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Design, User Experience, and Usability: 13th International Conference, DUXU 2024, Held as Part of the 26th HCI International Conference, HCII 2024, Washington, DC, USA, June 29 – July 4, 2024, Proceedings, Part IV (Lecture Notes in Computer Science #14715)

by Aaron Marcus Marcelo M. Soares Elizabeth Rosenzweig

This five-volume set LNCS 14712-14716 constitutes the refereed proceedings of the 13th International Conference on Design, User Experience, and Usability, DUXU 2024, held as part of the 26th International Conference, HCI International 2024, in Washington, DC, USA, during June 29 – July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The DUXU 2024 proceedings were organized in the following topical sections: Part I: Information Visualization and Interaction Design; Usability Testing and User Experience Evaluation. Part II: Designing Interactions for Intelligent Environments; Automotive Interactions and Smart Mobility Solutions; Speculative Design and Creativity. Part III: User Experience Design for Inclusion and Diversity; Human-Centered Design for Social Impact. Part IV: Designing Immersive Experiences across Contexts; Technology, Design, and Learner Engagement; User Experience in Tangible and Intangible Cultural Heritage. Part V: Innovative Design for Enhanced User Experience; Innovations in Product and Service Design.

Design, User Experience, and Usability: Designing Pleasurable Experiences

by Aaron Marcus Wentao Wang

The three-volume set LNCS 10288, 10289, and 10290 constitutes the proceedings of the 6th International Conference on Design, User Experience, and Usability, DUXU 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCII 2017, in Vancouver, BC, Canada, in July 2017, jointly with 14 other thematically similar conferences. The total of 1228 papers presented at the HCII 2017 conferences were carefully reviewed and selected from 4340 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 168 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. LNCS 10288: The 56 papers included in this volume are organized in topical sections on design thinking and design philosophy; aesthetics and perception in design; user experience evaluation methods and tools; user centered design in the software development lifecycle; DUXU education and training. LNCS 10289: The 56 papers included in this volume are organized in topical sections on persuasive and emotional design; mobile DUXU; designing the playing experience; designing the virtual, augmented and tangible experience; wearables and fashion technology. LNCS 10290: The 56 papers included in this volume are organized in topical sections on information design; understanding the user; DUXU for children and young users; DUXU for art, culture, tourism and environment; DUXU practice and case studies.

Design, User Experience, and Usability: Understanding Users and Contexts

by Aaron Marcus Wentao Wang

The three-volume set LNCS 10288, 10289, and 10290 constitutes the proceedings of the 6th International Conference on Design, User Experience, and Usability, DUXU 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCII 2017, in Vancouver, BC, Canada, in July 2017, jointly with 14 other thematically similar conferences. The total of 1228 papers presented at the HCII 2017 conferences were carefully reviewed and selected from 4340 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 168 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. LNCS 10288: The 56 papers included in this volume are organized in topical sections on design thinking and design philosophy; aesthetics and perception in design; user experience evaluation methods and tools; user centered design in the software development lifecycle; DUXU education and training. LNCS 10289: The 56 papers included in this volume are organized in topical sections on persuasive and emotional design; mobile DUXU; designing the playing experience; designing the virtual, augmented and tangible experience; wearables and fashion technology. LNCS 10290: The 56 papers included in this volume are organized in topical sections on information design; understanding the user; DUXU for children and young users; DUXU for art, culture, tourism and environment; DUXU practice and case studies.

Design, User Experience, and Usability: Theory, Methodology, and Management

by Aaron Marcus Wentao Wang

The three-volume set LNCS 10288, 10289, and 10290 constitutes the proceedings of the 6th International Conference on Design, User Experience, and Usability, DUXU 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCII 2017, in Vancouver, BC, Canada, in July 2017, jointly with 14 other thematically similar conferences. The total of 1228 papers presented at the HCII 2017 conferences were carefully reviewed and selected from 4340 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 168 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. LNCS 10288: The 56 papers included in this volume are organized in topical sections on design thinking and design philosophy; aesthetics and perception in design; user experience evaluation methods and tools; user centered design in the software development lifecyc≤ DUXU education and training. LNCS 10289: The 56 papers included in this volume are organized in topical sections on persuasive and emotional design; mobile DUXU; designing the playing experience; designing the virtual, augmented and tangible experience; wearables and fashion technology. LNCS 10290: The 56 papers included in this volume are organized in topical sections on information design; understanding the user; DUXU for children and young users; DUXU for art, culture, tourism and environment; DUXU practice and case studies.

Design, User Experience, and Usability. Design for Contemporary Interactive Environments: 9th International Conference, DUXU 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part II (Lecture Notes in Computer Science #12201)

by Aaron Marcus Elizabeth Rosenzweig

This book constitutes the refereed proceedings of the 9th International Conference on Design, User Experience, and Usability, DUXU 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020, in Copenhagen, Denmark, in July 2020. The conference was held virtually due to the COVID-19 pandemic. From a total of 6326 submissions, a total of 1439 papers and 238 posters has been accepted for publication in the HCII 2020 proceedings. The 50 papers included in this volume were organized in topical sections on interactions in intelligent and IoT environments, usability aspects of handheld and mobile devices, designing games and immersive experiences, and UX studies in automotive and transport.

Design Works: A Guide to Creating and Sustaining Value through Business Design, Revised and Expanded Edition (G - Reference, Information and Interdisciplinary Subjects)

by Heather M. Fraser

Design Works is a second-edition collection of best practices that serves as a leader’s guide to driving innovation within the enterprise through the strategic and design-inspired practice of Business Design. It is well recognized that enterprise success requires ongoing innovation to create new value and sustain success. That requires a disciplined integration of exploration, sound strategic decision-making and leadership at all levels of the enterprise. While the resurgence of design thinking has proven to catalyze fresh thinking, it can fall short if not fully integrated with the business strategy of the enterprise, mindful stakeholder engagement and the evolution of enterprise management systems. This book builds on the fundamental principles of the first edition of Design Works: How to Tackle Your Toughest Innovation Challenges through Business Design. It expands on how to effectively navigate progress through strategy integration, effective stakeholder engagement and blending design-inspired practices with analytics to build a compelling business case for investment in value-creating efforts. Like the first edition, it includes valuable frameworks, inspiring stories and practical tools to drive growth and innovation in any type of organization. Clear principles for leading innovation draw from others’ experience to help make the most of enterprise talent and resources. New methodologies hone and build on the repertoire of tools in the first edition. New stories provide insights into how a variety of organizations have leveraged the principles and practices of Business Design.

Design Your Business: A Creative Pathway to Transforming Ideas into Successful Products

by Luca Iandoli Kevin T. James

This actionable and lively guide helps aspiring entrepreneurs to acquire a designer’s mindset to transform ideas into successful products, and designers and technologists to identify entrepeneurial opportunities through a unique mix of product and business development toolkits.Unlike other books focusing either downstream on the launch of a new venture or upstream on ideation and the acquisition of an entrepreneurial mindset, Design Your Business helps innovators to cross the chasm between attractive ideas and actual products, a crucial test in any entrepreneurial endeavor and one which most innovative ideas do not pass. Throughout the book, readers will learn about methods, steps, and resources to unleash their creativity, understand users’ needs, build and test prototypes, and design beautiful products. At the end of this design journey, readers will find an essential business toolkit including business model design, intellectual property protection, funding, and development of effective communication skills that will help them to lay the foundation of a successful venture built around a successful product.This book will become an essential and thought-provoking resource for aspiring entrepreneurs, makers, students of entrepreneurship and new venture creation, and professionals seeking to adopt a design mindset and agile project management in their projects and organizations.Slides and teaching materials based on this book are curated from the authors and available for free at this link: https://elegantdesignthinking.com/category/learning-resources/

Design Your Life: Your Career, Your Way

by Erifili Gounari

We don't have to conform to traditional ways of working. Uncover how to build a successful career on your own terms and develop the skills you need for the future with Design Your Life. Why settle with a conventional career path when you can build a future on your own terms? With innovations such as side gigs and personal branding, you can craft your own, authentic future. Design Your Life uncovers the key skills and strategies that will allow you to build a successful career as a young professional. In this book, Gen Z business leader and expert Erifili Gounari draws upon original research and first-hand interviews to uncover how you can thrive and find success in this new world of work, creating a career with flexibility and ownership.

The Designed Myth: Investigations on the Structure and Effect Condition of Utopia

by Hans-Georg Soeffner

Utopian thinking and utopian designs ostensibly represent a belief in human progress. The starting point of utopias is almost always a bad present that is to be overcome. But in the 20th and 21st centuries, doubts are growing about a plannable future designed by enlightened reason, about the project of modernity. Utopias are answered by dystopias. This makes it clear: the basic motif of utopian thinking is the fear of an uncontrollable future, a fear that could perhaps be overcome by the principle of hope (Ernst Bloch), an amiable illusion. The Content The "contradiction" of rationality and irrationality in utopian conceptions ● Fiction and reality ● Model and myth ● Symbol and symbolic action ● Enlightenment to autonomy. The target groups ● Humanities scholars, political scientists and social scientists ● Philosophers ● Theologians Theauthor Prof. Dr. Hans-Georg Soeffner is Professor Emeritus of General Sociology at the University of Konstanz, Senior Fellow and Board Member at the Institute for Advanced Study in the Humanities Essen (KWI) and Permanent Visiting Fellow at the Forum internationale Wissenschaft of the Rheinische Friedrich-Wilhelms-Universität Bonn.This book is a translation of an original German edition. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation.

Designed to Fail: Why Racial Equity in School Funding Is So Hard to Achieve

by Roseann Liu

A provocative examination of how systemic racism in education funding is sustained. For people who care about urban school districts like Philadelphia’s, addressing the challenges that these schools face often boils down to the need for more money. But why are urban districts that serve Black and Brown students still so perennially underfunded compared to majority-white ones? Why is racial equity in school funding so hard to achieve? In Designed to Fail, Roseann Liu provides an inside look at the Pennsylvania state legislature and campaigns for fair funding to show how those responsible for the distribution of school funding work to maintain the privileges of majority-white school districts. Liu analyzes how colorblind policies, political structures, and the maintenance of the status quo by people in power perpetuate wide and deepening racial disparities in education funding. Taking a lesson from community organizers fighting for a racially equitable school funding system, Liu’s work is a bold call to address structural racism at the root and organize from a place of abundant justice.

Designed To Live In (Routledge Revivals)

by Elisabeth Beazley

Originally published in 1962, this book traces the main influences behind modern design in domestic architecture. It does so against the context of the effect each new dwelling has on its environment and the effect its design has on those in the surrounding (and often older, historic) housing stock. Diverse influences such as the bye-law street and Le Corbusier’s Ville Radieuse are discussed, while the ideas bearing on the individual private house range from those of the early nineteenth century villa builders to Frank Lloyd Wright’s prairie houses and the work of Mies van der Rohe. The book closes with a detailed discussion of the problems and possibilities of domestic design in house-building in the late 20th Century

Designing a Bottom-up Operations Strategy: Transforming Organizations and Individuals (SpringerBriefs in Operations Management)

by Thilo R. Scholz Arnd Huchzermeier Torsten A. Kühlmann

This book focuses on top-down and bottom-up antecedents for employee engagement. It combines Operations Management (OM) with elements from Human Resource Management (HRM) and Organizational Behavior (OB) to answer the overarching question: “How is operations strategy formation influenced by the individual employee?” Dedicated chapters investigate key research questions, closing the integration gap between OM and HRM/OB. The book develops and statistically analyzes an operations strategy opportunity-motivation-ability framework. In addition, it examines how basic need fulfillment and organizational fairness relate to job satisfaction and performance. By doing so, the book helps readers to better understand employees’ preferences and enables operations managers to foster strategy-supportive behavior and job satisfaction more effectively in their workforces.

Designing a Prosocial Classroom: Fostering Collaboration In Students From Prek-12 With The Curriculum You Already Use

by Christi Bergin

A practical how-to guide for promoting positive classroom cultures. A prosocial classroom is easy to spot! Students are engaged in learning, have a warm relationship with the teacher, and can collaborate smoothly; conflicts and behavioral problems are the exception rather than the rule. Not only are students happier in this kind of positive environment, their academic achievement improves. But it's far from obvious how to establish and maintain such a productive and peaceful classroom. In Designing a Prosocial Classroom, Christi Bergin has distilled the complex literature about social-emotional learning into a set of tools that all teachers can use to promote prosocial behavior. As with any skill, fostering kindness and collaboration requires deliberate practice; but it does not require a separate curriculum. These research-based tools—using effective discipline, building prosocial habits, developing positive relationships, modeling good coping strategies—are teaching practices that can be employed within any content area during regular instruction. Each chapter includes authentic classroom vignettes, highlights from the research on prosocial behavior, and questions for reflection and discussion. Designing a Prosocial Classroom is an engaging read and an ideal resource for a school-wide book study group; included in an appendix is a case study for review and discussion of the teaching tools presented in the chapters.

Designing and Managing Programs: An Effectiveness-Based Approach

by Peter M. Kettner Lawrence L. Martin Robert M. Moroney

Designing and Managing Programs: An Effectiveness-Based Approach, Third Edition, is an updated version of THE classic book on program management and design. This new edition is written in a deliberate manner that has students following the program planning process in a logical manner. Students will learn to track one phase to the next, resulting in a solid understanding of the issues of internal consistency and planning integrity. The book's format guides students from problem analysis through evaluation, enabling students to apply these concepts to their own program plans.

Designing and Managing Programs: An Effectiveness-Based Approach

by Peter M. Kettner Lawrence L. Martin Robert M. Moroney

Designing and Managing Programs: An Effectiveness-Based Approach, Fourth Edition, is an updated version of THE classic book on program planning, design, and implementation. This new edition is written in a deliberate manner designed to help students logically follow the program planning process. Students will learn to track one phase to the next, resulting in a solid understanding of the issues of internal consistency and planning integrity. The book's format guides students from problem analysis through evaluation, enabling them to apply these concepts to their own program plans.

Designing and Using Organizational Surveys

by Allan H. Church Janine Waclawski

This book will serve as an excellent primer for executives and practitioners who are about to embark on an organizational survey

Designing Clothes: Culture and Organization of the Fashion Industry

by Veronica Manlow

Fashion is all around us: we see it, we buy it, we read about it, but most people know little about fashion as a business. Veronica Manlow considers the broader signifi cance of fashion in society, the creative process of fashion design, and how fashion unfolds in an organizational context where design is conceived and executed. To get a true insider's perspective, she became an intern at fashion giant Tommy Hilfi ger. Th ere, she observed and recorded how a business's culture is built on a brand that is linked to the charisma and style of its leader. Fashion firms are not just in the business of selling clothing along with a variety of sidelines. Th ese companies must also sell a larger concept around which people can identify and distinguish themselves from others. Manlow defi nes the four main tasks of a fashion fi rm as creation of an image, translation of that image into a product, presentation of the product, and selling the product. Each of these processes is interrelated and each requires the eff orts of a variety of specialists, who are often in distant locations. Manlow shows how the design and presentation of fashion is infl uenced by changes in society, both cultural and economic. Information about past sales and reception of items, as well as projective research informs design, manufacturing, sales, distribution, and marketing decisions. Manlow offers a comprehensive view of the ways in which creative decisions are made, leading up to the creation of actual styles. She helps to defi ne the contribution fashion fi rms make in upholding, challenging, or redefi ning the social order. Readers will fi nd this a fascinating examination of an industry that is quite visible, but little understood.

Designing Digital Products for Kids: Deliver User Experiences That Delight Kids, Parents, and Teachers

by Rubens Cantuni

Childhood learning is now more screen-based than ever before, and app developers are flocking in droves to this lucrative and exciting market. The younger generation deserves the best, and growing up in a digital world has made them discerning and demanding customers. Creating a valuable user experience for a child is as complex and involved as when designing a typical app for an adult, if not more, and Designing Digital Products for Kids is here to be your guide. Author and designer Rubens Cantuni recognizes the societal importance of a high-quality and ethical app experience for children. There is room for significant improvement in this space, and Cantuni helps you optimize it. Designing Digital Products for Kids walks hopeful developers through digital product design—including research, concept, design, release, marketing, testing, analyzing, and iterating—all while aiming to build specifically for children. Industry experts and their real-world advice are showcased in this book, along with careful advice for the ethics that go along with this unique market. These tips include complex needs regarding mental development, accessibility, conscious screen time limits, and content sensitivity. Children, parents, and teachers alike are hungry for more thoughtful players in the kids’ app space, and Designing Digital Products for Kids is your ticket to successfully developing and educating for the future. What You Will LearnDesign platforms specifically for children, to entertain and educate themWork with a complex audience of parents, teachers and kidsUnderstand how different monetization strategies work in this industry and why Who This Book Is ForUser experience designers, UI designers, product owners, teachers and educators, startup founders. The range of topics is so wide that anyone interested or involved in digital products could find something interesting to learn.

Designing Displays for Older Adults, Second Edition

by Richard Pak Anne McLaughlin

This book focuses on the design of displays and user interfaces for the older user. Aging is related to complex mental, physical, and social changes. While conventional wisdom says getting older leads to a decline, the reality is that some capabilities decline with age while others remain stable or increase. This book distills decades of aging research into practical advice on the design of displays. Technology has changed dramatically since the publication of the first edition. This new edition covers cutting-edge technology design such as ubiquitous touchscreens, smart speakers, and augmented reality interfaces, among others.

Designing Dynamic Organizations: A Hands-on Guide for Leaders at All Levels

by Jay Galbraith Diane Downey Amy Kates

Which business structures are best suited to the unpredictable 21st century? How can a business reconfigure itself with minimum disruption and maximum impact?Every executive grapples with problems of restructuring--and most need hands-on guidance to solve them. Based on Jay Galbraith&’s world-renowned approach to organization design and featuring a broad selection of practical tips and tools developed by Diane Downey and Amy Kates, Designing Dynamic Organizations gives business leaders at all levels everything they need to implement positive, progressive change.In this book, business executives will learn how to examine their choices by leading them systematically through these fundamental questions:Should we restructure to meet our strategic goals?What are the best structural options to achieve our success?What lateral processes are necessary to support the new structure?How do we staff the restructured organization to optimize results?Designing Dynamic Organizations includes examples and worksheets that pilot you through the essential steps of organizational design.

Designing Exceptional Organizational Cultures: How to Develop Companies where Employees Thrive

by Jamie Jacobs Hema Crockett

Designing Exceptional Organizational Cultures is a practical guide for HR and OD professionals which explains how to proactively design, build and foster a culture that creates employee and business success. For a company to outperform the competition and achieve sustainable business growth, it needs a high performing, engaged and committed workforce with the skills the business needs both now and in the future. Attracting, motivating and retaining top talent can't be done simply by attaching individual benefits to specific job roles. To be effective, companies need to build an exceptional company culture where people want to work and that allows them to develop and perform to their full potential. Designing Exceptional Organizational Cultures provides guidance on all elements of building a top performing culture including how to identify and define core company values and embed them throughout policies, processes and behaviours as well as how to create an organizational structure that leverages employees' strengths for optimum performance. It also covers how to assess what roles the business needs, how to recruit for future success and make the most of non-traditional hires as well as covering employee engagement, motivation, reward, diversity and Learning and Development (L&D). With practical examples, tips and advice throughout , this is crucial reading for anyone needing to build a culture that attracts the very best talent and achieve sustainable business growth.

Designing for Digital Transformation. Co-Creating Services with Citizens and Industry: 15th International Conference on Design Science Research in Information Systems and Technology, DESRIST 2020, Kristiansand, Norway, December 2–4, 2020, Proceedings (Lecture Notes in Computer Science #12388)

by Sara Hofmann Oliver Müller Matti Rossi

This book constitutes the thoroughly refereed proceedings of the 15th International Conference on Design Science Research in Information Systems and Technology, DESRIST 2020, held in Kristiansand, Norway, in December 2020. The 28 revised full research papers included in the volume together with 7 research-in-progress papers and 9 prototype papers, were carefully reviewed and selected from 93 submissions. They are organized in the following topical sections: digital public services; data science; design principles; methodology; platforms and networks; and service science. Due to the Corona pandemic this event was held virtually.

Designing For Interaction: Creating Innovative Applications and Devices

by Dan Saffer

Building products and services that people interact with is the big challenge of the 21st century. Dan Saffer has done an amazing job synthesizing the chaos into an understandable, ordered reference that is a bookshelf must-have for anyone thinking of creating new designs. " -- Jared Spool, CEO of User Interface Engineering Interaction design is all around us. If you've ever wondered why your mobile phone looks pretty but doesn't work well, you've confronted bad interaction design. But if you've ever marveled at the joy of using an iPhone, shared your photos on Flickr, used an ATM machine, recorded a television show on TiVo, or ordered a movie off Netflix, you've encountered good interaction design: products that work as well as they look. Interaction design is the new field that defines how our interactive products behave. Between the technology that powers our devices and the visual and industrial design that creates the products' aesthetics lies the practice that figures out how to make our products useful, usable, and desirable. This thought-provoking new edition of Designing for Interaction offers the perspective of one of the most respected experts in the field, Dan Saffer. This book will help you learn to create a design strategy that differentiates your product from the competition use design research to uncover people's behaviors, motivations, and goals in order to design for them employ brainstorming best practices to create innovativenew products and solutions understand the process and methods used to define product behavior It also offers interviews and case studies from industry leaders on prototyping, designing in an Agile environment, service design, ubicomp, robots, and more.

Designing for Play (Routledge Revivals)

by Barbara E. Hedricks

This title was first published in 2001. Architects, landscape designers, builders, gardeners and teachers have all at some time been called upon to design a play area. Unfortunately, this diversity has not resulted in a similar diversity of design solutions for this very problematic task. Despite a proliferation of "how to" books on this subject, playgrounds have remained virtually the same throughout the world since their creation over a century ago.This is not a "how to" design book. Instead, based on thirty years experience as a specialist play area designer, Barbara Hendricks details a radically new approach, applying cutting-edge thinking from child development and child psychology to find innovative design solutions, challenging the established notions of play provision. Covering key sociological, public policy, environmental and design issues, this book provides designers with an exploration of, and guide to, designing from a "child's eye" view of the world.Beautifully crafted and copiously illustrated with numerous examples of recently designed playgrounds, this book is not only stimulating and informative, but fun to read and seriously playful in itself.

Designing for the Circular Economy

by Martin Charter

The circular economy describes a world in which reuse through repair, reconditioning and refurbishment is the prevailing social and economic model. The business opportunities are huge but developing product and service offerings and achieving competitive advantage means rethinking your business model from early creativity and design processes, through marketing and communication to pricing and supply. Designing for the Circular Economy highlights and explores ‘state of the art’ research and industrial practice, highlighting CE as a source of: new business opportunities; radical business change; disruptive innovation; social change; and new consumer attitudes. The thirty-four chapters provide a comprehensive overview of issues related to product circularity from policy through to design and development. Chapters are designed to be easy to digest and include numerous examples. An important feature of the book is the case studies section that covers a diverse range of topics related to CE, business models and design and development in sectors ranging from construction to retail, clothing, technology and manufacturing. Designing for the Circular Economy will inform and educate any companies seeking to move their business models towards these emerging models of sustainability; organizations already working in the circular economy can benchmark their current activities and draw inspiration from new applications and an understanding of the changing social and political context. This book will appeal to both academia and business with an interest in CE issues related to products, innovation and new business models.

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