10,355 research outputs found

    The Craft of Incentive Prize Design: Lessons from the Public Sector

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    In the last five years, incentive prizes have transformed from an exotic open innovation tool to a proven innovation strategy for the public, private and philanthropic sectors. This report offers practical lessons for public sector leaders and their counterparts in the philanthropic and private sectors to help understand what types of outcomes incentive prizes help to achieve, what design elements prize designers use to create these challenges and how to make smart design choices to achieve a particular outcome. It synthesizes insights from expert interviews and analysis of more than 400 prize

    Friendship Village : Exploring the Critical Economic Development and Urban Design Link for Sustainable Development

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    Presented on December 3, 2008 from 6:30 to 8:30 pm in the Center for Quality Growth and Regional Development 2nd floor classroom.Full report: Friendship Village Exploring the Critical Economic Development and Urban Design Link for Sustainable Development, January 2009Runtime: 77:11 minutes (Presentation)Runtime: 23:27 minutes (Q & A)The Friendship Village group had the charge of advising a large-scale land developer on directions for promoting sustainability in the plans for a 210 acre multi-use project in south Fulton County, Georgia. Their work included site design recommendations modeled after traditional town centers in ten case studies but also included innovative open space and stormwater management proposals and ideas about educational and health care facilities. The diverse professional audience expressed admiration and the developer’s lead representative indicated that results exceeded her expectations.Faculty Advisors: Nancey Green Leigh, Professor of City and Regional Planning ; Richard Dagenhart, Associate Professor of Architecture ; John Skach, Adjunct Professor; Senior Associate, Urban Collag

    Taxonomy of Digital Platforms: A Business Model Perspective

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    Digital platforms (DPs) – technical core artifacts augmented by peripheral third-party complementary resources – facilitate the interaction and collaboration of different actors through highly-efficient resource matching. As DPs differ significantly in their configurations and applications, it is important from both a descriptive and a design perspective to define classes of DPs. As an intentionally designed artifact, every classification pursues a certain purpose. In this research, the purpose is to classify DPs from a business model perspective, i.e. to identify DP clusters that each share a similar business model type. We follow Nickerson et al.’s (2013) method for taxonomy development. By validating the conceptually derived design dimensions with ten DP cases, we identify platform structure and platform participants as the major clustering constituent characteristics. Building on the proposed taxonomy, we derive four DP archetypes that follow distinct design configurations, namely business innovation platforms, consumer innovation platforms, business exchange platforms and consumer exchange platforms

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    A Comparative Analysis of High-Speed Rail Station Development into Destination and Multi-Use Facilities: The Case of San Jose Diridon

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    As a burgeoning literature on high-speed rail development indicates, good station-area planning is a very important prerequisite for the eventual successful operation of a high-speed rail station; it can also trigger opportunities for economic development in the station area and the station-city. At the same time, “on the ground” experiences from international examples of high-speed rail stations can provide valuable lessons for the California high-speed rail system in general, and the San Jose Diridon station in particular. This study identifies and draws lessons from European HSR stations that share similarities across several criteria with the San Jose area context. From an initial consideration of twenty European HSR stations, the researchers chose five stations for in depth case studies: Euralille and Lyon Part Dieu in France, Rotterdam Centraal and Utrecht Centraal in the Netherlands, and Torino Porta Susa in Italy. Additionally, the study drew information from relevant local actors and stakeholders to better tailor recommendations to the particular California context.Through the undertaking of different research tasks–literature review, case studies of European railway stations, survey of existing station plans and other planning documents for the Diridon station, station area analysis, and interviews with station area planners and designers–the study compiles timely recommendations for the successful planning of the Diridon station and other stations along the California high-speed rail corridor

    FOUNDRIES OF THE FUTURE:

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    Since the 1970s, cities world-wide have been witness to radical de-industrialisation. Manufacturing was considered incompatible with urban life and was actively pushed out. As economies have grown, public officials and developers have instinctively shifted their priorities to short-term, high-yielding land uses such as offices, retail space and housing. Inner-city growth from New York to London and even Seoul have generally come at the expense of land uses such as manufacturing or logistics. Despite the odds, manufacturing is not in terminal decay in western cities. On the contrary, it is at the opening of a new chapter. Urban manufacturing can help cities to be more innovative, circular, inclusive and resilient. Recently, with increasing interest in the circular economy, with cleaner and more compact technology, with more progressive building codes for mixed use, with increasing awareness of the impacts of social inequality and with a clearer understanding of the value chains between the trade of material and immaterial goods, cities across the world are realising that manufacturing has an important place in the 21st century urban economy. While both enthusiasm for making is increasing and the value of manufacturing is becoming increasingly evident in cities, the topic remains extremely complex and challenging to manage. This book attempts to shed light on the ways manufacturing can address urban challenges, it exposes constraints for the manufacturing sector and provides fifty patterns for working with urban manufacturing. This book has been written as a manual to help politicians, public authorities, planners, designers and community organisations to be able to plan, discuss and collaborate by developing more productive urban manufacturing. The book is split into two parts.  We first cover an abridged history of the late nineteenth and early twentieth centuries, noting how European cities evolved rapidly by harnessing manufacturing, and then how the late twentieth century led to a radical shift in how cities work and think. We’re now at a crossroads between actors that do not see the need for manufacturing in cities and those that consider it vital for a prosperous urban future. Part of the tension comes from the fact that manufacturing is considered a ‘weak land use’ compared to activities such as real-estate development, which has been considered more financially attractive by many actors in the private and public sector. This real estate-oriented development narrative is increasingly regarded as short-sighted, but will not change without an alternative vision. We have therefore elaborated a narrative on how urban manufacturing responds to four specific challenges facing cities and how in turn manufacturing needs cities. In practice, planning and design for a topic like this is highly challenging. The second part of the book is intended as a handbook. By synthesising our research and fieldwork conducted in a number of cities, we have encountered many similarities in terms of problems, challenges and solutions for urban manufacturing. Inspired by the seminal 1977 book, ‘A Pattern Language’ we have translated our findings into fifty patterns which help render the diversity of issues concerning manufacturing more tangible. As both teamwork and negotiation are necessary, exercises and methods are provided to use the patterns. Finally, we have set out twelve key action areas as possible starting points for supporting urban manufacturing

    Open educational resources : conversations in cyberspace

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    172 p. : ill. ; 25 cm.Libro ElectrónicoEducation systems today face two major challenges: expanding the reach of education and improving its quality. Traditional solutions will not suffice, especially in the context of today's knowledge-intensive societies. The Open Educational Resources movement offers one solution for extending the reach of education and expanding learning opportunities. The goal of the movement is to equalize access to knowledge worldwide through openly and freely available online high-quality content. Over the course of two years, the international community came together in a series of online discussion forums to discuss the concept of Open Educational Resources and its potential. This publication makes the background papers and reports from those discussions available in print.--Publisher's description.A first forum : presenting the open educational resources (OER) movement. Open educational resources : an introductory note / Sally Johnstone -- Providing OER and related issues : an introductory note / Anne Margulies, ... [et al.] -- Using OER and related issues : in introductory note / Mohammed-Nabil Sabry, ... [et al.] -- Discussion highlights / Paul Albright -- Ongoing discussion. A research agenda for OER : discussion highlights / Kim Tucker and Peter Bateman -- A 'do-it-yourself' resource for OER : discussion highlights / Boris Vukovic -- Free and open source software (FOSS) and OER -- A second forum : discussing the OECD study of OER. Mapping procedures and users / Jan Hylén -- Why individuals and institutions share and use OER / Jan Hylén -- Discussion highlights / Alexa Joyce -- Priorities for action. Open educational resources : the way forward / Susan D'Antoni
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