International audienceOrganizing for idea generation is a recurring challenge in intensive innovation contexts. The literature on ideation has reached a compelling consensus on the features that such organizational devices must possess to support sufficient creativity: learning processes and a creative climate of confidence to promote collaboration. However, current practical methodologies struggle to simultaneously realize these two features. In this paper, we explore the potential of Serious Games, a collaborative tool that has been used since the 1960s to facilitate learning processes through the simulation of reality and a role-playing game, to induce an immersive experience and, more recently, to support the ideation process. To do so, we conducted an exploratory case study using a Serious Game to support ideation in a French medium-sized business. We then assess the strengths and areas for improvement of this Serious Game with respect to an ideation performance framework based on the existing literature. Our findings show that Serious Games are efficient tools for supporting existing knowledge exchange between participants and collaboration by providing a creative climate, but they may not sufficiently support learning of the external knowledge required to attain high levels of originality. Accordingly, we discuss some crucial parameters to be further explored to allow for the effective managerial use of such methodologies, such as the finetuning of the knowledge content that serves as a basis for the game
International audienceFirms striving to maintain high rates of innovation need a continuous flow of new ideas. This is resulting in the establishment by large firms of IT platforms to generate ideas for innova- tion, and to encourage employees and customers to participate in innovation contests. However, there has been little published research on the use of IT platforms for idea genera- tion by employees, and it is unclear whether they facilitate in-house innovation. The purpose is to investigate how firms use IT platforms internally to generate ideas, and how their use contributes to the innovation process in large firms. We rely on data from two collaborative research projects in the automotive industry: Volvo Cars and Renault. We found that both firms used IT platforms as campaigns to promote innovation and to involve employees in the innovation process. The findings suggest that these virtual idea campaigns support innovation in large firms mainly by (1) encouraging employee creativity in idea generation and (2) involving employees and top managers simultaneously in the innovation process. This paper contributes to idea management systems theory by highlighting the importance of virtual idea campaigns for the firm's innovation process, and their dual role
C-K theory has been developed by Armand Hatchuel and Benoit Weil and then by other researchers since 1990s. In this paper we show that its very abstract nature and its high degree of universality actually supported a large variety of industrial applications. We distinguish three types of applications: 1) C-K theory provides a new language, that supports new analysis and descriptive capacity and new teachable individual models of thoughts; 2) C-K theory provides a very general framework to better characterize the validity domain and the performance conditions of existing methods, leading to potential improvement of these methods; 3) C-K theory is the conceptual model at the root of new design methods that are today largely used in the industry. To this end, we build on the work done by (Agogué and Kazakçi 2013). We gathered all the publications in blind peer-reviewed journals, as well as books, thesis, book chapters, conference papers with peer-reviews on abstracts and/or full papers and we analyzed the material regarding the four dimensions mentioned above. In this paper we don"t want to describe all this material but we shall favor some cases where we were directly involved and for which we are more competent. We completed our data collection with interviews and feedbacks from students and practitioners who applied C-K methodologies and tools.
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