IKEA 宜家家居股份有限公司

企業官網:IKEA 宜家家居股份有限公司
企業介紹:
IKEA Company Introduction|IKEA 公司簡介 IKEA is one of the world’s leading home furnishing retailers, creating a better everyday life for the many people through well-designed, functional and affordable products. Sustainability is embedded in IKEA’s business strategy, with a focus on healthy and sustainable living, climate, nature and circularity, and fair & equal. IKEA is transforming towards a circular business by designing products for reuse, repair, and recycling, while expanding circular services that help customers extend product life.
IKEA 是全球領先的家居零售品牌之一,以「為大眾創造更美好的生活」為願景,提供設計優良、實用且價格合理的家居產品。永續發展已深度融入 IKEA 的商業策略,涵蓋永續生活、氣候與自然、循環經濟及社會影響力等面向。IKEA 正積極轉型為循環經濟商業模式,透過產品設計、維修、回購、再利用與回收等方式延長產品壽命,並發展更多循環服務,協助消費者參與循環經濟。
命題說明:
命題目標
透過數位化與服務創新,降低消費者參與家具循環經濟的門檻,提升家具全生命週期價值。
Leverage digitalization and service innovation to reduce barriers for consumers to participate in the circular furniture economy, and maximize furniture lifecycle value.
Background|背景說明
Consumers often face fragmented information and disconnected processes when seeking furniture repair, resale, buyback, or recycling services. These barriers reduce participation in circular behaviors and make it difficult to extend the useful life of furniture. At the same time, businesses face challenges such as limited capacity for second-hand furniture repair and quality assessment, operational inefficiencies, and difficulties scaling circular business models sustainably.
IKEA aims to address these challenges through digital innovation, integrated service solutions, and enhanced customer experiences that make circular living more convenient and appealing. By creating a seamless circular customer journey, IKEA seeks to extend product lifespans, maximize resource efficiency, and reduce waste. At the same time, the company aims to develop commercially sustainable circular business model that supports the transition toward a more circular economy.
消費者在家具使用與汰換過程中,經常面臨維修、轉售、回購、捐贈及回收等服務資訊分 散、流程不透明且不易取得的挑戰,降低其參與循環行為的意願。另一方面,企業在推動 循環經濟時,也面臨二手家具維修與品質評估量能不足、營運效率有限,以及循環商業模 式難以快速規模化等問題。
IKEA 希望透過數位創新、整合式服務平台及更具吸引力的顧客體驗,打造便利且無縫的 循環生活旅程,協助延長家具使用壽命、提升資源利用效率並減少浪費。同時,建立長期 商業可行性的循環經濟模式,推動永續消費成為主流生活方式。
Challenge Task|挑戰任務
Design and develop a demonstrable, innovative solution, including digital tools, digital platforms, integrated business models, that enables IKEA and consumers to collaboratively manage and extend the value and lifespan of furniture.
Teams are encouraged to focus on a specific pain point, user need, or circular economy use case, and demonstrate the value and feasibility of their solution through a clickable prototype, Minimum Viable Product (MVP), or workflow. Teams are not expected to address every stage of the furniture lifecycle.
Proposals should demonstrate how digital technologies, data management, or service integration can enhance consumer convenience and motivation to participate in circular behaviors, while helping IKEA retain product value, optimize service processes, and improve resource efficiency.
Teams may focus on a particular application area, such as repair services, furniture valuation, buyback programs, second-hand resale, reverse logistics, or customer engagement mechanisms, or any other “Furniture-as-a-Service" scenario, and showcase the potential solution, business value and sustainability impact.
請設計並開發一個可實際展示的創新解決方案,例如數位工具、數位平台或整合型商業模 式等,協助 IKEA 與消費者共同管理並延長家具的使用價值與生命週期。
鼓勵團隊聚焦於單一痛點、特定使用者需求或單一循環情境,並透過可操作的原型 (Prototype)、MVP 或工作流程等方式,驗證其解決方案的價值與可行性,無須涵蓋家 具生命週期的所有環節。
提案應說明如何運用數位科技、數據管理或服務整合,提升消費者參與循環經濟的便利性 與意願,同時協助 IKEA 強化產品價值保留、優化服務流程及提升資源利用效率。
團隊可聚焦於維修服務、家具估價、家具收購、二手轉售、逆物流管理、消費者參與機制 等任一或其他"Furniture-as-a-Service"的情境,展示其解決方案、商業價值及對環境永續 的潛在貢獻。
Common Pain Point Examples|常見痛點範例
The following are common pain points that consumers and businesses face in the furniture circularity process, provided for context only. Teams are also encouraged to think beyond them, proposing any innovative solution that enhances furniture circularity, improves the customer experience, or creates new circular business value:
以下為消費者與企業在家具循環過程中常見的痛點現象,僅供理解問題脈絡之用,也團隊 鼓勵跳脫框架,提出任何有助於提升家具循環利用、改善顧客體驗或創造循環商業價值的 創新解決方案:
1.Difficulty in Second-Hand Furniture Valuation (二手家具估價不易)
Furniture condition, age, and wear vary widely, making it hard for both consumers and businesses to quickly and consistently assess fair resale, buyback, or rental value, often leading to mismatched price expectations and stalled transactions.
家具因使用狀況、年限與磨損程度差異極大,消費者與企業都難以快速且一致地評估合理 的轉售、收購或租賃價值,常導致買賣雙方價格認知落差,交易因此延宕或破局。
2.Reverse Logistics Challenges (逆物流挑戰)
Collecting, transporting, and consolidating used furniture from dispersed households is costly and operationally complex, especially compared to the one- way forward logistics of new product delivery, limiting the scalability of repair, buyback, and recycling services.
從分散各地的住戶端回收、運送並集中處理二手家具的成本高、營運複雜度大,相較於新 品配送的單向正向物流更難規模化,限制了維修、收購與回收服務的擴展能力。
3.Insufficient Consumer Incentives (消費者誘因不足)
Without clear, immediate, or tangible benefits, consumers often default to discard furniture rather than choosing repair, resale, or recycling, even when circular options are available, due to perceived inconvenience or lack of motivation.
即使維修、轉售或回收等循環選項存在,消費者在缺乏明確、即時或具體可感的回饋下, 往往因為覺得不便或缺乏動機,而傾向直接丟棄家具,而非選擇參與循環行為。
Evaluation Criteria|評審重點
⚫Digital Tool or MVP Solution 數位工具或MVP 解決方案 30% Teams should demonstrate their solution through a clickable prototype (Figma, Adobe XD…etc) , a functional MVP (Web App, AI Chatbot…etc), or any other demonstrable tools. Evaluation will focus on usability and feasibility, and the team’s ability to translate ideas into a tangible digital solution. 參賽團隊應以可點擊式原型(如 Figma、Adobe XD 等)、可運作的 MVP(如 Web App、AI Chatbot 等),或其他可展示的工具,呈現其解決方案。評審將著重於功能 完整性、可行性,以及團隊將創意轉化為實際數位工具的能力。
⚫ User Journey and Value Proposition 使用者旅程與價值主張 30% Solutions should address real user needs and clearly demonstrate how they create value. Evaluation will consider user insights, customer journey design, user experience, and the attractiveness of the proposed value proposition. 解決方案應能回應真實使用者需求,並清楚展現其創造的價值。評審將評估使用者洞 察、使用者旅程設計、整體體驗,以及價值主張的清晰度與吸引力。
⚫ Sustainability Impact Analysis 永續影響評估 20% Teams should demonstrate how their solution contributes to circular economy goals and provides sustainability outcomes, such as product life extension, waste reduction, social inclusion promotion, and empowerment. 團隊應說明方案如何促進循環經濟,並提出具體的永續效益,例如延長產品壽命、減 少廢棄物,促進社會共融與賦權等。
⚫ Business Model and Scalability 商業模式可行性 20% Evaluation will consider the practicality of implementation, required resources, operational complexity, and the potential to scale within the IKEA ecosystem or broader market, creating long-term value for both customers and the business. 評審將評估方案落地可行性、所需資源、營運複雜度,以及未來在 IKEA 生態系或更 廣泛市場中的發展與規模化潛力,為消費者與企業創造長期價值。
Bonus Points|額外加分項
If the proposed solution incorporates Taichung-specific elements or connects with IKEA Taichung’s actual store context, this will be considered a bonus, though not a required element. For example, team’s solution considers:
• The residential living pattern in Taichung is primarily centered around three- person families.
• The Taichung store sells a wide variety of furniture that is energy-efficient, water-saving, and made from recycled materials.
• The Taichung store features the world’s first IKEA roof garden. 如解決方案能結合台中在地議題,或連結 IKEA 台中店的實際場域,將視為加分項目,但 非必要條件。例如,團隊的解決方案中考量到:
• 台中居住型態以三人家庭為主
• 台中店販售多種節能、省水、以回收材質製成的家具
• 台中店擁有全球首座IKEA 空中花園
命題介紹影片: