User Innovation
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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 calle ...
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Innovation
Innovation is the practical implementation of ideas that result in the introduction of new goods or 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". 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 products, processes, services, technologies, art works or business models that innovators make available to 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 require a new invention. Technical innovation often manifests itself via the engineering process when the p ...
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T-shirt
A T-shirt (also spelled tee shirt), or tee, is a style of fabric shirt named after the T shape of its body and sleeves. Traditionally, it has short sleeves and a round neckline, known as a ''crew neck'', which lacks a collar. T-shirts are generally made of a stretchy, light, and inexpensive fabric and are easy to clean. The T-shirt evolved from undergarments used in the 19th century and, in the mid-20th century, transitioned from undergarment to general-use casual clothing. They are typically made of cotton textile in a stockinette or jersey knit, which has a distinctively pliable texture compared to shirts made of woven cloth. Some modern versions have a body made from a continuously knitted tube, produced on a circular knitting machine, such that the torso has no side seams. The manufacture of T-shirts has become highly automated and may include cutting fabric with a laser or a water jet. T-shirts are inexpensive to produce and are often part of fast fashion, leading to out ...
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MIT Sloan Management Review
The ''MIT Sloan Management Review'' is a research-based magazine and digital platform for business executives published at the Massachusetts Institute of Technology. The print edition is published quarterly; the digital edition is updated daily. Background The magazine (originally known as the ''Industrial Management Review'') was established in 1959 by the MIT Sloan School of Management. In 2001, the magazine added the university (Massachusetts Institute of Technology) to its official name and the magazine has been called ''MIT Sloan Management Review'' since then. It has transformed from its original, print-only, form to a multi-format platform. The magazine distributes content on the web, in print, on mobile platforms, in podcast format, and via licensees and libraries around the world. Sections Content is presented in five main sections: * Editor's Column: A one-page article from the editor-in-chief exploring a topic of current interest for business executives. * Frontiers: Sh ...
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Science And Technology Studies
Science and technology studies (STS) 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 Massachusetts Institute of Technology (MIT), which served as a model. By 2011, 111 STS research centers and academic programs were counted worldwide. Key them ...
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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 American futurist Alvin Toffler, and were widely used by many technology writers of the time. Technological breakthrough 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 online ...
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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 profes ...
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Participatory Design
Participatory design (originally co-operative design, now often co-design) 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, planning, and even medicine 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 than they do when creating ideas on their own. Parti ...
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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 and open-source software movements.Vallance, Kiani and Nayfeh, Ope ...
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List Of Emerging Technologies
This is a list of emerging technologies, in-development technical innovations with significant potential in their applications. The criteria for this list is that the technology must: # Exist in some way; purely 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. Agriculture Construction Electronics, IT, and communications Entertainment Optoelectronics Energy Materials and textiles Medicine Neuroscience Military Space Transport See also General: * Anthropogenics * Differential technological development * Diffusion of innovations *Disruptive innovation *Ecological modernization *Environmental technolog ...
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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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Domestication Theory
Domestication theory is an approach in Science and Technology Studies (STS) and media studies that describe the processes by which technology is 'tamed' or appropriated by its users. The theory was originally created by Roger Silverstone, who described four steps that technology goes through when being adapted into peoples' lives: # First, technologies are integrated into everyday life and adapted to daily practices. # Secondly, the user and its environment change and adapt accordingly. # Thirdly, these adaptations feedback into innovation processes in industry, shaping the next generation of technologies and services. # Fourthly, conversion, signalling what extent and how the technology has the status of reflecting the cultures of a household. The theory was initially developed to help understand the adoption and use of new media technologies by households (Silverstone et al. 1992), but has since been expanded in the innovation literature as a tool to understand technologies an ...
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