Enhancing design thinking approaches to innovation through gamification

设计思维 独创性 知识管理 构思 批判性系统思维 清晰 背景(考古学) 创造力 创新管理 新产品开发 价值(数学) 产品创新 过程(计算) 过程管理 计算机科学 批判性思维 业务 营销 社会学 心理学 社会心理学 教育学 生物化学 化学 古生物学 人机交互 机器学习 生物 认知科学 操作系统
作者
Rui Patrício,António Carrizo Moreira,Francesco Zurlo
出处
期刊:European Journal of Innovation Management [Emerald Publishing Limited]
卷期号:24 (5): 1569-1594 被引量:62
标识
DOI:10.1108/ejim-06-2020-0239
摘要

Purpose The paper aims to explore the relationship between gamification and design thinking approach to innovation in the context of the early stage of innovation process (ESoIP). Design thinking is conceptually appropriate to support innovative, complex and uncertain business environments. Still, its practices have demonstrated some difficulties in managing the ESoIP, such as lack of structure and clarity around goals. This paper argues that gamification can enhance and complement design thinking in the management of firms' ESoIP. Design/methodology/approach Given the need to achieve a deeper understanding of the linkages between gamification and design thinking, the paper follows an exploratory theory building approach for this complex reality of innovation. The case study research method was conducted in three firms (Trivalor, Novartis and Microsoft) that applied a gamification approach to the ESoIP. Findings The results demonstrate that gamification has the power to enhance and complement design thinking practices by getting tasks more organized and improving coordination and employees' engagement in the innovation process. Practical implications The paper provides critical managerial contributions on how firms can use gamification to improve design thinking approaches to ESoIP. Its consequences are also crucial to innovation, R&D, and product/service development managers interested in using gamification to support the ideation and concept development of new solutions complementing traditional design thinking approaches. Originality/value Merging the gamification and design thinking approaches is novel, particularly on firms' ESoIP. The paper provides a comprehensive discussion of design thinking shortcomings and the role that gamification can play in overcoming them.
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