Innovators' marketplace: using games to activate and train innovators
Gespeichert in:
Hauptverfasser: | , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Berlin ; Heidelberg
Springer
2012
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Schriftenreihe: | Understanding Innovation
|
Schlagworte: | |
Online-Zugang: | Inhaltstext Inhaltsverzeichnis |
Beschreibung: | XXVIII, 206 S. Ill., graph. Darst. |
ISBN: | 9783642254796 3642254799 |
Internformat
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Datensatz im Suchindex
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adam_text |
IMAGE 1
CONTENTS
1 INTRODUCTION: INNOVATION AS A SERIOUS ENTERTAINMENT 1
1.1 WHAT IS AN INNOVATION? 1
1.2 WHO INNOVATES? 2
1.2.1 EDISON VERSUS SWAN: WHO INVENTED THE LIGHT BULB? 2
1.2.2 MICROSOFT VERSUS APPLE VERSUS GOOGLE 4
1.3 INNOVATION AS A SERIOUS ENTERTAINMENT 6
1.3.1 CONSUMERS WHO CONTRIBUTE TO INNOVATION 6
1.3.2 OTHER STAKEHOLDERS O F INNOVATION: EDISON REVISITED 9
1.3.3 SERIOUS ENTERTAINMENT 12
REFERENCES 13
2 CHANCE DISCOVERY AS VALUE SENSING FOR INNOVATION 15
2.1 MODES O F INTELLIGENCE AND EMOTION 15
2.1.1 THE VALUE-SENSING MODES 16
2.1.2 COMPASSION AND EMPATHY 17
2.2 SENSEMAKING APPROACH AS A BASIS O F QUALITATIVE SCENARIO MINING 19
2.3 INNOVATION AS INTERACTIVE VALUE-SENSING WITH INSIGHT 2 0
2.4 AUXILIARY LINES AS SIGNS O F INSIGHT IN INTERPRETING IMAGES 22
2.4.1 VISION, ATTENTION, AND INTERPRETATION 23
2.4.2 EXPERIMENT 24
2.4.3 RESULTS 26
2.5 SUMMARY * 29
REFERENCES 29
3 USING MAPS FOR SCENARIO EXTERNALIZATION 33
3.1 CHANCE DISCOVERY AND INNOVATION 33
3.2 USING CHANCE DISCOVERY IN BUSINESS PLANNING 34
3.3 THE DOUBLE HELIX PROCESS O F CHANCE DISCOVERY FOR INNOVATIVE
DECISIONS 35
3.4 PRELIMINARY COMPARISON O F TOOLS FOR VISUAL DATA MINING 36
3.4.1 QUANTITATIVE COMPARISON O F TOOL PERFORMANCE 4 0
XIII
HTTP://D-NB.INFO/1016561261
IMAGE 2
X I V
C O N T E N T S
3.5 SCENARIO COMMUNICATION WITH TOUCHABLE KEYGRAPH 41
3.5.1 BUSINESS RETURNS FROM THE CHANCE CANDIDATE 4 2
3.6 SUMMARY OF THE TEXTILE COMPANY CASE 44
3.7 DATA CRYSTALLIZATION FOR SCENARIOS WITHOUT EXISTING EVENTS 44
3.7.1 THE CHALLENGE: DETECTING KEY EVENTS THAT HAVE ZERO FREQUENCY IN
THE DATA 44
3.7.2 NAIVE KEYGRAPH VERSUS DATA CRYSTALLIZATION 45
3.8 APPLICATION O F DATA CRYSTALLIZATION TO INNOVATIONS FROM PATENT
DOCUMENTS 48
3.9 RESULTS O F DATA CRYSTALLIZATION FOR THE DEVELOPMENT O F SIS 54
3.10 SUMMARY O F THE PATENT DATA CASE 55
3.11 THE PROCESS O F INTERACTIONS FOR THE SPIRAL O F VALUE SENSING 55
REFERENCES 57
4 THEORIES FOR INNOVATIVE THOUGHT AND COMMUNICATION 59
4.1 CONDITIONS FOR CREATIVE COGNITION 59
4.2 PROCESS FOR INNOVATION AND REPRESENTING ONE'S OWN BASIC IDEAS 62
4.2.1 EXTERNALIZATION OF BASIC IDEAS BY OWNERS 64
4.2.2 METACOGNITION 6 6
4.3 REASONING WITH COMBINATIONS AND ANALOGY 67
4.3.1 REASONING WITH COMBINATIONS 67
4.3.2 REASONING WITH ANALOGY 68
4.4 COMMUNICATION METHODS WITH FOCUSING AND SHIFTING CONTEXTS . 7 0
4.4.1 THE ROLE O F QUESTIONS AND CONSTRUCTIVE CRITICISM 71
4.4.2 USING PERSONAS TO MAKE SCENARIOS FOR DIFFUSING IDEAS 73
4.5 SUMMARY 74
REFERENCES 75
5 ANALOGY GAME: TRAINING AND ACTIVATING ANALOGICAL THOUGHT 77
5.1 INTRODUCTION 77
5.2 THE OUTLINE OF ANALOGY GAME 79
5.3 THE MODEL OF CONCEPT CREATION AS THE BASIS OF AG 79
5.4 EXPERIMENT (I): COMPARISON OF OLDER AND YOUNGER PLAYERS 82
5.4.1 EXPERIMENTAL METHOD 82
5.4.2 RESULTS:-ANALOGICAL THOUGHT AND EXPERIENCES 82
5.5 EXPERIMENT (II): EFFECT ON ARTISTS'WORK 86
5.5.1 EXPERIMENTAL METHOD 87
5.5.2 EXPERIMENTAL RESULTS 87
5.6 DISCUSSION 9 2
REFERENCES 95
6 INNOVATORS' MARKET GAME: COMMUNICATION WITH AND FOR INNOVATIVE
THINKING 97
6.1 COMMUNICATION BETWEEN STAKEHOLDERS FOR INNOVATION 97
6.2 THREE STAKEHOLDERS: INVENTORS, INVESTORS, AND CONSUMERS 98
IMAGE 3
CONTENTS X V
6.3 INVENTORS: THE CREATORS O F IDEAS 99
6.4 INVESTORS: THE EVALUATORS OF INVENTORS' TALENT 99
6.5 CONSUMERS: THE EVALUATORS O F IDEA QUALITY 99
6.6 A MODEL O F COMMUNICATIONS BETWEEN STAKEHOLDERS 100
6.7 THE BASIC ITEMS USED IN IMG 102
6.8 HOW TO PLAY THE GAME 105
6.9 THE GAME BOARD SUPPORTING PLAYERS 107
6.10 A TRIAL CASE OF IMG: HOUSEHOLD COMMODITIES 108
6.11 THE OPEN PROBLEM ADDRESSED IN THE FOLLOWING CHAPTERS 108
REFERENCES 112
7 EVIDENCE-BASED GUIDELINES FOR INNOVATORS'MARKETPLACE 113
7.1 GAME BOARD SHOWING NICHES IN THE IDEA MARKET 113
7.1.1 EXPERIMENTAL METHOD 113
7.2 RECOMMENDABLE CONSCIOUSNESS IN COMMUNICATION (I): EMPATHY FOR
ENHANCING NOVELTY 118
7.3 RECOMMENDABLE CONSCIOUSNESS IN COMMUNICATION (II): CRITICISM FOR
ENHANCING UTILITY 119
7.4 SUMMARY: SEVEN LESSONS FOR PLAYERS 126
REFERENCES 126
8 INNOVATORS' MARKETPLACE AS INTEGRATED PROCESS: A N INDUSTRIAL CASE 1
27
8.1 INNOVATORS' MARKET GAME AS A PROCESS COUPLED WITH TSUGOLOGY 127
8.2 LEARN THE CONCEPTS (STEP (1)) FOR EXECUTING INNOVATORS' MARKETPLACE
129
8.3 IMG FOR CREATING PRODUCTS/SERVICES AND VISIONS (FOR BUSINESS IN
COMPANY A) 133
8.3.1 THE PARTICIPANTS AND BASIC CARDS 133
8.3.2 SUMMARY O F PSI-BASED VISUALIZATION OF POSITIONS O F BASIC CARDS
134
8.3.3 TO B, C, OR B + C 137
8.4 AN ADDITIONAL USE O F TSUGOLOGY: VISUALIZATION OF HUMAN TSUGO
NETWORK 138
8.5 STEP (5): THE EVALUATION PHASE 143
REFERENCES 147
9 APPLICATION CASE: POLICIES FOR LONG-LASTING SAFETY OF NUCLEAR POWER
PLANTS 149
9.1 IMG PAIRED WITH ANALOGY GAME AND REINFORCED BY TSUGOLOGY: A CASE IN
POLICY MAKING DIRECTED AT AGING NUCLEAR POWER PLANTS 149
9.2 THE FIVE-STEP PROCESS 150
9.3 STEP (2): VISUALIZE WORDS IN RELEVANT DOCUMENTS AND START DISCUSSING
ACTIONS AND TSUGOES 150
IMAGE 4
X V I C O N T E N T S
9.4 STEP (3): VISUALIZE THE 36 EXTRACTED BASIC IDEAS AND
THEIR CORRELATIONS 157
9.5 STEPS (4) AND (5): THE INNOVATORS MARKET GAME (IMG) AND EVALUATIONS
160
9.6 REFINEMENT, AS AN EXTENSION O F STEP (5) 168
9.7 SUMMARY 170
REFERENCE 171
10 IMG ON THE WEB VERSUS ON THE BOARD, AND CONCLUSION 173
10.1 THE OUTLINE O F IMG ON THE WEB 173
10.1.1 ACTION FLOW O F WEB-IMG 174
10.2 PRELIMINARY COMPARISON: BOARD GAME VS. WEB VERSION 175
10.3 COMPARISON O F THE QUALITY AND QUANTITY O F IDEAS: BOARD GAME IMG
VS. WEB-IMG 179
10.3.1 THE QUANTITY O F IDEAS 180
10.3.2 THE EASE O F COMMUNICATION 181
10.3.3 THE QUALITY O F IDEAS 182
10.4 THE COMPARISON O F COMMUNICATION QUALITIES 184
10.5 SUMMARY 187
10.6 SOME CONCLUDING OBSERVATIONS 188
REFERENCES 191
INDEX 193 |
any_adam_object | 1 |
author | Ohsawa, Yukio Nishihara, Yoko |
author_facet | Ohsawa, Yukio Nishihara, Yoko |
author_role | aut aut |
author_sort | Ohsawa, Yukio |
author_variant | y o yo y n yn |
building | Verbundindex |
bvnumber | BV040102204 |
ctrlnum | (OCoLC)775844380 (DE-599)DNB1016561261 |
dewey-full | 658.406 |
dewey-hundreds | 600 - Technology (Applied sciences) |
dewey-ones | 658 - General management |
dewey-raw | 658.406 |
dewey-search | 658.406 |
dewey-sort | 3658.406 |
dewey-tens | 650 - Management and auxiliary services |
discipline | Wirtschaftswissenschaften |
format | Book |
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institution | BVB |
isbn | 9783642254796 3642254799 |
language | English |
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physical | XXVIII, 206 S. Ill., graph. Darst. |
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series2 | Understanding Innovation |
spelling | Ohsawa, Yukio Verfasser aut Innovators' marketplace using games to activate and train innovators Yukio Ohsawa ; Yoko Nishihara Berlin ; Heidelberg Springer 2012 XXVIII, 206 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier Understanding Innovation Innovationsmanagement (DE-588)4161817-8 gnd rswk-swf Innovationsmanagement (DE-588)4161817-8 s DE-604 Nishihara, Yoko Verfasser aut X:MVB text/html http://deposit.dnb.de/cgi-bin/dokserv?id=3902728&prov=M&dok_var=1&dok_ext=htm Inhaltstext DNB Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=024958715&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Ohsawa, Yukio Nishihara, Yoko Innovators' marketplace using games to activate and train innovators Innovationsmanagement (DE-588)4161817-8 gnd |
subject_GND | (DE-588)4161817-8 |
title | Innovators' marketplace using games to activate and train innovators |
title_auth | Innovators' marketplace using games to activate and train innovators |
title_exact_search | Innovators' marketplace using games to activate and train innovators |
title_full | Innovators' marketplace using games to activate and train innovators Yukio Ohsawa ; Yoko Nishihara |
title_fullStr | Innovators' marketplace using games to activate and train innovators Yukio Ohsawa ; Yoko Nishihara |
title_full_unstemmed | Innovators' marketplace using games to activate and train innovators Yukio Ohsawa ; Yoko Nishihara |
title_short | Innovators' marketplace |
title_sort | innovators marketplace using games to activate and train innovators |
title_sub | using games to activate and train innovators |
topic | Innovationsmanagement (DE-588)4161817-8 gnd |
topic_facet | Innovationsmanagement |
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