DEVELOPING INTERACTIVE ECOSYSTEM ON IMPROVING CREATIVITY, INNOVATION, PATENTING, AND LICENSING, PARTICULARLY IN LIFE SCIENCES
Istanbul University (TURKEY)
About this paper:
Appears in:
ICERI2014 Proceedings
Publication year: 2014
Page: 4824 (abstract only)
ISBN: 978-84-617-2484-0
ISSN: 2340-1095
Conference name: 7th International Conference of Education, Research and Innovation
Dates: 17-19 November, 2014
Location: Seville, Spain
Abstract:
In the development of creativity, innovation, patenting, and licensing in technology-based economies, different environments affect significantly the success of the new startups at the universities. Therefore, interactive ecosystems, where need assessments, ethnographic field studies, observations, and focus groups are strategically used, have significantly transformed and transcended the mindset of the participants, especially for those who have great potential in life sciences.
In this study, what the effects of different interactive ecosystems are on improving creativity, innovation, patenting, and licensing is critically transferred by showing different real examples in life sciences. Additionally, how ethnographic studies affects the participants in the process of the creating innovative products is given in the interactive ecosystem in which the target participants have become more active by developing empathy. By developing a new interactive ecosystem, specifically in the hospitals, participants’ behaviors and attitudes have changed and they have become more engaged to the problems and the needs of the patients.
Hence, in this workshop, the translational research environment is taken as an interactive environment to show the sustainable circles from the patients’ bed to the laboratories, from the laboratories to the TTOs to have their patents, and from the attorney to the startups and to corporates, in which the licensing period is critically short comparing to the other systems.
In order to understand the reliability and validity of the system, the phenomenological interpretive analysis is used to investigate, in a new interactive ecosystem, which is the translational research center. In that way, mainly the graduate level students’ and the experienced researchers’ behaviors and attitudes are analyzed by training them ethnographic studies tools in order to improve empathy. The results show that, those who have more empathy comparatively than those who do not have, have better results in developing creativity, innovation, patenting, and licensing since their products are directly related to the touchable and urgent needs. It is no doubt that, the participants have learned how to make marketing research and developing business models in order to be profitable for themselves and for their universities by means of royalties.
The four different studies show that only 6 weeks is enough to become more active, engaged, and empathetic in order to develop new and technologically innovative products and services. The interactive ecosystems help them to be more aware about the needs, especially in life sciences due to the fact that all the stakeholders, doctors, patients, nurses, other medical people, and patients’ close relatives and friends are close each other to share their thoughts, ideas, and needs. Additionally, new ICT gadgets help them to be much closer in terms of the knowledge transfer. Hence, the awareness of the participants help to collect right data to transform to the new products and services which can be licensed easily.
In this workshop, the real cases will be given in der to help the audience to develop new interactive ecosystems. The behaviors and attitudes of the participants change because their selected attention and awareness are improved. The interactive communication and teamwork capacity have increased to developed innovative products and services, which have high market values. Keywords:
Interactive Ecosystem, Creativity, Innovation, Patenting, Licensing, Life Sciences.