DocumentCode
2131682
Title
Innovation Game as Workplace for Sensing Values in Design and Market
Author
Ohsawa, Yukio ; Maeno, Yoshiharu ; Takaichi, Akihiro ; Nishihara, Yoko
Author_Institution
Dept. of Syst. Innovation, Univ. of Tokyo, Tokyo
fYear
2008
fDate
15-19 Dec. 2008
Firstpage
823
Lastpage
828
Abstract
The "value" in this paper can be dealt with as a new variable which business workers create from their interaction with the dynamic environment, on which they redesign products and the market sustainably. Here we first show how data mining and data visualization can provide useful tools for aiding marketerspsila/designerspsila sensitivity of emerging values of consumers/users. By visualizing the data, human can find the relations between existing entities, and create new combination of products via the found relations. Then Innovation Game is introduced as an environment for the communication to elevate userspsila ability to combine existing values of products to create newly valuable products. The players called innovators present combinatorial ideas from prepared basic ideas, and sell the ideas to each other and their stocks to players called investors. As a result, latent opportunities of business are revealed for the market of ideas and designs.
Keywords
CAD; data mining; data visualisation; marketing; product design; data mining; data visualization; dynamic environment; innovation game; marketing; products redesign; Books; Business; Companies; Dairy products; Data mining; Data visualization; Employment; Humans; Marketing and sales; Technological innovation; Innovation Game; design; marketing; value sensing;
fLanguage
English
Publisher
ieee
Conference_Titel
Data Mining Workshops, 2008. ICDMW '08. IEEE International Conference on
Conference_Location
Pisa
Print_ISBN
978-0-7695-3503-6
Electronic_ISBN
978-0-7695-3503-6
Type
conf
DOI
10.1109/ICDMW.2008.46
Filename
4734011
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