Living Innovation: Competing In The 21st Century Access Economy


Book Description

Living Innovation: Competing in the 21st Century Access Economy explores how the digital revolution has empowered customers, and how organizations have to innovate to gain a deeper understanding of user needs. Stepping away from the traditional mindset of products being the foremost concern of an organization, this book elaborates on how service value and the management of customer relationships are some of the new goals of an experience-driven economy. The ten chapters of this book provide insights and different perspectives into this new economy, including the consequences of the shift away from a product-based mindset, the role of the physical space as a stimulator of innovation and the keys to making service innovation a success.




Living Innovation


Book Description

Living Innovation: Competing in the 21st Century Access Economy explores how the digital revolution has empowered customers, and how organizations have to innovate to gain a deeper understanding of user needs. Stepping away from the traditional mindset of products being the foremost concern of an organization, this book elaborates on how service value and the management of customer relationships are some of the new goals of an experience-driven economy. The ten chapters of this book provide insights and different perspectives into this new economy, including the consequences of the shift away from a product-based mindset, the role of the physical space as a stimulator of innovation and the keys to making service innovation a success.




Advances in Manufacturing Technology XXXI


Book Description

The urgent need to keep pace with the accelerating globalization of manufacturing in the 21st century has produced rapid advances in manufacturing research, development and innovation. This book presents the proceedings of the 15th International Conference on Manufacturing Research (ICMR 2017), which also incorporated the 32nd National Conference on Manufacturing Research (NCMR) and was held at the University of Greenwich, London, UK, in September 2017. The conference brings together a broad community of researchers who share the common goal of developing and managing the technologies and operations key to sustaining the success of manufacturing businesses. The book is divided into 13 parts, covering topics such as advanced manufacturing technologies (including additive, ultra-precision and nano-manufacturing); manufacturing systems (digital and cyber-physical systems); product design and development (including lifecycle management and supply-chain collaboration); information and communication (including innovation and knowledge management); and manufacturing management (including lean, sustainable and cost engineering). With its comprehensive overview of current developments, this book will be of interest to all those involved in manufacturing today.




The Oxford Handbook of Entertainment Theory


Book Description

"This chapter offers some historical and conceptual orientation to readers of the Oxford Handbook of Entertainment Theory. Departing from a brief review of ancient roots and 20th century pioneer works, we elaborate on the state and challenges of contemporary entertainment theory and research. This includes the need to develop a more explicit understanding of interrelationships among similar terms and concepts (e.g., presence and transportation), the need to reflect more explicitly on epistemological foundations of entertaiment theories (e.g., neo-behaviorism), and the need to reach back to past, even historical reasoning in communication that may be just as informative as the consideration of recent theoretical innovations from neigboring fields such as social psychology. Finally, we offer some reflections on programmatic perspectives for future entertainment theory, which should try to harmonize views from the social sciences and critical thinking, span cultural differences in entertainment processes, and keep track of the rapid technological progress of entertainment media"--




Enhancing Employability in Higher Education through Work Based Learning


Book Description

This book focuses on a renewed interest in work based learning in higher education. Due to an increased emphasis on employability in the graduate population, supported by wider policy changes, work based learning is becoming an increasingly pressing issue in higher education. The authors detail innovations from a breadth of UK universities, where academics have creatively addressed changes in work based learning structure, pedagogy and support systems. These changes in turn recognise the impact of real-life learning experiences on student progression, on both an academic development and a personally transformative level. Encompassing a wide variety of topics, the examples within the book are supported by theory and carefully detailed practice pedagogy. This valuable edited collection will be of interest to practitioners and scholars of work based learning and higher education, as well as a useful practical guide for academic developers.




Innovation for the 21st Century


Book Description

'Innovation For The 21st Century' contends that intellectual property and antitrust, the two most important laws fostering innovation, are not being used most effectively to achieve this goal and offers various proposals that individually and collectively remedy this deficiency.










Life at Home in the Twenty-First Century


Book Description

Winner of the 2014 John Collier Jr. Award Winner of the Jo Anne Stolaroff Cotsen Prize Life at Home in the Twenty-First Century cross-cuts the ranks of important books on social history, consumerism, contemporary culture, the meaning of material culture, domestic architecture, and household ethnoarchaeology. It is a distant cousin of Material World and Hungry Planet in content and style, but represents a blend of rigorous science and photography that these books can claim. Using archaeological approaches to human material culture, this volume offers unprecedented access to the middle-class American home through the kaleidoscopic lens of no-limits photography and many kinds of never-before acquired data about how people actually live their lives at home. Based on a rigorous, nine-year project at UCLA, this book has appeal not only to scientists but also to all people who share intense curiosity about what goes on at home in their neighborhoods. Many who read the book will see their own lives mirrored in these pages and can reflect on how other people cope with their mountains of possessions and other daily challenges. Readers abroad will be equally fascinated by the contrasts between their own kinds of materialism and the typical American experience. The book will interest a range of designers, builders, and architects as well as scholars and students who research various facets of U.S. and global consumerism, cultural history, and economic history.




Handbook of Research on Integrating ICTs in STEAM Education


Book Description

Modern society gives great importance to scientific and technological literacy, development of “21st century skills,” and creating individuals who are not passive users of ICT tools but active thinkers and even tinkerers. The learning process is thus constantly evolving to facilitate the acquisition of such skills, such as setting goals and making evidence-based decisions, thinking critically, and solving problems while efficiently managing time as well as using technology, cooperating ethically, and communicating effectively. STEAM is the approach to learning that uses concepts from natural sciences, technology, engineering, arts, and mathematics to foster critical thinking, computational and design thinking, as well working effectively together, mimicking the process followed by scientists. The end goal is engaged and motivated students who participate in experiential and inquiry-based learning in fun, immersive environments that facilitate learning through a creative process. The Handbook of Research on Integrating ICTs in STEAM Education includes current research focusing on the development of STEAM and ICT educational practices, tools, workflows, and frames of operation that encourage science skills, but also skills related to the arts and humanities such as creativity, imagination, and reflection on ethical implications. Covering topics such as early childhood education, machine learning education, educational robotics, and web-based simulations, this major reference work is an essential resource for engineers, educators of both K-12 and higher education, education administration, libraries, pre-service teachers, computer scientists, researchers, and academics.