6,985 research outputs found

    An Empirical Investigation on the Role of IT Materiality in Multidisciplinary Innovation

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    Knowledge needs to traverse through social and cognitive boundaries as it is transformed from information to innovation. Little is known, however, regarding what, if any, role various IT material constraints and affordances play in supporting multidisciplinary innovations involving the complexities of heterogeneous knowledge. The notion of affordance has been used in Human Computer Interaction (HCI) to describe the action opportunities afforded by IT functionalities. By IT materiality, we refer to a set of “features that provide opportunities for and constraints on actions” (Leonardi and Barley 2008). We propose and empirically test a model to address this gap by drawing from the concepts of affordance, social structure theory, and the design of IT functionalities. We hypothesize that the impact of cognitive heterogeneity on innovation performance will be mediated by knowledge coordination and perspective taking. Further, we hypothesize that this relationship will be moderated by the material affordances of IT

    Professionalising Organisational Communication Discourses, Materialities, and Trends

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    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge

    Business Models and Sustainable Development Goals

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    This Special Issue on “Business Models and Sustainable Development Goals (SDG)” presents five research studies that examine transformative business models designed to support the United Nations SDG Agenda for 2030. The studies examine SDGs from the firm to national levels. Every organization has a business model that defines how the organization is designed to function. It is the engine that powers an organization, defining the value proposition of the venture, how it balances resources with the ecosystem where it operates, and how it generates cash flow and creates value. Changes to an organization’s business model are recognized as a fundamental approach to implementing innovations for sustainability. The capability to transform or transition to new business models is an important source of competitive advantage, providing leverage to improve the performance of an organization. A sustainable business model includes pro-active management, monetary and non-monetary value for a broad range of stakeholders, and takes a long-term perspective. A sustainable business model is where change, success, and hope for our planet’s future rests

    The object of fashion : methodological approaches to the history of fashion

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    This essay considers the role of artefacts in the historical study of dress and fashion and suggests the existence of three different approaches. The field of history of dress and costume has a long tradition going back to the nineteenth century. It adopts the methodologies of art history and considers artefacts as central to the analysis of different periods and themes. In the last few decades the emergence of fashion studies has been interpreted as a distancing from artefacts. It is here claimed that fashion studies brought theoretical rigour and embraced a deductive methodology of analysis in which artefacts still played an important function. The final part of this essay introduces the reader to what I call the material culture of fashion, a hybrid methodology borrowed from anthropology and archeology in which the object is central in the study of social, cultural and economic practices that are time specific. It shows in particular the challenges and paybacks of such an approach

    Digital service innovation (DSI) : a multidisciplinary (re)view of its origins and progress using bibliometric and text mining methods

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    Purpose This paper studies the Digital Service Innovation (DSI) concept by systematically reviewing earlier studies from various scholarly communities. This study aims to recognize how recent advances in DSI literature from different research streams complement and can be incorporated into the growing digital servitization literature to define better and understand DSI. Design/methodology/approach After systematically identifying 123 relevant articles, this study employed complementary methods, such as author bibliographic coupling, linguistic text mining/textual analysis and qualitative content analyses. Findings This paper first maps the intellectual structure and boundaries of the DSI-related communities and qualitatively assesses their characteristics. These communities are (1) Innovation for digital servitization, (2) Service innovation in the digital age and (3) Adoption of novel e-services enabled by information system development. Next, the composition of the DSI concept is examined and depicted to comprehend the notion's critical dimensions. The findings discuss the range of theories and methods in the existing research, including antecedents, processes and outcomes of DSI. Originality/value This study reviews, extends the understanding of origins and critically evaluates DSI-related research. Moreover, the paper redefines and clarifies the structure and boundaries of the DSI-concept. In doing so, it elaborates on the substance of DSI and identifies the essential themes for its understanding and conceptualization. Thus, the study helps the future development of the concept and allows knowledge accumulation by bridging adjacent research communities. It helps researchers and managers navigate the foggy emerging research landscape.© Rodrigo Rabetino, Marko KohtamÀki and Tuomas Huikkola. Published by Emerald Publishing Limited. This article is published under the Creative Commons Attribution (CC BY 4.0) licence. Anyone may reproduce, distribute, translate and create derivative works of this article (for both commercial and non-commercial purposes), subject to full attribution to the original publication and authors. The full terms of this licence may be seen at http://creativecommons.org/licences/by/4.0/legalcodefi=vertaisarvioitu|en=peerReviewed

    Sustainability reporting: A systematic review

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    Sustainability reporting is measuring, disclosing, and being accountable to internal and external stakeholders for organizational performance toward sustainable development. Using the Systematic Quantitative Assessment Technique, this study reviewed 100 Sustainability Reporting (SR) articles published over the last decade. The intention is to provide insight into the various actions and progress made by the key participants and stakeholders regarding sustainable development and the quality and currency of sustainable reports from 2011 to 2020. Besides this primary objective, this review also sought to understand these SR articles' time distribution, geographic distribution, types, and data collection methods. A study of empirical evidence revealed that SR had attracted a lot more attention in recent years but what is not very clear is the level of commitment from the various stakeholders. The review also revealed the intertwining nature of the SR and sustainable development, which is further enhanced by adopting a robust accounting system. In this case, the Global Reporting Initiative (GRI) is the most acceptable, not without criticism. It is argued that the system does not give room for local realities that are often important in providing solutions to problems

    Designing physical-digital artefacts for the public realm

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    The exploration of new types of everyday interactions enabled by the increasing integration of digital technologies with the physical world is a major research direction for interaction design research (Dourish, 2004), and a focus on materials and materiality is also of growing significance, e.g.: Internet of Things; interactive architecture; the intersection of craft and technology. Increasingly, designer-researchers from a range of material-focused creative design disciplines are starting to address these themes. Previous studies indicate that new approaches, methods and concepts are required to investigate the evolving field of physical-digital synthesis in the built environment. Addressing this, the thesis asks one central question: What resources for design research can help practitioners and researchers from multiple creative design disciplines improve the design of physical-digital artefacts located in the public realm? A detailed Scoping Study explored experimental research methods for this thesis and produced an overview of physical-digital artefacts in outdoor public space. This scoping influenced the subsequent research: an in-depth field study of the design culture and practices of fifty material-focused designer-researchers; four case studies of physical-digital artefacts in outdoor public spaces; a formative creative design workshop with fourteen participants to test the findings from the research. The chief contribution of this thesis to interaction design research is the development of two resources for design research (the Experiential Framework and the Conceptual Materials for Design Research) and the practical application of these new tools as a method for design research in a simulated ‘real-world’ creative workshop setting. Both resources are intended to co-exist and be integrated with established design research methods and emerging approaches. Hence, the outputs from this thesis are intended to support designer-researchers from a range of creative design backgrounds to conceptualise and design physical-digital artefacts for urban outdoor public spaces that provide richer interaction paradigms for future city dwellers

    Serious Play Approaches for Creating, Sharing, and Mobilizing Tacit Knowledge in Cross-disciplinary Settings

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    abstract: Serious play—the notion of bringing the benefits of play to bear on work-related tasks—is receiving more attention as a remedy to many challenges of the modern knowledge economy. Exploring and defining the role of serious play approaches to facilitate collaborative problem-solving and value creation, this dissertation consists of four related research papers. The first research paper (RP1) reconciles three different conceptualizations of knowledge into a new theory of knowledge. This pluralistic definition allows knowledge to change character across the span of the value creation process. The paper further introduces a model called the Wheel of Knowledge (WoK) for mobilizing knowledge throughout the different knowledge conversions of the value creation process. The second research paper (RP2) advocates that serious play can scaffold and accelerate these knowledge conversion processes, it disaggregates existing serious play approaches, and starts to operationalize the WoK by using it to match different types of serious play approaches to different types of knowledge conversion challenges. The third research paper (RP3) validates the WoK by sorting the serious play literature according to how it applies to the different knowledge conversion processes. The paper provides a framework for ascertaining the applicability of serious play methods to specific knowledge conversion challenges and identifies under-explored research areas of the serious play field. The fourth research paper (RP4) tests the recommendations of RP3 by applying the LEGO¼ Serious Play¼ (LSP) method to a knowledge conversion challenge focused on tacit knowledge sharing. It reports on a mixed-methods, multi-session case study in which LSP was used to facilitate cross-disciplinary dialogue and deliberation about a wicked problem. Results show that LSP is particularly useful in the beginning of a value creation process and that it facilitates socialization and tacit knowledge sharing. Taken together the papers demonstrate the necessity, potential, and application of serious play as a catalyst for the knowledge conversion processes presented in the WoK. It is now clear that different serious play approaches are suitable as respectively: an accelerator for trust-building and collective creativity, as a conduit for iterative innovation, and as a way of making rote tasks more engaging.Dissertation/ThesisDoctoral Dissertation Design 201
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