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    The social desirability effect in personality assessment of drink driving offenders

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    Background Driving under the influence of alcohol represents one of the main driving crimes and a risk to road safety and public health. In Portugal, if there are well-founded doubts about the psychological fitness to drive, the competent authority may determine a psychological assessment. The present study analyses the results in the Eysenck Personality Questionnaire - Revised (EPQ-R) in a sample with driving crimes under the influence of alcohol. Methods A sample of 76 male drivers (mean age around 43 years; age range = 26–60) underwent to a psychological assessment in the Mobility and Transports Institute, due to an official record of driving with a blood alcohol level of 1.2 g/l or more. The assessment included the EPQ-R, which examines three dimensions of personality - Psychoticism (P), Extroversion (E) and Neuroticism (N) and a Lie/Social Desirability scale (L). Results Drivers have committed around 3 crimes (range: 1–7) for drink driving in the past 10 years. Mean N (P < 0.001) and P (P < 0.001) scores were significantly lower, and mean L score (P < 0.001) was significantly higher compared to the Portuguese normative data of EPQ-R (783 men, ages between 16 and 60 years). Mean E score (P = 0.16) was not statistically different from the normative E score. Conclusions The social desirability (proneness for lying or faking good) had a significant influence on EPQ-R results, favouring dimensions that assess psychopathological functioning (N, P). Although this questionnaire is an objective method to assess personality in different normative contexts, its suitability has proved to be limited in drink driving offenders

    Embrace gamification for co-designing new solutions: a framework of “game principles”

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    Generating new solutions in innovative business environments requires engaging more collaboration-based practices to support the interaction and interchange of ideas among multi-stakeholders. Co-design is increasingly popular on these occasions. Combine with gamification, co-design provides a distinct set of playful approaches for unfolding challenges and generating solutions. Although many have explored gamification to organize co-design participation, it is still uncovered how games contribute to the design objectives. This paper demonstrates a framework of 'game principles' in a case study to understand further how gamification as a multi-principles system enhances the process of co-designing new solutions. Also, we provide insight for managers and facilitators on facilitating the co-design sections for innovation through the case study

    Traditional family ideology and women managers in tourism

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    This study analyzes the influence of family context and traditional family ideology in the construction of women managers as mothers and economically active individuals in the tourism sector in Portugal. 24 women with top positions in the hotel and travel industry were interviewed. Although some women have acknowledged the existence of penalties due to motherhood, most want motherhood as well as a career. Almost all interviewees use different strategies for reconciling work-family. However, most experience conflicts in this conciliation. In conclusion, the study reveals both signs of advances in the area of gender equality and signs of deep inequalities.This study analyzes the influence of family context and traditional family ideology in the construction of women managers as mothers and economically active individuals in the tourism sector in Portugal. 24 women with top positions in the hotel and travel industry were interviewed. Although some women have acknowledged the existence of penalties due to motherhood, most want motherhood as well as a career. Almost all interviewees use different strategies for reconciling work-family. However, most experience conflicts in this conciliation. In conclusion, the study reveals both signs of advances in the area of gender equality and signs of deep inequalities

    Managing severe dysgeusia and dysosmia in lung cancer patients: A systematic scoping review

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    Introduction: Lung cancer (LC) is highly prevalent worldwide, with elevated mortality. In this population, taste and smell alterations (TSAs) are frequent but overlooked symptoms. The absence of effective therapeutic strategies and evidence-based guidelines constrain TSAs’ early recognition, prevention and treatment (Tx), promoting cancer-related malnutrition and jeopardizing survival outcomes and quality of life. Objectives: To systematically review the literature on TSAs in LC patients, understand the physiopathology, identify potential preventive and Tx strategies and to further encourage research in this area. Methods: Literature search on English language articles indexed to PubMed, CINALH, SCOPUS and Web of Science using MeSH terms “Lung neoplasms”,”Dysgeusia”, “Olfaction Disorders”, “Carcinoma, Small Cell”,”Carcinoma, Non- Small-Cell Lung “Adenocarcinoma of Lung”,”Carcinoma, Large Cell”, and non-MeSH terms “Parageusia”, “Altered Taste”, “Smell Disorder”, “Paraosmia”, “Dysosmia”,”Lung Cancer” and “Oat Cell Carcinoma”. Results: Thirty-four articles were reviewed. TSAs may follow the diagnosis of LC or develop during cancer Tx. The estimated prevalence of self-reported dysgeusia is 35-38% in treatment-naïve LC patients, and 35-69% in those undergoing Tx, based on studies involving LC patients only. One prospective pilot trial and 1 RCT demonstrated a clinically significant benefit in combining flavor enhancement, smell and taste training and individualized nutritional counselling; a systematic review, 1 RCT and 1 retrospective study favored using intravenous or oral zinc-based solutions (150mg 2-3 times a day) for the prevention and Tx of chemotherapy (CT) and radiotherapy (RT) -induced mucositis and subsequent dysgeusia. Conclusions: This is the first review on dysgeusia and dysosmia in LC patients to our knowledge. We propose combining taste and smell training, personalized dietary counselling and flavor enhancement with oral zinc-based solutions (150mg, 2-3 times a day) during CT and/or RT in this population, in order to prevent and help ameliorate Txinduced dysgeusia and mucositis. However due to study heterogeneity, the results should be interpreted with caution. Developing standardized TSA measurement tools and performing prospective randomized controlled trials to evaluate their effect are warranted

    Estonia

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    This analysis of Estonia’s nation brand provides an overview of the origins, structure, and direction of Enterprise Estonia (EAS). Enterprise Estonia is responsible for the nation’s current perceptions by developing programmes which validate its vision as a digital society. Estonia was already being perceived as a digital society; it was thus incorporated into the nation brand strategy. Through optimization of its competitive advantages, Enterprise Estonia has successfully positioned the nation amid global competitors in terms of appeal and demand. Estonia has proven that nation branding works through consistent implementation of its Central Idea, establishing the desired reputation among internal and external target audiences. D2-Digital Demand© analysis of global searches for Estonia concurs that it is one of the fastest-growing European countries in terms of talent attraction. Estonia’s brand builders recognize the power in consistent nation branding and are leveraging their current position to accentuate other positive aspects of Estonia’s lifestyle, offering, and global contribution

    The common-sense assessment of sustainability

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    Products claiming sustainability benefits have been spreading all over the world in response, manly, to the consumer’s behavior change towards a healthier and more sustainable way of life. However, what guarantee do consumers have that the products they are consuming are in fact more sustainable? Apart from certified products, the consumer believes in a common-sense assessment of sustainability supported in part by self-declarations and allegations from designers, producers, and retailers focusing only in few aspects of the life cycle, and in some cases, misleading consumers through greenwashing approaches. This paper is part of a Ph.D. research aiming to support a transition to circular economy and sustainability through design. The authors explore in this article the consumer perceptions of sustainability in products and communication strategies adopted. The results will support the development of guidelines to promote a more effective design practice for the development of sustainable and circular economy-based products

    Sustainable collaborative design practices: Circular economy and the new context for a fashion designer

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    The change of models required to implement circular design brings real problems closer to the field of design education. The complexity of today’s world [8] favours the integration of systems, here a collaboration between the non-governmental organisation and university. Our understanding of sustainability requires understanding how affects everything in our lifestyle, governing and social corporate strategies adopted [1]. Innovation requires creativity, critical analysis and ethics, to understand the complexity of social behaviour, technology and business [6]. To observe that local and global issues are closely related [4] and solving design problems requires interdisciplinary teams, the praxis [3] and periphery, the dominated and primitive [2]

    Co-creation of new solutions through gamification: A collaborative innovation practice

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    This paper aims to explore the main implications of gamification approaches to collaborative innovation and particularly to co-creation, i.e. the interaction and interchange of ideas between users, customers, suppliers and other actors in the development of new solutions. Despite the few approaches attempting to make co-creation more ludic and accessible, researchers have yet to analyse the link between gamification and co-creation in an extensive manner. In order to better understand this unexplored relationship, empirical case research studies have been conducted with multi-actors participating in a real-life co-creation project through the deployment of a gamified method and tool (ideaChef®), as well as a combination of different instruments, involving speed meetings, workshops, debriefings and interviews. Besides advancing the body of knowledge on collaborative innovation practices and conceptualizing the relationship between gamification and co-creation, this paper provides important implications for managers on how multiple actors can be engaged and coordinated in such practices through gamification. The paper's main contribution lies in the suggestion that engagement goes hand in hand with coordination, and that a combination of both will be the best strategy for co-creating new solutions through gamification

    Knowledge management and gamification in pharma: An approach in pandemic times to develop product quality reviews

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    The Pharma sector is a much-regulated market, and this means that this industry must test their products to comply with existing standards to assure the required level of quality and safety before being authorized to lunch those products to the market. Supply chains, data integrity, and tightening regulations are just examples of business process issues that affect quality strategies on a day-to-day basis. Besides, regulatory bodies are increasingly focused not only on compliance but also on building a culture of quality management. In this domain, the Quality Management System (QMS) is a well-known system to support processes, procedures, and responsibilities for achieving quality policies and objectives. The QMS also drives consistent metrics, risk calculations, and other trend analysis in developing periodical Product Quality Reviews (PQRs), usually corresponding to one year periods, related to the product and with its active substance. The PQRs development process requires proper management of knowledge so that it can be replicated in different activities. This paper proposes the adoption of Gamification techniques in each phase of PQRs. In pandemic times, it is importante to improve the performance of each activity, gathering the engagement of the employees. Gamification is usually related to employee motivation, which, in turn, is conducive to the achievement of better results in the organization. In this context, it is necessary to understand how the commitment of stakeholders evolves and if the application of Gamification techniques allows enhancing this variable, taking the evolution of the performance as another variable that could be evaluated. This paper focuses on innovation in the area of knowledge management, based on the projection of a Gamified model related to managing activities of a PQR development project at the level of the active substance. The paper presents a case study where the proposed model was applied to analyze the performance achieves in a national pharmaceutical industry in Portugal

    Cultural heritage, collaborative practices and sustainable fabric design: Ottoman Sultans’ life stories on jacquard design

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    In the textile industry, the jacquard weaving industry is an important branch. Jacquard weaving industry offers rich varieties thanks to computer-aided design system used in pattern design. In parallel to changing fashion trends and consumer perceptions, design of the jacquard fabric is as important as the technology used in design. In researches to determine fabric-designing trends, the cultural perceptions embraced by the society are used. Accordingly, the themes that reflect the experiences and practices of the society are incorporated in the fabric designs. The fact that the designer emphasizes the culture of society and uses it in fabric designs emphasizes the culturally rich design concept. The aim of this research is to emphasize the social phenomena by making new designs inspired by the life stories of Ottoman sultans in jacquard fabric designing. This study was performed by scanning method. The population of the study was the life stories of the Ottoman Sultans, while the sample of the study was the study of the life story of the Ottoman Sultan “Mehmed the Conqueror”. Stories from the life of Fatih Sultan Mehmed were compiled based on the resources available within the scope of the study. Rumeli Fortress and the Map to which the Sultan attached importance, were determined as the theme. Jacquard weaving technique and the fabric patterns are created from in line with the themes and designed in detail from sketching phase to digital design phase and produced as jacquard fabric. In this study, the fabric designs and the images of the fabrics produced are included

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