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Abstract

In many industries, we can observe a paradigm shift from traditional value creation towards value co-creation and open production approaches. The boundaries of companies dissolve and many more stakeholders (suppliers, customers, users, community members etc.) are integrated into the value creation process. Thus, a new understanding and taxonomy of value creation becomes necessary to serve as a reference model in order to describe new phenomena based on the principles of so-called Bottom-up Economics. In an industrial context, openness as a precondition for participation, cooperation and interaction can be seen as a critical success factor. The need for a theory of a distributed and open value creation will be revealed by integrating case observations and conceptual insights from literature that are concerned with co-creation phenomena from a Production Engineering point of view.

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... Value creation is the ultimate objective of all corporations (Herskovits et al., 2013), and Climent et al. (2021) emphasize that the traditional understanding of value creation patterns assumes that the process of value creation is limited to the borders of an organization through the firm's activities. In this context, Redlich & Moritz (2016) describe the evolution of value creation, beginning with traditional methods centered on companies and passive customer roles, advancing to value creation networks for collective efficiency. They emphasize the shift towards interactive and co-creative approaches, where customers become more active participants, resulting in the dissolution of hierarchical structures and the involvement of various actors in the value creation process of a firm, including suppliers, customers, users, and community members. ...
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... Altogether, these initiatives framed the concept of open source hardware (OSH) that extends the well-established approach to intellectual property management in open source software to the realms of physical artifacts [2]. This implements an alternative approach to conventional product development that bears a formidable potential for organizational and business innovation [3]. ...
Technical Report
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Chapter
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... Many industries undergo a paradigm shift towards more open and collaborative approaches in value creation enabled by widely disseminated and advanced (IC) technologies. [1,2,3,4] New companies and business models based on openness are putting pressure on established actors forcing them to open up too. [5,6] Ever since, outsiders (amateurs, experts, customers etc.) can enter the domain and be part of industrial value creation. ...
Conference Paper
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Chapter
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Chapter
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Chapter
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Chapter
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Book
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The paper discusses three key economic problems raised by the emergence of Open source: motivation, co-ordination, and diffusion.
Chapter
The advent of open innovation has intensified communication and interaction between scientists and corporations. Crowdsourcing added to this trend. Nowadays research questions can be raised and answered from virtually anywhere on the globe. This chapter provides an overview of the advancements in open innovation and the phenomenon of crowdsourcing as its main tool for accelerating the solution-finding process for a given (not only scientific) problem by incorporating external knowledge, and specifically by including scientists and researchers in the formerly closed but now open systems of innovation processes. We present perspectives on two routes to open innovation and crowdsourcing: either asking for help to find a solution to a scientific question or contributing not only scientific knowledge but also other ideas towards the solution-finding process. Besides explaining forms and platforms for crowdsourcing in the sciences we also point out inherent risks and provide a future outlook for this aspect of (scientific) collaboration.
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Heute scheinen sich die Voraussagen von Igor Ansoff (= Surprise =) und Peter Drucker (= Managing =) aus den 60er Jahren zu bestätigen, daß wir nicht nur ein „Management of Discontinuities”, sondern auch ein „Management in Turbulent Times” zu bewältigen haben werden. Damit verbinden sich veränderte und erheblich gewachsene Anforderungen an die Führung.
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This chapter presents a methodology for web-based manufacturing management and control. The methodology is a part of a WebMachining system, which is based on the e-manufacturing concept. The WebMachining virtual company encompasses three distributed manufacturing systems, all of them located in different cities in Brazil, i.e. a flexible manufacturing cell (FMC) at GRACO/UnB (Brasília), a flexible manufacturing system (FMS) at SOCIESC (Joinville), and a lathe at UFSC (Florianopolis). The methodology includes planning, scheduling, control, and remote manufacturing of components. A user (customer) uses the manufacturing services provided by the WebMachining virtual company through the Internet, in order to execute operations and processes to design and manufacture the components. The proposed methodology integrates engineering and manufacturing management through an enterprise resource planning (ERP) software that previews which of the three systems will produce the ordered component, and this decision is based on parameters related to each of the three systems. After the decision, the ERP system will generate the production schedule. Also in this work, the implementation aspects of a web-based shop floor controller for the FMC at GRACO/UnB are presented. The FMC consists of a Romi Galaxy 15M turning centre, an ASEA IRB6 robot manipulator, a Mitutoyo LSM-6100 laser micrometer, an automated guided vehicle (AGV), and a pallet to store the blank and finished components. The functional model, which depicts the modules and their relationships in the web-based shop floor controller, serves as a basic model to implement the real system. After that, the proposed implementation architecture based on the object-oriented technology is presented.
Book
With the publication of his best-selling books "Competitive Strategy (1980) and "Competitive Advantage (1985), Michael E. Porter of the Harvard Business School established himself as the world's leading authority on competitive advantage. Now, at a time when economic performance rather than military might will be the index of national strength, Porter builds on the seminal ideas of his earlier works to explore what makes a nation's firms and industries competitive in global markets and propels a whole nation's economy. In so doing, he presents a brilliant new paradigm which, in addition to its practical applications, may well supplant the 200-year-old concept of "comparative advantage" in economic analysis of international competitiveness. To write this important new work, Porter and his associates conducted in-country research in ten leading nations, closely studying the patterns of industry success as well as the company strategies and national policies that achieved it. The nations are Britain, Denmark, Germany, Italy, Japan, Korea, Singapore, Sweden, Switzerland, and the United States. The three leading industrial powers are included, as well as other nations intentionally varied in size, government policy toward industry, social philosophy, and geography. Porter's research identifies the fundamental determinants of national competitive advantage in an industry, and how they work together as a system. He explains the important phenomenon of "clustering," in which related groups of successful firms and industries emerge in one nation to gain leading positions in the world market. Among the over 100 industries examined are the German chemical and printing industries, Swisstextile equipment and pharmaceuticals, Swedish mining equipment and truck manufacturing, Italian fabric and home appliances, and American computer software and movies. Building on his theory of national advantage in industries and clusters, Porter identifies the stages of competitive development through which entire national economies advance and decline. Porter's finding are rich in implications for both firms and governments. He describes how a company can tap and extend its nation's advantages in international competition. He provides a blueprint for government policy to enhance national competitive advantage and also outlines the agendas in the years ahead for the nations studied. This is a work which will become the standard for all further discussions of global competition and the sources of the new wealth of nations.
Article
Research in design creativity has focused on individual creativity and on creativity in a collaborative or organizational setting. Collective design and crowdsourcing creativity differ from individual and collaborative creative design by building on the foundations of social computing so thatindividuals are motivated to contribute voluntarily. Research that improves our understanding and support for this phenomena is a trajectory from existing creativity and design research methods and modelsthat study individuals and teams to studying crowds. Three directions for research in crowdsourcing creativity are: technology development, creative design processes, and evaluating creativity.
Article
When most people in the United States hear the word “manufacturing,” two images come to mind. The first recalls traditional assembly lines, men sweating over machines, and long trains of mass-produced goods coming out the other end, smoke billowing from their stacks. Automobile plants circa 1950 embody this image. The second image—epitomized by automobile plants circa 2012—is of shuttered factories and blue-collar workers displaced by foreign competition. Consequently, policy discussions about manufacturing tend to follow this same dichotomy and to rely on conventional terms, regardless of their applicability. Most debates about the future of manufacturing focus on recovering a bygone era and become a discussion of what the U.S. economy is supposed to look like: Should we have more production and less consumption? How can the United States boost exports and reduce imports? Where will the good jobs come from? What is most disappointing about this state of affairs is that it obscures a new type of producer society that is taking shape in the cracks in the old system. This do-it-yourself (DIY) producer society, driven by grassroots movements in tinkering, entrepreneurship, and small-scale manufacturing, has the potential to transform how we think and talk about American manufacturing—as well as its role in the U.S. economy. This, of course, is not the first article to proclaim that manufacturing is changing. Accelerating manufacturing job losses during the Great Recession have spurred much talk about restoring the U.S. position as a country that makes things. Although the United States has never stopped making things in terms of output—it remains one of the top manufacturing countries in the world and exports billions of dollars of goods each year—there is a popular notion that we have left behind the golden age of American productivity and moved away from producing physical items, choosing instead to export that function. There are frequent indignant outcries that products like the iPhone and iPad are designed but not manufactured in America or that the U.S. Olympic team uniforms carried “Made in China” labels, implying that such facts reflect America’s downward economic spiral. These cries often emerge from those who wave the ever-popular banner of needing to save American jobs. However, a close examination of this claim reveals a much more complicated economic story than that of savings-driven outsourcing. Visions of the revival of traditional American manufacturing often include the return of lucrative jobs to American communities. However, the future of American manufacturing shouldn’t be circumscribed by a discussion of “reshoring” jobs. There is already a great deal of false hope around the re-shoring debate. For example, Boston Consulting Group released a report last year purporting to have found that, within half a decade, millions of lost manufacturing jobs would return to the United States because of rising labor costs in China. While it’s true that labor costs in China are rising consistently relative to the United States, it’s also true that labor costs constitute a falling share of manufacturing costs. The mix of labor, shipping, and energy costs will probably mean that some jobs once sent to China will return to North America; for many others, however, that calculus will not change. This is due in part to the fact that the decision of where to locate a manufacturing center is not determined by such cost measures alone. The expectation that rising Chinese labor costs will result in the wholesale relocation of millions of jobs to the United States simplistically assumes that there is no other reason manufacturing jobs have been created elsewhere. Economists and others have long realized that the benefits of co-location—when engineering, design, and manufacturing jobs exist in the same geographic place—go well beyond job numbers. Spillovers and returns to proximity matter; moreover, when manufacturing jobs leave, the innovative potential of the remaining workers is undermined and, hence, the skills and knowledge level of the surrounding area go untapped. A recent article in Technology Review noted that A123 Systems, one of the most celebrated lithium-ion battery companies in the United States, originally located its production in China “to acquire the needed...
Article
In an age of open source, custom-fabricated, DIY product design, all you need to conquer the world is a brilliant idea. Photo: Dan Winters The door of a dry-cleaner-size storefront in an industrial park in Wareham, Massachusetts, an hour south of Boston, might not look like a portal to the future of American manufacturing, but it is. This is the headquarters of Local Motors, the first open source car company to reach production. Step inside and the office reveals itself as a mind-blowing example of the power of micro-factories. In June, Local Motors will officially release the Rally Fighter, a 50,000offroad(butstreetlegal)racer.Thedesignwascrowdsourced,aswastheselectionofmostlyofftheshelfcomponents,andthefinalassemblywillbedonebythecustomersthemselvesinlocalassemblycentersaspartofa"buildexperience."Severalmoredesignsareinthepipeline,andthecompanysaysitcantakeanewvehiclefromsketchtomarketin18months,aboutthetimeittakesDetroittochangethespecsonsomedoortrim.EachdesignisreleasedunderasharefriendlyCreativeCommonslicense,andcustomersareencouragedtoenhancethedesignsandproducetheirowncomponentsthattheycanselltotheirpeers.TheRallyFighterwasprototypedintheworkshopatthebackoftheWarehamoffice,butmanufacturingmusclealsocamefromFactoryFiveRacing,akitcarcompanyandLocalMotorsinvestorlocatedjustdowntheroad.Ofcourse,thekitcarbusinesshasbeenaroundfordecades,standingasaproofofconceptforhowsmallmanufacturingcanworkinthecarindustry.Kitcarscombinehandweldedsteeltubechassisandfiberglassbodieswithstockenginesandaccessories.Amateursassemblethecarsattheirhomes,whichexemptsthevehiclesfrommanyregulatoryrestrictions(similartohomebuiltexperimentalaircraft).FactoryFivehassoldabout8,000kitstodate.Oneproblemwiththekitcarbusiness,though,isthatthevehiclesaretypicallymodeledafterfamousracingandsportscars,makinglawsuitsandlicensefeesaconstantburden.Thismakesithardtoprofitandlimitstheindustrysgrowth,eveninthefaceoftheDIYboom.JayRogers,CEOofLocalMotors,sawawayaroundthis.Hiscompanyoptedfortotallyoriginaldesigns:Theydontevokeclassiccarsbutratherreimaginewhatacarcanbe.TheRallyFightersbodywasdesignedbyLocalMotorscommunityofvolunteersandputsthelietothenotionthatyoucantcreateanythinggoodbycommittee(solongasthecommunityiswellmanaged,wellled,andwellequippedwithtoolslike3Ddesignsoftwareandphotorealisticrenderingtechnology).TheresultisacarthatputsDetroittoshame.Itis,firstofall,incrediblycoollookingacrossbetweenaBajaracerandaP51Mustangfighterplane.Givenitscommunityprovenance,onemighthaveexpectedsomethingmorelikeaplatypus.Butthisprocesswasnopolitburo.Instead,itwasacompetition.ThewinnerwasSanghoKim,a30yearoldgraphicartistandstudentattheArtCenterCollegeofDesigninPasadena,California.WhenLocalMotorsaskeditscommunitytosubmitideasfornextgenvehicles,Kimssketchesandrenderingscaptivatedthecrowd.Therewasntsupposedtobeaprize,butthecompanygaveKim50,000 off-road (but street-legal) racer. The design was crowdsourced, as was the selection of mostly off-the-shelf components, and the final assembly will be done by the customers themselves in local assembly centers as part of a "build experience." Several more designs are in the pipeline, and the company says it can take a new vehicle from sketch to market in 18 months, about the time it takes Detroit to change the specs on some door trim. Each design is released under a share-friendly Creative Commons license, and customers are encouraged to enhance the designs and produce their own components that they can sell to their peers. The Rally Fighter was prototyped in the workshop at the back of the Wareham office, but manufacturing muscle also came from Factory Five Racing, a kit-car company and Local Motors investor located just down the road. Of course, the kit-car business has been around for decades, standing as a proof of concept for how small manufacturing can work in the car industry. Kit cars combine hand-welded steel tube chassis and fiberglass bodies with stock engines and accessories. Amateurs assemble the cars at their homes, which exempts the vehicles from many regulatory restrictions (similar to home-built experimental aircraft). Factory Five has sold about 8,000 kits to date. One problem with the kit-car business, though, is that the vehicles are typically modeled after famous racing and sports cars, making lawsuits and license fees a constant burden. This makes it hard to profit and limits the industry's growth, even in the face of the DIY boom. Jay Rogers, CEO of Local Motors, saw a way around this. His company opted for totally original designs: They don't evoke classic cars but rather reimagine what a car can be. The Rally Fighter's body was designed by Local Motors' community of volunteers and puts the lie to the notion that you can't create anything good by committee (so long as the community is well managed, well led, and well equipped with tools like 3-D design software and photorealistic rendering technology). The result is a car that puts Detroit to shame. It is, first of all, incredibly cool-looking — a cross between a Baja racer and a P-51 Mustang fighter plane. Given its community provenance, one might have expected something more like a platypus. But this process was no politburo. Instead, it was a competition. The winner was Sangho Kim, a 30-year-old graphic artist and student at the Art Center College of Design in Pasadena, California. When Local Motors asked its community to submit ideas for next-gen vehicles, Kim's sketches and renderings captivated the crowd. There wasn't supposed to be a prize, but the company gave Kim 10,000 anyway. As the community coalesced around his Rally Fighter, members competed to develop secondary parts, from the side vents to the light bar. Some were designers, some engineers, and others just car hobbyists. But what they had in common was a refusal to design just another car, compromised by mass-market needs and convention. They wanted to make something original — a fantasy car come to life. While the community crafted the exterior, Local Motors designed or selected the chassis, engine, and transmission thanks to relationships with companies like Penske Automotive Group, which helped the firm source everything from dashboard dials to the new BMW clean diesel engine the Rally Fighter will use. This combination — have the pros handle the elements that are critical to performance, safety, and manufacturability while the community designs the parts that give the car its shape and style — allows crowdsourcing to work even for a product whose use has life-and-death implications.
Article
Companies have long used teams to solve problems: focus groups to explore customer needs, consumer surveys to understand the market and annual meetings to listen to shareholders. But the words "solve," "explore," "understand" and "listen" have now taken on a whole new meaning. Thanks to recent technologies, including many Web 2.0 applications, companies can now tap into "the collective" on a greater scale than ever before. Indeed, the increasing use of information markets, wikis, crowdsourcing, "the wisdom of crowds" concepts, social networks, collaborative software and other Web-based tools constitutes a paradigm shift in the way that many companies make decisions. Call it the emerging era of "Decisions 2.0." But the proliferation of such technologies necessitates a framework for understanding what type of collective intelligence is possible (or not), desirable (or not) and affordable (or not) - and under what conditions. At a minimum, managers need to consider the following key issues: loss of control, diversity versus expertise, engagement, policing, intellectual property and mechanism design. By understanding such important issues, companies like Affinnova, Google, InnoCentive, Marketocracy and Threadless have successfully implemented Decisions 2.0 applications for a variety of purposes, including research and development, market research, customer service and knowledge management. The bottom line is this: For many problems that a company faces, there could well be a solution out there somewhere, far outside of the traditional places that managers might search, within or outside the organization. The trick, though, is to develop the right tool for locating that source and then tap into it.
Article
Advanced manufacturing technologies (AMTs) enable many new ways of combining materials and embedding functionality. As a result, they can make previously difficult trade-offs practical, such as geometric complexity versus production time and cost. AMTs can also revitalise manufacturing and generate new employment - when they are combined with Web 2.0. Already a few companies - such as Fabjectory, Figure-Prints, Ponoko and Shapeways - have recognised the possibility of this combination, called by some 'Factory 2.0'. For example, Fabjectory and FigurePrints take digital data that describes a customer's character (or 'avatar') in a virtual game, and then manufacture a 3D physical image. In doing so, they connect the synthetic economy of virtual world transactions with the real economy of exchanging physical goods for money. This paper discusses further the concept of AMTs.
Article
Open innovation, fuelled by the rise of the Internet, has made it feasible and cheaper for firms to open themselves up to a wide range of external sources of innovative ideas. The explosive growth of open innovation intermediary networks, such as InnoCentive or Linked-in, enables the rapid pairing of firms seeking knowledge to address a wide range of business challenges (seekers) with other firms or individuals who already have relevant knowledge (solvers or knowledge brokers). These intermediary networks allow procurement departments to source codified and un-codified knowledge from firms or individuals outside their traditional supplier networks using one-off transactional relationships. Although sourcing ideas in this way theoretically poses problems for knowledge search and transfer, we have found that companies can draw on processes and integration mechanisms developed by procurement and design engineering to develop effective organizational learning routines. These routines are strategically vital to source new ideas through open innovation using intermediary networks and create competitive advantage.
Article
In the wake of the meltdown among US auto manufacturers in 2009, Jay Rogers - CEO of Local Motors - has a new approach for the automotive industry: Decide which models are produced through online design competitions, and then allow customers to "build their own cars" from the winning designs. The case focuses on two key issues: Can Local Motors build a thriving online design community at a reasonable cost? And can customers be convinced to add their own sweat and labor to the manufacturing process? The case is written from the perspective of a start-up company seeking funding while trying to implement a novel business concept.Learning Objective:This case highlights the promises and pitfalls of two increasingly common marketing tactics. First, the case explores the concept of involving consumers and communities in the design of one's products - inviting a broader discussion of similar initiatives such as open-source collaborative efforts. Second, the case examines the impact of involving customers in the manufacturing of one's products - again part of a broader conversation about the increased push towards allowing consumers to customize product offerings.
Article
Interfirm networks in general and strategic networks in particular are considered as an organizational form with distinct structural properties. Due to a lack of adequate theory, the working of network processes as well as the resulting network effectiveness is not very well understood. Structuration theory, developed by Anthony Giddens as a social theory, offers the potential not only to analyze network processes without neglecting structures but also to understand why many rather than few designs seem to be effective. As conceived here, this potential results, above all, from two interrelated theorems of structuration theory: the duality of structure and the recursiveness of social praxis. It will be concluded that these the orems offer valuable insights into organizing networks, especially into how structures of signification, domination, and legitimation shape network processes and how they are reproduced under the auspices of network effectiveness.
Article
I anatomize a successful open-source project, fetchmail, that was run as a deliberate test of some theories about software engineering suggested by the history of Linux. I discuss these theories in terms of two fundamentally different development styles, the "cathedral" model, representing most of the commercial world, versus the "bazaar" model of the Linux world. I show that these models derive from opposing assumptions about the nature of the software-debugging task. I then make a sustained argument from the Linux experience for the proposition that "Given enough eyeballs, all bugs are shallow," suggest productive analogies with other self-correcting systems of selfish agents, and conclude with some exploration of the implications of this insight for the future of software.
Article
This paper presents a formal approach to evaluate the value of enhancing product customization in a vertically differentiated market. Different from most existing studies that tend to associate the level of customization with the number of product variants, we take a rather different view to the level of customization which we define as the degree to which consumers are involved along the value chain. Consequently, a higher level of customization is achieved when consumers are involved further upstream in the chain. The novelty of our approach stems from the integration of both marketing- and production-related factors that enable us to: consider trade-offs between customization, lead times and manufacturing costs; and analyze how these trade-offs should be addressed in a market in which one group of consumers is highly concerned about product customization, whereas the other group is more concerned about lead time. Through numerical examples, we demonstrate how the interplay between marketing- and operation-related factors affects firm's decision on the most appropriate level of customization.
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The traditional system of company-centric value creation (that has served us so well over the past 100 years) is becoming obsolete. Leaders now need a new frame of reference for value creation. In the emergent economy, competition will center on personalized co-creation experiences, resulting in value that is truly unique to each individual. The authors see a new frontier in value creation emerging, replete with fresh opportunities. In this new frontier the role of the consumer has changed from isolated to connected, from unaware to informed, from passive to active. As a result, companies can no longer act autonomously, designing products, developing production processes, crafting marketing messages, and controlling sales channels with little or no interference from consumers. Armed with new tools and dissatisfied with available choices, consumers want to interact with firms and thereby co-create value. The use of interaction as a basis for co-creation is at the crux of our emerging reality. The co-creation experience of the consumer becomes the very basis of value. The authors offer a DART model for managing co-creation of value processes.
Article
Purpose The purpose of this paper is to analyze the emerging crowd‐funding phenomenon, that is a collective effort by consumers who network and pool their money together, usually via the internet, in order to invest in and support efforts initiated by other people or organizations. Successful service businesses that organize crowd‐funding and act as intermediaries are emerging, attesting to the viability of this means of attracting investment. Design/methodology/approach The research employs a “grounded theory” approach, performing an in‐depth qualitative analysis of three cases involving crowd‐funding initiatives: SellaBand in the music business, Trampoline in financial services, and Kapipal in non‐profit services. These cases were selected to represent a diverse set of crowd‐funding operations that vary in terms of risk/return for the investor and the type of payoff associated to the investment. Findings The research addresses two research questions: how and why do consumers turn into crowd‐funding participants? and how and why do service providers set up a crowd‐funding initiative? Concerning the first research question, the authors' findings reveal purposes, characteristics, roles and tasks, and investment size of crowd‐funding activity from the consumer's point of view. Regarding the second research question, the authors' analysis reveals purposes, service roles, and network effects of crowd‐funding activity investigated from the point of view of the service organization that set up the initiative. Practical implications The findings also have implications for service managers interested in launching and/or managing crowd‐funding initiatives. Originality/value The paper addresses an emerging phenomenon and contributes to service theory in terms of extending the consumer's role from co‐production and co‐creation to investment.