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User Innovation
__NOTOC__ User innovation refers to innovation by intermediate users (e.g. user firms) or consumer users (individual end-users or user communities), rather than by suppliers (producers or manufacturers). This is a concept closely aligned to co-design and co-creation, and has been proven to result in more innovative solutions than traditional consultation methodologies. Eric von Hippel and others observed that many products and services are actually developed or at least refined, by users, at the site of implementation and use. These ideas are then moved back into the supply network. This is because products are developed to meet the widest possible need; when individual users face problems that the majority of consumers do not, they have no choice but to develop their own modifications to existing products, or entirely new products, to solve their issues. Often, user innovators will share their ideas with manufacturers in hopes of having them produce the product, a process call ...
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Innovation
Innovation is the practical implementation of ideas that result in the introduction of new goods or service (economics), services or improvement in offering goods or services. ISO TC 279 in the standard ISO 56000:2020 defines innovation as "a new or changed entity, realizing or redistributing value (economics), value". Others have different definitions; a common element in the definitions is a focus on newness, improvement, and spread of ideas or technologies. Innovation often takes place through the development of more-effective product (business), products, processes, Service (economics), services, technologies, art works or business models that innovators make available to Market (economics), markets, governments and society. Innovation is related to, but not the same as, ''invention'': innovation is more apt to involve the practical implementation of an invention (i.e. new / improved ability) to make a meaningful impact in a market or society, and not all innovations requir ...
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Harvard Business Review
''Harvard Business Review'' (''HBR'') is a general management magazine published by Harvard Business Publishing, a not-for-profit, independent corporation that is an affiliate of Harvard Business School. ''HBR'' is published six times a year and is headquartered in Brighton, Massachusetts. ''HBR'' covers a wide range of topics that are relevant to various industries, management functions, and geographic locations. These include leadership, negotiation, strategy, operations, marketing, and finance. ''Harvard Business Review'' has published articles by Clayton Christensen, Peter F. Drucker, Justin Fox, Michael E. Porter, Rosabeth Moss Kanter, John Hagel III, Thomas H. Davenport, Gary Hamel, C. K. Prahalad, Vijay Govindarajan, Robert S. Kaplan, Rita Gunther McGrath and others. Several management concepts and business terms were first given prominence in ''HBR''. ''Harvard Business Review''s worldwide English-language circulation is 250,000. HBR licenses its content for pub ...
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Creative Commons
Creative Commons (CC) is an American non-profit organization and international network devoted to educational access and expanding the range of creative works available for others to build upon legally and to share. The organization has released several copyright licenses, known as Creative Commons licenses, free of charge to the public. These licenses allow authors of creative works to communicate which rights they reserve and which rights they waive for the benefit of recipients or other creators. A simplified one-page explanation of rights, with associated visual symbols, explains the specifics of each Creative Commons license. Content owners still maintain their copyright, but Creative Commons licenses give standard releases that replace the individual negotiations for specific rights between copyright owner (licensor) and licensee, that are necessary under an "all rights reserved" copyright management. The organization was founded in 2001 by Lawrence Lessig, Hal Abelson, an ...
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MIT Sloan Management Review
''MIT Sloan Management Review'' (''MIT SMR'') is a magazine and multiplatform publisher. It features research-based articles on strategic leadership, digital innovation, and sustainable business. It aims to give readers practical, of-the-moment guidance for leading in an ever-shifting world. ''MIT SMR'' publishes in print quarterly and online daily. It creates content across various media, including web, app, podcast, live and recorded video, and via distributors and libraries worldwide. ''MIT Sloan Management Review'' has published articles by Nancy Baym, Clayton Christensen, Thomas H. Davenport, Nancy Duarte, Amy Edmondson, Nicolai J. Foss, Vijay Govindarajan, Lynda Gratton, Gary Hamel, Linda Hill, Peter G. Klein, Mary Lacity, Benjamin Laker, Rita Gunther McGrath, Pamela Meyer, C.K. Prahalad, and Thomas J. Roulet. Background ''MIT Sloan Management Review'' was established as ''Industrial Management Review'' in 1959. In 1970, the magazine was renamed ''Sloan Manage ...
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Toolkits For User Innovation
Toolkits for user innovation and custom design are coordinated sets of “user-friendly” design tools. They are designed to support users who may wish to develop products or services for their own use. The problem toolkits are developed to solve is that, while user designers may know their own needs better than do producers, their technical design skills may be less than those of producer-employed developers. For example, expert users of tennis rackets – or expert users of custom integrated circuits – generally know more than producers do about the function they want a product (or service) to serve. However, they are often not as good as producer engineers at actually designing the product they need. Purpose Toolkits for user innovation (or design customization) solve this problem in two steps. First, they divide the total set of design problems facing product designers into two categories: # design problems for which users’ special knowledge of a need is important; ...
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Science And Technology Studies
Science and technology studies (STS) or science, technology, and society is an interdisciplinary field that examines the creation, development, and consequences of science and technology in their historical, cultural, and social contexts. History Like most interdisciplinary fields of study, STS emerged from the confluence of a variety of disciplines and disciplinary subfields, all of which had developed an interest—typically, during the 1960s or 1970s—in viewing science and technology as socially embedded enterprises. The key disciplinary components of STS took shape independently, beginning in the 1960s, and developed in isolation from each other well into the 1980s, although Ludwik Fleck's (1935) monograph ''Genesis and Development of a Scientific Fact'' anticipated many of STS's key themes. In the 1970s Elting E. Morison founded the STS program at the Massachusetts Institute of Technology (MIT), which served as a model. By 2011, 111 STS research centers and academic prog ...
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Prosumer
A prosumer is an individual who both consumes and produces. The term is a portmanteau of the words '' producer'' and ''consumer''. Research has identified six types of prosumers: DIY prosumers, self-service prosumers, customizing prosumers, collaborative prosumers, monetised prosumers, and economic prosumers. The terms ''prosumer'' and ''prosumption'' were coined in 1980 by Alvin Toffler, an American futurist, and were widely used by many technology writers of the time. Technological breakthroughs and a rise in user participation blurs the line between production and consumption activities, with the consumer becoming a prosumer. Definitions and contexts Prosumers have been defined as "individuals who consume and produce value, either for self-consumption or consumption by others, and can receive implicit or explicit incentives from organizations involved in the exchange." The term has since come to refer to a person using commons-based peer production. In the digital and ...
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Professional Amateurs
Amateur professionalism or professional amateurism (shortened to pro-am) is a blurring of the distinction between professional and amateur within any endeavour or attainable skill that could be labelled professional in fields such as writing, computer programming, music or film. The idea was used by Demos, a British think tank, in the 2004 book ''The Pro-Am Revolution'' co-authored by writer Charles Leadbeater. Leadbeater has evangelized the idea (in "amateur professional" order this time) by presenting it at TEDGlobal 2005. The idea is distinct from the sports term " pro–am" (professional–amateur), though derived from it. An example of professional amateurism on a large scale is the international open source and free software operating system project Linux which along with its many spinoffs has been developed by paid professionals at companies such as Red Hat, HP, and IBM working generally indistinguishably together with amateur professional coders. Amateur professio ...
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Participatory Design
Participatory design (originally co-operative design, now often co-design and also co-creation ) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable. Participatory design is an approach which is focused on processes and procedures of design and is not a design style. The term is used in a variety of fields e.g. software design, urban design, architecture, landscape architecture, product design, sustainability, graphic design, industrial design, planning, and health services development as a way of creating environments that are more responsive and appropriate to their inhabitants' and users' cultural, emotional, spiritual and practical needs. It is also one approach to placemaking. Recent research suggests that designers create more innovative concepts and ideas when working within a co-design environment with others tha ...
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Open-design Movement
The open-design movement involves the development of physical products, machines and systems through use of publicly shared design information. This includes the making of both free and open-source software (FOSS) as well as open-source hardware. The process is generally facilitated by the Internet and often performed without monetary compensation. The goals and philosophy of the movement are identical to that of the open-source movement, but are implemented for the development of physical products rather than software. Open design is a form of co-creation, where the final product is designed by the users, rather than an external stakeholder such as a private company. Origin Sharing of manufacturing information can be traced back to the 18th and 19th century. Aggressive patenting put an end to that period of extensive knowledge sharing. More recently, principles of open design have been related to the free software, free and open-source software, open-source software movements ...
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List Of Emerging Technologies
This is a list of emerging technologies, which are emerging technologies, in-development technical innovations that have significant potential in their applications. The criteria for this list is that the technology must: # Exist in some way; purely Hypothetical technology, hypothetical technologies cannot be considered emerging and should be covered in the list of hypothetical technologies instead. However, technologies being actively researched and prototyped are acceptable. # Have a Wikipedia article or adjacent citation covering them. # Not be widely used yet. Mainstream or extensively commercialized technologies can no longer be considered emerging. Listing here is not a prediction that the technology will become widely adopted, only a recognition of significant ''potential'' to become widely adopted or highly useful if ongoing work continues, is successful, and the work is not overtaken by other technologies. Agriculture Construction Economy Electronics, IT, an ...
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Ideas Bank
An ideas bank is a widely available shared resource, usually a website, where people post, exchange, discuss, and polish new ideas. Some ideas banks are used to develop new inventions or technologies. Many corporations have installed internal ideas banks to gather the input from their employees and improve their ideation process. Some ideas banks employ a voting system to estimate an idea's value. In some cases, ideas banks can be more humor-oriented than their serious counterparts. Many ideas banks are provided as free of charge, or set around certain companies in general to work out new inventions. Although ideas are provided by a community of people, problems can arise when people take the ideas from the site and begin developing them. There is no possible way to prove that the idea on the ideas bank was original and not taken from something else. Innovation The front end of innovation is quite distinct from the remainder of the innovation process. When the very best idea ...
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