Matching Items (17)
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 needs of different personalities in a quirky, fun and innovative fashion. Millennials are becoming even more central as they begin

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.
ContributorsLynch, Ryan Anthony (Author) / Peck, Sidnee (Thesis director) / Boradkar, Prasad (Committee member) / Barrett, The Honors College (Contributor) / W. P. Carey School of Business (Contributor) / Department of Marketing (Contributor)
Created2015-05
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 sustainable business. Whatever product we design is going to be dictated based off of how the insurance market will pay

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.
ContributorsMefford, Michael James (Author) / Peck, Sidnee (Thesis director) / Boradkar, Prasad (Committee member) / Barrett, The Honors College (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor)
Created2015-05
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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. In this model cheap materials are relied on in large amounts and our current rate of usage is unsustainable. Pollution

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.
ContributorsReniewicki, Johnathan Robert (Author) / Sanft, Alfred (Thesis director) / Boradkar, Prasad (Committee member) / The Design School (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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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, "Can game design build better product learning experiences, and if so, how?" It examines the learning situations created by and

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.
ContributorsReeves, James Scott (Author) / Boradkar, Prasad (Thesis advisor) / Gee, Elisabeth (Committee member) / Herring, Donald (Committee member) / Arizona State University (Publisher)
Created2016
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Description
Serious play—the notion of bringing the benefits of play to bear on work-related tasks—is receiving more attention as a remedy to many challenges of the modern knowledge economy. Exploring and defining the role of serious play approaches to facilitate collaborative problem-solving and value creation, this dissertation consists of four related

Serious play—the notion of bringing the benefits of play to bear on work-related tasks—is receiving more attention as a remedy to many challenges of the modern knowledge economy. Exploring and defining the role of serious play approaches to facilitate collaborative problem-solving and value creation, this dissertation consists of four related research papers.

The first research paper (RP1) reconciles three different conceptualizations of knowledge into a new theory of knowledge. This pluralistic definition allows knowledge to change character across the span of the value creation process. The paper further introduces a model called the Wheel of Knowledge (WoK) for mobilizing knowledge throughout the different knowledge conversions of the value creation process. The second research paper (RP2) advocates that serious play can scaffold and accelerate these knowledge conversion processes, it disaggregates existing serious play approaches, and starts to operationalize the WoK by using it to match different types of serious play approaches to different types of knowledge conversion challenges. The third research paper (RP3) validates the WoK by sorting the serious play literature according to how it applies to the different knowledge conversion processes. The paper provides a framework for ascertaining the applicability of serious play methods to specific knowledge conversion challenges and identifies under-explored research areas of the serious play field. The fourth research paper (RP4) tests the recommendations of RP3 by applying the LEGO® Serious Play® (LSP) method to a knowledge conversion challenge focused on tacit knowledge sharing. It reports on a mixed-methods, multi-session case study in which LSP was used to facilitate cross-disciplinary dialogue and deliberation about a wicked problem. Results show that LSP is particularly useful in the beginning of a value creation process and that it facilitates socialization and tacit knowledge sharing. Taken together the papers demonstrate the necessity, potential, and application of serious play as a catalyst for the knowledge conversion processes presented in the WoK. It is now clear that different serious play approaches are suitable as respectively: an accelerator for trust-building and collective creativity, as a conduit for iterative innovation, and as a way of making rote tasks more engaging.
ContributorsNørgaard Jensen, Camilla (Author) / Seager, Thomas P (Thesis advisor) / Selin, Cynthia L (Thesis advisor) / Boradkar, Prasad (Committee member) / Giard, Jacques (Committee member) / Arizona State University (Publisher)
Created2017
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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 is a year-long multidisciplinary product-design and development program hosted by Arizona State University that aims to tackle societal problems. Inspired

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]
ContributorsQiang, Rubing (Author) / Boradkar, Prasad (Thesis director) / Peck, Sidnee (Committee member) / Department of Supply Chain Management (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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Description
Images are ubiquitous in communicating complex information about the future. From political messages to extreme weather warnings, they generate understanding, incite action, and inform expectations with real impact today. The future has come into sharp focus in recent years. Issues like climate change, gene editing, and smart cities are pushing

Images are ubiquitous in communicating complex information about the future. From political messages to extreme weather warnings, they generate understanding, incite action, and inform expectations with real impact today. The future has come into sharp focus in recent years. Issues like climate change, gene editing, and smart cities are pushing policy makers, scientists, and designers to rethink how society plans and prepares for tomorrow. While academic and practice communities have increasingly turned their gaze toward the future, little attention is paid to how it is depicted and even less to the role visualization technologies play in depicting it. Visualization technologies are those that transform non-visual information into 2D or 3D imagery and generate depictions of certain phenomena, real or perceived. This research helps to fill this gap by examining the role visualization technologies play in how individuals know and make decisions about the future.

This study draws from three phases of research set in the context of urban development, where images of the future are generated by architects and circulated by built environment professionals to affect client and public decision-making. I begin with a systematic review of professional design literature to identify norms related to visualization. I then conduct in-depth interviews with expert architects to draw out how visualization technologies are used to influence client decision-making. I dive into how different tools manage the future and generate different forms of certainty, uncertainty, persuasion, and risk. Complementing the review and interviews is a case study on ASU at Mesa City Center, a development project aimed at revitalizing downtown Mesa, Arizona. Analysis highlights how project-specific visual tools affect decision-making and the role that client imagination and inference play in understanding and preference. This research unpacks the social, technical, and emotional knowledge embedded in visualization technologies and reveals how they affect decision-making. Information about the future is uniquely mediated by each technology with decision-making bound up in larger sociopolitical processes aimed at reducing uncertainty, building trust, and managing expectations. This suggests that the visual tools we use to depict the future are much more dynamic and influential than they are given credit for.
ContributorsSelkirk, Kaethe (Author) / Selin, Cynthia (Thesis advisor) / Wylie, Ruth (Committee member) / Boradkar, Prasad (Committee member) / Arizona State University (Publisher)
Created2019