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Research Commercialization Project:
Super-Crowd
NEED for better innovation processes and tools
Corporations
Need for more efficient, cheaper and simplified processes and tools which enable them to discover innovative ideas about developing new products and services or identify possible opportunities for improving products and services in future.
Idea campaigns and entrepreneurship programmes
Need to improve the impact of their product (the pedagogical process) with new tools and methods.
Aid organizations in 3rd world countries
Need to improve the impact of their campaigns
Need to extend the dimension of their target audience
OUR APPROACH
For Corporations Motivating and enriching open innovation process with
dynamic and scalable software tools using self-learning algorithms, statistical thinking and serious games
For Idea campaigns, entrepreneurship programmes and Aid organizations
Software tools to improve ready-made pedagogical and campaign formats using self-learning algorithms, statistical thinking, serious games and creativity techniques
Our Technology
Process Motivating and enriching open innovation process Facilitating innovation and creativity Enriching data analysis and decision making methods
Software
Dynamic and scalable software tools using self-learning algorithms, statistical thinking and interactive serious games with the possibility of integration into other software development and management tools
List of Pilots
Global Mensa collective
Innovation Democracy Org, entrepreneurship programmes in 3rd world countries
Finpeda
Autodesk Corp.,
LEGO Education INNOVATION STUDIOS
ThinkQuest
Dubai Start up incubator
GCE, Australia
University of Oulu, business opportunity creation -course
Yet to be defined based on Project Operations
We've got talent
Project Team is a well seasoned bunch of researchers engaged with
Innovation process and learning Design thinking Motivation and Incentives Software tools and requirements engineering Marketing and sales of crowdsourcing services
Benefits against competitors?
In-direct competitors Strategy consultants and excel sheets.
Direct competitors Getvetter, Ideascale, Spigit
Benefits With Freemium business model, the barrier of entry is
very low, we can also drive price competition Competitors don't use dynamic and enriching intelligent
algorithms for innovation process (elaboration and/or evaluation).
Harnessing Innovation - Project Main Aims
Exploring the most profitable market segments and method of sales
Starting off from before-mentioned segments and testing traction, earnings model and operation of marketing and sales network.
Productizing the Innovation Campaigns, Tools and Analytics -services to business units
Conceptualizing, product and service development through couple iterations
Prepare the establishment of offices in Oulu, Helsinki, San Francisco and Singapore
Core operations to be kept in Finland, US and Asian market presence is needed
Prepare the company ready for private funding
Valuation between 1-2 M€
Harnessing Innovation - Project Details
Duration 1.10.2012 – 31.9. 2013
Budget 590 000 €
Personnel 4 full time employees operating in Oulu, Helsinki, San
Francisco and Singapore
Harnessing Innovation - Project Personnel Details
Project Manager
Open position, Department of Information Processing Science
Project Leading Professor
Jouni Similä, Department of Information Processing Science
Project Productization leader
Open position, Department of Information Processing Science
Project Productization assistant
Open position, Department of Information Processing Science
Project Marketing and Sales lead
Open position, Oulu Business School
Harnessing Innovation - Project Key Partner Roles
InnoZed Corp.
Innovation Games Corp.
Finpeda Corp.
UC Berkeley, Haas School of Business
Key ReferencesIdeoista ratkaisuja Takomoturnauksessa. Aktuumi 2/2011.
Järvilehto, Mikko, InnoCoop – The Design and Implementation of Innovation Coopetitions a.k.a. Innovation Tournaments part II. Berkeley Institute of Design Seminar, Berkeley, Suomi. 30.08.2011.
Konseptiturnauksella ideoita maankäyttöön ja liikenteeseen. Kuntatekniikka 1/2012. http://lehti.kuntatekniikka.fi/lehtiarkisto/kuntatekniikka-12012 Kuntalehti
Ready, Set, Innovate! Autodesk Tournament Tests Students’ Left and Right Brains. 19.3.2012. Haas in World, Web publication.
Järvilehto, Similä, Liukkunen and Morko. 2011. Innovation Tournaments - More Radical and Elaborated Ideas with Coopetition – Front-End Innovation Method Comparison Study - Proceedings of the 4th ISPIM Symposium.
Järvilehto, Morko and Beckman. Innovation Tournaments: Leveraging Gamification, Open Innovation and Co-Creation. California Management Review (Forthcoming)
Mäkinen, Crowdsourcing as an innovative sales growth tool. Masters Thesis. (Forthcoming)
Ghanbari, Innovation Games in Requirements Engineering. Masters Thesis. (Forthcoming)
ReferencesAaen, I. (2008). Essence: facilitating software innovation. European Journal of Information Systems, 17(5), 543-553.
Botero, A., Vihavainen, S., & Karhu, K. (2009). From closed to open to what?: an exploration on community innovation principles. 13th International MindTrek Conference Everyday Life in the Ubiquitous Era MindTrek 09 (p. 198–201). ACM.
Braun, V., & Herstatt, C. (2008). the Freedom-Fighters: How Incumbent Corporations Are Attempting To Control User-Innovation. International Journal of Innovation Management, 12(03), 543.
Chesbrough, H. W. (2003). Open Innovation: The New Imperative for Creating and Profiting from Technology. PERSPECTIVES ACADEMY OF MANAGEMENT (Vol. 20, p. 227). Harvard Business Press.
Chirstel, M.G. & Kang, K.C. (1992). Issues in requirements elicitation. (Technical Report No. CMU/SEI-92-TR-012). Carnegie Mellon University: Software Engineering Institute.
Gulliksen, J., Goransson, B., Boivie, I., Blomkvist, S., Persson, J., & Cajander, Å. (2003). Key principles for user-centred systems design. (M. C. Desmarais, J. Gulliksen, & A. Seffah, Eds.). Behaviour Information Technology, 22(6), 397-409. Taylor & Francis.
Hohmann, L. (2006). Innovation Games: Creating Breakthrough Products Through Collaborative Play. HL Roediger Y Dudai and SM Fitzpatrick Science of memory Concepts (p. 192). Addison-Wesley Professional.
Holtzblatt, L. J. (2011). Measuring the Effectiveness of Social Media on an Innovation Process. Idea, 697-712. ACM.
Kauppinen, M., Savolainen, J., & Mannisto, T. (2007). Requirements Engineering as a Driver for Innovations. 15th IEEE International Requirements Engineering Conference RE 2007, 15-20. IEEE.
ReferencesKnauss, E., Schneider, K., & Stapel, K. (2008). A Game for Taking Requirements Engineering More Seriously.
Multimedia and Enjoyable Requirements Engineering Beyond Mere Descriptions and with More Fun and Games 2008 MERE 08 Third International Workshop on (pp. 22-26). IEEE
Maiden, N., & Robertson, S. (2005). Integrating Creativity into Requirements Processes: Experiences with an Air Traffic Management System. Europe, 105-114. IEEE.
Marc, C. L., Mathieu, J.-pierre, Pallot, M., & Richir, S. (2006). Serious Gaming : From Learning Experience towards User Experience. University Business, 21–23.
Mathiassen, L., Saarinen, T., Tuunanen, T., & Rossi, M. (2007). A Contingency Model for Requirements Development. Journal of the Association for Information Systems, 8(11), 569-597. Association for Information Systems.
Mich, L., Anesi, C., & Berry, D. M. (2005). Applying a Pragmatics-Based Creativity-Fostering Technique to Applying a Pragmatics-Based Creativity-Fostering Technique to Requirements Elicitation. Requirements Engineering, 10(4), 1-43. Springer.
Sommerville, I. (2005). Integrated requirements engineering: a tutorial. IEEE Software. IEEE.
Tsumaki, T., & Tamai, T. (2006). Framework for matching requirements elicitation techniques to project characteristics. Software Process: Improvement and Practice, 11(5), 505–519. Wiley Online Library.
Tuunanen, T., Peffers, K., Gengler, C. E., Hui, W., & Virtanen, V. (2006). Developing Feature Sets for Geographically Diverse External End Users: A Call for Value-Based Preference Modeling. Journal of Information Technology Theory and Application JITTA.
Weedman, J. (2008). Client as designer in collaborative projects: What does design theory tell us? DESRIST 2008.
Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), 25-32. IEEE Computer Society.
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