Insert Coin’s Science department aims to use the behavior principles for the area of science, supporting the successful commercialization of research competencies, capabilities and the results from the research done by Insert Coin to its clients and end users.
The overall objectives for Insert Coin in the field of Science is to develop, test and provide new models, techniques and proceedings for research commercialization that enable Insert Coin in collaboration with universities and research institutions to market their research more effectively.
The approach uses existing techniques from businesses and Technology & Innovation collaborations.
Essentially there are two main goals in the commercialization process: research institutions and industry companies interested in purchasing research outcomes or capabilities.
The process in GWEN Science
Extracting value in the form of research-based technologies and innovations from the University and research organizations is a challenge. Differing priorities between research institutions and industry have been sighted as a reason for this. Therefore, a strategic collaboration is needed in order to assess and extract value from research most effectively. GWEN Science shall be the link between research and business value in both directions between Universities and Industries.
The special feature of GWEN Science is the determination of the behavior principles, in particular, the gamification area, as the starting point for all research activities. GWEN Science is generally focused on technology-intensive partnerships but can also be applied in all disciplines of research in behavior mechanisms. Industries engaged in research and development is identified as the key target market. This leads to research customers, who are willing to invest for scientific research, being the center of consideration.
Adam Palmquist is a master in media history and a certified teacher and is currently doing his PhD studies with emphasis in gamification/spelifiering. He’s written the book ’Det spelifierade klassrummet’ which is the first book in Swedish about gamification.
Adam has many years of experience working as a developer, advisor and as a consultant for many different incubators, science parks, businesses and schools.
A user fanatic. From Jan’s point of view, it’s all about the user! For him, when it comes to digitally transforming our lives – and the world – into something better, it all comes down to us humans and our behaviour and needs.
Regardless of the business or service in question there are users with needs to fulfil and who behave in a particular way because of it.
For the desired effect to occur in the aforementioned business or service the user must be able to understand, have the ability to perform and also the desire and need to do whatever it is that we expect of her. Without active users, there will be no effects and the system is broken.