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PhD Thesis - Avatar-Based Innovation
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Transcript of PhD Thesis - Avatar-Based Innovation
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Avatar-Based Innovation
Creating a Compelling Experience
Thomas Kohler
University of Innsbruck :: Department of Strategic Management, Marketing and Tourism
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Background andProblem Definition
1 2 3 4
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Virtual Worlds
Computer-generated physical space
Represented graphically in three dimensions
Experienced by many people at once
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Avatar
Virtual representation
Appearance - Looks- Clothing - Accessoires
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Research Topic
Virtual Worlds + Open Innovation
=
Avatar-Based Innovation
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Open Innovation
From Closed to Open InnovationChesbrough
Customer-Active-Paradigmvon Hippel
Virtual Customer IntegrationReichwald/Piller
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Opportunities Avatar Based Innovation
Integrating Open Innovation
Real-time Media Richness Interactive collaboration
Virtual Worlds
User-Generated Content
Native creativity Playful environment Freedom to experiment
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Dissolving Boundaries
They could use their virtual-world sensibility to design products with real-world potential
(Hemp, 2006)
„“
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Pathfinding Companies
Alcatel innovation competiton Steelcase chair designs
Philips co-creation design Aloft testing the virtual hotel
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The Problem
< Participation
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Research Question and Research Design
1 2 3 4
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WHAT CREATES A
COMPELLING
CO-INNOVATION
EXPERIENCE WITHIN VIRTUAL WORLDS
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COMP
CO-INNO
EXPER
ELLING
VATION
IENCE
Virtual Worlds
Open Innovation
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Literature Study - Theoretical insights
Flow, Optimal experience
Intrinsic motivation
Creativity
Gaming
Web design
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Research Design
context
process users
Expert InterviewsCompelling co-innovation process
Participant Interviews and Observation Compelling co-innovation in virtual worlds
Focus GroupsCompelling virtual world place
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Focus Groups
Identifying core elements of a compelling SL place
+ Role of interactivity
Experienced Second Life residents
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Expert Interviews
Antecedents and Consequences of a compelling co-innovation process
Academics from the field of Open Innovation
Confrontation with focus group results
Key Questions- Meeting user motivations- Designing innovation tasks- Increasing interactivity
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Practical Project
Using virtual worlds for real world innovation
Harnessing the power of avatar-based innovationReceiving creative input during the stage of ideation
User-driven idea generation and evaluation
Capturing customer requirements Understanding customers‘ unmet needs
Creating a compelling co-innovation experience
Motivating and engaging avatars Playful, social, and usable interaction
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Approach
Idea Submission box vs. Compelling Co-Innovation Process
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Philips Design
Sustainable living in the year 2020
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KTM
Motorbike experience of the future
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Preliminary Results and Contributions
1 2 3 4
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Usability
Challenge Connectivity
Desirability
Usefulness
Interactivity
Results
Recognition
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Contributions
New approach to interactive new product development
Insights into development of co-innovation platforms
Understanding factors of an engaging virtual world inititative
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PublicationsFüller J./Kohler T./Matzler K./Stieger D.: Online-Games als neue Form der Marktforschung, in: Harvard Business Manager (forthcoming)
Kohler T. /Matzler K./Füller J.: Avatar-Based Innovation: Using Virtual Worlds for Real World Innovation, paper to be presented at the 15th International Product Development Management Conference, Hamburg, Germany – June 29 – July 1, 2008
Kohler T./Füller J./Matzler K.: Preconditions of Avatar-Based Innovation: Creating a Compelling Experience, paper presented at the conference: When Media Environments Become Real, Bern, Switzerland, February 4-6, 2008
Grohsmann M./Kohler T./Leitner A./Luedicke M.K.: Der ui2campus – die Universität Innsbruck in Second Life, paper to be presented at Educational Innovation and Web Technologies, Salzburg, Austria, June 2-3, 2008
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Open Questions
1 2 3 4
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Participant interviews and observation
GoalsGenerate insights on users‘ co-innovation experienceUnderstanding elements of a compelling co-innovation experience
Approach- Following participants along the process and let them epress their
experiences; or- Semi-structured interview at the end of the process
ObservationHard Facts (eg. total visitors, time spent, returning visitors, heat map, number of idea submissions, number of votings and coments)
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Discussion