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Opportunities and challenges in the management of an innovation laboratory : A case study of Semcon Innovation LabBondeson, Anna, Grönlund, Sanna January 2016 (has links)
Innovation laboratories are environments especially designed for carrying out the innovation process. They are an example of a new kind of organisational structure that has emerged as a managerial response to challenges associated with organisational dynamic capability development. Using a mixed-method approach, this thesis attempts to create an understanding for the challenges and opportunities that exist in the management of an innovation laboratory, both on a level of organisational innovation and of individual creativity. The componential model of creativity and innovation in organisations is used as a framework for analysis of an innovation laboratory in the case company, the tech consultancy firm Semcon. The results confirm that there is a lack of clarity in the conceptualisation of innovation labs. Some important findings are that the implementation of an innovation laboratory could in itself be seen as an opportunity, but that acting in the borderland between the objectives of profitability and creativity could prove a challenge. A challenge may also lie in maintaining a realistic view of the actual abilities of the innovation laboratory. Cross-functional collaboration between consultants seems to bring opportunities in that it may contribute to knowledge creation and transfer within the firm, but there is a challenge in that teams are in need of leaders with skills in creativity management and agile project management, but also technical expertise. A general conclusion for managing innovation laboratories is that they need enough resources to have room for mistakes. The findings have implications for the management of existing innovation laboratories and those in the planning.
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Developing creative and innovative thinking and problem-solving skillsDe Jager, C., Muller, A., Roodt, G. January 2014 (has links)
Published Article / A specific financial services organisation in South Africa realised that they had to join the innovation revolution in order to remain commercially competitive due to unexpected competitors entering the traditional financial services domain. The evaluation question asks whether employees in a financial services organisation can develop creative and innovative thinking and problem-solving skills through an intervention such as a workshop, and can a benefit for the business unit and organisation be identified.
This qualitative study employed Utilisation Focused Evaluation (UFE) to address the evaluation question. Questionnaires, pen-and-paper tests and interviews were used to gather data. Descriptive statistics were applied to report the data. The most critical finding confirmed that individuals can acquire creative and innovative thinking and problem-solving skills. The acquisition of these skills though is not sufficient on its own to establish a culture supportive of creativity and innovation.
The study culminated in the creation of The Triple I Creativity and Innovation Model. The Triple I Creativity and Innovation Model illustrates how a workshop with distinctive training design features can impact the individual, the business unit and the organisation in order to initiate, ideaneer and ignite creativity and innovation.
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I Still Play: Exploring Play and Creativity in Early Adulthood Amongst Science, Technology, Engineering, Arts, and Mathematics ProfessionalsEarl, Emily Charlotte January 2015 (has links)
Play is acknowledged as a fundamental need and right of the human experience. However, across the human lifespan is not always valued. Research on play has traditionally been on children, and while some attention is now being paid to older adults, there is little scholarship regarding play in adulthood. This exploratory study examined how early adulthood (25-40 years old) play, the influence playing has on creativity and career performance, and implications for future research on play. The study was completed utilizing traditional and non-traditional research methods with the intent to incorporate the participants' voice and perspectives into a human-centered research design. The end results of this study, demonstrated that early adults engage in a number of play experiences that shape their development and learning as well as influence their creativity and work performance. The use of human-centered research provided participants with the opportunity to individualize data collection, analyze results, and have a voice in the final product.
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The Climate for Creativity and Innovation in the Fuzzy Front End of Innovation : A Case Study at Arla Foods / Klimatet för kreativitet och innovation i fuzzy front end : En fallstudie på Arla FoodsWahlström, Fanny, Jutbo, Malin January 2013 (has links)
Innovation is a key factor for economic development and growth, and firms need to continuously innovate in order to stay competitive. However, innovation is complicated in today’s markets as there are many different aspects for companies to manage. The very first phase of innovation, the fuzzy front end (FFE), is critical and this phase presents one of the greatest opportunities of improvement for the overall innovation process. Yet, the research on this phase is limited. The new product development (NPD) and the FFE are different from each other and require different ways of thinking and working. The FFE is the phase that takes place before the structured NPD phase and it aims to develop a sustainable flow of ideas. All innovations are born as creative ideas and creativity is the production of new and useful ideas. Many stress the importance of the environmental variable climate as important for creativity and innovation. This thesis is a case study which aimed to investigate the climate for creativity and innovation at an innovation department at Arla Foods Sweden. The innovation department is working successfully with NPD but lately, the ideas that the innovation department has produced have been rather few and not good enough for the results they want to achieve. Therefore, this case study had the overall goal to find improvements areas regarding the climate for creativity and innovation in the FFE. In order to investigate the climate an established instrument, a questionnaire, was utilized. This gave an initial diagnosis of the climate for creativity and innovation at the department. Thereafter, interviews were carried out with each of the members of the department to gain in- depth understanding of the current climate. Additional interviews at Arla Foods were carried out to provide the results with a wider picture. Moreover two projects which took place in the FFE were observed to get insight of how professional consultants work with creating a favorable climate. The two managers of these projects were also interviewed. The results of this thesis revealed that the current climate is relatively favorable for working in the NPD while it is not favorable for the FFE. Thus, it was indicated that additional requirements are placed on a climate that are to be favorable for creativity and innovation in the FFE. For this specific case study, a number of dimensions (risk taking, idea time, dynamism/liveliness, playfulness/humor, idea support and encouragement, debates, and discussion) and underlying factors (input and inspiration, idea process, and clarity) that could be improved at the Innovation department were identified.
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Interactive Design Interfaces to support Ideation & Rapid PrototypingDevashri Utpal Vagholkar (11816888) 19 December 2021 (has links)
Generating ideas and creating prototypes of physical products is a highly non-linear and iterative process. Current tools divide this process into multiple discrete steps with different tools to support each of these steps such as CAD modelling, simulation and fabrication. We believe, design interfaces that combine different steps of the process and create different layers of abstraction depending on the type of the user and where they are in the process can support users in generating more creative ideas and creating better functioning prototypes more efficiently. In order to validate this, we developed three interfaces- a sketch-based ideation tool, a live programming interface to create IoT devices and a design tool to support design and fabrication of hand wearables. The foundation of these design interfaces is the layer of abstraction that allows users to focus on idea generation and converting it into a tangible prototype with little or no technical knowledge, and a continuous visual feedback that guides the user to make necessary changes to improve their design. The three tools were evaluated through user testing for supporting creation of different ideas and converting them into functional prototypes.
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PRODUCT-APPLICATION FIT, CONCEPTUALIZATION, AND DESIGN OF TECHNOLOGIES: PROSTHETIC HAND TO MULTI-CORE VAPOR CHAMBERSSoumya Bandyopadhyay (13171827) 29 July 2022 (has links)
<p>From idea generation to conceptualization and development of products and technologies is a non-linear and iterative process. The work in this thesis follows a process that initiates with the review of existing technologies and products, examining their unique value proposition in the context of the specific applications for which they are designed. Next, the unmet needs of novel or emerging applications are identified that require new product or technologies. Once these user needs and product requirements are identified, the specific functions to be addressed by the product are specified. The subsequent process of design of products and technologies to meet these functions is enabled by engineering tools such as three-dimensional modelling, physics-based simulations, and manufacturing of a minimum viable prototype. In these steps, un-biased decisions have to be taken using weighted decision matrices to cater to the design requirements. Finally, the minimum viable prototype is tested to demonstrate the principal functionalities. The results obtained from the testing process identify the potential future improvements in the next generations of the prototype that would subsequently inform the final design of product. This thesis adopted this methodology to initiate the design two product-prototypes: i) an image-recognition-integrated service (IRIS) robotic hand for children and ii) cascaded multi-core vapor chamber (CMVC) for improving performance of next-generation computing systems. Minimum viable product-prototypes were manufactured to demonstrate the principal functionalities, followed by clear identification of future potential improvements. Tests of the prosthetic hand indicate that the image-recognition based feedback can successfully drive the actuators to perform the intended grasping motions. Experimental testing with the multi-core vapor chamber demonstrates successful performance of the prototype, which offers notable reduction in temperatures relative to the existing benchmark solid copper spreader. </p>
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