• 제목/요약/키워드: User-led Innovation

검색결과 13건 처리시간 0.027초

기업 수준의 사용자 주도 혁신 성공요인에 관한 탐색적 연구 (An Exploratory Study on Success Factors of User-led Innovation : Grounded Theory Approach)

  • 조남재;오승희;최정인
    • Journal of Information Technology Applications and Management
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    • 제20권3_spc호
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    • pp.279-293
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    • 2013
  • In general, researchers, policymakers, and practitioners consider innovation by producers as a primary mode in a market economy. However, the recent research has shown that some of the most important, novel products and processes have been developed by users-both user firms and individual end-users. According to von Hippel [1988], he found that they were the developers who made about 80 percent of the most important scientific instrument innovations as well as the major innovations in semiconductor processing. In this research, we conducted grounded research on user-led innovation at the corporate-level. Also, we analyzed the train development project (SR000) of Seoul Metropolitan Rapid Transit Corporation (SMRT). We focused on identifying the success factors of user-led innovation, and development process.

과학기술관련 의사결정구조의 변화 -‘사용자’와 ‘시민’의 새로운 참여방식 모색- (A Study on the Change of Science and Technology Decision Making Process: Searching for New Model)

  • 송위진
    • 기술혁신학회지
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    • 제6권2호
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    • pp.159-174
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    • 2003
  • This study reviews the emerging new model of science and technology decision making process. It examines the open source software development model and community-based innovation model in technological innovation and the active participation model of Consensus Conference and Citizen's Jury in science and technology policy decision making. It argues that the role and influence of users in innovation and policy making is becoming important in these emerging models and the existing supplier-led, bureaucratic model of science and technology decision making model is changing.

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TECHNOLOGY GAP APPROACH TO A DYNAMIC CHANGE M WORLD MACHINE TOOL MARKETS : A PANEL DATA ANALYSIS

  • Lee, Kong-Rae;Suh, Joong-Hae
    • 기술경영경제학회:학술대회논문집
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    • 기술경영경제학회 1996년도 제10회 동계학술발표회 논문집
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    • pp.154-178
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    • 1996
  • This paper applies the technology-gap trade theory to explaining radical changes in the competitive positions of countries in world machine tool markets over the last three decades. It develops the notion that the innovation gaps in machine tools among countries led to the inter-country differences in the competitive performance in the sector as well as in its user sectors. Since competitive advantage largely depends on a capability to improve, create and apply technology to market competition, a higher innovative performance in one country than another is closely related to a higher innovative performance. A higher innovative performance in machine tools is also associated with a higher competitive performance of the large areas of its user sectors, due to sectoral interdependences and externalities generated by machine tool innovations. The results of empirical investigation through a panel data analysis show that the international gaps in machine tool innovations appeared to have a positive significant relationship with the differences in the export performance of both the machine tool sector and its user sector across countries.

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디지털 사회 혁신에서 리빙랩 프로젝트의 성과지표에 대한 연구 (A Performance Indicators of Living Lab Project in the Digital Social Innovation)

  • 이재혁;이정훈;조경환
    • 한국IT서비스학회지
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    • 제18권5호
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    • pp.193-207
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    • 2019
  • In recent years, Digital Social Innovation has been emerging at home and abroad and new solutions are being proposed by the perspective of User using digital technology in order to solve social and economic problems of the city. In addition, Living Labs which is an innovative tools and space enable to solve problems doing activities with various participants led by users. Therefore, this study aims to systematically manage the activities of Living Lab in Digital Social Innovation and improves the Living Lab sustainability using the performance indicators which are going to be developed. Furthermore, construct the appropriate indicator of each project process and take test at real Living Labs. As a result, performance indicator was derived from each procedure in the Living Lab project, and proved validity and reliability of the indicators through qualitative and quantitative methods by interviews and the questionnaire from the participants of Living Labs.

학교공간혁신사업 운영 가이드라인에 관한 연구 - 인천광역시교육청 미래교실사업 매뉴얼 중심으로 - (A Study on Guidelines for School Space Innovation Project - focused on the Manual for Project of Future Classroom in Incheon Metropolitan City Office of Education -)

  • 박열;최진희;오승주
    • 교육시설 논문지
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    • 제27권4호
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    • pp.11-16
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    • 2020
  • Today, the paradigm of education is changing from teacher-centered, facility-centered, supplier-centered to student-centered, people-centered, and user-centered. In 2019, the Ministry of Education promoted the school space innovation project to provide a school space as a balanced life space, such as learning, play, and rest, through educational activities led by students, who are the leaders of the future society. Based on this, Incheon Metropolitan City Office of Education prepared a manual for practice while carrying out a project to build a future classroom. In those projects 'user participatory design' is applied as a new design approach and facilitators play an important role as experts in the process of user participatory design. However, it is different from the guidelines by the Ministry of Education in terms of facilitator role; facilitator in Incheon's future classroom projects can be in charge of designer part. This was possible because the design scope was limited to the classroom space and the construction permit work was not applied, and the Incheon Metropolitan City Office of Education seems to be able to successfully implement the plan derived through 'user participatory design' under the responsibility of the facilitator. However, this may be considered to be inconsistent with the basic purpose of the school space innovation project. In the case of the school unit project, it is considered that more systematic supplementation is necessary.

대학의 혁신모델로서 리빙랩: 현황과 과제 (Living Labs as a Model for University Innovation)

  • 성지은;김민수
    • 공학교육연구
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    • 제21권6호
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    • pp.118-127
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    • 2018
  • Recently, universities have applied a living lab as a user-led innovation model. This study analyzed two cases, British Columbia University, and D University. They are trying to change current provider-centered and expert-centered education model which encounters the limitations. To deriving the characteristics of university living lab, we analyzed the background, goals, methods, and implications of each case. The University of British Columbia operated a living lab centered on university buit-in environment. Students and faculty members participated in the living lab as proconsumers. D University operated a living lab as part of industry - academia cooperation and regional cooperation. The local community was set up as a living lab and knowledge providers, students, and users, local citizens, solved the problem jointly. Although the methods of living labs are different from each other, they are introducing new research and education methods and utilizing participatory governance.

의료 질 향상을 위한 서비스디자인: 환자경험 증진을 위한 실행 접근법 (Service Design for Healthcare Quality Improvement: An Implementation Approach for Enhancing Patient Experience)

  • 구정하;유운형;권영대
    • 한국의료질향상학회지
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    • 제29권2호
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    • pp.47-63
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    • 2023
  • Purpose:This study aims to suggest the future direction for applying service design to improve the quality of healthcare as part of hospital service innovation and present implementation plans in Korea, based on a review of quality improvement activities and the current status of service design applications. Methods: Through a literature review, we examined the status of service design introduction and application in the healthcare field, focusing on cases in the US and Europe. The possibility and limitations of service design in the healthcare field were examined through a comparison of oversea and domestic cases. Results: Recently, service design has begun to be applied to the healthcare field worldwide. Service design shows the possibility of an alternative that alleviates and complements the limitations of existing quality improvement activities. It also offers the possibility of creating new organizational improvement and innovation approaches through integration and convergence with existing quality improvement activities and management innovation. Conclusion: To effectively apply service design to hospitals, it is necessary to integrate internal organizations related to service improvement, combine methods, and objectively measure and evaluate performance. To this end, we propose the operation of a nationwide education and training center for quality improvement and service design led by academic society. Service design will provide an opportunity to change the management innovation and organizational culture of hospitals beyond the scope of the current quality improvement, which deals only with micro-subjects of individual hospitals.

중간지원조직의 리빙랩 현황과 플랫폼으로서의 발전 가능성 탐색 (Exploring Possibilities of Intermediary Living Lab as a Platform)

  • 성지은;한규영
    • 기술혁신학회지
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    • 제20권4호
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    • pp.915-938
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    • 2017
  • 본 연구는 중간지원조직 주도의 리빙랩 사례를 살펴보고 리빙랩 플랫폼으로의 발전가능성을 탐색한다. 분석 사례는 국내에서 중간지원조직 주도로 리빙랩 플랫폼을 구축한 대표 사례인 '서울혁신파크리빙랩', 성남 고령친화종합체험관의 '한국시니어리빙랩', '재난대응분야 리빙랩'을 대상으로 한다. 분석결과 세 가지 사례 모두 사용자 패널을 구축하여 리빙랩 플랫폼을 형성하고 내 외부 조직에 리빙랩 운영 서비스를 제공하기 위한 과정이 진행되었다. 또한 기술플랫폼에 4Ps 기반의 거버넌스 플랫폼이 결합된 공통적인 특징을 도출할 수 있었다. 그러나 각 사례가 내포하고 있는 의의와 성격, 추진체계는 서로 다른 양상을 보인다. 현재 국내의 리빙랩 플랫폼은 확산되어 가는 초기 단계이기 때문에 향후 리빙랩 플랫폼은 개별적으로 진행되고 있는 리빙랩 경험을 공유하여 공동학습이 진행될 필요가 있다. 이를 통해 관련 유사 사업과의 연계 및 협력 방안을 모색하고, 리빙랩 관련 제도적 기반 및 인프라 정비를 공동으로 추진할 필요가 있다.

Play or Work?: Generativity in Online Games

  • Lee, BoKyung;Jeon, Seong Min
    • 한국벤처창업학회:학술대회논문집
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    • 한국벤처창업학회 2017년도 통합학술대회
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    • pp.37-47
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    • 2017
  • The digital multi-sided platform has led the growth of industries. Accelerating this growth, generativity allowed innovation based on boundary-less modularity. Online games are a rich source of research but most of the research is dedicated in examining only the online game itself. However, there is a growing need to understand online games in an ecosystem level for a new phase of evolution is starting based on generativity. With generativity, online game users now make new graphics and quest that can be added and shared to the already existing game environment. The ecosystem is moving towards finding an amicable multi-sided distribution platform for these user generated game contents. Preliminary data suggest the possibility of actual connection between generativity and users' game engagement. Interviews and surveys will be prepared to find out the details of the possible relationship and how the ecosystem will shape accordingly.

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참여디자인을 통한 학습자중심교육환경 재구조화 방향연구 - '사용자-융합플랫폼 프로젝트' 사례를 중심으로 - (A Study on Restructuring of Learner-Centered Education Environment through Participatory Design - Focusing on the 'User-Integrated Platform Project' Case -)

  • 유명희
    • 교육시설 논문지
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    • 제27권2호
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    • pp.35-47
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    • 2020
  • The need for communication is emphasized in decision making, design methods and processes for the educational environment that contain new curricula and learning methods. In this study, we tried to find the direction and agenda of learner-centered environment restructuring through the 'user-integrated platform' in which various subjects related to school space environment understand each other's position and overcome the barriers and prejudices of each sector. The project was planned in a 'bottom-up process' method that uncovered the singularities of the previous stage and led the main contents of the next stage. The various subjects who participated in the project shared their own experiences and different positions regarding the school space. At the workshop, the topics of the participating teams were divided into two categories. The teams in the category of the 'school culture and space' insisted innovation of 'the school culture' as a premise for the restructuring of the 'school space', and proposed schools with different interpretations of 'authority and rules of school', 'the meaning of learning and play' and 'the main character of school. The teams in the category of the 'school borders and spaces' focused on 'communication' and proposed schools containing 'emotional care of students', 'borders between schools and villages', 'village community schools', and 'interspace and niche time'. After the workshop, we were able to derive the direction and architectural strategy of the school space restructuring by analyzing the works of the participants. Through this study, we confirmed the possibility of translating user's ideas into the professional domain through careful planning, preparation, facilitation, and analysis in Participatory Design.