2,736 research outputs found

    SIMPLIFYING SOLUTION SPACE: A MULTIPLE CASE STUDY ON 3D PRINTING TOOLKITS

    Get PDF
    Flexible production technologies like 3D printing give users a large solution space to innovate and design. To harness the full potential of these technologies, it is imperative to provide toolkits, with structured and simplified solution space that meets the needs of users with low involvement. This pa-per explores the manner in which the solution space of 3D printing toolkits is simplified for non-expert users. Toolkit solution space was analysed in 68 toolkits with two perspectives of modularity: 1) Mod-ularity-in-use and 2) Modularity-in-design. First, the solution spaces were categorized in a 2x2 matrix by using the perspective of modularity-in-use, i.e. design questions and design options they offer to users. Second, this categorization and the perspective of modularity-in-design were used to identify mechanisms that simplify toolkit solution spaces. Solution space can be simplified for non-expert users by 1) offering iterative design questions with known design options, 2) using generative algorithms, 3) reusing designs and components from other users and 4) offering ‘meta-toolkits’ for users to create their own toolkits. The meta-toolkits democratize toolkit creation, and simplify solution space for non-expert users, as they design innovative and customizable products, together with expert users, without losing design flexibility

    Mass Customization in Wireless Communication Services: Individual Service Bundles and Tariffs

    Get PDF
    This paper presents results on mass customization of wireless communications services and tariffs. It advocates for a user-centric view of wireless service configuration and pricing as opposed to present-day service catalog options. The focus is on design methodology and tools for such individual services and tariffs, using altogether information compression, negotiation algorithms, and risk portfolio analysis. We first analyze the user and supplier needs and aspirations. We then introduce the systematic design-oriented approach which can be applied. The implications of this approach for users and suppliers are discussed based on an end-user survey and on model-based calculations. It is shown that users can achieve desired service bundle cost reduction, while suppliers can improve significantly their risk-profit equilibrium points, reduce churn and simplify provisioning.negotiation;mass customization;service configuration;mobile communication services;individual tariffs

    Using popular culture to enable health service co-design with young people

    Get PDF
    This paper reports on participatory service design with young people with type 1 diabetes – a long-term condition that can impact their emotional wellbeing and where poor self-care often leads to negative health consequences. The paper describes a project working with young people with type 1 diabetes to design innovative health services. The project consisted of eight creative workshops, in which we used popular cultural references as a means to create enjoyable activities and encourage the young people to engage with design. These cultural references can be understood as creating design language games that allowed the young people to understand and participate in the activities required at each stage of the design process. However, not all popular culture references worked equally well and this paper explores the reasons for this

    Living Innovation Laboratory Model Design and Implementation

    Full text link
    Living Innovation Laboratory (LIL) is an open and recyclable way for multidisciplinary researchers to remote control resources and co-develop user centered projects. In the past few years, there were several papers about LIL published and trying to discuss and define the model and architecture of LIL. People all acknowledge about the three characteristics of LIL: user centered, co-creation, and context aware, which make it distinguished from test platform and other innovation approaches. Its existing model consists of five phases: initialization, preparation, formation, development, and evaluation. Goal Net is a goal-oriented methodology to formularize a progress. In this thesis, Goal Net is adopted to subtract a detailed and systemic methodology for LIL. LIL Goal Net Model breaks the five phases of LIL into more detailed steps. Big data, crowd sourcing, crowd funding and crowd testing take place in suitable steps to realize UUI, MCC and PCA throughout the innovation process in LIL 2.0. It would become a guideline for any company or organization to develop a project in the form of an LIL 2.0 project. To prove the feasibility of LIL Goal Net Model, it was applied to two real cases. One project is a Kinect game and the other one is an Internet product. They were both transformed to LIL 2.0 successfully, based on LIL goal net based methodology. The two projects were evaluated by phenomenography, which was a qualitative research method to study human experiences and their relations in hope of finding the better way to improve human experiences. Through phenomenographic study, the positive evaluation results showed that the new generation of LIL had more advantages in terms of effectiveness and efficiency.Comment: This is a book draf

    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

    Digital Platform Strategy - A Systematic Critical Review

    Get PDF
    While the transformative effect of digital platforms is broadly recognized, digital platform-related research evolved in largely disconnected streams focusing on technical platform architecture, network effects, and specific tactical decisions, without offering a holistic view of digital platform strategy. With the goal of advancing digital platform strategy research, we conduct a systematic critical review of research published in the leading Information Systems journals through a pragmatic business strategy lens that argues that markets, partnerships, differentiators, staging, and profit logic form the core elements of a holistic business strategy. We outline the core insights in extant research and we identify a number of promising opportunities for expanding the scope of digital platform strategy research in Information Systems

    The GameCreator: Self-Created Mobile Games on the Internet

    Get PDF
    Mobile gaming in general is gaining popularity among youth. This year, world wide sales exceeded the one billion dollar limit. Currently, mobile games are either designed by professional game firms like Elkware, Davilex, and Gameloft, or by highly skilled java programmers, often organized in sponsored developers communities such as Forum Nokia Pro, and Siemens Developers Village. In contrast, in this paper we introduce the GameCreator (see Figure 1), an Internet portal that enables consumers to create and download their own mobile java games on the Internet without any programming skills totally from scratch or by adjusting a preconfigured ready made top game. The GameCreator provides users with the opportunity to customize and develop game components via a graphical user interface, which requires no programming expertise. Every consumer gets its personal game according to its individual needs. Hence, not only playing but also the construction of characters and storylines even new game logics may be a rewarding experience. As shown in innovation research, even if consumers are motivated and know what they want, often, they are not capable to express their ideas and requirements for their individual product (e.g. von Hippel 1998). What is missing is a toolkit that allows consumers to transfer their knowledge into real products in an easy and fast way. According to von Hippel and Katz (2002), such a toolkit must allow user friendly operation, offer module libraries, provide "trial and error" functionality, and define a possible solution space. The introduced GameCreator concept adopted the toolkit approach in the field of mobile phone games. The basic principles and functionalities of toolkits were translated into a technical software concept that facilitates the creation of mobile games on the Internet. In line with the open source concept (e.g. Butler et al. 2002; Lerner and Tirole 2000; von Krogh 2003), but as an extending feature to the toolkit approach, the GameCreator is embedded in an own online community. Thus, contributions by innovative gamers can be stored in a library leading to a continuously growing pool of available components. Games and components can be passed on easily between users, facilitating the adoption of other users’ contributions as well as collaborative development between users, organized in clans. The community feature of the toolkit does not only provide the common toolset of online communities allowing for user-to-user communication, e.g. chats and bulletin boards, or text based contributions, e.g. recommendations, product evaluations and voting tools, but it also enables users to exchange and jointly develop actual product prototypes. The phenomenon that consumers are motivated to create and proud of their own products can be observed in several areas of youth culture. For example, teenagers customize their shoes or paint their bags. They modify their skateboards or bikes. In addition, computer games like "The Sims" are successful because they offer heavy customization tools and allow users to share their created components with others (Jeppesen and Molin 2003; Koivisto 2003; Prügl et al. 2004; Sicart 2003). In this paper we show that self-created mobile games add value to gamers through the creation experience it-self (e.g. fun of creation, build up and dive in a fantasy world, being in control, challenge), the game tailored to individual needs (personalization, being different, pride of authorship), and the interaction with other peer-group-members (e.g. recognition, publicity, game sharing , intensive collaboration and interaction). According to the flow concept (Csikszentmihalyi 2002; Csikszentmihalyi 1997; Ghani and Desphande 1994), a compelling experience may be neither too easy nor too difficult, but must exactly correspond to the skills of the participants. As the GameCreator addresses different user groups with different levels of skills and expectations, it is impossible to design one single toolkit that fits all. For one group it may be too complex - leading to confusion and frustration, while too easy for the other – leading to boredom and apathy. To satisfy the needs of the heterogeneous user structure, the GameCreator offers three different modes – easy, advanced, and master mode. The definition of these modes results from a first user test run at the Klagenfurt university, Austria. The easy mode is tailored to mobile-internet-crossover (M-I-X) users, which so far did not download mobile games. These users may occasionally play pre-configured games like snake, are open-minded towards new technologies, curious about new offerings and looking for entertainment. M-I-X users want their game within 5 clicks, and are not willing to spend time on learning how to navigate the GameCreator. Nevertheless, they are interested in customized games, using them as personal gift or message. The advanced mode addresses regular mobile gamers (e.g. approximately 15-19% of the 10 million teenagers in Germany(BWCS 2002).) They identify themselves with mobile gaming and possess the newest handhelds and games. For them, creating their own game means being different but at the same time belonging to a strong community. They derive fun from determining the game logic (e.g. shoot-’em-up, jump and run, or puzzle), choosing and designing different characters (e.g. race cars, heroes, villains or fantasy creatures, integrating a digital-photo of themselves or their friends), and adjusting the number of lives, difficulty and screens according to the individual gusto. These gamers are enabled to create their own games without any programming expertise. The master mode intends to attract real freaks. They possess java-programming skills and are interested in game design. For them, the GameCreator offers an easy-to-learn and easy-to-use scripting language, so freaks encounter challenging tasks and can demonstrate their know-how, without being a real java-expert. This by far smallest group of enthusiasts is able to contribute top games. Similar to open-source projects, such freaks have the possibility to become famous within their community, and receive recognition and admiration for their creations. In this paper we introduce the GameCreator concept, shed light on the motivational aspects of self-creation, and discuss the challenge of toolkit design for heterogeneous consumer groups. As first user-acceptance-tests confirmed the market appeal of self-created mobile games, we discuss some possible business models. Critical issues that might come up when running GameCreator are: how to deal with property rights, as well as with copyright and protection of minor for user generated games (Chung and Grimes 2005). Self-created games are very special and an expression of oneself, therefore, they will be sent and shown to friends and relatives, and may be used as personal gift, invitation, or personal message. Hence, an extended group of mobile phone users may become attracted to gaming. Maybe, a new genre of games - "Game Messaging" - will arise (cf. Smedstad et al. 2003). By the time of the conference we will be able to present the results of a large friendly-user test, providing more information about who will use the GameCreator platform and why. Proposed Track: Under Development References Butler, Brian, Lee Sproull, and Sara Kiesler (2002), "Community Effort in Online Groups: Who Does The Work and Why?," in Forthcomming in: Leadership at a Distance, S. Weisband and L. Atwater, Eds. Chung, Grace and Sara M. Grimes (2005), "Cool Hunting the Kids\u27 Digital Playground: Datamining and the Privacy Debates in Children\u27s Online Entertainment Sites," in Hawaii International Conference on System Sciences, HICSS-38. Big Island, Hawaii: IEEE. Csikszentmihalyi, Mihaly (2002), Creativity: flow and the psychology of discovery and invention (1 ed.). New York, NY: HarperPerennial. Csikszentmihalyi, Mihaly (1997), Finding flow: the psychology of engagement with everyday life (1 ed.). New York, NY: Basic Books. Ghani, Jawaid and Sathish Desphande (1994), "Task characteristics and the experience of optimal flow in human-computer interaction," Journal of Psychology, 128 (4), 381-91. Jeppesen, Lars Bo and Mans J. Molin (2003), "Consumers as Co-developers: Learning and Innovation Outside the Firm," Technology Analysis & Strategic Management, 15 (3), 363-83. Koivisto, Elina M. I. (2003), "Supporting communities in massively mulitplayer online role-playing games by game deisgn," in Digital Games Research Conference, Marinka Copier and Joost Faessens (Eds.): Utrecht University. Lerner, Josh and Jean Tirole (2000), "The Simple Economics of Open Source," NBER Working Paper. Prügl, R., P. Harrer, and Nikolaus Franke (2004), "Die "Sims": eine Fallstudie zum gemeinsamen Einsatz von "Toolkits for User Innovation" und virtuellen Commnities," in Produktentwicklung mit virtuellen Communities, Kundenwünsche erfahren und Innovationen realisieren, C. Herstatt and J. Sander, Eds. Wiesbaden: Gabler. Sicart, Miguel (2003), "Family values: ideology, computer games & The Sims," in Digital Games Research Conference, Marinka Copier and Joost Faessens (Eds.): Utrecht University. Smedstad, Solveig, Lise Sunnana, Espen Aarseth, and Jane McGongal (2003), "A typology of mobile games," in Digital Games Research Conference, Marinka Copier and Joost Faessens (Eds.): Utrecht University. von Hippel, E. (1998), "Economics of product development by users: The impact of "sticky" local information," Management Science, 44 (5), 629-44. von Hippel, E. and Ralph Katz (2002), "Shifting Innovation to Users via Toolkits," Management Science, 48 (7), 821-33. von Krogh, Georg (2003), "Open-Source Software Development," MIT Sloan Management Review, Spring, 14-18

    A review on mobile operating systems and application development platforms

    Get PDF
    The previous existing mobile technologies were only limited to voice and short messages, organized between several network operators and service providers. However, recent advancements in technologies, introduction, and development of the smartphones added many features such: high-speed processors, huge memory, multitasking, screens with large-resolution, utile communication hardware, and so on. Mobile devices were evolving into general-purpose computers, which resulted in the development of various technological platforms, operating systems, and platforms for the development of the applications. All these results in the occurrence of various competitive offers on the market. The above-mentioned features, processing speed and applications available on mobile devices are affected by underlying operating systems. In this paper, there will be discussed the mobile operating systems and application development platforms.&nbsp

    A Conceptual Framework for Consumer Information Systems Development

    Get PDF
    Consumer information systems (CIS) are an emerging area of inquiry for information systems researchers. IS researchers have traditionally emphasized efficiency and effectiveness of organizational processes and system use. However, design for consumer information systems requires more attention to be paid to processes of value creation embedded in the consumer experience. This shift in focus demands a reconsideration of current information systems development approaches. In this paper we propose a conceptual framework for consumer information systems development. The framework includes six elements of co-creation of consumer value. The framework is illustrated by reviewing the findings from three case studies. Available at: https://aisel.aisnet.org/pajais/vol2/iss1/5
    corecore