dc.contributor.author | Risku, Juhani | |
dc.date.accessioned | 2021-06-02T12:49:03Z | |
dc.date.available | 2021-06-02T12:49:03Z | |
dc.date.issued | 2021 | |
dc.identifier.isbn | 978-951-39-8714-5 | |
dc.identifier.uri | https://jyx.jyu.fi/handle/123456789/76162 | |
dc.description.abstract | Over the last 20 years, a very large number of startups have been launched,
ranging from mobile application and game providers to enormous corporations
that have started as tiny startups. Startups are an important topic for research
and development. The fundamentals of success are the characteristics of
individuals and teams, partner investors, the market, and the speed at which
everything evolves. Startup’s business environment is fraught with uncertainty,
as actors tend to be young and inexperienced, technologies either new or rapidly
evolving, and team-combined skills and knowledge either key or fatal. As over
90% of software startups fail, having a capable and reliable team is crucial to
survival and success.
Many aspects of this topic have been extensively studied, and the results of
the study on human capital are particularly important. Regarding human capital
abilities, such as knowledge, experience, skills, and other cognitive abilities, this
dissertation focuses on design skills and their deployment in startups. Design is
widely studied in artistic and industrial contexts, but its application to startup
culture and software startups follows its own method prison. In the method
prison, old and conventional means are chosen instead of new techniques and
demanding design studies. This means that when a software startup considers
design as a foundation for creativity and generating better offerings, they can
grab any industry with a disruptive agenda, making anything software-intensive.
The concept of design can be expanded and deepened to a new level. Business
can escape the method prison if it adopts artistic design to help stagnant
industries and uses disruptive methods with realistic self-efficacy.
Through five partially overlapping articles with varying details, this
dissertation clarifies the daily themes and interests of startups required to survive
and succeed. This dissertation is a reflective practitioner’s investigation of startup
practices using a mixed-methods approach. With design-based creativity,
startups will be stronger and more successful in the future. They can cause or
protect themselves from disruption. Startup can retain customers and its selfefficacy
strengthen.
Keywords: startup, software engineering, design, creativity, self-efficacy,
disruption, retention, gamification, game industry, method prison, media
industry, network manufacturer, network operator, architecture | en |
dc.format.mimetype | application/pdf | |
dc.language.iso | eng | |
dc.publisher | Jyväskylän yliopisto | |
dc.relation.ispartofseries | JYU dissertations | |
dc.relation.haspart | <b>Artikkeli I:</b> Risku, Juhani & Abrahamsson, Pekka (2015). What can software startuppers learn from the artistic design flow? Experiences, reflections and future avenues. <i>Product-Focused Software Process Improvement: Proceedings of the 16th International Conference PROFES 2015 (pp. 584-599). Lecture Notes in Computer Science, Vol. 9459.</i> DOI: <a href="https://doi.org/10.1007/978-3-319-26844-6_44"target="_blank">10.1007/978-3-319-26844-6_44</a> | |
dc.relation.haspart | <b>Artikkeli II:</b> Risku, Juhani & Alapekkala, Outi (2016). Software startuppers took the media’s paycheck: media’s fightback happens through startup culture and abstraction shifts. <i>2016 International Conference on Engineering, Technology and Innovation/IEEE lnternational Technology Management Conference (ICE/ITMC) (pp. 1-7).</i> DOI: <a href="https://doi.org/10.1109/ICE/ITMC39735.2016.9026079"target="_blank">10.1109/ICE/ITMC39735.2016.9026079</a> | |
dc.relation.haspart | <b>Artikkeli III:</b> Kemell, K.-K., Risku, J., Evensen, A., Abrahamsson, P., Dahl, A. M., Grytten, L. H., Jedryszek, A., Rostrup, P., & Nguyen-Duc, A. (2018). Gamifying the Escape from the Engineering Method Prison. <i>ICE/ITMC 2018 : IEEE International Conference on Engineering, Technology and Innovation. IEEE.</i> DOI: <a href="https://doi.org/10.1109/ICE.2018.8436340"target="_blank">10.1109/ICE.2018.8436340</a> | |
dc.relation.haspart | <b>Artikkeli IV:</b> Risku, Juhani; Kemell, Kai-Kristian; Schweizer, Sandra; Nguyen-Duc, Anh;
Suoranta, Mari & Abrahamsson, Pekka (2020). What makes a digital game addictive? A player view-point on player retention. <i>To be submitted.</i> | |
dc.relation.haspart | <b>Artikkeli V:</b> Risku, Juhani; Kemell, Kai-Kristian; Kultanen, Joni; Feshchenko, Polina;
Carelse, Jeroen; Korpikoski, Krista; Suoranta, Mari & Abrahamsson, Pekka (2020). Exploring the relationship between self-efficacy and creativity: case IT & business education. <i>To be submitted.</i> | |
dc.rights | In Copyright | |
dc.title | Improving the performance of early-stage software startups: Design and creativity viewpoints | |
dc.type | Diss. | |
dc.identifier.urn | URN:ISBN:978-951-39-8714-5 | |
dc.contributor.yliopisto | University of Jyväskylä | en |
dc.contributor.yliopisto | Jyväskylän yliopisto | fi |
dc.relation.issn | 2489-9003 | |
dc.rights.copyright | © The Author & University of Jyväskylä | |
dc.rights.accesslevel | openAccess | |
dc.type.publication | doctoralThesis | |
dc.format.content | fulltext | |
dc.rights.url | https://rightsstatements.org/page/InC/1.0/ | |