A Taxonomy of Idea Management Tools for Supporting Front-End Innovation
Abstract
:1. Introduction
2. Materials and Methods
2.1. Inclusion and Exclusion Criteria
2.2. Search Strategy
2.3. Screening
2.4. Data Extraction and Analysis Method
3. Results
3.1. Overview of the Tools
3.1.1. Classification of Tools
- Digital tools (21 papers, 70%). This category contains idea management tools that support idea management work including local work and online collaboration. For example, these tools may zoom in on idea generation and can display images and texts with different inputs that inspire and promote idea management, especially idea generation. Furthermore, these applications tend to focus on a single context. Most applications are designed for computer terminals, with only one being a mobile app [21]. These applications support the entire process of ideas, for instance, product planning [16], idea generation [2,7], and ideation [34,35]. Some applications provide vital structure and suggestions [23] to express explicit knowledge [34]. Other applications rely on the company’s internal system [36]. One research paper evaluates the classroom climate by using the application to stimulate the generation of ideas and originality [37]. Some of the digital tools are more complete, supporting more general context with users [5]. It can test more users in natural settings following their diverse experiences [5,38,39]. The purpose of systems is to increase collaboration [40], transparency [38], and quality [41,42]. Three research studies involve more users via the Internet, such as forums based on information and communication technology, developing a distributed-innovation capability [36]. As such, this research focuses on fostering the habit of posting ideas on the system [38] and increasing the ideas’ quality. The idea management system concentrates more on anonymous online collaboration, attracting users to contribute.
- Guidelines (five papers, 16.6%). Guidelines are instructions or printed materials to support overall idea management work. Users can follow the instruction of strategies and guidelines to work on idea management effectiveness. Idea management strategies are designed more toward professional practitioners such as design-driven entrepreneurs [10] and experienced engineering teams [43]. Guidelines explain how designers used product characteristics for concept identification and how previous concepts were turned into new solutions by adjusting their characteristics [9]. These strategies are summarized by experienced designers [43] or those proposing high-quality ideas [25]. Furthermore, cards are a way to display the context and explanation [43]. Researchers identify a conceptual framework by understanding the development of new ideas for familiar problems or daily design activities [22]. Guidelines are derived from users’ design activities, including the activities of designers, engineers, and entrepreneurs. It means research adopts more user research methods than other format outcomes.
- Framework (four papers, 13.3%). A framework helps explain the process, structures, and relationships of idea management processes. It usually includes the holistic and contextual views. The framework shows the metrics [15], life cycle [19], business model [44], and process [45] regarding idea management. These frameworks were developed following a more apparent scope and purpose than the other three outcome formats. For example, the metrics introduce the annotation of ideas with a domain-independent taxonomy that describes concepts, gathering creative ideas from large groups [15]. It presents a relationship between different stages and elements from a new perspective, leading to more innovative ideas.
3.1.2. Use of Theory to Design the Idea Management Tool
- Information management technology (eight papers, 32%). Idea management is a sub-category of information management. Information management technology can foster collaboration and transparency among participants with diverse experiences [5], possibly leading to a new service idea [44]. Three studies target crowds that gain more advantages thanks to information technology than others since it helps manage a large amount of information [38]. Public service, aging, and intelligent space fields require diverse user feedback [15]. The other existing tool analogy recommends an approach that helps organizations to improve how they generate new ideas [42]. Ideas could be considered knowledge, specifically explicit knowledge [41]. Users have a hold on the consumers’ domain-specific knowledge [51]. These two studies aim to express the evident expertise of participants.
Author | Purpose of the Tool | Outcome Type | Use of Theory (to Support Idea Management) | Participant Categories | Design Task | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Digital Tools | Guidelines | Frameworks | Cognitive Psychology | Information Management Technology | Social Psychology | Software Designers | Hardware Designers | Stakeholders | Individual | Group | ||
Cheng, 2016 [21] | Support the idea development | * | * | * | * | |||||||
Munemori et al., 2018 [41] | Enable the expression of explicit knowledge | * | * | * | * | |||||||
Riedel et al., 2010 [34] | Promote associative ideation | * | * | * | ||||||||
Žavbi et al., 2013 [35] | Assist engineering designers in generating concept designs | * | * | * | * | |||||||
Ardaiz-Villanueva et al., 2011 [37] | Encourage creativity and analyze classroom atmosphere | * | * | * | * | |||||||
Benbya et al., 2018 [36] | Develop a distributed-innovation capability | * | * | * | ||||||||
Murah et al., 2013 [50] | Provides the structure and the platform to contribute ideas | * | * | |||||||||
Howard et al., 2011 [8] | Use internally sourced stimuli | * | * | * | ||||||||
Fiorineschi et al., 2018 [23] | Make recommendations for new uses for products | * | * | * | ||||||||
Han et al., 2018 [2] | Assist designers to produce creative ideas | * | * | * | * | |||||||
Parjanen et al., 2012 [5] | Investigate how brokerage works in a virtual setting | * | * | * | * | |||||||
Xie et al., 2010 [42] | Manage the whole process of idea and support team creation | * | * | * | ||||||||
El et al., 2017 [43] | Organizations to improve their ways of generating new ideas | * | * | |||||||||
Gonçalves et al., 2014 [49] | Report preferences for inspirational approaches | * | * | * | ||||||||
Han et al., 2018 [7] | Create ontologies that facilitate reasoning | * | * | * | * | |||||||
Yu et al., 2013 [40] | Increases the creativity of ideas across generations | * | * | * | ||||||||
Alessi et al., 2015 [38] | Stay in line with the needs of society | * | * | * | * | |||||||
Sadriev et al., 2014 [52] | Build up direct purposefully the innovation development processes | * | ||||||||||
Kokogawa et al., 2013 [53] | Provide photographs are used to support idea generation | * | * | * | ||||||||
Bacciotti et al., 2016 [16] | Support product planning in ideation processes | * | * | * | ||||||||
Munemori et al., 2020 [11] | Use heartbeat variations for creating high quality ideas | * | * | |||||||||
Bayus, 2012 [25] | Maintaining an ongoing supply of quality ideas from the crowd | * | * | * | * | |||||||
Daly et al., 2012 [9] | Define concepts using product characteristics | * | * | * | * | |||||||
Tanyavutti et al., 2018 [10] | An idea generation method for the concept | * | * | * | * | |||||||
Yilmaz et al., 2013 [43] | Suggest how to develop new ideas for familiar problems | * | * | * | * | |||||||
Inie et al., 2020 [22] | Identify a conceptual framework of ten strategies | * | * | |||||||||
Westerski et al., 2013 [15] | Collect ideas for innovation from large communities | * | * | * | ||||||||
Jeong et al., 2016 [44] | Lead to a new service idea | * | * | * | * | |||||||
Westerski et al., 2011 [19] | Aid gather, organize, choose, and manage the creative ideas | * | * | * | ||||||||
Börekçi et al., 2015 [45] | Provide insights for generating ideas in design thinking | * | * | |||||||||
López-Mesa et al., 2011 [47] | Effects of additional stimuli on the design process | * | * | |||||||||
Schlecht et al., 2014 [54] | Influence of resource constraints on idea generation | * | ||||||||||
Luo et al., 2015 [51] | Enhance consumer performance in online idea generation platforms | * | * | |||||||||
Vasconcelos et al., 2017 [48] | Compare the inspiration effects from these two types of stimuli | * | * | * | ||||||||
Liikkanen et al., 2010 [46] | Experimentation in conceptual product design | * | * | |||||||||
Oldschmidt et al., 2011 [55] | Present stimuli along with a design problem | * | * | |||||||||
Sozo et al., 2019 [13] | Emotional stimuli for creativity | * | * | * | ||||||||
Yang et al., 2021 [56] | Understand social interaction | * | * |
- Social psychology (six papers, 24%). Idea management is commonly considered group work, especially regarding idea generation and selection. Enhancing interaction can lead to higher-quality idea management by considering the participants as a group. Heuristics, peer interaction, and social context are the primary theories adopted by studies. A heuristic is a potential shortcut to reducing psychological consumption. It is a simple rule allowing one to make complex decisions or inferences quickly and effortlessly, providing design heuristics to designers, and helping engineers to facilitate concept generation [9]. Thus, the study recruits experienced designers to summarize their idea’s development [43]. The other perspective is activating interaction between participants by establishing a social context [37] and sharing ideas with group members [34], especially with peers. During group collaboration, including face-to-face and remote modes, participants are more likely to generate higher-quality ideas and increase their creativity [39]. One of the most practical problems is tracking the concept over time to identify the challenges [25]. It would be easier for the right question to lead to more creative ideas. A straightforward design solution space that involves known elements is needed [9]. It includes specific dimensions, contexts, constraints, and goals [36]. Regulations can change the design solution. These constraints could be time awareness [54], paper-based or computer-based time design activity, time on searching online [21], and detailed or less detailed design briefs [45].
3.1.3. Tools to Support Individual and Group Work
- Individual work (16 papers, 61.5% total). Table 2 shows these tools are designed for individuals and most likely apply to university students or individual designers. These studies aimed to generate unique ideas and provide different triggers [48] and tools [9] to test better ways of generating more creative ideas that uphold specific constraints. Some of these tools have another hypothesis. For example, stimuli presented to student designers through texts and design problems would enhance the quality of their design solutions [55]. Moreover, tools can be tested in a lab environment. One of the tools is based on computer-aided design (CAD), designed by Autodesk. Bacciotti’s research aids NPD initiatives’ product preparation and ideation processes [14]. Individual work only has a single user and relies on the quality of ideas. Therefore, these individual tools focus more on promoting the unique potential of creative design. The differences of the tools depend on the design briefs users may work on; if users have limited scope of the design topics, the tools provide more concrete support such as CAD to support product design [16]. If users have broader design aims, the tools offer more abstract guidance to support various design direction, such as design steps [40].
Author | Name of the Tool | Purpose of the Tool |
---|---|---|
Bacciotti et al., 2016 [16] | CAD | Support product planning in ideation processes of new product development (NPD) initiatives |
Han et al., 2018 [7] | The Retriever | Create ontologies that facilitate reasoning over real-world datasets that are sufficiently deep and comprehensive to inspire original thought |
Parjanen et al., 2012 [5] | Not mentioned | Investigate how brokerage works in a virtual setting where experts from various fields and perspectives engage |
Daly et al., 2012 [9] | Design Heuristics | Support designers’ defined concepts using product characteristics and modify them to create new solutions |
Cheng, 2016 [21] | AGCI interface prototype | Support the idea development of individual designers and greatly affect idea communication |
Žavbi et al., 2013 [35] | Computer tools | Assist engineering designers in generating concept designs |
Ardaiz-Villanueva et al., 2011 [37] | Wikideas and Creativity Connector tools | Encourage creativity and analyze classroom atmosphere |
Xie et al., 2010 [40] | IMS | Manage the whole process of idea and support team creation |
Vasconcelos et al., 2017 [48] | Not mentioned | Compare the inspiration effects from these two types of stimuli (abstract and concrete) |
Oldschmidt et al., 2011 [55] | Not mentioned | Present stimuli along with a design problem, which would improve the quality of their design solution |
Howard et al., 2011 [8] | Sweeper | Use internally sourced stimuli |
Sozo et al., 2019 [13] | Emotriggers | Emotional stimuli for creativity |
Fiorineschi et al., 2018 [23] | A nine-step method | Make recommendations for finding potential new uses for current products and/or technologies |
Han et al., 2018 [2] | The Combinator | Assist designers to produce creative ideas and be beneficial in expanding the design space |
Kokogawa et al., 2013 [53] | GUNGEN-PHOTO | Provide photographs that are used to support idea generation |
Gonçalves et al., 2014 [49] | Not mentioned | Report preferences for inspirational approaches |
- Group work (10 papers, 38.5% total). As Table 3 shows, creative design activities consistently involve a group of participants as part of the concept design. These participants have different roles, including designers [46], entrepreneurs [10], service providers [38], mobile carriers [44], and crowdsourcing users [25]. The main goal when asking a group of participants is to improve the quality of ideas during the idea generation stage. These tools aim to collect diverse users’ ideas, suggestions, and feedback. Following the generation of better ideas is the first goal; the second goal is selection [46], refinement [41], and sharing [36]. Furthermore, some researchers recruit stakeholders to develop ideas of higher feasibility, especially regarding public service, providing service to diverse users [38]. The idea management collaboration consistently occurs in a professional environment with many employees [36], design teams [46], and engineering teams [43]. The different focus is linked to the relationship between the users and company, such as employees [43], informants [41], and co-creator [25]. Besides inter-role collaborations in the professional group work, such as idea management in UI design teams [13], others may involve the interdisciplinary group members [40]. The interdisciplinary collaboration may balance the different knowledge reserve and different level of involvement and accelerate the collaboration. Therefore, understanding the relationship between users’ social interactions and innovation contributions may promote team idea management.
3.1.4. Users of Idea Management Tools
- Software designers (11 papers, 31.4% total). Design is the activity of conceiving and planning what does not yet exist. Software designers design interfaces, features, and processes, including interaction designers, graphic designers, and UX designers. They are mentioned in the highest frequency alongside a variety of types, including novice designers [51], student designers [55], and professional designers [49]. Some research discusses the impacts of remaining stimuli, such as abstract and concrete stimuli [51] and emotional triggers [13]. Designers must capture inspiration in daily life. Therefore, some tools considered this use scenario. Furthermore, different types of designers may have diverse needs, such as interaction designers [22]. All the research highlights the importance of creativity and proposed tools to help designers improve their creations.
- Hardware designers (nine papers, 25.7% total). Hardware designers design products, structures, and environments and include industrial and engineering designers. Usually, they need support in managing their ideas, especially engineering designers. Throughout these studies, engineering students are equal to industrial [9] and novice designers [47]. Instead of designers, they have limited space for innovation since the tangible prototype is limited by material and structure. Furthermore, some of them may already have patents protected. As such, studies aim to understand how experienced designers transform ideas into solutions [9] and then follow the cognitive process, assisting engineering designers in generating concept designs [35]. Design challenges can focus on a smaller scope, such as product line improvement [43]—an engineer’s idea management concentrates on improving the idea generation of tangible solutions.
- Stakeholders (15 papers, 42.9% total). The remaining roles in idea management research are within the professional field, considered as stakeholders. The functions include entrepreneurs [10], service providers [38], mobile carriers [44], many employees [36], and crowdsourcing community users [15]. It switches the focus from ways to improve creation to collaboration. Crowdsourcing attracts users to propose ideas [25], allowing the company to collect more ideas from the idea pool [56]. It is based on quantity leading to quality [1,3]. Additionally, the company can create a community where users can share their ideas and contribute. Peer interaction impacts idea generation [49]. Some researchers recruit users from the community, but design idea management systems for designers come from the future [39]. Crowdsourcing should be traceable over time [25], with the quality and motivation of generating ideas changing.
3.1.5. How Do Tools Support Idea Management Work?
3.2. Effectiveness Evaluation of Idea Management Tools
3.2.1. Evaluation Criteria of Idea Management Tools
3.2.2. Testing the Effectiveness of the Idea Management Tool
4. Discussion
4.1. How Are Idea Management Tools Classified?
4.2. Tools to Support Individual Work and Group Work
4.3. Who Are the Target Users of Idea Management Tools?
4.4. How Do Tools Support Idea Management Work?
4.5. What Are the Evaluation Criteria of Idea Management Tools?
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Author | Purpose of the Tool | Outcome Type | Use of Theory (to Support Idea Management) | Participant Categories | Design Task | Effectiveness of the Design Outcome | Criteria of Effectiveness | Evaluation Type | Name of the Tools (n = 38) |
---|---|---|---|---|---|---|---|---|---|
Cheng, 2016 [21] | Support the idea development | Digital tools | Cognitive psychology | Software designers | Individual | Experimental comparison | Usability | Lab study | AGCI interface prototype |
Munemori et al., 2018 [41] | Enable the expression of explicit knowledge | Digital tools | Information management technology | Software designers | Group | Experimental comparison | Satisfaction | Lab study | GUNGEN-Web II |
Riedel et al., 2010 [34] | Promote associative ideation | Digital tools | Social psychology | Stakeholders | Not mentioned | Experimental comparison | Number, quality, and improvements | Field study | Melodie ICT Tool |
Žavbi et al., 2013 [35] | Assist engineering designers in generating concept designs | Digital tools | Cognitive psychology | Hardware designers | Individual | Experimental comparison | Variety and better chance to find innovative solutions | Lab study | Computer tools |
Ardaiz-Villanueva et al., 2011 [37] | Encourage creativity and analyze classroom atmosphere | Digital tools | Social psychology | Hardware designers | Individual | Experimental comparison | Creativity and affinity | Internet study | Wikideas and Creativity Connector tools |
Benbya et al., 2018 [36] | Develop a distributed-innovation capability | Digital tools | Information management technology | Stakeholders | Not mentioned | Longitudinal experiment | Not mentioned | Field study | Not mentioned |
Murah et al., 2013 [50] | Provides the structure and the platform to contribute ideas | Digital tools | Not mentioned | Stakeholders | Not mentioned | No evaluation | Not mentioned | Not mentioned | Kacang Cerdik |
Howard et al., 2011 [8] | Use internally sourced stimuli | Digital tools | Not mentioned | Hardware designers | Individual | Experimental comparison | Frequency, originality, appropriateness, and unobviousness | Field study | Sweeper |
Fiorineschi et al., 2018 [23] | Make recommendations for new uses for products | Digital tools | Not mentioned | Software designers | Individual | No evaluation | Not mentioned | Lab study | A nine-step method |
Han et al., 2018 [2] | Assist designers to produce creative ideas | Digital tools | Cognitive psychology | Software designers | Individual | Experimental comparison | Originality, usefulness, fluency, and flexibility | Lab study | The Combinator |
Parjanen et al., 2012 [5] | Investigate how brokerage works in a virtual setting | Digital tools | Information management technology | Stakeholders | Individual | Longitudinal experiment | Not mentioned | Internet study | Not mentioned |
Xie et al., 2010 [42] | Manage the whole process of idea and support team creation | Digital tools | Not mentioned | Stakeholders | Individual | Longitudinal experiment | Satisfaction | Lab study | IMS |
El et al., 2017 [43] | Organizations to improve their ways of generating new ideas | Digital tools | Information management technology | Not mentioned | Not mentioned | Not mentioned | Value for actor and organization | Not mentioned | Recommendation system |
Gonçalves et al., 2014 [49] | Report preferences for inspirational approaches | Digital tools | Not mentioned | Software designers | Individual | Not mentioned | Not mentioned | Quantitative research | Not mentioned |
Han et al., 2018 [7] | Create ontologies that facilitate reasoning | Digital tools | Cognitive psychology | Stakeholders | Individual | Expert evaluation | Not mentioned | Lab study | The Retriever |
Yu et al., 2013 [40] | Increases the creativity of ideas across generations | Digital tools | Social psychology | Stakeholders | Not mentioned | Experimental comparison | Not mentioned | Internet study | Internet-scale idea generation systems |
Alessi et al., 2015 [38] | Stay in line with the needs of society | Digital tools | Information management technology | Stakeholders | Group | Longitudinal experiment | Not mentioned | Internet study | Sentiment analysis tool and gamification |
Sadriev et al., 2014 [52] | Build up direct purposefully the innovation development processes | Digital tools | Not mentioned | Not mentioned | Not mentioned | Not mentioned | Not mentioned | Not mentioned | Not mentioned |
Kokogawa et al., 2013 [53] | Provide photographs that are used to support idea generation | Digital tools | Not mentioned | Software designers | Individual | Experimental comparison | Quality | Lab study | GUNGEN-PHOTO |
Bacciotti et al., 2016 [16] | Support product planning in ideation processes | Digital tools | Not mentioned | Hardware designers | Individual | Experimental comparison | Not mentioned | Lab study | CAD |
Munemori et al., 2020 [11] | Use heartbeat variations for creating high-quality ideas | Digital tools | Cognitive psychology | Not mentioned | Not mentioned | Experimental comparison | Usefulness | Lab study | GUNGEN-Heartbeat |
Bayus, 2012 [25] | Maintaining an ongoing supply of quality ideas from the crowd | Guidelines | Social psychology | Stakeholders | Group | No evaluation | Quality and quantity | Lab study | Dell’s IdeaStorm |
Daly et al., 2012 [9] | Define concepts using product characteristics | Guidelines | Social psychology | Hardware designers | Individual | No evaluation | Not mentioned | Lab study | Design Heuristics |
Tanyavutti et al., 2018 [10] | An idea generation method for the concept | Guidelines | Cognitive psychology | Stakeholders | Group | Experimental comparison | Not mentioned | Lab study | Not mentioned |
Yilmaz et al., 2013 [43] | Suggest how to develop new ideas for familiar problems | Guidelines | Social psychology | Hardware designers | Group | No evaluation | Variety | Field study | Design Heuristics |
Inie et al., 2020 [22] | Identify a conceptual framework of ten strategies | Guidelines | Not mentioned | Software designers | Not mentioned | No evaluation | Not mentioned | Field study | Not mentioned |
Westerski et al., 2013 [15] | Collect ideas for innovation from large communities | Frameworks | Information management technology | Stakeholders | Not mentioned | Experimental comparison | Not mentioned | Internet study | Idea management systems |
Jeong et al., 2016 [44] | Lead to a new service idea | Frameworks | Information management technology | Stakeholders | Group | Not mentioned | Not mentioned | Case study | To-Be curve |
Westerski et al., 2011 [19] | Aid in gathering, organizing, choosing, and managing the creative ideas | Frameworks | Not mentioned | Stakeholders | Group | Not mentioned | Not mentioned | Internet study | Not mentioned |
Börekçi et al., 2015 [45] | Provide insights for generating ideas in design thinking | Frameworks | Not mentioned | Software designers | Not mentioned | Not mentioned | Not mentioned | Lab study | Not mentioned |
López-Mesa et al., 2011 [47] | Effects of additional stimuli on the design process | Not mentioned | Cognitive psychology | Hardware designers | Process-based and outcome evaluation | Novelty, variety, quantity, and quality | Lab study | SCAMPER | |
Schlecht et al., 2014 [54] | Influence of resource constraints on idea generation | Not mentioned | Not mentioned | Hardware designers | Not mentioned | Not mentioned | Novelty, appropriateness, technical feasibility, marketability, and clarity | Lab study | Not mentioned |
Luo et al., 2015 [51] | Enhance consumer performance in online idea generation platforms | Not mentioned | Information management technology | Stakeholders | Not mentioned | Not mentioned | Idea quality: adoption intent | Lab study | Not mentioned |
Vasconcelos et al., 2017 [48] | Compare the inspiration effects from these two types of stimuli | Not mentioned | Cognitive psychology | Software designers | Individual | No evaluation | Fluency, diversity, commonness, and conformity | Lab study | Not mentioned |
Liikkanen et al., 2010 [46] | Experimentation in conceptual product design | Not mentioned | Cognitive psychology | Hardware designers | Not mentioned | No evaluation | Not mentioned | Lab study | Not mentioned |
Oldschmidt et al., 2011 [55] | Present stimuli along with a design problem | Not mentioned | Not mentioned | Software designers | Individual | No evaluation | Originality and practicality | Lab study | Not mentioned |
Sozo et al., 2019 [13] | Emotional stimuli for creativity | Not mentioned | Cognitive psychology | Software designers | Individual | Experimental comparison | Quantity, quality, variety, and novelty | Field study | Emotriggers |
Yang et al., 2021 [56] | Understand relationship between users’ social interaction and innovation contribution | Not mentioned | Not mentioned | Stakeholders | Group | Longitudinal experiment | Not mentioned | Lab study | Not mentioned |
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Author | Name of the Tool | Purpose of the Tool |
---|---|---|
Tanyavutti et al., 2018 [8] | Not mentioned | An idea generation method for the concept |
Alessi et al., 2015 [38] | Sentiment analysis tool and gamification | Stay in line with the needs of society and foster collaboration and transparency |
López-Mesa et al., 2011 [47] | SCAMPER | Effects of additional stimuli on the design process and on the creativity of the outcomes |
Jeong et al., 2016 [44] | To-Be curve | Lead to a new service idea and new business models for smart spaces with adequate technology and market feasibility |
Benbya et al., 2018 [36] | Not mentioned | Develop a distributed-innovation capability |
Munemori et al., 2018 [41] | GUNGEN-Web II | Enable the expression of explicit knowledge |
Westerski et al., 2011 [19] | Not mentioned | Aid in gathering, organizing, choosing, and managing the creative ideas offered by the communities established around businesses or organizations |
Yang et al., 2021 [56] | Not mentioned | Understand the relationship between users’ social interactions and innovation contributions |
Bayus, 2012 [25] | Dell’s IdeaStorm | Challenges in maintaining an ongoing supply of quality ideas from the crowd over time |
Yilmaz et al., 2013 [44] | Design Heuristics | Suggest how experienced designers develop new ideas for familiar problems |
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Zhu, D.; Al Mahmud, A.; Liu, W. A Taxonomy of Idea Management Tools for Supporting Front-End Innovation. Appl. Sci. 2023, 13, 3570. https://doi.org/10.3390/app13063570
Zhu D, Al Mahmud A, Liu W. A Taxonomy of Idea Management Tools for Supporting Front-End Innovation. Applied Sciences. 2023; 13(6):3570. https://doi.org/10.3390/app13063570
Chicago/Turabian StyleZhu, Di, Abdullah Al Mahmud, and Wei Liu. 2023. "A Taxonomy of Idea Management Tools for Supporting Front-End Innovation" Applied Sciences 13, no. 6: 3570. https://doi.org/10.3390/app13063570
APA StyleZhu, D., Al Mahmud, A., & Liu, W. (2023). A Taxonomy of Idea Management Tools for Supporting Front-End Innovation. Applied Sciences, 13(6), 3570. https://doi.org/10.3390/app13063570