Chapter

Who Are Your Design Heroes? Exploring User Roles in a Co-creation Community

Authors:
To read the full-text of this research, you can request a copy directly from the authors.

Abstract

Co-creation with users in online communities proved to be a powerful means for product innovation. Crowdsourcing ideas in a contest setting within a community represents an effective method to gather a variety of ideas within a short time and with reasonable financial investment. Users benefit as well. They can be part of industrial value creation, enjoy interacting with a company and socializing with other users, and win a prize. Interestingly, many users not only compete for prizes, but also collaborate with others by giving feedback and exchanging ideas. Thus, we find high heterogeneity among users which asks for adequate community management (incentives, facilitation, communication etc.). In this study, we explore user roles and communication patterns in an industrial design contest community by applying cluster analysis based on network measures and content analysis. Four user roles were found that differ in communication and contribution behavior.

No full-text available

Request Full-text Paper PDF

To read the full-text of this research,
you can request a copy directly from the authors.

... Various forms of online co-creation communities are supportive of sharing with community members, creating innovations together and adoption from community members (Hyysalo et al., 2017). To manage co-creation process more effectively, online user roles have been investigated in different backgrounds including innovation contest community (Füller et al., 2014;Guo, Zheng, An, & Peng, 2017;Moritz, Redlich, & Wulfsberg, 2018), crowdsourcing community (Fuger et al., 2017),open source software community (Barcomb, Kaufmann, Riehle, Stol, & Fitzgerald, 2018;Crowston & Shamshurin, 2017). ...
... In the first phase, we aimed to identify core community members according to their activities in the community, which were assessed in three dimensions, including posts, comments, and likes, that would reflect members' active participation levels (Teichmann, Stokburger-Sauer, Plank, and Strobl (2015)). Specifically, we performed a two-step cluster analysis that combined both hierarchical and non-hierarchical methods (Moritz et al., 2018). We first used a hierarchical clustering algorithm using the Ward's minimum variance method to determine the number of clusters (k=4) for non-hierarchical clustering (Milligan & Cooper, 1987), then used the k-means algorithm to cluster those community members into four clusters based on seven variables selected from literature (e.g., Benamar et al. 2017) and domain heuristics. ...
Article
Full-text available
Online co-creation allows companies to leverage external sources of knowledge to sustain product or service innovation. Users’ knowledge is regarded as such a potential source. Understanding user behaviors and innovation types is vital to improving a company’s sustainable innovation. Many prior studies mainly categorized online community members into core and peripheral members based on their posting frequencies. However, little research has gone beyond that categorization and examined whether there may be different types of core members who may contribute to product or service innovation differently, especially in the context of co-creation. The objectives of this study are three-fold: (1) to identify core members of a company-hosted online co-creation community automatically by considering several dimensions of individual members, including posting behavior, the generated content, and social network features; (2) to categorize and compare the contributions of different types of core members in the community, aiming to identify community members who may play leadership roles in sustainable innovation; and (3) to investigate the influence of those different types of core members on other community members. The data collected from a company-hosted online co-creation community in China were analyzed. Through analysis, we developed a novel innovation-oriented topology of core community members consisting of eight types. Based on Practice Theory, we also explored how those different types of core community members may influence other members’ behavior. Finally, based on the findings, we propose strategies and guidelines for practitioners to keep different types of community members actively engaged in online co-creation and to manage sustainable innovation practice better.
Book
Full-text available
The process of user-centered innovation: how it can benefit both users and manufacturers and how its emergence will bring changes in business models and in public policy. Innovation is rapidly becoming democratized. Users, aided by improvements in computer and communications technology, increasingly can develop their own new products and services. These innovating users—both individuals and firms—often freely share their innovations with others, creating user-innovation communities and a rich intellectual commons. In Democratizing Innovation, Eric von Hippel looks closely at this emerging system of user-centered innovation. He explains why and when users find it profitable to develop new products and services for themselves, and why it often pays users to reveal their innovations freely for the use of all.The trend toward democratized innovation can be seen in software and information products—most notably in the free and open-source software movement—but also in physical products. Von Hippel's many examples of user innovation in action range from surgical equipment to surfboards to software security features. He shows that product and service development is concentrated among "lead users," who are ahead on marketplace trends and whose innovations are often commercially attractive. Von Hippel argues that manufacturers should redesign their innovation processes and that they should systematically seek out innovations developed by users. He points to businesses—the custom semiconductor industry is one example—that have learned to assist user-innovators by providing them with toolkits for developing new products. User innovation has a positive impact on social welfare, and von Hippel proposes that government policies, including R&D subsidies and tax credits, should be realigned to eliminate biases against it. The goal of a democratized user-centered innovation system, says von Hippel, is well worth striving for. An electronic version of this book is available under a Creative Commons license.
Article
Full-text available
Increasingly, new forms of organizing for knowledge production are built around self-organizing coproduction community models with ambiguous role definitions. Current theories struggle to explain how high-quality knowledge is developed in these settings and how participants self-organize in the absence of role definitions, traditional organizational controls, or formal coordination mechanisms. In this article, we engage the puzzle by investigating the temporal dynamics underlying emergent roles on individual and organizational levels. Comprised of a multilevel large-scale empirical study of Wikipedia stretching over a decade, our study investigates emergent roles in terms of prototypical activity patterns that organically emerge from individuals' knowledge production actions. Employing a stratified sample of 1,000 Wikipedia articles, we tracked 200,000 distinct participants and 700,000 coproduction activities, and recorded each activity's type. We found that participants' role-taking behavior is turbulent across roles, with substantial flow in and out of coproduction work. Our findings at the organizational level, however, show that work is organized around a highly stable set of emergent roles, despite the absence of traditional stabilizing mechanisms such as predefined work procedures or role expectations. This dualism in emergent work is conceptualized as "turbulent stability." We attribute the stabilizing factor to the artifact-centric production process and present evidence to illustrate the mutual adjustment of role taking according to the artifact's needs and stage. We discuss the importance of the affordances of Wikipedia in enabling such tacit coordination. This study advances our theoretical understanding of the nature of emergent roles and self-organizing knowledge coproduction. We discuss the implications for custodians of online communities as well as for managers of firms engaging in self-organized knowledge collaboration.
Article
Full-text available
In this article, I investigate why consumers engage in virtual new product developments initiated by producers. Drawing on motivation research found in related fields such as leisure, online communities, user innovation, and survey participation several intrinsic and extrinsic motives can be identified that may induce consumers' engagement. In this empirical study, 825 consumers participating in a virtual development project were asked about their motivations. Six motivational factors could be extracted. Intrinsic interest in the innovation activity and curiosity are found to be the most important motives for consumers' willingness to engage in further virtual development activities.
Article
Full-text available
Acknowledgments:This research is funded by theGer man Ministry of Research (BMBF) under the project grant “WINSERV” (www.win-serv.de). ,1 CUSTOMERS AS CO-DESIGNERS:
Article
Full-text available
Contests are a historically important and increasingly popular mechanism for encouraging innovation. A central concern in designing innovation contests is how many competitors to admit. Using a unique data set of 9,661 software contests, we provide evidence of two coexisting and opposing forces that operate when the number of competitors increases. Greater rivalry reduces the incentives to expend effort by individual solvers across competitors of all skill levels, while at the same time, increases the likelihood that at least one competitor will find an extreme-value solution. We show that the effort-reducing effect of greater rivalry dominates for less uncertain problems whereas the effect on the extreme value prevails for more uncertain problems. Adding competitors thus systematically increases overall contest performance for high-uncertainty problems. We also find that higher uncertainty reduces the negative effect of added competitors on incentives. We explore the implications of our findings for the theory and practice of innovation contests.
Article
Full-text available
‘Crowdsourcing’ is currently one of the most discussed key words within the open innovation community. The major question for both research and business is how to find and lever the enormous potential of the ‘collective brain’ to broaden the scope of ‘open R&D’. Based on a literature review in the fields of Community Building and Innovation Management, this work develops an integrated framework called ‘Community Engineering for Innovations’. This framework is evaluated in an Action Research project – the case of an ideas competition for an ERP Software company. The case ‘SAPiens’ includes the design, implementation and evaluation of an IT-supported ideas competition within the SAP University Competence Center (UCC) User Group. This group consists of approximately 60,000 people (lecturers and students) using SAP Software for educational purposes. The current challenges are twofold: on the one hand, there is not much activity yet in this community. On the other, SAP has not attempted to systematically address this highly educated group for idea generation or innovation development so far. Therefore, the objective of this research is to develop a framework for a community-based innovation development that generates innovations, process and product ideas in general and for SAP Research, in particular, combining the concepts of idea competitions and virtual communities. Furthermore, the concept aims at providing an interface to SAP Human Resources processes in order to identify the most promising students in this virtual community. This paper is the first to present an integrated concept for IT-supported idea competitions in virtual communities for leveraging the potential of crowds that is evaluated in a real-world setting.
Article
Full-text available
Globalization and the use of technology call for an adaptation of value creation strategies. As the potential for rationalization and achieving flexibility within companies is to the greatest possible extent exhausted, approaches to the corporate reorganization of value creation are becoming increasingly important. In this process, the spread and further development of information and communication technology often provide the basis for a reorganization of cross-company value nets and lead to a redistribution of roles and tasks between the actors involved in value creation. While cooperative, decentralized and self-organizing value creation processes are in fact being promoted, the associated potential for development and production engineering is being underestimated and hence not implemented sufficiently. This contribution will introduce a value creation taxonomy and then, using its notion and structure, describe the emerging transformations in value creation on the basis of case studies. Finally an adequate framework for analysing and configuring value creation will be presented. KeywordsValue creation–Production systems–Production management
Article
Full-text available
On the Internet, electronic tribes structured around consumer interests have been growing rapidly. To be effective in this new environment, managers must consider the strategic implications of the existence of different types of both virtual community and community participation. Contrasted with database-driven relationship marketing, marketers seeking success with consumers in virtual communities should consider that they: (1) are more active and discerning; (2) are less accessible to one-on-one processes, and (3) provide a wealth of valuable cultural information. Strategies for effectively targeting more desirable types of virtual communities and types of community members include: interaction-based segmentation, fragmentation-based segmentation, co-opting communities, paying-for-attention, and building networks by giving product away.
Conference Paper
Full-text available
Virtual communities have become an important new organizational form and yet relatively little is known about the conditions which lead to their success. In an attempt to address this knowledge gap, a particular subset of virtual communities - open source software project communities - is investigated and four hypotheses are asserted which relate social network structure to community success. The hypotheses, which are based on social network theory and related research, suggest that success is supported by high levels of affiliation with other communities, moderate levels of density within the network of community conversations, moderate levels of density in the communications between peripheral members and core members, and low levels of density in the communications between administrators and the rest of the community. Empirical research is underway to test these hypotheses based on a sample of over 200 open source software project communities.
Conference Paper
Full-text available
This paper investigates some of the social roles people play in the online community of Wikipedia. We start from qualitative comments posted on community oriented pages, wiki project memberships, and user talk pages in order to identify a sample of editors who represent four key roles: substantive experts, technical editors, vandal fighters, and social networkers. Patterns in edit histories and egocentric network visualizations suggest potential "structural signatures" that could be used as quantitative indicators of role adoption. Using simple metrics based on edit histories we compare two samples of Wikipedians: a collection of long term dedicated editors, and a cohort of editors from a one month window of new arrivals. According to these metrics, we find that the proportions of editor types in the new cohort are similar those observed in the sample of dedicated contributors. The number of new editors playing helpful roles in a single month's cohort nearly equal the number found in the dedicated sample. This suggests that informal socialization has the potential provide sufficient role related labor despite growth and change in Wikipedia. These results are preliminary, and we describe several ways that the method can be improved, including the expansion and refinement of role signatures and identification of other important social roles.
Article
Full-text available
Open Source Software (OSS) development is often characterized as a fundamen- tally new way to develop software. Past analyses and discussions, however, have treated OSS projects and their organization mostly as a static phenomenon. Consequently, we do not know how these communities of software developers are sustained and reproduced over time through the progressive integration of new members. To shed light on this issue I report on my analyses of socialization in a particular OSS community. In particular, I document the rela- tionships OSS newcomers develop over time with both the social and material aspects of a project. To do so, I combine two mutually informing activities: ethnography and the use of software specially designed to visualize and explore the interacting networks of human and material resources incorporated in the email and code databases of OSS. Socialization in this community is analyzed from two perspectives: as an individual learning process and as a political process. From these analyses it appears that successful participants progressively construct identities as software craftsmen, and that this process is punctuated by specific rites of passage. Successful participants also understand the political nature of software develop- ment and progressively enroll a network of human and material allies to support their efforts. I conclude by discussing how these results could inform the design of software to support socialization in OSS projects, as well as practical implications for the future of these projects.
Article
Full-text available
Studies of open innovation are predominantly concerned with firm-level strategy development. The result is that the literature has largely ignored the multiple contingencies that influence the implementation of an open strategy at the level of the NPD project. In this paper, we develop a conceptual framework of inbound open innovation at the NPD project level to assess factors that help determine the degree of openness along three dimensions. We argue that the margin of managerial action is not only constrained to the decision to open up the NPD project to a wide range of different types of external parties (breadth dimension), but that it is equally important to consider the depth of the relationships with different types of external parties (depth dimension) and the balance between the development of new and longstanding relationships (ambidexterity dimension). The calibration of these three dimensions represents the levers when managing an inbound open innovation strategy during an NPD project. Finally, we identify a range of contingencies, which potentially have a bearing on the appropriate calibration of the breadth, depth and ambidexterity dimensions of an open innovation strategy. We argue that appropriate calibration of the three dimensions of inbound open innovation is determined by the type of innovation (radical versus incremental), product complexity (discrete versus complex) and the appropriability regime (tight versus weak).
Article
Full-text available
Theories of social relations suggest that individuals' personal networks reflect multiple aspects of relationships, and that different constellations are more or less supportive of well-being. Using data from the Berlin Aging Study (N = 516; age, M = 85 years), we derived network types that reflect information about structure, function, and quality, and we examined their association with well-being. A cluster analysis revealed six network types: diverse-supported, family focused, friend focused-supported, friend focused-unsupported, restricted-nonfriends-unsatisfied, and restricted-nonfamily-unsupported. Well-being was predicted differentially by the six types. Although the oldest-old individuals (85 years of age or older) were overrepresented in the friend-focused-supported and restricted types, age did not moderate the association of types with well-being. A holistic consideration of structure, function, and quality of social networks in old age offers unique insights.
Chapter
What is the status of the Free and Open Source Software (F/OSS) revolution? Has the creation of software that can be freely used, modified, and redistributed transformed industry and society, as some predicted, or is this transformation still a work in progress? Perspectives on Free and Open Source Software brings together leading analysts and researchers to address this question, examining specific aspects of F/OSS in a way that is both scientifically rigorous and highly relevant to real-life managerial and technical concerns. The book analyzes a number of key topics: the motivation behind F/OSS—why highly skilled software developers devote large amounts of time to the creation of "free" products and services; the objective, empirically grounded evaluation of software—necessary to counter what one chapter author calls the "steamroller" of F/OSS hype; the software engineering processes and tools used in specific projects, including Apache, GNOME, and Mozilla; the economic and business models that reflect the changing relationships between users and firms, technical communities and firms, and between competitors; and legal, cultural, and social issues, including one contribution that suggests parallels between "open code" and "open society" and another that points to the need for understanding the movement's social causes and consequences.
Book
Most writing on sociological method has been concerned with how accurate facts can be obtained and how theory can thereby be more rigorously tested. In The Discovery of Grounded Theory, Barney Glaser and Anselm Strauss address the equally Important enterprise of how the discovery of theory from data-systematically obtained and analyzed in social research-can be furthered. The discovery of theory from data-grounded theory-is a major task confronting sociology, for such a theory fits empirical situations, and is understandable to sociologists and laymen alike. Most important, it provides relevant predictions, explanations, interpretations, and applications. In Part I of the book, "Generation Theory by Comparative Analysis," the authors present a strategy whereby sociologists can facilitate the discovery of grounded theory, both substantive and formal. This strategy involves the systematic choice and study of several comparison groups. In Part II, The Flexible Use of Data," the generation of theory from qualitative, especially documentary, and quantitative data Is considered. In Part III, "Implications of Grounded Theory," Glaser and Strauss examine the credibility of grounded theory. The Discovery of Grounded Theory is directed toward improving social scientists' capacity for generating theory that will be relevant to their research. While aimed primarily at sociologists, it will be useful to anyone Interested In studying social phenomena-political, educational, economic, industrial- especially If their studies are based on qualitative data. © 1999 by Barney G. Glaser and Frances Strauss. All rights reserved.
Article
Die Globalisierung und die zunehmende informationelle Vernetzung führen zu völlig neuen Mustern der Wertschöpfung, die sich unter dem Begriff „Bottom-up-Ökonomie“ zusammenfassen lassen. Sie unterscheidet sich durch eine Verschmelzung von Produktion und Konsum sowie durch verteilte Strukturen und Prozesse bei der Leistungserstellung. Dabei unterliegt sie einer Logik der Offenheit. Mit diesem Buch wird „Offenheit“ als ein Charakteristikum der Wertschöpfungssystematik untersucht und ein geeignetes Rahmenkonzept entwickelt, das produzierende Unternehmen bei der Wertschöpfungsgestaltung in einer zunehmend dynamischen Umwelt unterstützt. Es werden einerseits adäquate Modelle zur Beschreibung und Analyse von Wertschöpfungssystemen bereitgestellt, andererseits werden geeignete praktische Maßnahmen daraus abgeleitet, mit denen Wertschöpfungsaktivitäten und -strukturen in einer Bottom-up-Ökonomie erfolgreich gestalten werden können. Dabei wurden sowohl vorhandene eklektische Ansätze berücksichtigt, als auch neu gefundene Muster in ein gemeinsames Rahmenwerk integriert.
Article
This paper seeks to close an empirical gap regarding the motivations, personal attributes and behavioral patterns among free/libre and open-source (FLOSS) developers, especially those involved in community-based production, and considers the bearing of its findings on the existing literature and the future directions for research. Respondents to an extensive web-survey's (FLOSS-US 2003) questions about their reasons for beginning to work FLOSS are classified according to their distinct "motivational profiles" by hierarchical cluster analysis. Over half of them also are matched to projects of known membership sizes, revealing that although some members from each of the clusters are present in the small, medium and large ranges of the distribution of project sizes, the mixing fractions for the large and the very small project ranges are statistically different. Among developers who changed projects, there is a discernable flow from the bottom toward the very small towards to large projects, some of which is motivated by individuals seeking to improve their programming skills. It is found that the profile of early motivation, along with other individual attributes, significantly affects individual developers' selections of projects from different regions of the size range.
Chapter
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.
Article
Chapter
Communicating results is a critical step in a market research project. This includes giving clear answers to the research questions and recommending a course of action, where appropriate. The importance of communicating marketing research results should not be underestimated. Even if the research has been carefully conducted, spending too little time and energy on communication makes it difficult for clients to understand the implications of the results and to appreciate the study’s quality. To communicate the findings effectively, these need to be comprehensible to clients who may know little about market research and who may even be unfamiliar with the specific market research project. Hence, the communication must provide a clear picture of the whole project and should be relevant for the audience.
Article
Organizations increasingly initiate Internet-based innovation-contest communities through which individuals can interact and contribute to the innovation process. To successfully manage these communities, organizations need to understand what roles members assume, how they communicate and vary in their contribution behavior. In this exploratory study, we investigate the heterogeneous roles of contest participants based on an international innovation-contest community. We identify six user types associated with various behavioral contribution patterns by using cluster and social network analysis. The six user types further differ in their communicative content and contribution quality. Our paper contributes to a better theoretical understanding of distinctive user types in innovation-contest communities, their role in the community, and their contribution to the success of innovation contests in the era of social software. From a managerial perspective, the study provides guidance for contest platform design and appropriate reward structures.
Article
This article refines virtual co-creation from a social exchange theory perspective. It looks into who participates in virtual new product development activities, why they do so, and what they expect from their participation. A study of consumers from 10 different virtual co-creation projects provides insights into what, how, and with whom consumers want to interact when engaging in virtual co-creation projects. It shows that consumers' co-creation expectations differ along various dimensions such as the preferred interaction partner, the intensity and extent of participation, and the consumers' motivations. This analysis identifies several types of participation motives—monetary reward, recognition, challenge, intrinsic interest, and curiosity—that help explain different consumer expectations. Participants also vary in their personal characteristics and expectations towards virtual co-creation. The article also offers practical recommendations for designing a rewarding virtual co-creation platform.
Article
Innovation contests as a means to realize innovative product or service solutions are growing in popularity among practitioners and researchers. An increasing number of organizations worldwide have adopted innovation contests, not only for innovation purposes, but also for other reasons such as promoting sustainability. At the same time, innovation contests represent a growing research field to scholars from different backgrounds, e.g., economics or information systems. In this article, first, the growing body of literature on innovation contests is reviewed and classified into five research categories: economic perspective, management perspective, education focus, innovation focus and sustainability focus. Second, some design elements of innovation contests that are central for the understanding, design and management of innovation contests are presented based on the current body of literature. Finally, current research gaps are presented and some of the research questions are developed that could be explored to contribute to the body of literature.
Book
Annotationnewline newline Annotation.newline newline Annotation
Article
Crowdsourcing is an online, distributed problem-solving and production model already in use by businesses such as Threadless.com, iStockphoto.com, and InnoCentive.com. This model, which harnesses the collective intelligence of a crowd of Web users through an open-call format, has the potential for government and non-profit applications. Yet, in order to explore new applications for the crowdsourcing model, there must be a better understanding of why crowds participate in crowdsourcing processes. Based on 17 interviews conducted via instant messenger with members of the crowd at Threadless, the present study adds qualitatively rich data on a new crowdsourcing case to an existing body of quantitative data on motivations for participation in crowdsourcing. Four primary motivators for participation at Threadless emerge from these interview data: the opportunity to make money, the opportunity to develop one's creative skills, the potential to take up freelance work, and the love of community at Threadless. A fifth theme is also discussed that addresses the language of ‘addiction’ used by the interviewees to describe their activity on the site. Understanding this kind of ‘addiction’ in an online community is perhaps the most important finding for future public crowdsourcing ventures. This study develops a more complete – though ongoing – composite of what motivates the crowd to participate in crowdsourcing applications generally, information crucial to adapt the crowdsourcing model to new forms of problem-solving.
Article
Cluster analysis is a statistical technique that sorts observations into similar sets or groups. The use of cluster analysis presents a complex challenge because it requires several methodological choices that determine the quality of a cluster solution. This paper chronicles the application of cluster analysis in strategic management research, where the technique has been used since the late 1970s to investigate issues of central importance. Analysis of 45 published strategy studies reveals that the implementation of cluster analysis has been often less than ideal, perhaps detracting from the ability of studies to generate knowledge. Given these findings, suggestions are offered for improving the application of cluster analysis in future inquiry.
Article
In this paper we report on the results of a study of the effort and motivations of individuals to contributing to the creation of Free/Open Source software. We used a Web-based survey, administered to 684 software developers in 287 F/OSS projects, to learn what lies behind the effort put into such projects. Academic theorizing on individual motivations for participating in F/OSS projects has posited that external motivational factors in the form of extrinsic benefits (e.g.: better jobs, career advancement) are the main drivers of effort. We find in contrast, that enjoyment-based intrinsic motivation, namely how creative a person feels when working on the project, is the strongest and most pervasive driver. We also find that user need, intellectual stimulation derived from writing code, and improving programming skills are top motivators for project participation. A majority of our respondents are skilled and experienced professionals working in IT-related jobs, with approximately 40 percent being paid to participate in the F/OSS project.
Article
This article introduces ‘virtual design competitions’ as a new means of opening up the innovation process and enriching the companies, ‘design‐ideas’ by utilizing the creativity of a multiplicity of external designers and enthused consumers all over the world. The ‘Swarovski Enlightened™ jewellery design competition’, explored in this study, demonstrates the enormous potential of virtual co‐creation platforms. It further highlights the importance of the co‐creation experience and its impact on the quantity and quality of designs submitted. First, we introduce the idea of virtual co‐creation platforms and the requirements on the design of such a platform. Second, we explore the impact of the co‐creation experience on the content contributed by participants. Our study shows that co‐creation experience significantly impacts the number of contributions by consumers as well as the quality of submitted designs. Our paper contributes to a better theoretic understanding of the impact of a participant's perceived autonomous, enjoyable, and competent experience, as well as participants' perceived sense of community on their experience. From a managerial perspective, it provides guidance in designing successful idea and design competitions. While innovation managers may be interested in creative contributions, for participants, it is the experience which matters. Fully featured community platforms rather than single idea submission websites are required to attract creative users to submit their ideas and designs.
Article
There is currently a broad awareness of open innovation and its relevance to corporate R&D. The implications and trends that underpin open innovation are actively discussed in terms of strategic, organizational, behavioral, knowledge, legal and business perspectives, and its economic implications. This special issue aims to advance the R&D, innovation, and technology management perspective by building on past and present studies in the field and providing future directions. Recent research, including the papers in this special issue, demonstrates an increasing range of situations where the concept is regarded as applicable. Most research to date has followed the outside-in process of open innovation, while the inside-out process remains less explored. A third coupled process of open innovation is also attracting significant research attention. These different processes show why it is necessary to have a full understanding of how and where open innovation can add value in knowledge-intensive processes. There may be a need for a creative interpretation and adaptation of the value propositions, or business models, in each situation. In other words, there are important implications for new and emerging methods of R&D management.
Article
Consumers today have more choices of products and services than ever before, but they seem dissatisfied. Firms invest in greater product variety but are less able to differentiate themselves. Growth and value creation have become the dominant themes for managers. In this paper, we explain this paradox. The meaning of value and the process of value creation are rapidly shifting from a product- and firm-centric view to personalized consumer experiences. Informed, networked, empowered, and active consumers are increasingly co-creating value with the firm. The interaction between the firm and the consumer is becoming the locus of value creation and value extraction. As value shifts to experiences, the market is becoming a forum for conversation and interactions between consumers, consumer communities, and firms. It is this dialogue, access, transparency, and understanding of risk-benefits that is central to the next practice in value creation.
Article
The paper reports the results of an original empirical field study of firms in a knowledge-intensive technology industry, the biotechnology industry. Data on the firms are compared with data on firms in related fields, including medical devices, pharmaceuticals, and other sectors of bioscience technology. The relative roles of interorganizational relationships, locational attractiveness, and research and development (R&D) intensity, as determinants of performance, are examined. It is found that firms whose people engage in high levels of informal interorganizational communication perform better than other firms but only when they also exhibit high levels of R&D intensity. The paper concludes that a Milieux Embeddedness strategy will be superior to an Affordable Resources strategy as a basis for managing innovation in knowledge-intensive technology firms.
Article
This study contributes to our understanding of the innovation process by bringing attention to and investigating the process by which innovators outside of firms obtain innovation-related resources and assistance. This study is the first to explicitly examine how user-innovators gather the information and assistance they need to develop their ideas and how they share and diffuse the resulting innovations. Specifically, this exploratory study analyzes the context within which individuals who belong to voluntary special-interest communities develop sports-related consumer product innovations. We find that these individuals often prototype novel sports-related products and that they receive assistance in developing their innovations from fellow community members. We find that innovation-related information and assistance, as well as the innovations themselves, are freely shared within these communities. The nature of these voluntary communities, and the “institutional” structure supporting innovation and free sharing of innovations is likely to be of interest to innovation researchers and managers both within and beyond this product arena.
Article
This paper seeks to close an empirical gap regarding the motivations, personal attributes and behavioral patterns among free/libre and open-source (FLOSS) developers, especially those involved in community-based production, and considers the bearing of its findings on the existing literature and the future directions for research. Respondents to an extensive web-survey’s (FLOSS-US 2003) questions about their reasons for beginning to work FLOSS are classified according to their distinct “motivational profiles” by hierarchical cluster analysis. Over half of them also are matched to projects of known membership sizes, revealing that although some members from each of the clusters are present in the small, medium and large ranges of the distribution of project sizes, the mixing fractions for the large and the very small project ranges are statistically different. Among developers who changed projects, there is a discernable flow from the bottom toward the very small towards to large projects, some of which is motivated by individuals seeking to improve their programming skills. It is found that the profile of early motivation, along with other individual attributes, significantly affects individual developers’ selections of projects from different regions of the size range.
Article
Empirical studies of innovation have found that end users frequently develop important product and process innovations. Defying conventional wisdom on the negative effects of uncompensated spillovers, innovative users also often openly reveal their innovations to competing users and to manufacturers. Rival users are thus in a position to reproduce the innovation in-house and benefit from using it, and manufacturers are in a position to refine the innovation and sell it to all users, including competitors of the user revealing its innovation. In this paper, we explore the incentives that users might have to freely reveal their proprietary innovations. We then develop a game-theoretic model to explore the effect of these incentives on users’ decisions to reveal or hide their proprietary information. We find that, under realistic parameter constellations, free revealing pays. We conclude by discussing some implications of our findings.
Article
Breaking with many established assumptions about how innovation ought to work, open source software projects offer eye-opening examples of novel innovation practices for students and practitioners in many fields. In this article we briefly review existing research on the open source phenomenon and discuss the utility of open source software research findings for many other fields. We categorize the research into three areas: motivations of open source software contributors; governance, organization, and the process of innovation in open source software projects; and competitive dynamics enforced by open source software. We introduce the articles in this special issue of Management Science on open source software, and show how each contributes insights to one or more of these areas.
Article
Crowdsourcing is an online, distributed problem solving and production model already in use by for-profit organizations such as Threadless, iStockphoto, and InnoCentive. Speculation in Weblogs and wisdom of crowds theory assumes a diverse crowd engaged in crowdsourcing labor. Furthermore, and as crowdsourcing is in some ways similar to open source software production, prior research suggests that individuals in the crowd likely participate in crowdsourcing ventures to gain peer recognition and to develop creative skills. The present study tests these assumptions in the crowdsourcing community at iStockphoto. An online survey obtained 651 responses from iStockers to demographic and motivations questions. Results indicate that the desire to make money, develop individual skills, and to have fun were the strongest motivators for participation at iStockphoto, and that the crowd at iStockphoto is quite homogenous and elite. These data have implications for future research into crowdsourcing, particularly regarding notions of professionalism and investment in online communities.
Article
Part I. Introduction: Networks, Relations, and Structure: 1. Relations and networks in the social and behavioral sciences 2. Social network data: collection and application Part II. Mathematical Representations of Social Networks: 3. Notation 4. Graphs and matrixes Part III. Structural and Locational Properties: 5. Centrality, prestige, and related actor and group measures 6. Structural balance, clusterability, and transitivity 7. Cohesive subgroups 8. Affiliations, co-memberships, and overlapping subgroups Part IV. Roles and Positions: 9. Structural equivalence 10. Blockmodels 11. Relational algebras 12. Network positions and roles Part V. Dyadic and Triadic Methods: 13. Dyads 14. Triads Part VI. Statistical Dyadic Interaction Models: 15. Statistical analysis of single relational networks 16. Stochastic blockmodels and goodness-of-fit indices Part VII. Epilogue: 17. Future directions.
Article
Following the concepts of crowdsourcing, co-creation or open innovation, companies are increasingly using contests to foster the generation of creative solutions. Currently, online idea and design contests are enjoying a resurgence through the usage of new information and communication technologies. These virtual platforms allow users both to competitively disclose their creative ideas to corporations and also to interact and collaborate with like-minded peers, communicating, discussing and sharing their insights and experiences, building social networks and establishing a sense of community. Little research has considered that contest communities both promote and benefit from simultaneous co-operation and competition and that both types of relationships need to be emphasized at the same time. In this article, it is argued that the firm-level concept of co-opetition might also be relevant for an innovation's success on the individual level within contest communities. Our concept of ‘communitition’ should include the elements of competitive participation without disabling the climate for co-operation, as numerous user discussions and comments improve the quality of submitted ideas and allow the future potential of an idea to shine through the so-called ‘wisdom of the crowd’.
Book
Most writing on sociological method has been concerned with how accurate facts can be obtained and how theory can thereby be more rigorously tested. In The Discovery of Grounded Theory, Barney Glaser and Anselm Strauss address the equally Important enterprise of how the discovery of theory from data--systematically obtained and analyzed in social research--can be furthered. The discovery of theory from data--grounded theory--is a major task confronting sociology, for such a theory fits empirical situations, and is understandable to sociologists and laymen alike. Most important, it provides relevant predictions, explanations, interpretations, and applications. In Part I of the book, "Generation Theory by Comparative Analysis," the authors present a strategy whereby sociologists can facilitate the discovery of grounded theory, both substantive and formal. This strategy involves the systematic choice and study of several comparison groups. In Part II, The Flexible Use of Data," the generation of theory from qualitative, especially documentary, and quantitative data Is considered. In Part III, "Implications of Grounded Theory," Glaser and Strauss examine the credibility of grounded theory. The Discovery of Grounded Theory is directed toward improving social scientists' capacity for generating theory that will be relevant to their research. While aimed primarily at sociologists, it will be useful to anyone Interested In studying social phenomena--political, educational, economic, industrial-- especially If their studies are based on qualitative data.
Article
While the principle of competition has long been found to be conducive to innovation, community-based innovation contests additionally offer the possibilities of interaction and cooperation among participants. This duality makes innovation contests an interesting field for both academia and practice. However, a surge in practical implementations stands in contrast to a still restricted body of academic knowledge in the field. To close this gap, drawing on a boundary spanning perspective, we examine if and how cooperation in the competitive setting of innovation contests leads to innovativeness. Cooperative orientation of contest participants is explored within a community-based innovation contest run in 2009 at one of the largest universities in Germany.Weanalyse a complete set of data collected during the contest, data from a follow-up survey among individual participants (n = 943), as well as video and audio footage from four focus groups. Findings suggest that a very high as well as a very low degree of cooperative orientation result in a high degree of innovativeness, while a medium degree of cooperative orientation results in a low degree of innovativeness. Additionally, this research extends the concept of boundary spanning by identifying two subtypes: proactive and reactive boundary spanning. Setting the Stage T he principle of competition
Article
There's been a marked shift in the philosophy of developing successful Web sites. The technologies (HTML, JavaScript, JavaServer Pages) no longer occupy center stage. Rather, functional objectives and the communities that grow up around them seem to be the main ingredient in Web site success. In her carefully reasoned and well-written Community Building on the Web, Amy Jo Kim explains why communities form and grow. More importantly, she shows (with references to many examples) how you can make your site a catalyst for community growth--and profit in the process. From marketing schemes like Amazon.com's Associates program to The Motley Fool's system of rating members' bulletin-board postings, this book covers all the popular strategies for bringing people in and retaining them. Nine core strategies form the foundation of Kim's recommendations for site builders, serving as the organizational backbone of this book. The strategies generally make sense, and they seem to apply to all kinds of communities, cyber and otherwise. (One advocates the establishment of regular events around which community life can organize itself.) Some parts of Kim's message may seem like common sense, but such a coherent discussion of what defines a community and how it can be made to thrive is still helpful.