27,101 research outputs found

    Design Fiction Diegetic Prototyping: A Research Framework for Visualizing Service Innovations

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Purpose: This paper presents a design fiction diegetic prototyping methodology and research framework for investigating service innovations that reflect future uses of new and emerging technologies. Design/methodology/approach: Drawing on speculative fiction, we propose a methodology that positions service innovations within a six-stage research development framework. We begin by reviewing and critiquing designerly approaches that have traditionally been associated with service innovations and futures literature. In presenting our framework, we provide an example of its application to the Internet of Things (IoT), illustrating the central tenets proposed and key issues identified. Findings: The research framework advances a methodology for visualizing future experiential service innovations, considering how realism may be integrated into a designerly approach. Research limitations/implications: Design fiction diegetic prototyping enables researchers to express a range of ‘what if’ or ‘what can it be’ research questions within service innovation contexts. However, the process encompasses degrees of subjectivity and relies on knowledge, judgment and projection. Practical implications: The paper presents an approach to devising future service scenarios incorporating new and emergent technologies in service contexts. The proposed framework may be used as part of a range of research designs, including qualitative, quantitative and mixed method investigations. Originality: Operationalizing an approach that generates and visualizes service futures from an experiential perspective contributes to the advancement of techniques that enables the exploration of new possibilities for service innovation research

    Knowledge Transfer Needs and Methods

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    INE/AUTC 12.3

    Crafting better team climate: the benefits of using creative methods during team initiation

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    This study employs a mixed methods approach to investigate the effect of creative methods, the combinative use of model building and storytelling, during team initiation on team climate, a critical people-related factor in the management of collective innovation work. Qualitative analysis provides empirical evidence that creative methods benefit team initiation by raising participative confidence, engagement with the social environment as well as the team activities, friendly competition among team members, and by reducing fear of failure and habitual thinking. We also find support that the use of creative methods initiates and supports the development of positive team climate over the span of a team’s life. A quantitative comparison with two control groups using the 14-item team climate inventory (TCI) 13 weeks after the team initiation indicates that the test group has significantly higher values in all dimensions of the TCI than the two control groups. Overall, this examination informs the work of innovation managers and scholars with vital insights about the effectiveness of using creative methods during team initiation

    How do entrepreneurs learn and engage in an online community-of-practice? A case study approach

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    This paper investigates the ways in which entrepreneurs use communities of practice (CoPs) to express themselves, using narrative theory and rhetorical analysis, to gain insight into an electronic social network medium, namely, YoungEntrepreneur.com. In particular, the study focuses on CoPs themes, including why entrepreneurs engage in CoPs, what role the moderators and resident entrepreneurs can play in managing online CoPs, on communication rituals of the knowledge sharing through interactivity, and on ‘how to develop an intervention’ to maintain and stimulate entrepreneurs for engaging in an online community. Findings reveal that the topic title plays a major role in attracting people. Successful topics with successful conclusions (in terms of the original query that was answered) will not necessarily get high responses and vice versa. It is observed that the domain expert does not play a big role in keeping the discussion going. Finally, the study also discovered that entrepreneurs like to communicate in a story telling genre. A comprehensive set of engagement measurement tools are introduced to effectively measure the engagement in a virtual CoP, along with a classification to define and categorise discourse of messages in terms of content and context, which allow practitioners to understand the effectiveness of a social networking site

    Using tablets for e-assessment of project-based learning

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    Technology is confirmed to be an effective tool for assessment and feedback, in particular for computer-assisted assessment (Irons, 2008; Challis, 2005), producing feedback (Heinrich et al., 2009) and publishing feedback (Bloxham and Boyd, 2007; Denton, 2003; Denton et al., 2008). The arrival of affordable mobile devices has introduced a new means for enhancing the above practices (Fabian and MacLean, 2014; Plimmer and Mason, 2006; Salem, 2013). Student preferences to smart phones and tablet devices steer the technological innovation towards ubiquitous mobile connectivity. Inspired by the benefits of such life and study style, educators have started exploring the use of these technologies. Tablet computers prove to become their preferred choice as they resolve some of the limitations associated with the design, readability and comprehensiveness of the feedback for mobile devices with smaller screens (Strain-Seymour, 2013, Rootman-le Grange and Lutz, 2013). This paper reports how tablets and the Form Connext mobile app have been used for engaging a sample of 300 Business Studies students in in-class online assessment and designing and providing timely comprehensive feedback. The study has followed an action research strategy that is grounded on a continuous and dynamic process of reflection (Carr and Kemmis, 2003) on the effectiveness of assessment of student projects documented electronically through wikis and electronic portfolios. It refines the use of tablets for summative and formative assessment of the project-based learning tasks through three review cycles, each of which incorporated a Reflection and Improvements stage. The experience resulted in enhancement of assessment strategies and contribution to the development of contemporary models of learning through effective assessment and feedback (Carr and Kemmis, 2003). The results of the work confirm that tablet computers are an effective tool in assessing e-materials in larger classes for two primary reasons. Firstly, design of e-forms facilitates rigorous process of reflection and understanding assessment criteria that in turn benefit students when preparing for the assessment. Hence, legible and detailed feedback is produced anytime anywhere with synchronous updates within the marking team. Secondly, students benefit from immediate comprehensive feedback allowing them to reflect on and improve their understanding of subject matters, as well as to engage in discussing specific details of the work that are captured through the form. An unexpected outcome was the enhanced reputation and respect to the tutors amongst students, the triggering of student curiosity and enthusiasm in applying similar approach to their own work. The diffusion for the practice amongst other units and identifying other purposes for which the mobile app could be used are also seen as achievements exceeding the expectations of the project team

    Master\u27s Project: DASHBOARD 2.0: A Visual Storytelling Mechanism to Inspire Relationship Building, Participation, & Collaboration for Storytelling

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    The Aloha+ Challenge Dashboard 2.0 project explores an inclusive, decolonizing approach to advance sustainability in Hawaiʻi through the value of data and communications to inspire action. Due to its isolated location, rich biodiversity and natural and cultural resources, and strong and committed leadership and communities, Hawaiʻi is uniquely positioned to be a leader in sustainability, and to develop placed-based practices for sustainable living that can inspire others to create unique sustainable practices for their communities. This project seeks to advance sustainability outcomes through developing innovative community data capture mechanisms and compelling data visualizations for the State’s online open-data Dashboard which tracks Hawaiʻi’s sustainability goals - the Aloha+ Challenge - and serves as a mechanism for transparency, accountability, and action. This next phase of the Dashboard will be called “Dashboard 2.0”. The increased interactivity and engagement of communities and the next generation in sustainability efforts will advance these sustainability goals that have global context and prepare the next generation of leaders to continue to create a more sustainable future for Hawaiʻi and beyond. The success of the innovation and development of the new features for Dashboard 2.0 will be measured by feedback from users including Hawaiʻi practitioners, government, students, educators, and civil society

    Increasing Purchase Intention for Social Enterprise Product Through Re-Designing Product Packaging with Neuromarketing Approach (Case study: Cireundeu Indigenous Community)

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    Abstract. The primary purpose of this paper is to explore how redesigning product packaging can increase customer purchase intention. The uniqueness of this research is the use of neuromarketing principles in redesigning product packaging, and the context that will be discussed is a social enterprise product. The methods used are mixed methods consisting of qualitative methods, experimental design, and quantitative methods. The principle of neuromarketing discussed in this study is eye-tracking. The quantitative research will then test the relationship between product packaging and purchase intention. A new packaging design was created for RASI product. For a long time, RASI (Beras Singkong or Cassava Rice) has been an iconic product for Cireundeu due to its heritage and unique culture. The eye-tracking experiments strongly correlate the new packaging design and product purchase intention. This article resulted in a new packaging design by applying the neuromarketing principle in a social setting.Keywords: Design, product packaging, neuromarketing, purchase intention, social enterpriseAbstrak. Tujuan utama dari penelitian ini adalah untuk mengeksplorasi bagaimana mendesain ulang kemasan produk dapat meningkatkan niat beli dari pelanggan. Keunikan penelitian ini adalah penggunaan prinsip neuromarketing dalam mendesain ulang kemasan produk, dan konteks yang akan dibahas adalah produk kewirausahaan sosial. Metode yang digunakan adalah metode campuran yang terdiri dari metode kualitatif, desain eksperimen, dan metode kuantitatif. Prinsip neuromarketing yang dibahas dalam penelitian ini adalah eye-tracking. Penelitian kuantitatif kemudian akan menguji hubungan antara kemasan produk dengan niat beli. Desain kemasan baru diciptakan untuk produk RASI. Untuk waktu yang lama, RASI (Beras Singkong) telah menjadi produk ikonik dari Kampung Adat Cireundeu. Eksperimen pelacakan mata sangat berkorelasi dengan desain kemasan baru dan niat pembelian produk. Artikel ini menghasilkan desain kemasan baru dengan menerapkan prinsip neuromarketing dalam lingkungan sosial.Kata kunci: Desain, kemasan produk, intensi membeli, kewirausahaan sosial, eye-trackin
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