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Living Lab
Living labs are open innovation ecosystems in real-life environments using iterative feedback processes throughout a lifecycle approach of an innovation to create sustainable impact. They focus on co-creation, rapid prototyping & testing and scaling-up innovations & businesses, providing (different types of) joint-value to the involved stakeholders. In this context, living labs operate as intermediaries/orchestrators among citizens, research organisations, companies and government agencies/levels. Background The term "living lab" has emerged in parallel from the ambient intelligence (AmI) research communities context and from the discussion on experience and application research (EAR). The emergence of the term is based on the concept of user experience and ambient intelligence. William J. Mitchell, Kent Larson, and Alex (Sandy) Pentland at the Massachusetts Institute of Technology are credited with first exploring the concept of a Living Laboratory. They argued that a living lab ...
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Co-creation
Co-creation, in the context of a business, refers to a Product design, product or service design process in which input from consumers plays a central role from beginning to end. Less specifically, the term is also used for any way in which a business allows consumers to submit ideas, designs or content. This way, the firm will not run out of ideas regarding the design to be created and at the same time, it will further strengthen the business relationship between the firm and its customers. Another meaning is the creation of value by ordinary people, whether for a company or not. Co-Creation Typology Aric Rindfleisch and Matt O'Hern define customer co-creation in digital marketing as "a collaborative NPD (new product development) activity in which customers actively contribute and/or select the content of a new product offering" and state that, like all NPD processes, it consists of two steps, namely contribution (of content) and selection (of the best contributions). Rindfleisch ...
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Usability
Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use. The object of use can be a software application, website, book, tool, machine, process, vehicle, or anything a human interacts with. A usability study may be conducted as a primary job function by a ''usability analyst'' or as a secondary job function by designers, technical writers, marketing personnel, and others. It is widely used in consumer electronics, communication, and knowledge transfer objects (such as a cookbook, a document or online help) and mechanical objects such as a door handle or a hammer. Usability includes methods of measuring usability, such as needs analysis and t ...
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Taipei Tech
National Taipei University of Technology (NTUT, Taipei Tech; ) is a public university in Taipei, Taiwan. It is a member of the Global Research & Industry Alliance (Gloria) of the Ministry of Science and Technology and accredited by AACSB. Located in the Daan district of Taipei, the school was established in 1912 as the School of Industrial Instruction, one of the earliest intermediate-higher educational institute in Taiwan. The current president of the university is Sea-Fue Wang. The university is part of the University System of Taipei, along with National Taipei University and Taipei Medical University. Its comprehensive undergraduate and graduate programs offer degrees in the STEM fields as well as design, architecture, management, humanities, and social sciences. The 495-acre campus in downtown Taipei was divided into three sections during the city's development. The main campus (West, East, and South) in Taipei now only spans 22 acres, next to the affluent Huashan 1914 Cre ...
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Shanghai
Shanghai (; , , Standard Mandarin pronunciation: ) is one of the four direct-administered municipalities of the People's Republic of China (PRC). The city is located on the southern estuary of the Yangtze River, with the Huangpu River flowing through it. With a population of 24.89 million as of 2021, Shanghai is the most populous urban area in China with 39,300,000 inhabitants living in the Shanghai metropolitan area, the second most populous city proper in the world (after Chongqing) and the only city in East Asia with a GDP greater than its corresponding capital. Shanghai ranks second among the administrative divisions of Mainland China in human development index (after Beijing). As of 2018, the Greater Shanghai metropolitan area was estimated to produce a gross metropolitan product (nominal) of nearly 9.1 trillion RMB ($1.33 trillion), exceeding that of Mexico with GDP of $1.22 trillion, the 15th largest in the world. Shanghai is one of the world's major centers for ...
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Tongji University
Tongji University () is a comprehensive public research university located in Shanghai. Established in 1907 by the German government together with German physicians in Shanghai, Tongji is one of the longest-standing, most selective, and most prestigious universities in China under the Project 985 and Double First Class University Plan. It is a Chinese state Class A Double First Class University. Tongji University is renowned for its engineering, architecture and business programs. The university possesses a faculty of more than 2,803 scholars, including 27 members from the Chinese Academy of Sciences and the Chinese Academy of Engineering. Currently, Tongji University owns 29 colleges, 8 affiliated hospitals, and 6 affiliated primary and secondary schools. Tongji University consistently features in the top 300th global universities. The U.S. News & World Report Best Global University Ranking ranks Tongji University at 15th worldwide in engineering. The College of Civil Engine ...
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Knowledge Transfer
Knowledge transfer is the sharing or disseminating of knowledge and the providing of inputs to problem solving. In organizational theory, knowledge transfer is the practical problem of transferring knowledge from one part of the organization to another. Like knowledge management, knowledge transfer seeks to organize, create, capture or distribute knowledge and ensure its availability for future users. It is considered to be more than just a communication problem. If it were merely that, then a memorandum, an e-mail or a meeting would accomplish the knowledge transfer. Knowledge transfer is more complex because: * knowledge resides in organizational members, tools, tasks, and their subnetworks and * much knowledge in organizations is tacit or hard to articulate. The subject has been taken up under the title of knowledge management since the 1990s. The term has also been applied to the transfer of knowledge at the international level. In business, knowledge transfer now has be ...
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Quadruple Helix Model Of Innovation
The triple helix model of innovation refers to a set of interactions between academia (the university), industry and government, to foster economic and social development, as described in concepts such as the knowledge economy and knowledge society. In innovation helical framework theory, each sector is represented by a circle (helix), with overlapping showing interactions. The initial modelling has advanced from two dimensions to show more complex interactions, for example over time. The framework was first theorized by Henry Etzkowitz and Loet Leydesdorff in the 1990s, with the publication of “The Triple Helix, University-Industry-Government Relations: A laboratory for Knowledge-Based Economic Development”. Interactions between universities, industries and governments have given rise to new intermediary institutions, such as technology transfer offices and science parks, and Etzkowitz and Ledersdorff theorized the relationship between the three sectors and explained the emerge ...
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Experiential Learning
Experiential learning (ExL) is the process of learning through experience, and is more narrowly defined as "learning through reflection on doing". Hands-on learning can be a form of experiential learning, but does not necessarily involve students reflecting on their product. Experiential learning is distinct from rote or didactic learning, in which the learner plays a comparatively passive role. It is related to, but not synonymous with, other forms of active learning such as action learning, adventure learning, free-choice learning, cooperative learning, service-learning, and situated learning.Itin, C. M. (1999). Reasserting the Philosophy of Experiential Education as a Vehicle for Change in the 21st Century. ''The Journal of Physical Education'' 22(2), p. 91-98. Experiential learning is often used synonymously with the term "experiential education", but while experiential education is a broader philosophy of education, experiential learning considers the individual learning pr ...
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