Publications

Journal publication · 2022

Digital Reframing: The Design Thinking of Redesigning Traditional Products into Innovative Digital Products

Explore the original contribution

Interactive paper exploration

Reusing existing technology can change what product a firm thinks it is designing.

Frame merging

Reconcile the constituent frames

Combine digital and physical components while working through their conflicting design logics.

The perspective the paper challenges

Digital innovation research often focused on creating innovative digital technologies, or began after designers had already decided what overarching product to build. Reframing was commonly depicted as replacing an old overall frame with a new one.

The paper’s original contribution

The paper develops digital reframing as frame taking, frame merging, and frame giving. Designers enact digital technologies as context, component, and offering, using them to rethink traditional products rather than simply add functions.

Interactive framework

Explore the digital reframing process

Frame taking

Technology as context

Rethink the traditional product before deciding what to build.

The paper’s three stages and enacted technology roles. A guided reading of the process, not a predictive model.

Concept explorer

Follow the concepts.

Select a concept to see its role in this paper’s contribution.

Concept 01

Frame taking

Extract frames from digital technologies to rethink traditional products and identify new problems and solutions.

01

The choice of product is part of innovation

Frame taking brings into view the stage before a firm chooses its overarching product. Existing technologies can reveal both previously unrecognised problems and new possibilities.

Theoretical aggregation, p. 110; research implications, p. 112.

02

Reframing integrates rather than simply replaces

Frame merging explains how old and new frames coexist and take turns directing hybrid product design. Frame giving treats reshaping customer understanding as integral to that design.

Research implications, pp. 112–113.

Why this matters

Questions for research and practice.

The model gives firms a way to investigate innovation opportunities even when their available technologies are familiar. It also exposes how early technology choices can restrict subsequent thinking.

Discuss this research

Study context & evidence

Grounded theory from TopTech’s four-year digital-theatre design project, with interviews, observation, and archival material. The stages may be distributed across firms in customer-specified projects; retrospective accounts and the single case limit generalisation.

Where to find these ideas in the paper
  • Research designPrinted pages 99–101

    Grounded theory method, research setting, interviews, observation, and coding.

  • Original modelPrinted pages 109–111

    Three stages, the technology roles, and Figure 4.

  • Contributions and scopePrinted pages 112–113

    Research and practice implications and single-case limitations.

This exploration is based on the author-supplied full text. It distinguishes the paper’s own contribution from established concepts it draws on. For formal citation, consult the publication.