Successful innovations depend upon what input is given to the development process. That input is developed in the early stage of innovation in which neither problems nor goals are well-defined (Simon, 1973;Bayazit, 2004). The presented research focuses on how innovators' requirements towards software tools supporting early-stage innovation can be met by suitable working environments. Allan (2007) describes early-stage innovation as a social process where individuals and groups work together in a collaborative way. This paper examines how such collaborative work can be encouraged by applying game dynamics to early-stage innovation processes. The game dynamics examined are implemented in an integrated software solution designed to support innovators with getting connected to the right people, producing ideas based on exploring knowledge and evaluating them to achieve the goal of developing successful innovations. The presented approach is based on the research carried out by the European Community funded Integrated Project Laboranova.
This paper presents a business model for digital laboratories (labs) to promote sharing in network organizations. Using information systems design science research methodology, a multi-sided platform is created and evaluated as a sustainable business model. Digital labs complement theoretical concepts in science, technology, engineering, and mathematics (STEM) to promote understanding of concepts, practical knowledge, and experiences. However, these labs are expensive and typically only available to local user groups, and not every university can offer the same or equivalent labs. Many universities are not well prepared to share labs with other institutions or to be part of a network organization. Among the findings are that digital labs are becoming more important, that there is an emerging trend from product- to service-oriented solutions, that a lab-sharing marketplace should provide targeted offerings for teaching and training, and that industry customers and students are showing interest in digital labs education content. The willingness to pay for students and industry is there, but for students the discussion remains ethical in nature as to who should pay for education. On the other hand, industry customers point out that there is a fear of losing intellectual property and security risks. This paper shows how a sustainable business model for digital labs activates lab sharing. Then universities can offer a better curriculum, instructors have more opportunities to provide a good education, and only then can students have access to more lab environments.
The growing availability of mobile communication infrastructure over the last decade has contributed significantly to the maturity of Pervasive Gaming. The massive success of games such as Ingress and Pokémon Go made pervasive gaming a viable option for transforming learning. By its adaptability to location and context, pervasive technology is a valuable support for the design of engaging learning experiences. Despite profound examples of pervasive gaming as learning tool, there is still a lack of reliable methodologies to construct purposeful pervasive learning experiences. The Pervasive Game Design Framework (PGDF) is intended to fill this gap. In this article, we present the PGDF using the example of Ingress. Ingress is a prominent pervasive game, as it has received huge attention since its appearance in 2012. A large community of players and third-party-tool suppliers has created a rich set of experiences since then. In this research, we examine Ingress according to PGDF’s categories based on a survey among long-term Ingress players (N=133). Founded on this analysis we identify three main benefits for Ingress players. Furthermore, we discuss the consequences of these findings on the PGDF. Summarizing, this work strengthens the applicability of the PGDF, in order to enable the construction of enriched pervasive learning experiences.
Every collaboration stands on a foundation of mutual trust. This is a pre-requisite for any information sharing as well as the basis to successfully carry out collaborative tasks. This article presents the use case of Open Digital Lab 4you, a digitized laboratory environment, and identifies relevant trust factors based on a literature review and action-based research. In this paper stakeholders' needs and requirements are discussed and these are linked to several, critical aspects of trust when sharing resources among public institutions
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