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  • Author: Iana Dulskaia x
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A digital platform as a facilitator for assessing innovation potential and creating business models: a case study from the i3 project

Abstract

Many ideas flow into the innovation funnel but only 1 out 3000 becomes a successful new product. There are many variables that interact in this complex process and investors decisions are often based on experience and feeling rather than a comprehensive evaluation of the social, economic and technological factors. The innovation potential, the innovator capability, the accessibility of the technology as well as the social acceptance and the chosen business model are the some of the critical factors of a successful innovation strategy. In the broad sense, a business model is the approach of doing business through which a company can sustain itself and generate profits in the long term. Digital platforms can help manage and facilitate the complexity of value propositions and provide an immediate feedback to the entrepreneur. Creating value is necessary, but not sufficient, for an organization to profit from its business model. It is important to see the whole picture of the business that is why the business models are so important for a good start of the business. However, innovation assessment and business model development sometimes are not an easy task and ICT can make this process easier. Then, the aim of this paper is to explore the role of digital platforms as facilitators for the techno-socio-economic impact assessment and the development of sustainable business models through the analysis of a case study from the EU Horizon 2020 “i3 project”.

Open access
Business Models Innovation for Sustainable Urban Mobility in Small and Medium-Sized European Cities

Abstract

Bad air conditions, limitless traffic, overloaded parking spaces are just some of the modern mobility problems that strike cities on a daily basis. The European Commission strives to address these issues by providing measures to improve the urban mobility situation in the small and medium-sized cities. The SUITS project (Supporting Urban Integrated Transport Systems: Transferable Tools for Authorities), which is financed under the umbrella of the HORIZON 2020 programme, aims at increasing the capacity of local authorities in Small and Medium (S-M) cities through the development and implementation of sustainable, integrated and accessible transport strategies and technologies.

This paper aims to analyse and classify the innovative business models in the urban mobility sector that are aimed at increasing the capacity building of S-M cities’ transportation authorities through the implementation of new mobility solutions. It describes the innovative mobility business identifying the most successful models of service and partnerships in the sector.

Open access
Gamification as an instrument for organizational behaviour change during the meeting: case study «ROBATIEMPOS»

Abstract

During the last years, gamification has been a burning issue and a subject of scientific discussions. Gamification is an innovative solution to foster motivation. It relates to the use of game elements in non-game contexts. By applying game mechanics to training and other business critical processes, organizations can improve employee engagement, boost productivity and lift operational performance. Over the last few decades, it has been noticed the significant enhancement of time spent attending meetings. Meetings are essential for the organizations, they improve the effectiveness of a company team working and are necessary for human relations. Nevertheless, in many cases meetings are considered as a waste of time. There are very few scientific papers that regarding the use of gamification for business meeting changes. The study seeks to explore the behavioural change of participants towards business meetings after introducing a business game, in order to come up with an interesting solution that might be useful for other researchers and practitioners in understanding the use of gamification in similar contexts. With regard to this aim, a single-case holistic design methodology is used and qualitative approach using semi-structured interviews with gamification experts and project managers is applied. This paper contributes both to the scientific literature and to managerial implication.

Open access