Nowadays companies need higher educated engineers to develop their competences to enable them to innovate. This innovation competence is seen as a remedy for the minor profitable business they do during the financial crises. Innovation is an element to be developed on the one hand for big companies as well as for small-and-medium sized companies through Europe to overcome this crisis. The higher education can be seen as an institution where youngsters, coming from secondary schools, who choose to learn at higher education to realize their dream, what they like to become in the professional world. The tasks of the Universities of applied Sciences are to prepare these youngsters to become starting engineers doing their job well in the companies. Companies work for a market, trying to manufacture products which customers are willing to pay for. They ask competent employees helping achieving this goal. It is important these companies inform the Universities of applied Sciences in order to modify their educational program in such a way that the graduated engineers are learning the latest knowledge and techniques, which they need to know doing their job well. The Universities of applied Sciences of Oulu (Finland) and Fontys Eindhoven (The Netherlands) are working together to experience possibilities to qualify their students on innovation development in an international setting. In the so-called: ‘Invention Project’, students are motivated to find their own invention, to design it, to prepare this idea for prototyping and to really manufacture it. Organizing the project, special attention is given to communication protocol between students and also between teachers. Students have meetings on Thursday every week through Internet connection with the communication program OPTIMA, which is provided by the Oulu University. Not only the time difference between Finland and the Netherlands is an issue to be organized also effective protocols how to provide each other relevant information and also how to make in an effective way decisions are issues. In the paper the writers will present opinions of students, teachers and also companies in both regions of Oulu and Eindhoven on the effectiveness of this project reaching the goal students get more experienced to set up innovative projects in an international setting. The writers think this is an important and needed competence for nowadays young engineers to be able to create lucrative inventions for companies where they are going to work for. In the paper the writers also present the experiences of the supervising conditions during the project. The information found will lead to success-factors and do’s and don’ts for future projects with international collaboration.
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Business innovation is a multidisciplinary area of expertise that bridges the gap between traditional areas of study such as business administration, organizational studies, marketing, design, engineering and entrepreneurship. Business innovation focuses on creating, accelerating and managing new and sustainable business models through innovation (Crossan and Apaydin, 2010; Keeley, Walters, Pikkel, and Quinn, 2013).
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In large organizations, innovation activities often take place in separate departments, centers, or studios. These departments aim to produce prototypes of solutions to the problems of operational business owners. However, too often these concepts remain in the prototype stage: they are never implemented and fall into what is popularly termed the Valley of Death. A design approach to innovation is presented as a solution to the problem. However, practice shows that teams that use design nevertheless encounter implementation challenges due to the larger infrastructure of the organization they are part of. This research aims to explore which organizational factors contribute to the Valley of Death during design innovation. An embedded multiple case study at a large heritage airline is applied. Four projects are analyzed to identify implementation challenges. A thematic data analysis reveals organizational design, departmental silos, and dissimilar innovation strategies contribute to the formation of, and encounters with, the Valley of Death. Arising resource-assignment challenges that result from these factors are also identified. Materialization, user-centeredness, and holistic problem framing are identified as design practices that mitigate encounters with the Valley of Death, thus leading to projects being fully realized. https://doi.org/10.1111/dmj.12052 LinkedIn: https://www.linkedin.com/in/christine-de-lille-8039372/
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Given the growing number of older people, society as a whole should ideally provide a higher quality of life (QoL) for its ageing citizens through the concept of personalised ageing. Information and communication technologies (ICT) are subject to constant and rapid development, and can contribute to the goal of an improved QoL for older adults. In order to utilise future ICT solutions as a part of an age-friendly smart environment that helps achieve personalised ageing with an increased QoL, one must first determine whether the existing ICT solutions are satisfying the needs of older people. In order to accomplish that, this study contributes in three ways. First, it proposes a framework for the QoL of older adults, in order to provide a systematic review of the state-of-the-art literature and patents in this field. The second contribution is the finding that selected ICT solutions covered by articles and patents are intended for older adults and are validated by them. The third contribution of the study are the six recommendations that are derived from the review of the literature and the patents which would help move the agenda concerning the QoL of older people and personalised ageing with the use of ICT solutions forward. Original article at MDPI; DOI: http://dx.doi.org/10.3390/ijerph17082940 (This article belongs to the Special Issue Feature Papers "Age-Friendly Cities & Communities: State of the Art and Future Perspectives")
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From the article : "In this paper the implications of different research approaches and methods are illustrated by using two projects of the authors. Both projects take place in the same context: exploring participatory innovation within Small-to-Medium sized Enterprizes (SMEs). The main aspects coming forward when comparing the research characteristics of both projects are the importance of time and momentum, the structural set up of the project, people or participants and the abilities of the people involved. The research goal and the background of the researcher are main determinants for the chosen research methods. We hope with this paper to make researchers aware of the implications of the research methods and approach on the results of the project."
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The shift towards a more sustainable circular economy will require innovations. While SMEs can contribute to this development, financing innovations within SMEs is difficult. Various authors have not ed moreover that the concept of the circular economy has further increased the complexity of investment decisions concerning sustainable innovations, due to the multiple value creation and new business models involved . On the other hand
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poster voor de EuSoMII Annual Meeting in Pisa, Italië in oktober 2023. PURPOSE & LEARNING OBJECTIVE Artificial Intelligence (AI) technologies are gaining popularity for their ability to autonomously perform tasks and mimic human reasoning [1, 2]. Especially within the medical industry, the implementation of AI solutions has seen an increasing pace [3]. However, the field of radiology is not yet transformed with the promised value of AI, as knowledge on the effective use and implementation of AI is falling behind due to a number of causes: 1) Reactive/passive modes of learning are dominant 2) Existing developments are fragmented 3) Lack of expertise and differing perspectives 4) Lack of effective learning space Learning communities can help overcome these problems and address the complexities that come with human-technology configurations [4]. As the impact of a technology is dependent on its social management and implementation processes [5], our research question then becomes: How do we design, configure, and manage a Learning Community to maximize the impact of AI solutions in medicine?
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This paper analyses co-creation in urban living labs through a multi-level network perspective on system innovation. We draw on the case House of Skills, a large, multi-stakeholder living lab aimed at developing a ‘skills-based’ approach towards labour market innovation within the Amsterdam Metropolitan Region. Ouranalysis helps understand stakeholder dynamics towards system innovation, drawing on an innovative living lab example and taking into consideration the multi-layered structures that comprise the collaboration. Our conceptual framework provides an important theoretical contribution to innovation studies and offers a practical repertoire that can help practitioners improve co-creation of shared value in living labs, towards orchestrating flexible structures that strengthen the impact of their initiatives.
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This paper discusses two studies - the one in a business context, the other in a university context - carried out with expert educational designers. The studies aimed to determine the priorities experts claim to employ when designing competence-based learning environments. Designers in both contexts agree almost completely on principles they feel are important. Both groups emphasized that one should start a design enterprise from the needs of the learners, instead of the content structure of the learning domain. However, unlike business designers, university designers find it extremely important to consider alternative solutions during the whole design process. University designers also say that they focus more on project plan and desired characteristics of the instructional blueprint whereas business designers report being more client-oriented, stressing the importance of "buying in" the client early in the process.
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"The World of the [open] innovator" described the background of the revolution we are in in innovation and what the consequences are for innovation, changing towards design driven open innovation. We reframed innovation to meet new needs and values of companies and organizations in our work field. We do not take this light-hearted. We know the field of innovation and used our experience and conversation with stakeholders to come up with the insight of The [open] Innovator. What strengthened us were reactions from companies and organization we asked to cocreate or participate. There seemed to be an instant recognition and appeal to our vision and approach. But we also realize that we are in the stage of prototyping and we need you, as our lead users to be critical, yet to trust us. You, being an [open] innovator, will do great wonders, because you will be taught to deal with this uncertainty and dig in new, unknown situations or problems. You will learn the tools for research, for communication, for visualization. You will become a cooperative, open-minded problem solver. You will be able - with all the skills and tools we will provide you - to make the difference. But we need you to reflect upon your progress and needs; help us to get an insight in to your uncertainties, values and unmet needs, to enable us to improve our thinking and teaching. However, innovation can only be learned by doing! Start cracking, start experimenting, start having fun. Welcome to the future, that has just started.
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