Students will be trained in the tools and techniques of fieldwork, participatory research, and qualitative data analysis. Our approach will be an iterative one in which we will regularly refine our codes and analytical themes based on the emergent patterns in the field notes. We will use a software platform (www.dedoose.com) that will enable us to approach the analytical challenge together as a team. The tasks of analysing field notes and then coding them in preparation for writing analytic memos will take up the major portion of our in-class time. This research training will be excellent preparation for anyone taking on an independent study or thesis which involves primary research. Participants in the task force will be required to undertake regular visits to for interviews and field visits around Singapore. However, research methodologies will have to be adapted to suit the circumstances of the pandemic, and this may include an online qualitative research process.
By the end of this course, students will be able to:
- Explain the key concepts and frameworks used in brand management decisions
- Understand the elements that comprise brand equity and how brand equity is built and managed
- Describe the key stages of the brand management process
- Apply the use of brand audits to evaluate brands
- Understand the behavioural dimensions of brand relationships with customers
- Analyze and evaluate brand strategies used in different contexts covering consumer, business-to-business, services and non-profit organizations.
- Understand the challenges and opportunities of extending the brand in international marketing environments
By the end of this course, students will be able to:
- Demonstrate a deep understanding of the key concepts in Strategic Management in Digital Media and
- Entertainment E-Commerce Ecosystem (DMEEE).
- Identify key learning and experiences from the real-life strategic business challenge proposed by Mediacorp.
- Explain how changes in the DMEEE could lead to new high-growth opportunities for Singapore.
- Explain how the differences in the consumer consumption of digital media, entertainment and e-commerce for Asians and non-Asians will impact the
digital strategy in DMEEE
- Identify and analyze potential strategic business opportunities in Asia.
- Develop an innovative digital strategy to compete in DMEEE in Asia.
Upon completion of the course, students will be able to:
- Practice problem solving skills.
- Read UML sequence and class diagrams.
- Apply basic concepts of Object Orientation to a given scenario/context.
- Apply good programming practices and design concepts to develop software.
- Appreciate the role of algorithms and in problem solving.
Students proposed a digital platform for users to source the most cost-efficient rental of construction logistics, that is meant to digitise the entire procurement process of construction logistic reservation, save time, and help users to discover the best price from all suppliers in the market.
The project will focus on evaluating problems faced by the accounting/finance and other functions of one company in an Asian country and recommending/applying solutions to these problems.
Students conceptualised a real-time (with monthly updates) employee performance tracking tool across the 6 different functions. The output was in the form of a dashboard designed using visualization software, which provided insight for top management to encourage and reward efficient behavior and top performers.
To facilitate better decision-making in the Business Banking Sales Performance Management, students designed a dashboard analysis for their senior management, provided a benchmark scorecard model from other emerging business banks, and proposed a new KPI model that is more encouraging, more achievable and more effective for sales people to achieve bank targets.
To digitally transform the business of their wholesale banking services, students conducted cross-comparison studies on the cutting-edge practices in digital transformation done by banks around the world (including Asia) on wholesale banking. In addition, students explored the accounting implications of having more developed systems, and devised feasible recommendations on what they could or should do in terms of digital transformation for the wholesale banking division.
Students provided perspectives on how to penetrate the education industry even further with the end goal of increasing customer base as well as creating stickiness. In addtion, students proposed business plans on how the project organisation could penetrate the education industry even further by penetrating its customer's supply chains and ecosystem, both from retail and business perspectives.
Upon finishing the course, a student will be able to:
- Familiarize students with software design and systems thinking skills and instil an appreciation for the value of software architecture.
- Design the architecture for an end-to-end IT Solution.
- Understand and implement architectural styles and design patterns for software systems.
- Use standard practices in documenting system architectures using views and perspectives.
- Impact analysis to understand the implications of design choices.
Students developed an architecture and prototyped a hotel booking platform system that aims to customise and serve their target audience, with flexible provisioning of hotel search and pricing constructs.
Objectives:
- Understand concepts related to Cyber-Physical Systems and their essential elements
- Appreciate the unique challenges and complexities faced in computing for the natural world
- Apply the necessary skills to design and develop a Cyber-Physical System
- Create a Cyber-Physical Systems prototype to conquer a real-world societal challenge
- Think deeply and broadly about the various ways in which Cyber-Physical Systems can make immense impact in society, especially to those in need
Students developed digital solutions for elderly residents, especially for those living alone in rental flats, on how they can get access to help with ad-hoc tasks such as fixing electrical appliances, moving furniture, buying groceries etc.
Students developed a chatbot prototype for the SMU-X department, to reduce the number of queries they received from students and the community. They also developed a digital prototype for the makerspace that help track item removals, and facilitate the borrowing (and returning) of makerspace equipment.
Students developed solutions and prototyped for a digital payment system that can be made accessible to groups which do not have access to smartphones and/or internet connection.
Students will receive close guidance and supervision from the instructor, including frequent feedback and in-person consultations. They will also receive practical feedback from ALN on their commentaries, including the usefulness of their research and analysis.
Students will also be able to gain insights into the legal tech industry, as well as how to market themselves as part of practice, through discussions with ALN personnel.
Ultimately, this course aims to provide students with the ability and self-confidence to evaluate cultural policy in varying contexts, and to analyse and critique new policy initiatives for the arts and cultural industries as they arise.
This course will help:
- Introduce students to the entrepreneurship scene in the city to visit.
- Students develop an understanding of the factors and ecosystem leading to a start-up.
- Inspire student entrepreneurs to start their own venture.
- Students understand how to start a technology company.
- Students to build relationships with the organisations we will visit.
Students researched on market feasibility and proposed a go-to-market strategy on how to expand regionally, including finding out the various requirements and expansion steps (license, cost, tax etc) to operate business in various countries.