Boosting Design Thinking adoption in organisations through a game‐based toolkit: A gamified approach in building facilitators to overcome Design Thinking adoption barriers

IF 3.7 3区 管理学 Q2 MANAGEMENT Creativity and Innovation Management Pub Date : 2024-07-18 DOI:10.1111/caim.12627
Gianluca Carella, Michele Melazzini, Cabirio Cautela, Francesco Zurlo
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Abstract

Design Thinking is increasingly used within organisations to achieve innovative results that give companies a competitive advantage. However, this is not an easily achievable result: companies face multiple obstacles that slow adoption and often force companies not to pursue adoption. The scientific community has not identified clear contributions that can help overcome the barriers discussed in the literature for years, giving the possibility to companies to boost Design Thinking adoption. By studying 10 private organisations that have adopted Design Thinking effectively, overcoming the main adoption obstacles, this study tries to identify which facilitators can be adopted to enable an effective adoption. This puts companies in a position to benefit from Design Thinking and achieve innovative performance. In any case, these represent complex notions to be even understood. As an additional result, the study recognises how game‐based formats enhance and facilitate the adoption mentioned above of Design Thinking within private organisations. The literature has already identified that game‐based formats facilitate the understanding and digestion of new concepts and procedures. This study expands the range of applications of gamified approaches in unconventional contexts and scope, verifying the benefits also in relation to Design Thinking. A new game‐based format has been designed for this research, which was also tested. The study demonstrates how the integration in the organisational culture of approaches such as Design Thinking through a gamified format represents one of the critical ways companies can embrace to face the internal tension of transformation, speeding up the adoption process to give companies the possibility to adopt innovation processes faster.
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通过基于游戏的工具包促进设计思维在组织中的应用:采用游戏化方法建立促进机制,克服设计思维的采用障碍
设计思维被越来越多地用于组织内部,以实现创新成果,为公司带来竞争优势。然而,这并不是一个容易实现的结果:企业面临着多种障碍,这些障碍减缓了采用设计思维的速度,并常常迫使企业放弃采用设计思维。多年来,科学界一直没有找到可以帮助克服文献中讨论的障碍的明确方法,从而为企业促进设计思维的采用提供可能。本研究通过对 10 家有效采用了设计思维并克服了主要采用障碍的私营机构进行研究,试图找出可以采用哪些促进因素来实现有效采用。这样,企业就能从设计思维中获益,实现创新绩效。无论如何,这些都是需要理解的复杂概念。另外,本研究还认识到基于游戏的形式如何加强和促进上述设计思维在私营企业中的应用。文献已经指出,基于游戏的形式有助于理解和消化新的概念和程序。这项研究扩大了游戏化方法在非常规环境和范围中的应用范围,验证了其在设计思维方面的益处。本研究设计了一种新的游戏形式,并对其进行了测试。研究表明,通过游戏化的形式将设计思维等方法融入组织文化,是企业面对内部转型压力的重要方法之一,可以加快采用过程,使企业有可能更快地采用创新流程。
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来源期刊
CiteScore
7.70
自引率
11.40%
发文量
57
期刊介绍: Creativity and Innovation Management bridges the gap between the theory and practice of organizing imagination and innovation. The journal''s central consideration is how to challenge and facilitate creative potential, and how then to embed this into results-oriented innovative business development. The creativity of individuals, coupled with structured and well-managed innovation projects, creates a sound base from which organizations may operate effectively within their inter-organizational and societal environment. Today, successful operations must go hand in hand with the ability to anticipate future opportunities. Therefore, a cultural focus and inspiring leadership are as crucial to an organization''s success as efficient structural arrangements and support facilities. This is reflected in the journal''s contents: -Leadership for creativity and innovation; the behavioural side of innovation management. -Organizational structures and processes to support creativity and innovation; interconnecting creative and innovative processes. -Creativity, motivation, work environment/creative climate and organizational behaviour, creative and innovative entrepreneurship. -Deliberate development of creative and innovative skills including the use of a variety of tools such as TRIZ or CPS. -Creative professions and personalities; creative products; the relationship between creativity and humour; arts and amp; humanities side of creativity.
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