user-driven - translation to English
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user-driven - translation to English

REVOLUTIONAL RESOURCE
End user innovation; End-user innovation; User driven innovation; User Innovation

user-driven      
(adj.) = orientado hacia el usuario, dirigido al usuario, pensado para el usuario
Ex: Successful information providers will be those that are user-driven rather than technology-driven.
driven         
WIKIMEDIA DISAMBIGUATION PAGE
Driven CD; Driven (song); Driven (album); Driven magazine; Driven (magazine); Driven (film); Driven (disambiguation)
(v.) = Participio pasado del verbo {drive} (impulsar)

Def: Véase éste y sus derivados para los distintos significados.
Ex: The notation 796.33 is used for sporst involving an inflated ball propelled (driven) by foot.
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* ad-driven = mantenido por anuncios
* advertisement driven = mantenido por anuncios
* belt-driven = accionado por correas
* be + Nombre + driven = estar orientado hacia + Nombre
* client-driven = orientado hacia el usuario
* consumer-driven [consumer driven] = determinado por el consumidor, guiado por el consumidor
* customer driven [customer-driven] = determinado por el usuario, guiado por el usuario
* data-driven = basado en los datos
* donkey-driven = tirado por burro
* information-driven = orientado hacia la información
* knowledge driven economy = economía basada en el conocimiento
* market-driven = mercantilista, regido por el mercado
* menu-driven = por menús
* people-driven = orientado hacia la gente, dirigido a la gente, pensado para la gente, orientado hacia el pueblo, dirigido al pueblo, pensado para el pueblo
* piston-driven = mediante pistones
* policy-driven = intervencionista
* table-driven = basado en tablas
* technologically-driven = orientado hacia la tecnología
* technology-driven = orientado hacia la tecnología
* user-driven = orientado hacia el usuario, dirigido al usuario, pensado para el usuario
* value-driven = centrado en los valores
* wind-driven = impulsado por el viento
* wind-driven rain = lluvia racheada
login name         
PERSON WHO USES A COMPUTER OR NETWORK SERVICE
Screen name (computing); User name; Username; Computer user; Account (computing); UserName; User Name; User-name; User-Name; Normal user; Screenname; User name policy; Internet pseudonym; User area; Computer logon; Computer users; My account; Screenames; Aol screen names; AOL screen names; Usernames; User Account; User Accounts; User accounts; User preferences; Changing Username; User names; Switching usernames; Switching user names; User account; User (system); Software users; Changing username; Login name; In-game name; Account name; Warmware
Nombre de contacto, El nombre o sobrenombre con que el operador se identifica para conectarse al internet o a otro sistema

Definition

user name
<operating system, security> (Or "logon") A unique name for each user of computer services which can be accessed by several persons. Users need to identify themselves for accounting, security, logging, and resource management. Usually a person must also enter a password in order to access a service. Once the user has logged on the operating system will often use a (short) user identifier, e.g. an integer, to refer to them rather than their user name. User names can usually be any short string of alphanumeric characters. Common choices are first name, initials, or some combination of first name, last name, initials and an arbitrary number. User names are often assigned by {system administrators} according to some local policy, or they may be chosen by the users themselves. User names are often also used as mailbox names in electronic mail addresses. (1997-03-16)

Wikipedia

User innovation

User innovation refers to innovation by intermediate users (e.g. user firms) or consumer users (individual end-users or user communities), rather than by suppliers (producers or manufacturers). This is a concept closely aligned to co-design and co-creation, and has been proven to result in more innovative solutions than traditional consultation methodologies.

Eric von Hippel and others observed that many products and services are actually developed or at least refined, by users, at the site of implementation and use. These ideas are then moved back into the supply network. This is because products are developed to meet the widest possible need; when individual users face problems that the majority of consumers do not, they have no choice but to develop their own modifications to existing products, or entirely new products, to solve their issues. Often, user innovators will share their ideas with manufacturers in hopes of having them produce the product, a process called free revealing. However, user innovators also generate their own firms to commercialize their innovations and generate new markets, a process called "consumer-led market emergence." For example, research on how users innovated in multiple boardsports shows that some users capitalized on their innovations, founding firms in sports that became global markets.

Based on research on the evolution of Internet technologies and open source software Ilkka Tuomi (Tuomi 2002) further highlighted the point that users are fundamentally social. User innovation, therefore, is also socially and socio-technically distributed innovation. According to Tuomi, key uses are often unintended uses invented by user communities that reinterpret and reinvent the meaning of emerging technological opportunities.

The existence of user innovation, for example, by users of industrial robots, rather than the manufacturers of robots (Fleck 1988) is a core part of the argument against the Linear Innovation Model, i.e. innovation comes from research and development, is then marketed and 'diffuses' to end-users. Instead innovation is a non-linear process involving innovations at all stages.

In 1986 Eric von Hippel introduced the lead user method that can be used to systematically learn about user innovation in order to apply it in new product development. In 2007 another specific type of user innovator, the creative consumer was introduced. These are consumers who adapt, modify, or transform a proprietary offering as opposed to creating completely new products.

User innovation has a number of degrees: innovation of use, innovation in services, innovation in configuration of technologies, and finally the innovation of novel technologies themselves. While most user innovation is concentrated in use and configuration of existing products and technologies, and is a normal part of long term innovation, new technologies that are easier for end-users to change and innovate with, and new channels of communication are making it much easier for user innovation to occur and have an impact.

Recent research has focused on Web-based forums that facilitate user (or customer) innovation - referred to as virtual customer environment, these forums help companies partner with their customers in various phases of product development as well as in other value creation activities. For example, Threadless, a T-shirt manufacturing company, relies on the contribution of online community members in the design process. The community includes a group of volunteer designers who submit designs and vote on the designs of others. In addition to free exposure, designers are provided monetary incentives including a $2,500 base award as well as a percentage of T-shirt sales. These incentives allow Threadless to encourage continual user contribution.

Examples of use of user-driven
1. Slashdot pioneered this user–driven content, and influenced sites including Google News, Guardian Unlimited and Wikipedia.
2. Following this analogy, user–driven, starfish–like organizations distribute decision–making among all members.
3. Slashdot pioneered this user-driven content, and influenced sites including Google News, Guardian Unlimited and Wikipedia.
4. Mayer said the growth of Google and the Internet were both user–driven – and that‘s what makes them so revolutionary.
5. Mayer said the growth of Google and the Internet were both user–driven –– and that‘s what makes them so revolutionary.