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1.
Following the concepts of crowdsourcing, co‐creation or open innovation, companies are increasingly using contests to foster the generation of creative solutions. Currently, online idea and design contests are enjoying a resurgence through the usage of new information and communication technologies. These virtual platforms allow users both to competitively disclose their creative ideas to corporations and also to interact and collaborate with like‐minded peers, communicating, discussing and sharing their insights and experiences, building social networks and establishing a sense of community. Little research has considered that contest communities both promote and benefit from simultaneous co‐operation and competition and that both types of relationships need to be emphasized at the same time. In this article, it is argued that the firm‐level concept of co‐opetition might also be relevant for an innovation's success on the individual level within contest communities. Our concept of ‘communitition’ should include the elements of competitive participation without disabling the climate for co‐operation, as numerous user discussions and comments improve the quality of submitted ideas and allow the future potential of an idea to shine through the so‐called ‘wisdom of the crowd’.  相似文献   

2.
Research has identified virtual communities as a valuable source of innovation. This study aims to provide an understanding of what makes some end‐user communities more successful in creating innovations than others. Specifically, we explore how the attractiveness of innovations is influenced by the quality of interaction between the community members. Additionally, we consider trust in benevolent behaviour and competition for reputation, as well as their interaction effect, as being possible antecedents of interaction quality. Drawing on data collected through a web‐based survey, this study explores the innovation activities of 127 virtual end‐user communities within the fields of sports, car and motorbike tuning and model building. The findings confirm that interaction quality is positively related to the innovativeness of virtual communities. As regards the antecedents of interaction quality, the analysis indicates that trust is a key prerequisite to co‐operative behaviour among the members of virtual communities. The level of competition, however, only affects interaction quality if a high level of trust is present among members. The results highlight the need to create an environment that facilitates interaction among the members of innovation communities. Furthermore, community managers should ensure that a minimum level of trust is established within the community before stimulating competition.  相似文献   

3.
An extensive body of literature indicates the growing influence of virtual communities not only on social interaction, spending free time and working, but also on the interaction of companies with their customers to exchange information on products and to develop innovative ideas. However, engaging in virtual communities poses certain challenges to companies which more often than not results in failure to establish a successful collaboration with customers. This leads to the following questions: What are virtual communities and how can companies establish successful interaction? Why and how can interaction with a community lead to an improvement of the innovation process? This article develops a comprehensive concept of the collaboration between companies and virtual communities called community–company interaction quality (CCIQ). Based on insights from academic literature, this paper reviews factors influencing the quality of community–company interaction, suggesting an integrative framework. After developing a working definition for virtual communities in innovation, a summary of findings regarding interaction quality in context of human–technology interaction and behaviour related to innovation is proposed.  相似文献   

4.
In collaborative crowdsourcing communities for open innovation, users generate and submit ideas as idea co‐creators. Firms then select and implement valuable ideas for new product development. Despite the popularity and success of these open innovation communities, relatively little is known about the factors that determine the implementation of the user‐generated ideas. Based on research on individual creativity, we propose a conceptual model integrating users' previous experience, idea presentation characteristics and feedback valence to explain the likelihood of idea implementation. We validate our research model with a panel data analysis of 43 550 ideas submitted by 16 360 users in the MIUI new product development community hosted by Xiaomi, a large electronics manufacturing company in China. We find an inverted U‐shaped relationship between users' past successful experience and idea implementation. Furthermore, the length of ideas is positively associated with the likelihood of idea implementation. There is also an inverted U‐shaped relationship between supporting evidence and idea implementation. Finally, we demonstrate the negative effect of positive feedback and the positive effect of negative feedback on idea implementation. These findings offer rich insights to understand the phenomenon of open innovation better. Theoretical and practical implications are discussed.  相似文献   

5.
Research indicates that creative ideas provide the seed for successful service innovations. However, little attention has been paid to understanding idea creation, especially for service innovations. Lead user analysis has been shown to provide the highest potential to create attractive innovation ideas. But which characteristics in lead users are important in this regard is still under‐researched. In the realm of an idea contest, we examine the impact of specific lead user characteristics in driving the quality of service innovation ideas. Our study broadens the understanding of which customers are suitable and should be activated for service innovation idea contests. Using the data of 120 ideas resulting from an idea contest for new online services of soccer clubs, our findings demonstrate that specific lead user characteristics affect the quality of service ideas generated. We find that dissatisfaction with existing services has the highest impact on idea quality. Thus, companies should make use of their complaint management database to invite dissatisfied users to participate in idea contests. The results also show that highly experienced users provide ideas of higher quality. Our findings imply that companies should design closed‐membership idea contests so that only people who show specific characteristics can be admitted.  相似文献   

6.
In this study we shed light on the impact of cultural differences on creative processes and innovation creation in online communities. Analysing English‐ and Chinese‐speaking online basketball communities, we investigate how innovations develop in virtual consumer groups and what motives drive members to engage in joint innovation creation. Similarly to findings from creativity research in offline contexts, we find that culture does have an influence on creative processes and expressions. While English‐ and Chinese‐speaking online communities are similar in their high quality and quantity of creative outputs, they differ with regard to innovation patterns and the kinds of emerging innovations. From a practical perspective the findings suggest that companies that aim to collaborate with communities across cultures have to align the interaction with the members' different expectations and routines. Further, what communities consider as creative and innovative may depend on culture.  相似文献   

7.
Scientific communities have adopted different conventions for ordering authors on publications. Are these choices inconsequential, or do they have significant influence on individual authors, the quality of the projects completed, and research communities at large? What are the trade-offs of using one convention over another? In order to investigate these questions, we formulate a basic two-player game theoretic model, which already illustrates interesting phenomena that can occur in more realistic settings. We find that contribution-based ordering leads to a denser collaboration network and a greater number of publications, while alphabetical ordering can improve research quality. Contrary to the assumption that free riding is a weakness of the alphabetical ordering scheme, when there are only two authors, this phenomenon can occur under any contribution scheme, and the worst case occurs under contribution-based ordering. Finally, we show how authors working on multiple projects can cooperate to attain optimal research quality and eliminate free riding given either contribution scheme.  相似文献   

8.
Online innovation communities have altered the nature of collaborative innovation. Within these communities, coexistence of open and closed source offerings is becoming commonplace, though potential diffusion and product advantages from each form are not well understood. Patterns of derivative innovation within these communities affect designers' focus; thus, this work is grounded in the attention‐based view. Beyond open vs. closed source development, we find that the presence of sibling designs (designs based on the same source material) and self‐remix (iteration on material by the same designer) have notable diffusion and product effects. Diffusion effects are investigated using 354 co‐existing open and closed source 3D printers from the RepRap community, while a subset of these printers is used for an analysis of key product attributes: value and ease of use. While previous researchers have argued for an early stage open source diffusion advantage, this is not observed here. However, customers perceive open source products to have value advantages, while closed source offerings are easier to use. Sibling designs have a diffusion advantage, particularly early on. Self‐remixes have both diffusion and product advantages. By better understanding these contextual elements of derivative innovation, designers' attention can be shaped to achieve desired outcomes.  相似文献   

9.
Virtual customer integration and open innovation are considered as appropriate means to improve the success of new product development. However, only when consumers are qualified and motivated to contribute promising ideas and relevant know‐how they are able to add value to a producer's innovation process. In this study, we explore the symmetric and asymmetric impact of various creativity components on consumers' idea generation, concept development, or prototype building abilities as well as interest in co‐creation projects. Our results show that creativity components are of different importance. While some characteristics are needed above certain thresholds to successfully accomplish a certain development task, exceeding those does not necessarily lead to better outputs. Other characteristics improve the creative output only if they exceed specific levels.  相似文献   

10.
Research on social conflicts in innovation processes has been rare, leaving an important research gap, as conflicts often arise in innovation processes and are even part of a researcher's everyday life. This study examines innovation and the variables of innovation success in the life sciences; it tests a conflict management model and examines the impact of both conflict type and conflict management style on innovation performance. This study surveyed 152 basic and applied researchers on their conflict management style through a multi‐method approach incorporating both survey and qualitative methods. The substantive aspects and relational effectiveness of conflict management styles were compared, considering their number of publications and patents, problem solution quality, project newness, conflict de‐escalation and communication. Applied researchers showed significantly more domination than did basic researchers, and a dominating conflict management style was significantly related to project newness. Moreover, problem solving was not always the most successful conflict management style. These findings have important practical implications for conflict management training and can help managers and researchers strengthen their co‐operation and improve productivity.  相似文献   

11.
Virtual worlds, such as the prominent Second Life (SL), offer unprecedented opportunities for companies to tap the innovative potential of consumers and consumer communities. Despite the potential, the studied corporate open innovation initiatives fail to attract sustained engagement among co-creating participants. The underdeveloped state of these islands in terms of innovation tasks and the lack of knowledge about how to attract innovative avatars raise key concerns about the nature of the experience avatars have on corporate sites. In a quantitative study we examine the importance of the experience in encouraging active participation in the innovation tasks. When participants experience an inspiring, intrinsically motivating, involving and fun co-creation experience, they participate more intensely. Prior research on virtual new product development is extended to the virtual world context and insights of the virtual co-creation experience serve as guidelines for the conception of avatar-based innovation initiatives.  相似文献   

12.
Research from a variety of perspectives has argued that innovation no longer takes place within a single organization, but rather is distributed across multiple stakeholders in a value network. Here we contrast the vertically integrated innovation model to open innovation, user innovation, as well as other distributed processes (cumulative innovation, communities or social production, and co‐creation), while we also discuss open source software and crowdsourcing as applications of the perspectives. We consider differences in the nature of distributed innovation, as well as its origins and its effects. From this, we contrast the predictions of the perspectives on the sources, motivation and value appropriation of external innovation, and thereby provide a framework for the strategic management of distributed innovation.  相似文献   

13.
This paper aims to explore the main implications of gamification approaches to collaborative innovation and particularly to co‐creation, i.e. the interaction and interchange of ideas between users, customers, suppliers and other actors in the development of new solutions. Despite the few approaches attempting to make co‐creation more ludic and accessible, researchers have yet to analyse the link between gamification and co‐creation in an extensive manner. In order to better understand this unexplored relationship, empirical case research studies have been conducted with multi‐actors participating in a real‐life co‐creation project through the deployment of a gamified method and tool (ideaChef®), as well as a combination of different instruments, involving speed meetings, workshops, debriefings and interviews. Besides advancing the body of knowledge on collaborative innovation practices and conceptualizing the relationship between gamification and co‐creation, this paper provides important implications for managers on how multiple actors can be engaged and coordinated in such practices through gamification. The paper's main contribution lies in the suggestion that engagement goes hand in hand with coordination, and that a combination of both will be the best strategy for co‐creating new solutions through gamification.  相似文献   

14.
Innovation is a social and interactive process in which collaboration and exchange of knowledge and information play crucial roles. Two conflicting hypotheses have been raised in previous research: Burt's structural hole hypothesis and the density hypothesis. In brief, the former of these hypotheses builds upon arguments for open network structures in the acquisition of innovation; the latter one builds upon arguments for closed network structures for innovation. To shed some light on this state of confusion, this paper tests these two conflicting hypotheses on two separate measures of innovation in a service industry setting. One innovation measure is more incremental in nature and regards the implementation of employees' ideas. The other innovation measure is more radical in nature and regards new services. Findings suggest that social network measures are, indeed, powerful predictors of innovation and, further, that the impact of these are likely to be radically different depending upon the type and measure of innovation. Consequently, this paper recommends caution when studying the impact of social network measures upon innovation, and that more fine‐grained measurements in particular are needed rather than focusing upon inter‐relationships of an overly general and superficial nature.  相似文献   

15.
In this article we describe and discuss means that foster the emergence of innovation through representational methods which interrelate manual modeling with playfulness. Based on the observation that demands to innovation processes have changed significantly in recent years due to changed collaboration forms, like co‐configuration or open innovation, we look for a methodological approach able to deal with such collaboration forms. We describe and discuss a methodological approach on how innovation processes in heterogeneous – interdisciplinary, cross‐functional and interorganizational – groups can be kicked off to bring about collectively shared understanding, as well as the ability to develop creative ideas. The approach relies on a playful modeling methodology, which is based on the hands‐on creation of visualizations and physical models in connection with their verbal explanation and narration. With reference to two case studies we report and discuss experiences of applying the methodology.  相似文献   

16.
To create a breakthrough service innovation, firms need to go beyond current customers' needs and tap into the needs of the future market. As marketing theory favours customer‐centric approaches, customer‐led ideation and co‐creation of innovation seem natural candidates for extracting the ‘sticky’ information nested in some of the most innovative customers' minds. Grounded in the service innovation literature, this paper extracts innovative service ideas from ordinary users (n = 388) in three different service domains and seeks to identify the salient characteristics of the most innovative customers. Past research shows that innovative users are more likely to be service defectors, frequently switching from firm to firm, and motivated by their predisposition to seek variety. Using a structural modelling strategy, variety seeking is tested as a mediating factor between the subjective knowledge level and the presence of high level unmet needs leading to the generation of innovative service ideas. The results show that variety seeking fully mediates the relationship between subjective knowledge and unmet needs. Several interpretations of the role of variety seeking on customers' behaviour are explored within the context of capturing innovative service ideas.  相似文献   

17.
Open source software such as the operating system Linux has in a few years created much attention as an alternative way to develop and distribute software. Open source is to let anyone have access to the source code, so that they can modify it. Open source can be seen as a movement, where communities of highly skilled programmers collectively develop software, often of a quality that outperforms commercial proprietary software. These movements are based on virtual networking on the Internet and the web. They are loosely coupled communities kept together by strong common values related to hacker culture. Work seems to be totally distributed, delegated and loosely coupled. The highly skilled members contribute to the collective effort of free software development. In this paper the open source phenomenon is investigated from different perspectives. It is claimed that the open source movement is one key to the understanding of future forms of organizations, information work and business.  相似文献   

18.
Until recently, organizations willing to acquire application systems have had no choice but to adopt proprietary software. With the advent of open‐source software (OSS), a new model for developing and distributing software has entered the stage. OSS has evolved from a generally horizontal infrastructure towards more highly visible applications in vertical domains, giving information systems (IS) managers more degrees of freedom in their selection of enterprise application software (EAS). Although a large body of research exists on the relative importance of evaluation criteria for proprietary EAS, the role of OSS in the EAS evaluation process has received little attention so far. To address this research gap, this study represents the first empirical investigation to compare the relative importance of evaluation criteria in proprietary and open‐source EAS selection. Through an online survey, we evaluated the responses of IS managers of 358 organizations to a conjoint study spawning 8592 trade‐off pair comparisons and 3580 purchase evaluations on proprietary and open‐source enterprise resource planning (ERP) and Office software packages. The results show that the relative importance of evaluation criteria significantly varies between proprietary and open‐source ERP systems. Implementation factors such as ease of implementation and support are much more crucial in the evaluation of open‐source than of proprietary ERP systems, which is generally due to IS managers' risk mitigation behaviour. Interestingly, there are no major differences in the ranking of evaluation criteria between proprietary and open‐source Office systems. We conclude our paper with a detailed discussion of our findings and their implications for researchers, companies, EAS vendors and open‐source communities.  相似文献   

19.
P2P网络环境下的一种高效虚拟协同服务模型   总被引:1,自引:0,他引:1  
在现实网络中,资源主要集中在少数的重要节点中,大量节点是服务请求者.由于P2P网络是建立在Internet之上的应用层虚拟网络,加上网络中搭便车现象日益严重,在广域环境下,不可避免地存在拥塞、单点失效、效率和服务质量不高的问题.针对这些问题,通过在系统中动态地构造由协同服务盟员组成的服务池来解决.提出了一种有盟主的虚拟协同服务组织模型,旨在现实环境下针对盟主的目标需求,解决盟主如何动态组织自主的协同伙伴和构建虚拟组织协同进行求解的问题.构造了基于D-S证据推理的服务盟员选择策略,运用节点交易历史信息和推荐证书的方法来表征备选服务盟员的全局信任特征属性,给出了构建虚拟协同服务池的数学模型、约束条件和构造规则,并进行了较为详细的分析.仿真实验表明,动态构造服务池的负载平衡策略能较好地解决P2P网络中存在拥塞、单点失效、效率和服务质量不高的问题,极大地改善了P2P网络的服务质量.  相似文献   

20.
Open innovation represents an emergent paradigm by which organizations make use of internal and external resources to drive their innovation processes. The growth of information and communication technologies has facilitated a direct contact with customers and users, which can be organized as open innovation communities through Internet. The main drawback of this scheme is the huge amount of information generated by users, which can negatively affect the correct identification of potentially applicable ideas. This paper proposes the use of evolutionary computation techniques for the identification of innovators, that is, those users with the ability of generating attractive and applicable ideas for the organization. For this purpose, several characteristics related to the participation activity of users though open innovation communities have been collected and combined in the form of discriminant functions to maximize their correct classification. The right classification of innovators can be used to improve the ideas evaluation process carried out by the organization innovation team. Besides, obtained results can also be used to test lead user theory and to measure to what extent lead users are aligned with the organization strategic innovation policies.  相似文献   

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