User-Centered Innovation: Difference between revisions
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Its [http://www.trendwatching.com/newsletter/newsletter.html] June 2005 issue covers twinsumers, how collaborative software is bringing consumers of similar taste together. | Its [http://www.trendwatching.com/newsletter/newsletter.html] June 2005 issue covers twinsumers, how collaborative software is bringing consumers of similar taste together. | ||
Related entries: [[Crowdsourcing]], [[Citizen Engineers]] | Related entries: [[Crowdsourcing]], [[Citizen Engineers]], [[User-Generated Content]], [[User-Generated Ecology]] | ||
Revision as of 09:56, 18 February 2007
User-centered innovation is described by Erik von Hippel in his landmark book, 'The Democratization of Innovation'
Definitions
Definition of the related concept of "Customer-Made" by trendwatching.com:
"The phenomenon of corporations creating goods, services and experiences in close cooperation with experienced and creative consumers, tapping into their intellectual capital, and in exchange giving them a direct say in (and rewarding them for) what actually gets produced, manufactured, developed, designed, serviced, or processed.” (http://www.trendwatching.com/trends/CUSTOMER-MADE.htm)
User-centered innovation practices vs. manufacturer-centric innovation, as explained by Erik von Hippel:
"When I say that innovation is being democratized, I mean that users of products and services—both firms and individual consumers—are increasingly able to innovate for themselves. User-centered innovation processes offer great advantages over the manufacturer-centric innovation development systems that have been the mainstay of commerce for hundreds of years. Users that innovate can develop exactly what they want, rather than relying on manufacturers to act as their (often very imperfect) agents. Moreover, individual users do not have to develop everything they need on their own: they can benefit from innovations developed and freely shared by others. The trend toward democratization of innovation applies to information products such as software and also to physical products.
The user-centered innovation process just illustrated is in sharp contrast to the traditional model, in which products and services are developed by manufacturers in a closed way, the manufacturers using patents, copyrights, and other protections to prevent imitators from free riding on their innovation investments. In this traditional model, a user’s only role is to have needs, which manufacturers then identify and fill by designing and producing new products. The manufacturer-centric model does fit some fields and conditions. However, a growing body of empirical work shows that users are the first to develop many and perhaps most new industrial and consumer products. Further, the contribution of users is growing steadily larger as a result of continuing advances in computer and communications capabilities. In this book I explain in detail how the emerging process of user-centric, democratized innovation works. I also explain how innovation by users provides a very necessary complement to and feedstock for manufacturer innovation. The ongoing shift of innovation to users has some very attractive qualities. It is becoming progressively easier for many users to get precisely what they want by designing it for themselves. And innovation by users appears to increase social welfare. At the same time, the ongoing shift of product-development activities from manufacturers to users is painful and difficult for many manufacturers. Open, distributed innovation is “attacking" a major structure of the social division of labor. Many firms and industries must make fundamental changes to long-held business models in order to adapt. Further, governmental policy and legislation sometimes preferentially supports innovation by manufacturers. Considerations of social welfare suggest that this must change. The workings of the intellectual property system are of special concern. But despite the difficulties, a democratized and user-centric system of innovation appears well worth striving for. (http://web.mit.edu/evhippel/www/books/DI/Chapter1.pdf )
Von Hippel on 'lead users'
"Eric von Hippel's new book, Democratizing Innovation, documents how breakthrough innovations are developed by "lead users," -- users with a high incentive to solve problem, and that often develop solutions that the market will want in the future. Von Hippel argues that a user-centered innovation process -- one that harnesses lead users -- offers great advantages over the manufacturer-centric innovation model that has been the mainstay of commerce for hundreds of years. To this end, he has developed a systematic model for companies to tap into the innovation potential of their lead user communities." (quote from the Smart Mobs weblog)
An interview with the author where he explains the concept of "lead users", at http://www.thefeature.com/article?articleid=101525&ref=6647666
Examples
User-innovation example by Fortune
"A dedicated kite-surfer—the sport involves riding a small board through water while attached to a parachute-like "kite"—he was unhappy with the goods on the market. In 2001 he started Zeroprestige.com, a website where he posted his kite designs. Soon other amateurs submitted their own concepts, and sail manufacturers with excess capacity offered to make kites from the plans. The amateur designers kept coming back to make exactly what they wanted to buy. And though no one got rich, a few small businesses popped up to sell the finished products. Since then, kites have become commodities". (http://www.fortune.com/fortune/technology/articles/0,15114,1061773,00.html?)
Examples of user innovation communities at work
The music identification technology of Gracenotes, was almost entirely produced by music fans, at http://www.wired.com/news/digiwood/0,1412,64033,00.html?. But because it has turned private MusicBrainz has been created as a true open source alternative ; iPodLounge contains more than 220 creative designs of future iPods, at http://www.wired.com/news/mac/0,2125,63903,00.html?
Clay Shirky on weblogs as a process of mass-amateurisation, not mass-professionalistion, at http://shirky.com/writings/weblogs_publishing.html
"But the vast majority of weblogs are amateur and will stay amateur, because a medium where someone can publish globally for no cost is ideal for those who do it for the love of the thing. Rather than spawning a million micro-publishing empires, weblogs are becoming a vast and diffuse cocktail party, where most address not "the masses" but a small circle of readers, usually friends and colleagues. This is mass amateurization, and it points to a world where participating in the conversation is its own reward."
"Before, only the rich had access to tools and so only the rich were professionals, and the rest were amateurs," says Noah Glass, the co-founder of Odeo, which offers a free service for making, hosting, and distributing podcasts. "But now, as the creation tools have become easier to use and more freely distributed through open source, through the Internet, through awareness, more people have more access to more tools, so the whole amateur-professional dichotomy is dissolving." Citizen engineers are taking this even further, trying their hand not just in the digital world but in the physical world too. Much as eBay transformed distribution, they’re redefining design and manufacture. The infrastructure is there: Yahoo Groups make it easier for people to trade ideas and learn quickly; free or cheap computer-aided-design (CAD) programs allow users to cobble together blueprints; and inexpensive manufacturing in China allows the idea to go from file to factory. There are even websites like Alibaba.com that will help these small-timers find Chinese factories eager for their work. (http://www.fortune.com/fortune/technology/articles/0,15114,1061773,00.html?)
Discussion
The socialization of innovation 'outside' of the enterprise
"Only a fraction of the aesthetic innovations made in society occurs within the wage labour relation. That is, in the space conceptualised by Tessa Morris-Suzuki as ‘before’ production, in laboratories and in ad agencies. Most aesthetic innovation takes place ‘after’ production. It happens 'after' the wage labour relation, in consumption, in communities, on the street, and on the school yard. It is here the social factory casts its long shadow. The social factory is a place with no walls, no gates, no boss, – and yet rift with antagonism." (Jan Soderbergh in http://info.interactivist.net/article.pl?sid=04/09/29/1411223)
The contribution byTessa Morris-Suzuki mentioned above was written in: Jim Davis, Thomas A. Hirschl & Michael Stack, eds. Cutting edge: technology, information capitalism and social revolution, 1997
More Information
Read the landmark book by Erik von Hippel on Democratizing Innovation.
More essays by the author at http://web.mit.edu/evhippel/www/papers.htm
'Customer-made' production and marketing, special issue of Trendwatching newsletter, May 2005, at http://www.trendwatching.com/trends/CUSTOMER-MADE.html .
Its [1] June 2005 issue covers twinsumers, how collaborative software is bringing consumers of similar taste together.
Related entries: Crowdsourcing, Citizen Engineers, User-Generated Content, User-Generated Ecology