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1.
Although there is increasing acknowledgement that consumers can contribute useful ideas during the development of innovative services, there has been little empirical examination of how such users can best be managed in order to contribute their ideas to the ‘fuzzy front end’ of new service development. The present study examines the relationship between the nature of user‐created ideas regarding new technology‐based services and the characteristics of the users supplying the ideas. In particular, the study investigates whether users' ideas become more incremental or more radical depending on the users' awareness of technological restrictions and their utilization of use experience. The results show that idea creators with high use experience who are unaware of any technological restrictions tend to produce service ideas that are more radical in nature, whereas idea creators with high use experience who are aware of technological restrictions tend to produce service ideas that are more incremental in nature. The study provides empirical support that, in order to provide innovative ideas, ordinary users involved in ideation must both have a contextual use experience and not be restricted in their ideation by ‘too much’ technology information and restrictions on potential feasibility.  相似文献   

2.
Online innovation communities have altered the nature of collaborative innovation. Within these communities, coexistence of open and closed source offerings is becoming commonplace, though potential diffusion and product advantages from each form are not well understood. Patterns of derivative innovation within these communities affect designers' focus; thus, this work is grounded in the attention‐based view. Beyond open vs. closed source development, we find that the presence of sibling designs (designs based on the same source material) and self‐remix (iteration on material by the same designer) have notable diffusion and product effects. Diffusion effects are investigated using 354 co‐existing open and closed source 3D printers from the RepRap community, while a subset of these printers is used for an analysis of key product attributes: value and ease of use. While previous researchers have argued for an early stage open source diffusion advantage, this is not observed here. However, customers perceive open source products to have value advantages, while closed source offerings are easier to use. Sibling designs have a diffusion advantage, particularly early on. Self‐remixes have both diffusion and product advantages. By better understanding these contextual elements of derivative innovation, designers' attention can be shaped to achieve desired outcomes.  相似文献   

3.
Although the aesthetic properties of a product are likely associated with users' emotional responses, empirical evidence does not explain how the aesthetic properties of a product evoke an emotional response. This study presents the hypothesis that users' emotions are evoked when they observe an aesthetically pleasing product with unity. The results implied that a product form with more unity had a greater likelihood of affecting users' positive emotions compared with those with less unity, and that the unity aesthetic may act as a mediator in evoking emotion. In addition, the results confirmed that products composed of curvier elements tended to evoke a stronger pleasure response compared with those defined by straight lines. A systematic approach, namely the decision tree method, acts as a unity design guideline for the enhancement of product aesthetics, which may evoke users’ pleasure responses further.Relevance to industryOur findings imply that a product form with more unity had a greater likelihood of affecting users’ positive emotions compared with those with less unity. In addition, a systematic approach, namely the decision tree method, acts as a unity design guideline for the enhancement of product aesthetics, which may apply for designing products with pleasures.  相似文献   

4.
Internet users' activities are critical to the development and success of Web 2.0 systems, such as online communities. Within the community's participation, knowledge sharing, and communications, users may conduct aggressive behaviors that would have a negative impact on that online community. This study investigates factors that affect Chinese users' aggression intention in online communities. Research findings show that online aggression can be inhibited by internal deterrents of face saving and moral beliefs, which may be enhanced through implementation of consequences from an effective community policy and peer pressure among community members. Differences in the effects of the deterrence measures exist between younger and older users. This paper contributes theoretically and empirically to Web 2.0 research and has practical implications for virtual community management.  相似文献   

5.
Open innovation represents an emergent paradigm by which organizations make use of internal and external resources to drive their innovation processes. The growth of information and communication technologies has facilitated a direct contact with customers and users, which can be organized as open innovation communities through Internet. The main drawback of this scheme is the huge amount of information generated by users, which can negatively affect the correct identification of potentially applicable ideas. This paper proposes the use of evolutionary computation techniques for the identification of innovators, that is, those users with the ability of generating attractive and applicable ideas for the organization. For this purpose, several characteristics related to the participation activity of users though open innovation communities have been collected and combined in the form of discriminant functions to maximize their correct classification. The right classification of innovators can be used to improve the ideas evaluation process carried out by the organization innovation team. Besides, obtained results can also be used to test lead user theory and to measure to what extent lead users are aligned with the organization strategic innovation policies.  相似文献   

6.
Following the concepts of crowdsourcing, co‐creation or open innovation, companies are increasingly using contests to foster the generation of creative solutions. Currently, online idea and design contests are enjoying a resurgence through the usage of new information and communication technologies. These virtual platforms allow users both to competitively disclose their creative ideas to corporations and also to interact and collaborate with like‐minded peers, communicating, discussing and sharing their insights and experiences, building social networks and establishing a sense of community. Little research has considered that contest communities both promote and benefit from simultaneous co‐operation and competition and that both types of relationships need to be emphasized at the same time. In this article, it is argued that the firm‐level concept of co‐opetition might also be relevant for an innovation's success on the individual level within contest communities. Our concept of ‘communitition’ should include the elements of competitive participation without disabling the climate for co‐operation, as numerous user discussions and comments improve the quality of submitted ideas and allow the future potential of an idea to shine through the so‐called ‘wisdom of the crowd’.  相似文献   

7.
Firms can harness social user networks not only for ideation, but also to accelerate and facilitate diffusion of new product introductions. They select individuals whose own product adoptions and opinions influence adoption decisions of others. In this paper we transfer this rationale to firm employees. We focus on ‘embedded users’ who are employees of a firm, but at the same time users of the firm's products. We aim to find out if their access to user networks, use experience and lead userness impact their opinion leadership and domain‐specific innovativeness. We also show how cognitive empathy towards external users is a mechanism to explain these relationships. Drawing on the user innovation and consumer behaviour literature, we derive and test eight hypotheses on a sample of 54 firm employees in gaming hardware firms. We find that lead userness is positively related to domain‐specific innovativeness and opinion leadership, but use experience only to the former. Cognitive empathy mediates all relationships in our study. To facilitate embedded users' tendency to act as opinion leaders and to adopt new products, managers should encourage their employees to use the firm's products to build use experience and thus develop cognitive empathy towards external users.  相似文献   

8.
Do the beneficial or detrimental effects of CMC activity depend on the specific social comparison strategy individuals use? The present study aimed to answer this question by examining social comparison strategies, different measures of online activity within the community, and psychological well‐being of users of online breast cancer support communities. Results showed that the relationship between online activity (i.e., length of visits and frequency of posts) and psychological well‐being (i.e., breast cancer related concerns and depression) was determined by users' pessimistic social comparison strategy; downward identification influenced especially highly active users. Findings suggest that active CMC users should be careful not to become entrapped by negative social comparison processes.  相似文献   

9.
A common assumption in prior research on social networking sites (SNS) has been that users' orientations toward SNS use are positioned somewhere along a bipolar, univalent continuum, stretching from negative to positive orientation. However, considering recent findings unfolding the intricacy and variety of SNS use patterns, such a linear conceptualization of users' orientations is too simplistic with limited ability to explain the intricate patterns of SNS use. To alleviate this deficiency in this paper, we draw on the ambivalence literature and explain that users can simultaneously experience both positive and negative orientations toward SNS use based on the positive and negative aspects of their SNS use experience. Focusing on post- adoptive SNS use context, we theorise archetypes of SNS users' attitudinal responses to ambivalence, and their associated behavioural outcomes in terms of SNS use patterns. We first follow a typological perspective and develop typologies of attitudinal and behavioural responses to ambivalence toward SNS use. Then, we offer six hypotheses that explain the relations between the archetypes of attitudinal responses to ambivalence toward SNS use and users' SNS use patterns. Lastly, we empirically test our hypotheses using latent profile analysis and ANCOVA applied to two-wave data collected from 370 ambivalent SNS users. The findings support the hypotheses and validate our typologies. The findings ultimately point to likely choices from a range of post-adoption SNS use patterns as plausible outcomes of SNS users' attitudinal responses to ambivalence.  相似文献   

10.
Online communities can be an attractive source of ideas for product and process innovations. However, innovative user‐contributed ideas may be few. From a perspective of harnessing “big data” for inbound open innovation, the detection of good ideas in online communities is a problem of detecting rare events. Recent advances in text analytics and machine learning have made it possible to screen vast amounts of online information and automatically detect user‐contributed ideas. However, it is still uncertain whether the ideas identified by such systems will also be regarded as sufficiently novel, feasible and valuable by firms who might decide to develop them further. A validation study is reported in which 200 posts from an online home brewing community were extracted by an automatic idea detection system. Two professionals from a brewing company evaluated the posts in terms of idea content, idea novelty, idea feasibility and idea value. The results suggest that the automatic idea detection system is sufficiently valid to be deployed for the harvesting and initial screening of ideas, and that the profile of the identified ideas (in terms of novelty, feasibility and value) follows the same pattern identified in studies of user ideation in general.  相似文献   

11.
Recent years have seen growing interest in the influence of the environment on entrepreneurship. However, little is known about the impact of the country‐level technological environment on the creation of new technology‐based firms. This study investigates the relationship between the technological environment (measured by the amount of investment in R&D, and access to information and communication technology [ICT] infrastructure) and technology entrepreneurship, in 54 countries during the years 2005 to 2010. Using data from the Global Entrepreneurship Monitor, and the World Bank Development Indicators, we identify a significant, robust inverted U‐shaped relationship between R&D investment at country level and the likelihood of technology entrepreneurship. We also find evidence of a positive relationship between access to ICT infrastructure and the likelihood of technology entrepreneurship.  相似文献   

12.
This study aimed to explore the relationship between knowledge sharing intentions and the perceptions of individual technology users who are members of virtual communities. We characterized learners' perceptions of new technological products or services by including both an individual's psychological state of readiness to accept technology and also compatibility as factors affecting technology acceptance. By adopting virtual communities as samples for this empirical study, the Technology Acceptance Model, Technology Readiness Index, and the factor of compatibility were integrated in order to explore users' perceptions of technology. We analyzed the responses of 218 participants from these virtual communities using structural equation modeling. The empirical results showed that an individual's positive attitude, such as optimism, toward the Technology Readiness Index positively affects acceptance of technology; an individual's negative perception of the Technology Readiness Index, such as discomfort, has a negative effect on his or her sense of the perceived ease of technology and compatibility in regard to prior experience and technology. A sense of insecurity toward the new technology also showed a significant effect on the individual's perceptions of the usefulness of technology. The results of this research demonstrated that improving an individual's degree of adaptability to technology could increase knowledge-sharing intentions in virtual communities. Meanwhile, the degree of the individual's discomfort with technology did not hinder knowledge-sharing intentions.  相似文献   

13.
Online communities are attractive sources of ideas relevant for new product development and innovation. However, making sense of the ‘big data’ in these communities is a complex analytical task. A systematic way of dealing with these data is needed to exploit their potential for boosting companies' innovation performance. We propose a method for analysing online community data with a special focus on identifying ideas. We employ a research design where two human raters classified 3,000 texts extracted from an online community, according to whether the text contained an idea. Among the 3,000, 137 idea texts and 2,666 non‐idea texts were identified. The human raters could not agree on the remaining 197 texts. These texts were omitted from the analysis. The remaining 2,803 texts were processed by using text mining techniques and used to train a classification model. We describe how to tune the model and which text mining steps to perform. We conclude that machine learning and text mining can be useful for detecting ideas in online communities. The method can help researchers and firms identify ideas hidden in large amounts of texts. Also, it is interesting in its own right that machine learning can be used to detect ideas.  相似文献   

14.
Innovation contest communities are virtual tools for corporations to integrate external knowledge and creativity into the innovation process. Built on both the principle of competition and the advantages of a collaborative community, innovation contest communities constitute special interaction phenomena. The present study explores how different co‐operation behaviours, namely reciprocal giving, initial altruistic giving and free‐riding, influence the quality of participants' ideas on an open virtual contest platform with more than 2,000 members and more than 4,000 submissions. Our findings show that reciprocity and free‐riding are substantial behavioural elements of innovation contest communities leading to different outcomes regarding quality of submitted ideas. With this study, we contribute to a better theoretical understanding of distinctive types of co‐operation and free‐riding among individuals in the context of open innovation, extending theories of the evolution of co‐operation.  相似文献   

15.
The research objective of this paper is to develop a storytelling‐based knowledge‐sharing application that enables users to co‐create their own stories for both individuals and groups. To address this, a design science research methodology was applied for elucidating users' requirements. As empirical evidence, a case study was conducted on the children's book industry to synthesize a knowledge‐sharing design application named “StoryWeb”. Usability tests were conducted to reconfigure users' feedback and suggestions after two StoryWeb prototypes were developed. This study makes three main contributions. First, it empirically tests individual's or group's creativity and co‐creation by a view of knowledge sharing. Second, it methodologically applies a design thinking approach into a knowledge‐sharing study. Third, it also practically suggests feasible guidelines for the creativity and innovation research community on which features of storytelling‐based applications can be configured.  相似文献   

16.
Users are the primary source of new techniques, i.e. systematic activities by which a complex task is accomplished. Even though user‐generated techniques are a pervasive phenomenon which can be observed in many different contexts, existing research on user innovation has focused on product and service innovations. We focus on this important area of user innovation by studying four cases in the field of medical devices to analyse the processes by which users generate and diffuse new techniques as well as the interdependencies between user‐generated techniques and subsequent changes to product use and product innovation. Our findings suggest that user innovation in techniques triggers product innovation by users and manufacturers. Therefore, users' contributions to total innovation output are much higher than previously considered. Additionally, the diffusion of techniques differs significantly from the diffusion of new products. It can only be achieved with the involvement of diffusion agents and their interpersonal interaction and joint performance of the technique with possible adopters. As the diffusion of a technique is often a prerequisite for the diffusion of any related product, companies are forced to re‐think their marketing strategies.  相似文献   

17.
Users occasionally have critical incidents with information systems (IS). A critical IS incident is an IS product or service experience that a user considers to be unusually positive or negative. Critical IS incidents are highly influential in terms of users' overall perceptions and customer relationships; thus, they are crucial for IS product and service providers. Therefore, it is important to study user behaviours after such incidents. Within IS, the relationships between the situational context and user behaviours after critical incidents have not been addressed at all. Prior studies on general mobile use as a related research area have recognized the influence of the situational context, but they have not covered the relationships between specific situational characteristics and different types of user behaviours. To address this gap, we examine 605 critical mobile incidents that were collected from actual mobile application users. Based on our results, we extend current theoretical knowledge by uncovering and explaining the relationships between specific situational characteristics (interaction state, place, sociality and application type) and user behaviours (use continuance, word‐of‐mouth and complaints). We have found, for example, that users are less likely to engage in negative behaviours after negative incidents that take place outdoors or in vehicles than after indoor incidents. This is because users often consider indoor environments to be familiar and treat them with established expectations and low uncertainty: users are accustomed to the notion that the applications function indoors just like before. Further, we present practical implications for mobile application providers by suggesting to them which positive critical incidents are the most beneficial to promote and which negative critical incidents are the most crucial to avoid.  相似文献   

18.
Researchers and practitioners in the field of information and communication technologies (ICT) have for a while been embracing the concepts of user and consumer experience as well as emotions in design, encouraging the industry to emphasise hedonic and symbolic qualities of products and services, over and beyond their utilitarian characteristics. However, the idea that mobile phone users, for instance, seek increasingly experience-rich, personalised products can not be taken for granted. Therefore, it is valuable to investigate the degree to which users really share designers' increasingly socio-emotional stances. The presented longitudinal study investigated users' mobile phone-related product meaning, particularly its development from 2004 to 2008. Product meaning was conceptualised in terms of an affective-cognizant choice mode dimension complemented by items capturing utilitarian, hedonic, and symbolic facets of the construct. The findings provide grounds for raising an important discussion about a possible pragmatic shift in product meaning, away from emotional and holistic, towards piecemeal and rational valuation. This would obviously challenge current design maxims. Linking these results to users' personality and mobile phone ownership history, subgroups with notably dissimilar product meaning development could be distinguished mainly with regard to levels of neuroticism, extraversion and brand loyalty – however, not gender.  相似文献   

19.
Virtual customer integration and open innovation are considered as appropriate means to improve the success of new product development. However, only when consumers are qualified and motivated to contribute promising ideas and relevant know‐how they are able to add value to a producer's innovation process. In this study, we explore the symmetric and asymmetric impact of various creativity components on consumers' idea generation, concept development, or prototype building abilities as well as interest in co‐creation projects. Our results show that creativity components are of different importance. While some characteristics are needed above certain thresholds to successfully accomplish a certain development task, exceeding those does not necessarily lead to better outputs. Other characteristics improve the creative output only if they exceed specific levels.  相似文献   

20.
The gamification software development gave emphasis to the role played by the users to test and improve the software. This study presents a framework for software gamified in e-banking, taking a users' groups and a qualitative research approach, to check the users' design preferences in five cases of banking software gamified (Futebank, Dreams, Galaxy, Olympics, and Warrants). After software presentation, and usage experience, 53 participants, responses to a survey with six open questions. The data were analyzed through a text semantic software, to detect and classify lexical items in, accordance, with standard of software quality characteristics and user experiences. Two primary categories were identified, as well five dimensions in each element and characteristic categories. The results show five characteristic dimensions (design, appearance, functionality, rules, and objectives) and five element dimension (game, product, security, process, and information). These findings provide a framework for web designers and e-business, highlighting the most important software features when dealing with serious applications with game design. It adds value to the current literature on understanding the customer relationship with the game and the financial product, identifying new dimensions (game and product) on the approach of thinking and design gamification in e-banking. Our finding contributes to a better understanding of key elements and characteristics in e-banking software design and has important practical implications for software development and marketing practices. Thoughts on the users' software design preferences identified, should propel increase adoption and attractiveness of online banking.  相似文献   

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