Business Intelligence Development Process : An Approach with the Principles of Design Thinking, ISO 25012, and RUP

Author(s):  
Leonardo Pontes ◽  
Adriano Albuquerque
Author(s):  
Thais Pousada García ◽  
Jessica Garabal-Barbeira ◽  
Patricia Porto Trillo ◽  
Olalla Vilar Figueira ◽  
Cristina Novo Díaz ◽  
...  

Background: Assistive Technology (AT) refers to “assistive products and related systems and services developed for people to maintain or improve functioning and thereby to promote well-being”. Improving the process of design and creation of assistive products is an important step towards strengthening AT provision. Purpose: (1) to present a framework for designing and creating Low-Cost AT; (2) to display the preliminary results and evidence derived from applying the framework. Methodology: First, an evidence-based process was applied to develop and conceptualize the framework. Then, a pilot project to validate the framework was carried out. The sample was formed by 11 people with disabilities. The measure instruments were specific questionnaire, several forms of the Matching Person-Technology model, the Psychosocial Impact of Assistive Device Scale, and a tool to assess the usability and universal design of AT. Results: The framework integrates three phases: Identification (Design), Creation (Making the prototype), and Implementation (Outcome Measures), based on the principles of Design Thinking, and with a user-centered perspective. The preliminary results showed the coherence of the entire process and its applicability. The matching between person and device was high, representing the importance of involving the user in the design and selection of AT. Conclusions: The framework is a guide for professionals and users to apply a Low-Cost and Do-It-Yourself perspective to the provision of AT. It highlights the importance of monitoring the entire procedure and measuring the effects, by applying the outcome measures.


2013 ◽  
Vol 846-847 ◽  
pp. 977-980 ◽  
Author(s):  
Yuan Qian ◽  
Quan Shi

The thesis uses data in the database of campus card platform as the analysis object, combined with statistical methods and data mining technology to analyze the students consumption and the situation of the canteens. We use the Microsoft .NET and SQL Server 2008 business intelligence development tools to mine and analyze these data; know canteens consumption and learn about the business status and the popular shops of the canteen by using the K-means algorithm; analyze and predict students behavior and the situation of the canteen by using time series algorithm. It is convenient to manage the college students, and provide data support for university policy makers and shoppers to make plans.


Author(s):  
Elkin Taborda ◽  
Senthil K. Chandrasegaran ◽  
Lorraine Kisselburgh ◽  
Tahira Reid ◽  
Karthik Ramani

Engineering graduates in advancing economies are not only expected to have engineering knowledge, but also use them in creative and innovative ways. The importance of visual thinking has been critical for creativity and innovation in design. However, today’s engineering students are proficient in detailed design tools but lacking in conceptual design and ideation, and engineering curricula needs to develop a more effective framework for teaching visual thinking. In this paper, we report our efforts to embed principles of design thinking and visual thinking practices, like McKim’s “seeing, imagining and drawing” cycle [1]. We use a toy design course in mechanical engineering for our pilot study as a scaffold for introducing these principles in an engaging, creative, and fun environment. We introduced free-hand sketching as a tool for visual thinking during the design and communication of concepts. We also report the impact of these changes through information gleaned from student feedback surveys and analysis of design notebooks. We use our findings to propose ways to provide the students with a set of balanced techniques that help them in visual thinking, communication, and design. An improved implementation of this experience is discussed and future work is proposed to overcome barriers to thinking and communication.


2020 ◽  
Vol 2 (3) ◽  
Author(s):  
Xiaoxia Zhang

This paper is an exploration and summary of experience on the online-offline hybrid teaching for the course of Design Thinking and Methods at Shanghai Lida University to provide a certain practical and theoretical basis for the relevant research of the peers. This paper gives a detailed introduction on the current situation of the course; teaching goals exploration; course research and development process; online and offline course content design centered on the teaching goals; and the experience of online and offline course implementation centered on the teaching goals.


2018 ◽  
Author(s):  
Hanneke Scholten ◽  
Isabela Granic

UNSTRUCTURED Numerous reviews and meta-analyses have indicated the enormous potential of technology to improve the appeal, effectiveness, cost, and reach of mental health interventions. However, the promise of digital mental health interventions for youth has not yet been realized. Significant challenges have been repeatedly identified, including engagement, fidelity, and the lack of personalization. We introduce the main tenets of design thinking and explain how they can specifically address these challenges, with an entirely new toolbox of mindsets and practices. In addition, we provide examples of a new wave of digital interventions to demonstrate the applicability of design thinking to a wide range of intervention goals. In the future, it will be critical for scientists and clinicians to implement their scientific standards, methods, and review outlets to evaluate the contribution of design thinking to the next iteration of digital mental health interventions for youth.


Author(s):  
E.I. Osmaeva ◽  
◽  
N.U. Yarychev

According to the content of the provisions of the Federal State Educational Standard of Higher Education (3 ++), a future Bachelor must possess many types of universal competencies. At the same time, the readiness for project activities stands out quite strongly among others in the scale of the necessary abilities. Since the project is inherently a holistic and complete product, it is assumed that all other types of competencies should be thoroughly developed. In this light, works devoted to the development of fundamental rules for the formation of project thinking become relevant. At the same time, it turns out that such a development of the principles of the formation of the desired skill, which would take into account the strengths of the Russian conjuncture of thinking, is in demand. The authors seek to emphasize the connection between the principles of design thinking with such an organic pedagogical condition as collective activity. Since we are talking about the category of higher education, it is quite appropriate to add that it is precisely collective research activity that is meant. In this light, the purpose of the study is to develop pedagogical principles for the eff ective formation of project thinking in future bachelors. The research methodology is determined by the works of Yu. S. Manuilov. In particular, we are talking about the environmental approach, in which the social environment should play an active role, with which the future bachelor should enter into active creative relations with a research bias. The leading research method is the questioning of students. The tool for the formation of the studied quality will be a complex of active teaching methods, among which it is proposed to take into account the game methods of teaching adults (business games). The authors also believe that an underestimated method in the higher education environment is the game of chess, which was also included in the toolkit for the formation of project thinking. The following pedagogical principles were developed: 1) synergy - the unity of personal and collective creative activity, 2) conformity to nature - the organic nature of the forming conditions, 3) economy - the desire of the system for the formation of project thinking to save didactic and methodological resources, 4) fascination ‒ the orientation of the active forms used learning to remove psychological barriers to mastering theory, often presented in overly cloying academic language.


2018 ◽  
Vol 42 (4) ◽  
pp. 496-523 ◽  
Author(s):  
Thomas Schumacher ◽  
Selina Mayer

Design thinking is a creative practice that sparks managers’ thinking and acting in response to the challenges of shifting consumer preferences, emerging new technological possibilities, and changing business models. The issues for management education, that is, preparing students for future management roles, is how one can teach design thinking to management students to prepare them for turbulent contexts. This article presents a conceptual approach with empirical illustrations for teaching the core principles of design thinking: user focus, problem framing, visualization, experimentation, and diversity. To help future managers develop a design-thinking attitude, we present a structured 1-hour approach that, first, introduces the design-thinking process (understand, observe, define point of view, ideate, prototype, and test); second, links design-thinking principles to the phases of the design-thinking process and the management of turbulences; and, third, zooms in on each of the six phases. We focus on how design-thinking principles—the common denominator of different design-thinking approaches—can foster students’ creativity and innovation as key elements of managing in turbulent times. In addition to presenting the process itself, the article contains instructions for conducting the exercise.


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