11,047 research outputs found

    The value of design strategies for new product development: Some econometric evidence

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    Investments in design play a potentially significant role in new product development (NPD) although there is little unanimity on the most appropriate or effective design strategy. Previous case-study based studies have identified three alternative design strategies for NPD: design used as a functional specialism, design used as part of a multi-functional team and designer-led NPD. Using data on a large sample (c. 1300) of Irish manufacturing plants we are able to examine the effectiveness of each of these three design strategies for NPD novelty and success. Our analysis suggests that design is closely associated with success in NPD performance regardless of the type of strategy pursued. Adopting designer-led NPD, however, results in a much greater design effect on NPD performance than more functionally-oriented strategies. The impacts of design on NPD outcomes are also strongly moderated by other plant characteristics. For example, the beneficial effects of design on NPD outputs are only evident for plants which also engage in R&D. Also, while both small and larger plants do gain from using design as a functional specialism and as part of multi-functional teams, the additional benefits of design-leadership in the NPD process are only evident in larger plants.Design, new product development, design-led, manufacturing, Ireland

    An Agent-based approach to modelling integrated product teams undertaking a design activity.

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    The interactions between individual designers, within integrated product teams, and the nature of design tasks, all have a significant impact upon how well a design task can be performed, and hence the quality of the resultant product and the time in which it can be delivered. In this paper we describe an ongoing research project which aims to model integrated product teams through the use of multi-agent systems. We first describe the background and rationale for our work, and then present our initial computational model and results from the simulation of an integrated product team. The paper concludes with a discussion of how the model will evolve to improve the accuracy of the simulation

    An Experiential Comparative Tool for Board Games

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    In the field of game studies, contemporary board games have until now remained relatively unexplored. The recent years have allowed us to witness the emergence of the occasional academic texts focusing on board games – such as Eurogames (Woods, 2012), Characteristics of Games (Elias et al. 2013), and most recently Game Play: Paratextuality in Contemporary Board Games (Booth, 2015). The mentioned authors all explore board games from diverse viewpoints but none of these authors present a viable and practical analytical tool to allow us to examine and differentiate one board game from another. In this vein, this paper seeks to present an analytical comparative tool intended specifically for board games. The tool builds upon previous works (Aarseth et al. 2003; Elias et al. 2012; and Woods 2012) to show how four categories – rules, luck, interaction and theme – can interact on different levels to generate diverse gameplay experiences. Such a tool allows to score games objectively and separately in each of the categories to create a combined gameplay experience profile for each board game. Following this, the paper proceeds to present numerous practical examples of contemporary board games and how it can be used from a design perspective and an analytical perspective alike

    Why and When Consumers Prefer Products of User-Driven Firms: A Social Identification Account

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    Companies are increasingly drawing on their user communities to generate promising ideas for new products, which are then marketed as "user-designed" products to the broader consumer market. We demonstrate that nonparticipating, observing consumers prefer to buy from user-rather than designer-driven firms because of an enhanced identification with the firm that has adopted this user-driven philosophy. Three experimental studies validate a newly proposed social identification account underlying this effect. Because consumers are also users, their social identities connect to the user-designers, and they feel empowerment by vicariously being involved in the design process. This formed connection leads to preference for the firm's products. Importantly, this social identification account also effectively predicts when the effect does not materialize. First, we find that if consumers feel dissimilar to participating users, the effects are attenuated. We demonstrate that this happens when the community differs from consumers along important demographics (i.e., gender) or when consumers are nonexperts in the focal domain (i.e., they feel that they do not belong to the social group of participating users). Second, the effects are attenuated if the user-driven firm is only selectively rather than fully open to participation from all users (observing consumers do not feel socially included). These findings advance the emerging theory on user involvement and offer practical implications for firms interested in pursuing a user-driven philosophy. Data, as supplemental material, are available at http://dx.doi.org/10.1287/mnsc.2014.1999. (authors' abstract

    Innovation in Private Infrastructure Development Effects of the Selection Environment and Modularity

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    This study investigates how the selection environment and modularity affect innovation in private infrastructure development. Our findings stem from an in-depth empirical study of the extent ten process innovations were implemented in an airport expansion programme. Our findings suggest that developer and customers can each occasionally champion or resist innovations. An innovation succeeds contingent upon the capability of the stakeholder groups to develop collectively a plan to finance and implement the innovation, which reconciles subjective individual assessments. Innovations can be particularly hard to adopt when they require financing from different budgets, or when the developer’s investment pays off only if customers behave in a specified way in the future. We also find that the degrees of novelty and modularity neither represent sufficient or necessary conditions enabling or hindering innovation. Novelty, however, makes the innovation champion’s job harder because it leads to perceptions of downside risk and regulatory changes, whereas modularity helps the champion operationalise ways that moderate resistance to innovate.Innovation; financing; implementation

    Hospitality healthscapes: a conjoint analysis approach to understanding patient responses to hotel-like hospital rooms

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    In an increasingly competitive market, healthcare providers are incorporating best practices from the hospitality industry to improve the patient experience. The present study offers a model of hospitality healthscapes to provide a patient-based perspective of the infusion of hospitality into healthcare. A study of 406 respondents examined the hotel-like attributes that patients prefer in hospital rooms and the effect of their provision on patients’ well-being and willingness to pay higher out-of-pocket expenses. Using conjoint analysis and 3D visual representations of hospital rooms, the study found that high-end material finishes and hospitality-certified healthcare staff were the two greatest influences on patient choice. The study also found some differences between the preferences of “less healthy” and “more healthy” patients, with the less healthy patients willing to pay, on average, 13% higher out-of-pocket expenses for hotel-like hospital rooms than the more healthy patients. This study represents the first attempt in the evidence-based design literature to holistically and empirically examine the infusion of hospitality into healthcare by emphasizing the “patient as customer.” The findings have important marketing implications for healthcare providers who wish to enhance the patient experience

    Categorisation of visualisation methods to support the design of Human-Computer Interaction systems

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    During the design of Human-Computer Interaction (HCI) systems, the creation of visual artefacts forms an important part of design. On one hand producing a visual artefact has a number of advantages: it helps designers to externalise their thought and acts as a common language between different stakeholders. On the other hand, if an inappropriate visualisation method is employed it could hinder the design process. To support the design of HCI systems, this paper reviews the categorisation of visualisation methods used in HCI. A keyword search is conducted to identify a) current HCI design methods, b) approaches of selecting these methods. The resulting design methods are filtered to create a list of just visualisation methods. These are then categorised using the approaches identified in (b). As a result 23 HCI visualisation methods are identified and categorised in 5 selection approaches (The Recipient, Primary Purpose, Visual Archetype, Interaction Type, and The Design Process).Innovate UK, EPSRC, Airbus Group Innovation

    The country of origin effect and the role of moral emotions

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    The aim of the research is to analyze the role of three specific moral emotions (gratitude, disgust, and contempt) in explaining the country of origin (CO) effect on consumer buying behavior. The methodological approach involves the use of an experimental design. We follow the procedures suggested by Muller and colleagues (2005) in order to examine the role of moral emotions. The results show that gratitude, disgust, and contempt mediate the relationship between CO information – considering country of design (CD) and country of manufacture (CM) elements – and consumer buying behaviors. In addition, the results prove the moderating effect of consumer ethnocentrism

    Practice-centred approach to research in design

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    This paper gives an overview of practice-centred research programmes at Sheffield Hallam University and discusses the principles behind practice-centred research, its place in the Design School, its effect on the regional economy and the community and the resources and methods employed. Implications for research degrees are discussed and developments in the form of the PhD are described.</p

    Data Collection Instrument in Designerly Intuition Study

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    The paper discusses the development of interview and focus group instruments to uncover the intuition occurrences in Designerly practices. The two data collecting method forms data source triangulation through in-depth interviews of eight experts and eight senior-level designers with four focus group sessions involving thirty-two novice-level designers. The instrument development took into consideration its reliability and validity for the triangulation analysis stage to follow. The result from four pilot interviews and one focus group discussion provides recommendation and refinement for the researcher’s guide as well as various data collection methods within the Design and Designerly research area. Keywords: Designerly, Intuition, Design Thinking, Research Instrumentation eISSN: 2398-4287© 2021. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians/Africans/Arabians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning &amp; Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v6iSI5.292
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