Virtual Customer Integration in New Product Development - Presentation Transcript
Virtual Customer Integration in New Product Development Guido Lang University of Bern, Switzerland, guido.lang@iwi.unibe.ch Marc Fetscherin Rollins College, USA, mfetscherin@rollins.edu Christoph Lattemann University of Potsdam, Germany, christoph.lattemann@uni-potsdam.de International Academy of E-Business 8th Annual Conference, March 20-23, 2008
Introduction Cf. Füller et al. (2004), Sawhney et al. (2003), Leonard-Barton (1993), von Hippel (1988).
Virtual Worlds
May impact the way businesses interact with customers
Market is constantly changing and evolving
Second Life (SL) encountered widespread public attention
SL is entirely built and owned by its residents
New Product Development
Innovation is key for competitive advantage
External knowledge to succesfully launch new products
Integration of customers into the product development process
Different development stages and integration forms
If and how are companies using Virtual Worlds for customer integration in new product development?
Literature Review
Various authors conceptualized the new product development process using stage models
Lengnick-Hall (1996) described distinct roles for customer contributions in the value-creating process
Methodology
Focus on Second Life, as no other Virtual World attracted comparable amount of companies to establish presences
Case study approach due to explorative-qualitative nature
Three-step data collection and analysis
List of companies in Second Life (n=130)
Public announcements of companies‘ activities
Qualitative content analysis of public announcements
Categorization of each case
Cross-case analysis
Cf. Yin (2003).
Results
Data collection until October 2007
First company, BBC Radio 1, in May 2006
Since then monthly average of 10 companies entering
Peak in March 2007 (23 companies)
Prominent examples include IBM, Sun Microsystems, GM, Dell, NBC Universal, Mercedes Benz, AMD, Microsoft, etc.
Results continued Vgl. bspw. Festinger/Katz (1965), Bortz & Döring (2003).
Conclusion
Only 17 percent of companies in Second Life use it for customer integration in new product development
Development of new core products mainly in later stages
If used during concept and design or product testing, this tends to be the main objective
Companies organize competitive contributions when customers are integrated in the concept and design phase
Most companies plan their activities as an ongoing development effort - not as a one-time event
Limitations
Qualitative-explorative, hence no statistical generalization
Public announcements often only intention to act
Study conducted at an early development stage
References Dahan, E., Hauser, J. (2002). The Virtual Customer, Journal of Product Innovation Management, Vol. 19, Issue 5, pp. 332-353. Enkel, E., Perez-Freije, J., Gassmann, O. (2005). Minimizing Market Risks Through Customer Integration in New Product Development: Learning from Bad Practice, Creativity and Innovation Management, Vol. 14, Isssue 4, pp.425-437. Füller, J., Bartl, M, Ernst, H., Mühlbacher, H. (2004). Community Based Innovation. Proceedings of the 37th Hawaii International Conference on System Sciences. Füller, J., Matzler, K. (2007). Virtual Product Experience and Customer Participation – A Chance for Customer-Centred, Really New Products. Technovation, Vol. 27, pp. 378-387. Lengnick-Hall, C. A. (1996). Customer Contributions to Quality: A Different View of the Customer-Oriented Firm. Academy of Management Review, Vol. 21, No. 3, pp. 791-824. Leonard-Barton, D. (1993). Developer-User Interaction and User Satisfaction in Internal Technology Transfer, Academy of Management Journal, Vol. 36, Issue 5, pp.1125-1140. Nambisan, S. (2002). Designing Virtual Customer Environments for New Product Development: Toward a Theory. Academy of Management Review, Vol. 27, No. 3, pp. 392-413. Sawhney, M., Prandelli, E., Verona, G. (2003). The Power of Innomediation. MIT Sloan Management Review, Vol. 44, No. 2, pp. 77-82. von Hippel, E. (1988). The Sources of Innovation. New York: Oxford University Press. Yin, R. K. (2003). Case Study Research. 3rd Ed., Thousand Oaks: Sage Publications.
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