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19417 Uppsatser om Visual product information - Sida 21 av 1295
xCover : Show your prosthetic leg with attitude
Prosthetic leg can give a negative psychological effect to the user, which ends up in decreased self-esteem and that the user hides his handicap. xCover gives a more natural volume and a cool look. xCover changes the look of the prosthetic leg C-leg. The product is constructed by us, Patrik Svensson and Magnus Zetterqvist, for Christoffer Lindhe at Lindhextend AB. Christoffer has hired Martin Bergman at Smedjan 17 to make the design.
Att möta kunden med användbarhet
In relation to the development of IT-products it is very important that the software supplier is aware not only of the target group but also the field of application. Usability should characterize the whole IT-design process as, in relation to this context, design includes more than merely those aspects which are visible to and thus can be interpreted by the naked eye. The study examines the specific qualities and properties that substantiate the usability and the demands that a customer rightfully expects from an IT-product. The user and the customer are highlighted in the same context in order to demonstrate that it is through the customer that an IT-product is defined as being useful. Thus, from this perspective, the user and customer can be considered as being the same person.
Utveckling av Innovativa Småskaliga Elförsörjningskoncept : - Minor Field Study i Namibia
A large part of the Namibian low income population lack access to grid distributed electricity. This mean they are effectively shut out from basic functions such as lighting, information technologies and hygienic food handling. Hence, finding ways of providing affordable off-grid electricity is an important, not to say critical, task.This master thesis is an innovation and concept development project that has been carried out in cooperation with organisations in Sweden and Namibia. The purpose of the project has been to (1) develop a concept for off-grid electricity supply in Namibia and (2) to gain a deeper knowledge within the area of innovation and product development for the Base of the Pyramid population, i.e. the poorest, but largest, socio-economic part of the global population.Essential in this project has been to acquire user understanding and to identify user needs to create a foundation for developing the concept.
Håll ögat på detaljhandeln
This study examines retail atmospherics from a reality perspective. The topic "special exposure" has received research interest in the past but it has not been recognized as a critical consideration in the daily retail business. Too many retailers leave assortment decisions to thumb rules or trial and error. The highest aim of this study is in addressing that gap between theory and practice. To catch the attention of the customer is important in supermarkets because most grocery purchase decisions are made at the point of purchase.
Kunskapso?verfo?ring inom franchisena?tverk : En studie av utveckling och o?verfo?ring av kunskap inom franchisena?tverk
This case study has been conducted within the Swedish fitness chain World Class to explore the opportunities for knowledge development and transfers within franchise networks. We have interviewed the product manager at the World Class headquarter, the owner of a franchise club and a local product manager from the same facility. Our finding indicates that various forms of knowledge transfer occur within the World Class network, particularly in product development and sales. The transfer occurs within the framework set by World Class with regularly scheduled meetings. In addition informal networks provide other means of knowledge exchange between some units.
Ett tydligare System C2 : Användargränssnittsutveckling med stöd av användarcentrerade metoder
User friendly and usable are two words that are often mentioned in the context of marketing new products. By doing so it adds an extra sense of quality to the product. The meaning of these words is therefore something that every product wants. But what is it that makes a product usable and user friendly? What methodology exists formaking sure that a product is usable? Does it exist applicable processes to ensure user centered development? These questions together with a practical example are parts of what will be addressed in this report.The thesis was carried out for C2 Management, a company that works with supporting other companies in their work with quality and constant improvements.
Nyutveckling av hopfällbar kvistsåg
This Master Thesis has been carried out as a new product development project in collaborationwith G-Man Tools AB located in Edsbyn. The purpose of the project was to construct a newpruning saw there the blade is integrateble in the handle, thus a foldable pruning saw.The work has been performed on the occasion of G-Man Tools AB wanted to improve theirproduct range by creating a saw that complement their range of quality saws. They have a similarproduct today, but they do not manufacture this product by them selves and it is not directlytargeted against garden use, which is a disadvantage when it is one of their major markets.Even though almost the entire chain from the requirements of the users to drawings has beentaken into consideration, emphasizes has been put on generating ideas. However the first thingthat was carried out was to establish a productspecifikation from interviews with users and thecompany?s experience.
Musikens gestaltande och funktion i film : En kvalitativ studie om musikens gestaltande och funktion i musikalfilmen Les Misérables
A film can attract all kinds of emotions and moods of the audience through its audiovisual communications and cinematic expression, in which music plays a significant role in both understanding and interpretation of film content.It is interesting to explore the musical significance and the emotional aspect of the film out of a media and communications perspective and visual communications perspective because it?s a subject that belongs to the communications of scientific discipline as film is a media text which is working both as communicative and as audio-visual medium with its expressive aspects.The purpose of this bachelor?s paper is to increase and deepen the understanding of music's function and significant role in context with its reinforcing sense of visual expression in film. More specifically, it aims to explore the musical value of the expressive aspect of the media text in form of film musical Les Misérables (2012), which has been transmedialised from the novel of the same name, referring to the sound, music and song in relation to the film's visual expression.The research questions are at the core of the essay study: "how is music used to reinforce the cinematic visual expression?" and "how can music signify the narrative and highlight the emotional aspect of the film?" The theoretical framework is based on some of the key scholars assumptions such as Michel Chion (1994) and Claudia Gorbman (1987), who share the same theoretical views that the soundtrack seems powerful when it expresses its participation in a scene?s emotional moods as the music follows the scene?s rhythm, the image?s flow and contributes emotional and musical codes of emotions and expressions. According to Chion sound and image interact together to tell a story where sound enrich the image with expressive and informative values.
Applikationsutveckling : med parprogrammering och kundinteraktion i blickfånget
This candidate report describes how a group of students can develop a smartphone applicationwithout any prior knowledge in the field. To make the project more realistic there is also a clientwho has requests and wishes regarding the finished product.The document describes the methods used to produce the application and also includesexperiences that the group gained. How the interaction with the client has been performed togain a good understanding of what they wished the product to become is also accounted for.The research questions focus on how the development has proceeded and how one can learnsomething new in a relatively short timespan as a group..
Löftet & Löverensen : En omvärldsanalys på svenska företags strategiska kommunikation
The technological progress of the world has had a massive effect on how we communicate with one and other, it also has had an big impact on how companies communicate with their customers and consumers. Today you cannot only communicate a ?promise to your costumers and consumers you also have to ?deliver? what it is you promise. Strategic communication is today not only to market your product but to ensure that your strategic communication is shown even in you innovation, design and product development. This thesis is conducted in collaboration with No Picnic AB.The purpose of this study was to get an insight in how Swedish companies use their strategic communication. We aim on bringing a new point of view of strategic communication with innovation, design and product development also as a communication channel.
Det effektiva varumärket - Om varumärkets funktioner och degeneration
This essay discusses the legal and economic functions of the trademark and furthermore the degeneration of trademarks. These two concepts are strongly connected as the primary function of the trademark is the ability to separate the proprietor of the trademark?s product from the competitors´ products. The ability to separate is the basic condition for receiving legal protection. Through degeneration the trademark loses this ability to separate the product and becomes a generic term for the category of the product.
Frontningens Effekt på Försäljningen och Kundens Utvärdering av Butiken - Ett Experiment i den Naturliga Butiksmiljön
The research done in the field of product completeness/incompleteness is limited. The lack of research causes a knowledge gap in the retailing industry, concerning the actual effects on consumer choice, as well as on the overall store evaluation. This report tests the current theories of the subject, and also further aim to explore the effects of completeness/incompleteness on consumer's product choice. The results display an inconsistent effect on consumer's product choice when the completeness/incompleteness in a grocery store is tested. Some products benefit by being incomplete, while others show no such effect.
"Det känns ganska fräscht att ha en Volvo för att nu har ju dom den i Solsidan" : En kvalitativ attitydundersökning om svenska tv-tittares attityd till produktplacering
Since product placement is a relatively new phenomenon in Swedish television, there is a lack of research on what attitudes Swedish TV-viewers hold towards it. This is where our paper will contribute to the research. The purpose of this reserachpaper is to describe and analyze what attitude Swedish TV-viewers has towards product placement. Kim Schröders multidimensional model of mass media reception were used, which is a developed model from Stuart Hall?s ?encoding/decoding? one-dimensional model.
Behavior Cards - ett programmeringsverktyg för barn
This thesis presents the work of developing and testing a programming tool specially designed for children. The purpose of this tool is to make children capable of creating visual simulations and games that consist of actors interacting in a virtual world. The name of the programming tool is Behavior Cards, which comes from the fact that actors are programmed by giving them cards representing different kinds of behaviors. Behaviors are to some extent pre-programmed and can include general events specifying how the actors should act in different situations, in contrast to specifying every possible situation that can occur. The idea is that Behavior Cards should be easier to use than a more traditional text based programming tool, but it should also be expressive within the domain of visual games.
Visual Merchandising Online : ur ett konsument- samt företagsperspektiv
Befintlig litteratur inom visual merchandising online (VMO) indikerar på ökat behov av att utveckla teorier anpassade för VMO. Målet med denna studie är att bidra med uppdaterade teorier och infallsvinklar inom VMO som grundar sig på konsumenters åsikter och beteende. Insamling av data grundar sig i intervjuer och observationer med konsumenter som speglar ett konsumentperspektiv. En intervju har även gjorts med en Digital Manager (DM) på ett svenskt modeföretag, för att generera i data utifrån ett företagsperspektiv. Med övervägande fokus på konsumentperspektiv avser vi med denna studie presentera viktiga aspekter vid utformning av virtuella miljöer, samt verktyg som stimulerar konsumenter till köp.