Keyphrases
Design Students
76%
Industrial Design
71%
Entrepreneurs
65%
4-step
65%
Design Project
65%
Product Lifetime
38%
Design Process
38%
Problem-based Learning
32%
Design Approach
32%
Second-hand Product
32%
Design Skills
21%
Design Activity
20%
Digital Age
16%
Digital Transformation
16%
Furniture Industry
16%
Organizational Knowledge
16%
Custom-made
16%
Professional Master's Degree
16%
Second-hand Shops
16%
Accommodation Mechanism
16%
Supplier Interaction
16%
Shape Grammar
16%
Design Language
16%
Knorr
16%
Product Users
16%
User Perspective
16%
Structured Literature Review
16%
Design Solutions
16%
Interdisciplinary Problem
16%
Textual Stimuli
16%
Second-hand Shopping
16%
New Product Development Projects
16%
Three-field
16%
Entrepreneurial Process
16%
Aalborg
16%
Human-centred Approach
16%
Increasing Complexity
16%
Framing Processes
16%
New Product Development
16%
Visual Board
16%
Cross-fertilization
16%
Process Perspective
16%
Interior Product
16%
Product Positioning
16%
Product Uniqueness
16%
Material Engagement Theory
16%
Supply Chain Ecosystem
16%
Childrens
16%
Mass Customization
16%
Professional Designers
16%
Postdigital
16%
BCI Game
16%
ICT for Sustainability
16%
Evidence-based Design
16%
Renewing
16%
Entrepreneurship
16%
Design Management
16%
Entrepreneurial Management
16%
Business Model Design
16%
Planned Obsolescence
16%
Mobile Digital Technologies
16%
Smartphone Industry
16%
Strategic Business Model
16%
Product Features
16%
Reflection Point
16%
Product Evolution
16%
Project-based Learning (PjBL)
16%
Design Morphology
16%
Laver
16%
Stone Industry
16%
Local Thinking
16%
Innovation Management
16%
Chair Design
16%
Parametric Model
16%
Service Design
16%
Aristotle
16%
Transition Tool
16%
Knowledge Sharing
16%
Automated System
16%
Material Solutions
16%
Material Situation
16%
Problematization
16%
KPI Framework
16%
Development Perspectives
16%
Lean Startup
16%
Repair Practices
16%
Product Development
16%
Longevity Study
16%
Interview Tool
16%
Distributed Manufacturing
16%
Generative Process
16%
Freecycle
16%
Market Design
16%
Complex Problem Solving
16%
Emotional Design
16%
Recovery Device
16%
Connected Products
16%
Medical Devices
16%
Stroke Rehabilitation
16%
Research Training
16%
Social Sciences
Case Study
100%
Industrial Design
74%
Semi-Structured Interview
65%
Problem-Based Learning
63%
Consumers
53%
Entrepreneurship
49%
Design Education
46%
Decision Making
39%
Business Model
35%
Best Practice
32%
Simultaneous Engineering
32%
Supply Chain Management
32%
Theses
32%
Open-Innovation
32%
Charity
32%
Scientific Methods
26%
Personnel
24%
Digitalization
24%
Conceptual Framework
24%
Evidence-Based
21%
Start-up Company
21%
Interdisciplinary Approach
20%
Educational Environment
19%
Activity Learning
16%
Entrepreneurial Strategy
16%
Corporate Entrepreneurship
16%
Research Training
16%
Supply Management
16%
Interdisciplinarity
16%
Finnish
16%
Mobile Phones
16%
Product Design
16%
Postgraduate Courses
16%
Educational Objectives
16%
Hybridity
16%
Project-Based Learning
16%
Mood
16%
Digital Transformation
16%
Working Group
16%
Product Development
16%
Development Policy
16%
University Teacher
16%
Furniture
16%
Technological Change
16%
Competitive Advantage
16%
Furniture Industry
16%
Documents
16%
Extended Case Method
16%
Student Knowledge
16%
Pricing
16%
Quasi Experiment
16%
Electronics Industry
16%
Denmark
16%
Product Redesign
16%
Team Design
16%
Material Testing
16%
Multinational Corporation
16%
Student Experience
16%
Management Audit
16%
Consumer Acceptance
16%
Sustainable Lifestyle
16%
Ownership
16%
Circular Economy
16%
Consumer Behavior
16%
Danish
10%
Digital Education
9%
Brand Management
8%
Global Marketing
8%
Consumer Goods Industry
8%
Marketing Strategy
8%
Engineering Education
8%
Discipline Areas
8%
Longitudinal Analysis
8%
Public Sector
8%
Andragogics
8%
Educational Programmes
6%
Digitization
5%
Research Design
5%
Program Management
5%
Doctoral programs
5%
Behavioural Science
5%
Innovation Management
5%
Quantitative Research Method
5%
Startup
5%
Information Services
5%
Masters Degrees
5%
Academic Teaching Personnel
5%
Generalizable
5%
Electronic Learning
5%
Research Ethics
5%
Small and Medium-Sized Enterprise
5%
Design Management
5%
Technology Development
5%
Social Sciences
5%
Qualitative Research Method
5%
Computer Science
Case Study
76%
Perceived Control
32%
Digital Product
32%
Product Design
32%
Design Research
32%
Mass Customization
32%
Decision-Making
30%
collaborative design
28%
Parametric Model
24%
Centered Approach
21%
Problem-Based Learning
21%
Industrial Designer
21%
Design Activity
20%
Design Challenge
20%
Design Language
16%
Multiple Scenario
16%
Digital Transformation
16%
Sustainability Study
16%
Field Research
16%
Share Knowledge
16%
Facebook
16%
Framing Problem
16%
Emotional Design
16%
User Expectation
16%
Reasoning Model
16%
Organizational Knowledge
16%
Design Framework
16%
Product Manufacturer
16%
Practical Experience
16%
Best Practice
16%
Benchmarking
16%
Driven Approach
16%
Business Models
16%
Competitor Product
16%
Conduct Interview
16%
Research Project
16%
Learning Experiences
16%
User Experience
16%
Functional Feature
16%
Service Company
16%
Concrete Example
16%
Context Problem
16%
Development Stage
16%
Related Concept
16%
Design Solution
16%
Professional Activity
16%
In-Process
16%
Guiding Principle
16%
Generalizability
16%
Open Innovation
16%
Lived Experience
16%
Solution Space
16%
Feedback Loop
16%
Conceptual Model
16%
Theoretical Reflection
16%
Digitalization
16%
Mass Production
16%
social aspect
16%
Product Architecture
16%
Disruptive Technology
16%
Research Question
16%
Rapid Prototyping
16%
Academic Setting
16%
Rigorous Research
16%
Starting Point
16%
Problem Formulation
16%
Creative Production
16%
Environmental Organization
16%
Semistructured Interview
16%
Ongoing Development
16%
Project Proposal
16%
Visual Stimuli
16%
Negative Impact
16%
Design Practice
16%
Computational System
16%
Direct Experience
16%
Meaning Construction
16%
Critical Design
16%
Doctoral Education
16%
Resource Consumption
16%
Secondary Data
16%
Design Strategy
16%
Architectural Design
16%
Consumption Pattern
13%
Production Pattern
13%
Internal Organization
10%
Frame Problem
9%
Perceived Level
9%
Problem Situation
8%
Product Concept
8%
Human Thinking
8%
Rapid Development
8%
Human Capacity
8%
Organic Growth
8%
Quantitative Data
8%
Qualitative Data
8%
Engineering Education
8%
Strategic Level
8%
Digital Design
8%
Business Today
8%