6,737 research outputs found
A Consumer-Centric Open Innovation Framework for Food and Packaging Manufacturing
This article has been archived following written permission from IGI Global.Closed innovation approaches have been employed for many years in the food industry. But, this sector recently perceives its end-user to be wary of radically new products and changes in consumption patterns. However, new product development involves not only the product itself but also the entire manufacturing and distribution network. In this paper, we present a new ICT based framework that embraces open innovation to place customers in the product development loop but at the same time assesses and eventually coordinates the entire manufacturing and supply chain. The aim is to design new food products that consumers will buy and at the same time ensure that these products will reach the consumer in time and at adequate quantity. On the product development side, our framework enables new food products that offer an integrated sensory experience of food and packaging, which encompass customization, healthy eating, and sustainability
Open dialogues for business model innovation
This thesis was previously held under moratorium from until 20th June 2018 until 30th July 2021.A growing body of research is highlighting how open innovative business models support the growth and economic success of new ideas and technologies. In this Ph.D., building on an action research study in SMEs, I develop the Open Business Model Innovation Framework that accounts for the interactions between value creation and active participation in the development of unmet needs to new business formations. I begin to unpack the process of open business model innovation development supporting the ability of SMEs to build and re-build their businesses.A growing body of research is highlighting how open innovative business models support the growth and economic success of new ideas and technologies. In this Ph.D., building on an action research study in SMEs, I develop the Open Business Model Innovation Framework that accounts for the interactions between value creation and active participation in the development of unmet needs to new business formations. I begin to unpack the process of open business model innovation development supporting the ability of SMEs to build and re-build their businesses
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Introduction
This book brings together for the first time the collected wisdom of international leaders in the theory and practice in the emerging field of cultural heritage crowdsourcing. It features eight accessible case studies of groundbreaking projects from leading cultural heritage and academic institutions, and four thought-‐provoking essays that reflect on the wider implications of this engagement for participants and on the institutions themselves
Living Innovation Laboratory Model Design and Implementation
Living Innovation Laboratory (LIL) is an open and recyclable way for
multidisciplinary researchers to remote control resources and co-develop user
centered projects. In the past few years, there were several papers about LIL
published and trying to discuss and define the model and architecture of LIL.
People all acknowledge about the three characteristics of LIL: user centered,
co-creation, and context aware, which make it distinguished from test platform
and other innovation approaches. Its existing model consists of five phases:
initialization, preparation, formation, development, and evaluation.
Goal Net is a goal-oriented methodology to formularize a progress. In this
thesis, Goal Net is adopted to subtract a detailed and systemic methodology for
LIL. LIL Goal Net Model breaks the five phases of LIL into more detailed steps.
Big data, crowd sourcing, crowd funding and crowd testing take place in
suitable steps to realize UUI, MCC and PCA throughout the innovation process in
LIL 2.0. It would become a guideline for any company or organization to develop
a project in the form of an LIL 2.0 project.
To prove the feasibility of LIL Goal Net Model, it was applied to two real
cases. One project is a Kinect game and the other one is an Internet product.
They were both transformed to LIL 2.0 successfully, based on LIL goal net based
methodology. The two projects were evaluated by phenomenography, which was a
qualitative research method to study human experiences and their relations in
hope of finding the better way to improve human experiences. Through
phenomenographic study, the positive evaluation results showed that the new
generation of LIL had more advantages in terms of effectiveness and efficiency.Comment: This is a book draf
Value Creation in Innovations Crowdsourcing. Example of Creative Agencies
Innovations are crucial for most of the companies to survive. However, the concept of innovation has become broader, including new forms of open innovation, such as crowdsourcing. The aim of this paper is to define the business model of a crowdsourcing-driven organization to create value. Empirical research consists of case studies on current crowdsourcing platforms, focus groups with potential crowd members and in-depth interviews with potential customers of creative agencies. Best practices were combined with solutions for closing the most significant gaps in order to create a successful business model. The developed model suggests separating the crowd into free users and an empowered core team and enabling collaboration. Moreover, an innovative motivational model is introduced. Due to a three-step sequence of solution/idea generation, superior value is proposed to the customer. Another competitive advantage should be flexibility and adaptability to the customer’s needs. The paper is original since extended analysis of all crowdsourcing stakeholders is delivered. It also has practical value proposing a business model for creative agencies
Innovation Initiatives in Large Software Companies: A Systematic Mapping Study
To keep the competitive advantage and adapt to changes in the market and
technology, companies need to innovate in an organised, purposeful and
systematic manner. However, due to their size and complexity, large companies
tend to focus on maintaining their business, which can potentially lower their
agility to innovate. This study aims to provide an overview of the current
research on innovation initiatives and to identify the challenges of
implementing the initiatives in the context of large software companies. The
investigation was performed using a systematic mapping approach of published
literature on corporate innovation and entrepreneurship. Then it was
complemented with interviews with four experts with rich industry experience.
Our study results suggest that, there is a lack of high quality empirical
studies on innovation initiative in the context of large software companies. A
total of 7 studies are conducted in such context, which reported 5 types of
initiatives: intrapreneurship, bootlegging, internal venture, spin-off and
crowdsourcing. Our study offers three contributions. First, this paper
represents the map of existing literature on innovation initiatives inside
large companies. The second contribution is to provide an innovation initiative
tree. The third contribution is to identify key challenges faced by each
initiative in large software companies. At the strategic and tactical levels,
there is no difference between large software companies and other companies. At
the operational level, large software companies are highly influenced by the
advancement of Internet technology. Large software companies use open
innovation paradigm as part of their innovation initiatives. We envision a
future work is to further empirically evaluate the innovation initiative tree
in large software companies, which involves more practitioners from different
companies
Crowdsourcing as production model that uses collective intelligence, the collaborative culture and the formation of communities
Purpose – It has been verified that companies are using crowdsourcing to carry out tasks related with the market, concentrating on three main areas: product development, advertising and promotion and market research. This study aims to carry out qualitative research using the case study method. The analysis unit that will be used will be marketing activities based on crowdsourcing. Finally, the study subjects used to understand the phenomenon are Coca Cola, PepsiCo, Netflix and Amazon. Design/methodology/approach – For this study, the decision was made to use the case study method due to its qualitative character. Thus, the analysis unit of the study is composed of the activities of the company investigated related to the activities of the marketing information system. For this study, a unique case study was used. The object companies were Coca Cola, PepsiCo, Netflix and Amazon. Findings – A significant number of advantages are therefore perceived for companies that adopt mass collaboration practices in the research and development of products. The strategic importance of this concept for companies that launch themselves into these surprising endeavors is ever more clear and consolidated in their planning. It is up to those sectors that are responsible for communication to think of strategies that incorporate the collaborative work of consumers into their actions. Research limitations/implications – The study presents some limitations that give rise to the opportunity to embark on future studies. As it is an exploratory study, there was no validation of causality between variables, which may diminish the empirical value of the findings. In this context, the sample is small and non-probabilistic, which on one hand made applying the interviews in the field study viable, but on the other does not enable the results to be generalized. Practical implications – The transfer of power to crowds of consumers has led to a reduction in costs. This combination of innovative and cost reduction constitutes value innovation, a basic factor for customer retention, standing apart from the competition and obtaining appreciable results, thus reducing mortality. Social implications – A collaborative action is an integrated marketing and communication action. In the same way, using bloggers to evaluate products today is a basic form of research and development, networking and communication with consumers, who become co-creators of products and services, as well as interlocutors with those responsible for corporate communication. Originality/value – A significant number of advantages are therefore perceived for companies that adopt mass collaboration practices in the research and development of products. The strategic importance of this concept for companies that launch themselves into these surprising endeavors is even more clear and consolidated in their planning. It is up to those sectors that are responsible for communication to think of strategies that incorporate the collaborative work of consumers into their actions
Towards a classification framework for social machines
The state of the art in human interaction with computational systems blurs the line between computations performed by machine logic and algorithms, and those that result from input by humans, arising from their own psychological processes and life experience. Current socio-technical systems, known as ‘social machines’ exploit the large-scale interaction of humans with machines. Interactions that are motivated by numerous goals and purposes including financial gain, charitable aid, and simply for fun. In this paper we explore the landscape of social machines, both past and present, with the aim of defining an initial classificatory framework. Through a number of knowledge elicitation and refinement exercises we have identified the polyarchical relationship between infrastructure, social machines, and large-scale social initiatives. Our initial framework describes classification constructs in the areas of contributions, participants, and motivation. We present an initial characterization of some of the most popular social machines, as demonstration of the use of the identified constructs. We believe that it is important to undertake an analysis of the behaviour and phenomenology of social machines, and of their growth and evolution over time. Our future work will seek to elicit additional opinions, classifications and validation from a wider audience, to produce a comprehensive framework for the description, analysis and comparison of social machines
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