Using avatars to tailor ideation process to innovation strategy

被引:25
作者
Buisine, Stephanie [1 ,2 ]
Guegan, Jerome [1 ,3 ]
Barre, Jessy [1 ]
Segonds, Frederic [1 ]
Aoussat, Ameziane [1 ]
机构
[1] Arts & Metiers ParisTech, LCPI, Paris, France
[2] EICESI, IRISE, Nanterre, France
[3] Univ Paris 05, LATI, Boulogne Billancourt, France
关键词
Need-seeker; Personas; Avatar; Proteus effect; BEHAVIOR; AUTOMATICITY; PERCEPTION;
D O I
10.1007/s10111-016-0378-y
中图分类号
T [工业技术];
学科分类号
08 ;
摘要
To face innovation challenges of the twenty-first century, companies should learn from proven successful strategies and draw on technological evolutions as well. Our proposal consists in aligning ideation to innovation strategies through the use of avatars in a virtual world. On the basis of the Persona method and the Proteus effect, we design avatars' appearance so as to implement a Need-seeker or a Technology-driver innovation strategy. To test the effectiveness of this avatar-mediated innovation tool, we conducted an experiment in a French company. Two groups of highly qualified employees from the innovation department had to find applications for smart windows in public transportation. Both groups experienced immersion in a virtual transportation situation: one group embodied avatars resembling Inventors, whereas the other group embodied Personas representing users of public transportation. As expected, avatars' appearance proved to influence the creative production: the Inventor condition led to a techno-centered ideation profile, oriented toward technological solutions, while the Persona condition led to more user-centered, needs-oriented ideas. Consistently, Inventors' production tended to be better evaluated through industrial criteria and Personas' production tended to be better evaluated by transportation users. We discuss the use of avatar-mediated creativity as a strategic tool for companies seeking to innovate.
引用
收藏
页码:583 / 594
页数:12
相关论文
共 42 条
[1]  
[Anonymous], INNOVATION ENTREPRIS
[2]  
[Anonymous], 1979, Quasi-experimentation: Design analysis issues for field settings
[3]  
[Anonymous], INT VIRT CONC WORKSH
[4]   Child-based personas: Need, ability and experience [J].
Antle A.N. .
Cogn. Technol. Work, 2008, 2 (155-166) :155-166
[5]  
Antle A. N., 2006, Designing Interactive Systems. DIS2006, P22
[6]   Automaticity of social behavior: Direct effects of trait construct and stereotype activation on action [J].
Bargh, JA ;
Chen, M ;
Burrows, L .
JOURNAL OF PERSONALITY AND SOCIAL PSYCHOLOGY, 1996, 71 (02) :230-244
[7]  
Bem Daryl J., 1972, ADV EXP SOC PSYCHOL, V6, P1
[8]   The ideal elf:: Identity exploration in world of warcraft [J].
Bessiere, Katherine ;
Seay, A. Fleming ;
Kiesler, Sara .
CYBERPSYCHOLOGY & BEHAVIOR, 2007, 10 (04) :530-535
[9]  
Blomquist A., 2002, P 2 NORD C HUM COMP, P197, DOI DOI 10.1145/572020.572044
[10]   Enhancing Collective Creative Design: An Exploratory Study on the Influence of Static and Dynamic Personas in a Virtual Environment [J].
Bonnardel, Nathalie ;
Forens, Mathieu ;
Lefevre, Maxime .
DESIGN JOURNAL, 2016, 19 (02) :221-235