Vehicle NVH development methodology

2018 ◽  
Vol 07 ◽  
Author(s):  
Ali Kurtdere
Author(s):  
Jordan Frankl Pasaribu ◽  
RinRin Meilani Salim ◽  
Zulpa Salsabila

Gonova Beauty Care is a beauty clinic that offers various types of beauty care services, consultations and beauty products, which was established on September 14, 2016. Where all transaction activities at the clinic still use the traditional process where customers must first come to the clinic. To help overcome the problem in Gonova Beauty Care, the author tries to analyze and design a new system using the system development methodology, namely the System Development Life Cycle (SDLC) method. The proposed new system is based on the website to manage transactions that occur at the clinic and can make it easier for customers to place an order. The website is designed to serve the transaction of sales of beauty products and ordering beauty services. The design of this system uses the Bootstrap application for input and output design.Keywords: Website, Gonova Beauty Care, Order Service, Selling Beauty Products


2020 ◽  
Author(s):  
Carlos Alberto Catalina Ortega ◽  
Svjetlana Kolić-Vehovec ◽  
Barbara Rončević Zubković ◽  
Sanja Smojver-Ažić ◽  
Tamara Martinac Dorčić

UNSTRUCTURED Objectives: The main purpose of the paper is to define a new methodology that allows the design of Serious Games that promote a behavioural change. The methodology is based on the Intervention Mapping Protocol (IMP) to define all the information and interventions and Applied Behaviour Analysis (ABA) to promote the behaviour change. Materials and methods: The methodology is based on the experience of game designers and psychologies within the eConfidence H2020 research project in which a new methodology was designed and implemented in two serious games. The game development methodology is described in six steps to be followed, with the psychological perspective integrated with the game design. Both games were tested in 10 schools with a pre and post-test for the data analysis. Results: Both games developed within the methodology present relevant findings on the change of behaviour of the users. Additionally, the proposed metric integrated allows a database improvement of the games to get better results. Conclusion: New methodology for design and study effectiveness of Serious Games that promote behavioural changes, was designed and integrated into two serious games that demonstrate changes in the users. The methodology could help other teams in the work of design and assess the effectiveness of a Serious Game for behavioural change.


Collections ◽  
2021 ◽  
pp. 155019062098084
Author(s):  
Sandro Debono

Rapid Response Collecting has been a most apt methodology with which to document the COVID-19 pandemic for an increasing number of museums. As the phenomenon unfolded across the globe, museums searched for and head-hunted the truth-revealing objects that could tell the stories and histories of the present to current and future generations. Indeed, the COVID-19 pandemic took Rapid Response Collecting to a higher level. A methodology originally conceived for a sporadic phenomenon happening within a specific context during the early years of the 21st century gained much more traction almost overnight. This paper shall make a case for a better understanding of the potential use and application of Rapid Response Collecting by art museums. It shall look into the defining values of this collections development methodology and how these can be applied and adopted when acquiring works of art. In doing so, it shall seek to understand to what extent the mainstream version of Rapid Response Collecting can be adapted for the needs, purposes and requirements of the art museum.


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