• Title/Summary/Keyword: Design Strategy Innovation

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Crowdsourcing design in contemporary fashion industry (현대 패션 산업에 나타난 크라우드소싱 디자인에 관한 연구)

  • Park, Hye Won
    • The Research Journal of the Costume Culture
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    • v.25 no.6
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    • pp.893-912
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    • 2017
  • Crowdsourcing models in which organizaions obtain needed product ideas and services from a crowd in a network-based society are rising as a global industry trend. The purpose of this study was to figure out the types and characteristics of crowdsourcing design shown in the domestic fashion brands, and to provide implications for design strategies using crowdsourcing. This study was based on qualitative research which was brand case studies on crowdsourcing design in the fashion industry from January 2006 to July 2017. Also, quantitative analysis using frequency and percentage was applied. The results were as follows: First, crowdsourcing design was used in almost all types of fashion brands, such as sports and outdoor wear, men's wear, women's wear, men's and women's casual wear, shoes, bags, school uniforms, jeans, accessories, etc. Crowdsourcing design in the fashion industry was classified into three types: crowdsourcing graphics and artwork; crowdsourcing customized designs; and crowdsourcing product designs. Of the three types, crowdsourcing graphics and artwork was used most. There were four methods to choose the best crowsourced design: review only by experts, voting by crowd and review by experts, crowdvoting, and crowdfunding. Second, the characteristics of crowdsourcing design were openness, participation, reward and acknowledgement, sharing and interaction, and individualized collective intelligence. Crowdsourcing design could be used as an open innovation strategy in the fashion industry, which could collect new and creative design ideas for product development, resulting in the satisfaction of consumers and benefitting the company.

Impacts of Innovative EU Companies on Smaller Emerging Markets under an Open Economy

  • Seo, Dae-Sung
    • Journal of Distribution Science
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    • v.12 no.10
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    • pp.37-45
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    • 2014
  • Purpose - This study aims to analyze the relationship between trends in innovative EU industries and market distribution in smaller emerging markets under an open economy. Research design, data, and methodology - Although innovation was well-distributed, due to socio-economic factors following European integration, CEE had not achieved sustainable economic growth. However, this paper analyzes the differences among changes in CEE innovation for smaller emerging markets dominated since 2000. Market distribution has facilitated new markets for innovative industries, according to EU surveys and economic indicators. Results - The dominance of the local industrial market distribution has deterred innovation investment the survey shows that innovation investment has been shrinking, despite the EU's open innovation policy for CEE employment and R&D. For the CEE case, there were expectation gaps and uncertainty about whether to use the new distribution dominance or TNCs' innovation in smaller emerging countries without local industrial innovation. Conclusions - Innovation generates market growth and distribution power however, small growth requires stimulation, and creativity and innovative edge need further focus in local public and corporate strategy.

An Exploratory Study of Product Design Strategy in Console Games: Comparison of Emotional Design between Nintendo & Sony (게임기의 제품디자인 전략에 관한 탐색적 연구 -감성경험을 중심으로)

  • Ahn, Ho-Sung;Kim, Jai-Beom;Seo, Heung-Kyo;Oh, Hye-Won
    • Proceedings of the Korea Database Society Conference
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    • 2008.05a
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    • pp.467-476
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    • 2008
  • The success of Nintendo's Wii has changed the paradigm of console game. Existing games and consoles set up the game-playing system of complicated commands, narratives, and significantly advanced the degree of difficulty by the device's excellent capacity and the superiority of graphic in order to draw so called "Game Manias", while Nintendo established the easy game-playing system for not only game manias but women and elderly people. Such an innovation has carried out the most important role for Nintendo to dominate the market all over the world by 47.4% market share of consoles. In addition, it provided the users with unique interaction and emotional experience. In this study, we analyze the case above in terms of product design strategy, particularly emotional design strategy between Nintendo & Sony.

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A Case Study on R&D Process Innovation Using PI6sigma Methodology (PI6sigma를 이용한 R&D 프로세스 혁신 사례 연구)

  • Kim, Young-Jin;Jeong, Woo-Cheol;Choi, Young-Keun
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.33 no.1
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    • pp.17-23
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    • 2010
  • The corporate R&D(Research and Development) has a primary role of new product development and its potential is the most crucial factor to estimate corporate future value. However, its systemic inadequacies and inefficiencies, the shorten product life-cycle to satisfy customer needs, the global operations by outsourcing strategy, and the reduction of product cost, are starting to expose to R&D business processes. The three-phased execution strategy for R&D innovation is introduced to establish master plan for new R&D model. From information technology point of view, PLM(Product Life-cycle Management) is one of the business total solutions in product development area. It is not a system, but the strategic business approach that collaboratively manage the product from beginning stage to end of life in all business areas PLM functions and capabilities are usually used as references to re-design new R&D process. BPA(Business Process Assessment) and 5DP(Design Parameters) in PI6sigma developed by Samsung SDS Consulting division are introduced to establish R&D master plan and re-design process respectively. This research provides a case study for R&D process innovation. How process assessment and PMM(Process Maturity Model) can be applied in business processes, and also it explains process re-design by 5DP method.

Transformation of Sectoral Innovation Pattern : Evidence from Korea

  • PARK, Kyoo-Ho
    • East Asian Journal of Business Economics (EAJBE)
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    • v.8 no.4
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    • pp.67-77
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    • 2020
  • Purpose - This work tries to analyze the transformation of sectoral innovation pattern as time goes by to enhance the understanding on sectoral innovative activities, particularly considering the change of the nature of knowledge, and the trend of convergence. Research design, data, and methodology - This work tries to identify main factors, which determine the output of technological innovation through the econometric analysis, utilizing the result of Korean Innovation Survey and find a stylized fact on the change of the innovation pattern. Result - As a result of estimation, some major elements show different effects for two discrete years, 2002 and 2010; in chemical industry the open information source and neutral basic research become more important with the appropriation mechanism such as patents, and in machinery industry, the importance of internal information has been getting decreased with rising importance of customers. Conclusion - This work presents that some elements show different effects for two discrete years. Among three major elements, the source of information and appropriation mechanism shows different features for both industries. This means that we should explicit consider the changing nature of innovative environment, which leads to and heavily influence whether the innovative activity would be effective or not when we design innovation strategy and innovation policy.

Innovation of Engineering Education in Department of Engineering Education at Virginia Tech in the United States (미국 Virginia Tech 공학교육과에서의 공학교육 혁신)

  • Kim, Jin-Soo
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2007.11a
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    • pp.504-505
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    • 2007
  • In 2004, a department of engineering education was established at Virginia Tech and Purdue university in the United States. Innovation of engineering education for improving the quality of engineering college education has been progressing. Content of subject of engineering exploration was developed newly for engineering college freshmen. And, effect of a sustainable energy design project on academic achievement for engineering freshmen at Virginia Tech in 2006 was researched. The project was performed throughout a 6 weeks period with one by 50 minutes lecture by professor and one 90 minutes workshop by TAs (Teaching Assistants) every week. To analyze the data, statistical package SPSS (ver. 15.0) was used. In responses to an open-ended question about freshmen students' perceptions of their improvement in design skills, the 3 most identified skills were teamwork, design process, knowledge. In, Korea, an innovation relating to engineering curriculum, facility, instructional strategy and so on will be required.

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A Unified Model of Action Learning and Design Thinking for Social Innovation (사회 혁신을 위한 디자인 씽킹과 액션러닝의 통합모형)

  • Park, Sang Hyeok;Oh, Seung Hee;Park, Jeong Seon;Lee, Myoung Kwan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.2
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    • pp.89-100
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    • 2016
  • This article analyzes two different strategies that both aim at creating innovative design or problem solving: design thinking and action learning. User-driven innovation strategy that has become more and more popular during the last decades is "design thinking". Based on designerly methods and principles, this strategy was developed by the design consultancy IDEO in the late 90s. Action learning is a pragmatic and moral philosophy based on a deeply humanistic view of human potential that commits us, via experiential learning, to address the intractable problems of organizations and societies. This paper provides a structured analysis and comparison of the two innovation strategies-design thinking and action learning-with the goal to identify potentials to enrich either of the two by merging or adapting specific parts or aspects. Although there are significant differences in both strategies, there are also several similarities in methodology and process design. This article compares process models for action learning and design thinking and highlights the specific differences and similarities. As a result, we suggested a union model of action learning and design thinking, and verified a this model through a case study. We complemented the process of team building and reflection of action learning for union model. Also, we statistically verified through a case study to validate the superiority of the design thinking model which complemented action learning. This article contributes to a better understanding of both-design thinking and action learning, and it may help to improve either of the two strategies to foster social innovation.

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Building a Product Design of Innovative Strategy for Creating Enterprise Development

  • Liao, Shih-Chung
    • The Journal of Industrial Distribution & Business
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    • v.5 no.1
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    • pp.17-25
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    • 2014
  • Purpose - Nowadays, the innovative design concept is being implemented in product design. In order to satisfy market trends and the demand for quality, designers should employ customer satisfaction questionnaires and analyze them with various experimental processes. Research design, data, and methodology - These methodologies would help designers have a better understanding of their customers and judge the market size and clustering validity, by diverse product strategies, for dealing with the rapid change prevailing in the market today. Results - By considering the innovative design with regard to telephones as an experimental case, the study investigates and demonstrates how the product can benefit from market-oriented and customized management concepts, when creative design ability is utilized for developing the product. Conclusions - Along with the benefit of having an innovative product value, the product can stimulate progress inthe development of the enterprise management, which has emerged as the main issue in the area of social and economic development in every developed country.

The Impact of Information Technology on the Process Innovation and Competitiveness in the Fashion Industry -Case Study of Fast Fashion: ZARA- (정보기술 발전에 따른 패션산업 프로세스 혁신과 경쟁력 강화에 관한 연구 -ZARA의 패스트 패션 사례를 중심으로-)

  • Kang, Juk-Hyung;Sung, Yoon-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.1
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    • pp.1-13
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    • 2010
  • This study analyzes the innovation process of the value chain in the fashion industry. It examines the differences between traditional and FF-based methods that include value chain processes such as design, production, and distribution-sales process. In the literature review and case studies, general propositions were drawn from each innovative stage by a comparison analysis. First, design speed is the main factor to explain the impact of IT in the design process. Second, small quantity batch production becomes main stream by the adoption of a computer-integrated manufacturing system in the production process. Third, cost reduction and speedup improvement are results of innovation in the distribution process. Last, a customized interface provides important information that can integrate the value chain and make useful customer relationships in the sales process. Fast fashion is the best product of these procedural innovations in the overall value chain. Consequently, this study confirmed that the general propositions referred above were acceptable and adaptable in the case of ZARA in terms of fast fashion strategy.

Study on Changes of the Regional Innovation Paradigm & the Structure of Regional Innovation System - Focused on Removal of Public Organization - (지역혁신 패러다임과 지역혁신체계의 변화에 관한 연구 - 공공기관 지역이전을 중심으로한 변화 -)

  • Sul, Gee-Hwan;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.373-381
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    • 2015
  • The public organization in the metropolitan area moved to regional province by Regional Innovation Policy in South Korea. This policy was settled to solve the problem of concentration in metropolitan areas and underdeveloped regions caused by industrial development strategy for 40 years from 1960s till 2000s. Government decided the plan under the judgement that moving public organization (or institutions) is one of National Innovation Strategy for balanced development. Furthermore, Central organizations/institutions were to be the subject of regional innovation by leading the regional innovation and building a new regional innovation system. The Purpose of this study is finding out the new direction of regional innovation paradigm and a new regional innovation system to be changed after previous public organization moving from metropolitan area to region province. And this study pointed up the problem between plan and process of Organization Removal, suggested the topics for success of New RIS, and prepared more details methods in future study.