• 제목/요약/키워드: new product development (NPD)

검색결과 67건 처리시간 0.023초

경쟁 제품 간 비교 분석을 위한 토픽 모델링 기반 품질기능전개 프레임워크 (Topic Modeling-based QFD Framework for Comparative Analysis between Competitive Products)

  • 최승혁;정욱
    • 품질경영학회지
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    • 제51권4호
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    • pp.701-713
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    • 2023
  • Purpose: The primary purpose of this study is to integrate text mining and Quality Function Deployment (QFD) to automatically extract valuable information from customer reviews, thereby establishing a QFD frame- work to confirm genuine customer needs for New Product Development (NPD). Methods: Our approach combines text mining and QFD through topic modeling and sentiment analysis on a large data set of 56,873 customer reviews from Zappos.com, spanning five running shoe brands. This process objectively identifies customer requirements, establishes priorities, and assesses competitive strengths. Results: Through the analysis of customer reviews, the study successfully extracts customer requirements and translates customer experience insights and emotions into quantifiable indicators of competitiveness. Conclusion: The findings obtained from this research offer essential design guidance for new product develop- ment endeavors. Importantly, the significance of these results extends beyond the running shoe industry, presenting broad and promising applications across diverse sectors.

프로젝트 단계별 리스크 요인들의 우선순위 분석 : ICT(정보통신기술)산업 분야의 신제품 개발 프로젝트를 중심으로 (Priority Analysis of Project Stage-wise Risk Factors : Focusing on New Product Development Projects in ICT Industry)

  • 장희석;최성용;이민호
    • 산업경영시스템학회지
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    • 제41권3호
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    • pp.72-82
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    • 2018
  • In this paper, we identify risk factors that are likely to occur during the lifecycle of a new product development (NPD) project from the literatures, and identify the three objectives or three constraints that will ultimately be achieved for project success in the ICT industry : performance (scope/quality), schedule (time), and cost. Firstly, we interviewed the project experts to classify the risk factors according that the final project objectives are changeable based on scope/quality, time and cost budget constraints. Secondly, the survey for pairwise comparisons between the risk factors was asked to the project managers and members who had ever actually participated in the NPD projects of ICT industry to determine the priority ranks on relative importance using AHP (Analytic Hierarchy Process). The risk factors negatively affecting the goals of projects were analyzed by using the AHP respectively in four project stages during the life cycle of the project. The comparison of risk factors within each stage is a different approach unlike the literatures which have covered project's overall risk assessment. There is an advantage that risk management can be effectively performed with priorities according to each stage from the start to the end of the project. In other words, it is necessary to identify what risk factors will occur in each stage, and to have ideas at each stage with the priorities so that they can be mitigated and eliminated before actual occurrence. As a result, risks on scope & quality changes were found to be the most important considerations for initiative stage of NPD projects in the ICT industry, whereas in the final stage, risks on schedule (time) changes were the most important priorities. Among the ICT industry product categories, 'communication and broadcasting devices' and 'IT and communication based devices' generally have a high priority in terms of risks on scope & quality changes when initiating the project. At the closing stage of the project, however, considering that schedule (time) changeable risk is getting higher, these products tend to target at B2B market rather than B2C because the new products must be delivered and launched in time as customer firm required.

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.

The Effectiveness of Virtual R&D Teams in SMEs: Experiences of Malaysian SMEs

  • Ale Ebrahim, Nader;Abdul Rashid, Salwa Hanim;Ahmed, Shamsuddin;Taha, Zahari
    • Industrial Engineering and Management Systems
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    • 제10권2호
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    • pp.109-114
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    • 2011
  • The number of small and medium enterprises (SMEs), especially those involved with research and development (R&D) programs and employed virtual teams to create the greatest competitive advantage from limited labor are increasing. Global and localized virtual R&D teams are believed to have high potential for the growth of SMEs. Due to the fast-growing complexity of new products coupled with new emerging opportunities of virtual teams, a collaborative approach is believed to be the future trend. This research explores the effectiveness of virtuality in SMEs' virtual R&D teams. Online questionnaires were emailed to Malaysian manufacturing SMEs and 74 usable questionnaires were received, representing a 20.8 percent return rate. In order to avoid biases which may result from pre-suggested answers, a series of open-ended questions were retrieved from the experts. This study was focused on analyzing an open-ended question, whereby four main themes were extracted from the experts' recommendations regarding the effectiveness of virtual teams for the growth and performance of SMEs. The findings of this study would be useful to product design managers of SMEs in order to realize the key advantages and significance of virtual R&D teams during the new product development (NPD) process. This is turn, leads to increased effectiveness in new product development's procedure.

제품 다양성의 활성화를 위한 신제품 개발 조직의 구조적 특성 (NPD (New Product Development) Structural Features for Successful Product Proliferation)

  • 김정윤;한주희
    • 한국산학기술학회논문지
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    • 제10권11호
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    • pp.3373-3383
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    • 2009
  • 본 연구는 성공적으로 제품 다양성을 증가시키기 위한 신제품 개발 조직의 특성을 분석하는 데 있다. 본 연구는 플랫폼 및 파생제품 개발을 위한 조직의 구조적 특성을 개별적으로 고려하여, 제품군 (product family) 전체의 성과에 미치는 영향을 분석하고자 한다. 본 연구에서는, 조직 내 구성원 및 그룹간의 관계를 규정짓는 3가지 요인(분권화, 공식화, 전문화)과 함께, 개발 관련 조직 간 공간적 근접성 (spatial proximity)을 조직의 구조적 특성을 파악하는 요인으로 사용하고자 한다. 본 연구는 국내 103개 제조업체로부터 수집한 설문응답 분석에 기초하였다. 조직 구조적 특성은 기업의 제품 다양성 정도와 신제품 개발 성과 간의 관계를 매개하는 것으로 나타났다. 특히 본 연구결과는 기존 신제품 개발 조직 연구와 상반되는 몇 가지 결과를 보고 주고 있다. 제품 다양성을 증가시키는 기업에게 있어, 플랫폼 제품 개발 과정의 공식화 및 파생 제품 개발과정의 분권화는 제품군 전체의 성과를 향상시켜 준다. 본 연구는 개발 조직의 공간적 근접성이 성공적으로 제품 다양성을 증가시키는 데 중요한 조직요소라는 것을 증명하였다.

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.

신제품 개발팀에서 상호작용과 성과와의 관계: 집단효능감과 참여의 역할을 중심으로 (The Relationship of Interaction and Performance in NPD Teams: Group Efficacy and Participation)

  • 이원준;김병재
    • Asia Marketing Journal
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    • 제7권1호
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    • pp.43-65
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    • 2005
  • 선도적 기업들에 있어서 신제품의 개발은 기업의 사활이 걸린 중요한 기업 활동 중의 하나이며, 구성원의 다양한 지식과 경험을 필요로 하는 과업의 특성으로 인해 다부서의 인력이 일시적으로 신제품 개발을 위해 모이는 CFT (cross-functional team)의 구성도 빈번한 실정이다. 또한 성공적인 팀의 운영을 위해 구성원간의 원활한 상호 작용을 위한 외형적인 다양한 구조적 장치(위원회, 전담반 구성등)를 구성하여 신제품의 개발을 도모하고 있으며 이러한 팀 내 상호작용의 증대가 성과에 큰 영향을 미친다는 많은 연구들이 있어왔다. 본 연구는 구성원간의 상호직용 증대가 신제품 CFT 의 성과에 영향을 미친다는 단일 측면에 대한 이해에서 발전하여, 구성원간의 관계에 있어서 집단 효능감, 참여등의 관계 특성이 지각된 신제품 개발 성과에 미치는 영향을 밝히고자 하는 탐험적 연구로서, CFT 내의 구성원과 팀간에 존재하는 성과 기제를 좀 더 세밀하게 규명하고자 하였다. 연구 결과에 의하면 상호작용 수준은 집단 효능감에 유의한 영향을 미치고, 집단 효능감은 참여에, 참여는 지각된 성과에 유의한 영향을 미치고 있음을 알 수 있었다. 반변에 상호작용 수준이나 집단 효능감이 직접 지각된 성과에 유의한 영향을 미치고 있지는 않음을 알 수 있었다.

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네트워크분석과정(ANP)을 이용한 기술개발 성공 예측 : MRAM 기술을 중심으로 (An Analytic Network Process(ANP) Approach to Forecasting of Technology Development Success : The Case of MRAM Technology)

  • 전정환;조현명;이학연
    • 산업공학
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    • 제25권3호
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    • pp.309-318
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    • 2012
  • Forecasting probability or likelihood of technology development success has been a crucial factor for critical decisions in technology management such as R&D project selection and go or no-go decision of new product development (NPD) projects. This paper proposes an analytic network process (ANP) approach to forecasting of technology development success. Reviewing literature on factors affecting technology development success has constructed the ANP model composed of four criteria clusters : R&D characteristics, R&D competency, technological characteristics, and technological environment. An alternative cluster comprised of two elements, success and failure is also included in the model. The working of the proposed approach is provided with the help of a case study example of MRAM (magnetic random access memory) technology.

마케팅 부서의 조절초점과 신제품 개발 창의성: 창의성 증진수단의 조절효과 (Marketing Organization's Regulatory Focus and NPD Creativity: The Moderating Role of Creativity Enhancement Tools)

  • 강성호;손정민
    • 유통과학연구
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    • 제14권7호
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    • pp.71-81
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    • 2016
  • Purpose - Because creativity, which is an intangible resource embedded within the company, can offer a competitive advantage, most companies have an interest in promoting creativity among their employees and division(e.g., marketing organization). Creativity renders a sustainable competitive advantage to a firm because it is a strategic resource that is valuable, flexible, rare, and imperfectly imitable or substitutable. Although most companies broadly recognize the importance of creativity, the methods for developing creativity remain elusive. Therefore, the present study investigates how to structure incentives to motivate employees to be more creative and how to develop tools to facilitate creativity. In detail, the present study aimed to examine the relationship between the regulatory focus of marketing organizations(e.g., promotion focus vs prevention focus) and creativity of marketing organizations. In addition, the present study set out to examine the moderating role of interaction of financial reward and creative training in addition to investigating the direct relationship between creativity and regulatory focus in New Product Development(NPD) context. Research design, data, and methodology - The data used to test the hypotheses are drawn from a survey of full time NPD project members(including project manager, designer, engineer, and marketer). The present study utilized data obtained mainly from a database compiled by the Korea Investors Service-Financial Analysis System which provides comprehensive corporate and financial information on firms listed on the Korea Stock Exchange. A study population comprising 1,000 South Korean firms was obtained from this database. We selected 864 firms from the database, and the firms have experiences of new product development project. We collected a total of 162 responses, for a 18.8% response rate. After we excluded 14 questionnaire because of incomplete responses, a total of 148 questionnaire remained(final response rate: 17.1%). Working with a sample of 148 responses in South Korea, hierarchical moderated regression is employed to test research hypotheses(

    The relationship between promotion focus and creativity of marketing organization,

    The relationship between prevention focus and creativity of marketing organization,

    The moderating effect of joint influences(interaction between financial rewards and creativity training) on the relationship between promotion focus creativity of marketing organization,

    The moderating effect of joint influences(interaction between financial rewards and creativity training) on the relationship between prevention focus creativity of marketing organization). SPSS 18.0 and AMOS software were used in the data analysis. Results - The empirical study confirmed that promotion focus of marketing organization is positively related to creativity of marketing organization. Also, prevention focus of marketing organization is positively affected to creativity of marketing organization. In addition, the interaction between financial rewards and creativity training moderated the relationship between regularity focus(e.g.), promotion focus vs prevention focus) and creativity of marketing organization. These results suggest that managers can improve the performances of their creative efforts by providing the use of financial rewards and creativity training in combination. Conclusion - Based on results of this study that examine the effects of regulatory focused creative efforts on creativity of marketing organization, promotion focus is helpful with marketing organizations to enhance their service innovation and performance. Prevention focused organization should allow monetary rewards and creativity training to increase their creativity for innovation of new products.

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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