Template-Type: ReDIF-Article 1.0 Author-Name: Yanrong Wang Author-X-Name-First: Yanrong Author-X-Name-Last: Wang Author-Name: JinJin Chao Author-X-Name-First: JinJin Author-X-Name-Last: Chao Author-Name: Xuemin Wang Author-X-Name-First: Xuemin Author-X-Name-Last: Wang Title: A method for layout planning of product web UI visual interface based on clone selection algorithm Abstract: In order to overcome the problems of long time and low recall rate in traditional product webpage UI visual interface layout planning methods, the paper proposes a product webpage UI visual interface layout planning method based on clone selection algorithm. Define the clone selection algorithm and determine the population evolution process of the interface layout planning. Based on this, determine the operation operator of the visual interface layout planning clone selection algorithm, and design the web UI visual interface layout planning algorithm flow to realise the visual interface layout planning. The experimental results show that when the number of product interfaces is 100, the number of extreme points of the planning function is 103, the interface layout planning time is only 7 s, and the data recall rate is as high as 96.5%. It can be shown that the method in this paper has a better visual interface layout planning effect. Journal: Int. J. of Product Development Pages: 1-14 Issue: 1/2 Volume: 27 Year: 2023 Keywords: clonal selection algorithm; layout optimisation; local optimisation; visual interface. File-URL: http://www.inderscience.com/link.php?id=129306 File-Format: text/html File-Restriction: Access to full text is restricted to subscribers. Handle: RePEc:ids:ijpdev:v:27:y:2023:i:1/2:p:1-14 Template-Type: ReDIF-Article 1.0 Author-Name: Yang Shen Author-X-Name-First: Yang Author-X-Name-Last: Shen Title: Gesture interactive recognition method of moving equipment based on virtual reality technology Abstract: The existing interactive recognition methods for gesture recognition of moving equipment have poor recognition effect and low recognition accuracy, which lead to some limitations of gesture interactive recognition. Therefore, a gesture interactive recognition method for moving equipment based on virtual reality technology is proposed. Firstly, we collect and divide the hand gesture features of sports equipment, analyse the common hand gesture categories of sports equipment, and use virtual reality technology to pre-process the hand gesture interactive recognition data of sports equipment. After pre-processing, we complete the hand gesture interactive recognition of sports equipment based on virtual reality technology. The experimental results show that the accuracy of gesture recognition is more than 95%, and that of complex gesture recognition is more than 93%. Compared with the existing gesture recognition methods, this method has higher effectiveness and recognition accuracy, which fully meets the research requirements. Journal: Int. J. of Product Development Pages: 15-27 Issue: 1/2 Volume: 27 Year: 2023 Keywords: virtual reality; sports equipment; gesture interaction; gesture recognition. File-URL: http://www.inderscience.com/link.php?id=129307 File-Format: text/html File-Restriction: Access to full text is restricted to subscribers. Handle: RePEc:ids:ijpdev:v:27:y:2023:i:1/2:p:15-27 Template-Type: ReDIF-Article 1.0 Author-Name: Liting Zhou Author-X-Name-First: Liting Author-X-Name-Last: Zhou Author-Name: Xuan Li Author-X-Name-First: Xuan Author-X-Name-Last: Li Author-Name: Minmin Guo Author-X-Name-First: Minmin Author-X-Name-Last: Guo Title: Visual perception-based human-computer interaction information classification method for intelligent products Abstract: This paper proposes a new intelligent product human-computer interaction information classification method based on visual perception. Design smart product human-computer interaction information collection device to realise rapid and accurate collection of smart product human-computer interaction information, and fusion processing of the collected information. The ISA model is built according to the principle of visual perception, and the model is optimised by the gradient descent method. The optimised model is used to extract the information attribute characteristics, and the intelligent product human-computer interaction information classification is carried out according to the information attribute characteristics. The experimental results show that the accuracy of information classification of this method is always above 94.7%, and the average classification time is 0.53 s, which verifies the superiority of the method. Journal: Int. J. of Product Development Pages: 28-40 Issue: 1/2 Volume: 27 Year: 2023 Keywords: visual perception; intelligent products; man-machine interaction; information classification; ISA model. File-URL: http://www.inderscience.com/link.php?id=129308 File-Format: text/html File-Restriction: Access to full text is restricted to subscribers. Handle: RePEc:ids:ijpdev:v:27:y:2023:i:1/2:p:28-40 Template-Type: ReDIF-Article 1.0 Author-Name: Yuzhou Gao Author-X-Name-First: Yuzhou Author-X-Name-Last: Gao Author-Name: Guoquan Ma Author-X-Name-First: Guoquan Author-X-Name-Last: Ma Title: Gesture recognition method for wearable sports devices based on sparse representation Abstract: In order to effectively solve the shortcomings of traditional gesture recognition methods for sports devices, such as high error rate and long recognition time, this paper designs a gesture recognition method for wearable sports devices based on sparse representation. A gesture model was constructed according to the gesture features of wearable sports devices, and the standard characteristic quantities of gestures were obtained. A sensor is then used to quickly collect a sample of the gesture. The sparse coefficient is obtained. Gestures were classified and processed according to the minimum residual value and sparse coefficient, so as to obtain accurate gesture recognition results of wearable sports devices. The simulation results show that the correct rate of gesture classification is always above 95.41%, the error rate of gesture recognition is always below 5.32%, and the recognition time is less than 0.8 s, which proves that the method has achieved good practical application effect. Journal: Int. J. of Product Development Pages: 41-53 Issue: 1/2 Volume: 27 Year: 2023 Keywords: sparse representation; wearable sports devices; gesture recognition; characteristic; classification process. File-URL: http://www.inderscience.com/link.php?id=129309 File-Format: text/html File-Restriction: Access to full text is restricted to subscribers. Handle: RePEc:ids:ijpdev:v:27:y:2023:i:1/2:p:41-53 Template-Type: ReDIF-Article 1.0 Author-Name: Junfang Liang Author-X-Name-First: Junfang Author-X-Name-Last: Liang Author-Name: Jiwu Li Author-X-Name-First: Jiwu Author-X-Name-Last: Li Title: Fault data extraction of human-computer interaction interface for music electronic products based on improved second generation wavelet algorithm Abstract: In order to solve the problems of low extraction accuracy and high time cost in human-computer interface fault data extraction, a method of human-computer interface fault data extraction for music electronic products based on improved second generation wavelet algorithm is proposed. The probability of data encounter in the human-computer interaction interface of adjacent music electronic products is calculated, and the interface data is collected with the help of probability distribution function, judging by the function interval of data points. The similar fault data points are processed by sliding window to complete fault data similarity fusion. The second generation wavelet algorithm is improved by discrete wavelet transform. The energy distribution of fault data in different frequency bands is extracted, and the fault data is extracted in different scale space and wavelet subspace. The results show that the highest accuracy of fault data extraction is about 95%. Journal: Int. J. of Product Development Pages: 54-64 Issue: 1/2 Volume: 27 Year: 2023 Keywords: improved wavelet algorithm for generation 2; music electronics; human-computer interface; fault data extraction. File-URL: http://www.inderscience.com/link.php?id=129310 File-Format: text/html File-Restriction: Access to full text is restricted to subscribers. Handle: RePEc:ids:ijpdev:v:27:y:2023:i:1/2:p:54-64 Template-Type: ReDIF-Article 1.0 Author-Name: Cuirong Zhao Author-X-Name-First: Cuirong Author-X-Name-Last: Zhao Author-Name: Yan Chen Author-X-Name-First: Yan Author-X-Name-Last: Chen Title: Human gesture interaction recognition algorithm based on augmented reality in smart wristband equipment Abstract: In order to overcome the poor recognition effect of traditional gesture recognition methods, this paper proposes a human gesture interactive recognition algorithm based on augmented reality for intelligent wristband device. The moving window method is used to detect the human gesture change image, and the mean filter is used to smooth the gesture image. The human gesture features of smart wristband device are extracted by augmented reality technology, and the interactive recognition model of human gesture of smart wristband device is constructed. The virtual real synthesis technology is used to synthesise the real-scene image and the virtual position according to the obtained spatial coordinates. Complete the human gesture interactive recognition of intelligent wristband device. Simulation results show that the recognition accuracy of the proposed method can reach 99.9%, and the recognition efficiency is significantly improved. Journal: Int. J. of Product Development Pages: 65-79 Issue: 1/2 Volume: 27 Year: 2023 Keywords: augmented reality; smart wristband device; human gestures; interactive recognition. File-URL: http://www.inderscience.com/link.php?id=129311 File-Format: text/html File-Restriction: Access to full text is restricted to subscribers. Handle: RePEc:ids:ijpdev:v:27:y:2023:i:1/2:p:65-79 Template-Type: ReDIF-Article 1.0 Author-Name: Dong Wang Author-X-Name-First: Dong Author-X-Name-Last: Wang Author-Name: Xia Liu Author-X-Name-First: Xia Author-X-Name-Last: Liu Author-Name: Jun Zhuang Author-X-Name-First: Jun Author-X-Name-Last: Zhuang Title: User experience evaluation method of sports product based on genetic algorithm Abstract: Aiming at the low evaluation accuracy and long evaluation time of traditional sports product user experience evaluation methods, a genetic algorithm based sports product user experience evaluation method is proposed. By constructing a sports product user experience evaluation index decision matrix, various experience evaluation indicators are obtained, the membership value of each experience evaluation index is calculated, and the numerical structure relationship of potential experience indicators is established. The largest characteristic root in the structure relationship is used as the potential experience indicator. Establish different evaluation attribute matrices, calculate attribute parameter weights, construct evaluation models, output initial evaluation results, use genetic algorithm to optimise the initial evaluation results, establish objective optimisation functions, and obtain the optimisation results of objective functions, which are the final evaluation results. The simulation results show that the proposed method has higher accuracy in evaluating the user experience of sports products, and the evaluation time is shorter. Journal: Int. J. of Product Development Pages: 80-95 Issue: 1/2 Volume: 27 Year: 2023 Keywords: genetic algorithm; sports products; user experience; evaluation model. File-URL: http://www.inderscience.com/link.php?id=129312 File-Format: text/html File-Restriction: Access to full text is restricted to subscribers. Handle: RePEc:ids:ijpdev:v:27:y:2023:i:1/2:p:80-95 Template-Type: ReDIF-Article 1.0 Author-Name: Xin Jiang Author-X-Name-First: Xin Author-X-Name-Last: Jiang Title: Design of virtual reality cycling intelligent interaction system based on VR technology Abstract: Aiming at the problems of small touch sensing range of user interface, low user satisfaction and long system response time existing in the current intelligent interactive system, this paper designs an intelligent interactive system of virtual reality bicycle riding based on VR technology. The user interface and image filter of the system hardware are optimised to realise 3D virtual modelling of cycling. On this basis, VR virtual technology is introduced to effectively integrate constraint factors of interactive components, so as to improve the authenticity of outdoor cycling simulation and realise intelligent interaction. The experimental results show that the touch sensing range of the studied system is between 145 nm² and 185 nm², the user satisfaction tends to 1 infinitely and the response time is less than 2.3 s, indicating that the system has good intelligent interaction. Journal: Int. J. of Product Development Pages: 96-110 Issue: 1/2 Volume: 27 Year: 2023 Keywords: VR technology; virtual reality; cycling; interactive systems. File-URL: http://www.inderscience.com/link.php?id=129313 File-Format: text/html File-Restriction: Access to full text is restricted to subscribers. Handle: RePEc:ids:ijpdev:v:27:y:2023:i:1/2:p:96-110 Template-Type: ReDIF-Article 1.0 Author-Name: Wenjuan Liu Author-X-Name-First: Wenjuan Author-X-Name-Last: Liu Title: Design of human-computer interaction display terminal system for intelligent home products based on colour vision analysis Abstract: Aiming at the traditional smart home product display terminal system ignoring the analysis of home colour vision, resulting in the display terminal system having low human-computer interaction adaptability, long running time, and experience satisfaction checking, the paper designs a smart home product based on colour vision analysis. Human-computer interaction display terminal system uses the Internet of Things (IoT) platform to design the overall architecture of the smart home system, and design the IoT wireless communication chip to optimise the system hardware functions. It uses the colour vision analysis method to extract the visual element characteristics of the smart home product display interface to complete the human-computer interactive display terminal system software design. Experimental results show that the human-computer interaction adaptability of the designed system is higher than 0.8, and the shortest response time is 0.25 s and the experience satisfaction is as high as 75%, which has good application advantages. Journal: Int. J. of Product Development Pages: 111-125 Issue: 1/2 Volume: 27 Year: 2023 Keywords: colour vision; smart home; human-computer interaction; display terminal; internet of things; colour sequence. File-URL: http://www.inderscience.com/link.php?id=129314 File-Format: text/html File-Restriction: Access to full text is restricted to subscribers. Handle: RePEc:ids:ijpdev:v:27:y:2023:i:1/2:p:111-125 Template-Type: ReDIF-Article 1.0 Author-Name: Jing Han Author-X-Name-First: Jing Author-X-Name-Last: Han Title: Research on layout optimisation of human-computer interaction interface of electronic music products based on ERP technology Abstract: Aiming at the problems of low-user satisfaction and long optimisation time existing in traditional methods, an ERP based human-computer interaction interface layout optimisation method for electronic music products was proposed. ERP technology is used to design the electronic music human-computer interaction interface layout optimisation framework. Support of the architecture using the <em>G</em><SUB align=right><SMALL>1</SMALL></SUB> method is taken to determine the human-computer interaction interface to the importance of the goal on the layout, combined with the judgment. Results are expected to achieve the optimal layout of visual attention allocation as the objective function, and the layout of the building based on visual attention allocation optimisation model and particle swarm optimisation is used to solve the model and the layout optimisation results are obtained. Experimental results show that only less than 0.3% of users are dissatisfied with the system, and the optimisation time is less than 300 ms, indicating high-user satisfaction and short optimisation time. Journal: Int. J. of Product Development Pages: 126-139 Issue: 1/2 Volume: 27 Year: 2023 Keywords: ERP technology; electronic music products; human-computer interaction; interface layout; layout optimisation. File-URL: http://www.inderscience.com/link.php?id=129315 File-Format: text/html File-Restriction: Access to full text is restricted to subscribers. Handle: RePEc:ids:ijpdev:v:27:y:2023:i:1/2:p:126-139 Template-Type: ReDIF-Article 1.0 Author-Name: Xiaolong Shi Author-X-Name-First: Xiaolong Author-X-Name-Last: Shi Title: An evaluation method for human-computer interaction interface of sports electronic products based on Naive Bayes algorithm Abstract: There are some problems in the evaluation method of human-computer interaction interface of sports electronic products, such as long evaluation time and relatively accurate evaluation of interactive interface. An evaluation method of human-computer interaction interface of sports electronic products based on Naive Bayes algorithm is proposed. Determined by Fisher method choice, sports man-machine interface evaluation index of electronic products and through the MRMR method the product interface evaluation indices' redundant data is eliminated. Through comprehensive evaluation matrix calculate weight of the man-machine interface evaluation index membership degree, with the help of Naive Bayes algorithm to calculate weight evaluation index of discrete. The comprehensive evaluation model of human-computer interaction interface is constructed to complete the evaluation of human-computer interaction interface of sports electronic products. Experimental results show that the shortest evaluation time of the proposed method is about 31 s, and the evaluation accuracy is always higher than 90%. Journal: Int. J. of Product Development Pages: 140-150 Issue: 1/2 Volume: 27 Year: 2023 Keywords: simple Bayesian algorithm; Fisher selection; redundant data; comprehensive evaluation model. File-URL: http://www.inderscience.com/link.php?id=129316 File-Format: text/html File-Restriction: Access to full text is restricted to subscribers. Handle: RePEc:ids:ijpdev:v:27:y:2023:i:1/2:p:140-150 Template-Type: ReDIF-Article 1.0 Author-Name: Lin Wang Author-X-Name-First: Lin Author-X-Name-Last: Wang Title: Virtual display of intelligent human-computer interaction products based on attention matrix Abstract: In order to solve the problems of low accuracy and poor effect of gesture recognition in traditional virtual display methods of intelligent human-computer interaction products, an advanced virtual display method of intelligent human-computer interaction products based on attention matrix was proposed. Process involves to determine the NUI interaction mode, select the appropriate motion sensing interaction device Kinect and use this device for gesture recognition. The information of intelligent human-computer interaction products such as gesture recognition results is saved through array. The attention matrix of intelligent human-computer interaction products is established, the virtual display model of intelligent human-computer interaction products is constructed combined with the change of viewpoints, so as to realise the virtual display of products. Experimental results show that the accuracy of the proposed method can be maintained above 80% for difficult gesture recognition, and the accuracy of simple gesture recognition can reach 100% and the virtual display effect of products is good. Journal: Int. J. of Product Development Pages: 151-164 Issue: 1/2 Volume: 27 Year: 2023 Keywords: attention matrix; intelligent human-computer interaction; product virtual display; somatosensory interactive equipment; array. File-URL: http://www.inderscience.com/link.php?id=129317 File-Format: text/html File-Restriction: Access to full text is restricted to subscribers. Handle: RePEc:ids:ijpdev:v:27:y:2023:i:1/2:p:151-164 Template-Type: ReDIF-Article 1.0 Author-Name: Caroline Heins Author-X-Name-First: Caroline Author-X-Name-Last: Heins Author-Name: Daniel Jarr Author-X-Name-First: Daniel Author-X-Name-Last: Jarr Author-Name: Cornelius Herstatt Author-X-Name-First: Cornelius Author-X-Name-Last: Herstatt Title: Xtreme design: a new approach for virtual innovation Abstract: Existing innovation research widely assumes physical, in-person exchange. This in-person exchange cannot be guaranteed during a global pandemic like COVID-19, where people must work remotely, and are limited to virtual collaboration. Through this research, we aimed to provide the first approach to virtual innovation, which we call Xtreme Design. It has two advantages over traditional innovation methods: teams can innovate in a virtual remote work environment, and it is fast and cost-efficient. Based on an exploratory action research with three companies conducted between March 2020 and April 2021, we present the model and its elements, as well as a set of practices designed to combine innovation methods with remote delivery. For practitioners, the paper provides evidence and insights about the use of Xtreme Design to support the implementation of virtual innovation processes. Journal: Int. J. of Product Development Pages: 165-185 Issue: 3 Volume: 27 Year: 2023 Keywords: innovation; case study; management tool; value; retail; COVID-19; material handling; design thinking. File-URL: http://www.inderscience.com/link.php?id=133052 File-Format: text/html File-Restriction: Access to full text is restricted to subscribers. Handle: RePEc:ids:ijpdev:v:27:y:2023:i:3:p:165-185 Template-Type: ReDIF-Article 1.0 Author-Name: Mikael Ström Author-X-Name-First: Mikael Author-X-Name-Last: Ström Author-Name: Krister Wolff Author-X-Name-First: Krister Author-X-Name-Last: Wolff Author-Name: Jeremy Jean-Jean Author-X-Name-First: Jeremy Author-X-Name-Last: Jean-Jean Author-Name: Göran Gustafsson Author-X-Name-First: Göran Author-X-Name-Last: Gustafsson Author-Name: Ola Isaksson Author-X-Name-First: Ola Author-X-Name-Last: Isaksson Author-Name: Hans Johannesson Author-X-Name-First: Hans Author-X-Name-Last: Johannesson Title: A set-based-inspired design process supported by axiomatic design and interactive evolutionary algorithms Abstract: This paper presents an approach towards a set-based design-inspired concept development process for products with a solution space consisting principally of different solution alternatives and parameterised variants of these. The hypothesis is that such a concept development process can be based on traditional synthesis methods, an SBD-inspired elimination strategy, axiomatic design and interactive Evolutionary Algorithms (IEAs) for the synthesis of solution candidates and the successive reduction of the solution space. Axiomatic design and its axioms are used to evaluate and eliminate unfeasible alternatives, whereas IEAs, combined with human judgement, are employed for the evaluation and elimination of variants. Stated criteria specifying a design problem can be of different kinds with different ontologies described by different authors. This study focuses on functional, constraining and qualitative criteria. Results from performed industrial case studies show that the proposed method can reduce the lead time in design work. Journal: Int. J. of Product Development Pages: 186-212 Issue: 3 Volume: 27 Year: 2023 Keywords: concept development; set-based design; axiomatic design; interactive evolutionary algorithms; qualitative criterion; product development. File-URL: http://www.inderscience.com/link.php?id=133054 File-Format: text/html File-Restriction: Access to full text is restricted to subscribers. Handle: RePEc:ids:ijpdev:v:27:y:2023:i:3:p:186-212 Template-Type: ReDIF-Article 1.0 Author-Name: David J. Finch Author-X-Name-First: David J. Author-X-Name-Last: Finch Author-Name: Nadège Levallet Author-X-Name-First: Nadège Author-X-Name-Last: Levallet Author-Name: Sharon M. McIntyre Author-X-Name-First: Sharon M. Author-X-Name-Last: McIntyre Author-Name: Kelsey Pyde Author-X-Name-First: Kelsey Author-X-Name-Last: Pyde Title: What makes a product manager? A dynamic capabilities view of product management Abstract: Today's dynamic environments require constant product innovation and have led to significant changes in product development processes and the Product Management (PM) function. Despite its strategic importance, we still lack clarity about the competencies needed to succeed in a PM role, and educational opportunities are limited in undergraduate academic and professional development contexts. Consequently, this study uses a content analysis method to examine the extent to which competency resources, as well as contextual factors (i.e., firm size, age, sector), impact the PM function. We explore our research questions through a dynamic capabilities' perspective. Findings demonstrate that an organisation's desired resources when recruiting PMs are indeed influenced by contextual factors and that meta-skill resources predominate, followed by PM task-specific and domain resources. We contribute to research and practice by providing guidance to PM educators and trainers as well as developing a conceptual model for future research. Journal: Int. J. of Product Development Pages: 213-244 Issue: 3 Volume: 27 Year: 2023 Keywords: product management; dynamic capabilities; marketing; employability; skills. File-URL: http://www.inderscience.com/link.php?id=133056 File-Format: text/html File-Restriction: Access to full text is restricted to subscribers. Handle: RePEc:ids:ijpdev:v:27:y:2023:i:3:p:213-244 Template-Type: ReDIF-Article 1.0 Author-Name: Malin Hane Hagström Author-X-Name-First: Malin Hane Author-X-Name-Last: Hagström Author-Name: Dag Bergsjö Author-X-Name-First: Dag Author-X-Name-Last: Bergsjö Author-Name: Ashwin Sathyanarayana Author-X-Name-First: Ashwin Author-X-Name-Last: Sathyanarayana Author-Name: Chrisler Machado Author-X-Name-First: Chrisler Author-X-Name-Last: Machado Title: Quantifying and visualising wastes and losses in automotive production flows (across multiple plants and organisations) for increased accuracy in improvement prioritisations Abstract: Many companies are making use of continuous improvement in order to stay competitive. In businesses, the focus of continuous improvement efforts has often been on optimising the manufacturing processes within the company's own factory or scope of control. Therefore, they have not considered the impacts on and from other areas, because they have failed to see the entire system or manufacturing network of the enterprise. This paper is by using end end-to-end cost deployment identifying the major types of problems in an end-to-end production process within a large manufacturing firm to be able to guide the company how to direct their improvement efforts. The study is designed as a retrospective longitudinal case study using field data which was intended to be a representative flow within the heavy automotive industry. The study shows that, after normalisation, manual operating waste, planned maintenance and machine breakdowns are significant cost factors for the process studied, regardless of the size of the organisation or the complexity of the product. Journal: Int. J. of Product Development Pages: 245-264 Issue: 3 Volume: 27 Year: 2023 Keywords: cost deployment; prioritisation; continuous improvement; lean manufacturing. File-URL: http://www.inderscience.com/link.php?id=133062 File-Format: text/html File-Restriction: Access to full text is restricted to subscribers. Handle: RePEc:ids:ijpdev:v:27:y:2023:i:3:p:245-264 Template-Type: ReDIF-Article 1.0 Author-Name: Elisabeth Häusler Author-X-Name-First: Elisabeth Author-X-Name-Last: Häusler Author-Name: Wolfgang Kremser Author-X-Name-First: Wolfgang Author-X-Name-Last: Kremser Author-Name: Veronika Hornung-Prähauser Author-X-Name-First: Veronika Author-X-Name-Last: Hornung-Prähauser Author-Name: Franz Huber Author-X-Name-First: Franz Author-X-Name-Last: Huber Title: Data-intensive IoT new product development: a review and future directions Abstract: Commonly referred to as data-driven product development, incorporating data science into product development to create value out of sensor data is a key challenge and involves unpredictability and invention risk. However, different studies in the current literature rely on different conceptualisations in this interdisciplinary research field, and the literature is scattered. To address this issue, this paper provides a review of recent academic literature on New Product Development (NPD) for the Internet of Things (IoT). The work reveals that distributed literature lacks a standardised process for guiding managers to handle the data product development process of smart products. Journal: Int. J. of Product Development Pages: 265-292 Issue: 3 Volume: 27 Year: 2023 Keywords: internet of things; new product development; smart product; data science; sensors; data-intensive; data-based value creation. File-URL: http://www.inderscience.com/link.php?id=133068 File-Format: text/html File-Restriction: Open Access Handle: RePEc:ids:ijpdev:v:27:y:2023:i:3:p:265-292