Co-creation
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Co-creation, in the context of a
business Business is the practice of making one's living or making money by producing or buying and selling products (such as goods and services). It is also "any activity or enterprise entered into for profit." Having a business name does not separ ...
, refers to a product or service design process in which input from
consumer A consumer is a person or a group who intends to order, or uses purchased goods, products, or services primarily for personal, social, family, household and similar needs, who is not directly related to entrepreneurial or business activities. ...
s plays a central role from beginning to end. Less specifically, the term is also used for any way in which a business allows consumers to submit ideas, designs or content. This way, the firm will not run out of ideas regarding the design to be created and at the same time, it will further strengthen the business relationship between the firm and its customers. Another meaning is the creation of value by ordinary people, whether for a company or not.


Co-Creation Typology

Aric Rindfleisch Aric Rindfleisch (born 28 October 1965), is an American marketing author and professor. He is the Executive Director of the Illinois MakerLab at University of Illinois at Urbana–Champaign, and John M. Jones Professor of Marketing. He was include ...
and Matt O'Hern define customer co-creation in
digital marketing Digital marketing is the component of marketing that uses the Internet and online based digital technologies such as desktop computers, mobile phones and other digital media and platforms to promote products and services. Its development duri ...
as "a collaborative NPD (
new product development In business and engineering, new product development (NPD) covers the complete process of bringing a new product to market, renewing an existing product or introducing a product in a new market. A central aspect of NPD is product design, along ...
) activity in which customers actively contribute and/or select the content of a new product offering" and state that, like all NPD processes, it consists of two steps, namely contribution (of content) and selection (of the best contributions). Rindfleisch and O'Hern categorize different types of co-creation in
digital marketing Digital marketing is the component of marketing that uses the Internet and online based digital technologies such as desktop computers, mobile phones and other digital media and platforms to promote products and services. Its development duri ...
based on how strict the requirements on submissions are (fixed vs. open) and if the selection is done by the customers themselves or by the firm (firm-led vs. customer-led). They distinguish four types of co-creation, which roughly correspond to the four possible combinations of the contribution and selection styles, like this below: #Collaborating: open contribution, customer-led selection #Tinkering: open contribution, firm-led selection #Co-designing: fixed contribution, customer-led selection #Submitting: fixed contribution, firm-led selection


Collaborating

According to O'Hern and Rindfleisch (2019), the best example of open contribution and customer-led selection is
open-source software Open-source software (OSS) is computer software that is released under a license in which the copyright holder grants users the rights to use, study, change, and distribute the software and its source code to anyone and for any purpose. ...
. They note that while open-source software is not typically commercial, some firms use it as part of their strategy; the examples they give are of
Sun Microsystems Sun Microsystems, Inc. (Sun for short) was an American technology company that sold computers, computer components, software, and information technology services and created the Java programming language, the Solaris operating system, ZFS, t ...
with
NetBeans NetBeans is an integrated development environment (IDE) for Java. NetBeans allows applications to be developed from a set of modular software components called ''modules''. NetBeans runs on Windows, macOS, Linux and Solaris. In addition to Java ...
and of IBM paying people to improve
Linux Linux ( or ) is a family of open-source Unix-like operating systems based on the Linux kernel, an operating system kernel first released on September 17, 1991, by Linus Torvalds. Linux is typically packaged as a Linux distribution, whi ...
. According to
Aric Rindfleisch Aric Rindfleisch (born 28 October 1965), is an American marketing author and professor. He is the Executive Director of the Illinois MakerLab at University of Illinois at Urbana–Champaign, and John M. Jones Professor of Marketing. He was include ...
, Collaboration is a form in which the companies have the least control, while submission is the form that provides companies with the most control.


Tinkering

O'Hern and Rindfleisch describe what they call "tinkering" as having fewer open contributions than "collaborating". Customers are allowed to tinker with the product, but only in certain ways, and to make their creations available to others, but only under certain conditions. They give the examples of mods for video games and public APIs. Whether or not the user creations are incorporated into the official product is decided by the firm, so selection is firm-led.


Co-designing

"Co-designing", as described by O'Hern and Rindfleisch, is a type of co-creation process in which a number of customers, the "co-designers", submit product designs to the firm, with a larger group of customers selecting which designs the firm will produce. With co-designing, there are often relatively strict submission requirements, so it is categorized as having fixed contribution. They give the example of Threadless, a website selling user-designed
T-shirt A T-shirt (also spelled tee shirt), or tee, is a style of fabric shirt named after the T shape of its body and sleeves. Traditionally, it has short sleeves and a round neckline, known as a '' crew neck'', which lacks a collar. T-shirts are genera ...
s, which typically accepted two percent of customer submissions for product designs. Another example can be Lego which has introduced the "Lego Ideas" platform to rope in the users to contribute a newer design. And once the design garners 10,000 followers, Lego actually brings it on their Lego store shelves which is also an ideal example for co-creation.


Submitting

O'Hern's and Rindfleisch's concept of "submitting" is closest to traditional NPD in that the selection of ideas is entirely done by the firm and there are often strict criteria contributions must follow. "Submitting"-type co-creation is different from traditional
market research Market research is an organized effort to gather information about target markets and customers: know about them, starting with who they are. It is an important component of business strategy and a major factor in maintaining competitiveness. Ma ...
in that the firm asks people to come up with their own detailed solutions or designs, rather than just answering pre-determined questions. According to O'Hern and Rindfleisch, typical examples of this type of co-creation are a firm organizing a competition or using a crowdsourcing platform like InnoCentive. Selected ideas are often rewarded with money.


History of the term

In their review of the literature on "customer participation in production", Neeli Bendapudi and Robert P. Leone found that the first academic work dates back to 1979.Bendapudi, N. & Leone, R. P. (2003). ''Psychological Implications of Customer Participation in Co-Production''.
Journal of Marketing The ''Journal of Marketing'' is a bimonthly scholarly journal that publishes peer-reviewed research in marketing. It is published by the American Marketing Association. Established in 1936, It is the fourth-oldest major journal covering marketing ...
. Vol. 67, No. 1.
In 1990, John Czepiel suggests that customer's participation may lead to greater customer satisfaction. Also in 1990, Scott Kelley, James Donnelly and Steven J. Skinner suggest other ways to look at customer participation: quality, employee's performance, and emotional responses. An article by R. Normann and R. Ramirez written in 1993 suggests that successful companies do not focus on themselves or even on the industry but on the value-creating system. Michel, Vargo and Lusch acknowledged that something similar to their concept of co-creation can be found in Normann's work - particularly, they consider his idea of "density of offerings" to be valuable. In 1995, Michael Schrage argues that not all customers are alike in their capacity to bring some kind of knowledge to the firm. In 1995, Firat, Fuat, Dholakia, and Venkatesh introduce the concept "customerization" as a form of buyer-centric mass-customization and state that it would enable consumers to act as a co-producer. However, Bendapudi and Leone (2003) conclude that "the assumption of greater customization under co-production may hold only when the customer has the expertise". The term "co-creation" was initially framed as a strategy by Kambil and coauthors in two articles in 1996 and 1999. In "Reinventing Value Propositions" (1996), Kambil, Ginsberg and Bloch present co-creation as a strategy to transform value propositions working with customers or complementary resources. In "Co-creation: A new source of value" (1999), Kambil, Friesen and Sundaram present co-creation as an important source of value enabled by the Internet and analyze what risks companies must consider in utilizing this strategy. In 2000,
C. K. Prahalad Coimbatore Krishnarao Prahalad (8 August 1941 – 16 April 2010) was an Indian-American entrepreneur and author. He was the Paul and Ruth McCracken Distinguished University Professor of Corporate Strategy at the University of Michigan Step ...
and Venkat Ramaswamy popularized the concept in their article "Co-Opting Customer Competence". In their book ''The future of competition'' (2004), they defined co-creation as the "joint creation of value by the company and the customer; allowing the customer to co-construct the service experience to suit their context". Also in 2004, Vargo and Lush introduce their "
service-dominant logic Service-dominant (S-D) logic, in behavioral economics, is an alternative theoretical framework for explaining value creation, through exchange, among configurations of actors. It is a dominant logic. The underlying idea of S-D logic is that huma ...
" of marketing. One of its "foundational premises" was "the customer is always a coproducer". Prahalad commented that the authors did not go far enough. In 2006, Kalaignanam and Varadarajan analyze the implications of information technology for co-creation. They state that developments in IT will support co-creation. They introduce a conceptual model of customer participation as a function of the characteristics of the product, the market, the customer and the firm. They suggest demand-side issues may have a negative effect on satisfaction. In the mid-2000s, co-creation and similar concepts such as
crowdsourcing Crowdsourcing involves a large group of dispersed participants contributing or producing goods or services—including ideas, votes, micro-tasks, and finances—for payment or as volunteers. Contemporary crowdsourcing often involves digita ...
and
open innovation Open innovation is a term used to promote an information age mindset toward innovation that runs counter to the secrecy and silo mentality of traditional corporate research labs. The benefits and driving forces behind increased openness have bee ...
were popularized greatly, for instance by the book ''
Wikinomics ''Wikinomics: How Mass Collaboration Changes Everything'' is a book by Don Tapscott and Anthony D. Williams, first published in December 2006. It explores how some companies in the early 21st century have used mass collaboration and open-source ...
''. In 2013 Jansen and Pieters argue that co-creation is often used as a
buzzword A buzzword is a word or phrase, new or already existing, that becomes popular for a period of time. Buzzwords often derive from technical terms yet often have much of the original technical meaning removed through fashionable use, being simply used ...
and can mean many different things. The term is used incorrectly to refer to forms of
market research Market research is an organized effort to gather information about target markets and customers: know about them, starting with who they are. It is an important component of business strategy and a major factor in maintaining competitiveness. Ma ...
, such as
focus group A focus group is a group interview involving a small number of demographically similar people or participants who have other common traits/experiences. Their reactions to specific researcher/evaluator-posed questions are studied. Focus groups are ...
s or social media analysis. They say simply working together with or collecting input from customers is also not enough to be called co-creation - it should only be called co-creation if "the end user plays an active role and it is a continuous process". They introduced the term "complete co-creation" for this, with the following definition: ''"a transparent process of value creation in ongoing, productive collaboration with, and supported by all relevant parties, with end-users playing a central role" (Jansen and Pieters, 2017, p. 15)''. Complete co-creation is regarded as a practical answer to the predominantly academic and holistic understanding of co-creation. The concept of value co-creation has been also applied to the educational field where Dolinger, Lodge & Coates define it as the "process of students' feedback, opinions, and other resources such as their intellectual capabilities and personalities, integrated alongside institutional resources".


As a way of thinking about value

Co-creation can be seen as a new way of thinking about the economical concept of "value". Prahalad & Ramaswamy describe it as a "consumer-centric" view in opposition to the traditional "company-centric" view. In the traditional view, the consumer is not part of the value creation process, while in the consumer-centric view the consumer plays a key role in it. In the traditional view, the company decides on the methods and structure of the process, while in the consumer-centric view the consumer can influence those. In the traditional view, the goal is to extract value money from consumers in the form of money, while in the consumer-centric view, the goal is to create value together for both consumer and company. In the traditional view, there is one point of exchange controlled by the company, while in the consumer-centric view, there are multiple points of exchange where company and consumers come together. An example of value co-creation concerns the co-creation of privacy and security


The four building blocks of interaction

Prahalad and Ramaswamy suggested that in order to apply co-creation, the following fundamental requirements should be prepared in advance.


Advantages

Co-created value arises in the form of
personalized Personalization (broadly known as customization) consists of tailoring a service or a product to accommodate specific individuals, sometimes tied to groups or segments of individuals. A wide variety of organizations use personalization to improv ...
experiences for the customer and ongoing revenue, learning and customer loyalty and
word of mouth Word of mouth, or ''viva voce'', is the passing of information from person to person using oral communication, which could be as simple as telling someone the time of day. Storytelling is a common form of word-of-mouth communication where one pe ...
for the firm. Co-creation also enable customers to come up with their own idea which might help the firm. Ramaswamy and his co-author Francis Gouillart wrote: "Through their interactions with thousands of managers globally who had begun experimenting with co-creation, they discovered that enterprises were building platforms that engaged not only the firm and its customers but also the entire network of suppliers, partners, and employees, in a continuous development of new experiences with individuals."


Steps involved in Co-creation

There are just two steps involved in co-creation and they are: 1. SUBMISSIONS- customers must submit contributions. 2. SELECTION- firm must select a few valuable contributions from a larger set.


Challenges

If the ideas highlight negative sides of the firm's products or services, there might be a risk in losing out on the brand image. A design contest or other co-creation event may backfire and lead to negative word of mouth if the expectations of the participants are not met.Schwab, P (2010)
The dark side of cocreation
Into the minds. Archived from th
original
on 2019/05/08.
The challenge of the selection process is that most submissions are not very useful, impractical and difficult to implement. Firms have to deal with the submitted ideas in a very subtle way as throughout the process they don't want to reject customer submissions and risk alienating them which may eventually lead to customer disengagement. Unless customers are incentivized in an attractive way, they may be reluctant to participate and benefit the company.


See also

*
Co-design Participatory design (originally co-operative design, now often co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure t ...
*
Crowdsourcing Crowdsourcing involves a large group of dispersed participants contributing or producing goods or services—including ideas, votes, micro-tasks, and finances—for payment or as volunteers. Contemporary crowdsourcing often involves digita ...
*
Market research Market research is an organized effort to gather information about target markets and customers: know about them, starting with who they are. It is an important component of business strategy and a major factor in maintaining competitiveness. Ma ...
*
Marketing mix The term "marketing mix" is a foundation model for businesses, historically centered around product, price, place, and promotion (also known as the "4 Ps"). The marketing mix has been defined as the "set of marketing tools that the firm uses to ...
* Open-source software development *
Service-dominant logic Service-dominant (S-D) logic, in behavioral economics, is an alternative theoretical framework for explaining value creation, through exchange, among configurations of actors. It is a dominant logic. The underlying idea of S-D logic is that huma ...


References


Further reading

{{DEFAULTSORT:Co-Creation Customer relationship management Innovation