• Title/Summary/Keyword: User-innovation

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User industry and accumulation of technological capabilities of producers-Finnings from the Korean machine tool industry

  • 임채성
    • Proceedings of the Technology Innovation Conference
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    • 2001.06a
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    • pp.71-95
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    • 2001
  • This study reveals that the user industry has a limited role as a source of technological capability in the case of the machine tools in Korea where the user industry is relatively mope advanced than other capital goods industry. The study examined the sources of technological capability in terms of migration of workforce and flow of product design information. Although the capital goods sector is generally regarded as being the sector where the user producer interaction is important the user industry failed to be the seed-bed of technological capability to develop machines. This study argues that this finding could have implications to the specificity of capital goods in a developing country.

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Technological regime, innovation of game engine as market transaction factors (시장 거래의 요인으로서 게임엔진의 기술체제와 기술혁신)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.59-68
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    • 2009
  • This study empirically analyzes game engine supplier's licensing strategy connected with supplier's technological regime and technological innovation. The results show that game engine supplier's technological regime is heterogeneously differentiated and it's user friendliness increases. "User Friendliness" of supplier's technological regime enables supplier's efficient technological transfer and increases supporting capability. Technological knowledge factors such as modularity of game engine structure, generic capability, codifiability of tacit game engine knowledge and degree of innovation turn incomplete technological market into efficient technological market by increasing supporting capability and by reducing transaction cost.

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Paradigms of Information Innovation 3.0 for Hyper-connective Internet of Things Technology with Extended Technological Organization Environment Framework

  • Murtaza Hussain Shaikh;Armigon Ravshanovich Akhmedov;Muzaffar Makhmudov
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.14-21
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    • 2023
  • Recent information and communication technologies have already opened up new prospects for technology groups, especially in a knowledge-based society. A contemporary technological era, which can be stated as the hyper-connective Internet of Things surpassed the traditional service pattern and innovation pattern by conveying personalized, localized, and con-text-aware services close to different actors and users. The conventional boundary of the organization is disbanding as well as traditional innovation and research & development limits. This research article conducts a preliminary study about the hyper-connective Internet of Things technology portent with innovation 3.0 version based on an extended technological organization environment framework (E-TOEF). This article discusses the emergence of innovation 3.0 as a paradigm shift from a manufacturing paradigm to an actor-oriented paradigm. There is a need to shift from a manufacturing mindset to more user ergonomics and be aware of the potential of hyper-connective IoT on the revolution of innovation patterns to be more cooperative, open, and user-centered. Besides, this article would strain some conceptual approaches for the next-generation innovation paradigm known as "hyper-connective IoT" entitled innovation 3.0. This new innovation version goes beyond open innovation and undeniably clearly beyond closed innovation which was an earlier version.

The Study of User Resistance to Fintech Payment Service: In the Perspective of Innovation Diffusion And Status Quo Bias Theory (핀테크 지급결제 서비스 수용 저항요인 연구 : 혁신저항이론과 현상유지편향이론을 중심으로)

  • Hwang, Sin-Hae;Kim, Jeoung-Kun
    • The Journal of Information Systems
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    • v.27 no.1
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    • pp.133-151
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    • 2018
  • Purpose Global fintech industry is proliferating. Although domestic investment in fintech service is also increasing fast, user acceptance of fintech payment service seems slower than expected. Previous fintech literature mainly focuses on overall characteristics and technical aspects of fintech including security issues and explores factors affecting the service adoption. This study aims to examine crucial factors affecting user's resistance intention to fintech payment service adoption. The research model was formulated based on innovation diffusion theory and status quo bias theory and validated empirically. Design/methodology/approach The proposed research model was empirically validated with 149 responses from college students who have used fintech payment service. The component-based SEM was employed for data analysis. Findings The significant findings are as follow. First, compatibility has significant negative effect and complexity, and perceived risk has a positive effect on user resistance. Second, institutional trust does not show a significant effect on user resistance but has an indirect effect through the mediation of trust in service provider. Finally, trust in service provider shows the significant negative effect on user resistance.

People's Creativity and User/Field-driven Innovation: Literature Review for the Paradigm of Creative Economy (국민의 창의성과 사용자/현장 중심 혁신: 창조경제 패러다임 정립을 위한 문헌 연구)

  • Lim, Hong-Tak
    • Journal of Technology Innovation
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    • v.22 no.3
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    • pp.135-166
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    • 2014
  • 'Creative Economy' has been announced as the new paradigm of socio-economic development strategy of newly elected President Geun-Hye Park's administration. By explicitly defining people as a major player in creative activity, it seems to depart from expert-driven or science & technology-focused development paradigms of previous administrations. Yet, its interpretation and operation in terms of government policy does not seem to show any differences. This study aims to explicate the nature of Creative Economy as a development paradigm by clarifying the differences between people's creativity and that of scientists and engineers through extensive literature review. People can contribute to the creative activity not just as users but also as living persons who make everyday yet independent choices based on their humanistic, philosophical, ethical and experiential capabilities which are clearly different from the sources of scientists' & engineers' creativity. People's creative activity does involve value judgement about life and can often accelerate the system innovation or transition by changing consumer behaviour and lifestyle, and hence destruct technological lock-in user lock-in of the existing system. People's creativity can thus present 'User/Field-driven Innovation Paradigm which clearly differs from existing expert- or science & technology-driven innovation paradigm. The Creative Economy with focus on people's creativity therefore faces new socio-economic development challenges of fulfilling the User/Field-driven Innovation Paradigm.

A User-centered Classification Framework for Digital Service Innovation : Case for Elderly Care Service

  • Lim, Hong-Tak;Han, Jeong-Won
    • International Journal of Contents
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    • v.14 no.1
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    • pp.7-11
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    • 2018
  • Digital technology has been changing everyday life of ordinary people let alone the structure of world industry. The elderly care service is also going through changes influenced by the unavoidable impact from torrents of digital technologies. There are numerous reports and news about the digital technologies increasing the efficiency and effectiveness of care service yet lacking systematic understanding of the sources of such improvement. This study aims to present a new classification framework for digital elderly care service innovation to fully utilize the power of digital technologies drawing on insights from innovation studies and service studies. First, 4 features of digital technologies are identified as sources of new value in service innovation. The co-creation of value by users and producers in service and technology development is discussed to illuminate users' contributions to service innovation. Communication of needs and ideas with producers and application of new technologies into everyday practice of life are identified as the source of new value which can be attributed to the elderly. Customization along with efficiency gains is the key to digital elderly care service innovation. The classification framework, thus, incorporates the needs of the elderly as one axis of criteria in the conventional technology-centered framework. The new classification framework would help give due weight to user-driven or demand-driven innovation in the elderly care service R&D activities.

A Study on the Improvement of Public Library Workflow Using Process Innovation (프로세스 이노베이션을 활용한 공공도서관 업무 프로세스 개선에 관한 연구)

  • Noh, Dong-Jo;Kim, Young-Mi;Oh, Dong-Geun
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.4
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    • pp.393-413
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    • 2017
  • This study will explore the possibility of applying process innovation as a public library for business innovation. In order to do this, the study defines the concept of process innovation through the literature review. According to survey and focus group interviews with librarians working for public libraries, this study will organize work done at libraries into the following categories: acquisition, resource management, user management, user services, programs, volunteer management, marketing, library computerization system, facility management, general affairs and statistical management. In addition, through face-to-face surveys with librarians working for public libraries it is confirmed that there are issues within acquisition, user management, and applied process innovation. In response to these issues a new process has been developed. Using this new approach, book contract procedure and requests for book related work could be improved and optimized. In the user management section, the study analyzes the requirements and subscription procedures for members through a website survey of 30 public libraries in the United States and then provides an improved system through process analysis of the membership process of Korean public libraries. It is expected that the new system will contribute to improvements in user satisfaction as well as improvements in library workflow.

Knowledge Transfer between Users and Producers in the Accumulation of Technological Capability

  • Lim, Chai-Sung
    • Journal of Technology Innovation
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    • v.13 no.2
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    • pp.179-205
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    • 2005
  • This study reveals that the user industry has a limited role in being a source of technological capability in the case of the machine tool industry in Korea where the user industry is relatively more advanced than other capital goods industries. This study examines the sources of technological capability in terms of migration of workforces and flow of product development knowledge. Although the capital goods sector is generally regarded as being the sector where user-producer interaction is important, the user industry is not the seed-bed of technological capability for machine development. Users and producers interact in terms of expressing 'needs', mainly in the form of specifications. As a result of receiving unique specifications from users, the producer learns to react by making specific customised special purpose machines. The user's specification could include information o the imported machine originally used. When confronted with technical problems in developing a new machine, the producer accesses foreign sources of knowledge. This study's finding reveals that users of special purpose machines have a significantly clearer role in providing specifications than do users of general purpose machine tools. Most intensive interactive learning between users and producers in the production process is found in special purpose machine tools. From the empirical findings, policy implications are discussed.

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A Study on the User Empowerment and User Innovation in Game Industry -Focusing on Online and PC Game- (게임 이용자 권한부여에 기초한 이용자 혁신 연구 - 온라인.PC Game을 중심으로 -)

  • Ham, Jung-Ho;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.67-78
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    • 2010
  • Game is the cultural product, which gives users high authority in usage process with its high interactivity. This study is about the user innovation based on customer empowerment, and the possibilities to change the game itself applying high activity of the game. Especially, game modification, which users transform the original game, is an example that the interactivity and changeability of game are maximized. However, these elements were not considered when constructing frameworks to investigate the competition and strategy in game industry. Therefore, this study is based on the customer empowerments of the game modification. Moreover, this study proposes the newly reorganized strategic group map in game industry, which is based on game user innovation and user evaluation.