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User innovation refers to
innovation
Innovation is the practical implementation of ideas that result in the introduction of new goods or service (economics), services or improvement in offering goods or services. ISO TC 279 in the standard ISO 56000:2020 defines innovation as "a n ...
by intermediate users (e.g. user
firms) or
consumer
A consumer is a person or a group who intends to order, or use purchased goods, products, or services primarily for personal, social, family, household and similar needs, who is not directly related to entrepreneurial or business activities. ...
users (individual
end-user
In product development, an end user (sometimes end-user) is a person who ultimately uses or is intended to ultimately use a product. The end user stands in contrast to users who support or maintain the product, such as sysops, system administrato ...
s or user
communities
A community is a Level of analysis, social unit (a group of people) with a shared socially-significant characteristic, such as place (geography), place, set of Norm (social), norms, culture, religion, values, Convention (norm), customs, or Ide ...
), rather than by suppliers (producers or
manufacturers). This is a concept closely aligned to
co-design and
co-creation
Co-creation, in the context of a business, refers to a product or service design process in which input from consumers plays a central role from beginning to end. Less specifically, the term is also used for any way in which a business allows c ...
, and has been proven to result in more innovative solutions than traditional consultation methodologies.
Eric von Hippel and others
observed that many products and services are actually developed or at least refined, by users, at the site of implementation and use. These ideas are then moved back into the supply network. This is because products are developed to meet the widest possible need; when individual users face problems that the majority of consumers do not, they have no choice but to develop their own modifications to existing products, or entirely new products, to solve their issues. Often, user innovators will share their ideas with manufacturers in hopes of having them produce the product, a process called free revealing. However, user innovators also generate their own firms to commercialize their innovations and generate new markets, a process called "consumer-led market emergence." For example, research on how users innovated in multiple boardsports shows that some users capitalized on their innovations, founding firms in sports that became global markets.
Based on research on the evolution of Internet technologies and open source software
Ilkka Tuomi further highlighted the point that users are fundamentally social. User innovation, therefore, is also socially and socio-technically distributed innovation. According to Tuomi, key uses are often unintended uses invented by user communities that reinterpret and reinvent the meaning of emerging technological opportunities.
The existence of user innovation, for example, by users of industrial robots, rather than the manufacturers of robots is a core part of the argument against the
Linear Innovation Model, i.e. innovation comes from research and development, is then marketed and 'diffuses' to end-users. Instead innovation is a non-linear process involving innovations at all stages.
History
In 1986 Eric von Hippel introduced the
lead user method that can be used to systematically learn about user innovation in order to apply it in
new product development
New product development (NPD) or product development in business and engineering covers the complete process of launching a new product to the market. Product development also includes the renewal of an existing product and introducing a product ...
. In 2007 another specific type of user innovator, the
creative consumer was introduced. These are consumers who adapt, modify, or transform a proprietary offering as opposed to creating completely new products.
User innovation has a number of degrees: innovation of use, innovation in services, innovation in configuration of technologies, and finally the innovation of novel technologies themselves. While most user innovation is concentrated in use and configuration of existing products and technologies, and is a normal part of long term innovation, new technologies that are easier for end-users to change and innovate with, and new channels of communication are making it much easier for user innovation to occur and have an impact.
Recent research has focused on Web-based forums that facilitate user (or customer) innovation - referred to as
virtual customer environment, these forums help companies partner with their customers in various phases of product development as well as in other value creation activities. For example,
Threadless
Threadless (stylized as threadless) is an online community of artists and an e-commerce website based in Chicago, Illinois, founded in 2000 by Jake Nickell and Jacob DeHart.
Threadless designs are created by and chosen by an online community. E ...
, a
T-shirt manufacturing company, relies on the contribution of online community members in the design process. The community includes a group of volunteer designers who submit designs and vote on the designs of others. In addition to free exposure, designers are provided monetary incentives including a $2,500 base award as well as a percentage of T-shirt sales. These incentives allow Threadless to encourage continual user contribution.
[Magee,Joe.]
The Contribution Revolution: Letting Volunteers Build Your Business
, Harvard Business Review
''Harvard Business Review'' (''HBR'') is a general management magazine published by Harvard Business Publishing, a not-for-profit, independent corporation that is an affiliate of Harvard Business School. ''HBR'' is published six times a year ...
, October 2008.
See also
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Creativity techniques
Creativity techniques are methods that encourage creative actions, whether in the arts or sciences. They focus on a variety of aspects of creativity, including techniques for idea generation and divergent thinking, methods of re-framing problems, ...
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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 digit ...
*
Domestication theory
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Ideas bank
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List of emerging technologies
This is a list of emerging technologies, which are emerging technologies, in-development technical innovations that have significant potential in their applications. The criteria for this list is that the technology must:
# Exist in some way; ...
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Open-design movement
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Participatory design
Participatory design (originally co-operative design, now often co-design and also co-creation ) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design pro ...
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Professional amateurs
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Prosumer
A prosumer is an individual who both consumes and produces. The term is a portmanteau of the words '' producer'' and ''consumer''. Research has identified six types of prosumers: DIY prosumers, self-service prosumers, customizing prosumers, co ...
*
Science and technology studies
Science and technology studies (STS) or science, technology, and society is an interdisciplinary field that examines the creation, development, and consequences of science and technology in their historical, cultural, and social contexts.
Histo ...
*
Toolkits for User Innovation
Footnotes
Sources
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* Braun, Viktor R.G. (2007): Barriers to user-innovation & the paradigm of licensing to innovate, Doctoral dissertation: Hamburg University of Technology
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External links
New York Times on User Innovation (2007) available under the
creative commons
Creative Commons (CC) is an American non-profit organization and international network devoted to educational access and expanding the range of creative works available for others to build upon legally and to share. The organization has release ...
license.
Innovation CultureVisionXThe Contribution Revolution wikicollects information about user contribution systems in the business world. It is based on th
Harvard Business Review article of the same nameby Scott Cook
{{Science and technology studies
Innovation
User interfaces
Science and technology studies