Designing a tool to increase Collaborative Innovative Capacity in public - private organisational partnerships

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Abstract

Collaborative Innovation can serve to elevate the production potential of firms and organisations as well as preparing them for the future. This process of two organisations collaborating together is very complex and becomes even more difficult when organisations are large and very different in their organisational culture or function. This research describes the design of a tool to aid Collaborative Innovative Capacity in public - private organisational partnerships. The research is based on a case study within the Dutch national rail infrastructure management organisation and focuses on the relationship between this organisation and its maintenance contractors. Through literature research and semi-structured interviews the studied situation is found to consist of two parties trying to innovate together using an imperfect collaborative system. Their separate, struggling relationships with this system are not shared or understood by the other party. This gives rise to a wall of misunderstanding. The designed tool is based on the assumption that through better understanding of the barriers which are present in the other party’s struggling relationship with the collaborative system, the wall of misunderstanding can be lowered which in turn increases Collaborative Innovative Capacity in the public - private organisational partnership. This tool takes the form of a serious game which presents players with scenarios which (potentially) hinder them in their game objective. These scenarios are representations of real-world barriers to innovation. Through confronting players with scenarios which are related to another organisational role than the one they occupy in their professional life, they should gain new perspectives about the struggling relationship of the other party with the collaborative system. Thereby lowering the wall of misunderstanding and increasing Collaborative Innovative Capacity. The results of the design and preliminary testing show that the developed serious game does have an effect in the form of gained attitudes towards the importance of sharing different experienced barriers towards innovations with one another. However measurements show no actual newly gained insights into practical barriers which were not already known to the players. While further research, more extensive testing and measurements, and further specification and expansion of scenarios can be undertaken to increase the value of this tool, after reconsideration a revised design objective is formulated which focuses on the interaction between the participants and relaxes its rigid view on the wall between them. This could yield a tool which is more in tune with the essence of the problem which would also cause it to be much simpler in nature.