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1.
From zero to one: a new perspective on the fuzzy front end of innovation and the Stage-Gate® model
Peter Alešnik, Igor Vrečko, Iztok Palčič, 2025, izvirni znanstveni članek

Opis: The Stage-Gate® model has historically provided a systematic framework for New Product Development (NPD). However, the evolving landscape of innovation necessitates continuous enhancement. This paper redefines the model's foundational structure by advocating for the recognition of the Discovery Phase as Stage 1, emphasizing its essential role in aligning initial ideation with strategic goals, streamlining processes, and enhancing NPD efforts. Using a mixed-methods approach, including a systematic literature review, synthesis of illustrative examples and secondary data and case study analysis, the research demonstrates that formalizing the Discovery Phase improves earlystage decision-making, enhances alignment between front-end exploration and downstream execution and mitigates risks by supporting more informed project development. Synthesised sectoral examples show that incorporating the Discovery Phase improves feasibility, reduces risk, and boosts efficiency. For example, simulation planning early in innovation process increased manufacturing throughput by 52 %, while early IP checks lowered infringement risk. The proposed revision boosts the Stage-Gate® model's adaptability and integration with modern methodologies such as AI, Agile, Lean Startup, Design Thinking and TRIZ. The findings highlight how this change promotes a comprehensive approach to NPD. The implications extend to practical applications and future research, offering organizations a flexible framework that meets modern market and technological demands.
Ključne besede: Stage-Gate® model, fuzzy front end of innovation (FFEI), new product development (NPD), innovation management, discovery phase, agile, TRIZ, design thinking, large language model (LLM), sustainability
Objavljeno v DKUM: 03.11.2025; Ogledov: 0; Prenosov: 5
.pdf Celotno besedilo (641,93 KB)
Gradivo ima več datotek! Več...

2.
From zero to one: a new perspective on the fuzzy front end of innovation and the Stage-Gate® model
Peter Alešnik, Igor Vrečko, Iztok Palčič, 2025, izvirni znanstveni članek

Opis: The Stage-Gate® model has historically provided a systematic framework for New Product Development (NPD). However, the evolving landscape of innovation necessitates continuous enhancement. This paper redefines the model's foundational structure by advocating for the recognition of the Discovery Phase as Stage 1, emphasizing its essential role in aligning initial ideation with strategic goals, streamlining processes, and enhancing NPD efforts. Using a mixed-methods approach, including a systematic literature review, synthesis of illustrative examples and secondary data and case study analysis, the research demonstrates that formalizing the Discovery Phase improves earlystage decision-making, enhances alignment between front-end exploration and downstream execution and mitigates risks by supporting more informed project development. Synthesised sectoral examples show that incorporating the Discovery Phase improves feasibility, reduces risk, and boosts efficiency. For example, simulation planning early in innovation process increased manufacturing throughput by 52 %, while early IP checks lowered infringement risk. The proposed revision boosts the Stage-Gate® model's adaptability and integration with modern methodologies such as AI, Agile, Lean Startup, Design Thinking and TRIZ. The findings highlight how this change promotes a comprehensive approach to NPD. The implications extend to practical applications and future research, offering organizations a flexible framework that meets modern market and technological demands.
Ključne besede: Stage-Gate® model, fuzzy front end of innovation (FFEI), new product development (NPD), innovation management, discovery phase, agile, TRIZ, design thinking, large language model (LLM), sustainability
Objavljeno v DKUM: 13.10.2025; Ogledov: 0; Prenosov: 7
.pdf Celotno besedilo (641,93 KB)

3.
Enhancing technology competence among primary students through STEAM lessons applying the design thinking process
Hong-Duong Nguyen, Hoai-Nam Nguyen, Thanh-Trung Ta, 2024, izvirni znanstveni članek

Opis: This study seeks to evaluate the impact of integrating elements of arts and humanities education into the topic of STEAM on the formation and development of students’ competence. The paper suggests a procedure for teaching STEAM subjects using design thinking approaches. Then, technology-related lessons were covered in practical pedagogical activities for grade 3 pupils at three primary schools in Hai Phong, Vietnam. The findings demonstrate that the suggested STEAM subject teaching methodology is workable and helps students develop eight distinctive behavioural markers of technical competence. As a result, this study offers primary school instructors a strategy for implementing STEAM instruction.
Ključne besede: STEAM education, design thinking, tehnical competence, technology in primary school
Objavljeno v DKUM: 29.07.2025; Ogledov: 0; Prenosov: 7
.pdf Celotno besedilo (844,81 KB)
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4.
Tourism experience in accessible tourism : designing a mobile application for the deaf and hard of hearing
Tjaša Alegro, Marica Ilić, Milica Rančić Demir, 2022, samostojni znanstveni sestavek ali poglavje v monografski publikaciji

Opis: How someone experiences a tourist experience depends on several factors. This article will focus on ways to ensure active participation and thus a pleasant and memorable experience for people with disabilities, specifically people with hearing problems – the deaf and hard of hearing. With the development of ICT technology, the possibilities for developing tourist products intended for the deaf and hard of hearing are even greater and can be friendlier to them. Various mobile applications complement a city’s tourist products and services and are more than a welcome help for people with special needs. With an innovative Design Thinking method suitable for planning projects or designing services or products intended for end users, we designed an idea for a mobile application for Ljubljana that is tailored to deaf and hard of hearing tourists, as Slovenia does not yet have a similar application. We designed the product idea based on an overview of good practices. Through five phases of the Design Thinking method, we analysed the indispensable elements of the mobile application for deaf and hard of hearing tourists and evaluated it through the HEART framework matrix developed for user experience assessment.
Ključne besede: experience, measuresaccessible tourism, deaf, hard of hearing, Design Thinking
Objavljeno v DKUM: 17.01.2024; Ogledov: 306; Prenosov: 13
.pdf Celotno besedilo (19,75 MB)
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5.
User Experience and Interface Design for a Digital Platform to Support Pet Adoption From Animal Shelters and Animal Rescue Organisations in Europe : magistrsko delo
Špela Bricman, 2023, magistrsko delo

Opis: This thesis used design thinking to create a user-friendly digital platform named PetScout for adopting animals from European shelters and rescue groups. We conducted user interviews and an online survey and designed personas, empathy maps, and scenarios to understand user needs. As part of the design process, we defined the platform’s requirements and developed the information architecture. We identified two viable solutions for the project based on research findings: a web-based and a mobile-based solution. To visualize these ideas effectively, we developed prototypes at two different fidelities – low and high fidelity. The prototypes were tested in usability testing using the thinking-aloud method, which measured effectiveness, efficiency, and satisfaction. The usability testing results showed that our platform is visually appealing, user-friendly, intuitive, and easy to use. A vital finding was the platform’s effectiveness, as high-fidelity prototypes achieved a task completion rate of 100%. Moreover, the concept proved highly efficient since participants, on average, needed 166 seconds to finish vital tasks. Additionally, the SUS score of 97, supported by the positive qualitative user feedback, signifies outstanding user satisfaction and a high level of usability. Finally, this study highlights the importance of knowing and understanding user needs in design, and it provides recommendations to improve usability and potentially increase the number of successful adoptions on similar platforms.
Ključne besede: user experience design, user interface design, design thinking, user research, usability testing
Objavljeno v DKUM: 13.10.2023; Ogledov: 505; Prenosov: 90
.pdf Celotno besedilo (7,91 MB)

6.
Oblikovanje multifunkcionalnega stojala za gojenje zelišč v stanovanju : magistrsko delo
Monika Hudournik, 2022, magistrsko delo

Opis: Ljudje se vedno bolj zavedajo prednosti sveže in naravno pridelane hrane, ki jo je vedno težje najti. Tudi zelišča, ki jih uporabljamo skozi celo leto. Veliko ljudi želi gojiti zelišča v stanovanju, vendar imajo velikokrat premalo prostora in neprimerne pogoje za gojenje ter premalo časa in znanja za vzgojo rastlin. Z razvojem izdelka, osredotočenim na uporabnika, ki je potekal skozi faze metode design thinking, smo oblikovali multifunkcionalni sobni vrtiček z ambientalno lučjo. Ta bo omogočal enostavno gojenje več zelišč na majhnem prostoru in v stanovanje prinesel košček narave, ob katerem se bo uporabnik lahko sprostil.
Ključne besede: produktno oblikovanje, design thinking, notranji vrt, zelišča, multifunkcionalnost, modularnost
Objavljeno v DKUM: 26.01.2022; Ogledov: 894; Prenosov: 100
.pdf Celotno besedilo (5,93 MB)

7.
Oblikovanje in razvoj vertikalnega vrta
Davorin Mesarič, 2017, magistrsko delo

Opis: Področje, ki ga bo ta magistrska naloga pokrivala, je urbano vrtnarstvo. Za to je trenutno velik porast zanimanja, ki že silovito prehaja v trend, saj se ljudje bolj kot kadarkoli prej želijo zdravo prehranjevati. V tej nalogi bomo predstavili celoten razvojni proces in dizajnersko metodologijo Design Thinking.
Ključne besede: Oblikovanje, razvoj produkta, dizajn, raziskava trga, analiza kupca, design thinking, produktni dizajn
Objavljeno v DKUM: 03.10.2017; Ogledov: 1837; Prenosov: 424
.pdf Celotno besedilo (51,24 MB)

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