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1. |
Record Nr. |
UNISA990001334730203316 |
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Autore |
BOCK, Charles |
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Titolo |
Quando era più facile amare / Charles Bock ; traduzione di Stefano Bortolussi |
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ISBN |
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Descrizione fisica |
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Collana |
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Disciplina |
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Collocazione |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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2. |
Record Nr. |
UNINA9910796585003321 |
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Autore |
Cohen Kenneth |
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Titolo |
They Will Have Their Game : Sporting Culture and the Making of the Early American Republic / / Kenneth Cohen |
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Pubbl/distr/stampa |
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Ithaca, NY : , : Cornell University Press, , [2017] |
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©2017 |
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ISBN |
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1-5017-5200-6 |
1-5017-1421-X |
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Descrizione fisica |
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Disciplina |
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Soggetti |
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Popular culture - United States - History - 19th century |
Popular culture - United States - History - 18th century |
Sports - Social aspects - United States - History - 19th century |
Sports - Social aspects - United States - History - 18th century |
Electronic books. |
United States Civilization 1783-1865 |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Previously issued in print: 2017. |
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Nota di bibliografia |
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Includes bibliographical references and index. |
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Nota di contenuto |
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Frontmatter -- Contents -- Illustrations -- Acknowledgments -- Introduction -- Part One. The Colonial Period -- 1. The Rise of Genteel Sport -- 2. A Revolution in Sporting Culture -- Part Two. The Early National Period -- 3. Sport Reborn -- 4. Prestige or Profit -- Part Three. The Antebellum Period -- 5. A Mass Sporting Industry -- 6. Sporting Cultures -- Epilogue -- Notes -- Index |
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Sommario/riassunto |
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In They Will Have Their Game, Kenneth Cohen explores how sports, drinking, gambling, and theater produced a sense of democracy while also reinforcing racial, gender, and class divisions in early America. Pairing previously unexplored financial records with a wide range of published reports, unpublished correspondence, and material and visual evidence, Cohen demonstrates how investors, participants, and professional managers and performers from all sorts of backgrounds saw these "sporting" activities as stages for securing economic and political advantage over others.They Will Have Their Game tracks the evolution of this fight for power from 1760 to 1860, showing how its roots in masculine competition and risk-taking gradually developed gendered and racial limits and then spread from leisure activities to the consideration of elections as "races" and business as a "game." Compelling narratives about individual participants illustrate the processes by which challenge and conflict across class, race, and gender lines produced a sporting culture that continued to grant unique freedoms to a wide range of society even as it also provided a basis for the normalization of systematic inequality. The result reorients the standard narrative about the rise of commercial popular culture to question the influence of ideas such as "gentility" and "respectability," and to put men like P. T. Barnum at the end instead of the beginning of the process, unveiling a new take on the creation of the white male republic of the early nineteenth century in which sporting activities lie at the center and not the margins of economic and political history. |
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3. |
Record Nr. |
UNINA9910813333403321 |
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Autore |
Chesnut Donald |
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Titolo |
UX for dummies / / by Donald Chesnut and Kevin Nichols |
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Pubbl/distr/stampa |
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West Sussex, England : , : John Wiley & Sons, , 2014 |
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©2014 |
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ISBN |
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1-118-85279-6 |
1-118-85271-0 |
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Edizione |
[1st edition] |
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Descrizione fisica |
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1 recurso en línea (339 p.) |
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Collana |
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Disciplina |
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Soggetti |
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Microcomputer workstations |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Includes index. |
"Making Everything Easier!." |
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Nota di contenuto |
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Contents at a Glance; Table of Contents; Introduction; About This Book; Foolish Assumptions; Icons Used in This Book; Beyond the Book; Where to Go from Here; Part I: Getting Started with UX; Chapter 1: Defining UX and the Process; What Is UX, Really?; The Promise of Good UX Design; UX Components; UX Is a Big Deal; How UX and Usability Work Together; Necessary UX Inputs; Considerations before Beginning UX; How a Typical Project Works; Chapter 2: Examining Why You Should Use UX; Realizing UX for All Channel Benefits; Understanding How UX Benefits Your Business |
Understanding How UX Impacts Your UsersChapter 3: Determining Your Users; User Experience versus Customer Experience; Gathering Data; Analyzing the Data to Create User Profiles; Prioritizing Who's Most Important; Bringing Users to Life through Personas; A Final Example; Building Upon Your Understanding; Chapter 4: Modeling the Experience; Creating User Scenarios; Understanding and Designing User Journeys; Chapter 5: Understanding UX as (R)evolution; Figuring Out Your Strategy; Defining a Sustainable Model; Advancing the Future with a UX Process; Part II: Components of Design |
Chapter 6: Taming the Beast: Understanding What You Do and Don't HaveAssessing Your Current and Future States; Surveying Your Competitors to Build a Better Experience; Defining and Prioritizing |
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Features and Requirements; Chapter 7: Developing Content Strategy; Defining Content and Content Strategy; Making Your Content Work; Understanding the Content Inventory and Audit; Interviewing Stakeholders for Content Requirements; Creating the Content Strategy Audit Report and Future-State Point of View (POV); Chapter 8: Designing the Content Strategy; Getting Started with Content Strategy |
Identifying the Necessary Content TypesCreating Experience-Level, Section-Level, and Page-Level Content Strategy; Creating a Content Model; Creating a Taxonomy; Identifying Content Life Cycles for Each Type of Content; Creating a Governance Model; Creating an Editorial Calendar and Production Tools; Chapter 9: Building the Information Architecture; Benefits of Good Information Architecture; Creating a Sitemap as the Framework of Your Experience; Constructing a Blueprint with Wireframes; Chapter 10: Designing for Specific Channels; Changing Trends in UX; Preparing Your Design for Multichannel |
Designing for Home Desktop, Laptop, and Large-Screen ComputersDesigning for Mobile Phones; Designing for Tablet Experiences; Designing UX for Other Channels; Considering the Role of Social Networks; Chapter 11: Diving into Visual Design; Wearing a UX Hat for Visual Design; Understanding the Basics of Visual Design; Conceptualizing Visual Design; Validating the Visual Design; Creating and Using Style Guides; Part III: Your UX in Action; Chapter 12: Testing: How It Can Save Your UX; Eight Common Testing Myths in UX; The Power of Prototypes; Deciding on Your Testing Strategy |
Using Participatory Design Testing Methods |
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Sommario/riassunto |
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Get up to speed quickly on the latest in user experience strategy and design UX For Dummies is a hands-on guide to developing and implementing user experience strategy. Written by globally-recognized UX consultants, this essential resource provides expert insight and guidance on using the tools and techniques that create a great user experience, along with practical advice on implementing a UX strategy that aligns with your organisation's business goals and philosophy. You'll learn how to integrate web design, user research, business planning and data analysis to focus your com |
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4. |
Record Nr. |
UNINA9910984651303321 |
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Autore |
Lee Joosung J |
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Titolo |
Technology Enterprise Business Models |
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Pubbl/distr/stampa |
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Sharjah : , : Bentham Science Publishers, , 2023 |
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©2025 |
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ISBN |
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Edizione |
[1st ed.] |
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Descrizione fisica |
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1 online resource (65 pages) |
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Soggetti |
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Technological innovations |
Entrepreneurship |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Nota di contenuto |
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Cover -- Title -- Copyright -- End User License Agreement -- Contents -- Preface -- ACKNOWLEDGMENTS -- Acknowledgements -- Introduction to Technology-Service Management: Servitization, Frameworks, and Servitization Trends -- INTRODUCTION: THE CONCEPT OF SERVITIZATION -- BENEFITS OF SERVITIZATION -- IDENTIFYING THE NEED FOR SERVITIZATION: YANDEX'S PSS -- The Gap Model of Service Quality -- 1. Knowledge Gap -- 2. Policy Gap -- 3. Delivery Gap -- 4. Communication Gap -- 5. Customer Gap -- THE SERVQUAL MODEL -- TYPES OF SERVITIZATION -- Product Oriented PSS: Product-Related Service (PRS) and Product-Related Advice (PRA) -- Use Oriented PSS: Product Lease, Product Sharing / Renting, Product Pooling and Pay-Per-Service -- Result Oriented: Outsourcing and Functional Result -- CONCLUSION -- REFERENCES -- Technology-Service Business Innovations through the Pandemic Era -- INTRODUCTION -- SERVITIZATION: DIGITALIZATION AND SUSTAINABILITY TAKING OVER THE PANDEMIC -- HEALTH- AND MEDICINE-RELATED INNOVATIONS -- Telehealth: Virtual Platforms for Medical Consultations -- Automated Diagnosis Platforms and Applications -- Health Condition Tracking Software and Wearables -- SERVITIZING MANUFACTURING INDUSTRY -- SERVITIZATION TAKING THE NEXT STEP: CASES OF FITNESS, AND CLOTHING RETAIL |
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INNOVATIONS -- Clothing Virtual Transformation Boom -- Virtual Workouts as the New Go-To Standard -- CONCLUSION -- REFERENCES -- Creating Customer-Oriented Online-Offline Business Models -- INTRODUCTION -- CUSTOMER EXPERIENCE: UNDERSTANDING THE IMPORTANCE -- SERVICE DESIGN: THE PRINCIPLES -- SERVICE DESIGN: PROCESS AND FRAMEWORKS -- Persona -- Service Blueprint -- CONCLUSION -- REFERENCES -- Technology-Service Convergence for Value Innovation and Social Welfare -- INTRODUCTION -- VALUE INNOVATION: UNDERSTANDING THE CONCEPT AND BACKGROUND. |
VALUE INNOVATION: SHOWCASING ADVANTAGES THROUGH REAL-LIFE CASES -- VALUE INNOVATION: IMPLEMENTING -- HEALTHCARE VALUE AND SOCIAL INNOVATION: SOUTH KOREA'S CASE ON TRADITIONAL KOREAN MEDICINE VALUE INNOVATION -- CONCLUSION -- REFERENCES -- Exemplary Cases of Servitization for Overcoming Crisis -- INTRODUCTION -- Coupang: E-Commerce Services Pandemic Boom -- MY REAL TRIP: SHIFTING TRAVEL PLATFORMS FOCUS TO VIRTUAL & -- DOMESTIC ROUTES -- RIDI BOOKS: FORMING LONG-TERM CUSTOMER RELATIONSHIPS BASED ON PSS -- Subject Index. |
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Sommario/riassunto |
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In the wake of the transformative global events since 2020, the economic landscape has undergone profound changes. Adapting to the new paradigms brought about by the pandemic requires innovative business models that seamlessly blend technology and offer hybrid online-offline services. This handbook is an essential guide for students and entrepreneurs navigating this evolving landscape. It equips readers with the knowledge and tools to create value and design effective online-offline business models that cater to the demands of the post-pandemic era. Key Themes: Technology-Service Management: Explore the concept of servitization, relevant frameworks, and the latest servitization trends that are reshaping industries. Business Innovations: Learn how businesses have leveraged technology and service-oriented approaches to thrive during and after the pandemic. Customer-Centric Models: Discover how to create business models that prioritize customer needs and preferences, effectively bridging the online and offline realms. Value Innovation: Explore how the convergence of technology and services drives value creation and contributes to social welfare. Real-World Examples: Gain insights from exemplary cases of servitization, illustrating how businesses have successfully overcome crisis situations. In an era defined by rapid change and uncertainty, this book empowers readers to harness the potential of technology-driven service models. Whether you're a student seeking to understand these shifts or an entrepreneur looking to adapt and innovate, this resource provides invaluable insights and practical guidance for the post-pandemic business landscape. |
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