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Book part
Publication date: 10 November 2010

Matthew S. OHern and Aric Rindfleisch

Abstract

Details

Review of Marketing Research
Type: Book
ISBN: 978-0-85724-728-5

Article
Publication date: 1 October 2004

Singh Intrachooto

The lead user concept developed by Eric von Hippel is perhaps the only formal method designed specifically for identifying innovators. This paper discusses the applicability of von

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Abstract

The lead user concept developed by Eric von Hippel is perhaps the only formal method designed specifically for identifying innovators. This paper discusses the applicability of von Hippel's lead user concept in the architectural industry where technological innovations are necessary yet gravely scarce. In order to examine the applicability of the lead user method, a set of seven case studies of novel energy efficient solutions found in built facilities in Europe and North America were analyzed. The result of the study indicates that the method may not be suitable for identifying the likely source of innovation if the innovation does not focus on an individual's needs; combined efforts are mandatory to create the innovation; and the size and complexity of the innovation make it impossible for a user or an individual to deliver or to test it out on his/her own. The concept of lead provider is introduced and several characteristics are identified.

Details

The TQM Magazine, vol. 16 no. 5
Type: Research Article
ISSN: 0954-478X

Keywords

Article
Publication date: 26 June 2007

Provides strategic insights and practical thinking that have influenced some of the world's leading organizations.

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Abstract

Purpose

Provides strategic insights and practical thinking that have influenced some of the world's leading organizations.

Design/methodology/approach

This briefing is prepared by an independent writer who adds their own impartial comments and places the articles in context.

Findings

Highlighted by the Harvard Business Review list of 20 Breakthrough ideas for 2007, user‐centred innovation, based on the concept of lead users, takes a fundamentally different approach to product innovation to that practiced in most organisations. It is based on the research by Eric von Hippel, MIT, which found that many commercially important products are initially thought of and even prototyped by product users (lead users) rather than manufacturers. In recognising this, the lead user process can transform the difficult job of generating product and service “breakthroughs” into a systematic task of tracking down especially promising lead users and adapting and developing their ideas to a business's needs. The approach, which 3M has found to generate project ideas that deliver sales eight times higher than those generated by contemporaneous traditional projects, is now not only taking hold within industry, and within user communities, but it has got to the point where governments are getting involved.

Originality/value

The briefing saves busy executives and researchers hours of reading time by selecting only the very best, most pertinent information and presenting it in a condensed and easy‐to‐digest format.

Details

Strategic Direction, vol. 23 no. 8
Type: Research Article
ISSN: 0258-0543

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Article
Publication date: 1 July 1995

Nigel Coates and Harry Robinson

Studies the methods used to ensure that new product development inan industrial and technical environment is market led. Begins with thecustomer active paradigm of Eric Von Hippel

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Abstract

Studies the methods used to ensure that new product development in an industrial and technical environment is market led. Begins with the customer active paradigm of Eric Von Hippel, and then develops a proactive approach to new product development. Reports on a three‐year action programme applied to a UK division of a multinational corporation. Although the study is concentrated on one in‐depth longitudinal example, the authors are confident that the results can be applied more widely.

Details

Marketing Intelligence & Planning, vol. 13 no. 6
Type: Research Article
ISSN: 0263-4503

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Book part
Publication date: 16 September 2017

Kevin J. Boudreau

Rather than organize as traditional firms, many of today’s companies organize as platforms that sit at the nexus of multiple exchange and production relationships. This chapter…

Abstract

Rather than organize as traditional firms, many of today’s companies organize as platforms that sit at the nexus of multiple exchange and production relationships. This chapter considers a most basic question of organization in platform contexts: the choice of boundaries. Herein, I investigate how classical economic theories of firm boundaries apply to platform-based organization and empirically study how executives made boundary choices in response to changing market and technical challenges in the early mobile computing industry (the predecessor to today’s smartphones). Rather than a strict or unavoidable tradeoff between “openness-versus-control,” most successful platform owners chose their boundaries in a way to simultaneously open-up to outside developers while maintaining coordination across the entire system.

Details

Entrepreneurship, Innovation, and Platforms
Type: Book
ISBN: 978-1-78743-080-8

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Article
Publication date: 1 January 2009

Eric von Hippel and Chen Jin

The purpose of this paper is to highlight the nature and policy implications of the shift from producer‐centred product and service design to innovation by the user, specifically…

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Abstract

Purpose

The purpose of this paper is to highlight the nature and policy implications of the shift from producer‐centred product and service design to innovation by the user, specifically internet‐supported collaborative design by user communities.

Design/methodology/approach

An overview of the importance of innovation by individual lead users is followed by a description of collaborative innovation by user communities. The authors then focus on policies, which need to be re‐examined in the light of the shift from producer innovation to collaborative user innovation. The authors conclude by making some suggestions specifically pertinent to Chinese government policy, in a region, which is emerging as a major player in global innovation.

Findings

An important form of user innovation–Internet‐supported collaborative design of new products and services by user communities–is likely to progressively supplant producer product and service design in many fields. This shift will require changes in governments' innovation policies, for example, with respect to intellectual property rights (IPRs).

Originality/value

In line with emerging research findings, this paper takes a user‐centred view of the innovation process. It proposes applicable strategies, which will enhance the effectiveness of this novel innovation paradigm in a Chinese context.

Details

Journal of Knowledge-based Innovation in China, vol. 1 no. 1
Type: Research Article
ISSN: 1756-1418

Keywords

Book part
Publication date: 3 July 2018

Anna Shaojie Cui and Fang Wu

The purpose of this research is to review empirical research on customer involvement in innovation and identify future research directions that can better connect this research…

Abstract

Purpose

The purpose of this research is to review empirical research on customer involvement in innovation and identify future research directions that can better connect this research with marketing strategy literatures and offer opportunities for further theoretical development.

Methodology/approach

We conduct a review of empirical articles published in eight leading marketing and innovation journals between 2001 and 2017.

Findings

The review shows that the literature on customer involvement in innovation is highly diverse and fragmented, lacking a common understanding of what constitutes customer involvement in innovation and its theoretical underpinnings. There exists a multitude of conceptualizations of customer involvement in innovation, which limits effective accumulation of domain knowledge. A large number of studies have taken the customer’s perspective to examine their motivation to participate and ability to contribute, whereas less research has been done from the firm’s perspective to understand how firms may effectively manage the well-recognized challenges of customer involvement as well as the implications of customer involvement for long-term innovation strategy and overall performance. Based on the review, we offer recommendations for future research.

Practical implications

We identify important questions for future research that are highly relevant for the practice of customer involvement in innovation.

Originality/value

We provide a systematic review of the rapidly growing empirical research on customer involvement in innovation. We evaluate key points of differences in the literature and offer a synthesis that helps identify opportunities for future research.

Details

Innovation and Strategy
Type: Book
ISBN: 978-1-78754-828-2

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Article
Publication date: 27 September 2011

Yimei Hu and Olav Jull Sørensen

The purpose of this paper is to explore and highlight the particular innovation characteristics and modes of the Chinese online game industry from a networking perspective.

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Abstract

Purpose

The purpose of this paper is to explore and highlight the particular innovation characteristics and modes of the Chinese online game industry from a networking perspective.

Design/methodology/approach

This research is qualitative. Both primary and secondary data are used, which is collected through desk research on related documents and long‐term participative observation and personal experiences. This paper begins with an overview of the online game industry's innovation process and types; then constructs a framework that contains four innovation modes with different networks to guide the analysis and organization on the empirical findings; finally, the paper proposes some implications for companies and government.

Findings

This paper is an attempt to open the black box of the innovation of the Chinese online game industry. Born as an incomplete and virtual product, the innovation modes evolve from closed to a combination of open and networking ones. Producer‐driven Innovation Network Mode shows that game companies can get innovation resources through its focal network. Producer‐user Interaction Mode shows that players' have tremendous innovation potential. Open Collaborative Network Mode shows that power is distributed and the roles of actors are blurred.

Originality/value

This paper offers an analysis of the Chinese online game industry from the innovation side and partly fills the research gap. Also, this paper emphasized the users' innovation ability and a hybrid of different innovation modes, which can be seen as a successful theory test of user innovation, innovation networks, and open innovation theories in the Chinese context.

Details

Journal of Knowledge-based Innovation in China, vol. 3 no. 3
Type: Research Article
ISSN: 1756-1418

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Article
Publication date: 29 July 2009

Eric von Hippel

Almost 30 years ago, researchers began a systematic study of innovation by end users and user firms. At that time, the phenomenon was generally regarded as a minor oddity. Today…

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Abstract

Almost 30 years ago, researchers began a systematic study of innovation by end users and user firms. At that time, the phenomenon was generally regarded as a minor oddity. Today, it is clear that user-centered innovation is a very powerful and general phenomenon. It is rapidly growing due to continuing advances in computing and communication technologies. It is becoming both an important rival to and an important feedstock for manufacturer-centered innovation in many fields. In this article, I provide an overview of what the international research community now understands about user-centered innovation.

Details

International Journal of Innovation Science, vol. 1 no. 1
Type: Research Article
ISSN: 1757-2223

Article
Publication date: 25 September 2009

Corina Pascu and Marc van Lieshout

The paper attempts to reflect on user empowerment enabled by three contemporary approaches, namely living labs, open innovation and social computing, as innovation instruments for

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Abstract

Purpose

The paper attempts to reflect on user empowerment enabled by three contemporary approaches, namely living labs, open innovation and social computing, as innovation instruments for innovating products and services based on next generation networks (NGNs).

Design/methodology/approach

The paper takes the form of a literature review, with limited environmental scanning of web sources, industry news, etc.

Findings

User‐centric services can be a catalyst for promoting future service ecosystems over NGN. Open strategies may prove to be profitable avenues for incumbents who may consider the extension of the market from access services into value added services. The living lab perspective, used as an approach of developing NGNs, introduces the opportunity to open new markets in new regions where new products and services can be tested and deployed. Living labs can also be used to go beyond the current “launch‐and‐learn” approach in online social communities to active end‐user participation in the online communities' development process. NGNs may be particularly useful for social computing, by offering incentives to create novel services that are fully created, developed and deployed by users.

Originality/value

This paper argues that user‐led innovation could be a significant paradigm shift for innovating products and services, particularly in the specific context of NGNs. It argues that this focus is lacking today, with most of the attention on specific NGN technology and infrastructure issues.

Details

info, vol. 11 no. 6
Type: Research Article
ISSN: 1463-6697

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