26 research outputs found
Product/Brand co-creation methodology crossing marketing, design thinking, creativity and management: ideas(r)evolution
This thesis introduce a new innovation methodology called IDEAS(R)EVOLUTION that was developed
according to an on-going experimental research project started in 2007. This new approach to innovation
has initial based on Design thinking for innovation theory and practice.
The concept of design thinking for innovation has received much attention in recent years. This
innovation approach has climbed from the design and designers knowledge field towards other knowledge
areas, mainly business management and marketing. Human centered approach, radical collaboration,
creativity and breakthrough thinking are the main founding principles of Design thinking that were adapted
by those knowledge areas due to their assertively and fitness to the business context and market complexity
evolution. Also Open innovation, User-centered innovation and later on Living Labs models emerge as
answers to the market and consumers pressure and desire for new products, new services or new business
models. Innovation became the principal business management focus and strategic orientation.
All this changes had an impact also in the marketing theory. It is possible now to have better strategies,
communications plans and continuous dialogue systems with the target audience, incorporating their insights
and promoting them to the main dissemination ambassadors of our innovations in the market.
Drawing upon data from five case studies, the empirical findings in this dissertation suggest that
companies need to shift from Design thinking for innovation approach to an holistic, multidimensional and
integrated innovation system. The innovation context it is complex, companies need deeper systems then
the success formulas that “commercial “Design thinking for innovation “preaches”. They need to learn how
to change their organization culture, how to empower their workforce and collaborators, how to incorporate
external stakeholders in their innovation processes, hoe to measure and create key performance indicators
throughout the innovation process to give them better decision making data, how to integrate meaning and
purpose in their innovation philosophy. Finally they need to understand that the strategic innovation effort it
is not a “one shot” story it is about creating a continuous flow of interaction and dialogue with their clients
within a “value creation chain“ mindset; RESUMO:
Metodologia de co-criação de um produto/marca cruzando Marketing, Design Thinking, Criativity
and Management - IDEAS(R)EVOLUTION.
Esta dissertação apresenta uma nova metodologia de inovação chamada IDEAS(R)EVOLUTION, que foi
desenvolvida segundo um projecto de investigação experimental contínuo que teve o seu início em 2007. Esta
nova abordagem baseou-se, inicialmente, na teoria e na práctica do Design thinking para a inovação.
Actualmente o conceito do Design Thinking para a inovação “saiu” do dominio da area de conhecimento
do Design e dos Designers, tendo despertado muito interesse noutras áreas como a Gestão e o Marketing.
Uma abordagem centrada na Pessoa, a colaboração radical, a criatividade e o pensamento disruptivo são
principios fundadores do movimento do Design thinking que têm sido adaptados por essas novas áreas de
conhecimento devido assertividade e adaptabilidade ao contexto dos negócios e à evolução e complexidade do
Mercado. Também os modelos de Inovação Aberta, a inovação centrada no utilizador e mais tarde os Living
Labs, emergem como possiveis soluções para o Mercado e para a pressão e desejo dos consumidores para
novos productos, serviços ou modelos de negócio. A inovação passou a ser o principal foco e orientação
estratégica na Gestão.
Todas estas mudanças também tiveram impacto na teoria do Marketing. Hoje é possivel criar melhores
estratégias, planos de comunicação e sistemas continuos de diálogo com o público alvo, incorporando os seus
insights e promovendo os consumidores como embaixadores na disseminação da inovação das empresas no
Mercado
Os resultados empiricos desta tese, construídos com a informação obtida nos cinco casos realizados,
sugerem que as empresas precisam de se re-orientar do paradigma do Design thinking para a inovação, para
um sistema de inovação mais holistico, multidimensional e integrado. O contexto da Inovação é complexo, por
isso as empresas precisam de sistemas mais profundos e não apenas de “fórmulas comerciais” como o Design
thinking para a inovação advoga. As Empresas precisam de aprender como mudar a sua cultura
organizacional, como capacitar sua força de trabalho e colaboradores, como incorporar os públicos externos no
processo de inovação, como medir o processo de inovação criando indicadores chave de performance e obter
dados para um tomada de decisão mais informada, como integrar significado e propósito na sua filosofia de
inovação. Por fim, precisam de perceber que uma estratégia de inovação não passa por ter “sucesso uma vez”,
mas sim por criar um fluxo contínuo de interação e diálogo com os seus clientes com uma mentalidade de
“cadeia de criação de valor
A Human-Centric Approach to Software Vulnerability Discovery
Software security bugs | referred to as vulnerabilities | persist as an important and costly challenge. Significant effort has been exerted toward automatic vulnerability discovery, but human intelligence generally remains required and will remain necessary for the foreseeable future. Therefore, many companies have turned to internal and external (e.g., penetration testing, bug bounties) security experts to manually analyze their code for vulnerabilities. Unfortunately, there are a limited number of qualified experts. Therefore, to improve software security, we must understand how experts search for vulnerabilities and how their processes could be made more efficient, by improving tool usability and targeting the most common vulnerabilities. Additionally, we seek to understand how to improve training to increase the number of experts.
To answer these questions, I begin with an in-depth qualitative analysis of secure development competition submissions to identify common vulnerabilities developers introduce. I found developers struggle to understand and implement complex security concepts, not recognizing how nuanced development decisions could lead to vulnerabilities. Next, using a cognitive task analysis to investigate experts' and non-experts' vulnerability discovery processes, I observed they use the same process, but dier in the variety of security experiences which inform their searches. Together, these results suggest exposure to an in-depth understanding of potential vulnerabilities as essential for vulnerability discovery.
As a first step to leverage both experts and non-experts, I pursued two lines of work: education to support experience development and vulnerability discovery automation interaction improvements. To improve vulnerability discovery tool interaction, I conducted observational interviews of experts' reverse engineering process, an essential and time-consuming component of vulnerability discovery. From this, I provide guidelines for more usable interaction design. For security education, I began with a pedagogical review of security exercises to identify their current strengths and weaknesses. I also developed a psychometric measure for secure software development self-efficacy to support comparisons between educational interventions
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Mobile digital library acceptance
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Mobile digital library service could make students’ lives easier and may help academic libraries to enhance their image by offering their services through smartphones, which are very popular among students nowadays. However, the literature lacks a comprehensive theoretical framework to understand factors affecting the adoption of such a service. This research focused on factors affecting the intention to use a mobile digital library within the context of the UAE and explored features and services that would encourage students to adopt such technology. The research design considered users’ perspectives, comprised a number of phases and employed mixed methods. The first phase involved designing a preliminary prototype and framework based on the literature and the technology acceptance model (TAM). This prototype was used in the second (exploratory) phase as a stimulus material when students and librarians were interviewed in 10 focus groups. Based on their comments and views, factors that affect their intention were explored and hypotheses were generated. This exploratory phase allowed the development of a theoretical framework for mobile digital library adoption. Focus group results, card sorting methodology and usability testing produced a final prototype that was sent to all students at Zayed University within UAE with an experiential online questionnaire through e-mail. This testing phase was conducted to test the hypotheses and confirm the importance of the same factors extracted in the second phase. The results obtained from the 211 respondents supported a number of paths in the proposed theoretical framework. First, Perceived usefulness, Perceived ease of use, Mobile and web experience, Distinctiveness/prestige, and Trust were found significantly affecting the Behaviour intention directly. Second, Mobility, Library assistance, Interface design, and Social influence were found to affect the intention to use indirectly through Perceived ease of use. Finally, the relationship between Perceived ease of use and Perceived usefulness was found significant. The results lead for producing a final framework for mobile digital library acceptance consisting of seven external factors falling in the three general categories: interface characteristics, personal characteristics and system characteristics. It consists of Interface design, Social influence, Mobility, Library assistance, Distinctiveness/prestige, Mobile and web search experience and Perceived trust. This research contributed in understanding factors affecting mobile digital library adoption within the developing world
Front-Line Physicians' Satisfaction with Information Systems in Hospitals
Day-to-day operations management in hospital units is difficult due to continuously varying situations, several actors involved and a vast number of information systems in use. The aim of this study was to describe front-line physicians' satisfaction with existing information systems needed to support the day-to-day operations management in hospitals. A cross-sectional survey was used and data chosen with stratified random sampling were collected in nine hospitals. Data were analyzed with descriptive and inferential statistical methods. The response rate was 65 % (n = 111). The physicians reported that information systems support their decision making to some extent, but they do not improve access to information nor are they tailored for physicians. The respondents also reported that they need to use several information systems to support decision making and that they would prefer one information system to access important information. Improved information access would better support physicians' decision making and has the potential to improve the quality of decisions and speed up the decision making process.Peer reviewe
Proceedings of the 8th international conference on disability, virtual reality and associated technologies (ICDVRAT 2010)
The proceedings of the conferenc