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Understanding the role of user value co-production in different types of hospital information system development projectHung, Wei-Chiang 24 August 2011 (has links)
User participation has long been considered as one important factor which affects the development of information management systems performance. It is believed that the cooperation between users and developers contributes to higher satisfaction and acceptance. Service has become the main economic activities in the modern society and traditional good-dominant logic has been replaced by service - dominant logic. Based on this concept, information system development can also be considered a service in which the final value determined by the extent to which the project can meet the predefined goal and fit users¡¦ needs. To maximize the value created, users should be viewed as co-producer and play a more active role in the system development process.
The main research purpose of this study is to understand how users can act as value co-production in different types of information system development project. We studied three different hospital information system projects: user-initiated internal project, IT department initiated the project, and outsourcing development project. We then explored how users can co-create value under different contexts. By using case study approach and based on service-dominant logic concept, we identified the importance of user co-production and clarify the role that users may play. The results of this study can contribute to system development project and serve as a reference for subsequent research.
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Understanding user co-production in system maintenance: A service-dominant logic perspectiveCheng, Liang-Chang 15 February 2012 (has links)
The Service-Dominant Logic concept has replaced the traditional Product-Dominant Logic to be the mainstream of contemporary business activities. Based on this concept, value creation is viewed as a co-produced result instead of the responsibility of producer only. Through applying Service-Dominant Logic to information systems development and maintenance process, one can conclude that users should play a more active role as a co-producers.
Past user participate studies largely focused on system development stage only and only little attention has been paid the maintenance process. Given the importance of maintenance in system life cycle, the main purpose of this study is to understand the factors that drive users to engage in value co-production. I adopted case study method and analyzed antecedents of co-production behavior performed by users.
According to the found results, I suggest that familiarity toward system, source of demand for services, and system complexity are three potential factors that may lead to various co-production behaviors. The findings of this study can serve as critical reference for future studies. Practitioners can also be benefited by knowing how to enhance user co-production in the maintenance stage of system life cycle.
Keywords: Service-Dominant Logic, System Maintenance, User Participation, Value Co-production, Case Study
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雷亞遊戲公司之商業模式與策略創新 / The innovation of business model and strategy of Rayark Inc.呂挺嘉, Lu, Ting Chia Unknown Date (has links)
台灣曾創造出軒轅劍、大富翁、仙劍奇俠傳等膾炙人口的經典國產遊戲,而隨著線上遊戲的興起,台灣的遊戲市場開始充斥著來自日本、韓國等海外作品,遊戲公司也多以代理為主要業務,國產遊戲便漸漸地消失在市場上。時至今日,隨著手機遊戲平台的興起,台灣的自製遊戲公司又有如雨後春筍般冒出,而其中,雷亞遊戲是相當具有代表性的一間公司。
雷亞遊戲成立於2011年9月,至今不過五年左右的時間,就已創造出數款深受全世界玩家喜愛的遊戲,甚至在許多國家的付費排行榜上名列前茅。雷亞不僅僅是一間遊戲公司,更將其IP(Intellectual Property;智慧財產權)做跨領域應用,不斷地學習成長,拓展自己的營運範疇,持續朝泛娛樂產業的方向發展。
本研究以雷亞遊戲公司為個案,透過商業模式圖及策略鑽石的架構,分析其在商業模式與策略上的創新。研究的資料來源包括訪談、實地觀察與次級資料,透過其與文獻之間的互動,漸漸描繪出個案公司的模樣,並試著去找出其創新之處。
最後,本研究將雷亞遊戲之創新歸納為三點:原創內容及一源多用、平台與共創價值、有機式粉絲經營。然而,這樣的商業模式及策略創新並不一定適用於其他組織,本研究期許的是透過個案研究的方式,對於雷亞遊戲有完整且深入的了解,提供台灣遊戲業者一些不同的觀點與做法做為參考。 / Taiwanese companies had produced several prestigious and successful games such as The Legend of Sword and Fairy, Xuan-Yuan Sword and Richman. However, since the age of online-game came, the game market in Taiwan had been filled with games coming from Japan, Korea or any other country overseas. Accordingly, the game companies became the agency of foreign games, Taiwanese-produced games had disappeared. Today, along with the rise of mobile games, Taiwanese-produced game companies sprung up. This research will mainly focus on the discussion about Rayark.
Established in September, 2011, Rayark has produced plenty of games which are hit around the world. Rayark is not only a game company, they also applied their intellectual property in different areas and keep growing. Trying to extend their business scope, in order to develop themselves in pan-entertainment industry.
This research is the case study of Rayark, to analyze the innovation on business model and strategy through Business Canvas and Strategy Diamond. The material came from interview, participant observations and secondary datas. Through the interaction with the literatures, depicts the appearance of the company then discover the innovation inside.
At last, this research concludes the innovation of Rayark into the following 3 points: original contents and one-source-multi-use; platform and value co-production; organic fans business. Yet, the intention of this research is not to apply the innovation to other organizations. This research aims to provide complete and in-depth introduction of Rayark, hoping that it could give some insights to Taiwanese game companies.
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Towards Hands-free Healthcare: A Study About Value Co-creation Through Eye-tracking ApplicationZborowski, Wiktor, Stakionyte, Ernesta January 2022 (has links)
Introduction: The introduction presents concepts around hands-free interactions. Furthermore, topics of digitalization, value co-creation, and how technology suppliers and end-users co-create value through the application of eye-tracking is described. Problem discussion: Healthcare is a complex system and is becoming more accustomed to the value co-creation concept with all types of stakeholders. New technologies are needed in healthcare to ensure positive patient outcomes and sterility. These technologies appear in hands-free devices such as eye-tracking technology. Limited research is found on interactions between healthcare practitioners and/or researchers with technology providers with key actors as suppliers and practitioners. Looking further at value co-creation, to achieve hands-free healthcare, it is necessary to fully utilize nascent digital technologies while incorporating them into digitalized processes. Hence, additional study is needed to investigate how key actors co-create value and promote the full use of advanced technologies. Purpose and Research Question: The purpose of this study is to understand how value is co-created by the application of hands-free devices in healthcare settings. To do that, we explore the activities performed by technology suppliers and technology end-users (healthcare practitioners and researchers) that enable value co-creation through the application of eye-tracking devices in hands-free healthcare. This study seeks to answer the research question: How do technology suppliers and end-users co-create value through the application of eye-tracking in hands-free healthcare? Theoretical Framework: Theoretical Framework was established based on scientific literature. Furthermore, it is split between concepts of value-in-use, value co-production, and two stages of digitalization, where the first stage is digitalization of products and services, the second stage is digitalization of activities and decisions. Methodology: In this thesis, qualitative descriptive research with a deductive approach is followed. Empirical data was collected through three exploratory and ten semi-structured interviews, where six semi-structured interviews were conducted with suppliers (primary data) who are employed in an eye-tracking supplying company, and four end-users (supportive data), which are healthcare practitioners and/or researchers. Findings & Analysis: Here, findings gathered from primary (technology suppliers), supportive (end-users), and secondary sources (documents) were analyzed and compared to the literature and theoretical framework. Conclusion: Concluding, 20 activities were found for the value co-production part of the research and 23 activities for the value-in-use part. Some of the found activities could not be supported by scientific literature or framework and are explained as additional findings.
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共生依存關係之協同服務系統設計方法研究 / iDesign : Collaborative Service System Design Methodology Underlying Symbiotic Interdependence Relationship董惟鳳, Tung, Wei Feng Unknown Date (has links)
社會經濟隨著科技的發展而不斷的演變,服務業對於人類生活的重要性也逐漸提升,資訊科技(IT)的力量也大幅提升服務業的營運與績效。IBM提出 「服務科學管理與工程」(Service Science, Management and Engineering; SSME),目的是研究如何透過各領域的結合達到服務創新(Service innovation),包括如何建立新興服務概念設計、如何藉由科技建立量化、標準化、以及系統化的服務設計、服務流程、與服務品質管理協助提升服務生產力(Service productivity)以增進顧客滿意度等議題。由於「服務」相較於「產品」具有不同的特性與內涵,例如服務流程中顧客輸入(Customer input)對於服務程序(Service operation)與服務品質(Service quality)都有關鍵性的影響,且服務內容通常屬於「知識取向」(Knowledge-intensive)為主,服務業較為關注參與者之間的互動與服務交換。然而,服務的「異質性」(Heterogeneity)更存在難以標準化與量化的問題。「智慧型服務設計」(Intelligent Service Design; iDesign)旨在探討如何從服務流程(Service process)中,讓服務提供者(Service provider)與顧客/服務接受者(service receiver)之間的相互共同合作(co-production)來達成互利的服務傳遞(Service delivery)。今日大家期待服務科學這個新領域帶來產業發展機會,尚需要透過更多跨領域的產官學合作。本文將透過一個結合資訊科技、人及服務流程的服務系統範例,來帶領大家探索服務科學的新領域。服務業可以藉由此一參考架構來思考如何可以提供服務生產者與消費者透過科技化的共同生產機制達到共創價值(value co-creation)。本文中所提出的創新服務設計之參考架構與方法論中包含服務的分類、服務系統模式化、以及顧客體驗品質衡量,並彰顯服務業如何從服務科學角度出發,提升服務科技化與創新服務的競爭優勢。 / This study is to present an intelligent collaborative service system (CSS) design (iDesign) including the CSS classification, an analysis-design modeling method, and an experience quality evaluation model for systematic service innovation. State-of-the-art information technology can be used to develop the CSS according to three comprehensive procedures, enabling semi-automated value co-production and systematic service innovation that can meet the goals of service productivity and customer satisfaction for service providers and customers. In view of the preceding research purpose, the three major research questions are addressed in this study: What kind of collaborative service systems can be classified and identified based upon the prerequisites of value co-production? How the collaborative service systems can be modeling and automating its cognitive process and knowledge representations using an analysis-design method (i.e. intelligent service machine)? How an evaluation model can measure the experience quality of the service providers and the customers, and embed the model into the CSS in order to perform service quality management? Meanwhile, the evidences to effects of iDesign-based CSS applications that implemented by the three practical service systems of artwork design, for example, a transactional marketplace service system for mediating music content creation (DesignStorming), a collaborative alignment service system for assisting mobile phone design service (iMobileDesign), and a collaborative personalization service system for facilitating interior design service (iInteriorDesign).
According to the research process of design science, this study adopts a single case study to refine the proposed artifact (i.e., iDesign). iInteriorDesign is one of iDesign-based CSS applications, which is analyzed and developed by simple service machine (SSM) and intelligent service machine (ISM) and with the embedded evaluation of E-QUAL based upon one category of classification framework of iDesign. This qualitative study draws the deductive consequence and further proposed a deductive model of theory a (Symbiotic Collaborative Service Model) built by means of the resource dependence theory (RDT) testing. iInteriorDesign envisions an entirely new interior design service experience enabling collaborative interior design provision; architects or interior designers can use the system to effectively communicate with customers based upon symbiotic interdependence relationship behavior to better identify their needs and wants and even attain new inspirations of concept styles from the interactions. The results of case study have conducted the deductive important behavior of symbiotic interdependence relationship within the CSS applications. The results of qualitative research also can further generalize the identical behavior to the adaptability and evolution of value co-production and mutual adaptability within iDesign.
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