The Benefits and Challenges of Collaborating with User Communities

The Benefits and Challenges of Collaborating with User Communities

INVITED ARTICLE The Benefi ts and Challenges of Collaborating with User Communities User communities can be a fertile source of new innovation, but the collaboration must be carefully managed. Yun Mi Antorini and Albert M. Muñiz Jr. OVERVIEW: User communities are potentially rich sources of new product ideas and innovations. However, accessing these communities brings signifi cant challenges, including how to identify users, how to engage with them, how to integrate user innovations into corporate process, and how to manage intellectual property and other aspects of the relationship. The LEGO Group’s experience engaging with user innovators, explored in a longitudinal study of the fi rm’s interactions with independent and corporate-sponsored user communities, illustrates both the challenges and the rewards of collaborating with user communities. KEYWORDS: User innovation , User community , New product development Most companies turn to their internal R&D departments System) in 1998 changed this. This set attracted enthusiastic when they need a new product. This had been the approach adult consumers in a way that earlier products had not and followed by the LEGO Group, the Danish toy manufacturer saw higher levels of user innovation than prior sets. With the renowned for their building toys. The launch of the LEGO introduction of this set, the LEGO Group discovered that Mindstorms set (also known as the Robotic Invention there were many adult fans of LEGO (AFOLs) and that the innovations these users created were of great potential value to the fi rm. Gradually, the LEGO Group began involving Yun Mi Antorini is a community strategist at the LEGO Group. Her work these fans in their innovation projects to a growing degree. focuses on creating systematic and effective ways for the fi rm and the user community to interact with the purpose of sharing and co-creating new use- Today, AFOLs have participated in the development of sev- related experiences of LEGO products. Prior to her work at the LEGO eral products, and more than 20 LEGO users have been hired Group, she was an assistant professor at Aarhus Business School in Denmark. as LEGO designers ( Antorini, Muñiz, and Askildsen 2012 ). Her PhD dissertation, which she defended in 2007, was centered on user LEGO’s user innovators are not unique. A fi rst-ever na- innovation in the context of the Adult Fans of LEGO community. Antorini received her BS, MS, and PhD from the Copenhagen Business School. tional study of U.K., U.S., and Japanese consumers aged 18 [email protected] and over shows that between 3.7 percent and 6.1 percent of Albert M. Muñiz Jr. is an associate professor of marketing at DePaul Uni- citizens in these countries innovate ( von Hippel, Ogawa, versity. His research interests are in the sociological aspects of consumer and de Jong 2011). Even higher innovation rates are found behavior and branding, including consumer-generated content and online among consumers who belong to communities of engaged communities. His teaching interests include consumer behavior, consumer culture, and brand management. He has published in Business Horizons , and active consumers; up to 37 percent of such consumers Journal of Advertising , Journal of Consumer Research , Journal of Interac- innovate, according to at least one study (von Hippel 2005 ). tive Marketing , Journal of Marketing , Journal of Retailing , Journal of The improvements and innovations created by user in- Strategic Marketing , and MIT Sloan Management Review . He received his novators represent substantial value, and there are benefi ts BS, MS, and PhD from the University of Illinois at Urbana-Champaign. Before coming to DePaul he taught at the University of California at Berkeley. to be accrued by companies that adopt them. Engaging with [email protected] user innovators can help reduce the often considerable DOI: 10.5437/08956308X5603931 economic risks involved in launching new products ( Ogawa Research-Technology Management • May—June 2013 | 21 used by adults, are sold from her website, bylisataylor.com . For its efforts, the LEGO Group enjoys another mode in For its efforts, the LEGO Group enjoys which consumers can interact with the brand and develop a stronger relationship with it. another mode in which consumers can During the development of the LEGO Mindstorms NXT interact with the brand and develop a product, users involved in the process agreed that sensors of different kinds would be essential to the product’s perfor- stronger relationship with it. mance. One of the users on the development team, John Barnes, was also the co-owner of HiTechnic, a manufacturer of high-tech sensors. He developed and proposed a series of sensors that were eventually marketed on LEGO.com . and Piller 2006; von Hippel 2005 ). Users, working on their Today, 12 advanced sensors (such as infrared receiver sen- own time and often with the support of a community, gen- sors, sensor multiplexes that allow for more connectivity, erate ideas, develop prototypes, and evaluate their creations barometric sensors, and touch sensors) help expand the ( Jeppesen and Frederiksen 2006 )—activities the fi rm would possibilities of the LEGO Mindstorms system. These were typically undertake as part of product development. In this the fi rst components manufactured by an independent ex- way, picking up user innovations can save development ternal developer to be included in a LEGO kit. It is unlikely costs. As a bonus, user innovations typically emerge in re- that the LEGO Group would have been aware of the exis- sponse to real needs, problems, or desires, reducing the risk tence of HiTechnic or of the relevance of the fi rm’s products of product failure by identifying the potential market in to LEGO had Barnes not offered his ideas and prototypes to advance. the LEGO Group. The same goes for the architectural prod- However, these advantages do not come without their uct line proposed by Adam Reed Tucker. Here, the LEGO own challenges. The deep knowledge and specialization of group was again exposed to ideas less likely to have been many user innovators may result in innovations that are executed by the fi rm itself, with its focus on toys. As a result too narrowly focused to be of benefi t to the fi rm. Locating of this exposure, the LEGO Group extended its distribution the best user innovators can be diffi cult, and user innova- into new categories, such as museums, souvenir shops, and tions can be diffi cult to integrate with the fi rm’s product bookstores, and opened up markets not usually associated standards and development processes. And intellectual with LEGO products. property rights and assuring fairness so that both sides ben- LEGO’s online platform, LEGO Cuusoo offers another efi t can become tricky. Despite the many good reasons to avenue through which users can bring their innovations to include user communities in their innovation processes, LEGO. 1 LEGO Cuusoo allows users to upload their designs many companies fail to do so, suspecting that the frictional to a webpage where other users can vote on the design. costs presented by these challenges will outweigh the po- Models that receive 10,000 votes are reviewed by the LEGO tential benefi ts. Group for their potential for commercialization. If an idea is But these challenges can be surmounted, as the LEGO selected to be commercialized, the LEGO Group takes over Group’s experience demonstrates. Between 2003 and 2011, the development process and the innovator receives 1 per- we engaged in a longitudinal study of the LEGO Group’s cent of the total net sales. The fi rst product to be commer- collaboration with user innovators. Based on that data, we cialized from the Cuusoo platform was the Japanese show how companies that want to initiate or optimize col- expeditionary diver, the Shinkai 6500, released in Japan in laboration with independent user communities can manage February 2011. It took 420 days for the model to garner these issues. 1,000 votes (the threshold during the platform’s beta test stage). The second product—Hayabusa, an unmanned Jap- Accessing User Innovation: The LEGO Group anese spacecraft— took 57 days to reach the same number There are two main ways in which the LEGO Group gets of votes. The third project to be commercialized is the LEGO access to user innovations: either users come to the LEGO Minecraft Micro World set. This set took only 48 hours to Group with their innovations, or the fi rm asks users for win 10,000 votes worldwide. It also received 30,000 likes them. The LEGO Architecture sets, LEGO jewelry, and the on the LEGO Facebook and Minecraft Facebook pages com- robotics sensors for the LEGO Mindstorms NXT products bined and was tweeted more than 4,000 times. The fourth were all initially proposed by adult LEGO users and co- project, which is currently under development in collabora- developed with the LEGO Group. For example, the LEGO tion with Universal Partnerships & Licensing, is the Back to jewelry line was developed by Lisa Taylor, a LEGO user who the Future Time Machine from the 1980s adventure-comedy “loved wearing LEGO bricks and wanted to wear it in a so- phisticated way,” as her website says, and was allergic to the 1 LEGO Cuusoo ( lego.cuusoo.com) is an idea collection system that asks metal used in lower-priced jewelry. In collaboration with consumers to submit ideas and vote for their favorite ideas for new LEGO the LEGO New Business Group, Taylor developed a series of products. CUUSOO, which means “imagination,” or sometimes “wish,” in Japanese, has been developed with CUUSOO System, a subsidiary of silver rings and cuffl inks embellished with interchangeable Japan-based Elephant Design that has worked with open innovation and LEGO bricks.

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