Johann Christian Karl Henry Riedel

Johann Christian Karl Henry Riedel
  • PhD
  • Principal Investigator at University of Nottingham

About

85
Publications
31,247
Reads
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1,413
Citations
Current institution
University of Nottingham
Current position
  • Principal Investigator
Additional affiliations
January 1998 - present
University of Nottingham

Publications

Publications (85)
Article
Growing dependence on suppliers for production and innovation, together with increasing consumer demands, has prompted recent discussions of the importance of purchasing–marketing functional integration. However, empirical studies are needed to understand how to manage this interface within a new product development (NPD) context. This study, groun...
Article
Full-text available
This study proposes a solution to the challenges of Professional Service Firms (PSF), which are referred to as cat herding, opaque quality and lack of process standardization. These result from misalignment in the mental pictures that managers, employees and customers have of the service. The study demonstrates how the process of articulating a sha...
Article
This research identifies service design strategies to improve outcome-oriented services by enhancing consumers’ emotional experience, while overcoming customer variability. An abductive, multiple-case study involves 12 service firms from diverse online and offline service sectors. Six service design strategies represent two overarching themes: Cust...
Conference Paper
This paper presents the results of a survey of the use of serious games in manufacturing industry. A survey of 106 MBA alumni was conducted by telephone in summer 2014. A main outcome of this survey was the identification of the key business challenges and barriers for SG usage in corporate training. Based upon these findings an analysis of differe...
Conference Paper
Full-text available
The authors analyze the policy discourse on the utility of games for society at the level of the European Union, and for five EU countries, the Netherlands, the United Kingdom, Germany, Italy and Norway. The ongoing study is part of a Research Roadmap developed within the GALA Network of Excellence on Serious Games (2010-2014, EU FP7). The authors...
Chapter
The objective of this chapter is to provide an overview of the different methods that can be used to evaluate the learning outcomes of serious games. These include Randomised Control Trials (RCT), quasi-experimental designs, and surveys. Case studies of a selection of serious games developed for use in higher education are then presented along with...
Conference Paper
Full-text available
The objective of this paper is to review the work on the measurement of the commercial outcomes of serious games in companies and to provide a framework for their measurement in companies. The literature on the evaluation of training and in particular serious games is presented. A systematic literature review of studies of the impacts of business g...
Chapter
Full-text available
This paper describes some of the work that has been done to analyse the New Product Development (NPD) Simulation Game – COSIGA. The NPD process is one of knowledge creation – as the process progresses more knowledge is created by the NPD team members. To deepen the understanding of the knowledge creation process with the Cosiga game a literature re...
Conference Paper
The consensus explanation of Apple's commercial success has been put down to the excellent design of its products and the intuitiveness of the products' user interfaces. This paper uses a case study of Apple and its recent products to explain its commercial success and build a conceptual model of product-service offerings. Apple's key innovation wa...
Article
Full-text available
In this article, management strategies for participation during requirements elicitation are analysed. Using an outline of research factors derived from method engineering and strategic collaboration factors, this article presents an exploratory case study that was conducted within a high tech company to determine themes for managing participation...
Conference Paper
Full-text available
Serious games (SGs) have been used in the education of students and professionals for decades, but still have not reached their full potential, despite the large consensus they have gained recently. The entertainment game industry is a rapidly developing phenomenon, with a high market potential, enabled and enhanced by technological innovation. The...
Article
Full-text available
This paper presents a framework for understanding how serious games can be used by companies. Serious games are games that educate, train and inform; and they have been shown to be successful as a learning method for conveying skills on complex tasks. It could therefore be expected that serious games would play an important role within corporate tr...
Chapter
Full-text available
The objective of this paper is to review the work on the measurement of the commercial outcomes of serious games in companies and to provide a framework for their measurement in companies. The literature on the evaluation of training and in particular serious games is presented. A systematic literature review of studies of the impacts of business g...
Conference Paper
Full-text available
The authors analyze the policy discourse on the utility of games for society at the level of the European Union, and for five EU countries, the Netherlands, the United Kingdom, Germany, Italy and Norway. The ongoing study is part of a Research Roadmap developed within the GALA Network of Excellence on Serious Games (2010-2014, EU FP7). The authors...
Conference Paper
Full-text available
This paper arises from work ongoing in the GALA (Games and Learning Alliance – Network of Excellence for Serious Games). An exploratory set of case studies were carried out to understand the benefits, barriers and enablers of adopting serious games in companies and non-educational organizations. Serious games are games that educate, train and infor...
Conference Paper
Full-text available
This research focuses on how the implementation of strategic change can lead to new service development. To this end we examine a technology-based SME that implemented a new strategy of corporate social responsibility (CSR) and how this strategic change led to the development of a new service offering. There is increasing pressure on SMEs – pressur...
Conference Paper
The application of serious game arising from their capability to present learning and entertainment simultaneously has been emerging as a popular learning tool in various domains, although they have not reached to the highest potential yet at least in the manufacturing and engineering domain. One of the main reasons could be an extensive fragmentat...
Article
Full-text available
Requirements elicitation is an early phase process in systems development that captures user needs and represents them as a set of requirements. In view of increasing demand for products and services that target mass markets, requirements analysts have begun emphasising the need for participation of end users and customers during elicitation. This...
Article
Full-text available
There is a growing recognition of the opportunities of innovation through experience staging. The literature, however, tends to focus on high‐profile examples of firms from largely hedonic sectors, such as entertainment and hospitality. These cases provide vivid and persuasive examples, but they fail to address how firms outside these sectors can j...
Article
Full-text available
More and more firms are entering into alliances and coalitions to deliver competitive customer solutions, and there is a need to establish a common and recognised methodology in order to evaluate and qualify the impact of such company partnering on collaborative networks. These measures are necessary for informing decisions to admit/omit partners,...
Chapter
Full-text available
The objective of this chapter is to provide an overview of the different methods that can be used to evaluate the learning outcomes of serious games. These include Randomised Control Trials (RCT), quasi-experimental designs, and surveys. Case studies of a selection of serious games developed for use in higher education are then presented along with...
Article
Full-text available
This paper reports on the evaluation methods and findings from serious games for teaching engineering and manufacturing. Two serious games are considered: Cosiga, a new product development simulation game and Beware, a risk management simulation game. These two games cover the front and middle parts of the engineering process – from design to manuf...
Article
Full-text available
Serious games have proved to be an important tool in supporting the education and training at schools and universities as well as for vocational training in industry. Most games designed for educational or vocational use are designed for a very narrow purpose, mostly for mediating a small range of skills to a specific target group. This paper outli...
Conference Paper
Full-text available
Corporate managers are constantly looking for more effective and efficient ways to deliver training to their employees. Traditional classroom methods have been used for a long time. However, in the last decade electronic learning technology has gained in significance. Serious Games are games that educate, train and inform using entertainment princi...
Conference Paper
Full-text available
Serious games have been used in the education of students and professionals for decades, but still have not reached their full potential. Serious Games have been used in civil education since the 1950’s and also for the education of engineering students they have been used for decades, but still they have not reached their maximum diffusion. A vari...
Article
This chapter explores the relationship between emotional design and customer experience. It begins with an introduction to the concept of emotional design, comprising behavioral, visceral, and reflective elements. Next, the nature of service experiences is examined, leading to a framework that classifies services according to their functional and e...
Conference Paper
Full-text available
Serious Games are games that educate, train and inform using entertainment principles. Serious Games have the potential for application in companies. However, less investigation has been focused on how to integrate Serious Games in to companies. The authors have developed a classification framework to help understand the different ways serious game...
Article
Governments worldwide are recognising the reality and challenges of aging societies. Aging is often accompanied by increased incidence of impairments in the physio-motor, sensory and cognitive domains, as well as health problems, reduced socialisation, poorer finances, reduced sense of purpose and sometimes marginalisation from society. Technology...
Conference Paper
Full-text available
It has been widely suggested that accessibility to technology for older people could be improved by the provision of adaptive user interfaces. However there has been little practical work in the area. The MyUI project sets out to explore this area and to build infrastructure and three demonstrator applications based on interactive TV technology. Th...
Chapter
Full-text available
While collaborative planning and relationship quality are considered key contributors to supply chain performance, their mechanisms and linkages remain unclear. In order to help address this issue this book chapter introduces and unpacks the concepts of collaborative planning and relationship quality and investigates their role in supply chains. A...
Article
Nadolski, R. J., Baalsrud-Hauge, J., Boyle, L., Riedel, J., & Luccini, M. (2011, 2 December). Game over? What hampers the major uptake of serious games? Discussion session at Online Educa Berlin, Berlin, Germany.
Conference Paper
Full-text available
In this paper, literature is used to identify and compare three methodologies for enabling customers to participate in co-creation. It shows that: (i) existing methodologies are mainly top-down approaches focusing on iteratively breaking down customer needs into system requirements, (ii) a unified model based on existing methodologies can be develo...
Conference Paper
Full-text available
This paper arises from work ongoing in the GALA (Games and Learning Alliance - Network of Excellence for Serious Games). As part of GALA, a comprehensive state of the art analysis of existing serious games for the business and industry domain (loosely defined) was undertaken. A categorisation of the identified serious games was developed in order t...
Article
This chapter reports on the evaluation methods and findings from serious games for teaching production/ engineering. Two serious games are considered: Cosiga, a new product development simulation game and Beware, a risk management simulation game. These two games cover the front and middle parts of the engineering process - from design to manufactu...
Conference Paper
This paper presents the findings of an evaluation of an innovative ICT tool (Melodie) for the generation of ideas in the early stages of innovation. An early prototype of Melodie was experimented with in two workshops. The results of this testing of Melodie are reported in the paper. The paper analyses the number, quality and improvements made to t...
Article
Full-text available
The value of design is increasingly recognised, but design is often overlooked in favour of R&D in the measurement of innovation. Design is difficult to define, which makes it difficult to measure in financial terms. R&D was previously considered difficult to measure, but, as it is now well defined, financial measures of R&D have been established....
Conference Paper
New paradigms such as Open Innovation and User Centred Design as well as User Centred Open Innovation Ecosystem promote a distributed collaboration approach. However, a number of identified distances abundantly described in the literature, raise collaboration barriers which affect the effectiveness and efficiency of collaboration. This paper presen...
Conference Paper
Full-text available
Some writers have claimed we are now in an ‘experience economy’, in which companies compete not by selling products, or even services, but by creating holistic customer experiences. These experiences are designed to target customers' emotional responses, to generate loyalty and positive word of mouth. This paper adds to the nascent body of research...
Article
The importance of research and development (R&D) and innovation at a national level is well established. Both are perceived to be essential contributors to future national productivity and economic performance.
Article
Full-text available
Purpose – The purpose of this paper is to implement the simulation game in the cultural comparison study so as to understand the impact of cultural differences on the team interaction. Design/methodology/approach – In order to focus on the factor of “national culture” and avoid other factors which can affect the results, this paper conducted a sim...
Article
Full-text available
Recognising the growing importance of design, this paper reports on the development of an approach to measuring design at a national level. A series of measures is proposed, that are based around a simplified model of design as a system at a national level. This model was developed though insights from literature and a workshop with government, ind...
Conference Paper
It is recognised that companies in almost every sector are making a transition from selling products to innovative, integrated product-service packages. These packages deliver the benefits to customers while generally removing the requirement for ownership of products. The purpose of this paper is to establish the importance of studying design's ro...
Conference Paper
This paper aims to explore leadership styles in relation to the management of design. The paper is based on the analysis of data collected during a multiple-case study of the role of design in business. The study involved interviews with senior managers in six case companies. The paper proposes a typology of design leadership, which defines some ch...
Article
Full-text available
Purpose The purpose of this paper is to advance the understanding of product‐service systems (PSS). It uses a multiple method approach to analyse literature and cases and synthesise a framework for the understanding and investigation of PSS. It demonstrates the need to consider the “organisation” or network, of firms involved in defining, designing...
Conference Paper
Recognising the growing importance of design at a national level, this paper reports on the development of a suite of measures relating to national design performance. These measures are based around a simplified model of design as a system at a national level, developed through a workshop with government, industry and design sector representatives...
Conference Paper
Full-text available
This paper reports on some of the significant findings of the MADRID project - "Market Demands that Reward Investment in Design". The origin of the project wasas a follow up, and development of, the earlier CID - "Commercial Impacts of Design" study (Roy & Potter, 1993). CID was undertaken by the Design Innovation Group, from 1987-90, as a study of...
Article
Full-text available
This paper aims to explore leadership styles in relation to the management of design. The paper is based on the analysis of data collected during a multiple-case study of the role of design in business. The study involved interviews with senior managers in six case companies. The paper proposes a typology of design leadership, which defines some ch...
Chapter
The aim of this paper is to assess the readiness of UK logistics companies to adopt RFID technology, trying to understand whether, and when, it will be adopted in large scale. The first barrier to a new technologies adoption is awareness – are the potential users aware of the new technology and its potential benefits? Once potential users are aware...
Article
Full-text available
As companies struggle to develop new products for the global market, more firms are facing the need to access the most critical resource for New Product Development (NPD) – people. This geographical dispersion means separation not only by time and distance, but also by cultural differences. One of the challenges in managing global teams is interact...
Article
The paper explores decision-making rationale when making trade-offs in design. A case study of a mass-market car manufacturer was conducted using interviews, qualitative questionnaires and observation. It revealed that decision-making practices in trade-off situations depend on the way that decision makers perceive the relative importance of design...
Conference Paper
Full-text available
As companies struggle to develop new products for the global market, more firms are facing the need to access a critical resource for new product development (NPD) - people - that are dispersed throughout the world. This geographical dispersion means not only that those involved in new product activities are physically separated by time and distanc...
Conference Paper
Full-text available
This study aims to improve the understanding of the rationale behind decision trade-offs in design. A case study of a mass-market car manufacturer was conducted, through interviews, qualitative questionnaires and observation. The study revealed that decision making practices in trade-off situations follow a series of patterns, in the way that decis...
Article
This paper reports on the findings from an empirical study of the knowledge creation process within product development teams. Previous writings on knowledge, information, creativity, etc have been dominated by definitional discussions, prescriptive models, and debates about the social basis of knowledge, etc. A large proportion of research has foc...
Conference Paper
Full-text available
The challenge for industrial companies is to demonstrate their capability to enter a VE cooperative scenario on a plug-and-play basis. There is a need to establish a common and recognised methodology and tools in order to evaluate and qualify companies as far as their cooperation readiness is concerned. The ARICON project aims at defining a coopera...
Conference Paper
Full-text available
This paper provides an overview of the ARICON1 project and some of its findings to date. ARICON aims to develop a readiness assessment tool and methodology, for evaluating companies’ capability to enter and perform in a Virtual Enterprise arrangement. This paper reports on the empirical stage of the project, namely the elicitation of typical proble...
Article
Full-text available
Multi player multi-media simulation games (MMSG) are great methods for experiential learning. They create awareness, understanding and new knowledge about complex systems that would be very costly, even impossible to gain in practice through trial and error. For students, the simulations are very effective way of experiencing and understanding conc...
Article
This paper describes the rationale of a multimedia computer based simulation game of concurrent engineering for use on university engineering courses and for the training of engineers in industry. It describes: the methodology and results of the analysis of academic and industrial user needs. This included interviews and focus groups with users and...
Article
Full-text available
This paper presents results from a project entitled ‘MArket Demands that Reward Investment in Design’ (MADRID). Among other aims, MADRID seeks to identify the contribution of design and innovation to product competitiveness in different markets.The paper provides a conceptual analysis of the role of design and innovation in product competition. The...
Article
Reports on research based on the results of a survey of design management in the UK mechanical engineering industry. Considers the issue of which aspects of production were considered in the design of products and when. Demonstrates that at the prototype stage production aspects became the most important. This shows that the manufacturability of th...
Article
The research reported here arose from a survey of product design and CAD use in the mechanical engineering industry. The proportion and characteristics of CAD user firms were identified. The types of drawing and design analysis in use were investigated. The stage of the design process in which CAD was used was also examined. The impact of CAD on de...
Article
Over the last two decades, Japanese products have challenged Western ones, not only in terms of cost but also on quality, reliability and delivery. This has meant that meeting customer needs on time has now entered the competitive equation. Hence, in the 1990s, time to market (TTM) has become a focal point in achieving competitive advantage in the...
Article
This paper reports upon the latest research carried out by the authors into the management of product design and specifically the integration of design and production functions within firms. The paper addresses the issue of how management can achieve integration between design and production functions through the use of concurrent engineering. It s...
Thesis
Digitized version available at EThOs, British Library Electronic Theses Online Service
Article
The research reported here derives from a recently completed questionnaire survey of the UK mechanical engineering industry and a series of follow-up case studies. The case studies investigated the product design strategies adopted by firms for achieving competitive edge. It was found that companies were consolidating their product ranges and incre...
Article
This paper focuses on the under-researched interaction of manufacturing strategy and design. A review of the manufacturing strategy literature and its consideration of design is followed by an analysis of the strategic choice between sequential and simultaneous engineering for the introduction of new products. Two case studies are used to highlight...
Chapter
The research reported here derives from a recently completed questionnaire survey of the UK mechanical engineering industry and a series of follow up case studies. The case studies investigated the product design strategies adopted by firms for achieving competitive edge. It was found that companies were consolidating their product ranges and incre...
Article
As companies struggle to develop new products for the global market, more firms are facing the need to access a critical resource for new product development (NPD) -people -that are dispersed throughout the world. This geographical dispersion means not only that those involved in new product activities are physically separated by time and distance,...
Article
Full-text available
Some writers have claimed we are now in an 'experience economy', in which companies compete not by selling products, or even services, but by creating holistic customer experiences. These experiences are designed to target customers' emotional responses, to generate loyalty and positive word of mouth. This paper adds to the nascent body of research...
Article
Full-text available
It is recognised that companies in almost every sector are making a transition from selling products to innovative, integrated product-service packages. These packages deliver the benefits to customers while generally removing the requirement for ownership of products. The purpose of this paper is to establish the importance of studying design's ro...
Article
Full-text available
This paper reports on the findings from an empirical study of the knowledge creation process within product development teams. Previous writings on knowledge, information, creativity, etc have been dominated by definitional discussions, prescriptive models, and debates about the social basis of knowledge, etc. A large proportion of research has foc...
Article
Full-text available
This paper reports on the findings from an empirical study of the knowledge creation process within physical and virtually collocated product development teams. Given that dispersed/ distributed/ virtual design teams are increasingly the norm in product development it is important to understand the dynamics of these types of teams. This study uses...
Article
Full-text available
This speculative paper presents research questions concerned with the transition from manufacturing to service in firms and the role of design in firms making it. The transition is recognised in the marketing and operations-management literatures but the business implications are not fully understood, leaving scope for empirical research to fill th...
Article
Full-text available
The 10th International Conference on Concurrent Enterprising (ICE) provides an excellent opportunity to reflect on the history of the conference and how it has developed and evolved over the last 10 years. The purpose of this paper is to present a detailed analysis of the papers that have been presented within this ICE community since it was establ...

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