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Cognistreamer's use case

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Review slides of Cognistreamer at first ITEA review

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Cognistreamer's use case

  1. 1. A CrowdSourced Approach to Accelerating Idea Generation and Selection Wim Soens wim.soens@cognistreamer.com
  2. 2. Acceleration Opportunity
  3. 3. • Develop and test-drive an innovation acceleration methodology & tool, • that combines collaborative and open ideation • with lead users idea validation. Objective
  4. 4. Nimble Bee position in Accelerate • #1 - Acceleration problem to be solved for customers – Speed up the innovation process @ customers by enabling more iterations in shorter time with higher output quality – Solution: acceleration by leveraging an innovation ecosystem of design students/universities and lead users.
  5. 5. CUSTOMER COMMUNITY Target consumer community COMPANY Challenge & expert reviews UNIVERSITIES Solution teams COGNISTREAMER - Project facilitator Nimble Bee Ecosystem
  6. 6. • Serious challenges: Challenged based innovation sponsored by companies providing real (strategic) challenges • Design for collaboration: ‘coopetition’ model among designers + consumer-designer sparring • Direct Market Connection: targeted and moderated lead user communities Key Enablers
  7. 7. Nimble Bee position in Accelerate • #1 - Acceleration problem to be solved for customers • #2 - The acceleration problem for cognistreamer itself – Scalability & sustainability of the business model – Solution: replace the manual innnovation management by a automated process (= Virtual Innovation Assistant)
  8. 8. Nimble Bee Process
  9. 9. • Goal is to develop a new tool, but to start currently from the existing CogniStreamer toolset to run the first experiments – Idea Generation: CogniStreamer Innovation Portal – Lead User Validation: CogniStreamer XL • Both being adapted to facilitate the new approach and future scaling of the model Tool perspective
  10. 10. Closed platform Invitation Registration Legal framework Registration
  11. 11. Ideation Campaign Detail Screen
  12. 12. Ideation Co-Creation in Private Spaces
  13. 13. Ideation Final Design Submission
  14. 14. Jury Review
  15. 15. Consumer Feedback
  16. 16. Key Learnings • Arrow’s Information Paradox – Legal Framework! • Investment Cost and Risk of Participation – Reduce complexity of the challenge – Seek win-win with micro-communities – Provide design tools • Lead users’ concept of value well aligned with the company’s
  17. 17. Key Learnings • Rewards & Incentives – Financial rewards do not stimulate early collaboration • Collaboration vs. competition – 19/20 finalists were design students! – Guidance by design teachers: 5/6 winners from same design school – Real added value during open iterations with lead-users
  18. 18. Key Learnings • Outcome • “90% of designs could also have been created by internal R&D, but NOT within the same time and budget frame. • this also means that 10% of designs were truly innovative! (benchmark internal R&D = 6%) • One innovation with disruptive potential (team effort)!
  • fsesplugues

    May. 17, 2016

Review slides of Cognistreamer at first ITEA review

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