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Research Commercialization         Project:      Super-Crowd
NEED for better innovation              processes and toolsCorporationsNeed for more efficient, cheaper and simplified pro...
OUR APPROACHFor Corporations    Motivating and enriching open innovation process with    dynamic and scalable software to...
Our TechnologyProcess    Motivating and enriching open innovation process    Facilitating innovation and creativity    ...
List of Pilots    Global Mensa collective    Innovation Democracy Org, entrepreneurship programmes in 3rd world    count...
Weve got talentProject Team is a well seasoned bunch of researchers  engaged with    Innovation process and learning    ...
Benefits against competitors?In-direct competitors    Strategy consultants and excel sheets.Direct competitors    Getvet...
Harnessing Innovation -              Project Main AimsExploring the most profitable market segments and method of sales  ...
Harnessing Innovation -              Project DetailsDuration    1.10.2012 – 31.9. 2013Budget    590 000 €Personnel    4...
Harnessing Innovation -          Project Personnel DetailsProject Manager    Open position, Department of Information Pro...
Harnessing Innovation -        Project Key Partner RolesInnoZed Corp.Innovation Games Corp.Finpeda Corp.UC Berkeley, Haas ...
Key ReferencesIdeoista ratkaisuja Takomoturnauksessa. Aktuumi 2/2011.Järvilehto, Mikko, InnoCoop – The Design and Implemen...
ReferencesAaen, I. (2008). Essence: facilitating software innovation. European Journal of Information Systems, 17(5), 543-...
ReferencesKnauss, E., Schneider, K., & Stapel, K. (2008). A Game for Taking Requirements Engineering More Seriously.   Mul...
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Super crowd preliminary project proposal

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Super crowd preliminary project proposal

  1. 1. Research Commercialization Project: Super-Crowd
  2. 2. NEED for better innovation processes and toolsCorporationsNeed for more efficient, cheaper and simplified processes and tools which enable them to discover innovative ideas about developing new products and services or identify possible opportunities for improving products and services in future.Idea campaigns and entrepreneurship programmes Need to improve the impact of their product (the pedagogical process) with new tools and methods.Aid organizations in 3rd world countries Need to improve the impact of their campaigns Need to extend the dimension of their target audience
  3. 3. OUR APPROACHFor Corporations Motivating and enriching open innovation process with dynamic and scalable software tools using self-learning algorithms, statistical thinking and serious gamesFor Idea campaigns, entrepreneurship programmes and Aid organizations Software tools to improve ready-made pedagogical and campaign formats using self-learning algorithms, statistical thinking, serious games and creativity techniques
  4. 4. Our TechnologyProcess Motivating and enriching open innovation process Facilitating innovation and creativity Enriching data analysis and decision making methodsSoftwareDynamic and scalable software tools using self-learning algorithms, statistical thinking and interactive serious games with the possibility of integration into other software development and management tools
  5. 5. List of Pilots Global Mensa collective Innovation Democracy Org, entrepreneurship programmes in 3rd world countries Finpeda Autodesk Corp., LEGO Education INNOVATION STUDIOS ThinkQuest Dubai Start up incubator GCE, Australia University of Oulu, business opportunity creation -course Yet to be defined based on Project Operations
  6. 6. Weve got talentProject Team is a well seasoned bunch of researchers engaged with Innovation process and learning Design thinking Motivation and Incentives Software tools and requirements engineering Marketing and sales of crowdsourcing services
  7. 7. Benefits against competitors?In-direct competitors Strategy consultants and excel sheets.Direct competitors Getvetter, Ideascale, SpigitBenefits With Freemium business model, the barrier of entry is very low, we can also drive price competition Competitors dont use dynamic and enriching intelligent algorithms for innovation process (elaboration and/or evaluation).
  8. 8. Harnessing Innovation - Project Main AimsExploring the most profitable market segments and method of sales Starting off from before-mentioned segments and testing traction, earnings model and operation of marketing and sales network.Productizing the Innovation Campaigns, Tools and Analytics -services to business units Conceptualizing, product and service development through couple iterationsPrepare the establishment of offices in Oulu, Helsinki, San Francisco and Singapore Core operations to be kept in Finland, US and Asian market presence is neededPrepare the company ready for private funding Valuation between 1-2 M€
  9. 9. Harnessing Innovation - Project DetailsDuration 1.10.2012 – 31.9. 2013Budget 590 000 €Personnel 4 full time employees operating in Oulu, Helsinki, San Francisco and Singapore
  10. 10. Harnessing Innovation - Project Personnel DetailsProject Manager Open position, Department of Information Processing ScienceProject Leading Professor Jouni Similä, Department of Information Processing ScienceProject Productization leader Open position, Department of Information Processing ScienceProject Productization assistant Open position, Department of Information Processing ScienceProject Marketing and Sales lead Open position, Oulu Business School
  11. 11. Harnessing Innovation - Project Key Partner RolesInnoZed Corp.Innovation Games Corp.Finpeda Corp.UC Berkeley, Haas School of Business
  12. 12. Key ReferencesIdeoista ratkaisuja Takomoturnauksessa. Aktuumi 2/2011.Järvilehto, Mikko, InnoCoop – The Design and Implementation of Innovation Coopetitions a.k.a. Innovation Tournaments part II. Berkeley Institute of Design Seminar, Berkeley, Suomi. 30.08.2011.Konseptiturnauksella ideoita maankäyttöön ja liikenteeseen. Kuntatekniikka 1/2012. http://lehti.kuntatekniikka.fi/lehtiarkisto/kuntatekniikka-12012 KuntalehtiReady, Set, Innovate! Autodesk Tournament Tests Students’ Left and Right Brains. 19.3.2012. Haas in World, Web publication.Järvilehto, Similä, Liukkunen and Morko. 2011. Innovation Tournaments - More Radical and Elaborated Ideas with Coopetition – Front-End Innovation Method Comparison Study - Proceedings of the 4th ISPIM Symposium.Järvilehto, Morko and Beckman. Innovation Tournaments: Leveraging Gamification, Open Innovation and Co-Creation. California Management Review (Forthcoming)Mäkinen, Crowdsourcing as an innovative sales growth tool. Masters Thesis. (Forthcoming)Ghanbari, Innovation Games in Requirements Engineering. Masters Thesis. (Forthcoming)
  13. 13. ReferencesAaen, I. (2008). Essence: facilitating software innovation. European Journal of Information Systems, 17(5), 543-553.Botero, A., Vihavainen, S., & Karhu, K. (2009). From closed to open to what?: an exploration on community innovation principles. 13th International MindTrek Conference Everyday Life in the Ubiquitous Era MindTrek 09 (p. 198–201). ACM.Braun, V., & Herstatt, C. (2008). the Freedom-Fighters: How Incumbent Corporations Are Attempting To Control User- Innovation. International Journal of Innovation Management, 12(03), 543.Chesbrough, H. W. (2003). Open Innovation: The New Imperative for Creating and Profiting from Technology. PERSPECTIVES ACADEMY OF MANAGEMENT (Vol. 20, p. 227). Harvard Business Press.Chirstel, M.G. & Kang, K.C. (1992). Issues in requirements elicitation. (Technical Report No. CMU/SEI-92-TR-012). Carnegie Mellon University: Software Engineering Institute.Gulliksen, J., Goransson, B., Boivie, I., Blomkvist, S., Persson, J., & Cajander, Å. (2003). Key principles for user-centred systems design. (M. C. Desmarais, J. Gulliksen, & A. Seffah, Eds.). Behaviour Information Technology, 22(6), 397- 409. Taylor & Francis.Hohmann, L. (2006). Innovation Games: Creating Breakthrough Products Through Collaborative Play. HL Roediger Y Dudai and SM Fitzpatrick Science of memory Concepts (p. 192). Addison-Wesley Professional.Holtzblatt, L. J. (2011). Measuring the Effectiveness of Social Media on an Innovation Process. Idea, 697-712. ACM.Kauppinen, M., Savolainen, J., & Mannisto, T. (2007). Requirements Engineering as a Driver for Innovations. 15th IEEE International Requirements Engineering Conference RE 2007, 15-20. IEEE.
  14. 14. ReferencesKnauss, E., Schneider, K., & Stapel, K. (2008). A Game for Taking Requirements Engineering More Seriously. Multimedia and Enjoyable Requirements Engineering Beyond Mere Descriptions and with More Fun and Games 2008 MERE 08 Third International Workshop on (pp. 22-26). IEEEMaiden, N., & Robertson, S. (2005). Integrating Creativity into Requirements Processes: Experiences with an Air Traffic Management System. Europe, 105-114. IEEE.Marc, C. L., Mathieu, J.-pierre, Pallot, M., & Richir, S. (2006). Serious Gaming : From Learning Experience towards User Experience. University Business, 21–23.Mathiassen, L., Saarinen, T., Tuunanen, T., & Rossi, M. (2007). A Contingency Model for Requirements Development. Journal of the Association for Information Systems, 8(11), 569-597. Association for Information Systems.Mich, L., Anesi, C., & Berry, D. M. (2005). Applying a Pragmatics-Based Creativity-Fostering Technique to Applying a Pragmatics-Based Creativity-Fostering Technique to Requirements Elicitation. Requirements Engineering, 10(4), 1- 43. Springer.Sommerville, I. (2005). Integrated requirements engineering: a tutorial. IEEE Software. IEEE.Tsumaki, T., & Tamai, T. (2006). Framework for matching requirements elicitation techniques to project characteristics. Software Process: Improvement and Practice, 11(5), 505–519. Wiley Online Library.Tuunanen, T., Peffers, K., Gengler, C. E., Hui, W., & Virtanen, V. (2006). Developing Feature Sets for Geographically Diverse External End Users: A Call for Value-Based Preference Modeling. Journal of Information Technology Theory and Application JITTA.Weedman, J. (2008). Client as designer in collaborative projects: What does design theory tell us? DESRIST 2008.Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), 25-32. IEEE Computer Society.

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