16,537 research outputs found

    Service Innovation Research in the Context of Business Ecosystems-A multidisciplinary Mapping Study

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    Advances in technology and digitalisation have changed the ways services are created and offered to users. Successful new innovative services and service value co-creation are done in collaboration with organisations and actors in contexts such as business ecosystems. The research relating to service design and open innovation in business ecosystems is cross-disciplinary, and relevant knowledge is scattered throughout different fields. In this research, we are focusing on the research that exists in the areas of service design and open innovation in the business ecosystems context. We aim to collect, analyse and synthesise this existing knowledge in order to increase the understanding of the companies’ service design and open innovation activities in business ecosystems. A mapping study method is utilised to identify the existing related research in the area and to create an overview. The final analysis included 38 papers. Our analysis revealed that the relevant research is focused mainly on two research areas: business research and information technology-related research. Most of the papers combine the open innovation and business ecosystem aspects, but service design is mostly present as a general view on services as means for value creation. We identified antecedents for service value co-creation, such as practices for ecosystem actor involvement. We also identified challenges, such as managing the business ecosystem in terms of finding the right actors. The results indicate that more focused research on the practical understanding of service design and open innovation practices, methods and tools as well as sound theory development are still needed as the research field matures. The results help inform future research in this cross-disciplinary phenomenon

    New Hampshire University Research and Industry Plan: A Roadmap for Collaboration and Innovation

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    This University Research and Industry plan for New Hampshire is focused on accelerating innovation-led development in the state by partnering academia’s strengths with the state’s substantial base of existing and emerging advanced industries. These advanced industries are defined by their deep investment and connections to research and development and the high-quality jobs they generate across production, new product development and administrative positions involving skills in science, technology, engineering and math (STEM)

    AI-Based Innovation in B2B Marketing: An Interdisciplinary Framework Incorporating Academic and Practitioner Perspectives

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    Artificial intelligence (AI) rests at the frontier of technology, service, and industry. AI research is helping to reconfigure innovative businesses in the consumer marketplace. This paper addresses existing literature on AI and presents an emergent B2B marketing framework for AI innovation as a cycle of the critical elements identified in cross-functional studies that represent both academic and practitioner strategic orientations. We contextualize the prevalence of AI-based innovation themes by utilizing bibliometric and semantic content analysis methods across two studies and drawing data from two distinct sources, academics, and industry practitioners. Our findings reveal four key analytical components: (1) IT tools and resource environment, (2) innovative actors and agents, (3) marketing knowledge and innovation, and (4) communications and exchange relationships. The academic literature and industry material analyzed in our studies imply that as markets integrate AI technology into their offerings and services, a governing opportunity to better foster and encourage mutually beneficial co-creation in the AI innovation process emerges

    Digital service innovation (DSI) : a multidisciplinary (re)view of its origins and progress using bibliometric and text mining methods

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    Purpose This paper studies the Digital Service Innovation (DSI) concept by systematically reviewing earlier studies from various scholarly communities. This study aims to recognize how recent advances in DSI literature from different research streams complement and can be incorporated into the growing digital servitization literature to define better and understand DSI. Design/methodology/approach After systematically identifying 123 relevant articles, this study employed complementary methods, such as author bibliographic coupling, linguistic text mining/textual analysis and qualitative content analyses. Findings This paper first maps the intellectual structure and boundaries of the DSI-related communities and qualitatively assesses their characteristics. These communities are (1) Innovation for digital servitization, (2) Service innovation in the digital age and (3) Adoption of novel e-services enabled by information system development. Next, the composition of the DSI concept is examined and depicted to comprehend the notion's critical dimensions. The findings discuss the range of theories and methods in the existing research, including antecedents, processes and outcomes of DSI. Originality/value This study reviews, extends the understanding of origins and critically evaluates DSI-related research. Moreover, the paper redefines and clarifies the structure and boundaries of the DSI-concept. In doing so, it elaborates on the substance of DSI and identifies the essential themes for its understanding and conceptualization. Thus, the study helps the future development of the concept and allows knowledge accumulation by bridging adjacent research communities. It helps researchers and managers navigate the foggy emerging research landscape.© Rodrigo Rabetino, Marko Kohtamäki and Tuomas Huikkola. Published by Emerald Publishing Limited. This article is published under the Creative Commons Attribution (CC BY 4.0) licence. Anyone may reproduce, distribute, translate and create derivative works of this article (for both commercial and non-commercial purposes), subject to full attribution to the original publication and authors. The full terms of this licence may be seen at http://creativecommons.org/licences/by/4.0/legalcodefi=vertaisarvioitu|en=peerReviewed

    Mapping and Developing Service Design Research in the UK.

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    This report is the outcome of the Service Design Research UK (SDR UK) Network with Lancaster University as primary investigator and London College of Communication, UAL as co-investigator. This project was funded as part of an Arts and Humanities Research Council Network grant. Service Design Research UK (SDR UK), funded by an AHRC Network Grant, aims to create a UK research network in an emerging field in Design that is Service Design. This field has a recent history and a growing, but still small and dispersed, research community that strongly needs support and visibility to consolidate its knowledge base and enhance its potential impact. Services represent a significant part of the UK economy and can have a transformational role in our society as they affect the way we organize, move, work, study or take care of our health and family. Design introduces a more human centred and creative approach to service innovation; this is critical to delivering more effective and novel solutions that have the potential to tackle contemporary challenges. Service Design Research UK reviewed and consolidated the emergence of Service Design within the estalished field of Design

    The Abertay Code Bar – unlocking access to university-generated computer games intellectual poperty

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    Progress report on a digital platform and dual licensing model developed to unlock access to a University repository of new and legacy computer games based Intellectual Property (IP) assets for educational and commercial use. The digital creative industries have been identified by a number of governments as a priority area in delivering sustainable economic growth. Code Bar is an innovation that allows digital products to be commercially successful beyond the end of the Dare competition or coursework submission. To be selected for Code Bar, game products must be well designed for both player and market; technically robust (i.e. operating consistently and reliably on a single/multiple platforms), and be free from ambiguity around 3rd party IP. We describe various technical, pedagogic and legal challenges in developing the digital platform, licensing model and packaging of computer games products for release through the platform. The model is extendable beyond computer games to other software products

    The IoT Rapid-Proto Labs Value Proposition for Start-ups and SMEs

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    The objective of the study is to identify and suggest relevant elements of value on which the IoT Rapid-Proto Labs will focus to correctly structure, define and create a value proposition for the start-ups and SME’s segments. Hence, the study develops on the idea of value creation in the context of university-industry cooperation and explores further on the concept of value proposition. Hence, a theoretical tool called “The Value Proposition Canvas” is used for mapping the elements of value which are essential for the start-ups and SMEs market segments. The study uses an inductive research method, and primary qualitative data were collected through semi-structured interviews with start-ups and SMEs. The aim of these semi-structured interviews was to understand their interpretation of the value enhancing elements. Additionally, the secondary data were gathered through Internet searches, as saved time and resources. During the data collection and analysis of the research findings only the start-ups and SMEs perspectives were considered. The viewpoints of the HEIs and staff involved in the IoT Rapid-Proto Labs were excluded as they are not considered relevant for the identification of the needs and sources of anxieties of the start-ups and SMEs customer segments. Hence, the study exemplifies an outsider’s viewpoint which provides an impartial analysis and assessment of these results. The research interviews with start-ups and SMEs revealed that many types of jobs, pains and gains include concerns around activities such as funding, scalability, lack of operational capital, access to technical knowledge and other day-to day activities on which firms engage in order to generate revenue and eventually profit. Subsequently, interviewees highlighted that HEIs have different working pace compared to the private commercial consultancy firms. Hence, rapid-prototyping and rapid MVP deployment for commercialisation is a requirement sought from potential HEIs partners. In conclusion, this study recommends to create of a new value proposition based on interviewees suggestions, which includes two different components: cost effective rapid-prototyping and co-creation of MVP, rapid deployment for commercialisation. Moreover, the current four IoT Rapid Proto Labs value propositions were included as product and services within the value proposition canvas aiming to build an improved value proposition

    Service Design for a systemic and dynamic understanding on well-being

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    As the world has become more interconnected and complex, there is an increasing awareness of the importance of considering well-being collectively. This paper aims to explore how service design can contribute to the shift from an individual well-being perspective to a more systemic and dynamic understanding. The authors first conducted literature reviews about three key well-being constructs: resource- challenges equilibrium (individual well-being), balanced centricity in value networks (network well-being), and actor ecosystems (community well-being). Using these constructs as lenses, the authors have then selected three service design interventions to describe service design approaches and contributions at different well-being levels. Finally, the authors suggested developing a holistic and integrated service design approach to link individuals with network and community well-being for a growing service ecosystem
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