Matching Items (17)

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Life Lessons Taken From Innovation Space

Description

Increasing collaboration among employees is a top priority for many organizations today. How can we help companies and employees collaborate better? Through Innovation Space, our team Kioro has an opportunity

Increasing collaboration among employees is a top priority for many organizations today. How can we help companies and employees collaborate better? Through Innovation Space, our team Kioro has an opportunity to design and develop alternative solutions that will help achieve the idea. This paper discusses the fields of the five disciplines including from Graphic Design, Industrial Design, Engineering, Sustainability, and Business. The scope and content is aimed at focusing on each role, his/her basic responsibility and some of the highlights of his/her work over the whole semester. The very interactive and engaging environment at Innovation Space has driven me to think about teamwork, interpersonal relationship, and self-evaluation. By observations of my team members, this paper covers a reflection with a list of solutions to improve my life. Innovation Space not only teaches me about new product development, but also has a significant impact behind and lead me to think about life.

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Agent

Created

Date Created
  • 2015-05

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Role of Mentoring in Entrepreneurship

Description

Entrepreneurs have always existed in some form. Many researchers have attempted to define the core characteristics and personal traits of entrepreneurs. Few authors have presented significant research about the relationships

Entrepreneurs have always existed in some form. Many researchers have attempted to define the core characteristics and personal traits of entrepreneurs. Few authors have presented significant research about the relationships between these entrepreneurs and their mentors. The purpose of this paper is to explore and evaluate the need for mentoring student entrepreneurs. Quantitative data on the subject is scarce, but there are several sources that provide qualitative data that are available for review and interpretation. This study will review the available research and draw from the insights and conclusions to provide a framework to improve the success of entrepreneurship through mentoring.

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Agent

Created

Date Created
  • 2016-05

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Sustainable Innovation in Supply Chain Management -- A Measurable Supply Chain Framework

Description

This study aims to find measurable approaches to achieve sustainable closed-loop supply chain. The proposed methodology here was initiated with my experience that was gained through InnovationSpace Program. InnovationSpace Program

This study aims to find measurable approaches to achieve sustainable closed-loop supply chain. The proposed methodology here was initiated with my experience that was gained through InnovationSpace Program. InnovationSpace Program is a year-long multidisciplinary product-design and development program hosted by Arizona State University that aims to tackle societal problems. Inspired by the Design Thinking framework, I found out that much more effort would need to be done from the beginning stage of product design in order to achieve real and cohesive improvement in industries today. Thinking about the concepts of reverse logistics within supply chain and the planned obsolescence during the product design stage, I would like to come out some more efficient and measurable long-term supply chain planning for the industries, regarding its different production lines and the properties of its products.

Through the process of writing the sustainability report for InnovationSpace program, I had gained deeper understanding about applying sustainability concept into daily business procedures. As supply chain is defined as the oversight over materials, services, information and finances flowed within and among companies and industries, the new innovative supply chain management can be better adjusted according to the concern of any sustainable impact to all the stakeholders and communities. After gathering the information from industries and listening to the suggestions from academic insights, I then finalized the proposed innovative sustainability strategy for the supply chain management nowadays and I called it as Diamond Index.

Diamond Index=Avg(Environmental Stewardship+Social Responsibility +Economic Impact)^(Innovation Index)

Economic Impact (Econ)∈ [0, 10] Social Responsibility (Soc)∈[0, 10]
Environmental Stewardship (Env) ∈ [0, 10] Innovation ∈ [0, 1]

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Agent

Created

Date Created
  • 2015-12

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Biomimicry and a Circular Economy in Design: A Product Overview

Description

The trends of products made by today’s companies follow a traditional linear economy where materials for products and services are taken, made, and then used until they are disposed of.

The trends of products made by today’s companies follow a traditional linear economy where materials for products and services are taken, made, and then used until they are disposed of. In this model cheap materials are relied on in large amounts and our current rate of usage is unsustainable. Pollution and climate change are effects of this linear economy, and in order to secure a sustainable future for life on this planet, this model is not fit. A circular business model is the future for companies and products. Circular design and biomimicry are at the forefront of this transition. In conjuncture with the InnovationSpace program, I have developed a product for, and sponsored by, Adidas. The product utilizes a circular business model and a sustainable product ecosystem after using biomimicry as a tool for inspiration. The project was driven by this primary research question presented by Adidas: How can we embrace a true circular economy with far more reuse and recycling incorporated, while ensuring that all products travel from factory to foot in a more sustainable way while providing an engaging consumer experience? The goal
of this project was to generate solutions that can be applied to a broad range of products at Adidas.
The product developed is called Neomod, a modular shoe system. People buy shoes both for fashion and function, with the average American owning nineteen pairs. However, countless numbers of partially worn shoes end up in landfills because the materials they are made of are difficult to separate and replace. This is why we designed Neomod; a modular shoe made with interchangeable parts. It makes recycling shoes simpler, but at the same time, provides users with a variety of styles to mix and match to fit their lifestyle. Neomod’s goal is to minimize the amount of waste created and allows all parts of the shoe to be used until its end of life. As consumers buy, recycle, and reuse Neomod shoes, they will help the world work towards a more circular economy.

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Agent

Created

Date Created
  • 2018-05

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Form, Material, and Color: The importance of Aesthetics and User Experience in Product Design

Description

The purpose of this research project is to outline the design process and to uncover some of the considerations that designers must keep in mind in an effort to design

The purpose of this research project is to outline the design process and to uncover some of the considerations that designers must keep in mind in an effort to design more empathetically. These will include a focus on appropriate aesthetics, user experience design, and designing for innovation. These findings are then applied to a three-part design project to illustrate the importance of these guidelines.

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Agent

Created

Date Created
  • 2014-05

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INNOVATION SPACE: A STUDY ON THE LEGAL IMPLICATIONS OF DEVELOPING A NANOTECHNOLOGY-BASED PRODUCT

Description

I will be redacting my thesis on a project I will be a party of over the next two semesters through Innovation Space. This program is a joint venture between

I will be redacting my thesis on a project I will be a party of over the next two semesters through Innovation Space. This program is a joint venture between the Herberger Institute for Design and the Arts, Ira A. Fulton School of Engineering and W.P. Carey School of Business in which we form an interdisciplinary team to work on and develop products that create market value all the while serving societal needs and minimizing environmental impacts. In short we are an entrepreneurial venture that will go through every facet of bringing a project from the imagination to market. My role in this project will be to conduct research while brainstorming potential applications of my results. I will be in addition sharing and exercising my expertise in the field of Supply Chain management and business in general to support the other disciplines on my team. Furthermore, as a business student I will be personally responsible for developing a strategic plan once we have determined a potential product, I will analyze any sort of market forecast applicable to my topic and ideate any sort of customer relations to follow through with our product. To add to these tasks, I will also ensure a positive cash flow for the project in general. As the thesis specific part of the project I will be writing about the legal implications involved in the development of an idea into a marketable and financially viable product. I will be analyzing various aspects of patent law as well as potentially private international law in regards to sourcing.

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Agent

Created

Date Created
  • 2013-05

Increasing Creativity and Collaboration in the Workplace by Combining Work and Play: Otlet Digital Marketing Strategy

Description

As the shift to more innovative and open workspaces continues gaining popularity, millennial-heavy trends are now influencing businesses to create a more "Google-ly" and open atmosphere that caters to the

As the shift to more innovative and open workspaces continues gaining popularity, millennial-heavy trends are now influencing businesses to create a more "Google-ly" and open atmosphere that caters to the needs of different personalities in a quirky, fun and innovative fashion. Millennials are becoming even more central as they begin to dominate the work force and replace more than 75 million older workers who are nearing, or are currently at, retirement age (Twenge et al., 2010). These Millennials have high expectations of their employers and will quickly leave their job if these needs are not being adequately met . One of those expectations is a push for creating spaces that optimize creativity and collaboration among employees. Team n o o d l e aims to address this problem by tackling the issue of underutilized conference rooms that dominate traditional business environments. Team n o o d l e is introducing a product that aims to eliminate the inefficiencies of traditional brainstorming sessions, such as time spent prepping, sticky-note usage and clean up. Otlet is a multi-functional conference table that doubles as a recreational gaming center. Otlet combines work and play by creating an open and engaging environment for sharing ideas. It serves to enhance creativity and collaboration among workers, and in the process may be a catalyst to transform the culture of that workplace. Academic research has begun to validate the importance of fun in the workplace. A number of studies have demonstrated that fun relates to employee attitudes and affective states, such as job satisfaction, organizational commitment, engagement, positive mood, and positive emotions . (Fluegge, 2008; Karl and Peluchette, 2006a, b; Karl et al., 2007, 2008; McDowell, 2004). Today, a business's online presence is everything. A 2013 poll by AT&T revealed that 67% of businesses are using their website to market to customers . Additionally, 66% of small businesses are maintaining or increasing their spend on digital marketing . The rise in popularity of digital marketing and the Internet is, for the first time, empowering small businesses to compete with businesses of all sizes. The ability to reach audiences across the world has evened out the playing field and leveraged small businesses to compete on a national and global level. Otlet's success will be dependent on an effective and innovative digital marketing strategy. With that being said, I recommend that team n o o d l e implement an initial digital marketing strategy for Otlet that includes a website, paid ad campaigns, a search engine optimization strategy, landing page development, and content marketing.

Contributors

Agent

Created

Date Created
  • 2015-05

Innovation Space: Cygnal

Description

Thesis Abstract: Cygnal The healthcare market plays a vital role in how our team worked with innovation space to design a product that fit user needs and could be a

Thesis Abstract: Cygnal The healthcare market plays a vital role in how our team worked with innovation space to design a product that fit user needs and could be a sustainable business. Whatever product we design is going to be dictated based off of how the insurance market will pay for it and how much we can charge for our product and services. In fact, the healthcare market is so incredibly unclear with outdated regulations that all of these fraud schemes and inflammatory prices are bound to happen. Stronger government involvement in this instance, I believe would help the issue. In reality, there are so many people taking advantage of the system that you cannot put the blame on anyone exploiting the system. What is clear though, is that they are taking advantage of a system that looks like it was set up to allow them to do so, and in that sense, Medicare is responsible for allowing this market to become warped. The healthcare industry played a vital role in our team for Innovation Space is completing our project. If we do not have a firm understanding on how the insurance market works, how much wheelchair companies are pricing chair components for, and how easily customers can see a financial benefit in switching to our product, it will not survive in the market place. That is why I as the business student am dedicating a lot of time in the final months of our project to make sure that our pricing is accurate, and feasible. The health insurance market, even if it is dysfunctional, will be ultimately paying for our product, and in business if you do not truly know your customer, you are bound to lose him. This paper uncovers why this market is warped and how to do business within it.

Contributors

Agent

Created

Date Created
  • 2015-05

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An exploration of the emerging original Chinese design as found in select furniture design SMEs in China

Description

Starting from 21st century BC, China has had strong but isolated philosophies for making things, which dominated the style and spirit of Chinese design. With globalization, however, contemporary Chinese design

Starting from 21st century BC, China has had strong but isolated philosophies for making things, which dominated the style and spirit of Chinese design. With globalization, however, contemporary Chinese design fell under the influence of Western design including design practice, design theory, and education. Today, by improving capacity for independent innovation, and creating its own brand, China may be able to change its current practices of production that are defined by high consumption of resources, high pollution and low value-add. The search for high-quality Chinese design, which is both original and innovative with unique and identifiable features, has become a vital challenge for the Chinese government, organizations, and companies. Promoting original Chinese design with adding cultural values, in the past decade, has become prominent in various design fields because of the growing need to support economic development, upgrade industrial infrastructure, and promote national identity. In this context, many small-medium, creative and design-focused companies have been established with the goal of pursuing original Chinese design all the while concentrating on Chinese culture and users. In order to understand the present scenarios of original Chinese design, this research examines furniture design in select SMEs in China by studying relevantly critical issues: the motivation of designers for pursuing original Chinese design; the design ideas, practices and business strategies of these SMEs to build original and influential design brand; the challenges and opportunities in the furniture design industry while promoting original Chinese design; and the emerging picture of future Chinese design. This research applies the methodological framework of grounded theory with qualitative research methods including semi-structured interview and in-depth case studies. As a result, regarding interaction among Chinese culture, original design, and entrepreneurship, the research reveals three key findings regarding the interaction among Chinese culture, original design and entrepreneurship. First, “reflect Chinese culture”, particularly essential traditional Chinese culture, is a common ground of original Chinese furniture design, which has been shown both from design ideas and practices of the select SMEs. Second, insufficient entrepreneurship influences the promotion of original design brands both in domestic and international market. Third, innovative design among contemporary furniture designers is constrained by a morass of Chinese culture impediments, such as lacking critical thinking and overemphasizing on inheritance of traditions. Moreover, the research presents a theoretical framework with key implications for developing and promoting Chinese design that is original, innovative and socially impactful. The insights gained from the research also provide a foundation and possible direction for future studies on design, culture, entrepreneurship, and other creative industries both for China and other nations.

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Agent

Created

Date Created
  • 2018

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Experience points: learning, product literacy and game design

Description

Game design and product design are natural partners. They use similar tools. They reach the same users. They even share the same goal: to provide great user experiences.

This thesis asks,

Game design and product design are natural partners. They use similar tools. They reach the same users. They even share the same goal: to provide great user experiences.

This thesis asks, "Can game design build better product learning experiences, and if so, how?" It examines the learning situations created by and necessary for product design. It examines the principles of game learning. Then it looks for opportunities to apply game learning principles to product learning situations. The goal is to create engaging and successful product learning experiences, without turning products into games.

This study uses an auto-ethnographic evaluation of a gameplay session as well as participant observation and interviews with gamers to gather qualitative data. That data is sorted with an A(x4) framework and used to create user experience profiles.

The final outcome is a toolkit that identifies areas where game design could improve the design of product user experiences, especially for product learning.

Contributors

Agent

Created

Date Created
  • 2016