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Michael Wörz erfüllte 26 Jahre lang das Amt und die Aufgabe des Referenten für Technik- und Wirtschaftsethik an den Hochschulen für Angewandte Wissenschaften des Landes Baden-Württemberg. Ihm war die Interdisziplinarität, die diese Aufgaben erfordern würde, in sein berufliches Stammbuch geschrieben. Ein Ingenieur, der Philosophie studierte und dort promovierte, der zudem sein wissenschaftliches Schaffen aus der Perspektive der Theorien eines Soziologen vorantrieb, hatte gelernt, interdisziplinär zu denken und zu arbeiten. Ihm fiel die Aufgabe zu, das zum Überleben künftiger Generationen fachübergreifende, notwendige Wissen in die akademische Ausbildung der Hochschulen für Angewandte Wissenschaften zu tragen, und das hat Michael Wörz über die Jahre seiner Amtszeit wahrlich getan. Neben diesen Aufgaben eines engagierten und innovativen Hochschullehrers war er auch in der Politik ein streitbarer Vertreter der Ethik und der Nachhaltigen Entwicklung, der geholfen hat, den Lehrenden an den Hochschulen den Weg zu bereiten.
Eine der Hauptaufgaben der Ethik als wissenschaftlicher Disziplin ist es, dem Menschen Entscheidungshilfen für Situationen zu geben, in denen jede denkbare Handlungsalternative Vor- und/oder Nachteile hat, die ohne Weiteres nicht gegeneinander abgewogen werden können. Diese Situation wird als "Dilemma" bezeichnet.
Dilemma-Situationen treten immer dann auf, wenn sich die moralisch-ethische Bewertung einer Situation von der Bewertung unterscheidet, die durch korrekte Anwendung der gesetzlichen Grundlagen vorgeschrieben wird. Menschen in der Verwaltung sind daher in besonderem Maße der Gefahr von Zielkonflikten ausgesetzt.
Welche Trends beeinflussen die Customer-Journey im B-to-B und wie wird sie in naher Zukunft aussehen? Dieser Beitrag wirft einen Blick auf zukünftige Trends, welche die Customer-Journey im B-to-B erheblich beeinflussen werden. Exemplarisch wird die Ausgestaltung und Optimierung der zukünftigen Customer-Journey mittels Lead-Profiling am Beispiel der Künstlichen Intelligenz aufgezeigt, bei der neue Technologien Daten nutzbringend verwenden. Darüber hinaus steht die Customer-Journey-Transformation im Mittelpunkt. Schließlich ist es doch gerade die komplexe Transformation der Customer-Journey, die aufgrund ihrer Komplexität häufig von den Unternehmen vernachlässigt wird.
The use of gamification in workplace learning to encourage employee motivation and engagement
(2019)
When we think about playing a game, be it a card game, board game, sport, or video game, we generally associate the act of playing with a positive experience like having fun, enjoying the interaction with others, or feeling a greater motivation to reach a certain goal. By contrast, workplace learning is often perceived as being dull. Employees are likely at some point in their career to find themselves stuck in a rigidly defined seminar for a long period of time or in front of their computer navigating through a mandatory e-learning course on a dry topic such as standards of business conduct of safety policies.
In recent years, organizations have tried to leverage the motivating quality of games for more serious learning contexts. Gamification entails transferring those elements and principles from games to nongaming context that improve user experience and engagement. In this chapter, we will specifically focus on the context of workplace learning.
The sound of brands
(2019)
The aim of this research paper is to both examine and conceptualise the concept of audio branding. Audio branding is an important part of the overall brand management concept and corporate identity. Strong brands ease the choice for customers and convey values and a certain quality promise. Branding is of vital importance. It needs to be acknowledged that only 0.004% of all outer stimuli reach the human consciousness. Therefore, audio branding is a way to further strengthen the overall brand awareness. This leads to an emotional connection with a brand.
This study strives to determine the characteristics of audio branding and to analyse the corporate audio branding of Audi. The result of this research study is the suggestion of the use of audio branding in a way that fits the overall brand picture. Otherwise, the brand communication is inconsistent, and this could lead to a misunderstanding of the brand values for customers. The analysis of the Audi corporate sound design might be beneficial for practitioners. The overall evaluation of the concept of audio branding contributes to the existing body of literature in branding.
Purpose – The purpose of this paper is to examine the mediating effect of psychological contract breach on the relationship between job insecurity and counterproductive workplace behavior (CWB) and the moderating effect of employment status in this relationship.
Design/methodology/approach – Data were collected from 212 supervisor–subordinate dyads in a large Chinese state-owned air transportation group. AMOS 17.0 software was used to examine the hypothesized predictions and the theoretical model.
Findings – The results showed that psychological contract breach partially mediates the effect of job insecurity on CWB, including organizational counterproductive workplace behavior and interpersonal counterproductive workplace behavior. In addition, the relationships between job insecurity, psychological contract breach and CWB differ significantly between permanent workers and contract workers.
Originality/value – The present study provides a new insight into explaining the linkage between job insecurity and negative work behaviors as well as suggestions to managers on minimizing the harmful effects of job insecurity.
In standardized sectors such as the automotive, the cost-benefit ratio of automation solutions is high as they contribute to increase capacity, decrease costs and improve product quality. In less standardized application fields, the contribution of automation to improvements in capacity, cost and quality blurs. The automation of complex and unstructured tasks requires sophisticated, expensive and low-performing systems, whose impact on product quality is oftentimes not directly perceived by customers. As a result, the full automation of process chains in the general manufacturing or the logistic sectors is often a sub optimal solution. Taking the distance from the false idea that a process should be either fully automated, or fully manual, this paper presents a novel heuristic method for design of lean human-robot interaction, the Quality Interaction Function Deployment, with the objective of the “right level of automation”. Functions are divided among human and automated agents and several automation scenarios are created and evaluated with respect to their compliance to the requirements of all process´ stakeholders. As a result, synergies among operators (manual tasks) and machines (automated tasks) are improved, thus reducing time-losses and increasing productivity.