Theseus käyttökatko ma 22.4. klo 12 alkaen. Katko jatkuu 22.4. klo 15 asti ja on koko Theseuksen laajuinen. Lisäksi töiden käsittely ja syöttö on estetty ti 23.4. ainakin klo 12 asti. Theseus service break from Mon 22.4. at 12:00. The break will last until 15:00 on Mon 22.4. and is Theseus-wide. In addition, processing and uploading of work will be blocked until at least 12:00 on Tue 23.4.
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Viitteet 1-6 / 6
Digitalisoituvaa opetusta tukemassa. Aalto-yliopiston Teacher Hub -palvelupisteen käynnistäminen.
(2019)
Opinnäytetyössä tutkittiin sitä, minkälaisia tukitarpeita Aalto-yliopiston opetushenkilökunnalla on koskien digitalisoituvaa opetusta sekä pyrittiin kehittämään palvelumuotoilun keinoin opettajan arkisista tarpeista lähtevä ...
Leveraging on cultural diversity to design higher education programs
(2020)
As part of the Enhance! IDM project, the purpose of this thesis was to create a framework for higher education program leaders and teaching staff to develop their intercultural knowledge in order to understand the expectations ...
Nudging for inclusive student experience in higher education
(2020)
The purpose of this study is to recognize and improve the service experience of new international, degree pursuing bachelor and master students at the case higher education institution located in the capital region in ...
#TX or Team Experience Design - Catalysing Team Work with Design Thinking
(2019)
Tiimityöskentely ja tiimin tuloksellisuus tulevat nousemaan edelleen johdon asialistalla, sillä tarve yhdistää hedelmällisellä tavalla moninaiset taidot ja ajattelu ratkaisujen synnyttämiseksi kasvaa. Liike-elämän ja ...
Co-creating a gastronomy service : case: Krakow restaurant - Handelek
(2019)
The following study concentrates on the service design process of the gastronomy concept and brand Handelek. The author’s objective is to show how co-creation can be an appropriate method of building a new service and brand ...
Refining the User Journey Co-Creation Processes
(2019)
This paper aims to refine user journey processes through the evaluation of a design game. It aims to identify disruptive moments in the facilitation of user journey workshops through the usage of the tool. Additionally, ...