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Generative Innovation Practices, Customer Creativity, and the Adoption of New Technology Products

机译:创新的创新实践,客户创造力和采用新技术产品

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We offer a critical reflection on one of the key reasons for the startlingly low success rate of innovation initiatives worldwide – the fact that the interactive environment surrounding the customer is a critical part of the adoption process; it can and should be designed in a way that enables customer creativity, and thus adoption. In this article, we embrace a definition of innovation as “the adoption of a new practice by a community” where the innovator is the one who does not only sense and move into new opportunities but also mobilizes all the necessary resources needed by customers to adopt a new practice. The emphasis on adoption merges together innovation and entrepreneurship by shifting the focus from the inventor and the designer, through the entrepreneur, to the ultimate recipient of the innovative outcomes. Looking at customers as co-creators is critically important for technological product adoption; missing the chance to enable their creativity is equivalent to missing the opportunity of seeing them for who they really are. The result is a distorted vision that is ultimately rooted in the misconception of the dynamics of customer value. We particularly emphasize two points: i) the increasing degree of complexity of everyday technological products requires a higher degree of creativity by customers to adopt; and ii) customer creativity is not only a function of user-technology interaction, it is a function of the various actors in the interactive environment surrounding the customer such as other customers, other technologies, local distributors, customer/technical support providers, and competitors.
机译:我们对全球创新计划的成功率极低的关键原因之一进行了批判性思考-围绕客户的互动环境是采用过程的关键部分。可以而且应该以能够使客户创造力并因此被采用的方式进行设计。在本文中,我们将创新定义定义为“社区采用新实践”,其中创新者不仅要感知并抓住新机遇,还要动员客户所需的所有必要资源来采用一种新的做法。对采用的重视通过将重点从发明家和设计师,通过企业家转移到创新成果的最终接受者,将创新和企业家精神融合在一起。将客户视为共同创造者对于采用技术产品至关重要。失去使他们具有创造力的机会,就等于失去了与他们见面的机会。结果是视觉失真,最终导致对客户价值动态的误解。我们特别强调两点:i)日常技术产品的复杂性不断提高,要求客户采用更高的创造力; ii)客户创造力不仅取决于用户与技术的交互作用,而且还与围绕客户的交互环境中的各个参与者(例如其他客户,其他技术,本地分销商,客户/技术支持提供商和竞争对手)有关。

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