Gianluca Carella, Michele Melazzini, Cabirio Cautela, Francesco Zurlo
{"title":"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","authors":"Gianluca Carella, Michele Melazzini, Cabirio Cautela, Francesco Zurlo","doi":"10.1111/caim.12627","DOIUrl":null,"url":null,"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.","PeriodicalId":47923,"journal":{"name":"Creativity and Innovation Management","volume":"64 1","pages":""},"PeriodicalIF":3.7000,"publicationDate":"2024-07-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Boosting Design Thinking adoption in organisations through a game‐based toolkit: A gamified approach in building facilitators to overcome Design Thinking adoption barriers\",\"authors\":\"Gianluca Carella, Michele Melazzini, Cabirio Cautela, Francesco Zurlo\",\"doi\":\"10.1111/caim.12627\",\"DOIUrl\":null,\"url\":null,\"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. 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Boosting Design Thinking adoption in organisations through a game‐based toolkit: A gamified approach in building facilitators to overcome Design Thinking adoption barriers
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.
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.