distinguish between four broad categories – dubbed
the ‘4Ps’ – of innovation (Tidd, Bessant et al. 2005).
Product innovation – new ideas relate to the
products or services offered by an organization (e.g.
a mobile phone used as payment device). Process
innovation – changes in how products or services are
created or delivered (e.g. supporting and
coordinating homecare work via wireless PDA
systems). Position innovation – changes related to
positioning or re-positioning a product (e.g.
targeting personal computer operating systems to
mobile devices as in the case of Windows CE for
pocket PCs). Paradigm innovation – changes in the
mental models of the organization itself and of what
it does (e.g. video phones leading mobile phone
companies to change to being infotainment
providers).
The innovation process involves four major
activities (Tidd, Bessant et al. 2005): (1) Searching –
scanning the internal and external environment for
threats and opportunities for change, (2) Selecting
(strategic decision on response – if any – to these
threats and opportunities), (3) Implementing
(translating and launching this response in the form
of an idea for something new in an internal or
external market), and (4) Learning (improving the
ways innovation processes are managed in the
organization).
In this paper we primarily address the searching
and selecting activities in the innovation process.
Our aim is to suggest heuristics for generating ideas
for solutions targeted towards mobile applications,
their technologies, their markets, and their users.
2.3 The Framework and Its Elements
The underlying idea of the framework is a heuristic
and pragmatic approach to uncover essential aspects
of mobile use scenarios. To foster innovative
thinking among managers, developers, designers,
users and customers a shared language is needed
(Nonaka 1994). Thus, a scenario describing the
current mobile information system is necessary.
Apart from serving as a common point of departure,
this scenario may also serve as a basis for forming
innovative ideas for improving or radically changing
the current system or its use. Furthermore, the
scenario may be used as means for assessing the
consequences of a proposed innovation.
The heuristic framework may be applied
throughout the development cycle as a steering or
evaluation mechanism to highlight the innovative
prospects of the application being developed.
Innovation of a mobile application is not only
attached to a new technical solution, but may also be
linked to new ways of use or a new business model.
The framework reflects these diverse perspectives in
innovative thinking via a systemic view of the
mobile application being developed and a particular
focus on technical, social, and economical
characteristics.
The framework is two-dimensional: One
dimension is the unit of analysis and the other
dimension is a set of key issues. The unit of analysis
spans three levels, namely node, dyad, and group.
These units are chosen as we find them
representative of the three levels of social use of a
mobile application. For example, an application such
as mobile access to e-mail is located at the node
level, i.e., the social interaction is limited to the user
accessing her e-mail. As an example of a mobile
application at the dyad level we find SMS. SMS is
an asynchronous text messaging technology used as
a means of creating and maintaining social
interaction between two mobile phone users at a
time. Mobile applications at the group level are all
intended to support group work. Take for instance
mobile chatting – e.g., MSN Messenger: Mobile
chatting is intended for use between people (1-1 at
the dyad level, but also 1-m or m-m) serving as a
means of communication in a group.
The other dimension highlights seven key issues
(W5H2, see Table 1) that together provide a
systemic view of a mobile application under
consideration. The set of issues may be changed or
new issues of interest may be added if necessary.
However, we find that the issues suggested here
provide a set of creative viewpoints. To foster
discussion and reflection the seven key issues are
formulated as questions. The issues suggested for
examination are: What is the mobile application
providing? Why is there a need for this mobile
application? When is the mobile application intended
for use (temporal aspects)? Where is the mobile
application to be used (location aspects)? Who are
the intended users? How is the mobile application
technologically being realised? How much is
economically required for creating a successful
business case (business model aspects)?
The two dimensions in the framework forms the
framework in Table 1.
Table 1: Framework for support of innovative thinking.
What Why When Where Who How
How
much
Node
Dyad
Group
We suggest a two-step approach for using the
framework in Table 1: (1) map the current mobile
OPTING FOR INNOVATION IN MOBILE APPLICATIONS
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