Supporting slides for my talk at the third edition of the Learning Link (October 2013) at the International Training Centre of the ILO in Turin, Italy.
The document describes a co-creation initiative at Predica, a life insurance division of Credit Agricole, to develop a new product called Cap Découverte. Predica's Head of Marketing tasked the initiative to the leader to engage all stakeholders involved in product development and launch, including retail branch advisors, in new ways to improve their experiences. The initiative aims to have advisors co-design the selling experience and potentially the product itself. An interaction map is shown to understand how different stakeholders currently engage at different stages of the process.
The document summarizes the upcoming June meeting of the Connecticut Chapter of Usability Professionals. The meeting will feature a presentation on TopCoder Studio, which uses online design contests to create graphical content. Additional topics mentioned include a need for newsletter writers and other volunteers. The July meeting will focus on eye-tracking technologies.
Online Co-Creation to Accelerate Marketing & Innovationeÿeka
Online Co-creation to Accelerate Marketing and Innovation, a whitepaper written by eYeka with renown experts in the field of marketing and innovation.
Download this document (as well as other whitepapers and case studies) for free at http://en.eyeka.net/our-works
Co-Creation & Co-Creativity - innovating together with end-users on-line and ...Liliane Kuiper-Hoyng
TNO has a lot of experience with off-line co-creation. On-line co-creation seems to offer benefits for the cocreation process, especially if it is integrated in the companies overall product development process. Current on-line tools also have some drawbacks, but these are quickly being improved in th new generation on-line co-creations platforms.
Co-Doing - A Networked Approach to Doing BusinessInes Seidel
Co-Doing (Co-Creation, Collaboration) challenges the way business has been done so far, opens up new possibilitities, and, well, also another set of challenges.
(White Paper)
This document summarizes a presentation about redesigning a credit union's website to improve the user experience. The presenters discussed conducting user research and usability testing to understand members' needs and create a site that is easy to use. They emphasized adopting a user-centered design process where usability goals are established. Testing prototypes with real users was recommended to identify problems and ensure the site meets users' expectations. Data from usability testing can demonstrate the business value of investing in a well-designed site through increased conversions and reduced support calls.
This document provides an introduction and methodology for a thesis project that aims to empower Product-Service System (PSS) designers. PSS combines products and services to deliver functionality in a more sustainable way. The project seeks to address challenges PSS designers face in their studies and careers in applying these skills. It does so through participatory research with PSS designers at Politecnico di Milano to understand their needs and identify opportunities. The goal is to answer how these designers can be empowered along their pre-professional and professional journeys to create new opportunities.
This document discusses the concept of "co-doing," which refers to doing business through networking with external partners like customers, specialists, and suppliers. Some key benefits of co-doing include increasing innovative power, actively engaging in brand conversations, responding flexibly to changes, and solving challenges with limited resources. While co-doing is gaining attention, the document argues it is not a passing fad but rather a necessity as consumer demands and technology enable more flexible partnerships and value creation beyond traditional supply chains. Challenges like leadership, intellectual property protection, and change management are also discussed.
The document describes a co-creation initiative at Predica, a life insurance division of Credit Agricole, to develop a new product called Cap Découverte. Predica's Head of Marketing tasked the initiative to the leader to engage all stakeholders involved in product development and launch, including retail branch advisors, in new ways to improve their experiences. The initiative aims to have advisors co-design the selling experience and potentially the product itself. An interaction map is shown to understand how different stakeholders currently engage at different stages of the process.
The document summarizes the upcoming June meeting of the Connecticut Chapter of Usability Professionals. The meeting will feature a presentation on TopCoder Studio, which uses online design contests to create graphical content. Additional topics mentioned include a need for newsletter writers and other volunteers. The July meeting will focus on eye-tracking technologies.
Online Co-Creation to Accelerate Marketing & Innovationeÿeka
Online Co-creation to Accelerate Marketing and Innovation, a whitepaper written by eYeka with renown experts in the field of marketing and innovation.
Download this document (as well as other whitepapers and case studies) for free at http://en.eyeka.net/our-works
Co-Creation & Co-Creativity - innovating together with end-users on-line and ...Liliane Kuiper-Hoyng
TNO has a lot of experience with off-line co-creation. On-line co-creation seems to offer benefits for the cocreation process, especially if it is integrated in the companies overall product development process. Current on-line tools also have some drawbacks, but these are quickly being improved in th new generation on-line co-creations platforms.
Co-Doing - A Networked Approach to Doing BusinessInes Seidel
Co-Doing (Co-Creation, Collaboration) challenges the way business has been done so far, opens up new possibilitities, and, well, also another set of challenges.
(White Paper)
This document summarizes a presentation about redesigning a credit union's website to improve the user experience. The presenters discussed conducting user research and usability testing to understand members' needs and create a site that is easy to use. They emphasized adopting a user-centered design process where usability goals are established. Testing prototypes with real users was recommended to identify problems and ensure the site meets users' expectations. Data from usability testing can demonstrate the business value of investing in a well-designed site through increased conversions and reduced support calls.
This document provides an introduction and methodology for a thesis project that aims to empower Product-Service System (PSS) designers. PSS combines products and services to deliver functionality in a more sustainable way. The project seeks to address challenges PSS designers face in their studies and careers in applying these skills. It does so through participatory research with PSS designers at Politecnico di Milano to understand their needs and identify opportunities. The goal is to answer how these designers can be empowered along their pre-professional and professional journeys to create new opportunities.
This document discusses the concept of "co-doing," which refers to doing business through networking with external partners like customers, specialists, and suppliers. Some key benefits of co-doing include increasing innovative power, actively engaging in brand conversations, responding flexibly to changes, and solving challenges with limited resources. While co-doing is gaining attention, the document argues it is not a passing fad but rather a necessity as consumer demands and technology enable more flexible partnerships and value creation beyond traditional supply chains. Challenges like leadership, intellectual property protection, and change management are also discussed.
121203CREATION & CO: USER PARTICIPATION IN DESIGNYuichi Hirose
The document discusses changes in the roles of designers, users, and clients in the design process. Traditionally, these roles were separated but they are now blending together through practices like co-creation and co-design. Users are becoming more involved in the design process by providing input, feedback, and even generating their own solutions. Designers are taking on more collaborative roles as facilitators. The relationships between all parties are opening up through methods like context mapping, where users share their experiences to inform the design process. While many industries recognize the need for changed roles, implementing user participation remains a challenge, particularly for larger companies.
How to kickstart your co-creation platform - 20 examples by @boardofinnoBoard of Innovation
This document summarizes 20 existing co-creation platforms. It describes different types of co-creation such as clubs of experts, crowds of people, coalitions of parties, and communities of kindred spirits. Key principles of successful co-creation are inspiring participation, selecting the best ideas and people, connecting creative minds, sharing results, and continuing development. Platforms are compared based on parameters like number of people involved, frequency of interaction, competition level, project duration, and return for participants. The goal is to learn from existing examples of co-creation between industries, governments, and consumers.
Pascal Beucler, chief strategy officer, MSLGROUP, was recently invited to speak at Parson's school of design. He chose the hot topic of crowd-sourcing and how brands such as Coca Cola and Nissan are using it to design logos and products.
Dynamic Publishing, Transmedia & The Construct of Good_gs.pptxGunther Sonnenfeld
This keynote presentation by Gunther Sonnenfeld discusses how people now control brands through social media, and how this has transformed the relationship between consumers, content, technology and each other. The document outlines how agencies must become curators, adapting to shifting consumer behaviors and bridging gaps between paid, owned and earned media. It emphasizes the importance of storytelling across multiple platforms through an integrated transmedia approach.
Insight-Driven Innovation: Structural collaboration with consumers for breakt...InSites Consulting
Even iconic brands like Heinz have a need for innovation, and solid consumer insights are crucial for its success. The challenge here was how consumer insights could be leveraged to a maximum. How can we generate as many unique insights as possible which are also relevant for consumers? How can we engage both internal and external stakeholders to use the consumer insights? What human insights - related to understanding people’s daily tomato ketchup usage - can be linked to and used for optimizing (e.g. packaging) innovation ideas?
The document summarizes research conducted by Teague into how it can utilize open source hardware communities within its product development process. The research explored the open source landscape, how companies and communities can work together, principles for designing for communities, and potential solution strategies for Teague. Key findings included identifying community needs and developing an initial concept for Teague to create a web presence and physical workshops ("Hacker Hauses") to engage with open source hardware communities.
Design practice for innovation: How might we use creative design approaches t...Penny Hagen
Design practice for innovation involves using creative design approaches to co-create value with users. The design process provides ways to work with users to reframe problems and identify new opportunities. It also offers ways to generate, envision, explore and test ideas with users to evaluate their potential impact and value early in the process. Prototyping allows moving ideas from abstract concepts to tangible representations to facilitate collaboration, testing and refinement.
A quick synopsis of the Planningness Conference from last month. It's not comprehensive of the whole weekend of wonderful information, but a fun overview of some of the sessions I attended. Enjoy, share and please comment away!
The document provides a summary of several presentations and events at the South by Southwest (SXSW) conference in 2013. It discusses topics around digital health technologies including wearable sensors and tracking devices, gamification and big data, 3D printing applications for prosthetics, and the potential of geolocation services to provide useful health insights. The president of Razorfish Healthware believes technologies discussed at SXSW will radically transform healthcare by eliminating waste and improving outcomes.
Crowdsourcing In Der Konsumgüterbranche - Entwicklung Und ÜbersichtYannig Roth
This presentation was given at ISPO's "Open Innovation Wiesn" event in Munich, on September 22nd 2014. The presentation is in English, the talk was given in Englissh too but the title was in German, in front of German innovation and marketing managers. The title means "Crowdsourcing In The FMCG Sector - Development And Overview," elmphasizing that the presentation was not only about the sports sector, but about fast-moving consumer goods to inspire ISPO's attendees.
We are proud to announce our twentieth Innovation Excellence Weekly for Slideshare. Inside you'll find ten of the best innovation-related articles from the past week on Innovation Excellence - the world's most popular innovation web site and home to 5,000+ innovation-related articles.
Stakes, limits and opportunities, how to take advantage of the crowdsourcing ...Carine ESTEVES
Coined by Jeff Howe, the term Crowdsourcing – a composite of Crowd and Outsourcing, describes outsourcing to the crowd. Afar from cost, advantages and opportunities for a company can be considerable. It can outsource the risk of failure and it only pays for products or services that meet its expectations. This phenomenon covers various situations. Seeking to mobilize external competencies, it has interested a large number of businesses. However, this concept has reach its maturity and its limits seem to be pointed out as bad from professionals of different industries. Crowdsourcing is lacking a general and synthetic view of this concept. The purpose of our paper is to characterize Crowdsourcing in its various aspects. First we describe of Crowdsourcing, and offer examples illustrating the diversity of Crowdsourcing typology, practices, business models and we present comparisons between Crowdsourcing and established theories (Open Innovation, User Innovation).
Relying upon a group of persons (crowd) can be an adequate method, because of its unique characteristics that are made possible by the Internet.
Crowdsourcing offers extraordinary potential for resolving tasks efficiently by tapping into the skills of large groups of people. To illustrate so, we explain how Capseo, a crowdsourcing based company, works with freelancers from around the world to make online marketing campaigns.
Finally, we present some potential benefits and pitfalls of Crowdsourcing and explain how to bypass its obstacles to offer a strong value proposition to customers.
Beyond Co-design. How open collaboration formats can enhance your design proc...johanna kollmann
Open collaboration formats offer insights on how to engage, collaborate and bring ideas. This talk, presented at EuroIA 2010 (http://www.euroia.org/Programme.aspx) explores how co-creation formats like hackdays or design challenges can be used to enhance a co-design process, involving (lead) users, colleagues or clients.
Fulfilling the Social Contract through Social Media mediaInfosys
Social media can be used effectively by organizations to fulfill their social contract with stakeholders and promote sustainability. When sustainability is an objective, social media acts as an excellent mechanism to communicate this to extended stakeholders who expect socially and environmentally responsible behavior. Companies can use social media for transparency, communication, and co-creation around sustainability goals and initiatives. This engagement improves the social contract and allows organizations to participate in the greater good while also earning business benefits at low cost to the environment.
The document announces an upcoming event called FACT2010 that will feature a panel discussion on the many facets of innovation. It previews the panel discussion by noting innovation can take many forms from new products and services to process improvements. The panelists discuss what innovation means to them, the best aspects of current business practices and areas for improvement, and changes they foresee in how business will be conducted in the future focused on the role of technology.
"L'espressione latina dramatis personae, tradotta alla lettera, significa maschere del dramma e quindi è usata per indicare i personaggi."
"In user-centered design and marketing, personas are fictional characters created to represent the different user types that might use a site, brand, or product in a similar way.
Personas are useful in considering the goals, desires, and limitations of brand buyers and users in order to help to guide decisions about a service, product or interaction space such as features, interactions, and visual design of a website. Personas may also be used as part of a user-centered design process for designing software and are also considered a part of interaction design (IxD), having been used in industrial design and more recently for online marketing purposes.
A user persona is a representation of the goals and behavior of a hypothesized group of users. In most cases, personas are synthesized from data collected from interviews with users. They are captured in 1–2 page descriptions that include behavior patterns, goals, skills, attitudes, and environment, with a few fictional personal details to make the persona a realistic character. For each product, more than one persona is usually created, but one persona should always be the primary focus for the design."
(Wikipedia)
Modern Experience Design for MIMA - Minnesota Interactive Marketing AssociationZeus Jones
On Wed, March 21 Adrian Ho gave a presentation for Minnesota Interactive Marketing Association's monthly event. The response was super positive, so we thought we'd make the deck available to folks who weren't able to attend!
While delivering experiences has become more critical for brands; changes in technology and culture are reshaping the landscape for how, where and when those experiences can be delivered. This is a practical guide (backed by light theory and example) of how to plan and design modern brand experiences.
PRESUMERS are consumers who engage with products and services before their official launch through platforms like crowdfunding. They want to be involved early to get access to new products first and gain status from supporting projects. Mass crowdfunding platforms are empowering more PRESUMERS by connecting them to a wide variety of creative projects seeking funding, such as board games, engineering toys, and magazines. This allows PRESUMERS to feel involved and support causes they care about.
Between products and services: Innovation towards (and through) experiencePatrícia Lima
This position paper intends to discuss the emergence of innovation through design practices. Based on Donald Schön’s [4] notion of reflection on action, it makes sense of a practitioner role during a multidisciplinary and multicultural Innovation Camp. It draws essentially upon experience as a purpose of innovation, pointing out that what to design is (or should be) driven by why and who design for.
Looking at crowdsourcing and some of its legal implicationsYannig Roth
These are the slides of a presentation Eric & I gave at the “IP Management challenges in open innovation environments” workshop, held in Strasbourg, France, in March 23, 2015.
Presentazione di Gilberto Chiari - Presidente di Tutor International - al convegno "Spazi verdi e paesaggi urbani: progettazione e gestione sostenibile" del 30.1.2015 Roma
UNI 11515: progettare, posare e manutenere rivestimenti
resilienti e laminati per pavimentazioni. Milano, 7 febbraio 2014.
Slide della presentazione di Enrico Barison,
Tarkett S.p.A. e componente del gruppo di lavoro “Rivestimenti resilienti, tessili e laminati per pavimentazioni” UNI
121203CREATION & CO: USER PARTICIPATION IN DESIGNYuichi Hirose
The document discusses changes in the roles of designers, users, and clients in the design process. Traditionally, these roles were separated but they are now blending together through practices like co-creation and co-design. Users are becoming more involved in the design process by providing input, feedback, and even generating their own solutions. Designers are taking on more collaborative roles as facilitators. The relationships between all parties are opening up through methods like context mapping, where users share their experiences to inform the design process. While many industries recognize the need for changed roles, implementing user participation remains a challenge, particularly for larger companies.
How to kickstart your co-creation platform - 20 examples by @boardofinnoBoard of Innovation
This document summarizes 20 existing co-creation platforms. It describes different types of co-creation such as clubs of experts, crowds of people, coalitions of parties, and communities of kindred spirits. Key principles of successful co-creation are inspiring participation, selecting the best ideas and people, connecting creative minds, sharing results, and continuing development. Platforms are compared based on parameters like number of people involved, frequency of interaction, competition level, project duration, and return for participants. The goal is to learn from existing examples of co-creation between industries, governments, and consumers.
Pascal Beucler, chief strategy officer, MSLGROUP, was recently invited to speak at Parson's school of design. He chose the hot topic of crowd-sourcing and how brands such as Coca Cola and Nissan are using it to design logos and products.
Dynamic Publishing, Transmedia & The Construct of Good_gs.pptxGunther Sonnenfeld
This keynote presentation by Gunther Sonnenfeld discusses how people now control brands through social media, and how this has transformed the relationship between consumers, content, technology and each other. The document outlines how agencies must become curators, adapting to shifting consumer behaviors and bridging gaps between paid, owned and earned media. It emphasizes the importance of storytelling across multiple platforms through an integrated transmedia approach.
Insight-Driven Innovation: Structural collaboration with consumers for breakt...InSites Consulting
Even iconic brands like Heinz have a need for innovation, and solid consumer insights are crucial for its success. The challenge here was how consumer insights could be leveraged to a maximum. How can we generate as many unique insights as possible which are also relevant for consumers? How can we engage both internal and external stakeholders to use the consumer insights? What human insights - related to understanding people’s daily tomato ketchup usage - can be linked to and used for optimizing (e.g. packaging) innovation ideas?
The document summarizes research conducted by Teague into how it can utilize open source hardware communities within its product development process. The research explored the open source landscape, how companies and communities can work together, principles for designing for communities, and potential solution strategies for Teague. Key findings included identifying community needs and developing an initial concept for Teague to create a web presence and physical workshops ("Hacker Hauses") to engage with open source hardware communities.
Design practice for innovation: How might we use creative design approaches t...Penny Hagen
Design practice for innovation involves using creative design approaches to co-create value with users. The design process provides ways to work with users to reframe problems and identify new opportunities. It also offers ways to generate, envision, explore and test ideas with users to evaluate their potential impact and value early in the process. Prototyping allows moving ideas from abstract concepts to tangible representations to facilitate collaboration, testing and refinement.
A quick synopsis of the Planningness Conference from last month. It's not comprehensive of the whole weekend of wonderful information, but a fun overview of some of the sessions I attended. Enjoy, share and please comment away!
The document provides a summary of several presentations and events at the South by Southwest (SXSW) conference in 2013. It discusses topics around digital health technologies including wearable sensors and tracking devices, gamification and big data, 3D printing applications for prosthetics, and the potential of geolocation services to provide useful health insights. The president of Razorfish Healthware believes technologies discussed at SXSW will radically transform healthcare by eliminating waste and improving outcomes.
Crowdsourcing In Der Konsumgüterbranche - Entwicklung Und ÜbersichtYannig Roth
This presentation was given at ISPO's "Open Innovation Wiesn" event in Munich, on September 22nd 2014. The presentation is in English, the talk was given in Englissh too but the title was in German, in front of German innovation and marketing managers. The title means "Crowdsourcing In The FMCG Sector - Development And Overview," elmphasizing that the presentation was not only about the sports sector, but about fast-moving consumer goods to inspire ISPO's attendees.
We are proud to announce our twentieth Innovation Excellence Weekly for Slideshare. Inside you'll find ten of the best innovation-related articles from the past week on Innovation Excellence - the world's most popular innovation web site and home to 5,000+ innovation-related articles.
Stakes, limits and opportunities, how to take advantage of the crowdsourcing ...Carine ESTEVES
Coined by Jeff Howe, the term Crowdsourcing – a composite of Crowd and Outsourcing, describes outsourcing to the crowd. Afar from cost, advantages and opportunities for a company can be considerable. It can outsource the risk of failure and it only pays for products or services that meet its expectations. This phenomenon covers various situations. Seeking to mobilize external competencies, it has interested a large number of businesses. However, this concept has reach its maturity and its limits seem to be pointed out as bad from professionals of different industries. Crowdsourcing is lacking a general and synthetic view of this concept. The purpose of our paper is to characterize Crowdsourcing in its various aspects. First we describe of Crowdsourcing, and offer examples illustrating the diversity of Crowdsourcing typology, practices, business models and we present comparisons between Crowdsourcing and established theories (Open Innovation, User Innovation).
Relying upon a group of persons (crowd) can be an adequate method, because of its unique characteristics that are made possible by the Internet.
Crowdsourcing offers extraordinary potential for resolving tasks efficiently by tapping into the skills of large groups of people. To illustrate so, we explain how Capseo, a crowdsourcing based company, works with freelancers from around the world to make online marketing campaigns.
Finally, we present some potential benefits and pitfalls of Crowdsourcing and explain how to bypass its obstacles to offer a strong value proposition to customers.
Beyond Co-design. How open collaboration formats can enhance your design proc...johanna kollmann
Open collaboration formats offer insights on how to engage, collaborate and bring ideas. This talk, presented at EuroIA 2010 (http://www.euroia.org/Programme.aspx) explores how co-creation formats like hackdays or design challenges can be used to enhance a co-design process, involving (lead) users, colleagues or clients.
Fulfilling the Social Contract through Social Media mediaInfosys
Social media can be used effectively by organizations to fulfill their social contract with stakeholders and promote sustainability. When sustainability is an objective, social media acts as an excellent mechanism to communicate this to extended stakeholders who expect socially and environmentally responsible behavior. Companies can use social media for transparency, communication, and co-creation around sustainability goals and initiatives. This engagement improves the social contract and allows organizations to participate in the greater good while also earning business benefits at low cost to the environment.
The document announces an upcoming event called FACT2010 that will feature a panel discussion on the many facets of innovation. It previews the panel discussion by noting innovation can take many forms from new products and services to process improvements. The panelists discuss what innovation means to them, the best aspects of current business practices and areas for improvement, and changes they foresee in how business will be conducted in the future focused on the role of technology.
"L'espressione latina dramatis personae, tradotta alla lettera, significa maschere del dramma e quindi è usata per indicare i personaggi."
"In user-centered design and marketing, personas are fictional characters created to represent the different user types that might use a site, brand, or product in a similar way.
Personas are useful in considering the goals, desires, and limitations of brand buyers and users in order to help to guide decisions about a service, product or interaction space such as features, interactions, and visual design of a website. Personas may also be used as part of a user-centered design process for designing software and are also considered a part of interaction design (IxD), having been used in industrial design and more recently for online marketing purposes.
A user persona is a representation of the goals and behavior of a hypothesized group of users. In most cases, personas are synthesized from data collected from interviews with users. They are captured in 1–2 page descriptions that include behavior patterns, goals, skills, attitudes, and environment, with a few fictional personal details to make the persona a realistic character. For each product, more than one persona is usually created, but one persona should always be the primary focus for the design."
(Wikipedia)
Modern Experience Design for MIMA - Minnesota Interactive Marketing AssociationZeus Jones
On Wed, March 21 Adrian Ho gave a presentation for Minnesota Interactive Marketing Association's monthly event. The response was super positive, so we thought we'd make the deck available to folks who weren't able to attend!
While delivering experiences has become more critical for brands; changes in technology and culture are reshaping the landscape for how, where and when those experiences can be delivered. This is a practical guide (backed by light theory and example) of how to plan and design modern brand experiences.
PRESUMERS are consumers who engage with products and services before their official launch through platforms like crowdfunding. They want to be involved early to get access to new products first and gain status from supporting projects. Mass crowdfunding platforms are empowering more PRESUMERS by connecting them to a wide variety of creative projects seeking funding, such as board games, engineering toys, and magazines. This allows PRESUMERS to feel involved and support causes they care about.
Between products and services: Innovation towards (and through) experiencePatrícia Lima
This position paper intends to discuss the emergence of innovation through design practices. Based on Donald Schön’s [4] notion of reflection on action, it makes sense of a practitioner role during a multidisciplinary and multicultural Innovation Camp. It draws essentially upon experience as a purpose of innovation, pointing out that what to design is (or should be) driven by why and who design for.
Looking at crowdsourcing and some of its legal implicationsYannig Roth
These are the slides of a presentation Eric & I gave at the “IP Management challenges in open innovation environments” workshop, held in Strasbourg, France, in March 23, 2015.
Presentazione di Gilberto Chiari - Presidente di Tutor International - al convegno "Spazi verdi e paesaggi urbani: progettazione e gestione sostenibile" del 30.1.2015 Roma
UNI 11515: progettare, posare e manutenere rivestimenti
resilienti e laminati per pavimentazioni. Milano, 7 febbraio 2014.
Slide della presentazione di Enrico Barison,
Tarkett S.p.A. e componente del gruppo di lavoro “Rivestimenti resilienti, tessili e laminati per pavimentazioni” UNI
P wn°1 ipersegmentazione dei segmenti client vs tendenza alla standardizzazi...Maria Grazia Mao Garofalo
Partiti da una ricerca bibliografica, abbiamo approfondito l'evoluzione della figura del consumatore dagli anni 50 sino ad oggi e analizzato come i sistemi produttivi abbraccino, vicendevolmente, sia la mass production, intensa come "unicità", che la mass customization. Tale nuovo approccio di business ha modificato il modo di operare delle imprese coniugando efficienza produttiva e coinvolgimento del consumatore in un mercato globale.
Weird, Useful, Significant: Internet marketing NOWIan Lurie
If you want to succeed on the internet, talk to the slightly weird/obsessed audience who will hang on and pass on your every word. Don't demand significance. EARN IT.
Una presentazione fatto di Enrico Bonilauri e Mariana Pickering (di Emu Architetti) per i Lions Clubs di Albinea e Canossa-La Guglia (Reggio Emilia) in ottobre 2014.
The document discusses different sociological perspectives on pop culture. It explains that Pierre Bourdieu's cultural capital theory views high culture as a way for the dominant class to exclude lower classes, who lack the education to appreciate high culture. Functionalist theorists see pop culture as a unifying aspect of society that allows temporary escape from problems. However, it may also undermine core cultural values. Conflict theorists note that pop culture is a commodity created by corporations for profit, and it often reflects and perpetuates inequalities around race and gender found in broader culture.
Customization, Personalization, and Localization in Email: What's the Differe...Balihoo, Inc.
- Customization targets specific consumer segments with relevant messages, personalization uses individual consumer data to empower messages, and localization utilizes real-time market data to trigger personalized messages at the right time and place.
- Personalized emails have 26% higher open rates, localized emails have 15% higher open rates, and triggered emails are estimated to generate over 20% of email marketing revenue.
- Local marketing automation can optimize campaigns by connecting consumers with local providers through localized websites, search, email, social media, and listings informed by analytics.
Product Customization, Personalization and Customer Centricity: Market Opport...Assomac
The document discusses mass customization and the capabilities needed to create value through customized production. It outlines a framework that identifies robust process design, choice navigation, and solutions space definition as key capabilities. Robust process design refers to the ability of an organization to flexibly reuse and recombine its resources to address variability in customer requirements.
Customization and Personalization – On-Property | Tailoring the Guest ExperienceRobert Cole
Many hoteliers tout the highly personalized and attentive service provided by their properties, but how much does the actual guest experience change for an individual guest? Is the hotel successfully anticipating and delivering on guest needs, or merely reacting to requests? Guests value customized experiences, but at what point does familiarity with guest needs cross the creepy-line? Learn about the tools and processes employed by industry leaders that are producing the best outcomes, as well as where they see the industry progressing over the coming years.
Presented by Robert Cole, CEO, RockCheetah, • Sylvie Fayolle, General Manager, Le Parker Méridien & • Pedro Dias, General Manager, The Smyth (A Thompson Hotel) at the Hospitality Sales and Marketing Association International (HSMAI) Digital Marketing Strategy Conference held Wednesday, February 17, 2016 at the New York Marriott Marquis.
This document discusses consumption and identity from several theoretical perspectives. It outlines key theorists like Adorno, Horkheimer, Veblen, Barthes, Bourdieu and Baudrillard who analyzed how consumption relates to cultural expression, status, and the construction of identity. Consumption is defined as involving both material and symbolic elements, with goods taking on meanings based on their relationship within cultural systems of signs and signifiers.
Creating digital presence for Architects and Design brandsFIRE digital agency
UNA DIGITAL AGENCY PER L’ARCHITETTURA E IL DESIGN
Responsive design
Social Media Marketing
E-commerce Web Development
Search Engine Optimisation
PPC Advertising
Digital Strategy
Mobile Apps
Ethical Consumerism: The Role Played by Consumer Identity and SelfAlgiva Daniele
This document provides an introduction and literature review on the topic of ethical consumerism and the role of consumer identity and self. It discusses several key themes: 1) Drivers of ethical consumerism including altruism, perceived consumer behavior, ecological values, and green identity; 2) Differences between collectivist societies like India where identity is tied to group, and individualist societies like the US where people prioritize individual preferences; 3) How consumers rationalize the "attitude-behavior gap" through neutralization techniques when their actions don't match pro-environment attitudes to protect their self-identity. The literature review analyzes this topic through the lenses of extended self theory and symbolic interactionism.
Ricerca multiclient realizzata nel 2009.
In piena recessione economica (si parlava di soli due anni, all’epoca), con la zona euro inchiodata a crescita zero e i consumi delle famiglie al palo, ecco una ricerca tendenze affiancata ad una crisis trends map. Quali sono i comportamenti adottati dai consumatori per stare a galla in piena burrasca (a parte quello, ovvio, di spendere meno)? Quali sono i prodotti e i servizi che riescono ad essere appetitosi in un mercato sempre più anoressico? 9 parole-chiave, 14 macro-trend e oltre 70 micro-trend: c’è tutta la carne al fuoco che serve per impostare un’efficace strategia di design, marketing e posizionamento in un momento particolarmente delicato.
L’evoluzione digitale della specie - la dieta mediatica degli italiani 2013Dino Amenduni
L'analisi delle più importanti tabelle presentate nella ricerca annuale con cui il Censis racconta le abitudini informative degli italiani: quali mezzi utilizzano, per quanto tempo, con quali scopi, quanto e come condividono le informazioni. La ricerca è un documento fondamentale per tutti gli operatori della comunicazione e nell'edizione 2013 emergono alcune tendenze assai significative per il futuro del giornalismo, in particolare la nascita del press divide, cioè esiste una quota di italiani che ha smesso di leggere dalla carta stampata.
Weird, Useful, Significant: Marketing as WorldbuildingIan Lurie
Marketing isn't storytelling. It's worldbuilding. Every customer, every client writes their own stories, selecting their own points at which to contact you. If you want to successfully build marketing worlds, you need to be weird, useful and significant. Learn how in this presentation, given at Confluence 2015.
Zygmunt Bauman argues that modern society is organized around consumption rather than production. Individual freedom and identity are based on consuming goods and services through the consumer market. As a result, consumption is privatized and commodified, fueling ever-increasing consumption. People define themselves and each other by what they consume rather than what they produce.
This document discusses postmodern theories of identity and discusses how postmodernism has led to more fragmented and uncertain senses of self. It provides context on postmodernism by defining some key aspects, including the shift to consumption-based economies and cultures, the rejection of absolute truths, and emphasis on ambiguity and uncertainty. It also discusses Richard Sennett's views on how postmodern capitalism and flexible institutions have led to more "supermarket" selves that are constantly redefining and made of fragments rather than coherent narratives.
User experience issues -- Personalization vs. CustomizationVinay Mohanty
The difference between Personalization and Customization. Also explored are user experience issues with personalization. Case study of personalization features in GMail, Amazon, My Yahoo !
Smart Business Design In The Age of The Internet of ThingsHarbor Research
This document discusses the need for a new approach to developing ventures for the Internet of Things (IoT). Existing models used by corporations, venture capitalists, and private equity firms are not well-suited for early stage IoT opportunities. Large organizations also tend to have disconnected functions that inhibit collaboration needed to realize new smart systems opportunities. The document advocates for an integrated approach that leverages all available skills, relationships, experiences and assets to conceive, design, and develop smart systems and services.
The real question here is “how” - how does an enterprise truly change its culture to embrace collaboration? This paper is the second in a series of publications that explore the insights gathered from the SMART Technologies Collaboration Council. Here we summarize the Council’s views on the criticality and steps towards of establishing a collaborative culture. White paper by Bill Haskins, Senior Analyst at Wainhouse Research.
The document discusses the changing role of consumers and the emergence of co-creation of value between consumers and firms. It argues that firms must shift from traditional exchange models to experience-based models where consumers co-create value with the firm. This requires building experience networks and infrastructures that facilitate personalized, continuous interactions and knowledge sharing between consumers and firms. Managers must develop new capabilities focused on experience design, collaboration, rapid knowledge creation and strategy as continuous experimentation and discovery.
The document discusses a book that presents concepts about co-creating unique value with customers for the future of competition. The concepts in the book require serious mental exercise and are not easy to understand or implement, as they involve redesigning organizations, processes, and systems around co-creation. However, for those interested in innovation, especially entrepreneurs, learning these concepts could provide opportunities to take advantage of co-creation. The context of competition is changing from consumer, economic, technology, and management perspectives to focus more on co-creation of experiences with customers.
The document discusses the emerging cloud-based HR ecosystem and opportunities for HR to deliver higher value experiences. It notes that cloud solutions can meet basic needs but HR should leverage the ecosystem to focus on strategic goals like talent growth. The document advocates for experiences with rich context across solutions, integration across the ecosystem, and change management to realize this vision.
Cultivating communities of practice at International Labour OrganizationFlavio Fabiani
The project aims at developing 8 communities of practices for the 8 Areas of Critical Importance of the Institute of Labour Organization:
1. Promoting more and better
jobs for inclusive growth
2. Jobs and skills for youth
3. Creating and extending social
protection floors
4. Productivity and working
conditions in SMEs
5. Decent work in the rural
economy
6. Formalization of the informal
economy
7. Strengthening workplace
compliance through labour
inspection
8. Protection of workers from
unacceptable forms of work
The document defines a digital workspace and discusses its history and evolution from intranets to social intranets to current digital workspaces that integrate people, knowledge, and things using sensors and the internet of things. Key drivers of digital workspaces include engaging employees across communication channels, supporting ambient work environments, micronized communications, and accelerated organizational change. Enablers include people, knowledge, environmental sensors, messages, time, relationships, governance, patterns, context, orchestration, polymorphism, and user experience.
SD101: An Introduction to Innovation Through DesignHuddle Innovation
Traditional approaches to innovation are largely a product of a manufacturing mindset - a hangover from our industrial past.
Today, most developed economies are dominated by the service sector, with services accounting for 70%-80% of GDP. This has lead to the emergence of what Pine and Gilmour (1998) have dubbed the ‘experience economy’. Service design offers organizations a toolset for creating better service experiences through holistic, cross-departmental co-creation.
Let’s translate ideas into sustainable businesses that bring innovative ideas to life. Together we can address different types of problems in more effective, innovative and agile ways. We have to be aware of the obstacles to unlock talent inside our organization and take actions right away.
The document discusses how to unlock the skills of local innovators through collaborative online tools. It proposes developing a platform with three sections: 1) allowing residents to submit and share ideas/innovations to improve services; 2) connecting users with skills to share and those seeking skills; and 3) enabling citizens to build support coalitions on issues. The goal is to develop skills in enterprise, innovation and intermediaries by democratizing tools and connecting supply and demand through community empowerment and participation.
How structural collaboration leads to value propositions in the financial sectorTom De Ruyck
Structural collaboration involves integrating customer input and feedback into every phase of a company's decision-making process on an ongoing basis. This allows customers to provide insights, help develop new ideas and concepts, and ensure proper implementation by verifying company interpretations are correct. Only 3% of companies currently develop new products and services through this level of customer involvement. The key benefits are creating better products and service, increased agility to adapt quickly, adding "consumer feeling" to strategic decisions, and improving marketing and public relations. Successful structural collaboration requires establishing the right objectives, processes, and cultural mindset.
This document discusses challenges to innovation including closed-mindedness, clinging to traditions, jealousy of others' ideas, concerns about costs, generational differences that prevent listening to new ideas, poor communication of ideas, focusing too much on a company's size as an obstacle, lack of education on trends, insufficient thought leadership, and making excuses about limited resources rather than finding ways to pursue promising innovations. It encourages leaders to remove these barriers in order to fully consider innovative ideas from employees.
How structural collaboration leads to value propositions in the financial sectorInSites Consulting
In the (post-)crisis era, challenging the status quo through innovation will be critical to restore profitability in the financial sector. The commoditisation of products within the industry is making it very difficult to compete on price. Moreover, a whole array of non-banking entities is entering the market to close the gap between the offerings of banks and the needs of customers. Suddenly, banks face competition from telcos, supermarkets, tech firms and innovative start-ups, all experienced in building online relationships and developing and marketing transparent products.
In this paper we explain how financial institutions can install structural collaboration trajectories with key stakeholders (consumers, employees, management) in order to develop true value propositions consumers are willing to pay for.
The document discusses knowledge sharing among manager assistants as a way to increase their skills and help their organizations. It proposes that manager assistants can share knowledge through a network across different companies. A 4-phase process is outlined to implement training modules to share knowledge theoretically, practically, and technologically. The goals are to create "knowledge workers" and promote a knowledge sharing culture where individuals understand knowledge sharing benefits their jobs and careers.
The Importance Of A Strategic Management And PlanningAmanda Burkett
The document discusses Hyundai, a South Korean motor company, as a case study of innovation. It provides a brief history of Hyundai as context and then discusses the company's policies and procedures around innovation, which were implemented to improve performance and operations in new ways. The top management at Hyundai is responsible for driving quality through innovation rather than just quantity of production. Academic studies of the company show it has been highly successful in becoming a global leader through its focus on continuous innovation.
Social and economic change made access to knowledge central to how we work. Collaborative working is constantly pushing boundaries.
Tipping point in citizen behaviour, people can now create content, re-use information, co-produce services – otherwise known as web2.0.
Innomantra viewpoint -The End of CXOs Innovation Peekaboo Innomantra
Innovation has been a lifeline of many organizations for survival and growth, but the CXOs and leadership had a ‘peekaboo’ experience with ad hoc activities and very thin consistency in involvement of its people. As they were trying to structure by connecting the jigsaw pieces of innovation in a multicultural business and stakeholder environment to achieve an exponential impact in the age of triple-bottom-line Profits, People, and Planet.
Fascinating report of an ADASS roundtable in the south west on commissioning. Worth reading for an insight into the challenges commissioners face and some of the ways they're thinking of addressing these challenges.
Executive Digital MasterLab di H-Campus - Evoluzione Sociale, Complessità e L...Flavio Fabiani
Executive Digital MasterLab di H-Campus 2016
professionisti e aziende sviluppano progetti digitali in 5 #ImmersiveLab
ImmersiveLab#1 dedicato all'ispiration - Peoplerise ha parlato di evoluzione sociale, complessità e leadership orizzontale
Peer coaching in circles - going beyond cognitive feedbackFlavio Fabiani
Coaching Circle and U approach and SPT are published with the permission of the Presencing Institute (www.presencing.com/permissions)
Intervision Group approach is published with the permission of IMO International
(info@het-imo.net)
A peer-to-peer process structured as a container where the same group of people come together cyclically to reflect about critical points at work and dialogue around the steps taken to address those points.
A key practice in Organizational Development in complex systems
TEDx - 09.2014 (Roma) - L’ignoto come fonte di ispirazione profonda per i cha...Flavio Fabiani
Slide del mio TEDx Talk all'università di Tor Vergata a Roma il 27,09.2014
Ho parlato dell’ignoto come fonte di ispirazione profonda per i changemaker, di fenomenologia, di leadership orizzontale, di pattern ricorsivi nei sistemi organici
Il video dell'intervento verrá pubblicato sul canale TEDx qui ho aggiunto il parlato in alcune slide di testo
La geografia dei green job in Italia.
Informatico ambientale
Tecnico del risparmio energetico
Esperto di acquisti verdi
Carpentiere sostenibile
Chimico ambientale
Geometra ambientale
Tecnico di impianti di illuminazione sostenibili
Installatore di impianti di condizionamento green
Bioarchitetto
Installatore e montatore di macchinari e impianti industriali a basso impatto
Tecnico del marketing ambientale
Tecnico delle energie rinnovabili
Ingegnere ambientale
Formazione 2013 - Centro Universitario Organizzazione Aziendale - Master in Innovation Management - Teoria Co-creazione - sistemi complessi adattivi - Engagement
Flavio fabiani case study reconciling business communication with sustainab...Flavio Fabiani
This document presents a case study for a green action plan aimed at reconciling business communication with sustainable development. The plan seeks to address public skepticism of companies' ethical initiatives by discouraging misleading practices like greenwashing. The objectives are to restore trust in genuinely sustainable businesses and support a transition to greener manufacturing. While sustainability reporting is growing in the EU, the communication industry has been slow to adopt it. The action plan aims to correct this issue and increase transparency.
Dr. Andrew Shields of Toshiba's Cambridge Research Laboratory discusses Quantum Key Distribution (QKD) technology at Bletchley Park in a video for Toshiba's LABhub initiative. QKD is an encryption technique that uses quantum effects to provide highly secure communication. The LABhub shares stories about Toshiba's cutting-edge technologies through videos and text, focusing on innovation rather than products. It allows users to share ideas through a "Dreamstorming" section and builds engagement around shared technological interests. Future LABhub content will cover Toshiba's research in computer vision and speech technology from its Cambridge lab.
Unified user experience for toshiba productsFlavio Fabiani
This document provides an overview of a proposed project by Toshiba to create a unified user experience across its product lines. The project objectives are to harmonize Toshiba's user interface to deliver a consistent experience through its digital living products portfolio. The project would design experiences around reference products like multimedia hard drives, tablets, and camcorders. It would also devise an experience framework for current and future products. The document outlines milestones for a user-centered design project, including reviewing existing products, understanding stakeholder needs, competitive analysis, prototyping, and design implementation. It aims to counter constraints from relying on original design manufacturers for interfaces.
Welovestories 2011 briefing to the studentsFlavio Fabiani
The document provides information about the Toshiba Viral Promo Competition 2011. It is inviting film students from various European schools to submit proposals for viral video promotions of Toshiba products. Students will form teams, develop ideas within a €5500 budget, and the top 6 submissions will be selected to produce their videos. Winning videos will be judged based on criteria like engagement, entertainment, and positively promoting Toshiba, with cash prizes awarded to the top 3 teams.
Revolution children by redomino for panasonic Flavio Fabiani
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
Andreas Schleicher presents PISA 2022 Volume III - Creative Thinking - 18 Jun...EduSkills OECD
Andreas Schleicher, Director of Education and Skills at the OECD presents at the launch of PISA 2022 Volume III - Creative Minds, Creative Schools on 18 June 2024.
🔥🔥🔥🔥🔥🔥🔥🔥🔥
إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
💀💀💀💀💀💀💀💀💀💀
تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
🔥🔥🔥🔥🔥🔥🔥🔥🔥
This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
2. Definition of co-creation
“Co-creation is an organization’s strategic guidance giving strong
significance to the working and consumption experience of people.
Co-creation strategies are always human-centric
as the notion of experience is by definition referring to
individuals
Working on human experience is setting the ground
for the
intuitions collision and for the mutual enrichment but should not be
the final aim
Ultimately co-creation is about learning how to create meaningful and
rewarding experiences
Co-creation is about managing for creativity”
4. creativity is the
preserve of the
individual creative
genius
innovation are
generated by eureka
moments often by people
in scientific labs
5. Innovation is networked
Leading neurologists for many years have
been telling us that meaningful
interactions among individuals enable
people to both learn faster and remember
more of what they learn, and that as a result
engaged minds in collaboration generate
creative solutions even the smartest minds
alone may not find
In spite of that, there are two prevalent
myths about creativity and innovation
1. creativity is the preserve of the
individual creative genius
2. innovation are generated by eureka
moments often by people in scientific labs
These myths exist because they are more
interesting to narrate, but looking beneath
the surface we find out that innovations are
developed by groups and that they usually
take long time to become fully formed.
6. Networked innovation is growing
In 1805 Heinrich von Kleist in his essay ‘On
The Gradual Production Of Thoughts While
Speaking’ wrote that we can sit alone in our
room trying to solve a seemingly intractable
problem and then when we talk to others
suddenly the answer is there.
Recently, Steve Johnson in his book “Where Good
Ideas Come From: The Natural History of
Innovation” - concludes that less than 10% of
innovation during the Renaissance was networked
but that already two centuries later a
majority of breakthrough ideas emerged in
collaborative environment. This trend continued
in the following centuries.
7. ... if these are
the assumptions,
managing innovation
lies not in finding a
way to create the best fullyfeatured products
or services, but in providing
more and varied
opportunities to individuals
involved in our value chain
to come together and
co-create personalized
experiences (value)
8. The core principle
underlying the
transformation
towards a cocreation strategy
aiming at
generating a cocreative mutual
value is:
engaging people to
create valuable
experiences together
while enhancing
network economics
9. increases efficiency by cutting costs
expanding the space of
• reduce marketing budget necessary to
experience
launch products / services
• avoiding launch of products / services not
allows individuals to gain new
experience of value
valued by the customers
enhance enterprises strategic capital
EXPERIENCE
MIND-SET
expanding
the scope and
expanding
stakeholders
relationships
NETWORK
RELATIONSHIPS
ENTERPRISE
ORGANIZATION
the scale of
INDIVIDUALS
INTERACTIONS
interactions among
people who are
in our
ecosystem
part of our
It lower employees turnover
ENGAGEMENT
PLATFORMS
It expands market opportunities
reduces business risks
• by increasing insights generation
• by pre-testing investments
decreases risks and cost
for individuals
expanding
the linkages among
our co-creation platform
and the other engagement platforms
used in our ecosystem
ecosystem
10. Designing processes
Traditional representations of a business process is a left-to-right arrow
where successive process owners optimize their process steps in order to
deliver the best value to the next operator in the value chain
The traditional approach to business process design start with the definition
of the process and attempt to deliver efficiently and predictably.
Continuous improvements methodologies (e.g. lean, six sigma) are important is this
scenario and parameters like cycle time reduction, cost reduction, minimization of
output variations are important
11. Designing platforms for stakeholders‘ interaction
If we start looking at operations with a co-creation approach in mind, soon we
realize that the difference of process owner and process customer is
irrelevant
Business processes are not only driven by the process owner (left-to-right)
but also by the process customers (right-to-left)
INDIVIDUALS
Process customers (individuals) don’t want their needs to be frozen at the
beginning of the process design investigation, they want a real time
adaptation of their process needs.
Customers empowered by technology want to engage in the process on their terms
and require that the organization adapt the contexts every time they interact
The process design focus is therefore not only the desired outcome, but more
and more the platform of interaction that will allow process owners and
process customers to come together in an optimized way in each new interaction
context
12.
13.
14. Why should we be limited by the internal
competencies when co-creation
platforms could provide access to greater
competencies through a well-developed
global resource base?
Within corporations, the challenge is to
push managers out of their comfort
zones and into the zone of new
opportunities
15. Push managers out of their comfort zone
Over the decade, the Internet and other engagement platforms where
stakeholders from around the world can interact to contribute their
insights and experience to the design of products are changing the
economics of innovation.
Leading firms now deal with consumer communities that are organized
around a common passion. Such committed consumers want to influence
how they will be served and therefore want to be involved in the
activities typically thought of as internal to the firm, such as
access to resources and the value creation process.
Thus the process of value creation shifts away
from a firm-and-product-centric approach to a
stakeholding-individual and experiencebased-competence perspective.
The game changer is that the sources of competence available to
managers now have expanded to include the collective intelligence
16. Engage and discover
Advances in information access and connectivity through the
application of network technology, exponentially increase a
corporation’s ability to utilize the skills, interests and knowledge
of customers as resources.
Managers should be considered any
employee, at any level, who has the ability to
directly influence the consumer experience
and facilitate co-creation.
To do this, companies need to build IT flexible infrastructures so
that line managers throughout the organization can access and
activate the right resources and knowledge at the right time.
IT systems must also be more “event-based” so that all line managers
are constantly tuned into context-rich customer information.
20. Co-create with local communities
Curriculum developers around the world struggle with the
challenge of producing lessons that don’t become outdated the
moment the “ink hits the page.” Particularly in the
developing world, educators face many challenges to gaining
access to curricula that include content and teaching
methodologies that are relevant and up-to-date for the local
communities