3,888 research outputs found

    How to invent a new business model based on crowdsourcing : the Crowdspirit Âź case

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    Chesbrough's work on open innovation provides a theoretical framework to understand how firms can access external knowledge in order to support their R&D processes. The author defines open innovation as a paradigm that assumes that firms can and should use both external and internal ideas and internal and external paths to market. He considers that industrial R&D is undergoing a paradigm shift from the closed to the open model. Information and communication technologies and especially web 2.0 technologies accelerate this shift in so far they provide access to collective and distributed intelligence disseminated in the “crowd”. This phenomenon named “crowdsourcing” is defined by Jeff Howe as “the act of a company or institution taking a function once performed by employees and outsourcing it to an undefined - and generally large – network of people in the form of an open call.” Though this approach may sound appealing to firms and R&D organizations, there is little research available about the strategic use of crowdsourcing for innovation processes. In this paper we develop the argument that crowdsourcing raises a certain number of strategic issues that we discuss on the basis of a real size crowdsourcing experiment. We were associated in the project from the very outset up to the strategic analysis of the company. Our data is made up of the minutes of three strategic workshops with the managers that we completed step by step by additional theoretical study and some benchmarking of crowdsourcing experiments on the web. Although we started this collaboration with no other objectives than to help this company to design its optimal business model, this action research process has led us to address the following research questions: how can a firm create and capture value by means of a strategy based on crowdsourcing? What are the main strategic issues to be considered when a firm intends to open its innovation process through crowdsourcing? Due to the action research approach used, we do not dissociate the theoretical part from the empirical data, but rather to present our research process step by step. We therefore successively present the three main phases of the strategic analysis carried out with the Crowdspirit team: (1) elaboration of Crowdspirit business model; (2) value creation process related to profiles of crowdspirit community of contributors (3)Theoretical framework on business models based on crowdsourcing. In the conclusion we summarize the main strategic issues that emerged during this work on Crowdspirit's strategy with its managers, and interpret them on the basis of existing literature on open innovation. This leads us to complete Chesbrough's open innovation approach and Nambissan and Sawney network-centric innovation model by introducing new options for companies whose strategy is based on crowdsourcing.Open innovation, crowdsourcing, business models

    How to invent a new business model based on crowdsourcing: the Crowdspirit Âź case

    Get PDF
    Chesbrough's work on open innovation provides a theoretical framework to understand how firms can access external knowledge in order to support their R&D processes. The author defines open innovation as a paradigm that assumes that firms can and should use both external and internal ideas and internal and external paths to market. He considers that industrial R&D is undergoing a paradigm shift from the closed to the open model. Information and communication technologies and especially web 2.0 technologies accelerate this shift in so far they provide access to collective and distributed intelligence disseminated in the “crowd”. This phenomenon named “crowdsourcing” is defined by Jeff Howe as “the act of a company or institution taking a function once performed by employees and outsourcing it to an undefined - and generally large - network of people in the form of an open call.”Though this approach may sound appealing to firms and R&D organizations, there is little research available about the strategic use of crowdsourcing for innovation processes. In this paper we develop the argument that crowdsourcing raises a certain number of strategic issues that we discuss on the basis of a real size crowdsourcing experiment. We were associated in the project from the very outset up to the strategic analysis of a start-up: Crowdspirit. The company's concept is based on the outsourcing of the entire R&D process to a community of designers and users, in the domain of consumer electronics. Our data is made up of the minutes of three strategic workshops with the managers that we completed step by step by additional theoretical study and some benchmarking of crowdsourcing experiments on the web. Although we started this collaboration mainly to help the company design its optimal business model, this action research process has led us to address the following research questions: how can a firm create and capture value by means of a strategy based on crowdsourcing? What are the main strategic issues to be considered when a firm intends to open its innovation process through crowdsourcing? Due to the action research approach used, we do not dissociate the theoretical part from the empirical data, but rather to present our research process step by step. We therefore successively present four main phases of the strategic analysis carried out with the Crowdspirit team: (1) The emergence of the Crowdspirit business model; (2) The value creation process related to profiles of crowdspirit community of contributors (3) The challenging of the company's initial business model and (4) The creation of a new business model successively open and closed models. In the discussion we summarize the main strategic issues that emerged during the work on Crowdspirit's strategy with its managers, and interpret them on the basis of existing literature on open innovation. This leads us to complete Chesbrough's open innovation approach and Nambissan and Sawney network-centric innovation model by introducing new options for companies whose strategy is based on crowdsourcing.Open innovation, crowdsourcing, business models

    Middleware for Wireless Sensor Networks: An Outlook

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    In modern distributed computing, applications are rarely built directly atop operating system facilities, e.g., sockets. Higher-level middleware abstractions and systems are often employed to simplify the programmer’s chore or to achieve interoperability. In contrast, real-world wireless sensor network (WSN) applications are almost always developed by relying directly on the operating system. Why is this the case? Does it make sense to include a middleware layer in the design of WSNs? And, if so, is it the same kind of software system as in traditional distributed computing? What are the fundamental concepts, reasonable assumptions, and key criteria guiding its design? What are the main open research challenges, and the potential pitfalls? Most importantly, is it worth pursuing research in this field? This paper provides a (biased) answer to these and other research questions, preceded by a brief account on the state of the art in the field

    Attack of the Fake Geek Girls: Challenging Gendered Harassment and Marginalization in Online Spaces

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    abstract: Attack of the Fake Geek Girls: Challenging Gendered Harassment and Marginalization in Online Spaces applies feminist, gender, and rhetorical theories and methods, along with critical discourse analysis, to case studies of the popular online social media platforms of Jezebel, Pinterest, and Facebook. This project makes visible the structural inequities that underpin the design and development of internet technologies, as well as commonplace assumptions about who is an online user, who is an active maker of internet technologies, and who is a passive consumer of internet technologies. Applying these critical lenses to these inequities and assumptions enables a re-seeing of commonplace understandings of the relationship between gender performativity and digital cultures and practices. Together, these lenses provide a useful set of tools for methodically resisting the mystique of technologies that are, simultaneously, represented as so highly technical as to be opaque to scrutiny, and as ubiquitous to everyday life as to be beneath critical examination. Through a close reading of the discourses surrounding these popular social media platforms and a rhetorical analysis of their technological affordances, I documented the transference of gender-biased assumptions about women's roles, interests, and competencies, which have historically been found in face-to-face contexts, to these digital spaces. For example, cultural assumptions about the frivolity of women's interests, endeavors, issues, and labors make their way into digital discourse that situates the online practices of women as those of passive consumers who use the internet only to shop and socialize, rather than to go about the serious, masculine business of making original digital content. This project expands on existing digital identity and performativity research, while applying a sorely needed feminist critique to online discourses and discursive practices that assume maleness and masculinity as the default positionality. These methods are one approach to addressing the pressing problems of online harassment, the gender gap in the technology sector, and the gender gap in digital literacies that have pedagogical, political, and structural implications for the classroom, workplace, economic markets, and civic sphere.Dissertation/ThesisDoctoral Dissertation English 201

    Bottom-up Infrastructures: Aligning Politics and Technology in building a Wireless Community Network

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    Contemporary innovation in infrastructures is increasingly characterized by a close relationship between experts and lay people. This phenomenon has attracted the attention from a wide range of disciplines, including computer-supported cooperative work (CSCW), science and technology studies (S&TS), organization studies and participatory design (PD). Connecting to this broad area of research, the article presents a qualitative case study concerning the building and maintenance of a grassroots, bottom-up information infrastructure in Italy, defined as wireless community network (WCN). Methodologically, the research is based on qualitative interviews with participants to the WCN, ethnographic observations and document analysis. The aim of the article is to understand the alignment between the technical work implied in building this bottom-up infrastructure and the political and cultural frameworks that move people to participate to this project. Relying on the field of science & technology studies, and in particular on the notions of ‘inverse infrastructure’ and ‘research in the wild’, we disclose the WCN’s peculiar innovation trajectory, localized outside conventional spaces of research and development. Overall, the presentation of the qualitative and ethnographic data allows to point out a more general reflection on bottom-up infrastructures and to enrich the academic debate concerning bottom-up infrastructuring work and other similar typologies of collaborative design projects in the domain of infrastructures

    The socio-technical shaping of digital commons and the material politics of the Italian wireless community network

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    Digital commons represent important alternative forms of technology production and sharing in contemporary network society. The article presents the main results of a qualitative study on a specific case of digital commons, Ninux.org, the largest wireless community network (CN) in Italy. CNs are distributed local communication infrastructures, generally built and self-managed by grassroots organisations. Empirical data has been gathered through a mix of qualitative techniques, including 14 in-depth interviews with key participants of four major local networks (Pisa, Bologna, Firenze and Roma), multi-sited ethnographic observations and documents analysis, with the aim to investigate par- ticipation processes in this project, paying particular attention to the discursive elements and material practices among participants. On the basis of the empirical research and drawing on a conceptual framework matured on the ridge between sociology of innovation and science and technology studies (S&TS), the article’s findings explore the complexity characterising the interaction between practices, technology and political visions involved in digital commons production. We argue that the adherence to the paradigm of commons enacts a complex socio-technical process, in which discourses about the governance of digital resources, political agendas and material technologies are mutually adjusted and continuously realigned to perform in practice an infrastructure as a common-pool resource

    The Cybersangha

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    Conceiving Open Systems

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    This Article tells the story of the contest over the meaning of open systems from 1980 to 1993, a contest to create a simultaneously moral and technical infrastructure within the computer industry

    Geek Cultures: Media and Identity in the Digital Age

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    This study explores the cultural and technological developments behind the transition of labels like \u27geek\u27 and \u27nerd\u27 from schoolyard insults to sincere terms identity. Though such terms maintain negative connotations to some extent, recent years have seen a growing understanding that geek is chic as computers become essential to daily life and business, retailers hawk nerd apparel, and Hollywood makes billions on sci-fi, hobbits, and superheroes. Geek Cultures identifies the experiences, concepts, and symbols around which people construct this personal and collective identity. This ethnographic study considers geek culture through multiple sites and through multiple methods, including participant observation at conventions and local events promoted as geeky or nerdy ; interviews with fans, gamers, techies, and self-proclaimed outcasts; textual analysis of products produced by and for geeks; and analysis and interaction online through blogs, forums, and email. The findings are organized around four common, sometimes overlapping images and stereotypes: the geek as misfit, genius, fan, and chic. Overall, this project finds that these terms represent a category of identity that predates the recent emergence of geek chic, and may be more productively understood as interacting with, rather than stemming from, dimensions of identity such as gender and race. The economic import of the internet and the financial successes of high-profile geeks have popularized the idea that nerdy skills can be parlayed into riches and romance, but the real power of communication technologies has been in augmenting the reach and persistent availability of those things that encourage a sense of belonging: socially insulated safe spaces to engage in (potentially embarrassing) activities; opportunities to remotely coordinate creative projects and social gatherings; and faster and more widespread circulation of symbols - from nerdcore hip-hop to geek-sponsored charities - confirming the existence of a whole network of individuals with shared values. The emergence of geek culture represents not a sudden fad, but a newly visible dimension of identity that demonstrates how dispersed cultures can be constructed through the integration of media use and social enculturation in everyday life
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