18 research outputs found

    Rethinking the origin of the behavioural policy cube with nudge plus

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    This chapter goes beyond classic nudges in introducing public policy practitioners and researchers worldwide to a wide range of behavioural change interventions like boosts, thinks, and nudge pluses. These policy tools, much like their classic nudge counterpart, are libertarian, internality targeting and behaviourally informed policies that lie at the origin of the behavioural policy cube as originally conceived by Oliver. This chapter undertakes a review of these instruments, in systematically and holistically comparing them. Nudge pluses are truly hybrid nudge-think strategies, in that they combine the best features of the reflexive nudges and the more deliberative boosts (or, think) strategies. Going forward, the chapter prescribes the consideration of a wider policy toolkit in directing interventions to tackle societal problems and hopes to break the false synonymity of behavioural based policies with nudge-type interventions only

    Innovation Gaming: An Immersive Experience Environment Enabling Co-creation

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    A number of existing innovation paradigms and design approaches such as Open Innovation (Chesbrough, 2003), User Experience (Hassenzahl & Tractinsky, 2006) and User-Centred Design (Von Hippel, 2005), as well as User-Centred Open Innovation Ecosystems (Pallot, 2009a) are promoting distributed collaboration among organisations and user communities. However, project stakeholders are mainly trained for improving their individual skills through learning experience (i.e. practical exercises, role playing game) rather than getting a live user experience through immersive environments (e.g. Virtual Reality, Serious Games) that could unleash their creativity potential. This chapter introduces the findings of a study on serious gaming, which discusses various aspects of games and explores a number of issues related to the use of innovation games for enabling user co-creation in the context of collaborative innovation and experiential Living Labs

    Innovation Gaming: An Immersive Experience Environment Enabling Co-creation

    Get PDF
    A number of existing innovation paradigms and design approaches such as Open Innovation (Chesbrough, 2003), User Experience (Hassenzahl & Tractinsky, 2006) and User-Centred Design (Von Hippel, 2005), as well as User-Centred Open Innovation Ecosystems (Pallot, 2009a) are promoting distributed collaboration among organisations and user communities. However, project stakeholders are mainly trained for improving their individual skills through learning experience (i.e. practical exercises, role playing game) rather than getting a live user experience through immersive environments (e.g. Virtual Reality, Serious Games) that could unleash their creativity potential. This chapter introduces the findings of a study on serious gaming, which discusses various aspects of games and explores a number of issues related to the use of innovation games for enabling user co-creation in the context of collaborative innovation and experiential Living Labs

    Using social network analysis to support collective decision-making process

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    Current traditional technologies, while enabling effective knowledge sharing and accumulation, seem to be less supportive of knowledge organization, use and consensus formation, as well as of collaborative decision making process. To address these limitations and thus to better foster collective decision-making around complex and controversial problems, a new family of tools is emerging able to support more structured knowledge representations known as collaborative argument mapping tools. This paper argues that online collaborative argumentation has the rather unique feature of combining knowledge organization with social mapping and that such a combination can provide interesting insights on the social processes activated within a collaborative decision making initiative. In particular, the authors investigate how Social Network Analysis can be used for the analysis of the collective argumentation process to study the structural properties of the concepts and social networks emerging from users’ interaction. Using Cohere, an online platform designed to support collaborative argumentation, some empirical findings obtained from two use cases are presented
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