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LIBRIS Formathandbok  (Information om MARC21)
FältnamnIndikatorerMetadata
00005014nam a2200373 4500
001oai:DiVA.org:miun-33226
003SwePub
008180308s2011 | |||||||||||000 ||eng|
020 a 9789514484216q electronic
024a https://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-332262 URI
040 a (SwePub)miun
041 a engb eng
042 9 SwePub
072 7a vet2 swepub-contenttype
072 7a dok2 swepub-publicationtype
100a Ahonen, Mikko,c PhD, post-doc researcher,d 1968-u University of Tampere4 aut0 (Swepub:miun)mikaho
2451 0a Designing an Information System for Open Innovation – Bridging the Gap between Individual and Organisational Creativity
264 1a Tampere, Finland.b Tampere University Press,c 2011
338 a print2 rdacarrier
490a Acta Universitatis Tamperensis ;v 1606
520 a History shows that those companies that continue to invest in their innovative capabilities during tough economic times are often those that prosper when growth returns. Recently, information systems (IS) have been harnessed to support innovation. Even with IS support, innovation campaigns and suggestion management systems often end up in failure. Employees and customers are reluctant to share their best ideas. Individuals interests, motivation, creativity and life-long learning are seldom adequately supported by companies. In the information systems research area there is very little research on creativity and creativity has traditionally been studied mainly within the decision support systems (DSS) research area. This DSS area has focused on rather mechanistic idea-generation processes lacking a focus on individuals and their creativity. Even in the emerging open innovation paradigm, individual and group levels have come in for little research. From these starting points, we became interested in ways to improve existing information systems and innovation practices. The research question here is: How to design an artefact to support learning and creativity within the open innovation paradigm. Since we are interested in building new artefacts, we will utilise design research methods, particularly the Design Science Research Methodology (DSRM) process model. Our three artefacts are the results of our work. The first artefact, the Mobile Personal Development Plan, is focused on extending development talks between an employer and employees within human resource management to support innovation. Curiosity and emerging interests are seen here as idea seeds and future competences. The second artefact, the iPortfolio, extends this with a life-long learning and problem-solving focus. The third artefact, the Brokering Platform for Open Innovation, finally focuses on collaboration with customers and crowds. The software development was time consuming in our work and only the first artefact is demonstrated as a functional software prototype. Our pilot in an SME company illustrates practical requirements and usability issues related to the software. Additionally, a Delphi study with international open innovation experts served to identify future related requirements. Given the lack of creativity research in the IS field, we claim that our work makes an appropriate contribution. To the design research literature our input is new usage cases of the previously mentioned DSRM process model. Our results apply to organisations, where the employees work in dispersed teams and need an information system to communicate their emerging ideas and interests for more systematic problem-solving. The managers in our study reported that there are plenty of ideas available, but the challenge is to ensure the commitment of external resources to the actual innovation building. The integration of learning into the innovation and problem-solving activity should be motivational. We therefore discuss human resource management in relation to creativity and innovation. Surprisingly, in our pilots we noticed difficulties in time management in mobile settings and the current health risk debate gradually changed our artefact design, so this work also provides a critical view on mobility and on the access anytime, anywhere phenomenon. Finally, we suggest improvements to existing innovation practices in organisations.
650 7a NATURVETENSKAPx Data- och informationsvetenskapx Systemvetenskap, informationssystem och informatik0 (SwePub)102022 hsv//swe
650 7a NATURAL SCIENCESx Computer and Information Sciencesx Information Systems0 (SwePub)102022 hsv//eng
653 a information system
653 a open innovation
653 a creativity
653 a inventing
653 a human resource development
653 a learning
700a Järvinen, Pertti,c Professor (emer.)u University of Tampere4 ths
700a Henfridsson, Ola4 opn
710a University of Tampere4 org
856u http://urn.fi/urn:isbn:978-951-44-8421-6
8564 8u https://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-33226

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