Publications

Recent publications


Values-Based Innovation Management
Values-based innovation management applies values as a source, lever, and orientation mark for innovation activities. Notions of the desirable are taken from the periphery to the core of organisational value creation and renewal. Reframing future scenarios, ethnographic research and business modelling techniques, powerful methods are described to realise ideals by the means of business.
 

Breuer, H. & Lüdeke-Freund, F. (2017). Values-Based Innovation Management. Innovating By What We Care About. Palgrave Macmillan: London. Order here on Amazon UK or Amazon US.
 
 


The case of the Tata Nano allows elaborating upon potentials and risks of values-based innovation through a longitudinal analysis of three stages of the innovation process. Lessons learned emphasize the need to actively manage stakeholder values and to make every business model component fit to the other, to the market and to the purpose of the whole endeavour.
 
Breuer, H. & Upadrasta, V. (2017). Values-Based Product Innovation – The Case of Tata Nano. In: Huizingh, K., Conn, S. et al. (Eds.): The Proceedings of XXVIII ISPIM Conference – Composing the Innovation for Symphony. Vienna 2017, Austria.
 
 

IJIM
Innovation management falls short in solving urgent societal problems, if it neglects the power of networks and the values of their constituent actors. We present a theoretical framework and facilitation methods for values-based network and business model innovation. Both have been applied in an exemplary workshop on regional energy networks in Germany.
 

Breuer, H. & Lüdeke-Freund, F. (2017). Values-Based Network and Business Model Innovation, International Journal of Innovation Management, Vol. 21, No. 3, Art. 1750028 (35 pages).
 
 

ISPIM
The values-based view on innovation applies values as a source, lever, and orientation mark for innovation activities. Notions of the desirable are taken from the periphery to the core of organisational value creation and renewal. Cases of Aravind Eye Care System and the retail company Otto Group illustrate and advance the discussion and show implications.
 

Breuer, H. & Lüdeke-Freund, F. (2015). Values-Based Innovation Framework – Innovating by What We Care About. In: Proceedings of XXVI ISPIM Innovation Conference. Shaping the Frontiers of Innovation Management. Budapest, Hungary.
 
 

ISPIM_Title
Value innovation builds on the introduction of new normative orientations into an existing business ecosystem. New kinds of networks collaborate to pursure shared values. Business model innovation can be applied beyond single firms, i.e. on the value network level, to find systemic solutions to “wicked” problems.
 

Breuer, H. & Lüdeke-Freund, F. (2014). Normative Innovation for Sustainable Business Models in Value Networks. in: Huizingh, K.; Conn, S.; Torkkeli, M. & Bitran, I. (Eds.): The Proceedings of XXV ISPIM Innovation Conference – Innovation for Sustainable Economy and Society. Dublin, Ireland. Download the Conference Paper on Normative Innovation and the Presentation at ISPIM 2014.
 
 

IJIM
Corporate venturing is a real adventure: High-risk loving crews leave their comfort zone and enter an open-ended journey, exploring and exploiting potentials for uncharted business. Very few survive as not only adverse winds and unforeseen icebergs abound, but also intellectual property pirates and copycat carriers populate even blue oceans … Providing coaching we accompanied ten of these real world pioneers mastering their challenges.
 
Breuer, H. (2013). Lean Venturing. Learning to Create New Business through Exploration, Elaboration, Evaluation, Experimentation and Evolution. International Journal of Innovation Management. Vol. 17, No. 5 (June 2013, 22 pages). Imperial College Press.
 

2014_IAFOR_Journal_Henning_Breuer
Value innovation that creatively combines ethnographic methods with strategic industry analysis. By focusing on unmet and emerging needs ethnographic research identifies learner values, needs and challenges but does not determine solutions. Blue-ocean strategy tools can identify new opportunities that alter existing offerings but give weak guidance on what will be most relevant to users.
 
Breuer, H., Schwarz, H., Feller, K. & Matsumoto, M. (2014). Value Innovation in Learner-Centered Design. How to Develop Relevant Digital Learning Tools. IAFOR Journal of Education, Vol.2, Issue 1, pp. 16-39. Japan.
 

Strategy_Communication_Henning_Breuer_2013
Radical innovation may root its basic ideas in user values of unforeseen futures. The chapter describes and reinterprets the concept of user-centered radical innovation and how it is applied within the open innovation approach of Telekom Innovation Laboratories—the corporate research and innovation centre of Deutsche Telekom.

Steinhoff, F. & Breuer, H. (2013). User-centered radical innovation at Telekom Innovation Laboratories – tools & methods to generate new propositions for mobile payment. In: Pfeffermann, N., Minshall, N. & Mortara, L. (Eds.) Strategy and Communication for Innovation (2nd edition). Springer.
 

LNCS_Henning_Breuer_Wolze_2013
Focused user-centered soft innovation (FUSION) combines user-centered innovation with radical steps beyond the funnel in order to sustainably enrich established business with minimal effort. Stepping back into the past, ahead into potential futures, and integrating radical perspectives provide shortcuts for insight. A project case dealing with the optimization of entertainment offerings demonstrates the application of the framework.

Breuer, H., Wolze, Z. & Umbach, L. (2013). User-Centered Soft Innovation in Established Business Fields. In: A. Marcus (Ed.): DUXU/HCII 2013, Part IV, Lecture Notes in Computer Science (LNCS) 8015, pp. 3-12. Springer, Heidelberg.
 

Digitalisierung und Innovation
Insights on student learning (behavior, needs and wants, challenges and obstacles) show how to support and how to set directions for the development of innovative tools and services. Advanced corporate venturing tools and methods invent, instantiate and prove new business opportunities. Research-based learning is required not only on behalf of students but on behalf of entrepreneurs in the higher education market as well.
 
Breuer, H. & Erkel, G. ( 2013). How to Drive Innovation in the Higher Education Market / Aus der Fülle des Alltags zur schlanken Innovation: Wie man lernend Innovation auf dem Bildungsmarkt gestaltet. In: Keuper, F., Hamidian, K., Verwaayen, E., Kalinowski, T., Kraijo, C. (Hrsg.) Digitalisierung und Innovation, 395-413. Steinbeis Center of Strategic Management.
 

Evolution_Innovation_Management
Imagination and communication are critical factors for innovation but also potential bottlenecks. Insufficient information and persistence in mindsets regarding future developments can lead to fundamental threats. Still, innovation communication and scenario planning facilitate future-attentive thinking.
 
Pfeffermann, N. & Breuer, H. (2013). Scenario-based Learning: Enabler for Future-attentive Thinking and Effective Communication for Innovation. Chapter 5, in: Brem, A. & Viardot, E. (Ed.). Evolution of Innovation Management. Trends in an International Context. pp. 95-115. Palgrave Macmillan.
 

SDN_Titlepage_Touchpoint_150
Service design claims to build a better future through exceptional services that improve people’s lives. Ironically though, most of the currently employed user research methods deliver only insights valid for the past – or the present, at best. Visit the user world of the future to understand their needs and desires.
 
Leihener, J. & Breuer, H. (2013). A Time Machine for Service Design. In: Cultural Change by Service Design, Touchpoint Vol.4, No.3. published by Service Design Network.
 
 
 

Marktforschung_Henning_Breuer
Breuer, H., Wogatzky, M., Sauermann, J. & Steinhoff, F. (2013). Gemeinsam die Welt von Morgen Gestalten – Das Innovationsforum der Telekom Innovation Laboratories. In: Marktforschung in der digitalisierten Welt. Marktforschung.de Jahrbuch 2012, pp. 55-62.

Identification, access to and recruitment of qualified participants are critical resources for open innovation. The unique potential of
a demand-oriented local innovation panel includes flexible recruitment for diverse purposes across all phases of innovation, highly targeted sampling and setup of sub-panels for live events and online studies, high quality of contributions, comparative benchmark and operational efficiency..
 

Peer reviewed conference and journal papers


Lean Venturing, Five E Framework, Exploration, Elaboration, Evaluation, Experimentation, Evolution, Organizational Learning, Henning Breuer

Lean Venturing

Corporate venturing is a real adventure that teams may only master gradually through research and learning. Proceeding through iterative specification and validation of business models, a five EEEEE framework is organized by learning goals on five levels of maturity, and backed up with scaffolding tools and methods. It shows how to explore, elaborate upon, evaluate, experiment with and evolve assumptions.
 

Breuer, H. & Mahdjour, S. (2012). Lean Venturing: Entrepreneurial Learning to Model and Grow New Business. 5th ISPIM Innovation Symposium – Stimulating Innovation: Challenges for Management, Science & Technology. Seoul, Korea.
Best paper award of Nokia-Siemens Network at ISPIM symposium 2012.

  • Download the paper and the presentation.

 


Value Innovation, Blue Ocean Strategy, Business Ethnography, Educational Innovation

Value Innovation

Value innovation that creatively combines ethnographic methods with strategic industry analysis. By focusing on unmet and emerging needs ethnographic research identifies learner values, needs and challenges but does not determine solutions. Blue-ocean strategy tools can identify new opportunities that alter existing offerings but give weak guidance on what will be most relevant to users.

Breuer, H., Schwarz, H., Feller, K. & Matsumoto, M. (2012). Value Innovation in Learner-Centered Design. How to Develop Relevant Digital Learning Tools. ACE Asian Conference on Education Proceedings, pp. 1283-1294. Osaka, Japan.
 

 


Modelling Business for Radical Innovations

A single case study on the attempts to bring a new interaction paradigm to the market reveals guidelines for modelling new business for radical innovation.

Mahdjour, S., Breuer, H. & Ketabdar, H. (2012). Business Model Development for Radical Mobile Innovation – A Case Study. 5th ISPIM Innovation Symposium – Stimulating Innovation: Challenges for Management, Science & Technology. Seoul, Korea.

  • Download the paper and the presentation.

Learning from the Future

The ability to deal with and learn in the face of uncertainty is a key capability of organizations in dynamic environments. Scenarios based on normativity, performativity and transparency foster organisational learning, allow preparing for alternative developments and working out preferred options.

Breuer, H., Schulz, J. & Leihener, J. (2012). Learning from the Future – Modeling Scenarios Based on Normativity, Performativity and Transparency, Proceedings of XXIII ISPIM Conference Barcelona. International Society of Professional Innovation Management. Spain.


User-Driven Business Modeling

An informed and systematic variation and extension of fundamental business aspects such as value proposition, user experience and partnering not only helps to focus new business, attract investors, and bring new products to the market, but also feeds back on the original concepts and design.

Breuer, H. & Ketabdar, H. (2012). User-Driven Business Model Innovation – New Formats and Methods in Business Modeling and Interaction Design, and the Case of Magitact. In Kommers, P. and Isaías, P. (Eds.). Proceedings of IADIS International Conference on E-Society 2012, pp. 211-218. Berlin.


Mobile Learning, Interaction and Interface Design, Ethnography, Lecture by Henning Breuer

Mobile Learning Environments

A grounded innovation approach was applied involving a futures workshop for interaction design and ideation based on ethnographic insights in the field of mobile learning. Current obstacles and utopian futures of mobiles learning lay the grounds for envisioning new systems to support mobile learning for public transport. A system to enhance comfort zones for mobile learners applies gesture-based handling of tablet computers in order create an adaptable and comfortable personal learning environment with individually adaptable and familiar modules. An iDesk prototype preserving a personal comfort zone for mobile learners is presented.

Breuer, H., Dierichs, T., Elsholz, S. (2012). A comfort zone for mobile learning – a grounded innovation approach. In Sanchez, I.A. & Isaias, P. (Eds.). Proceedings of IADIS International Conference on Mobile Learning 2012, pp. 75-82. Berlin, Germany.


Kommt nach der Cloud auch wieder die Sonne, Innovation Communication, Concept Testing, Access Panel

Innovation Forum Berlin

The Berlin Innovationforum is a living laboratory of advanced customer integration. If you live near Berlin please consider joining!

Breuer, H., Wogatzky, M., Sauermann, J. & Steinhoff, F. (2012/2013). Gemeinsam die Welt von Morgen Gestalten – Das Innovationsforum der Telekom Innovation Laboratories. In: H. Müller-Peters (Hrsg.) Marktforschung in der digitalisierten Welt, Das marktforschung.de Jahrbuch 2012, pp. 55-62. Online: Dossier on the Innovation Panel and Interview on the Market Research Best Practise Award.”
 


Books


Interfacegestaltung und Imagination, Kultivation von Unternehmensidentitaeten, Technikgeneseforschung, Corporate Identity, Ethnography, Business Anthropology, Henning Breuer

As science fiction illustrate to imagine a new technology is to imagine a new way of life. Prospective collective imagination is a necessary moment of development and may anticipate innovation and developmental results by creating mental models for ongoing activites and measures for their evaluation.
 

Breuer, H. (2002). Interfacegestaltung und Imagination: Kultivation von Unternehmensidentitäten in digitalen Medien. (Interface Design and Imagination: Cultivation of Corporate Identity in Digital Media.) Berlin: Waxmann.
 
 
 

Aging Society, Imagination, Alternde Gesellschaft, Technikgeneseforschung, WZB Paper, Henning Breuer 1998
An analysis of imaginary models and styles of innovation within the development of new information and communication technologies for elderly people based on interviews with innovation professionals. Open, interactive, and customer-centric development, and future projections of the realisable and desirable models of technologies and aging form a guideline for innovation.

Breuer, H. (1998). Technische Innovation und Altern: Leitbilder und Innovationsstile bei der Entwicklung neuer Informations- und Kommunikationstechnologien für eine alternde Menschheit. WZB-Papers, FS II 98-108, S. 1-80. Wissenschaftszentrum Berlin für Sozialforschung.
 

Techno, Tekkno, Textasy
In the early 1990ies a new youth culture named techno found its original home in Berlin. A series of interviews, observations and theoretical reflections mingles into this phenomenological work. It provides the first discoursive account of the early Techno / Tekkno movement (available upon request, in German only).
Breuer, H. (1994). Techno, Tekkno, Textasy. Digitale Technologien und Jugendkultur. Köln: Spex.
 
 
 
 


Conference and Journal Papers


Breuer, H. & Gebauer, A. (2011). Mindfulness for Innovation. Future Scenarios and High Reliability Organizing Preparing for Unforseeable. SKM Conference for Competence-based Strategic Management, pp. 1-18. Linz, Austria.
 

Breuer, H., Wogatzky, M., & Steinhoff, F. (2011). On the unique potential of local innovation panels. Proceedings of the 18th International Product Development Management Conference – Innovate Through Design, pp. 1-20. Delft, Netherlands.
 

Breuer, H., Grabowski, H. & Arnold, H. (2011). The shape of things to come: Scenarios and visual stories for telecommunication in 2020. In: Proceedings of the IADIS International Conference on Telecommunications, Networks, and Systems 2011(ISBN: 978-972-8939-39-7), pp.107-114. Rome, Italy.
 

Breuer, H. & Matsumoto, M. (2011). Ubiquitous Learning Environments: Notions of Context, Application Scenarios and Reflective Stories. In T. Bastiaens & M. Ebner (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2011 (pp. 2366-2374). Chesapeake, VA: AACE. Online: http://www.editlib.org/p/38189.
 

Breuer, H., & Matsumoto, M. (2010). Scenarios for Mobile Learning across Contexts. ACE Asian Conference on Education Proceedings (ISSN 2185-6133), pp.1935-1945. Osaka, Japan.
 

Breuer, H., & Steinhoff, F. (2010). Grounded Innovation – A Research Approach for the Fuzzy Front End of Innovation Management. Proceedings of BAI International Conference on Business and Innovation, Vol. 7 (ISSN 1729-9322). Kitakyushu, Japan.
 

Breuer, H., Steinhoff, F., & Wogatzky, M. (2009). The user clinic approach and its contribution to the innovation profitability analysis. Proceedings of the 2nd ISPIM Innovation Symposium. International Society of Professional Innovation Management, New York.
 

Breuer, H., Hewing, M., & Steinhoff, F. (2009). Divergent innovation: Fostering and managing the fuzzy front end of innovation. PICMET 2009 Conference Technology Management in the Age of Fundamental Change CD-Rom, Portland, USA. Also available from http://www.picmet.org
 

Breuer, H. (2009). Ubiquitous society: Cultural factors driving mobile innovations and adoption in Japan. In N. Aykin (Ed.), Lecture Notes in Computer Science: Vol. 5623. Internationalization, Design, and Global Development (pp. 328–336.). Berlin, Germany: Springer-Verlag.
 

Breuer, H., Kettner, M., Wagler, M., Preuschen, N., & Steinhoff, F. (2009). Love at first encounter: Start-up of new applications. In J. A. Jacko (Ed.), Lecture Notes in Computer Science: Human-Computer Interaction (Part III), 5612, pp. 585–594. Berlin, Germany: Springer-Verlag.
 

Steinhoff, F., & Breuer, H. (2009). Customer-centric open R&D and innovation in the telecommunication industry. Proceedings of the 16th International Product Development Management Conference on Managing Dualities in the Innovation Journey, Twente, Netherlands.
 

Breuer, H. (2009). Ubiquitous Society Japan: Netzwerkeffekte und Unterschiede auf dem Weg von der mobilen zur ubiquitären Gesellschaft. In J. Sieck & M. A. Herzog (Eds.), Wireless Communication and Information (WCI) (pp. 2-22), Berlin, Germany.
 

Breuer, H., & Matsumoto, M. (2008). Mobile learning across expanding contexts. Proceedings of the 8th IEEE International Conference on Advanced Learning Technologies (ICALT), Santander, Spain, pp. 623-625.
 

Breuer, H., & Matsumoto, M. (2008). Mobile learning about design patterns in contexts of matter. In J. Luca & E. Weippl (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2008 (pp. 1512-1521). Chesapeake, VA: AACE. Online: http://www.editlib.org/p/28580.
 

Breuer, H., Zurita, G., Baloian, N., & Matsumoto, M. (2008). Mobile learning with patterns. Proceedings of the 8th IEEE International Conference on Advanced Learning Technologies (ICALT), Santander, Spain, pp. 626-630.
 

Baloian, N., Breuer, H., Luther, W., & (2008). Concept keyboards in the animation of standard algorithms. Journal for Visual Languages and Computing, 19, 652-674.
 

Breuer, H., Baloian, N., & Konow, R. (2007). Integración Móvil de Aprendizaje Formal e Informal. / Mobile integration of formal and informal learning activities. CEDI Interacciónes Conferencia, Zaragoza, Espagna.
 

Breuer, H., Baloian, N., Matsumoto, M., & Sousa, C. (2007). Interaction Design Patterns for Classroom Environments. In Jacko, J. (Ed.): Human-Computer Interaction, Part IV, Lecture Notes in Computer Science: Vol: 4553. HCI International Conference in Beijing, China (pp. 163-172). New York: Springer.
 

Breuer, H., Sousa, C., Baloian, N., & Matsumoto, M. (2007). A lightweight open space for the classroom: Collaborative learning with whiteboards and pen-tablets. Proceedings of the 7th IEEE International Conference on Advanced Learning Technologies (ICALT), Niigata, Japan, pp. 66-71.
 

Breuer, H., Konow, R., Baloian, N., & Zurita, G. (2007). Mobile computing to seamlessly integrate formal and informal learning. Proceedings of the 7th IEEE International Conference on Advanced Learning Technologies (ICALT), Niigata, Japan, pp. 589-592.
 

Baloian, N., Buschmann, S., Breuer, H., & Matsumoto, M. (2006). Implementing authentic activities 4th IEEE International Workshop on Technology for Education in Developing Countries (TEDC’06), pp. 46-50.
 

Baloian, N., Breuer, H., & Matsumoto, M. (2006). Implementing authentic activities for supporting learning through remote monitoring of earthquakes. In E. Pearson & P. Bohman (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2006 (pp. 2250-2257). Chesapeake, VA: AACE. (Online: http://www.editlib.org/p/23319.)
 

Breuer, H., Baloian, N., Breuer, M., & Husslein, S. (2005). Lernerzentrierte Gestaltung interaktiver Tafeln und armlanger Interfaces am Interaction Design Lab. (Learner-centered design of interactive whiteboards and arm-length interfaces). In C. Lattemann & T. Köhler (Eds.). Multimediale Technologien: Multimedia in E-Business und Bildung (S. 267-277). Frankfurt: Verlag Peter Lang.
 

Breuer, H., & Baloian, N. (2005). Augmenting Whiteboard Interaction in the Classroom. In P. Kommers & G. Richards (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2005 (pp. 1214-1221). Chesapeake, VA: AACE. (Online: http://www.editlib.org/p/20245.)
 

Baloian, N., Breuer, H., Luther, W., & Middleton, C. (2005). Algorithm visualization using concept keyboards. Proceedings of the ACM Symposium on Software Visualization (SoftVis), St. Louis, Missouri, USA, pp. 7-16.
 

Baloian, N., Breuer, H., Hoeksema, K., Hoppe, U., & Milrad, M. (2004). Implementing the Challenge Based Learning in Classroom Scenarios. In S. Sotiriou (Ed.), Proceedings of the Symposium on Advanced Technologies in Education. Argostoli, Greece: Collide Publications (Online: http://www.collide.info
/Members/admin/publications/Implementing_CBL_in_Classroom.pdf).
 

Baloian, N., Breuer, H., Luther, W., Middleton, C., & Pilz, T. (2004). Konzept-Tastaturen zur Algorithmenanimation. Proceedings of the 4th Conference of the German Informatics Society Ulm (GI Workshop zum Thema elektronische Unterstützung der Präsenzlehre), Germany. Lecture Notes in Informatics (LNI P-51), pp. 399-403. Berlin: Springer Press.
 

Baloian, N., Breuer, H., Hoppe, H. U., & Pino, J. A. (2004). Collaborative learning in distributed seismography. ICLS Proceedings of the 6th International Conference of the Learning Sciences. Embracing Diversity in the Learning Sciences (p. 584). Santa Monica, CA, USA.
 

Breuer, H. (2003). Website usability or the www as practice. Proceedings of the First Latin American Web Congress of the IEEE Computer Society, Santiago, Chile, 235-236. ISBN: 0-7695-2058-8
 

Grüter, B. M., Breuer, H., & Wollenberg, A. (2000). Wissensarbeit: Über die Dynamik von Wissensentwicklung in aufgabenorientierten Gruppen. In E. H. Witte (Hrsg.), Leistungsverbesserungen in aufgabenorientierten Kleingruppen (S. 150-180). Berlin: Pabst Science Publishers.
 

Breuer, H. (1999). Interfacing Imagination. In H.-J. Bullinger & P. H. Vossen. (Eds.), Adjunct Conference Proceedings Conference Proceedings of HCI International 8th International Conference on Human-Computer Interaction jointly with 15th Symposium on Human Interface (pp. 75-76). Stuttgart, Germany: Fraunhofer IRB Verlag.
 


Further publications 1995 – 2013


Breuer, H., Tonhauser, P., Lütkemöller, K., Müller, S. (2012). Business Modeling Starter Kit. A hands-on toolkit for entrepreneurial teams – user’s manual. Internal Publication by User-Driven Innovation and Entrepreneurs Team of Telekom Innovation Laboratories, Berlin (Online: http://www.bovacon.com/papers/2012_Business_Models_RV.pdf, 1.11.2012).
 

Wogatzky, M.; Sauermann, J.; Breuer, H.; Steinhoff, F. (2012): Turning fiction into the road ahead – the Local Innovation Panel of Deutsche Telekom. Proceedings of General Online Research Conference, Mannheim/Germany. German Society for Online Research e.V. (DGOF).
 

Breuer, H. (2006-2012). Technology Radar of Deutsche Telekom Laboratories. (Über 30 Trendprofile zu Forschungsstand und Technologieentwicklung in Japan, Themenschwerpunkt z.B. Spiele, Communities, Interaktionstechnologien, Mensch-Roboter Interaktion, Telekommunikation). Berlin, Germany.
 

Steinhoff, F., & Breuer, H. (2011). User-centered radical innovation at Deutsche Telekom Laboratories. In M. Hülsmann & N. Pfeffermann (Eds.), Strategies and communications for innovations: An integrated mangagement view for companies and networks (pp. 363-378). Berlin, Germany: Springer.
 

Breuer, H., Steinhoff, F., & Wogatzky, M. (2010). User Clinic Formate und ihr Beitrag zur Innovationserfolgsrechnung. (User clinic formats and their contribution to innovation profit and loss account). In W. Schmeisser (Ed.), Technologiemanagement und Innovationserfolgsrechnung (pp. 1-24). München: Oldenburg Wissenschaftsverlag.
 

Becker, F., Breuer, H., & Wogatzky, M. (2010). Online clinics as a format of user research in innovation management. In M. Welker, H. Geissler, l. Kaczmirek & O. Wenzel (Eds.), Proceedings of the 12th General Online Research Conference (p. 32). Pforzheim, Germany: German Society for Online Research e.V. (DGOF).
 

Breuer, H., & Takanishi, A. (2009). Robotic human science and humanoid robot development in Japan. Technology Radar Feature Paper, Edition II/2009, pp. 1-10. Deutsche Telekom Laboratories, Berlin, Germany.
 

Breuer, H., Heidmann, F., Wnuk, M., Raape, U., & Matsumoto, M. (2009). Interaction design for situation awareness: Eyetracking and heuristics for control centers. 7th Image Museum Workshop of the Institute of Image Electronics Engineers of Japan (IIEEJ / http://wwwsoc.nii.ac.jp/iieej), pp. 17-22, Kyoto.
 

Breuer, H., Baloian, N., & Matsumoto, M. (2008). A mobile pattern discourse system. IEICE Technical Report, 107 (446), pp. 7-12.
 

Breuer, H., & Matsumoto, M. (2007). Mobile systems for contextual learning. IEICE Technical Report, 107, (391), Educational Technologies 2007-58, pp. 19-24.
 

Breuer, H., & Dauerer, V. (2007). Easier learning: Interaction design patterns for classrooms. Interview in PingMag – The Tokyo-based magazine about “Design and Making Things” (available for download in Japanese and English, also online http://pingmag.jp/2007/04/11/easier-learning-interactive-design-patterns-for-classrooms/).
 

Breuer, H., & Matsumoto, M. (2007). Interaction design patterns for learning environments: Basic concepts and a prototype. IEICE Technical Report, 106 (496), MVE2006-72, pp. 7-12.
 

Breuer, H., Baloian, N., Sousa, C., & Matsumoto, M. (2007). An open space for the classroom: Open source software to support face-to-face education. IEICE Technical Report, 106 (507), ET2006-89, pp. 37-42.
 

Breuer, H., & Vatovec, B. (2005, CD-Rom). Usability: Von der Produktoptimierung zur Prozessgestaltung. Posterbeitrag zur 2. Multimedia Konferenz der Universität Potsdam, Potsdam, Germany.
 

Breuer, H. (2001). Kultivation und Imagination in den Neuen Medien (Doctoral dissertation). Online: http://diglib.uni-magdeburg.de/Dissertationen/2001/henbreuer.pdf
 

Grüter, B. M., & Breuer, H. (1999). Zur Modellierung von Entwicklung und Kultur durch Design, Informatik und Psychologie. Mediale Formen des Denkens und Handelns und Navigationsstrukturen der Zukunft. Bewerbung um den Kulturwissenschaftlichen Förderpreis des Landes Nordrhein-Westfalen.
 

Breuer, H. (1997). Perspektiven der Verkehrstelematik bis zum Jahre 2005. Hausinterner Forschungsbericht, Schriftenreihe der DaimlerChrylser Forschung – Abteilung Technik und Gesellschaft. Berlin, Germany.
 

Floeting, H., Schulz, B., Breuer, H., & Schwarz, C. (1997). Telematik Transfer: Technologie- und Wissenstransfer im Informationssektor – Berlin und London im Vergleich. Berlin, Germany: Institut für Zukunftsstudien und Technologiebewertung.
 

Breuer, H. (1996). Technische Innovation und Altern (Unveröffentlichte Diplomarbeit). Freie Universität Berlin, Berlin, Germany.
 

Aging Society, Technikgenese, Innovation, Henning Breuer
 

Breuer, H. (1995). Alte Menschen, neue Technologien. Zukünfte, 13, pp. 24-26.