Management of innovation Lead users and user integration - PowerPoint PPT Presentation

1 / 39
About This Presentation
Title:

Management of innovation Lead users and user integration

Description:

Innovation niches : Mountain bikes during mid 70's ... Trek begins producing it's first products: hand built steel road frames. ... – PowerPoint PPT presentation

Number of Views:192
Avg rating:3.0/5.0
Slides: 40
Provided by: MANGE
Category:

less

Transcript and Presenter's Notes

Title: Management of innovation Lead users and user integration


1
Management of innovation Lead users and user
integration
  • Vincent Mangematin

2
Introduction unsatisfied users
  • Empirical evidences
  • Consumers know what they want
  • They are able to use it and improve it for
    specific use

3
Introduction unsatisfied users
  • Empirical evidences
  • Classical use and

4
Introduction unsatisfied users
  • Empirical evidences
  • Alternative uses
  • In house biking
  • City biking
  • Cruising

5
Introduction unsatisfied users
  • Empirical evidences
  • Alternative uses
  • Speeding and racing
  • Rail road caring
  • Jumping

6
Basic ideas
  • Costumers involvement
  • - Improvement of existing design/product/process
  • Adaptation of existing design to specific
    requirements
  • Developing new use and new designs
  • Specific adaptations

7
Unique phenomenon?
  • Kayak, bikes, mountain bikes, BMX
  • Car tuning
  • Software, Linux, Apache, Fetchmail
  • Airplanes, scientific instruments
  • Windsurf, Kite surf

8
Ideas Car tuning
9
Outlines
  • 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

10
Development of products by lead users
  • Many users innovate

11
Development of products by lead users (cont.)
  • Many users innovate

12
Elements 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

13
Elements 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?)

14
Elements 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

15
Why 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

16
Why many users want customized products
17
Why 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)

18
Users 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

19
Users 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

20
Users Low cost innovation niches
  • Problem solving process

21
Users Low cost innovation niches
  • Sticky information
  • Information is useful only as an input. However,
    costly to transfer as sticky

22
Users Low cost innovation niches
  • Information asymmetries
  • Qualitatively different innovations in scientific
    instruments

23
Users 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.

24
Users 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.
25
Why 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

26
Why 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

27
Why 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

28
Innovation 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

29
Innovation 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

30
Innovation 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

31
Conclusion 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.

32
Conclusion 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)

33
Conclusion and best practices
34
Conclusion and best practices
35
Conclusion and best practices
  • 2. Toolkits for user innovation and custom design

36
Conclusion 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

37
Conclusion 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

38
Conclusion 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

39
Conclusion 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
Write a Comment
User Comments (0)
About PowerShow.com