To face innovation challenges of the twenty-first century, companies should learn from proven successful strategies and draw on technological evolutions as well. Our proposal consists in aligning ideation to innovation strategies through the use of avatars in a virtual world. On the basis of the Persona method and the Proteus effect, we design avatars’ appearance so as to implement a Needseeker or a Technology-driver innovation strategy. To test the effectiveness of this avatar-mediated innovation tool, we conducted an experiment in a French company. Two groups of highly qualified employees from the innovation department had to find applications for smart windows in public transportation. Both groups experienced immersion in a virtual trans...
Corporations and government agencies that use Avatars claim there are substantial benefits for using...
User motivation and engagement while playing serious games remains challenging. Advances location-ba...
Technology is changing the way consumers and social marketers interact (Bernhardt, et al. 2012) and ...
To face innovation challenges of the twenty-first century, companies should learn from proven succes...
An important challenge today is to support creativity while enabling geographically distant people t...
Practical examples as well as research highlight the potential of virtual worlds for new product dev...
Technology-enabled services for physical and mental health are a promising approach to improve healt...
Virtual worlds, such as the prominent Second Life (SL), offer unprecedented opportunities for compan...
In this paper, we present two experiments to test the impact of collaborative technology to support ...
The Creative Industries regard the virtual world as a potential aid for fostering creative approache...
E-learning gains increasingly importance in academic education, and new opportunities emerge by the ...
Participating in a short-term ideation workshop – based on design thinking principles – may increase...
User involvement can help designers reach beyond functionality and usability, and identify the user’...
Design personas have, since their origins in the late 1990s, been recognised as a design tool to fos...
Design personas have, since their origins in the late 1990s, been recognised as a design tool to fos...
Corporations and government agencies that use Avatars claim there are substantial benefits for using...
User motivation and engagement while playing serious games remains challenging. Advances location-ba...
Technology is changing the way consumers and social marketers interact (Bernhardt, et al. 2012) and ...
To face innovation challenges of the twenty-first century, companies should learn from proven succes...
An important challenge today is to support creativity while enabling geographically distant people t...
Practical examples as well as research highlight the potential of virtual worlds for new product dev...
Technology-enabled services for physical and mental health are a promising approach to improve healt...
Virtual worlds, such as the prominent Second Life (SL), offer unprecedented opportunities for compan...
In this paper, we present two experiments to test the impact of collaborative technology to support ...
The Creative Industries regard the virtual world as a potential aid for fostering creative approache...
E-learning gains increasingly importance in academic education, and new opportunities emerge by the ...
Participating in a short-term ideation workshop – based on design thinking principles – may increase...
User involvement can help designers reach beyond functionality and usability, and identify the user’...
Design personas have, since their origins in the late 1990s, been recognised as a design tool to fos...
Design personas have, since their origins in the late 1990s, been recognised as a design tool to fos...
Corporations and government agencies that use Avatars claim there are substantial benefits for using...
User motivation and engagement while playing serious games remains challenging. Advances location-ba...
Technology is changing the way consumers and social marketers interact (Bernhardt, et al. 2012) and ...