MKGT 514 PSU Wearable Devices for Therapeutic Use discussion use research paper include all the missing part .main part paragraph 2 .also use the same paper to do a poster ,follow the exact same poster attach ,just edited it Alexandra Washington
February 10, 2019
MKGT 514
Research Phase II: Industry Analysis and Research Idea
According to the United States Census Bureau the population is significantly older than it was 16
years ago (Newcomb and Iriondo, 2017). This ever-growing population of aged Americans has lead to
ongoing changes in the healthcare industry with wearable technologies becoming more and more popular.
Wearable technologies are categorized as wearable computers that can be integrated into a persons
clothing or personal accessories [and] is capable of storing and processing data, and enabling real-time
data to be exchanged between a network and the device, (Nasir and Yurder, 2015). Primarily used to
track and collect health and fitness data, wearable technologies offer promising benefits in the
management of chronic diseases (Goncu-Berk and Topcuoglu, 2017). Rheumatoid Arthritis (RA) is a
chronic inflammation disorder affecting many joints, especially those in the hands, feet, and knees, affects
people around the world everyday, limiting mobility, causing bone erosion, and joint deformity. In recent
years innovations in wearable technologies for the treatment of patients suffering from RA has grown but
understanding why people accept or reject these technologies based on their user experience (UX) is
imperative to their understanding their sustainability in the marketplace. This paper will briefly examine
two new technologies in RA treatment and patient attitudes toward the innovation.
Therapy gloves, or smart technology gloves, have been used for many years by healthcare
professionals in rehabilitation for stroke patients, but in 2017 Gozde Goncu-Berk and Nese Topcuoglu
released a study on their smart glove specifically developed for persons suffering from Rheumatoid
Arthritis. Their prototype was developed to seek solutions to the following three problems: 1. pain
control through compression and electrical stimulation, 2. treatment of joint deformities, and 3.
wearability (Goncu-Berk, et al 2017). They found that users were at first reluctant to use the glove
because they fail to meet the norms of social interaction but saw it as a viable alternative to medications
(Goncu-Berk, et al 2017). Yang Qiu, Kun Man Li, Eng Chuan Neoh, Huiguo Zhang, Xin Yue Khaw,
Xiuyi Fan, and Chunyan Miao studied FunKnee, a novel sensor equipped knee support paired with
mobile device-supported games, specifically designed for TKR rehabilitation (Qiu, Y., Li, K. M., Neoh,
E. C., Zhang, H., Khaw, X. Y., Fan, X., & Miao, C., 2017). The FunKnee, uses human-centered design
theory to develop the games that go along with the rehabilitation therapy. Unlike Goncourt-Berk who
collected data from patients, they surveyed practicing physiotherapists who all agreed the fun knee would
be clinically useful to them in terms of increasing care continuity, exercise compliance and overall
effectiveness, (Qui et al, 2017).
Wearable electronics have revolutionized the way we cope with health issues, but perceptions of
both doctors and patients based on UX is imperative to their success in the marketplace. Looking
specifically at the treatment of RA two studies found that given the newness or public perception of the
device users were reluctant to use the innovations. Still physicians and patient promises for improved
quality of life encouraged support for further adoption and increased innovation in wearable electronics.
Research Idea
?
Innovations in wearable electronics in the healthcare field and the perceptions of both patients
and doctors based on UX.
?
How does UX inform innovations in wearable electronics in the healthcare field and does an
innovations country of origin impact its marketability?
References
Goncu-Berk, G., & Topcuoglu, N. (2017). A Healthcare Wearable for Chronic Pain Management. Design
of a Smart Glove for Rheumatoid Arthritis. The Design Journal, 20(sup1), S1978-S1988.
Nasir, S., & Yurder, Y. (2015). Consumers and physicians perceptions about high tech wearable health
products. Procedia-Social and Behavioral Sciences, 195, 1261-1267.
Qiu, Y., Li, K. M., Neoh, E. C., Zhang, H., Khaw, X. Y., Fan, X., & Miao, C. (2017, April). FunKneeTM: A novel smart knee sleeve for Total-Knee-Replacement rehabilitation with gamification. In
IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH). IEEE (pp. 18).
Whats New in Product Design? Exploring Interrelationships among
Biomimicry, Design Newness, and Product Innovation for
R&D Ventures in Shoes Industry
Trenton Hagen, Travis Woolfenden, Matthew Reinert, and Cody Puza
Undergraduate Marketing Students, Wilkes University
Abstract
An innovation needs a multitude of characteristics in order to make
a difference and become successful in the global market. Finding
ideas for an innovation can be difficult for anyone and the use of
biomimicry can help revolutionize that process. Alongside
extracting ideas from the natural world; finding new product ideas
for consumer wants and needs can be just as beneficial. Regardless
of where the inspiration for these ideas come from, they need to
have some levels of design newness. Both technology and design
innovations are inspired by biomimicry, product innovation, and
design newness leading to R&D ventures incorporated into the
design itself. These interrelationships will have a positive effect on
the consumer acceptance of new product innovations.
Introduction
Sustainability is defined as the ability to be maintained at a certain
rate or level. Sustainable products are those products that provide
environmental, social and economic benefits while protecting
public health and environment over their whole life cycle, from the
extraction of raw materials until the final disposal. Sustainability
is mostly done by decreasing ones carbon footprint, recycling,
reducing over consumption, ect.
A products design newness can be defined as the degree to which a
product exhibits visual attributes which are similar to those of
competitors or other category members. The newer the product
design, the less similar it will be to other category members.
Another way this concept can be defined is product innovativeness.
This is characterized by new products that embrace either radical
or incremental technological changes that impact our society.
(Arora and Arora, 2017).
Businesses are seeking a more efficient and natural way of product
innovation such as biomimicry. Biomimicry is an approach to
innovation that seeks sustainable solutions to human challenges by
emulating natures time-tested patterns and strategies. The goal is
to create products, processes, and policiesnew ways of living.
With our Sorbothane shoes — we are using bamboo fabric. It is a
biodegradable, renewable, and natural resource that is known for
its strength and flexibility. This material will give us a reputable
product over our competitor (Griffith and Rubera, 2014).
Technological innovation refers to the functionalities of the
products. Design innovation refers to changes in the external
appearance. Tech innovation is internal therefore less observable,
while design innovation is external appearance so is much more
observable. Tech addresses prevention needs, such as the desire
behave in a safe and secure way. Design addresses promotion
needs and even the desire to separate oneself from others.
Product innovation is critical for firm survival, as well as,
increasing market value. Product design relating to the Gestalt
theory deals with how consumers view our product as a whole.
With a innovative product such as sorbothane shoes and using
natural raw materials such as bamboo, it will be physically as well
as visually aesthetic. The shoes will have a unique design and look
that will serve as a benchmark for the shoe industry.
CASE STUDY 1: AMEOBA SHOE
A great example of an innovation that has the traits
to revolutionize the shoe industry is The Amoeba Shoe.
The Amoeba Shoe synchronizes with the shape of the
users foot. This allows for a perfect fit with the use of
less materials and fabric. Derived from the use of
growing Protocells, this shoe is able to to adapt/change
to the shoes use. As the users foot impacts a surface,
the Amoeba Shoe adapts to fit their needs. This use of
biomimicry is revolutionizing the way we create fabric.
Opening new doors to the way we manufacture material.
According to www.thisisalive.com, The Amoeba
surface-adapting trainer proposes to use 3D printed
biotechnology to create a second protocell skin around
the wearers foot. The effect for the athlete is that the
protocell synchronizes to the individual foot because this
living technology is responsive and reconfigurable,
adapting in real time to the current activity of the runner
by adding extra support in high impact areas. Although
this technology has yet to hit the market, this is
something that must be looked at as a new innovation
that can offer many benefits to the shoe industry as it
gives many a glimpse of what the future can hold.
Our Product Innovation
We plan to create a shoe that provides consumers comfortability,
while still supporting their feet. Sorbothane absorbs up-to 94.7 of
the impact energy the foot endures and bamboo offers excellent
fabric that exceeds cotton.
Sorbothane
Sorbothane is the brand name of a synthetic viscoelastic urethane
polymer used as a shock absorber and vibration damper. It is
manufactured by Sorbothane, Inc., based in Kent, Ohio.
Sorbothane is used in many industries that include:
Aerospace & Aeronautical
Consumer & Commercial Products
Industrial & Manufacturing Equipment
Medical Equipment
Mobile & Electronic Devices
Precision Laboratory Equipment
Sporting Goods
Transportation and Shipping Logistics
We present theoretical and managerial
implications for researchers and product
managers in developing environmentally
sustainable innovations by understanding
new product design and technological
innovations along with biomimicry.
(https://www.sorbothane.com)
References
CASE STUDY 2: TOMS SHOES
TOMS founder, Blake Mycoskie, became friends
with children in an Argentina village. He realized that
they did not have suitable footwear to protect their feet.
So, in 2011 Blake introduced a one for one program.
This program would donate one pair of shoes for every
pair of shoes sold. TOMS has given away more than 35
million pairs of shoes to children in need. TOMS is also
set to introduce TOMS Roasting Co. where with every
bag of coffee purchased, TOMS will provide a whole
weeks worth of water to a person in need (Hippel, Jong,
and Flowers, 2012).
Conclusion
Bamboo Fabric
Bamboo fabric has been used in bed sheets, clothing, socks,
bathing suits, etc. Our plan is to integrate this fabric into the inside
of our shoes for a more comfortable and breathable lining. Bamboo
looks like a much more expensive fabric such as silk or cashmere,
is durable, has a soft feel, a unique luster, and has the ability to
make bright colors. The antibacterial properties of the fabric are
perfect for keeping odor at bay. The absorbent properties make the
intimate apparel more comfortable as it doesn’t stick to the skin
like cotton would and can keep a person cooler during the hotter
months or during physical activities.
Sustainable
Eco Friendly
Biodegradable
Hypoallergenic
More absorbent than cotton
UV protective
Breathable and thermo-regulating
(https://bamboofabricstore.com/)
Arora, Anshu S., and Amit Arora, (2017).
WYSIWYG – Seeing is Believing: Consumer
Responses to Levels of Design Newness, Product
Innovativeness, and the Role of Country-ofOrigin, Journal of International Consumer
Marketing, 29(3), pp. 135 161.
What Is Biomimicry? Biomimicry Institute.
(n.d.). Retrieved March 21, 2018, from
https://biomimicry.org/what-is-biomimicry/
Griffith, D. A., & Rubera, G. (2014). A CrossCultural Investigation of New Product Strategies
for Technological and Design Innovations.
Journal of International Marketing, 22(1), 5-20.
Hippel, E. A., Jong, J. P., & Flowers, S. (2012).
Comparing Business and Household Sector
Innovation in Consumer Products: Findings from
a Representative Study in the UK. Management
Science, 58 (9), pp. 16691681.
Talke, K., Muller, S., & Wieringa, J. (2017). A
matter of perspective: Design newness and its
performance effects. International Journal of
Research in Marketing, 34(2), 399-413.
Pricing
We plan to make our shoes affordable, while still maintaining a
consistent economic profit. Our shoes will be sold at a price of
$250.00. When a customers shoe worns out, s/he will have the
opportunity to trade in the shoe (assuming the shoe is in reasonable
condition) and only pay $10 for a brand new pair. This allows us to
recycle previous shoes for future production, as well as, ensure
customer satisfaction with the renewal of defective shoes.
Contact Information
Trenton Hagen
Travis Woolfenden
Matthew Reinert
Cody Puza
trenton.hagen@wilkes.edu
travis.woolfenden@wilkes.edu
matthew reinert1@wilkes.edu
cody.puza@wilkes.edu
Ideate-Generate: Design Thinking and User Experience (UX) for Sustainable
Impact on Global Product Development
Alexandra Washington and Samira Soumahoro, MBA Students, School of Business and
Public Administration, University of the District of Columbia, Washington DC, USA
Abstract
Recently user experience (UX) has become a critical component of product innovation. Research
and development teams often use this data to help determine a products potential prior to going
to market. As companies are increasingly becoming global, products and services must be
developed to meet the needs of global users. Understanding how the country of origin impacts a
specific users experience and their desires is just as important to new product development. This
paper examines how user experience impacts the development of new innovations globally.
Additionally, we examine and address the following research questions.
How do companies ideate and generate design thinking through UX for new product
development worldwide?
How does the UX data collected from user feedback of users around the world encourage
ideas for new product development?
How can companies redesign and redevelop products to meet new user needs, or generate
raw ideas for designing new products designed based on UX.
Our research focuses on an innovation idea based on UX in
industry across emerging
economies.
Key Words: ideate, generate, user experience, raw idea, design thinking, innovation, user needs,
world economies
INTROUCTION AND REVIEW
In Times New Roman, double spaced, 12 font size, Not Bold, flushed left
Write ONE generic paragraph about ideation (raw idea), user experience,
and design thinking in developed and emerging economies. (AT LEAST 2
RECENT IN-TEXT CITATIONS
USE GOOGLE SCHOLAR IN
ADDITION TO THE PAPERS PROVIDED)
Write 2 paragraphs — Define ideation-generation. Write about developed
and emerging economies
define design thinking, UX and business innovation
models across the industry of your choice with respect to developed and emerging
economies. You may provide (very) brief examples of competition
(https://www.bbc.com/news/business-43735023) versus collaboration
(https://www.bbc.com/news/business-36283661). (AT LEAST 2-3 RECENT
IN-TEXT CITATIONS
USE GOOGLE SCHOLAR IN ADDITION TO
THE PAPERS PROVIDED)
Write – in 2 paragraphs – about design thinking, raw idea, user experience
and user feedback on product innovation, better production, efficiency, and product
development. (AT LEAST 2-3 RECENT IN-TEXT CITATIONS
USE
GOOGLE SCHOLAR IN ADDITION TO THE PAPERS PROVIDED)
Finally LAST 2 paragraphs:
This research contributes to developed and emerging economies by providing innovative
models of success for businesses globally through ideation and generation framework (use value
creation framework from Raw Idea Paper). To this end, this paper addresses three research
questions that deserve further attention to ?ll the gap in the extant literature.
Mention your research questions here. Explain them in detail. Why are those questions important
for research?
After mentioning the questions (in detail), write one more paragraph about value creation
framework, raw idea, UX, developed and emerging economies, incremental and radical
innovations, and provide 2 or 3 hypotheses!!!
Example of hypothesis:
Hypothesis: The positive effect of UX in design of a (global) new innovative product will be
strengthened as (incremental and radical) product innovation capability increases in emerging
economies as compared to developed economies.
(AT LEAST 2 RECENT IN-TEXT CITATIONS
USE GOOGLE
SCHOLAR IN ADDITION TO THE PAPERS PROVIDED)
LAST PARAGRAPH:
In the following sections, we examine the
. industry in detail. We further focus on at
least two innovations in the industry discussed. Thereafter, we introduce our design innovation
for emerging economies. The study concludes with discussions and implications for contribution
of design and innovative models in the
. industry across emerging economies.
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