Sustaining Organizational Innovativeness

2010 ◽  
Vol 6 (2) ◽  
pp. 22-39 ◽  
Author(s):  
Hannu Kivijärvi ◽  
Kalle Piirainen ◽  
Markku Tuominen

This paper aims to provide a conceptual basis for creating semi-virtual communities that facilitate knowledge creation and sharing that seeks to promote organizational innovativeness. In addition, based on the theoretical discussion, the paper proposes a concrete context that supports and stimulates the conversion of personal knowledge into new innovations and organizational decisions. As a methodological means, scenario driven innovation process is employed as a way to enhance creativity and knowledge convergence within an organization. The authors discuss that in its deepest sense knowledge is the capability to make decisions. Scenarios aim to increase that capability, and are thus a piece of organizational knowledge. The practical implementations of the contexts and the experiences with these implementations are evaluated by two real case studies in real life contexts.

Author(s):  
Hannu Kivijärvi ◽  
Kalle Piirainen ◽  
Markku Tuominen

This paper aims to provide a conceptual basis for creating semi-virtual communities that facilitate knowledge creation and sharing that seeks to promote organizational innovativeness. In addition, based on the theoretical discussion, the paper proposes a concrete context that supports and stimulates the conversion of personal knowledge into new innovations and organizational decisions. As a methodological means, scenario driven innovation process is employed as a way to enhance creativity and knowledge convergence within an organization. The authors discuss that in its deepest sense knowledge is the capability to make decisions. Scenarios aim to increase that capability, and are thus a piece of organizational knowledge. The practical implementations of the contexts and the experiences with these implementations are evaluated by two real case studies in real life contexts.


2016 ◽  
Vol 20 (4) ◽  
pp. 793-811 ◽  
Author(s):  
Chiara Bartolacci ◽  
Cristina Cristalli ◽  
Daniela Isidori ◽  
Federico Niccolini

Purpose Taking Nonaka’s SECI model as the main reference, this paper aims to offer reflections on the virtual evolution of ba, the places for knowledge creation. Indeed, looking at the current scenario, widening the knowledge spiral to the inter-organizational epistemological level is inevitable. To this aim, information technology tools and virtual communities can establish effective interactions to exchange knowledge, making ba evolve congruently. Design/methodology/approach The paper takes the exemplary case of a platform developed during a European research project called “BIVEE: Business Innovation in Virtual Enterprise Environments”. The investigative approach chosen is participatory action research (PAR), with two researchers conducting PAR in real time, and two others involved ex post. Findings The paper shows that the virtual evolution of ba can lead the SECI model towards an inter-organizational level. Moreover, through a learning history, it describes how all the phases of the SECI process, even the Socialization one, can take place or be supported in virtual spaces. Research limitations/implications Taking into account just one single exemplary case study provides a rich, contextualized understanding of phenomena, while allowing only some theoretical generalizations. Originality/value This paper contextualizes the SECI model within a Web platform for open innovation, to investigate whether the knowledge creation process can take place entirely within a virtual environment linking subjects from different organizations. In so doing, it applies the SECI model to the phases of the innovation process, called waves.


2008 ◽  
Vol 2008 ◽  
pp. 1-9 ◽  
Author(s):  
Peter Quax ◽  
Jeroen Dierckx ◽  
Bart Cornelissen ◽  
Wim Lamotte

The explosive growth of the number of applications based on networked virtual environment technology, both games and virtual communities, shows that these types of applications have become commonplace in a short period of time. However, from a research point of view, the inherent weaknesses in their architectures are quickly exposed. The Architecture for Large-Scale Virtual Interactive Communities (ALVICs) was originally developed to serve as a generic framework to deploy networked virtual environment applications on the Internet. While it has been shown to effectively scale to the numbers originally put forward, our findings have shown that, on a real-life network, such as the Internet, several drawbacks will not be overcome in the near future. It is, therefore, that we have recently started with the development of ALVIC-NG, which, while incorporating the findings from our previous research, makes several improvements on the original version, making it suitable for deployment on the Internet as it exists today.


2021 ◽  
Vol 62 (1) ◽  
pp. 17-29
Author(s):  
Ouelid Ouyeder ◽  
Julia Hitzbleck ◽  
Henning Trill

Abstract The aim of this paper is to introduce an end-to-end development process for non-biomedical innovation and new business models of a Life Science company that integrates different methods such as Design Thinking, Lean Startup, Agility and others within one framework. Since 2016 this innovation process is an essential part of the internal Employee Innovation program and proves its applicability in a real-life setting. Projects teams develop and implement their new digital business models successfully by taking the introduced innovation process as guideline. This process enables the Life Science organization to run two global entrepreneurship programs (Catalyst Fund and Catalyst Box) that foster customer focus with fast and evidence-based experimentation. The article encompasses a real-life case study out of the Catalyst Fund program about the Farm Advisory Team from India. By using this example each phase of the innovation process is described schematically. Idea generation is easy-to-apply, but the implementation of ideas is one of the biggest challenges in larger corporations. The proposed end-to-end innovation process connects the dots of different innovation methods and provides guidance to company decision makers and project teams in order to structure their business model innovation activities/strategy and discussions. Zusammenfassung Das Ziel dieses Beitrags ist es, einen durchgängigen Innovationsprozess für nicht-biomedizinische Lösungen und Geschäftsmodelle eines Life-Science-Unternehmens vorzustellen, der verschiedene Methoden wie Design Thinking, Lean Startup, Agilität und andere innerhalb eines Gestaltungsrahmens integriert. Seit 2016 ist der Innovationsprozess ist ein wesentlicher Bestandteil des internen Employee Innovation Programms und beweist seine Anwendbarkeit in einem realen Umfeld. Projektteams entwickeln und implementieren ihre neuen digitalen Geschäftsmodelle erfolgreich, indem sie den vorgestellten Innovationsprozess als Leitfaden nutzen. Dieser Prozess ermöglicht es dem Life-Science-Unternehmen, zwei globale Entrepreneurship-Programme (Catalyst Fund und Catalyst Box) durchzuführen, die den Kundenfokus mit schnellen und evidenzbasierten Experimenten fördern. Der Artikel umfasst eine reale Fallstudie aus dem Catalyst Fund Programm über das Farm Advisory Team aus Indien. Anhand dieses Beispiels wird jede Phase des Innovationsprozesses schematisch beschrieben. Die Ideengenerierung ist leicht anwendbar, aber die Umsetzung von Ideen ist eine der größten Herausforderungen in größeren Unternehmen. Der vorgeschlagene End-to-End-Innovationsprozess integriert die verschiedenen Innovationsmethoden und bietet Entscheidungsträgern und Projektteams in Unternehmen eine Anleitung, um ihre Aktivitäten bzw. Strategie und Diskussionen zur Geschäftsmodellinnovation zu strukturieren.


2018 ◽  
Vol 13 (3) ◽  
pp. 329-344 ◽  
Author(s):  
Armando Papa ◽  
Gabriele Santoro ◽  
Lia Tirabeni ◽  
Filippo Monge

Purpose The purpose of this paper is to study the effects of social media usage on four knowledge creation processes, namely socialisation, externalisation, combination and internalisation, and innovation in small and medium enterprises (SMEs). Design/methodology/approach A sample of 96 SMEs has been used to gather data through a standardised questionnaire and test the hypotheses through OLS regression models. Findings The results indicate that social media influence positively three out of four knowledge creation processes and that they help to foster the innovation process. Originality/value From a theoretical perspective, the study contributes to literature considering a specific digital tool and its effect on knowledge creation and innovation. In fact, a few studies have considered the impact of social media usage on other variables, such as ROI and productivity, but never on knowledge creation and innovation through a quantitative study. From a managerial perspective, the research suggests managers to implement and involve social media within business and innovation processes.


2021 ◽  
Author(s):  
Ryan Kraski

Pay-to-Play provides an accessible approach toward understanding two systems for knowledge creation and dissemination that are embedded in the US legal system, namely private, nonprofit universities and copyright law. Pay-to-Play identifies the harsh reality that an expansive body of academic works remains locked away behind for-profit paywalls. Accessing these works for individuals is prohibitively expensive and is usually only made possible through even more expensive institutional memberships. As a result, most people are unnecessarily excluded from the innovation process, which lies at the very core of the Constitution’s Copyright Clause. Attorney Ryan Kraski, Esq. is a former lecturer and research fellow at the University of Cologne, Germany and is currently in-house counsel to a large automotive company .


Author(s):  
Joanna Huang ◽  
Anu Vedantham

Cabot Science Library has transformed from a traditional collections-based science library into an innovative hub for collaborative learning support. This chapter examines how a well-designed space and technology promotes effective learning and documents how Cabot functions as a smart learning environment. The interplay between a physical and digital environment at Cabot Science Library emphasizes learner mobility and engagement, collaboration, and discovery, enabling knowledge creation and sharing.


2010 ◽  
pp. 1325-1335
Author(s):  
Mohamed Amine Chatti ◽  
Matthias Jarke

Recognizing that knowledge is a key asset for better performance and that knowledge is a human and social activity, building ecologies that foster knowledge networking and community building becomes crucial. Over the past few years, social software has become an important medium to connect people, bridge communities, and leverage collaborative knowledge creation and sharing. In this chapter we explore how social software can support the building and maintaining of knowledge ecologies and discuss the social landscape within different social software mediated communities and networks.


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