Virtual Customer Integration in New Product Development

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    Virtual Customer Integration in New Product Development - Presentation Transcript

    1. 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
    2. 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?
    3. 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
    4. 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).
    5. 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.
      • Cross-case analysis revealed similarities/differences
        • Core product
        • Main objective
        • Competitive contribution
        • Ongoing development
    6. Results continued Vgl. bspw. Festinger/Katz (1965), Bortz & Döring (2003).
    7. 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
    8. 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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