167,668 research outputs found

    Issues in the relationship between technology and practice

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    The paper explores some of the key themes and discussion points that were aired at the Association of Learning Technology conference in 2004. It discusses the findings of several of the keynote speakers and presenters within the context of the relationship between technology, practice and innovation. It references the papers presented in the technology infrastructure and new technology strands of the conference to examine whether educational technology currently has an appropriate balance between innovation and good practice. It then presents a case study of application in practice through some of the development activities that a national funding body, the JISC, has put into place. Finally, it draws conclusions about how well the learning technology community is achieving appropriate balance between innovation and technology

    Outlaw Community Innovations

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    Recent studies of outlaw communities provide qualitative evidence of their existence and the organisation of the underlying innovation processes. We provide descriptive results from a large scale survey of two online outlaw communities focussing on Microsoft's XBox. In line with previous findings, we identify two types of participants in outlaw communities - user innovators and adopters. Based on 2,256 responses, we find that users modify their XBox mainly to be able to increase the set of available functions of their XBox. Users are also motivated to modify their XBox for the sake of having fun and to conduct pirate behaviour. Finally, the results from our survey suggest that user innovators are largely intrinsically motivated by fun and the intellectual stimulation of writing code for homebrew software

    New Models of Technology Assessment for Development

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    This report explores the role that ‘new models’ of technology assessment can play in improving the lives of poor and vulnerable populations in the developing world. The ‘new models’ addressed here combine citizen and decision-maker participation with technical expertise. They are virtual and networked rather than being based in a single office of technology assessment (as was the case in the United States in the 1970s-90s). They are flexible enough to address issues across disciplines and are increasingly transnational or global in their reach and scope. The report argues that these new models of technology assessment can make a vital contribution to informing policies and strategies around innovation, particularly in developing regions. They are most beneficial if they enable the broadening out of inputs to technology assessment, and the opening up of political debate around possible directions of technological change and their interactions with social and environmental systems. Beyond the process of technology assessment itself, the report argues that governance systems within which these processes are embedded play an important role in determining the impact and effectiveness of technology assessment. Finally, the report argues for training and capacity-building in technology assessment methodologies in developing countries, and support for internationally co-ordinated technology assessment efforts to address global and regional development challenges

    Living lab approach for developing massmarket IoT products and services

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    Internet of Things (IoT) has emerged as a central concept in both the industrial as in the academic world. In this context, Living Lab research has been shown as an effective means for the design, implementation, development, testing and validation of Internet of Things system’s pervasiveness. However, IoT products are not yet designed based on the needs of a larger, non-technical group of end-users. Therefore, in this paper we describe the AllThingsTalk Living Lab research track in which tangible end-user products are defined to be implemented on an online IoT platform. More specifically, by using both qualitative and quantitative methodologies (i.e., desk research, online survey, probe research and co-creation) and by selecting different types of users (i.e., based on Rogers’ adoption profiles) for these interaction moments, we were able to combine the input of these users to define tangible products that meet the needs of a heterogeneous group of end-users

    Innovation and Collective Entrepreneurship

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    This paper examines different forms of innovation including social innovation, and why innovation and social innovation have become important themes in public policy in a context of the increasing and diverse demands on welfare regimes, and in an era of constrained budgets. It will review different perspectives on innovation and social innovation and the dynamic interaction through collective entrepreneurship in the social and solidarity economy; bringing out process and outcome dimensions of innovation. And it will develop an understanding of the drivers and barriers to innovation, including the role of the institutional and policy framework. It will set this analysis within the context of public policy, demonstrating their role in enabling such innovations in the social and solidarity economy

    Accounting for knowledge embedded in physical objects and environments : the role of artefacts in transferring knowledge

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    The intention to investigate the role of artefacts (objects and environments) in codifying, embedding and disseminating knowledge was inspired by an awareness that organisations across all sectors are increasingly being asked not only to provide products in the first instance, but also to support them throughout their service life. Thus a move from product-delivery to product-service designs is suggested. This paper considers ways in which knowledge can be embedded into the physical properties of artefacts and how this can consequently aid the dissemination and management of knowledge in and across stages of life cycles. A literature review and fieldwork based on an ethnomethodological approach are used to investigate this topic. Accounts of the situated meaning of artefacts within social processes are obtained using ethnographic armchair research. Unique adequacy is used to achieve an understanding of how people make sense of artefacts. The initial findings of the current research show that knowledge can be embedded or encoded into the physical properties of artefacts and that this can be successfully transferred from artefact to user

    WP6 Responsible Innovation. Research Plan

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    Digital transformation in the arts : a case study

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    This paper considers the interaction between digital technology and cultural organisations and the challenges and opportunities this presents for practice and for policy. The paper is based on one of eight 'digital R&D' projects supported by NESTA, Arts Council England and the AHRC, designed to analyse the effects of digital innovation in UK arts organisations. The paper focuses on a series of residencies in three UK arts organisations. The research aims to identify the cultural conditions which support or prevent short-term digital innovation becoming 'embedded' in the ongoing practice of a cultural organisation. The paper considers differing practices, attitudes and expectations between creative technologists and arts organisations. These differing 'cultures of innovation' may help us to understand why digital innovations often fail to move beyond temporary and pragmatic problem-solving towards more challenging, transformational effects on organisational strategy and culture

    Outlaw Community Innovations

    Get PDF
    Recent studies of outlaw communities provide qualitative evidence of their existence and the organisation of the underlying innovation processes. We provide descriptive results from a large scale survey of two online outlaw communities focussing on Microsoft's XBox. In line with previous findings, we identify two types of participants in outlaw communities - user innovators and adopters. Based on 2,256 responses, we find that users modify their XBox mainly to be able to increase the set of available functions of their XBox. Users are also motivated to modify their XBox for the sake of having fun and to conduct pirate behaviour. Finally, the results from our survey suggest that user innovators are largely intrinsically motivated by fun and the intellectual stimulation of writing code for homebrew software.Outlaw community innovation; video game consoles; homebrew software
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