84 research outputs found

    UX-FFE Model : An Experimentation of a new innovation process dedicated to a mature industrial company

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    Most of mature companies, operating through a certain form of repeat business in producing incremental innovations, have lost their ability to conduct radical or breakthrough innovations. While this is not necessarily a bad strategy for short-term sustainability, this is more questionable for future growth and long-term sustainability. Hence, we present in this paper a new innovation model, named UX-FFE because it combines both User eXperience and Fuzzy Front-End approaches. It is intended to tackle economical and social challenges of a successful innovation process. Beyond the systemic processes, like the FFE, addressing the economic stake of a company, our model includes an UX-based process in order to address also the social stake. Then, we explain how this new innovation model was concretely implemented, through the use of several techniques and tools, within a mature industrial company. Finally, we unveil the results of this innovation process experiment for evaluating its potential to overcome both economical and social challenges.Company SOURIAU ESTERLIN

    Collaborative distance: investigating issues related to distance factors affecting collaboration performance

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    Both organisations and individuals are using more collaborative work, across geographic, disciplinary and organisational boundaries, leading to increased demand for Information and Communication Technologies (ICT) to support a more effective and efficient distributed collaboration. This thesis presents an empirical study exploring various aspects related to collaborative distance in the context of innovation projects. It focuses on the investigation of issues related to distance factors that affect collaboration effectiveness and efficiency. A total of 14 focus group interviews, undertaken with 75 participants in a comparative study of 14 project cases, revealed sufficient evidence on distance factors in the context of mixed (face-to-face and online or virtual) collocation modes. The results confirmed the positive role of collaboration technology for compressing geographical and temporal types of distance; other distance types were also bridged, however, other distance types were created. This empirical study aims to enlarge the academic understanding of distance factors by disambiguating their description and deciphering their role in the collaboration process, and clarifying the reasons for the use and improvement of collaboration technology for overcoming collaborative distances. It also confirms that distance factors raise collaboration barriers, and reveals that they disturb the collaboration mechanics by hindering knowledge workers’ capacity to reach a mutual understanding. Such findings have deep implications for the future enhancement of collaboration technology to fill the current gaps in distributed collaboration, also called e-Collaboration

    Living Lab Research Landscape: From User Centred Design and User Experience towards User Cocreation

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    International audienceNew paradigms, such as Open Innovation (Chesbrough, 2003) and Web 2.0 (O'Reilly, 2004) as well as Living Labs operating as a User Centred Open Innovation Ecosystem (Pallot, 2009), promote a more proactive role of users in the R&D process. However, a number of existing methods for involving users are abundantly described in the literature, such as Lead User (Von Hippel, 2005), User Driven Innovation (Von Hippel, 1986), User Centred Design (Von Hippel, 2005) and User Created Content (O'Reilly, 1998) as well as User Co-Creation (Prahalad & Ramaswamy, 2000). This paper explores the domain landscape of Living Lab research, based on the landscape of human-centred design research (Sanders & Stappers, 2008; Sanders, 2008) and later introduced in the domain of Living Lab research (Mulder & Stappers, 2009). It also discusses the links with existing theories such as Social Capital Theory (Nahapiet and Ghoshal, 1998) and Social Cognitive Theory (Bandura, 1986) as well as Socio-Emotional Intelligence Theory (Goleman, 1998). It also explores the creation of User Group Experience concept for bringing the socio-emotional perspective (Norman, 1995; 1998; 2004; 207; Goleman, 1998) into User Experience (Fleming, 1998) that appears too much focusing on individual users and usability.Cet article présente une cartographie des recherches menées en lien avec les living labs

    Collaborative distance: investigating issues related to distance factors affecting collaboration performance

    Get PDF
    Both organisations and individuals are using more collaborative work, across geographic, disciplinary and organisational boundaries, leading to increased demand for Information and Communication Technologies (ICT) to support a more effective and efficient distributed collaboration. This thesis presents an empirical study exploring various aspects related to collaborative distance in the context of innovation projects. It focuses on the investigation of issues related to distance factors that affect collaboration effectiveness and efficiency. A total of 14 focus group interviews, undertaken with 75 participants in a comparative study of 14 project cases, revealed sufficient evidence on distance factors in the context of mixed (face-to-face and online or virtual) collocation modes. The results confirmed the positive role of collaboration technology for compressing geographical and temporal types of distance; other distance types were also bridged, however, other distance types were created. This empirical study aims to enlarge the academic understanding of distance factors by disambiguating their description and deciphering their role in the collaboration process, and clarifying the reasons for the use and improvement of collaboration technology for overcoming collaborative distances. It also confirms that distance factors raise collaboration barriers, and reveals that they disturb the collaboration mechanics by hindering knowledge workers’ capacity to reach a mutual understanding. Such findings have deep implications for the future enhancement of collaboration technology to fill the current gaps in distributed collaboration, also called e-Collaboration

    UX-FFE Model : An Experimentation of a new innovation process dedicated to a mature industrial company

    Get PDF
    Most of mature companies, operating through a certain form of repeat business in producing incremental innovations, have lost their ability to conduct radical or breakthrough innovations. While this is not necessarily a bad strategy for short-term sustainability, this is more questionable for future growth and long-term sustainability. Hence, we present in this paper a new innovation model, named UX-FFE because it combines both User eXperience and Fuzzy Front-End approaches. It is intended to tackle economical and social challenges of a successful innovation process. Beyond the systemic processes, like the FFE, addressing the economic stake of a company, our model includes an UX-based process in order to address also the social stake. Then, we explain how this new innovation model was concretely implemented, through the use of several techniques and tools, within a mature industrial company. Finally, we unveil the results of this innovation process experiment for evaluating its potential to overcome both economical and social challenges.Company SOURIAU ESTERLIN

    3D-LIVE : live interactions through 3D visual environments

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    This paper explores Future Internet (FI) 3D-Media technologies and Internet of Things (IoT) in real and virtual environments in order to sense and experiment Real-Time interaction within live situations. The combination of FI testbeds and Living Labs (LL) would enable both researchers and users to explore capacities to enter the 3D Tele-Immersive (TI) application market and to establish new requirements for FI technology and infrastructure. It is expected that combining both FI technology pull and TI market pull would promote and accelerate the creation and adoption, by user communities such as sport practitioners, of innovative TI Services within sport events

    A Tentative Design of a Future Internet Networking Domain Landscape

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    International audienceThe Future Internet (FI) will dramatically broaden both the spectrum of available information and the user's possible contexts and situations. This will lead to the vital need of a more efficient use of the Internet resources for the benefit of all. While the Internet has already delivered huge economic and social benefits over its short lifespan, there must be a realignment of how Internet research and investments are made and value is captured for enabling a continuous growth. The increase of available online contents and networking complexity require the exploration, experimentation and evaluation of new performance optimisation approaches for delivering different types of contents to users within different contexts and situations. Several network research areas, such as peer-to-peer, autonomous, cognitive and ad hoc networking, have already demonstrated how to improve network performance and user experience. Interestingly, there are various Internet-networking research areas and corresponding technologies that were investigated, experimented and progressively deployed, while others emerged more recently. However, there are still open questions such as visualising the conceptual evolution and articulating the various FI networking and computing research areas and identifying appropriate concepts populating such a FI domain landscape. This paper presents a tentative FI domain landscape populated by Internet computing and networking research areas

    ModÚle UX-FFE : Expérimentation de la phase de validation d'un nouveau processus d'innovation dédié à une entreprise industrielle mature

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    Le modĂšle UX-FFE est un modĂšle qui associe les approches « User eXperience » et « Fuzzy Front End » dans le but de rĂ©pondre aux enjeux Ă©conomiques et sociaux d’une entreprise industrielle mature. Ce papier prĂ©sente une proposition de structuration de la phase de validation du modĂšle. Ensuite, nous verrons comment cette proposition a concrĂštement Ă©tĂ© expĂ©rimentĂ©e en milieu industriel. Les rĂ©sultats montrent que notre proposition facilite l’introduction d’innovations de rupture et a une influence sur la qualitĂ© de l’expĂ©rience utilisateur tout au cours de la phase de validation du modĂšle UX-FFE, donc au cours du processus amont d’innovation. Enfin, cet article prĂ©vient aussi qu’une nouvelle approche de la mesure de la performance des processus d’innovation est envisageable.SociĂ©tĂ© Souriau Esterlin

    What are the Challenges and Enabling Technologies to Implement the Do-It-Together Approach Enhanced by Social Media, its Benefits and Drawbacks?

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    Inspired by the Do-It-Yourself (DIY) movement, the Do-It-Together (DIT) collaborative approach was successfully trialed in 2018, hence opening the door to the application of User Driven Innovation for realizing product individualization. In the meantime, other megatrends like digitization, social media, sustainability, the circular economy, and collaborative consumption have pushed toward a renewed DIT approach for tackling social and societal issues. This article reports on an exploratory study dedicated to the identification of challenges and enabling technologies to implement the DIT approach, as well as its benefits and drawbacks. This study is based on an extensive literature review that allowed us to identify 162 articles resulting in 38 most relevant selected articles and seven Product Life-Cycle (PLC) stages. Based on these PLC stages, all identified DIT challenges, benefits and drawbacks were collected from previous empirical work described in the selected articles. In terms of findings, relevant DIT challenges, benefits and drawbacks are consolidated in distinct tables with proper references. Regarding the enabling technologies for DIT implementation, only immersive technologies at the earlier PLC stage are addressed. The implementation analysis within other PLC stages and enabling technologies like Additive Manufacturing, Big Data, Artificial Intelligence and IoT have to be carried out in order to identify their particular benefits and drawbacks; however, this analysis is left to future work. This study has also revealed a lack of empirical studies addressing negative impacts while there is a plethora of published studies focusing solely on positive impacts

    Towards radical innovations in a mature company: an empirical study on the UX-FFE model

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    Publication dans le cadre d'une thùse Cifre entre le LAMPA et Esterline.The ability to successfully conduct radical innovations is mandatory for mature industrial companies that want to remain competitive in the global market. This ability relies on several ingredients, namely: (1) the structuring of the innovation process; (2) managerial principles; (3) methodological tools; (4) the presence of a culture of innovation. This paper reports about the impact of applying the User eXperience-Fuzzy Front End (UX-FFE) model, which brings together the systemic innovation process with the social, economical, and methodological aspects on the outcomes of the innovation process. Firstly, it appears that the operational performance of the upstream innovation process relies on the quality of the social context, intrinsic to the group of co-creators, corresponding to the reported perceived experience. Secondly, the UX-FFE model application, therefore, allows optimizing the upstream innovation process performance. Indeed, we argue that the evaluation of the co-creators perceived experience brings new opportunities to optimize the operational performance of the upstream innovation process. The first part of this paper presents deeper a theoretical model, named UX-FFE, which combines a UX approach with an upstream innovation process (FFE). The main interest of this UX-FFE model is that it allows evaluating the social aspect of the upstream innovation process, which may be detrimental to the success of radical innovation projects in mature companies. The second part presents the results of previous experiments that validated the model. The results allow the design of an instrument dedicated to the evaluation of the user experience of co-creators in the ideation stage. Finally, the third part reports about the experimentation of the UX-FFE in a mature company. Results present the impact of the co-creators’experience on the performance of radical innovation projects.Esterlin
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