Title: Management of innovation Lead users and user integration
1Management of innovation Lead users and user
integration
2Introduction unsatisfied users
- Empirical evidences
- Consumers know what they want
- They are able to use it and improve it for
specific use
3Introduction unsatisfied users
- Empirical evidences
- Classical use and
4Introduction unsatisfied users
- Empirical evidences
- Alternative uses
5Introduction unsatisfied users
- Empirical evidences
- Alternative uses
6Basic ideas
- Costumers involvement
- - Improvement of existing design/product/process
- Adaptation of existing design to specific
requirements - Developing new use and new designs
- Specific adaptations
7Unique phenomenon?
- Kayak, bikes, mountain bikes, BMX
- Car tuning
- Software, Linux, Apache, Fetchmail
- Airplanes, scientific instruments
- Windsurf, Kite surf
8Ideas Car tuning
9Outlines
- Introduction unsatisfied users
- Basic ideas
- Unique phenomenon?
- Development of products by lead users
- Elements of lead user theory
- Why many users want custom products?
- Users innovate or buy decisions
- Users Low cost innovation niches
- Why users often freely reveal their innovations
- Innovation communities
- Conclusions and best practices
10Development of products by lead users
11Development of products by lead users (cont.)
12Elements of lead user theory
- Urban and von Hippel (1998)
- Def by two characteristics
- They face need that will be general in the
marketplace but face them months or years before
the bulk of that marketplace encounters - AND
- They expect to benefit significantly by obtaining
a solution to those needs
13Elements of lead user theory
- Specifications of the characteristics of lead
users - They have needs that are advanced with respect to
an important marketplace trend - They expect benefit by obtaining a solution
- Implications
- Identification of trends
- Targeted market (who is able to describe these
trends? Which is the relevant expert knowledge?) - Identification of high benefits expectations
- Innovation related activities by users could be
an indication (what are the modifications
introduced by users? Is it a generalised need?)
14Elements of lead user theory
- Identification of Lead Users
- Distinction B2B and B2C
- Characteristics of the markets (number of
users/consumers, expertise, concentration of
expertise, etc.) - selection of the lead users sample
- Managing the interactions with lead users
- Example of Stata
- Game industry
- Testing whether lead users concepts appeal to
typical users
15Why many users want customized products
- Heterogeneity of user needs
- Specific needs or uses
- Different environments
- Various experiences of users
- Evidences of the variety of needs
16Why many users want customized products
17Why many users want customized products
- Evidences from studies of market segmentation
- Evidences of heterogeneity and willingness to pay
- Heterogeneity of users needs (case of Apache
security system) needs about 45 new security
functions - Willingness to pay (example of improved backpack)
18Users innovate or buy decisions
- Mass market manufacturers -gt standardised
products -gt reluctant to accommodate special
requests - Individual user must be sometimes more inclined
to innovate - Reduction of transaction costs
- Reduction of information asymmetries
19Users innovate or buy decisions
- Agency costs between users and manufacturers
- Differences between producer and user regarding
what is a desirable solution - Ex Weight for a tennis racket difference
balance from users and manufacturers - Differences in innovation quality signalling
requirements between user and manufacturer
innovators difference between purchased or made - Ex Work correctly and reliably right out of the
box, replacement parts, etc. - Contributors to transaction costs
- Differing legal and regulatory requirements
- Ex Warranty no warranty
20Users Low cost innovation niches
21Users Low cost innovation niches
- Sticky information
- Information is useful only as an input. However,
costly to transfer as sticky
22Users Low cost innovation niches
- Information asymmetries
- Qualitatively different innovations in scientific
instruments
23Users Low cost innovation niches
- Innovation niches Mountain bikes during mid
70s - 1974 Mike Sinyard founds Specialized Bicycle
Imports. Yamaha introduces a fully suspended kids
bike called the Moto-Bike. At the California
State Cyclocross Championships in Marin, two
riders show up on Schwinn cantilever frames
equipped with multi-speed gearing and drum
breaks. - 1976 Charlie Kelly commissions Craig Mitchell to
construct the first mountain bike frame. Trek
begins producing it's first products hand built
steel road frames. The first mountain bike race
on Marin's Repack road is won by Bob Burrowes. - 1977 Joe Breeze produces the first batch of 10
custom mountain bikes under the name Enduro. Anne
Caroline Chausson, 1996 World Junior Down Hill
Champion is born. - 1978 Twenty-year old Tom Ritchey builds his
first mountain bike. Velo Club Tamalpais formed.
Members include Otis Guy, Gary Fisher and
Charlie Kelly.
24Users Low cost innovation niches
- Innovation niches Mountain bikes during mid 70s
The first recognition of the new kind of bikes
emerging from Marin County came in 1978.
25Why users often freely reveal their innovations
- Evidence of free revealing
- Ex
- Game industry
- Linus
- Bikes and foot straps of fun boards
- Free exchanges of information and advices amongst
professionals
26Why users often freely reveal their innovations
- Others often know something close to your
secret - Because it is a question of personal ethics
- Because it is only a small innovation or
improvement - As a contribution to a community which values
sharing behaviour and gives credits for this - As a way to build a community to play
27Why users often freely reveal their innovations
- Low ability to profit from patenting
- Patenting is a costly and difficult process
- Innovating may not be the user business
- Positive Incentives for free revealing
- Reputation (Lerner and Tirole 2002)
- Prevent patenting by others
- Make possible for manufacturers to learn
- Questions
- Innovators (users) support all the cost of
innovation - Users as innovators Collective action
28Innovation communities
- Informal cooperation amongst users
- How is it organised?
- User innovation is widely distributed
- Individuals or firms develop innovation that
serve their particular needs -gt Low cost
innovation niches - Linuss law in software debugging
29Innovation communities
- Innovation communities
- Def as meaning nodes consisting of individuals or
firms interconnected by information transfer
links which may involved face to face, electronic
or other communication - Users or firms as members AND contributors
- Community
- Often specialized
- Contributors and non contributors have free
access - Convergence and meeting points
30Innovation communities
- History of Free Software Foundation
- Early days of informatics No package software
- 1969 Defence Advance Research Projects Agency
established a network with its contractors and
100s univ. - Communal hacker culture- IA at MIT creates a code
- 1984 MIT licensed the code. No free access to
the source code - R. Stallman was distresses by the loss of the
source code and the privatisation trend in the
software industry - 1985. Creation of the Free Software Foundation
- Basic License General Public License to open
contribution to the source code - Appache
- Fetchmail
31Conclusion and best practices
- Newness Consumer/user, THE heart of the
innovation process - Three different strategies
- Dont believe users your engineers and
marketers are the best test the products - It is important to co-develop products Pre-test,
experimentation - Users are innovators lets follow them.
32Conclusion and best practices
- 1. Integrating lead users as a source of
innovation - Identifying lead users in advanced analog fields
- Example of ABS from aircraft industry to
automotive industry - Difficult to identify Pyramiding rather than
snowballing - Von Hippels experiment at 3M
- Differentiate projects carried out with lead
users involvement (5) and projects based on
traditional market research based idea generation
(42)
33Conclusion and best practices
34Conclusion and best practices
35Conclusion and best practices
- 2. Toolkits for user innovation and custom design
36Conclusion and best practices
- 2. Toolkits for user innovation and customized
design - Repartitioning of development tasks
- Learning through trial and error
- Appropriate space solutions
- Related to industry (semi conductor Vs. windsurf)
- Related to size of the market
- Expertise of users
- Strata experiment
37Conclusion and best practices
- 3. Joke rhubarb pie
- Sharon Richardsons contribution
- Analyses on the game industry
- Focuses not on single product but on family of
product (including incremental innovation to
extent products life) - Differentiate rating of mass market and rating of
lead users on new released games
38Conclusion and best practices
- Sharon Richardsons contribution
- Dependent variable contribution to Franchise
performance i.e. the capacity of a team to
develop a family of product by the redeployment
of acquired on a game to series of interlinked
games
39Conclusion and best practices
- 4. In-house or networking
- Von Hippel basic assumption in house
- However
- User-innovators are also those who set up
start-ups - Complementary assets on complementary products
- Core competencies?
- Possibility of alliances