngen tas Vygotsky, Gardner, Steiner och Arnqvist upp, och deras olika syn pa? barnets spra?kutveckling.
Förändrad interaktion, förändrat värde? : En kvalitativ studie om värdeskapande vid mänsklig och teknisk interaktion
The progress in the field of technology is often described as massive and its development has had a great impact on the social development (Vetenskapsrådet, 2012). As a result of the digital evolution, there has been a change in the way customer and company interact (Normann, 2011). The traditional way for players to interact with each other required an interaction human to human (ibid), a mode of interaction that now can be replaced or supplemented by todays technology and often Internet-based solutions (Salomonson et al., 2013). These technological solutions, the technical interaction, are often referred to as self-service systems. These systems enables the customer to carry out the tasks previously performed by the company (Hilton and Hughes, 2013).
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.
LUFT : barnperspektiv på utvecklingsarbetet BUSS
In 2002 the Norrköping municipality decided to establish a number of supportive teams and one teaching group with the purpose of developing alternative supporting efforts for children with social problems. This development work came to be called BUSS. BUSS today consists of four local teams, team Ett, team Norra, team Torpet and the Mathson School.The teams? focus, beyond the commission from Norrköping municipality, is to reduce the number of children being placed outside their own homes, get them to function in school, develop their self-confidence and social competence. Also their task is to support parents and take up a functional spare time for the children.
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..
I andra hand en studie av attraktiviteten hos boenden med hållbarhetsanspråk
There is an irregularity in the interregional migration in Sweden. An increasing proportion ofthe population is drawn to the metropolitan areas, which creates problems for the smallermunicipalities and towns when their population declines. At the same time, our whole societyis faced with a great challenge: we need to redirect towards a sustainable development, wherethe environmental issues are discussed and dealt with to secure that all present and futuregenerations are given equal opportunities to live a good life.The aim of this study is to, focusing mainly on the environmental dimension of thesustainability concept, examine the attractivity of housing with sustainability claims. Toanswer this, three research questions were used:? Was the migration motive to reduce their environmental impact a part of the decision tomove, among migrants who had moved to housing with sustainability claims?? If the motive was a part of the decision, how much impact did it have compared to othermigration motives?? Which factors in housing aiming at sustainability are considered important by peopleliving in housing with sustainability claims?The research questions have been answered using quantitative data, gained in the form of selfadministeredquestionnaires which were distributed in four different residential areas withsustainability claims in the county of Västra Götaland, Sweden.
Pedagogers arbete med språkstimulering i förskolan. : En fallstudie.
The purpose of this essay is to describe how preschool teachers think about language stimulation and how they work with it when it comes to small children in preschool. My research questions were:? What kind of methods do the preschool teachers use? And what kind of work procedure do they have?? Is there any difference in the work procedure when it comes to daily routines and playtime?? How do the preschool teachers describe their work procedure with language stimulation?To be able to reach my purpose and answer my questions, I decided to make a case study. I have made observations of the preschool teachers and how they work and I have made interviews. The material that I have used, beside observations and interviews, is literature that is about earlier research about this matter.The result of the study shows that the preschool teachers considers their work with language stimulation as part of everything they do.
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.
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.
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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..
Nyckelfaktorer för en designs slutskede
The final stage of a designers work is always a bit tricky. Design is an abstract phenomenon and no one can tell when a design is really finished. The design process that designers work within has been thoroughly studied but cannot be truly mapped with strict constraints which the designer can follow to succeed. Therefore, in this paper we take a look at the final stage in the design process. The main goal is to get more knowledge and highlight key factors about what designers face when they are about finish their design or what forces them to leave a project that can stay in development for eternity.
"Jag vill att du tittar jag vill att du ser att jag aldrig mer ler" : En uppsats om självskadebeteende
The purpose of this thesis has been to investigaste the phenomenon of self-harm. To investigate this phenomenon, I interviewed three experts in Malmö and then compared the result with previous research on self-harm behaviour.The questions I wanted to answer were the following: How common is self-harm behaviour and how does it, according to experts, manifest itself among young men in Malmö? What can we learn from previous research about the causes of self-harm? Are there any correlations between the statements made by experts and previous research?My conclusion is that self-harm behaviour first and foremost is a mean of expression, a way of dealing with feelings that the self- harmer cannot deal with in any other way. People who suffer from self-harm behaviour often seem to have difficulties both in expressing and understanding their own feelings. Furthermore, they have often experienced abuse, abandonment, or other childhood traumas.
Att konstruera en gemenskap -teori och konstruktion av virtuella samhällen
Virtual communities are a phenomenon that is becoming more
common as the information technology comes with in reach for
the general public. This report will bring the theories and
construction of a virtual community together.
The purpose of this report is to describe the different theories that have
emerged from the research within this field and to examine the work procedures
that have been used during the development of a site for a MDA-community. The
MDA-website is a homepage on the Internet that was developed to bring the
students closer together. The report describes the work of the project group,
why the website was not completed and at the end the theories are looked at on
the basis of the construction of the website..