22 resultados para CoCreation
Resumo:
The business value of information technology (IT) is increasingly being cocreated by multiple parties, opening opportunities for new research initiatives. Previous studies on IT value cocreation mainly focus on analyzing sources of cocreated IT value, yet inadequately accommodating the influence of competition relationships in IT value cocreation activities. To fill the gap, this in-progress paper suggests an agent-based modeling (also simulation) approach to investigating potential influences of the dynamic interplay between cooperation and competition relationships in IT value cocreation settings. In particular, the research proposes a high-level conceptual framework to position general IT value cocreation processes. A relational network view is offered, aiming at decomposing and systemizing several typical cooperation and competition scenarios in practical IT value cocreation settings. The application of a simulation approach to analytical insights and to theory building is illustrated.
Resumo:
As an emerging research method that has showed promising potential in several research disciplines, simulation received relatively few attention in information systems research. This paper illustrates a framework for employing simulation to study IT value cocreation. Although previous studies identified factors driving IT value cocreation, its underlying process remains unclear. Simulation can address this limitation through exploring such underlying process with computational experiments. The simulation framework in this paper is based on an extended NK model. Agent-based modeling is employed as the theoretical basis for the NK model extensions.
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Enterprise development and its contribution to societal and economic outcomes are well known. However, limited research into microenterprises and the practices of microfinance and microcredit in developing countries has been carried out. This chapter presents the findings of research based on six years of engagement with the microentrepreneurs of Beira in Mozambique and suggests a model for responsible and sustainable support for enterprise development in developing economies. Building on semistructured interviews, observation, and participatory action research, this research project articulates a new approach supportive of enterprise development, as a process of cocreation with local people and based on sustainability principles. These findings are part of a longitudinal study of the successes and failures of small enterprises and their impact on social and economic activity.
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The development and recording of 10 songs for a CD to accompany DeepBlue's new live orchestra production "Who Are You" which began touring Australia and Asia in 2012.
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A carer or teacher often plays the role of proxy or spokesperson for a person living with an intellectual disability or form of cognitive or sensory impairment. Our research undertook co-design with people living with cognitive and sensory impairments and their proxies in order to explore new ways of facilitating communication. We developed simple functioning interactive prototypes to support people with a diverse range of competencies to communicate and explore their use. Deployment of the prototypes enabled use, appropriation and design after design by our two participant groups; adults living with cognitive or sensory impairments and children identified with language delays and autism spectrum disorder. The prototypes supported concrete expression of likes, dislikes, capabilities, emotional wants and needs and forms of expression that hitherto had not been fostered, further informing design. Carers and designers were surprised at the ways in which the technology was used and how it fostered new forms of social interaction and expression. We elaborate on how design after design can be an effective approach for engaging people living with intellectual disabilities, giving them greater capacity for expression and power in design and offering the potential to expand and deepen their social relationships.
Resumo:
The purpose of this paper is to explore how participatory prototyping, through the use of design charrettes, can advance participatory action research (PAR) approaches and contribute to codesign practices in organisational settings. This will be achieved through the comparison of two varying design charrette experiences from a PAR initiative to redesign spaces in the Auraria Library in Denver, Colorado. Each design charrette followed a three-stage sequence of information sharing, idea generation and prototyping, and prioritisation with each stage building upon the former, both in terms of design concepts and in building up elements of ‘making’. While both charrette structures were similar, leadership and execution varied considerably. Lessons learned from the two design charrette experiences are presented, including the value of participatory prototyping within PAR to support ‘research through design’ activities. In addition, it highlights the value of authentic design participation of ‘designing with’ rather than ‘designing for’ to encourage optimal design outcomes.
Resumo:
NK model, proposed by Kauffman (1993), is a strong simulation framework to study competing dynamics. It has been applied in some social science fields, for instance, organization science. However, like many other simulation methods, NK model has not received much attention from Management Information Systems (MIS) discipline. This tutorial, thus, is trying to introduce NK model in a simple way and encourage related studies. To demonstrate how NK model works, this tutorial reproduces several Levinthal’s (1997) experiments. Besides, this tutorial attempts to make clear the relevance between NK model and agent-based modeling (ABM). The relevance can be a theoretical basis to further develop NK model framework for other research scenarios. For example, this tutorial provides an NK model solution to study IT value cocreation process by extending network structure and agent interactions.
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Sir John Egan’s 1998 report on the construction industry (Construction Task Force 1998) noted its confrontational and adversarial nature. Both the original report and its subsequent endorsement in Accelerating Change (Strategic Forum 2002) called for improved working relationships—so-called ‘integration’—within and between both design and construction aspects. In this paper, we report on our observations of on-site team meetings for a major UK project during its construction phase. We attended a series of team meetings and recorded the patterns of verbal interaction that took place within them. In reporting our findings, we have deliberately used a graphical method for presenting the results, in the expectation that this will make them more readily accessible to designers. Our diagrams of these interaction patterns have already proved to be intuitively and quickly understood, and have generated interest and discussion among both those we observed and others who have seen them. We noted that different patterns of communication occurred in different types of meetings. Specifically, in the problem-solving meeting, there was a richness of interaction that was largely missing from progress meetings and technical meetings. Team members expressed greater satisfaction with this problem-solving meeting where these enriched exchanges took place. By making comparisons between the different patterns, we are also able to explore functional roles and their interactions. From this and other published evidence, we conclude that good teamworking practices depend on a complex interplay of relations and dependencies embedded within the team.
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O contexto Darwiniano em que vivem as Agências de Viagens Independentes (AVI) em Portugal, impõe uma estratégia de colaboração em rede entre os diversos players do setor, numa inovadora e interativa filosofia de coopetição interorganizacional. Atualmente as contendas negociais não são mais entre empresas individuais, mas entre alianças de múltiplas empresas e os fornecedores com quem interagem. Os constrangimentos, os conflitos e os obstáculos contextuais e transacionais que as AVI enfrentam, são considerados como um dos principais motivos que as impelem a integrar redes de coopetição Interorganizacionais. Foi dado maior enfoque ao setor das AVI, em Portugal, por possuírem um peso significativo no mercado (69% em 2011), e ao tipo de aliança – Grupo de Gestão de agências de viagens (por representar 44% dessas AVI). Pretende-se nesta tese efetuar um estudo de caso da “Aliança RAVT”, e construir um mosaico de ideias que possam explicar a realidade de criação de valor entre os parceiros dentro da rede. Será apresentado um modelo de negócio designado por “e-Marketplace P2P com Cocriação de valor” para Grupos de Gestão, elencando as premissas que obrigam à reconfiguração das regras de negócio e das relações dentro da constelação de atores, visando mobilizá-los no incremento de novas maneiras de cocriar valor.
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A Internet tem conseguido mudar os limites das interações sociais e económicas, por fornecer uma infraestrutura robusta para comunicação sem constrangimento de distâncias no tempo e no espaço, que pode ser usada em diversas formas para acumulação e arquivo de recursos de conhecimento. Esta revolução da Internet levou a uma difusão sem precedentes de comunidades virtuais em que os consumidores participam e expressam as suas opiniões sobre os produtos e serviços que consomem ou pretendem consumir. O presente trabalho pretende explorar a temática das comunidades virtuais como fator de inovação, tendo como base o estudo de caso de uma comunidade virtual ligada ao setor do vinho, procurando compreender até que ponto as comunidades virtuais podem contribuir para a evolução dos produtos ou mesmo para a criação de novos produtos. O trabalho inicia-se com a revisão da literatura em torno do conhecimento, internet, comunidades virtuais, lead users e o processo de inovação, crowdsourcing e a cocriação no processo de desenvolvimento de novos produtos. Conclui-se que as empresas podem construir estratégias que permitam uma canalização da informação proporcionada pelos consumidores e Lead Users, procurando, por exemplo, utilização de ferramentas de crowdsourcing. Segue-se a aplicação de uma estratégia de investigação qualitativa, o estudo de caso, à página no Facebook Vinhos do Alentejo, em que se analisa uma comunidade de consumidores de vinhos do Alentejo que proporciona ideias de melhoria do produto ou da experiência de consumo. A recolha dos dados dessa página e a análise de conteúdo foram apoiadas pelo NVivo 10. Como principais resultados destacam-se a utilização desta página como ferramenta de marketing, na divulgação dos vinhos, da gastronomia, da região do Alentejo e ainda a obtenção de experiências preferidas de consumo dos vinhos.
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Research on how customers engage in the co-creation processes envisaged by the Servicedominant logic paradigm is currently limited and even less work has been published on frameworks for organizations to manage the co-creation process. This conceptual paper examines a particular aspect of co-creation: co-production as a result of the application of self-service technology (SST). We propose a conceptual framework for co-production, which emphasizes the need to understand productivity from the point of view of the customer, and demonstrate how this can be applied in both consumer (b2c) and interorganizational(b2b) contexts. We conclude that service organizations might benefit from clearly identifying co-production with task-performance, and co-creation with the valueattributing aspects of the customer service experience. Both aspects generate a range of design and management challenges for suppliers particularly the need to understand the cocreation process 'outputs' desired by customers and the full costs of moving away from person to person interaction.
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RESUMO - Confrontados por uma procura mais ativa e exigente e pressionados por uma maior restrição orçamental, os prestadores de saúde têm vindo a reconhecer o Marketing de Fidelização como uma solução sustentável para o seu sucesso financeiro. Assim, a autora explora como se desenvolve a cocriação de valor do consumidor no setor de saúde, nomeadamente, as interações, os atores e as atividades envolvidas na gestão e tratamento da doença. O projeto de investigação foca-se particularmente na cocriação de valor entre o médico regular e o paciente. Foi realizada uma pesquisa exploratória de natureza qualitativa. Os dados recolhidos na APDP, a uma amostra de 16 pacientes diabéticos através da técnica de entrevistas aprofundadas, revelaram que os estilos práticos de criação de valor do consumidor (CVCPS) desenvolvido por McColl-Kennedy et al. (2012) adequam-se às características desta doença. Os resultados do estudo sustentam que os pacientes com estilos práticos de cocriação de valor do consumidor “Parceria” e “Gestor de equipa” tendem a estar associados a um nível de fidelização elevado, pelo que se sugere que estes estilos sejam encorajados pelos prestadores. Em contraste, o Estilo de cocriação “Colaboração Passiva” está potencialmente associado a níveis de fidelização reduzidos, o que também sugere que a participação do paciente no seu relacionamento com o médico possa ser um fator potenciador da sua fidelização. O presente projeto de Investigação pretende ser um contributo teórico para investigação futura na área da cocriação e fidelização, com uma aplicação empírica que contribui para uma maior extensividade dos benefícios da cocriação de valor do consumidor para a Gestão em Saúde.
Resumo:
How a design concept was interactionally produced in the talk-in-interaction between an architect and client representatives was studied. The empirical analysis was informed by ethnomethodology and conversation analysis to observe structures and patterns of talk that accomplished actions and practices of design. Some differences were observed between the properties of the design concept in comparison with the design ideas that were considered during these conversations. The design concept was observed to be significant for assessing why some moves in a design space were considered better than others. The importance of the design concept to these interactions raised more general questions about what a design concept is and how it can be described as an object type. With reference to studies of science, technology and society these concerns were provisionally engaged with and further study of the object properties of design concepts is suggested.