Purpose - Because creativity, which is an intangible resource embedded within the company, can offer a competitive advantage, most companies have an interest in promoting creativity among their employees and division(e.g., marketing organization). Creativity renders a sustainable competitive advantage to a firm because it is a strategic resource that is valuable, flexible, rare, and imperfectly imitable or substitutable. Although most companies broadly recognize the importance of creativity, the methods for developing creativity remain elusive. Therefore, the present study investigates how to structure incentives to motivate employees to be more creative and how to develop tools to facilitate creativity. In detail, the present study aimed to examine the relationship between the regulatory focus of marketing organizations(e.g., promotion focus vs prevention focus) and creativity of marketing organizations. In addition, the present study set out to examine the moderating role of interaction of financial reward and creative training in addition to investigating the direct relationship between creativity and regulatory focus in New Product Development(NPD) context. Research design, data, and methodology - The data used to test the hypotheses are drawn from a survey of full time NPD project members(including project manager, designer, engineer, and marketer). The present study utilized data obtained mainly from a database compiled by the Korea Investors Service-Financial Analysis System which provides comprehensive corporate and financial information on firms listed on the Korea Stock Exchange. A study population comprising 1,000 South Korean firms was obtained from this database. We selected 864 firms from the database, and the firms have experiences of new product development project. We collected a total of 162 responses, for a 18.8% response rate. After we excluded 14 questionnaire because of incomplete responses, a total of 148 questionnaire remained(final response rate: 17.1%). Working with a sample of 148 responses in South Korea, hierarchical moderated regression is employed to test research hypotheses(
The relationship between promotion focus and creativity of marketing organization,
The relationship between prevention focus and creativity of marketing organization,
The moderating effect of joint influences(interaction between financial rewards and creativity training) on the relationship between promotion focus creativity of marketing organization,
The moderating effect of joint influences(interaction between financial rewards and creativity training) on the relationship between prevention focus creativity of marketing organization). SPSS 18.0 and AMOS software were used in the data analysis. Results - The empirical study confirmed that promotion focus of marketing organization is positively related to creativity of marketing organization. Also, prevention focus of marketing organization is positively affected to creativity of marketing organization. In addition, the interaction between financial rewards and creativity training moderated the relationship between regularity focus(e.g.), promotion focus vs prevention focus) and creativity of marketing organization. These results suggest that managers can improve the performances of their creative efforts by providing the use of financial rewards and creativity training in combination. Conclusion - Based on results of this study that examine the effects of regulatory focused creative efforts on creativity of marketing organization, promotion focus is helpful with marketing organizations to enhance their service innovation and performance. Prevention focused organization should allow monetary rewards and creativity training to increase their creativity for innovation of new products.
Architectural innovation is being regarded as one having major influence on the rate of performance improvement, even if this type of innovation does not show the highest level of technological discontinuity. Radical innovation firms who made a breakthrough product new to an industry, approach a certain point of time in which the speed of performance improvement very slows down, if architectural efficiency is not improved. At this time, this firm's prior experience in developing inferior, but very creative radical product architecture might work as paradoxical impediments to architectural innovation, the following important event. This study intends to understand the relationship between shifts in market needs and technological problem solving strategy, which exist before. after, and during architectural innovation, based on conceptual framework in which both stage and problem solving perspectives are combined. Korean SME, JAHWA Electronics could succeed in diffusion of vibration motor, by overcoming technological mental model locked in seemingly successful first generation architecture of coin type vibration motor. In-depth single case study including interviews and active participative observations was carried out for building longitudinal understanding of this innovation concept.
Journal of Korean Society of Industrial and Systems Engineering
/
v.35
no.2
/
pp.212-219
/
2012
This study focus on what methods of MOT are needed and utilized to solve a technical problem in the MOT leading company. We first classified the MOT methods by project life cycle and R&D job quality based on the several discussion with working group. In order to study, the survey was carried out by 168 experts working on MOT practices. Our main research findings are as follows. The level of utilized MOT methods was above average because MOT sector was beginning to represent an increasing share of total R&D business. But the satisfaction level on the MOT majors was below average. The more utilized MOT methods in practices were 'environment analysis and opportunity research,' 'business feasibility,' 'roadmapping,' 'portfolio,' 'technology tree,' 'scheduling,' 'risk management,' 'six sigma,' 'design of experiment,' 'quality control,' 'cost analysis' etc. And the subjects of product realization process were also needed to MOT practice such as 'design for reliability,' 'design for cost,' 'design for performance,' 'design for safety' deeply involved to product quality. Finally, the capability requested to University students were 'problem define and solving,' 'technology planning and strategy,' 'creative thinking.'
Journal of the Korea Academia-Industrial cooperation Society
/
v.22
no.4
/
pp.115-123
/
2021
In recent years, the automobile industry has been facing a major change with the introduction of new technologies represented by autonomous driving, electrification, and digitalization. Major domestic and overseas automakers are trying to use a systematic approach to customer satisfaction through user interfaces to provide customers with a special experience and value beyond just making products with high performance. This study proposes the Kano model as a systematic and qualitative research method for satisfaction. As a case study, 17 functions of a product were sorted (3 operation functions, 7 safety functions, and 7 convenience functions). This was done by analyzing the use case and the customers' requirements for a smart trunk system. 18 new functions were derived via creative ideation codes. In addition, a scientific analysis method is proposed for product quality attributes and the strength of customer satisfaction. Using the Kano methodology, 25 functions were classified into quality attributes: 18 attractive qualities, 3 one-dimensional qualities, and 4 complex qualities, which are combinations of one-dimension qualities and must-have qualities. The functions that have one-dimensional quality and complex qualities were found to have higher customer ratings than the functions that have attractive qualities. Based on this, enterprises could effectively reduce customer complaints and enhance customer satisfaction.
Journal of the Korean Society of Manufacturing Process Engineers
/
v.16
no.6
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pp.153-158
/
2017
Reducer is a device to transmit and change torque and speed from drive shaft to driven shaft with excellent transmission efficiency, and it is widely used in many areas today. Reduction gear consists of two axes, gear, bearing supporting axes, and housing. The simplest method to transmit rotation or power to multiple axes is to attach circular plates to two axes and contact each other. However, in this case, if increasing number of rotations or if contact pressure is small, because of slipping, it cannot transmit power. For problems for the current reducer case, it is heavy and its assembling and repair is difficult. In addition, there are few studies about manufacturing and performance testing of worm gear reducer, causing lack of the foundation to improve the product competition and the performance.
Cheon, Phyeong Uk;Chung, Dong Seop;Ock, Young Seok
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.9
no.2
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pp.201-219
/
2014
The Republic of Korea in the real economy to a knowledge economy, and a center of creativity and imagination in the creative economy is changing the paradigm. As the core of creating economic, creative industries with the technology and information play an important role in the industry individuals. In order to solve the problem of the polarization of the economy and high youth unemployment rate of Korea, to recognize the role of the creative industries, as objection part, dimensions pan-national and one creative companies in industries of Mobile Apps various policies that support has been promoted. Support these policies to be able to contribute to the establishment of the success of mobile apps one-person creating company, we performed this study targeting one-person company that creates mobile apps area, we conducted a demonstration study of success factors, and thus more effective and efficient in an attempt to seek out support measures. In this study, we derive a research 4 hypothesis about the success factors of one creative enterprise through literature discussion, a study was made on the basis of empirical data of one-person company that creates mobile apps. The results of the analysis, first, if the development rate of the mobile application technology is fast and a new competition associated product is appeared, it was possible to find a tendency to be higher at the performance quantitative companies. Second, if the founder is a founding for the benefit and rewarding work and come to terms with the risk, it was possible to discover tends to be higher achievement quantitative. Third, if one-person company select a target market with capture intensively, it was possible to find a tendency for higher qualitative results. Fourth, it could be found that the reliability of the contact frequency of the network related performance business environment these characteristics enterprise management strategy and act as a significant modulatory effect. Provision of information relating to management and entrepreneurship education to be one creative enterprise is required, these results suggest that there is a provision continuing need for the opportunity to be able to meet and network and reliable variety have. In this study, to take advantage to promote the elimination measures that can increase the likelihood of success of the company of institutions to support one company that creates knowledge-based, such as in the field of mobile application.
Pansori of a creative group pansori 2006 demonstration factory floor sound brutal sorigeuk the home of is a legend 'deokttaegol' in pansori, a creative for adaptation to remakes Work is. Evil Twin 'deokttaegol' called "Give me my leg back" in of Ghost Stories, broadcast on a kbs of lines from breakneck work is considered to be a pronoun. Sound and shadow play and playing drums and payments sentiments of the cruelty I've come across in this 'Give me my leg back' audience to be deployed to the cruel is formed by the center. Based on emotional horror of cruelty. When I was little, ever heard of Korean Ghost Stories, a bedrock of the main feeling revulsion of value in a short time and is contained in a story of filial piety, while in education, to the target Provided. Done in our lives using genre called 'pansori' sentiment and efficient learning can move about the value education can know. Sound and stories, many carefree a stimulus such as Pansori is a great gesture can be a means of education. Valued with any information, work is performed in pansori, depending upon efficient and the various, education and made an emotional cultivation resulting from the value. In my life friendly, our own via a variety of materials that can easily access many values and sentiments, and to culture for each age group on languages and customs Each age groups and instructive preferred allowing them access through their rhythm, pansori, access to the target is persistent about it with curiosity and interest. Can have interest. This wealth not belong to the traditional pansori and new together private and to the tune called creative work for the Pansori. Therefore, our language and customs, their poems span a friendly, the pansori and created using the vocabulary for each age group creative content is educational effects if used in education It is expected to be big thing. These effective approach for each age group and based on the vocabulary by the content easily understood lessons by causing only a smoothly acquired Can to provide an opportunity. Therefore, the Pansori of a creative education is important to take advantage of educational value.
Modern company faces an uncertain future and a competitive environment and are seeking new technologies and creative products to ensure the corporate growth and survival in the market through continuous innovation. "University Industry Cooperation(UIC)" is a point of contact for overcoming the crisis faced by companies and universities in this era and a cooperation platform for mutual prosperity. As a subsidiary of a university, "Technology Holding Company(THC)" is attracting attention as a new window for UIC in Korea. The role of THC is to establish and foster the business opportunities of their subsidiaries and to return investment profits to the university ecosystem again. But recently, the life cycle of technology is getting shorter, and the development cost is steadily increasing. In particular, with the increase of hybrid projects based on convergence and combination, the risk of conducting research(R&D) and new product development(NPD) projects is gradually increasing. A PMO refers to a project management organization that can contribute to improving the success rate of projects with increasing uncertainty by supporting project visibility and appropriate decision-making. The purpose of this study is to raise a research question on whether THC's corporate performance can be improved when "Project Management System(PMO Service)" is introduced into the subsidiary incubation system of THC. This study proposes several research methods to identify the relationship between the introduction of PMO and the corporate performance of THC.
The mechanical clock was designed and produced by students as a trial theme of PBL class. The limit of making time is three weeks and main material is limited to paper. Only a basic mechanism drawing is given. As the principle of mechanical clock is not complex and does not need the special knowledge of mechanical engineering, even lower grade student seems to understand enough. This subject can train the skill of knowledge composition, creativity and the problem-solving ability. After execution,the validity and performance as the theme of PBL class was evaluated. As a result, the following findings were obtained. The paper made mechanical clock could be produced in three weeks. And, by additional improvements of the product, the enough strength and stable movement were achieved. Students can learn that many kinds of knowledge through actual experiences of design and making were required in manufacturing the real products. The proposed PBL style class is suitable as an introduction and training subject for lower grade student in department of engineering.
Digital convergence, defined as the creative fusion of once-independent technologies and service, is getting more attention recently. Interruptions among internal functions happen frequently in digital convergence products because many functions that were in separate products are merged into a single product. Multi-tasking and multi-modality are two distinctive features of interruption in digital convergence products, but their impacts to the user have not been investigated yet. This study conducted a controlled experiment to investigate the impacts of multi-tasking and multi-modality on the subjective satisfaction and objective performance of digital convergent products. The study results indicate that multi-tasking and multi-modality have substantial effects individually as well as together. The paper ends with practical and theoretical implications of study results as well as research limits and future research.
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