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1.
《Information & Management》2016,53(3):336-344
The process of value creation was traditionally driven almost exclusively within the firm. Product design and production were performed with minimal input from consumers, and the role of the consumer was witnessed only at the end of the product development process. Co-creation is generally considered by innovative firms that seek to achieve or maintain strategic competitiveness in the marketplace as a highly valuable progression in open innovation. Although extensive research results exist on innovation co-creation between firms and consumers, a coherent understanding of the application of such co-creation in mobile environments is missing in the literature. We consider opportunities that mobile technologies introduce to further develop co-creation. Based on an extensive literature review of innovation co-creation processes and ecosystems, we identify the key problems, issues, and requirements. We then develop an innovation co-creation framework with two levels of abstraction to organize the enablers, capabilities, and characteristics. We then suggest a roadmap with four stages for realizing a mobile innovation co-creation ecosystem.  相似文献   

2.
Co-creation is a pro-active strategy for enabling firms to create value through co-opting consumer competences. Several studies have conceptualised factors for characterizing the co-creation process. A few propose methodologies for co-creation. However, only a handful have so far analysed co-creation in a manner that emphasises the role of existing value or formalised the co-creation process with a view to adding rigour to research/practice and providing insights into activities – leading to increased success of co-creation.This article proposes a unified model for co-creation that integrates functions for strategising supplier–consumer involvement based on existing value-in-exchange and value-in-use and for selecting co-creation techniques. A step-by-step approach to using the unified model is then presented and applied through two collaborative projects within a semiconductor company. The article concludes by discussing the implications of the model for research and practice.  相似文献   

3.
In this paper, we examine collaborative design projects in school contexts with many different stakeholders. We look at the value created for and by different stakeholders, focusing on value as a benefit, which is experienced – perceived and determined – by the beneficiaries themselves in the value co-creation process. As our focus is in “value-in-use”, i.e., value which emerges through activities taking place in a specific space, time, and context, we define value through subjective experience of people involved. We apply in our study the concept of value co-creation, where value is understood emerging from collaborative activity between actors participating in the activity. We see that the value co-creation lens provides a useful means for the CSCW community to scrutinize and make sense of collaborative design projects. We categorized the perceived value for each stakeholder and discuss how these categories can help in gaining a deeper understanding of the value gained in collaborative design work as well as how value co-creation lens in more general can be used as a tool in collaborative design projects.  相似文献   

4.
End-user programmers develop more software than any other group of programmers, using software authoring devices such as multimedia simulation builders, e-mail filtering editors, by-demonstration macro builders, and spreadsheet environments. Despite this, there has been only a little research on finding ways to help these programmers with the dependability of the software they create. We have been working to address this problem in several ways, one of which includes supporting end-user debugging activities through interactive fault localization techniques. This paper investigates fault localization techniques in the spreadsheet domain, the most common type of end-user programming environment. We investigate a technique previously described in the research literature and two new techniques. We present the results of an empirical study to examine the impact of two individual factors on the effectiveness of fault localization techniques. Our results reveal several insights into the contributions such techniques can make to the end-user debugging process and highlight key issues of interest to researchers and practitioners who may design and evaluate future fault localization techniques.  相似文献   

5.
User needs are a fundamental element of design. If the design process does not properly reflect user needs, the design will be severely compromised. Therefore, it is worthwhile to investigate how the user is, and user needs are, understood in the design process. In this article, three accepted linear process models for web site and interactive media design are reviewed in terms of the designer and user participation. The article then proposes a user-evolving collaborative design process which is built on co-creation activities between designer and user. Co-creation activities across the entire design process structurally and ontologically reposition the users, and user needs, centrally, which allows the designers to holistically approach to the user needs through building a partnership with the users. Co-creation creates an equal evolving participatory process between user and designer towards sharing values and knowledge and creating new domains of collective creativity.  相似文献   

6.
Despite the growing importance of customers as value co-creators, little is known about their reasons for voluntarily participating in value co-creation activities. Based on expectancy-value theory, this paper empirically examines the specific benefits that customers anticipate from engaging in certain co-creation activities. Furthermore, it examines the manner in which interactions between customer benefits and joint activities/industry types influence customers’ intentions to continuously engage in value co-creation in the context of corporate social networking service (SNS)-based virtual customer environments (VCEs). Study data were collected from 327 corporate Facebook and Twitter VCE users through an online panel survey. Results of the main effect relationships reveal that all three customer benefits – cognitive, social integrative, and hedonic – significantly impacted customer intentions to continuously participate in value co-creation. Furthermore, the benefit–intention relationships differed depending upon the type of co-creation activities (e.g. ideation, design, testing, support, and marketing) and industry characteristics. Theoretical discussions about these results are provided, and implications for future research and practice are presented.  相似文献   

7.
Recent service perspectives (represented by service–dominant logic, service logic and service science; henceforth, service-logics) provide a mindset for understanding value co-creation as a mutual service process in which firms and customers integrate their resources. The idea that customer and firm resources should be jointly considered to properly explain perceived value is appealing, particularly in interactional settings such as e-commerce. However, we conduct a literature review and show that cross-sectional empirical e-commerce research intended to explain customer value perceptions continues to rely heavily on a unilateral approach (firm resources), which could be misleading. Subsequently, we identify possible barriers for considering service-logics in e-commerce research, which include the lack of a clear definition and classification of resources and an integrated set of valid and reliable measures of resources. We then take a step forward towards overcoming these barriers by providing a summary, a synthesis and new ideas or, at least, a new emphasis on the implications of existing ideas. The new idea/emphasis is that cross-sectional empirical e-commerce research should jointly consider customer resources and firm resources. No prior work has stressed this proposition. We provide a synthesis by re-organizing scarce and scattered service-logics-oriented existing literature on resources to offer a definition and a comprehensive framework for the classification of resources. Finally, we provide a summary by putting together valid and reliable measures of firm resources and customer resources that have been sparsely considered in the 69 studies selected. These measures could be used by researchers in order to model and test value co-creation processes in e-commerce B2C contexts.  相似文献   

8.
Digital innovation: A review and synthesis   总被引:1,自引:0,他引:1  
Organizations are under increasing pressure to apply digital technologies to renew and transform their business models. A great deal of research has examined specific phenomena, such as adoption antecedents and design methods. However, it is unclear what we know in totality, including what research streams exist, how they fit together, and fruitful opportunities for new knowledge development. We combine scientometric and systematic literature review methodologies to examine 7 dimensions of an adapted theoretical framework: initiation; development; implementation; exploitation; the role of the external competitive environment; role of internal organizational environment; and product, service, and process outcomes. From a macro perspective, we find vastly uneven coverage of research streams, diversity and diffusiveness of research, and knowledge and learning as an underlying conceptual pillar. Combined with our summary of each of the 7 research streams, these findings suggest several areas of future research, which we develop by identifying oppositions and tensions.  相似文献   

9.
A recommender system is a Web technology that proactively suggests items of interest to users based on their objective behavior or explicitly stated preferences. Evaluations of recommender systems (RS) have traditionally focused on the performance of algorithms. However, many researchers have recently started investigating system effectiveness and evaluation criteria from users?? perspectives. In this paper, we survey the state of the art of user experience research in RS by examining how researchers have evaluated design methods that augment RS??s ability to help users find the information or product that they truly prefer, interact with ease with the system, and form trust with RS through system transparency, control and privacy preserving mechanisms finally, we examine how these system design features influence users?? adoption of the technology. We summarize existing work concerning three crucial interaction activities between the user and the system: the initial preference elicitation process, the preference refinement process, and the presentation of the system??s recommendation results. Additionally, we will also cover recent evaluation frameworks that measure a recommender system??s overall perceptive qualities and how these qualities influence users?? behavioral intentions. The key results are summarized in a set of design guidelines that can provide useful suggestions to scholars and practitioners concerning the design and development of effective recommender systems. The survey also lays groundwork for researchers to pursue future topics that have not been covered by existing methods.  相似文献   

10.
This study examines how online value co-creation activities benefit brands in the form of willingness to pay a higher price (WPHP). We propose a framework of value co-creation in three management fields (product design, marketing, and after-sales service) and empirically examine the relationships among co-creation activities, customer-brand relationships, and customers’ WPHP. Interestingly, we find that the co-creation activities in two of the three management fields can enhance both customers’ brand passion and self-brand connection, which increases their WPHP only through the full mediation of brand satisfaction. Our findings contribute to theories on IT value and value co-creation.  相似文献   

11.
Machine learning (ML) models are nowadays used in complex applications in various domains, such as medicine, bioinformatics, and other sciences. Due to their black box nature, however, it may sometimes be hard to understand and trust the results they provide. This has increased the demand for reliable visualization tools related to enhancing trust in ML models, which has become a prominent topic of research in the visualization community over the past decades. To provide an overview and present the frontiers of current research on the topic, we present a State-of-the-Art Report (STAR) on enhancing trust in ML models with the use of interactive visualization. We define and describe the background of the topic, introduce a categorization for visualization techniques that aim to accomplish this goal, and discuss insights and opportunities for future research directions. Among our contributions is a categorization of trust against different facets of interactive ML, expanded and improved from previous research. Our results are investigated from different analytical perspectives: (a) providing a statistical overview, (b) summarizing key findings, (c) performing topic analyses, and (d) exploring the data sets used in the individual papers, all with the support of an interactive web-based survey browser. We intend this survey to be beneficial for visualization researchers whose interests involve making ML models more trustworthy, as well as researchers and practitioners from other disciplines in their search for effective visualization techniques suitable for solving their tasks with confidence and conveying meaning to their data.  相似文献   

12.
Evaluation of design artefacts and design theories is a key activity in Design Science Research (DSR), as it provides feedback for further development and (if done correctly) assures the rigour of the research. However, the extant DSR literature provides insufficient guidance on evaluation to enable Design Science Researchers to effectively design and incorporate evaluation activities into a DSR project that can achieve DSR goals and objectives. To address this research gap, this research paper develops, explicates, and provides evidence for the utility of a Framework for Evaluation in Design Science (FEDS) together with a process to guide design science researchers in developing a strategy for evaluating the artefacts they develop within a DSR project. A FEDS strategy considers why, when, how, and what to evaluate. FEDS includes a two-dimensional characterisation of DSR evaluation episodes (particular evaluations), with one dimension being the functional purpose of the evaluation (formative or summative) and the other dimension being the paradigm of the evaluation (artificial or naturalistic). The FEDS evaluation design process is comprised of four steps: (1) explicate the goals of the evaluation, (2) choose the evaluation strategy or strategies, (3) determine the properties to evaluate, and (4) design the individual evaluation episode(s). The paper illustrates the framework with two examples and provides evidence of its utility via a naturalistic, summative evaluation through its use on an actual DSR project.  相似文献   

13.
Business intelligence (BI) helps managers make informed decisions. In the age of big data, BI technology provides essential support for decision making. Cloud computing also attracts many organizations because of its potential: ubiquitous, convenient, on-demand network access to a shared pool of configurable computing resources (e.g. networks, servers, storage, applications, and services). This paper focuses on the deployment of BI in the cloud, from the vantage point of design science research (DSR). We produce a state of the art of research pertaining to BI in the cloud, following the methodology of systematic literature review. This literature review especially exhibits the different artifacts proposed by design science researchers regarding BI in the cloud. To structure the literature review, we propose a framework composed of two dimensions: artifact type and BI step. In particular, we propose a typology of artifact types, refining the coarse-grained typology commonly used in DSR. We use the two-dimensional framework both to map the current state of DSR regarding BI in the cloud, and to elicit future research avenues in terms of design science artifacts for BI in the cloud. The contribution is threefold: the literature review may help DSR researchers get an overview of this active research domain; the two-dimensional framework facilitates the understanding of different research streams; finally, the proposed future topics may guide researchers in identifying promising research avenues.  相似文献   

14.
As global disruptions escalate, digital resilience (DR)—the capacity to anticipate, absorb, and adapt to external shocks by leveraging Information Systems (IS)—has become crucial for individuals and organisations confronting and managing unprecedented crises. This research advances understanding on how to develop DR, drawing on insights from an Action Design Research (ADR) study conducted during the COVID-19 pandemic. Our research explores a particular facet of DR: the capacity to manage exogenous shocks through the design  of new IS solutions. We introduce the ADAPT framework, comprising five key enablers—Agility, Designation, Alignment, Participation, and Trust—recommended to support design teams developing IS solutions during and for crises. Our ADR project, which resulted in the creation of a telemonitoring system used by over 115 frontline healthcare workers to monitor the symptoms of more than 1000 COVID-19 patients, demonstrates the instrumental role these five enablers play in supporting a crisis-propelled IS design process that is urgent, resource-limited, and multi-partite. By presenting new design process knowledge and practical recommendations that guide crisis-driven IS design, we aim to equip design teams with the understanding they need to effectively navigate similar challenges in the future. We also hope to inspire and support IS researchers to apply their expertise in the design, deployment, and use of IS solutions to contribute to crisis-driven design endeavours that tackle the pressing and urgent challenges of our time.  相似文献   

15.
As new technologies emerge that can bring older adults together with children, little has been discussed by researchers concerning the design methods used to create these new technologies. Giving both children and older adults a voice in a shared design process comes with many challenges. This paper details an exploratory study focusing on connecting generations through cooperative design (co-design) methods that can enable idea construction and elaboration to flourish. Design techniques were adapted that ranged from low-tech prototyping and sticky-note feedback to distributed collaboration. The critical finding in this research was that children and older adults need not only time together to start the collaboration but also time apart to further the collaboration at a distance. This case study research reports on how our methods evolved and how others can apply these methods for their own work.  相似文献   

16.
Abstract

Innovations in digital cultural communication for museums challenge us to develop appropriate methods for participation in curatorial processes and to rethink the role of audiences inside exhibitions. The article explores the potentials of scaffolding sites of dialogue and creative engagement through the design process and final exhibition. It draws upon experiences from an interactive exhibition project, Digital Natives, in which we combined principles from Participatory Design with issues of contemporary digital culture to explore possibilities for creating heritage innovation. We suggest three critical stages of the dialogic design process in which engagement between stakeholders, researchers, and audiences can be central to shaping and transforming future conceptions of digital cultural heritage, through process and final exhibition. In this way, we argue that a participatory design anthropological approach to digital culture can expand opportunities for heritage innovation through technological means of engagement in museums.  相似文献   

17.
Scheduling is essentially a decision-making process that enables resource sharing among a number of activities by determining their execution order on the set of available resources. The emergence of distributed systems brought new challenges on scheduling in computer systems, including clusters, grids, and more recently clouds. On the other hand, the plethora of research makes it hard for both newcomers researchers to understand the relationship among different scheduling problems and strategies proposed in the literature, which hampers the identification of new and relevant research avenues. In this paper we introduce a classification of the scheduling problem in distributed systems by presenting a taxonomy that incorporates recent developments, especially those in cloud computing. We review the scheduling literature to corroborate the taxonomy and analyze the interest in different branches of the proposed taxonomy. Finally, we identify relevant future directions in scheduling for distributed systems.  相似文献   

18.
Information technology support of office work has increased rapidly in functionality, but new ways of interacting have evolved more slowly. This paper adds to the design research community’s notion of interaction quality by exploring these new ways of interacting and comparing them in the home and work contexts. We describe and analyze two interview studies conducted with office workers to consider how they perceive, experience and compare interaction qualities. Six interaction qualities (instant, expressive, playful, collaborative, responsive and flexible) were identified that together embody an interaction style that we have labeled ‘Generation Y.’ From learning and comparing these qualities, we found that personal and natural type of interactions were mostly experienced in the more private home context. Formal and subtle type of interactions were mostly experienced in the more public work context. We also found that the office workers scored the interaction qualities in their home context as richer than in their work context. This study resulted in a set of design guidelines, aiming to be used to implement the Generation Y interaction style in future office tools and applications. Designers and researchers will benefit from the result of this study from understanding rich interaction design in the work context.  相似文献   

19.
To develop new compilation and optimization techniques, computer scientists frequently Consult program analysis artifacts such as Control flow graphs (CFGs) and traces of executed instructions. A CFG is a directed graph representing possible execution paths in a program. CFGs are commonly visualized as node‐link diagrams while traces are commonly viewed in raw text format. Visualizing and exploring CFGs and traces is challenging because of the complexity and specificity of the operations researchers perform. We present a design study where we collaborate with computer scientists researching dynamic binary analysis and compilation techniques. The research group primarily employs CFGs and traces to reason about and develop new algorithms for program optimization and parallelization. Through questionnaires, interviews, and a year‐long observation, we analyzed their use of visualization, noting that the tasks they perform match common subroutines they employ in their techniques. Based on this task analysis, we designed CFGExplorer, a visual analytics system that supports computer scientists with interactions that are integrated with the program structure. We developed a domain‐specific graph modification to generate graph layouts that reflect program structure. CFGExplorer incorporates structures such as functions and loops, and uses the correspondence between CFGs and traces to support navigation. We further augment the system to highlight the output of program analysis techniques, facilitating exploration at a higher level. We evaluate the tool through guided sessions and semi‐structured interviews as well as deployment. Our collaborators have integrated CFGExplorer into their workflow and use it to reason about programs, develop and debug new algorithms, and share their findings.  相似文献   

20.
This survey provides an introduction into eye tracking visualization with an overview of existing techniques. Eye tracking is important for evaluating user behaviour. Analysing eye tracking data is typically done quantitatively, applying statistical methods. However, in recent years, researchers have been increasingly using qualitative and exploratory analysis methods based on visualization techniques. For this state‐of‐the‐art report, we investigated about 110 research papers presenting visualization techniques for eye tracking data. We classified these visualization techniques and identified two main categories: point‐based methods and methods based on areas of interest. Additionally, we conducted an expert review asking leading eye tracking experts how they apply visualization techniques in their analysis of eye tracking data. Based on the experts' feedback, we identified challenges that have to be tackled in the future so that visualizations will become even more widely applied in eye tracking research.  相似文献   

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