• 제목/요약/키워드: NPD Process & Design

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경험 혁신과 경영 전략 : 신제품 개발 과정에서의 사용자 경험 디자인(Design for User Experience) (Experience Innovation and Business Strategy : Design for User Experience(UX) in New Product Development(NPD))

  • 신영수;임채린;이선화;김진우
    • 한국IT서비스학회지
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    • 제14권2호
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    • pp.231-251
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    • 2015
  • User Experience (UX) and Experience Innovation have been emphasized in the process of New Product Development (NPD). However, previous works which were conducted within the theme of UX mostly focused on the fragmentary aspects of user's experience in a specific usage-context only. For this reason, it is always hard to deal with questions on how to define the abstract concept of UX and how to apply this important keyword in actually NPD process both for satisfying potential users and for setting a market strategy. To address this issue, we focused on the fact that UX has an aspect of composition like pattern and structure. It means that we can understand the context of UX with clarifying characteristics of relations between user and experiential objects. Also, we referred to two sub-concepts of Complexity, Density and Centrality, as representative characteristics of relations in usage-context. Based on this theoretical background, we attempted to find UX design principles and concepts for NPD from the actual example cases of products and services in the real market. From these whole study process, we expect that our findings could have implications for academic and practical areas within the theme of Human-Centered Innovation.

자동차 부품업체를 위한 웹 기반 통합 신제품 개발 BPM 시스템 Framework (Web-base integrated BPM system framework for the new product development of automotive suppliers)

  • 유석규;최병규;황현철;사공극
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2003년도 춘계학술대회 논문집
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    • pp.34-37
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    • 2003
  • This paper proposes a BPM(Business Process Management) system framework for the NPD(New Product Development) of automotive suppliers. Recently many enterprises change their organization from function-oriented to process-oriented through BPR (Business Process Reengineering). Especially, based on quality systems like QS9000, it is required to documented business processes and continuously improve these processes for customer satisfaction. NPD, the most significant function for industrial competition, is reinforced by the best practices business process to satisfy the requirements of quality systems. The main objective of the paper is the development of the information system that supports the best practices process management. For this, first, we define the requirements of BPM system for NPD based on the viewpoint analysis, and then propose a DES (Design Execution System) framework based on dynamic workflow engine. The DES is addressed in the characteristics of a NPD business process, integrated project management, and process execution. A prototype DES system has been developed in the web environment. Its validity is demonstrated by applying it to an automotive supplier.

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Users Involvement in New Product Development Process: A Designers' Perspectives

  • Taha, Zahari;Alli, Hassan;Rashid, Salwa Hanim Abdul
    • Industrial Engineering and Management Systems
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    • 제10권3호
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    • pp.191-196
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    • 2011
  • The purpose of this paper is to study user's involvement in new product development (NPD). It seeks to identify the factors involving user and design practices in the design process of new product development. A survey was conducted on 20 respondents consisting of designers involved in product development from various industries. The study focused on the early activities of the product design process which is called product specification. The analysis performed considers the importance of involving users in design decision. The outcome of this research is the significance of involving users and its effect on product development activities. The research also provides a model for an integrated user, designer and product knowledge activity in the product development process.

금융 신상품 개발을 위한 IT구현 프로젝트관리 특성에 관한 연구 (A Study on major characteristics of IT implementation project management for new product development in the financial sector)

  • 이연재;이희조;이석주
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2014년도 춘계학술발표대회
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    • pp.578-581
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    • 2014
  • 은행의 경영환경은 급변하고 금융시장에서의 경쟁은 심화되고 있는 가운데 은행의 경쟁력 확보는 상품의 시장 진입 속도에 달려있으나, 상품 개발의 지연으로 시장 점유율의 확대 기회를 놓치고 있는 실정이다. 이에 국내 은행들은 시장 선점을 위해 IT기반의 금융 신상품 개발에 많은 투자를 하고 있다. 본 연구는 신속한 금융 신상품 개발을 위해 상품 조건들을 레고 블록처럼 조립하면 쉽고 빠르게 상품이 만들어 지는 IT기반의 상품 팩토리의 아키텍처와 상품 생성 관계도를 정의하며, 변동금리와 층화(Tier) 계층의 상품 생성에 효율적인 매트릭스 조건의 이율형을 제시한다. 아울러 이러한 기반을 활용한 시스템의 개발 생산성과 프로젝트의 특성 및 효과 등을 검증한다.

A Quantitative Study of Influencing Factors on Crowd Participation in a Crowdsourcing Project for Consumer Product Design

  • Tran, Tuananh;Park, Joon Young
    • Industrial Engineering and Management Systems
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    • 제14권4호
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    • pp.325-334
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    • 2015
  • Nowadays, crowdsourcing has become a popular concept and is widely used in many social, economical and technological areas. For consumer product design, crowdsourcing is implemented extensively with many cases. Although there has been a lot of research on the application of crowdsourcing for product design, the big picture of how factors influence the participartion of individuals from the crowd in a crowdsourcing project for product design has not yet been understood. This paper aims to investigate the relationships of crowd participation and influencing factors including: process, product, and reward. To do this, we conducted a survey on a crowd of engineering individuals and analyzed the collected data with data mining techniques. Main findings include the relationships of crowd participation versus process, product, and reward factors as well as regression models to predict crowd participation.

디자인과 마케팅 협업의 틈새관리: 디자인과 마케팅의 협업시 통합의 문제와 해결방안 (Bridging the Chasm between Design and Marketing: Problems and Solutions in the Integration Between Design and Marketing)

  • 임수빈;주재우;마틴 린더;남기영
    • 한국산학기술학회논문지
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    • 제16권2호
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    • pp.1026-1035
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    • 2015
  • 성공적인 신제품 개발을 위해서 디자인과 마케팅의 통합은 중요하지만, 두 영역이 통합할 때에 명확하게 어떠한 문제가 발생하고 실제로 어떠한 방법으로 문제가 해결되는지에 관한 논의는 많지 않다. 본 연구에서는 디자인과 마케팅이 통합될 때 발생하는 구체적인 문제와 실질적인 해결책을 알아내기 위하여, 미국의 한 대학교에서 디자인 학생들과 마케팅 학생들을 대상으로 진행된 2년간의 통합적 신제품 개발 수업에서 설문조사를 실시하였다. 65명의 조사 결과에 따르면 (1) 기능적 차이에 따른 갈등과 (2) 의사결정 권한의 불균형이 구체적인 문제점으로 발견되었고, 이러한 문제점들을 해결하기 위하여 (1) 의사소통을 강화하거나 (2) 의사소통을 단절하는 방법을 사용하는 것으로 드러났다. 본 연구의 결과가 가지는 디자인 마케팅 협업시의 통합 영역의 학문적 시사점을 정리해본다.

New Fashion Products Development through Consumer Co-Creation

  • Jaekyong Lee;Ho Jung Choo
    • 한국의류학회지
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    • 제47권3호
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    • pp.475-491
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    • 2023
  • New product development (NPD) is crucial for fashion brands as they are required to constantly innovate in product design and technology to remain competitive in the global fashion market. In this study, we investigated the co-creative new fashion product development (NFPD) process to understand its structural characteristics and examined the components of this business model through case studies. Fashion companies frequently collaborate with consumers to create unique and innovative fashion items that both satisfy consumer demand and expand their economic potential. Base on case studied involving consumer participation in NFPD, our study analyzed the structural characteristics of the co-creative NFPD process. Consequently, our investigation identified five key factors of the co-creative NFPD business model: co-value, co-creator, co-activity, co-platform, and co-partner. The co-creation approach established in this study will help advance research on new fashion strategies and provide foundational information for Korean fashion companies that are facing an increasingly competitive global market, thus making a significant contribution to the literature.

Crowd Participation Pattern in the Phases of a Product Development Process that Utilizes Crowdsourcing

  • Tran, Anhtuan;Hasan, Shoaib Ul;Park, Joon-Young
    • Industrial Engineering and Management Systems
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    • 제11권3호
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    • pp.266-275
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    • 2012
  • The rise of crowdsourcing and web 2.0 opens plenty of opportunities for companies who want to exploit external sources of ideas for internal innovation. Utilization of crowdsourcing for product design and development has been attracting the attention of both enterprises and researchers. Many cases of implementation of crowdsourcing for product design and development such as: Threadless, FIAT Mio, Lego online Factory, etc., have made crowdsourcing a promising alternative source of innovative power. Although crowdsourcing gained access due to improved Internet access and web 2.0, it is little understood how the crowd, with respect to participation, behaves for any crowdsourcing project. To investigate this, we conducted an experiment on a real crowd of engineering related individuals to figure out the crowd participation pattern for various product design and development phases of a new product development project. The experiment results give a quantitative view of the participation of the crowd (i.e., crowd participation pattern) in various phases of a product design and development process that utilizes crowdsourcing, provide a practical guidance for companies to harness the power of the crowd sensibly, and provide experimental data for further research in this field.

가사의 협업 환경을 통한 신제품 개발 사례연구 : Web2.0 가상 공간을 이용한 디자인 리서치 (A Case Study on New Product Development in Collaborative Virtual Environments(CVE) : A Design Research Leveraging a Virtual Space of Web 2.0)

  • 권희정;김진우
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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    • pp.634-639
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    • 2008
  • 사회적 컴퓨팅(social computing)의 현상이 Web 2.0 공급사슬(supply chain)의 변화관점에서 새로운 변화의 단계를 맞이하고 있다. Web 2.0 플랫폼을 어떤 형태로 기업 활동에 활용할 것인가 하는 문제제기에 대하여 다양한 기업 활동의 변화사례가 발견되고 있다. 본 논문은 그와 같은 다양한 Web 2.0 환경 확산에 대한 기업 활동의 변화현상 중에서 Web 2.0 플랫폼을 기반으로 한 신제품개발(New Product Development) 사례연구를 통하여 진행한 결과를 반영하였다. 신제품 개발을 위한 플랫폼으로서 Web 2.0 의 협업적 환경을 설계하게 될 경우, 고객의 내재적 요구사항(latent requirement)이 제품개발에 효과적으로 반영될 수 있도록 하는 절차(process)가 기존의 제품개발방법론과 연관되어, 어떤 형태로 적용되고 개선되어 발전될 수 있는가에 대한 경험적 사례를 사례연구방법의 탐험적 경향을 활용하여 살펴보았다. 본 논문에서 다루어졌던 사례는 Web 2.0 플랫폼을 기반으로 사용자 창작 콘텐츠(User Created Content)를 생산하고 증가된 연세대학교 UCC의 양적 팽창에 의해서 수익모델이 발생하는 전형적인 Web 2.0 비즈니스 모델의 구조를 보여주는 경우였다. 본 연구를 통해서 사용자의 내재적 요구사향을 Web 2.0 기술특성을 통해서 참여적 사용자, 혹은 사용자 디자이너들의 적극적인 활동에 의해서 개선 및 구현해 가는 과정을 구체적 개발방법론의 틀로서 정착하려는 시도를 하였다.

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