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Stackmann, Till (author)
One of the key business models Gorenje andASKO have researched upon is a service model of circular washing machine under a pay per use (PPU) business model. PPU business models are currently mostly used within shared washing rooms, which is also the segment in which ASKO will enter withtheir first circular washing machines. However, even though...
master thesis 2021
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Soman, Aditya Pravin (author)
The Constructing industry around the world is growing exponentially. In the Netherlands itself there is a need of constructing 1 million affordable new homes by 2030. Such a massive demand for new buildings has given rise to a need for a solution for mass customization of architectural configurations. Simple repetition or a badly configured...
master thesis 2021
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Kok, Albert (author)
SummaryAt the basis of the Circularity game is the Circularity deck (Konietzko, Bocken, & Hultink, 2020), it helps teams innovate for the Circular economy on various perspective levels and provides the users with a better understanding of the Circular economy and how they can innovate for it. They also gain a valid (set of) idea(s) , which...
master thesis 2020
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Boschma, Doris (author)
This thesis aims to help teenagers, aged 14-16, feel confident to express their thought and feelings. By doing so, we aim to create an environment in which teenagers can seek help. Where they can learn how to cope with uncertainties before they turn into bigger and long lasting mental health issues. The thesis does not aim to solve the problem...
master thesis 2020
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Zanon, Davide (author)
This research project proposes a theoretical gamified design of a storytelling platform to engage TU Delft researchers into proactive submission of story ideas to co-create online storytelling for wide audiences. While universities have focused on improving communication with the general public in the past decades, researchers may still find...
master thesis 2020
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Tsai, Chung-Pang (author)
This thesis report is about redesigning the passenger boarding interaction for ensuring efficient boarding and a better experience. First, preliminary research including literature review and field study was conducted to gain the basic knowledge of a passenger's boarding experience (What is to be found in theory and real-life?). Following from...
master thesis 2019
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Salarić, Petra (author)
In India, there is an existing taboo of menstruation which has an impact on the well-being of women in different ways - from education, economics, health, religion to different personal aspects. Many activities are happening in India towards improving the situation around menstruation - from governmental activities and plans, provision of...
master thesis 2019
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Duan, Zhe (author)
A creative session is a lot more than a session of generating ideas. It’s part of a much larger goal of delivering innovation in a company. It is necessary to get everyone on board and motivated. And when the motivation levels reached, then beautiful things can happen. In order to achieve a certain motivation level, It’s imperative that people...
master thesis 2019
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Yin, Yu (author)
Minddistrict (http://www.minddistrict.com) is a Dutch ehealth company that has been founded in 2008. What Minddistrict provides is a secure, flexible and user- friendly ehealth platform with an extensive catalogue of online modules, diaries and questionnaires to help clients with mental issues on their way to positive change. Minddistrict hopes...
master thesis 2019
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Saboerali, Raies (author)
Software development is more than only implementing the functional code. A developer is also responsible for writing code measuring up to certain standards and conventions. These conventions make sure that the code is of a particular quality that improves readability and eases maintainability. Some of these conventions are checked by automated...
master thesis 2019
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Baas, Vincent (author)
This thesis focuses on improving the performance of ventures through collaboration and knowledge sharing. Many huge multinational companies are struggling to keep their innovation funnel filled and to transform their ventures into successful new businesses. One of the challenges that Internal Corporate Ventures are facing is the lack of overview...
master thesis 2019
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Meerman, Jelle (author)
This thesis describes the design of the product-service combination called Move on. Move on is designed to stimulate adolescents to be more physically active. This stimulation is done by gamification, which therefore can be considered as serious gaming product. This thesis starts with a literature analysis of the decreasing level of childrens’...
master thesis 2018
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Li, Qiaoqiao (author)
Gamification is the process of integrating game mechanics into non-game contexts - a website, an application, an online community - to motivate par- ticipation and engagement. Several studies have highlighted the benefits of gamification in several applications. However, its potential benefits in the campus environment still need to be...
master thesis 2018
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van den Berg, Tim (author)
The online grocery retail industry is rapidly growing and has to improve order picking activities which is one of the most costly and labor-intensive activities of their supply chain. Gamification has been promised to increase the motivation and productivity of order pickers, but empirical findings in real world work environments are still...
master thesis 2017
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Afentoulidis, Gregory (author)
In an era where innovative machine learning and artificial intelligence applications are gaining popularity, enterprises steer their interest to enterprise crowdsourcing, to capitalize on their available human resources to achieve inclusion of in-house human generated data. In this setting, gamification techniques are appealing in order to align...
master thesis 2017
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Hulst, R.J.M. (author)
Games are able to fulfil our innate motivational needs as well as our learned social needs. Therefore, games are motivating. While motivation is a key aspect within the process of behavioural change, games can effectively be deployed as a persuasive technology. Gamification, the use of game design elements in any non-game context, is seen as the...
master thesis 2016
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Buquet, R. (author)
This thesis explores different perspectives on the added value of data and data visualizations in context management practices and argues that organizations can have a valuable role in the space between bottom-up and top-down approaches, as individuals’ lack of control over a context becomes an opportunity for encouragement of a sense of...
master thesis 2016
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Van der Horst, M.B. (author)
This master thesis sets out to develop a product / service designed for the most valuable metric (across multiple action sports) and to present a gamified experience of this metric to the user. The thesis presents a roadmap stating what (action) sports should be targeted: kiteboarding, wakeboarding, snowboarding, surfing, and skateboarding. The...
master thesis 2016
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Berendsen, A.M. (author)
This research addresses the complex problems of self-managed team work, using a gamification approach. Two gamification designs are developed and used during two gamified interventions with self-managing teams at ING Operational Services. These interventions are conducted for with two self-managing teams for 2 and 4 full weeks. The reserach...
master thesis 2015
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Szaniawski, M. (author)
Motor rehabilitation therapy requires patients to be highly motivated in order to exercise regularly. However, rehabilitation practices are not designed to be motivating and are of repetitive nature. This is why patients are not motivated to exercise frequently and fail to engage with therapy. As a result of that they cannot regain their hand...
master thesis 2014
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