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Service Innovation and Competitive Advantage 
Michael Abramson 
Eevie Amina 
Brett Carter 
Joe Hamilton 
Bryce Kropf 
Richard Swanson 
MKTG 463 
December 3rd, 2014 
Dr. Robert Harmon
Abstract 
Service and service companies have not only become the largest industry and most successful business 
model in the whole world, but has also become the place to be for product companies as well, based on the idea of 
service transition and ultimately service transformation. Here, businesses seek to develop service offerings that are 
tailored to the needs of the customers, instead of simply developing services and hoping that the service elements 
satisfy the needs of the customers. This may be a hard concept for traditional product companies to grasp, however, 
given the fact that product companies are used to the demand of their products being driven by the customers and 
their perceptions of the product (product design, product features, the tangibles). Even fo r product companies, there 
are better ways: by developing a service transition model, product companies can develop service offerings, or 
develop service offerings that support the customer and thus reap the competitive advantages and benefits that 
service companies do.
Introduction 
Our research project will focus on the aspects of service innovation that will lead to competitive advantages 
for product focused companies. Much of the paper will focus on manufacturing and technology as this market 
vertical is still heavily focused on products as the driver of their business, despite the existence of a service 
dominant culture. 
It has become increasingly important for product -based companies to focus on services as most 
manufactured products have slight or very few differences. Consequently, there are very few options to create 
differentiation, other than massive expenditures on R&D to create innovative products which can be cost prohibitive 
and difficult to maintain for many companies. Service innovation creates a new field of value for products that 
normally do not have many noticeable differentiators. (Lin, Lin, 2013) 
Service innovation is able to create a differentiation because it allows the addition of intrinsic v alue for the 
brand and the company, which has nothing to do with the product itself. By creating better services around a 
product, the product itself becomes more valuable to customers as it is no longer just a widget, but rather has an on - 
going value from purchase to the end of its life. This value is achieved through advancements in interactions with 
the customers, suppliers, competitors and will be furthered by continual study of the environments in which the 
product and its services interact. (Lin, Lin, 2013) 
Service innovation is considered a relatively new system or method of achieving new value and 
differentiation. It has become such an important part of the value equation in recent years that the measure of a new 
product’s success can be somewhat dependent on its related service. An example of this is software: a product that 
constantly changes requires a great deal of on-going support to integrate those changes, and to create a positive or 
valuable experience for the software users. (Lin, Lin, 2013) 
This creates a tandem effect for innovation in which software or product innovations can’t surpass service 
innovations, otherwise the competitive advantage gained from the product innovation will be null because the 
service is unable to keep up with integrating these changes with the customers and suppliers. (Lin, Lin, 2013) 
Another important aspect of service innovation’s use in product companies is due to the new understanding 
of how customers asses value. According to A. Parasuraman, the customer assesses the value of products in several 
stages. The most important stage for continued purchasing and longer term relationships with that customer is the 
post-purchase stage. In the post-purchase stage the customer completely reassesses the products value now that time 
and money have gone into the purchase. If in this post -purchase stage the customer does not feel satisfied with the 
service they receive, it will detract from the value and may ultimately lead to a lost customer despite the product’s 
own value. (2014) 
Service innovation, if done correctly, can greatly influence a company's competitive advantage so it is very 
important that Firms continuously innovate their services and products to be competitive. This is where service and 
manufacturing firms usually differ; when it comes to their innovation. It is important to learn the differences 
between service innovation and manufacturing innovation to create a process that will further the development of 
service innovation as a competitive advantage for product companies. 
One type of innovation that companies can strive for is open innovation, which is the idea that firms can, 
and should, use external ideas as well as internal ideas, and internal and external paths to market (Chesbrough, 
2001). 
One way firms can move towards open innovation for services is to work closely with customers to develop 
new solutions. Firms who specialize in products usually have a harder time moving to service innovation because of 
the organizational structure. Firms who have this traditional value chain have a stronger emphasis on products. 
Under this model, services are only used as a tool to get a sale and keep a products working after a purchase , like a 
warranty for example.
For most product-dominant companies, service innovation creates opportunities to improve customer 
relationship and separate themselves from their competitors in terms of adding more value to their products. Lance 
Bettencourt suggests that there are three ways customers define value: create new ways to h elp the customer get the 
job done, discover new ways to get a particular job done better with enhanced services, or provide new ways to help 
the customers with jobs related to product usage. Lance goes on by stating that customers desire to have the job 
done, regardless of the task being used to complete it. Firms that focus on any of these areas are usually more 
creative and are more likely to expose service innovation possibilities (2013). 
Firms today compete more on the basis of services, rather than the basis of products. “The competitive 
advantage of services has become increasingly evident, as there is little to differentiate competing products from a 
customer’s perspective.” Furthermore, advances in technology have reduced the life -cycle of products. It has 
become crucial that firms not only excel in its products, but also in its service in order to maintain a competitive 
advantage. 
From a business perspective, services have become core components to many companies. As Kandampully 
mentions, a firm’s service function interacts with almost every activity of the firm ranging from consumers to 
business partners. The relationship the firm builds with these components can determine the success of that firm. A 
firm can build its competitive advantage by building and maintaining strong relationships with its consumers. 
One tactic that firms have used in the past in order to keep their customers engaged is to introduce a 
product far in advance. This keeps the customer excited about the specific product. It also reminds consumers that 
the firm (that introduced the product) is keeping up-to-date with cutting edge technology. When a customer feels 
that a firm is up-to-date with the latest technology, they feel a sense of security with the introduced product. 
Kandampully mentions that it is important that firms “think for the customer” by creating services that drive the 
marketplace. When firms can offer value to the customer, it strengthens the relationship between business and 
consumer (2002). 
This report will be a full analysis of the information above, as we apply a 4 stage framework to product 
companies looking to make the service transition into more service offerings. Below is a list of research questions 
we will be answering throughout the duration of the report: 
● Catalysts of service innovation? 
● What resources and capabilities does a product company need to optimize and maximize their hybrid 
offerings? 
● What are some good examples of service transition and transformation? 
● How can a product company use service innovation as a source of competitive advantage? (Main Question) 
These questions will be in a similar order throughout the paper. First, the paper will go through an analysis 
of the general trend that has become known as service dominant logic and the move away from goods dominant 
logic. Next a model will be presented that represents a solid service transformation model, that moves from product 
life cycle services (PLS), all the way to process delegation services (PDS). After that some examples will be 
presented that show traditional product companies moving from stage to stage of the service transformation life 
cycle. Finally, the paper will be concluded by bringing all the information together; this is where specific 
competitive advantages will be talked about that are a direct result of service transformation. 
History of Market Transformation 
Period of Discovery: 
Marketing has been around since the beginning of the twentieth century. Between 1900 and 1910 
expression was given to ideas which then became incorporated into the body of the “marketing thought” concept. 
Before the 1900’s, marketing was thought of as the study of management practice, but still unconcerned with 
distribution. Competition was not a concern in most markets and demand and supply were farther removed from
each other. New interpretations of activities involved in economics were needed, which helped lead to the discovery 
of marketing as we know it today (Bartels, 2001). 
Until the idea was conceived and the term “marketing” was applied, the practice was called “trade”, 
“distribution”, or “exchange.” Early studies were called “Distribution of Products ” (Bartels, 2001). Only until after 
the turn of the century was the term “marketing” used. In 1905 at the University of Pennsylvania and again in 1909 
at the University of Pittsburgh the term began showing up in course titles. The growing interest in trade and the idea 
of the new meaning in distribution was not singled out to just one person but rather widespread. Among one of th e 
first to articulate the concept of marketing was Ralph Starr Butler. He explained that by using the term “marketing” 
he meant everything that the promoter of a product does prior to the actual sale (Bartels, 2001). This was one of the 
first times marketing was thought of as separate from selling and advertising. 
No writings before 1910 were concerned with sales management, wholesaling, marketing research or 
retailing. Because of the need to stimulate the economy as buyer’s markets began to replace selle rs markets, 
advertising become a big interest to the business world. The idea was to find out what motivates consumers. Both 
businessmen and psychologists helped put together the literature in this time period; they believed psychology to be 
a stable foundation to the theory of advertising. With advertising becoming more and more popular, it led to the 
development of personal selling – new products, new markets and new forms of competition were emerging. These 
new ideas were still thought of as psychological and more of an “art” rather than a “science” (Bartels, 2001). 
Period of Conceptualization: 
From 1910 to 1920, concepts on the structure of marketing were slowly being built. During this decade the 
economy of the United States began to grow. Urbanization and industrialization were on the rise, new products were 
being launched and industries needed more sales effort with improved quality. As these industries developed the 
establishment of the Federal Trade Commission was born, and Labor unions were approa ching management for 
representation of their employees. 
Three categories were developed on the study of marketing. Functional, institutional and commodity were 
the approaches that were now being closely examined (Bartels, 2001). The functional approach looked at 
“elements” of marketing which were identified as selling, buying, transporting and storing of products. The 
institutional approach during this time saw merchants as specialists that handled commodities t hrough different 
stages of distribution. They saw economic specialists as contributing to the reduction of distribution costs. Paul H. 
Nystrom wrote an operating manual called “The Economics of Retailing”, which contained the structural elements 
of operating principles. This manual recounted the history of retailing in comparison with American and foreign 
companies. The commodity approach was mainly focusing on agricultural products and manufactured goods. This 
dealt with practical questions as to the economic contribution of marketing (Bartels, 2001). 
Some additional concepts were developing during this time, including economic utility creation, time and 
place utilities and possession utility. These are all marketing activities, which resulted in exch ange, and 
consummation of the market. These were thought of as key concepts in the economic rationalization at that time. 
Psychologists continued to interpret marketing in terms of advertising applications and how it invokes 
memory. However the idea of marketing, journalism or advertising agencies was never brought up. By 1915 
different points of view were being examined, and were involving not only psychologists but writers and sales 
managers. This was noted as a “great change”, as advertising was now more than just psychological applications, 
they were taking place in the business practice as well. These new ideas of advertising were directed toward ultimate 
consumers, and still little attention was given to the selling of industrial or business customers (Bartels, 2001). 
The theory of personal selling emphasized merchandising, store keeping and techniques that involved 
informing and selling the retail customer. This helped develop the responsibilities of the salesman, and in particular 
the traveling salesman. The personal and impersonal development of the selling force was steadily increasing in the 
business world. Personal selling was successful because it resulted in a sale. The idea that consumer’s had to be 
careful of the seller taking advantage of them was not even a question at this time. However in 1920 the interests of 
buyers and sellers began to be recognized. Norris A. Brisco wrote several books which in turn helped develop 
policies for salesmen that suggested they were not to try and force the customer to buy which reduced the haggling
and pressure selling that at the time went hand and hand with retailing. Later when it was recognized that the art of 
selling could be taught and learned, it was understood that a good salesmen had to have better human qualities 
including courtesy, intelligence and the general interest in others (Bartels, 2001). 
With the increase of selling after World War I, there was a demand for greater proficiency. This called for a 
new type of management talent, the management of the selling function. There had been nothing written up to this 
point with any managerial aspects of this process. The line of thought that was to develop into marketing 
management theory was born and writing began to pour out concerning the management of selling. Several concepts 
were developed, including some from Frederick W. Taylor. His theories of management led business saw 
management as “supervisory” behavior, as they were responsible for their own systemization and organization. 
Selling was now a function closely related to the evolving use of the term “marketing ” (Bartels, 2001). Sales 
management was now part of the total marketing activity and related directly to the entire business enterprise. 
The Period of Integration: 
Wholesaling and Marketing research appeared in the late 1920’s. This was known as the “coming of age” 
for the discipline of marketing. The concept as a whole was now termed the “principles of marketing”. This term 
first appeared in the writings of Paul W. Ivey, Fred E. Clark and Theodore N. Beckman. This idea of “principles” 
came with the notion that the marketing experience had become well defined and now rules of thumb could be 
designed as guides to action. Marketing was now thought of as an economic activity, affected by the social 
conditions of the market and involved the performance of basic functions of distribution of products. This slightly 
altered the definition of marketing to “all of those activities involved in the distribution of goods from producers to 
consumers and the transfer of title”. Some concepts that become recognized during this time frame were things like 
convenience, shopping and specialty classes of consumer products, and the marketing channel (Bartels, 2001). 
These all show the level of thought that was being put into the concept of marketing, understanding that is was no 
longer just buying, selling and distribution that made up the function of the marketing concept. 
Aside from just the general marketing thought being further developed was a huge advancement in retailing 
thought. A number of New York merchants and professors at New York University wrote a series of books called 
“The Retailing Series” (Bartels, 2001). These explained the scientific method to the solution of retail problems. The 
series included works on subjects of buying, credit, and store organization. It also included things such as 
management, merchandising, personal relations, and salesmanship. 
As mentioned previously, wholesaling appeared in the late 1920’s. This is where it received its first 
scientific analysis and was given a description that showed the practical and theoretical differences between retailing 
and wholesaling. Theodore N. Beckman put together a study that helped make the distinct ion between the two and 
through successive revisions of his work, wholesaling itself was depicted as an institution (Bartels, 2001). 
This was just about the time when credit became a subject more closely related to marketing. New 
agencies, new credit instruments and new terms of sale were introduced into the retail and wholesale markets. The 
Federal Reserve System, along with credit bureaus provided credit assistance to promote a stimulus in the sales 
industry. With the introduction of automobiles, installment credit was introduced and became a big promotional 
tool. 
In the 1920’s the most significant trend was that of salesmanship, which led to new measures of integration 
of salesmen’s work. Selling became more than just an exchange between a seller and a buyer; it became regarded as 
a full time occupation that required skill and responsibility. It required the salesman to know pricing, policies, 
advertising programs, distribution channels and most important, the customers’ needs. Management of salesmen 
became a key role in business. 
In this same timeframe advertising moved to a higher level of importance. Otto Kleppner formed a link 
between advertising and marketing when he developed the conception of three stages in advertising a product: 
pioneering, competitive, and retentive. This was known as the “advertising spiral” (Bartels, 2001). This idea unified 
the advertising thought process, of which other marketing actions and decisions could be organized.
Marketing research was also new to the marketing thought at this time. Prior to the 1920’s, scientific study 
was conducted merely on the interest of findings rather than any sort of methodology. George J. Frederick and 
Virgil D. Reed began to write formal writings specifically about the systematic and scientific research methods they 
linked directly to marketing (Bartels, 2001). At this time research turned from psychological to consisting largely of 
analysis of operating figures, and the attention shifted to questionnaires which sup plied a new technique for 
analyzing markets and marketing. 
Period of Development: 
Some major influences on marketing from 1930 to 1940 had a big impact on how we see it today. There 
were both social and economic conditions that played a big role. This was the time of economic depression, big 
growth in population from urban to suburban areas, regulations of business activity, and intense competition in 
distribution because of new marketing concepts and techniques (Bartels, 2001). 
Even with these influences, marketing continued to be viewed as a functional management area and a form 
of economic production. Prior to the 1930’s marketing had been dealt with as a separate functional area where 
decisions were not integrated within the business and their distributive system. Marketing was becoming viewed as a 
process broader than just economic behavior. Ralph G. Breyer began to write about some concepts of marketing that 
were slowly gaining traction. He broke free of the conventional ideas of the subject , and viewed marketing as the 
activity involved in fulfilling certain tasks rather than as a list of activities or functions themselves. He identified 
these tasks as negotiations, storage, quality, packaging transportation and payment. Channels were not th ought of as 
series of stages in which separate operations occurred in a row but as events that can take place in opposite 
directions, meaning flows of information can be communicated back and forth throughout the channels. 
Marketing thought became more quantitative rather than qualitative during the 1930’s. Most of the 
judgments that were formed in prior years now had factual support with evidence collected in the increasing 
numbers of surveys. These surveys were now more than just simple opinions; they were replaced with complex 
questionnaires that focused on market studies and different kinds of marketing problems. Studies of sales quotas and 
distribution cost analysis were being used more often, and statistics became a big portion of the marketing function 
(Bartels, 2001). 
There were also significant changes in the use of consumer credit. Economic conditions began to improve 
and personal loan credit grew because of the different types of agencies like commercial banks that were now 
offering this type of service. New ideas in technical thought also emerged in advertising through psychological 
discoveries and media studies. Economic analyses were designed to measure the effectiveness of advertising during 
this era of depression. 
Period of Reappraisal: 
The period of the 1940’s to the 1950’s did not have as much significant changes as year’s prior. Industrial 
and academic functions were disrupted by World War II, which created opportunity for new technologies and thus 
new ideas to develop. The emphases of functional and institutional concepts were revised to reinforce the 
generalizations that were thought of as inherent in the knowledge of marketing. The idea that marketing thought was 
more of a science than anything else was scrutinized. 
In 1940 there was a shift to a more “managerial” approach. The planning of research and marketing 
received more attention and were now thought of as managerial marketing functions rather than just marketing 
functions. After the war E.A. Duddy and D. A. Revzan came up with a new concept entitled “Marketing, an 
Institutional Approach” (Bartels, 2001). This concept had a holistic interpretation of marketing in our economy. 
They described the marketing structure as “an organic whole made up of interrelated p arts”. These parts are subject 
to growth and change depending on economic and social forces. This differed from traditional approaches as it 
viewed the operation of the whole “marketing mechanism” rather than any one particular segment. This idea 
introduced government as more of a participant in business as opposed to just a regulator of business. 
Period of Reconceptualization: 
Prior to the 1950’s there was little evidence to support the fact that there was different approaches to 
marketing thought, and was considered to be monolithic (Bartels, 2001). By the mid 1950’s large groups with
different opinions about marketing thought and education began to speak out. This is the time period that marketing 
was “reconceived”, and new terms were introduced to convey these ideas. In this stage it was difficult to determine 
what direction further development of marketing thought would take, but there was now a clear difference between 
the traditional concept of marketing and the conception of marketing in broader terms. The concept of “marketing 
mix” came into play with the use of predetermined objectives and manipulation of variables (Bartels, 2001). This 
means the focus was on figuring out what the customer wants, and marketing to match their findings, rather than 
designing products and services they “think” the customer wants. John A. Howard viewed marketing management 
as the “making of decisions concerning products, channels, p rice, promotion and locations” (Bartels, 2001). 
The idea of using the customer’s viewpoint emerged during this time. Today we call this the “voice of the 
customer”. This was the starting point of all marketing planning. After 1950 this form of marketing thought had 
become a key concept that would become increasingly important in years ahead. This also helped jump start the 
idea of the social interpretation of marketing, which uses marketing analysis of research methods that were devised 
from other social sciences. Marketing managers realized that the consumer market not only deals with economic 
and psychological factors, but also social and environmental factors as well. The social concept of marketing is 
where society meets its own consumption needs, rather than business meeting the needs of consumers. 
Marketing’s Evolving Identity: 
The next 50 years of the evolution of marketing can be best explained by using a more abstract view. 
Robert F. Lusch characterized marketing thought and practice into three categories; “to market”, “marke ting to”, and 
“marketing with” (Lusch, 2007). The general idea behind “to market” is exactly that, to take things to market. 
“Marketing to” is the idea of identifying customers and marketing to them. “Marketing with” is taking it a step 
further by collaborating with customers to co-create value. 
To Market: 
With ongoing shortages of supply, early marketing thought was to introduce products into the market. 
Supply and productive capability were scarce so the role of marketing was to simply help society get these allocated 
resources. These resources were tangible materials. These tangibles were used in production and were sourced and 
transported before production began. The end result was excess inventory that had to be stored, so it was during this 
period that marketing focused on how to clos e the gaps between production and consumption. 
During this time the American Marketing Association defined marketing as “business activities involved in 
the flow of goods and services from production to consumption” (Lusch, 2007). The thought behind this was that 
the tangibles had value because products possessed utility. The idea that marketing began when the manufacturing 
process ends was of popular belief. Marketing was thought of as wasteful unless it could be shown to add the
utilities of time, place and possession. The public was concerned that marketing cost too much, but they did not take 
into consideration how marketing innovations made the industrial revolution possible. 
Marketing To: 
In the 1960’s distribution and production had grown significantly. There was no longer a lack of supply, 
but rather a shortage of customers. Organizations realized they now had to be more customer oriented. The concept 
of making the business do what best fits the customer, rather than making the customer do what best fits the business 
was the turning point from “To Market” to “Marketing To”. Getting the product to market was no longer the issue; 
it was actually marketing the product to get the consumers to purchase them by generating demand. The decision 
making on products, the channels used, price, advertising and location were all now part of the marketing concept 
(Lusch, 2007). These all played a part in getting the customer to purchase and more import antly, to be satisfied. 
It was during this time that the AMA definition of marketing was changed to reflect this concept. E.J. 
McCarthy modified this definition to “marketing is the performance of business activities that direct the flow of 
goods and services from producer to consumer” (Lusch, 2007). Marketing was now viewed as part of the entire 
process from manufacturing to selling to the end user. McCarthy believed that marketing should be involved with 
the production, pricing, distribution and the promotion of goods, with the intention to satisfy the customer. 
This concept of focusing on the customer and be purely market oriented often did not work. In 1962 
President John F. Kennedy delivered an address to congress. He explained how more often than not the views of the 
consumer were being ignored. He asked that the Federal Government have more involvement to help increase the 
consumer’s interest. He explained how this was to be initiated by giving consumers four rights: The right to safety, 
the right to be informed, the right to choose and the right to be heard. This helped marketing transform into a 
broader role, which is to serve not only businesses but also the goals of society. Marketing doesn’t end after the 
transaction; it extends well beyond the exchange. 
“Marketing To” lasted several decades but began to lose traction in the 1990’s. The reason behind this was 
due to market saturation. Consumers were being bombarded with advertising and saw this as intrusive. When 
customers are overwhelmed with advertising, they tend to avoid it or ignore the message a ll together, making it 
ineffective. An alternative of marketing was needed, one that can account for the relationships that play such an 
important part and yet was not being recognized. Firms were still focused on a dominant logic that dealt with 
manufacturing goods in large quantities in order to keep costs down. They realized employees and managers were 
never interacting with the customer. They needed to be reminded of the importance of customer satisfaction. 
Marketing With: 
Unlike the “To Market” and “Marketing To” philosophies which considered customers as exogenous or 
outside the marketing role, “Marketing With” philosophy views the customer as a partner in the co -creation of value. 
The new dominant logic for marketing has become known as the service-dominant logic (S-D). This logic 
recognizes operand and operant resources as being different. Operand resources are tangible. Operant resources are 
ones that produce effects and are most often intangible. In previous concepts, customers where though t of as 
operand resources. They were segmented, targeted, and convinced to buy. Under the new logic of “Marketing 
With”, customers play an active role in the exchange process. Under this new idea, the role of the customer is crucial 
because they are now thought of as a “co-creator” of value. Marketing is now thought of as a process of interacting 
with the customer. Value is perceived as “value in use”, meaning the value is derived from the use of the product or 
service rather than just the product or service itself (Lusch, 2007). 
There is a clear distinction between co-producer and co-creator. A co-producer involves actually helping 
produce the core product or offering, and studies have shown the customer does not normally want to co - produce. 
The co-creation is something that always occurs. This concept argues that value can only be created by the use of the 
product or service, otherwise known as “value in use”. 
The “Marketing With” philosophy suggests that this is an adaptive process where firms focus on the 
customer and collaborate with them to create, deliver and sustain value. Competitive advantage moving forward 
will be closely linked to co-creating value with customers.
Changing From Goods Focused to Service Focused 
There are two dominating logics which rule the business world, good dominant and service dominant logic. 
Business has traditionally been focused on manufacturing and producing output in order to make a profit. But 
scholars and leading edge businesses are advocating for a change from goods dominant logic to one of service logic. 
These logics can be seen in both business to consumer and business to business, even in entire industries like 
software. A lot of companies are shifting from goods to services because that is how the eco nomy is changing in 
developed countries. The new idea is that virtually all economies are creating and exchanging more services than 
goods. With this change companies need to also make a change and start paying attention to the services which they 
offer. 
The logic behind changing with economies is so simple its almost becoming a truism. The logic 
traditionally comes from marketing fundamentals. It is only a logic, and there are some questions about if it’s the 
right logic or if it will transition from B2B and B2C. It is clear that a shift needs to happen to accommodate the 
shifting economies and service is the right shift. 
There are two types of perspectives on services they can offer; they are goods as tangible output that has 
value as the primary exchange by having a restricted type of good, or an add-on that enhances the value of a good. 
This is primarily thought of as goods dominant logic as opposed to service dominant logic. The definition of service 
is a process of doing something for another party, on its own without the presence of a good and it identifies the 
service as the exchange activity. In service dominant logic goods still play a very important role; they are just not the 
only thing which satisfies an exchange. As the name explains goods dominant logic is focused around goods or the 
products. This included both the tangible product and the intangible (services). 
Subdividing and Breaking Free from G-D Logic: 
The article ‘Service transition: finding the right position on the goods-to-services continuum’, by Gebauer, 
H. et al (2012) argues that with the advent of many sub disciplines in the marketing industry like business to 
business and services marketing was to supplement the lack of logic behind goods based logic. Goods dominant 
logic was so focused on the good or product that marketers had to expand to more general issues of creating value 
and facilitating an exchange. The authors believe that the advent of B2B marketing was due to an inability for goods 
based marketing to work in a business to business setting. The thoughts behind how businesses marketing began 
changing from an interactivity diagram to a relationship based diagram. B2B marketing is where firms developed 
collaboration and partnerships with customers. 
There is a very important distinction between goods based logic and service based logic and it is found in 
the concept of service. Service dominant logic is defined as the application of competences for the benefit of another 
person. The definition uses the term service, as opposed to services plural which is typically used in goods based 
logic. The use of services represents a change of thinking about value in terms of operand resources to operant 
resources. Goods based logic sees a service as units of output, service based logic sees service as a process doing 
something for another party. The value creation turns from producing to collaborating and co creation between 
parties. This process of providing service for another party in order to obtain services in return is the purpose for 
exchange, which is service exchange for service. Goods are not left out of the equation completely they are just used 
as complements for service. Goods are still important in service dominant logic, however service is the most 
important. 
Service dominant logic represents a shift in logic of exchange and not just a shift in a type of product 
offered. This logic provides a more solid foundation for a transition from a manufacturing model to a service 
provider model. The authors state that service dominant logic is more of a mindset and an organizing framework 
rather than a theory. The article lists 6 ways to transition from product focus to a service focus; they are: 
1. From thinking about the purpose of firm activity as making something (goods or services) to a process of 
assisting customers in their own value-creation process., 
2. From thinking about value as something produced and sold to thinking about value as something co - 
created with customers and other value creating partners. 
3. From thinking of customers as isolated entities to understanding them in context of their own networks.
4. From thinking of firm resources primarily as operand to operant. 
5. From thinking of customers as targets to thinking of customers as resources. 
6. From making efficiency primary to increasing efficiency through effectiveness. 
Key Concepts of Service Innovation 
It’s no secret: business has moved to a model that is orientated towards providing services to customers, 
rather than being orientated towards creating products that the customer wants. This shift from a goods -dominant 
logic to a service-dominant logic has made companies completely change their business models; now the focus is on 
things like value co-creation (with all kinds of customers), creating a lasting impression on the customer that goes 
beyond the product they received, being able to monitor, evaluate, and change customer perceptions, and many more 
ideas that all go much further than simply selling a product to a customer. 
With this being said, it is no surprise that the service industry is completely dominating the economy in 
terms of growth, profitability, reliability, and overall success. And although the success of the service industry may 
be true, service innovation can be a tough concept to grasp, so this section is designed to explain some of the key 
service innovation concepts that may help to explain why moving one’s company from product to service focused is 
a good idea. 
● Innovation: This is basically the ability to change operations in order to improve them. Thus, allowing a 
business to create a better customer experience, positive word-of-mouth, increased customer retention and 
loyalty, higher revenues, etc. 
● Value Co-Creation: Value co-creation is all about the collaboration of different members in a supply chain 
(manufacturers, retailers, wholesalers, producers, customers, etc.) in order to increase the value of a product 
or service, in order to provide a better customer experience. 
● Service Dominant Logic: Service dominant logic is the new wave of thinking for companies. In this sense, 
companies are supposed to see themselves as a provider of service and should always be looking for ways 
to improve their service. 
● Goods Dominant Logic: Goods dominant logic is the old way of thinking for companies. Years ago, many 
companies’ focus was on creating as many goods as possible, without much of a focus on quality or 
providing customers with a service. This meant higher error rates and lower customer satisfaction, 
retention, and loyalty for product-based companies. 
● Customer Loyalty and Retention: Customer loyalty and retention is all about creating a lasting impression 
that goes beyond the immediate, transaction-based, interaction between company and customer. This 
eventually becomes customers returning back to business because they know they will receive a favorable 
service experience, thus a substantial Return on Investment. 
● Technology as a Service: Technology as a service acknowledges the ability of a company to leverage its 
technology in order to fill a need and service for a customer. With the increase in computing power and 
computing dependence, using technology as a service can provide substantial growth opportunities. 
● Software as a Service: Software as a service is exactly what it sounds like: a company providing a service 
to customers in the form of software that they may use and is centrally hosted. This means the potential to 
have a highly interactive experience with customers to facilitate a better transaction. 
● Competitive Advantage: Competitive advantage is all about the ability of a business to leverage its 
strengths, opportunities, available resources, etc. in order to create an advantage over their competition that 
can last. The point of a company’s competitive advantage is to separate one business from the other so that 
customers will recognize that business and only that business when they realize their need/needs. 
● Customer Value and Expectations: Customer value is about the business understanding what the customer 
expects, values, and wants from their service experience. This is important to manage for companies 
because not understanding customer expectations can lead to an overall dissatisfied customer. This means 
that the customer comes in to their service experience with a mental bias that will ruin it before it even 
begins. 
These key concepts and the idea of service innovation as a whole are both absolutely necessary terms for 
businesses to understand and practice constantly if they want to be competitive in the industry they operate in, and
put themselves on a completely different level that is separate from their competitors. No longer is it about how 
many products a company can sell or how many items a company can make. Now, it is about which company can 
make a lasting impression on their customers by viewing the product they offer as more than a simple product, and 
by creating a relationship with the customer that goes beyond the good itself. Later we will discuss case studies done 
by ourselves and others that reinforce the idea of service innovation, and show how it can be used as a competitive 
advantage for firms that not only understand the idea of service dominant logic, but practice it through their business 
decisions. 
Pim den Hertog and the Dimensions of Service Innovation 
In all instances of service innovation, it has become diverse and an important area for knowledge -intensive 
businesses (KIBS) and service entrepreneurs to develop new services and service innovation policies. Pim den 
Hertog from the University of Amsterdam composed that service innovation is created into six dimensions: service 
concept, customer, service system and delivery in people and organizations, service system and delivery in 
technology and processes, new revenue model, and new business model. 
The first dimension is service concept. Though we see products as visible and tangible materials, services 
are highly intangible. Although service may have some tangible characteristics such as software and car insurance, 
the features of the service is more powerful than its material representation (Hertog and Aa, 1998). This is how 
organizations can develop innovative services with new ideas and service policies for expansion. 
The second dimension is customer interaction. Interaction between the service provider and the customer is 
taken place for service innovation. Many businesses, such as IT companies, combine and analyze data of their 
prospective and current clients through data warehouses and data mining of complaints and pro blems to be solved. 
This creates a better relationship between the client and the service provider while co-creating other forms of service 
innovation (Hertog and Aa, 1998). 
The third dimension of service innovation is service delivery system in people an d organization. Although 
the customer concept involves a link between the service provider and the client, the service delivery system 
involves internal organizational arrangements to develop new and innovative services. Companies implement newer 
systems for interpersonal capabilities and skill, where employees are trained to leave room for innovations (Hertog, 
Aa, 2010). 
The fourth dimension is service delivery system in technology and processes. Much of this dimension is up 
for debate because service innovation can take without technological innovation. However, all services are 
dependent on some sort of technology to allow greater efficiency and effectiveness in information -processing tasks 
(Hertog, Aa, 2010). 
The fifth dimension is the new revenue model. In this dimension, the previous four dimensions can be used 
individually or in combination for service innovation to take place; however, in order for service innovation to be 
successful a proper model for distribution in costs and revenues must be in place (Hertog, Aa, 2010). Most 
organizations have transitioned from their product -based revenue models to a service-based revenue model. In other 
words, rather than having to pay per hour of service or goods production, companies can pay for the solution to the 
problem they are solving. 
The sixth dimension is integrating a new business model. These dimensions, combined with the five 
previous dimensions, are presented under as one strategy. Rather than implementing service innovation in various 
parts of the organization, they can structure a business model that layers service innovation altogether (Hertog, Aa, 
2010). 
Service Transformation: A Model 
In order for manufacturing companies to successfully transform from goods -dominant logic to service-dominant 
logic, they must understand how to use goods and the service they provide to create a successful hybrid
offering. According to Ulaga and Reinartz, service transformation consists of two dimensions and four hybrid 
combinations. The first dimension determines whether the services are concentrated on supporting the product or 
supporting the customer. The second dimension is directed towards supplier’s value proposition of promising t o 
perform an act or promising to achieve performance. The four goods -services combinations that manufacturers can 
use to transform their businesses are product life cycle services, asset efficiency services, process support services, 
and process delegation services (Ulaga, Reinartz, 2011). 
1. Product life cycle services (PLS): These are services that operate on the customer’s access to the 
supplier’s goods while maintaining proper functioning in all stages of the product life cycle. Since 
customers are in direct use of the manufacturer’s goods, manufacturers aim their value pro positions in 
promising to perform an act as they provide services that support the product. For manufacturers to 
succeed in this category, they must use highly standardized services that are cost efficient and meet the 
basic needs of the customer (Ulaga, Reinartz, 2011). This may include redesigning equipment to minimize 
production and deliver cost. 
2. Asset Efficiency Services (AES): These are services where manufacturers focus on increasing the 
productivity of assets invested by customers. Manufacturers concentrate their value proposition on 
promising to achieve performance while also providing these services to support the product. Unlike 
Product life cycle services, Asset Efficiency Services are less standardized, therefore, allowing suppliers to 
differentiate from competition. In order to succeed in this range of services, suppliers need to administer 
the risks of products failing by a set of resources and capabilities that can predict failure rates (Ulaga, 
Reinartz, 2011). 
3. Process Support Services (PSS): These are services assisting customers in improving their business 
processes. Manufacturers direct their value proposition in promising to perform an act and their services 
help to support the customer. Services such as consulting are specific process -oriented actions taken by 
suppliers to help customer without taking responsibility of the customer’s processes. In this category, 
customers were willing to pay a high price since this is tailored to the customer context and needs. In order 
to succeed in this category, manufacturers must gain knowledge of customer processes, analyze them, and 
then create recommendations to provide the customer with in order to achieve the improvements that were 
recommended. To further grow in this category, suppliers should aim from relying on channel 
intermediaries to improving sales approach that help to reach different people in the customer’s 
organization. 
4. Process Delegation Services (PDS): These are services of the supplier performing processes in favor of 
the customer. For this service, any combination of all four resources and all five capabilities help to launch 
it. Suppliers gear their value propositions on promising to achieve a performance that purely supports the 
customer. Unlike PSS, PDS is aimed at the customer’s specific requirements using complex hybrid 
offerings that involve the customer involvement. In order for manufacturers to succeed in this category, 
they must be proficient in utilizing a complete set of capabilities and resources that can be used in any 
combination that tailors to the customer’s needs. 
Service Transformat ion Model
Services Paradoxes 
Almost 60 percent of American manufacturing firms are incorporating service into their core business 
offerings. With tougher competition and narrowing margins manufacturing companies have started to shift away 
from goods dominant logic and have moved into the service industry. Manufacturers are moving to service because 
of the economic benefits which they can achieve from being more customer centric and strengthening relationships 
with their customers. Service is an industry buzzword right now and it is expected to bring growth and pro fit to 
companies which incorporate it. Because of this firms have been making the change and trying to integrate service 
into their core value proposition. 
Not all companies are seeing this growth and economic benefit which they were expecting. Some 
companies are seeing a “service paradox” because of the difficulties in making the transition (Kastalli, et al. 2013). 
Large scale case studies examining the switch from goods to service dominant logic on the financials of these 
companies adds to this service paradox. This paradox is revolving around the difficulty that corporations are having 
changing from their old direction and value propositions. The negative results on the financials might be caused by 
old metrics used to measure performance for the old way of thinking with this new theory on service. 
Steering Manufacturing Firms Toward Service Business Model Innovation by Visnjic Kastalli, I., B. Van 
Looy and A. Neely discuss new performance metric which would better measure the change for manufacturing firms 
making the switch from goods to service. These new performance metric should be service specific and measure the 
importance of service quality, customer satisfaction, and loyalty, and the overall relationship with the customer. 
Customer satisfaction is the new metric which companies should measure with when dealing with service. Having 
metrics so different from goods manufacturers it is very hard to measure goods and service at the same time. This is 
part of the problem that firms are having when making the transition into service, they are measuring with the wrong 
performance metrics. The decision for which metrics to use for product -service companies are even harder because 
they can be complementary or substitutes. If a firm is too focused on product s they might give away services to 
facilitate more product sales. 
This case study on Atlas Copco revealed some very important information for companies looking to make a 
switch. They found that future product-service companies should complement their product measures of market 
performance with measures that actually depict the success of service. The findings of the study lead the authors to 
recommend that adequate implementation requires an integrated set of marketing performance indicators for 
products and services as well as for the relationship between them. Finding the right balance and combining these 
metrics is important for a successful transition. 
This article talks a lot about measurements and metrics for these companies and the importance of 
performance measurement systems (PMS). These performance measurements are important for both products and 
services and can be used for a lot of different activities from, formulating, communicating and implementing 
strategy throughout the organization. PMS is a great tool for setting goals and measuring against those goals. 
Current product-service companies are facing a gap in measurement for market performance which is important to 
know due to the threat of a service paradox. 
Considering this case followed Atlas Copco for three years evaluating their transition there was a lot of 
information gathered from the study. One of the most important pieces of information was what Atlas Copco used 
for their service goals. The first was to establish an ongoing contact with each of its customers and secondly to 
develop a more elaborate and customized service offering for each customer. These goals were developed from the 
top of the organization and were steered by the PMS. This was an approach at becoming more cus tomer centric and 
exploiting long lasting relationships to capitalize on lifetime customer value. 
Along with the potential for a service paradox in manufacturing companies from not focusing on service 
there can also be too much emphasis on service offering. This phenomenon was documented when to Atlas Copco 
subsidiaries focused on high end service only tailoring to their top tier customers. Soon the basic services seemed 
less lucrative and the companies neglected to go the extra mile for basic customer needs. Because of this type of
attitude towards certain customers these subsidiaries lost out on building relationships with customers to create 
lasting value. It is better to start basic and then build your service offerings up from there. 
The transition for Atlas Copco opened their eyes to being customer centric. The changed which they 
applied changing from a goods dominant logic to a service dominant logic showed them they needed to be customer 
oriented and have open innovation. The company started to focus more on the customers and the relationships they 
were managing with their customers and notice an upswing in performance and profits. 
The article concludes by stating that service-related market effectiveness represents a critical performance 
aspect for a couple reasons. One reason is for service to be accepted as a business and to merit subseque nt 
investment rather than be treated as a support function, they need to demonstrate value potential. Secondly there is a 
possible conflict in objectives between products and service offerings and it requires management practices 
including performance measurement systems to capture the interdependencies between the two activities (Kastalli, 
et al. 2013). 
The Atlas Copco case is a fantastic learning tool for what happens when a firm notices a need for a change 
and takes the correct steps, but not all companies can do that. For example, one product company that is no longer in 
business because it did not make the transition to service fast enough is Blockbuster. Blockbuster was one of the top 
companies in the home movie rental market along with Hollywood Video, and both of these companies failed to 
make the switch to service. In the end Netflix came into the market with a service for movie rental which consumers 
liked more and quickly changed their habits, putting Blockbuster and Hollywood Video out of busines s. Both of 
these companies failed to be customer centric and pay attention to what their customers wanted. They got 
complacent in their roles and failed to continuously innovate and make themselves obsolete. 
Both Blockbuster and Hollywood Video could have made a transition into the service industry had they 
been customer centric and known what their customers wanted. These companies really missed out on co creation of 
value with their customers. The article Competing Through Service: Insights from Service Dominant Logic by 
Robert Lusch, Stephen Vargo, and Matthew O’Brien talks about the difference between service dominant logic and 
goods dominant logic. The article states that competitive advantages can be enhanced through service. This 
competitive advantage from service links to superior performance for companies. The article argues that competing 
through service is about more than adding value to products, which is a good dominant logic. Blockbuster and 
Hollywood Video were both centered on goods dominant logic and any service they had was an add-on to the 
product. If they had been more service oriented they would understand that services provision the product and not 
the other way around. 
These two companies are perfect examples of what can happen if you do not pay attention to the voice of 
the customer and get complacent in your industry. With a customer centric approach and an asymmetric business 
approach companies can successfully make the transition from goods based logic to service based logic just like 
Atlas Copco did. Listening to what your customers want is a huge clue to where your business should move and 
more companies are learning that the hard way. It is clear that service paradoxes exist but can be overcome thanks to 
increasing information from scholars on the topic. 
The article discussing “service paradox” is a great lead into two of our research questions. The first 
research question it relates to is what resources and capabilities does a product company need to optimize and 
maximize their hybrid offerings, and the second question is all about which KPI’s are important. From the article 
Steering Manufacturing Firms Towards Service Business Model Innovation you learn that most product companies 
have the resources and the capabilities to move to offering service, they just lack direction and determination. It is 
easy for companies to say they want to make the switch, just like manufacturing companies can make “me too” 
products to stay relevant in the market. But the switch to service is an organizational transition and not just a 
temporary fix for something. Companies have to be willing to go all in and truly invest in a new way of thinking 
about products provisioning service and not services as a value add. 
With firms needing to make an organizational transition in thinking this brings us to our next research 
question regarding KPI’s. Which key performance indicator will a product company use to measure service, most 
likely one that has been used to measure how well products are doing. Part of the organizational transition that firms
are making should also evaluate the metrics they use to measure performance. the article states that adequate 
implementation requires an integrated set of market performance indicators for products and services a s well as for 
the relationship between them; combining and balancing different indicators is instrumental for the gradual, well-paced 
implementation of the services business (Kastalli, et al. 2013). 
Valve: From Products to Services 
Through our research we found many cases of how manufacturing can use service innovation to gain 
amazing competitive advantages but one case stands out. Valve Corp, headquartered in Bellevue Washington, 
started out in the early nineties developing and selling video games to the masses through traditional means. Video 
games (at the time) were a product focused industry, thought to be just another toy video games were distributed 
using physical discs that contained all the content. If the developer wanted to add more content to an existing game 
they would have to create a new product add-on known as an expansion pack. They would then produce and 
distribute this add-on as another transactional item but it was dependent on the customers having already decided to 
purchase the original (or core) version of the game. (Dunn) 
As internet speeds and availability became more prominent throughout the nineties the video game industry 
was able to release updates and patches to their products, (fixes and changes made to the original software to correct 
errors not found in quality assurance testing before release). The internet opened a new medium for content and 
delivery industry-wide. This was also the advent of massive online multiplayer games in which customers were 
engaging with each other sometimes on a daily basis and co-creating much of the value for certain games where the 
focus was competition and interaction rather than an adventure or puzzle taken on by an individual. Furthermore, 
customers began to create their own content for the games and releasing them for free to the pu blic, often there were 
entire communities dedicated to certain modifications and additions that were completely customer generated. This 
customer generated content was enabled by valve who released their development tools completely free to 
customers in order to encourage higher value being received by those who desired easy access to modifications and 
additions. (Dunn) 
One user generated addition that got a lot of attention was a game called Counter-Strike. Counter-Strike 
was a modification of Valve’s headlining game Half-life’s multiplayer portion and created a separate universe in 
which the players would play for either a terrorist or counter-terrorist organization. This addition was so popular that 
valve hired some of the developers who created it and began working on a full separate counter strike game. Already 
Valve was utilizing co-creation of value to gain insights on what types of games their customers wanted to play. 
After its release counter-strike became the #1 competitive first person shooter in the world and players around the 
world would participate in competitions and tournaments for prizes and money treating it much like a competitive 
sport. As a result Valve decided it needed an easy way to update the game as well as to prevent piracy which had 
become a huge problem with the advent of faster internet and a lack of tools for fighting piracy. (Dunn) 
The solution was Steam. Steam was conceptualized as a platform for players to register their games and 
receive updates and it quickly developed into a means for preventing piracy as well. Once Valve transitioned to 
Steam it became a required piece of software and you could no longer play Valve games unless you had an account. 
That account would then contain all of the unique cd-keys in our possession and give you access to updates from 
valve. In order to increase adoption Valve turned it into a social platform where players had their friends list and 
they could add anyone they played with in a given game just by knowing their screen name or handle. As the game 
environment was now multiplayer and multi-customer interactive this proved to be a service players had desired but 
it had never existed before. Players could now find new friends or add people they already knew who played the 
same games and then easily join them in an online session, and they now had a reason not to pirate the games as 
they would not be able to use the online portion or steam, rendering the game almost pointless. (Dunn) 
As a result they were able to increase the value of using their service even more by creating an even wider 
value gap or removing potential value gained through piracy. Now they have an entire economy of in -game items 
and content that is often customer generated, when the customer generates an item (let’s say a custom color for a 
gun in a game) they release it to the community of players to vote on whether it should be added to the market if it 
gains enough popularity it is added and Valve gives the player a small cut of the profits if players buy and sell the 
item (Sivak).
To summarize, Valve has created a system in which a majority of content creation for their service is done 
by the customer, as a result they have amazing engagement with their service. Also, this allows them to offer 
unparalleled value with minimal effort in continuing content creation. 
Valve became a thought leader of their industry as they started turning industry issues upside down. Using 
SD- logic they were able to solve issues like piracy that plagued the entire industry all while crea ting even more 
value for their customers and increasing engagement. 
Now Valve has many game titles but they release them only every few years as their primary focus has 
become their service model. Their service with customers is only about half of it. Because they have gained such a 
competitive advantage over other game developers in finding ways to engage video gamer market they have also 
become a B2B service company. They now sell the Steam platform to other game developers so the game 
developers get access to the benefits of Steam and Valve has become the premier digital distribution and customer 
engagement service for software developers around the world. 
Valve continues to find new ways to engage with its customers and create more value. They are cu rrently 
developing their own operating system and testing concepts for their own game console. However they have made it 
clear that the core of their business is now the steam service platform and that will continue to be focus of 
development and innovation, as products will only be a delivery mechanism of the service. (Dunn) 
Applying Pim den Hertog Framework to Valve: 
Dimensions Description Valve’s Application 
Service Concept Service innovation is intangible and 
provides solutions to a problem. 
Valve’s Steam platform is unique 
in its design, implementation and 
its asymmetric utilization of 
customer behavior data. The 
service provided is of such high 
quality that users no longer pirate 
their software. 
Customer Developing a relationship with 
customers and client while co-creating 
value in service innovation 
Valve has effectively built value 
co-creation into its steam 
platform for direct consumers as 
well as for the software 
publishers that utilize their 
distribution and engagement 
services. 
Service Delivery System in People 
and Organizations 
Integrating new internal organizational 
systems to provide employees of a 
company to leave room for innovative 
service. 
Valve has a created an extremely 
unique work environment where 
employees are allowed to work 
on the projects that interest them 
with a unified mission. 
Understand the customer and 
what will drive them to co-create 
the most value and create a 
superior service experience. 
Service Delivery System in 
Technology and Processes 
Implementing advanced technology to 
go hand-in-hand with service 
innovation. 
Utilizing data centers, Valve 
created a central platform to hold 
massive amounts of consumer 
data as well as means for
distributing games, a previously 
tangible product. 
New Revenue Model Design a new revenue model around 
the service innovation. 
Valve has developed two new 
revenue models: flat service 
solution fees for distribution and 
engagement, micro transaction 
fees for customer or Valve 
created content for games. 
New Business Model This dimension combines with the five 
previous dimensions to present under 
one strategy. 
Valve utilizes its distribution 
platform in order to leverage 
positive trusting relationships 
with its customers and 
distribution partners. The 
platform provides Valve with 
real time data that is then utilized 
to discover buying trends and 
experiment with pricing and 
promotions while focusing on 
creating the most positive 
experience possible. 
Indicators of Success: 
There are several ways to indicate and recognize the success of Valve’s innovations and their competitive 
advantage in the market place. 
1.) Financially: Valve has realized a great deal of success for a software company, or any company for that 
matter. Because Valve is a privately held company their financials are not public knowledge and the most 
recent estimates of its value are from a few years ago. According to majority shareholder and founder Gabe 
Newell “on a per-employee basis, Valve is more profitable than tech giants like Google and Apple. Google 
made an average $350,000 in profits per employee in 2010. That means Valve sees profits of around $87.5 
million at least.” (Chiang, 2011) 
2.) Industry advantages: Gabe Newell explains how they solved an industry wide issue of piracy in Russia “In 
general, we think there is a fundamental misconception about piracy. Piracy is almost always a service 
problem and not a pricing problem. For example, if a pirate offers a product anywhere in the world, 24 x 7, 
purchasable from the convenience of your personal computer, and the legal provider says the product is 
region-locked, will come to your country 3 months after the US release, and can only be purchased at a 
brick and mortar store, then the pirate's service is more valuable. Most DRM solutions diminish the value 
of the product by either directly restricting a customer's use or by creating uncertainty. Our goal is to create 
greater service value than pirates, and this has been successful enough for us that piracy is basically a non - 
issue for our company. For example, prior to entering the Russian market, we were told that Russia was a 
waste of time because everyone would pirate our products. Russ ia is now about to become our largest 
market in Europe (in dollars of revenue).” (Tufnell, 2011) 
Pim den Hertog Supporting Framework for Service Innovation: 
Valve was extremely successful in the Service Concept dimension. The Steam program was originally 
designed to create a simplified way to update the content and build of their game software. Valve initially tested the 
software to see what type of information they could retrieve and send easily to their customers. During the initial 
tests they discovered that they would have to provide an incentive for people to register their games for updates as 
many may have pirated the games and would now have to pay for their license. As such, they began to build in a 
social platform, something that was previously only available to gamers through third party apps that were poorly 
designed and often limited because they were external to the game itself. Thus they were able to create an incentive
as well as a new opportunity for co-created value by adding a community focused social platform and giving players 
access to automatically installed updates and additional content if they had actually purchased the game. 
The most important factor of the Steam platform’s development and success was the customer-centric 
strategies used by Valve. Before they began to force players to utilize the platform if they wanted to play their 
games, they made it an optional beta and made many revisions to it as they were able to pursue real time feedback 
from customers and their PC’s. The mantra of Gabe Newell and thus Valve became customer centricity, focusing 
not on the development of the product itself, but rather the experience it brought to the user. This focus allowed 
Valve to create an effective platform to engage customers and solve the piracy issue that had plagued the entire 
software industry. 
There are multiple pieces of the Steam platform that are intangible and unique to Valve, but the one that 
stands out is their corporate structure. Valve has remained a private, employee owned company since its creation. 
This has allowed them to focus on their customer centric values for decision making. This philosophy has proven 
time and time again to give them a competitive advantage in understanding the how’s and whys of the users’ 
experiences. This is emphasized by their unique decision to not have a marketing department. Gabe Newell explains 
“It [Valve] has no marketing department. Doug Lombardi, the vice president of marketing for Valve, has no 
employees working under him for the express purposes of marketing. He wasn't given the title for the company's 
sake, Newell explained, but to assuage the confusion of press and outside observers.” This was to improve 
productivity and prevent confusion, as the entire company was meant to be listening to the voice of the customer 
(Mcelroy, 2013). Little did they know at the time, that this unique strategy of utilizing all departments in co-creation 
and market research would prove to be invaluable, as it helped drive their company into a service model long before 
their competitors. 
Since, Steam has become such as massive success for valve multiple companies have tried to repeat the 
service model, with very little success. One such company is software publishing behemoth Electronic Arts. In 2011 
EA released Origin as a way to enjoy their games separate from the steam platform without giving up the social 
interactivity. (Katkin, 2011) However this proved to be an inept competitive move as it focused on the product 
rather than the customer. So far Electronic Arts has yet to back down from the competition but it has suffe red 
several service launch failures and lacks any trust with their consumers, who only see them as a necessary evil to get 
to some of the products they want and may even pirate them as a result . (Sasaki, 2013) 
Even though competitors have yet to even come close to catching up with Valve, it remains their mission to continue 
innovating and maintain their competitive advantage by adding new features that were either thought of internally, 
by the gaming community, or a combination of the two. 
Services Added: 
● Steam Community Hubs: The community hubs were designed to create a more simplified and interactive 
social media experience. Hubs are centered around different subgroups including: games themselves, self - 
selecting groups of customers who want particular content, friends on the steam platform, and activity in 
the community and games. Using these groups Steam sends each customer a custom page of the most 
relevant gaming news, community news, and media in order to create the most beneficial experience based 
on that customer’s preferences and activity data. This has proven to be a great mechanism for value co - 
creation with little to no work (from Valve) on the actual content being viewed by the customer, because it 
is community created. (See Appendix B) 
● Steam Greenlight: Steam Greenlight is somewhat like a kick starter that is focused on the desires of the 
Steam community and is funded by Valve. Here’s how it works, first an indie studio submits their idea to 
the Steam community. The community then votes on their favorite game ideas and at a certain point Valve 
works on a publishing deal with the indie studio and provides full distribution for the game to help get it 
completed and in return Valve gets a cut of the game’s profits but does not require exclusivity r ights or any 
fees other than an initiation fee of $100. (See Appendix C) 
● Steam Workshop: As described earlier as an “in-game economy” Steam workshop allows users to create 
and submit items to be added into the games they play. Currently only about 9 games support full pay
economy functionality which requires an in game lottery system and dollar investments from the 
community. However, there are hundreds of titles that utilize the Steam workshop as a massive co -creation 
model where players build more value into games without the actual game maker having to lift a finger. 
This also provides the game makers and Valve with insights into customer’s desires and a community 
aspect that creates loyalty around the platform and the game maker. (See Appendix D) 
Evaluating Valve’s Transition from Products to Services 
To focus in on the important factors that lead Valve to such success with service innovation we can follow 
the Hybrid Service Model for Service Transformation. This model provides a framework for evaluat ing the service 
transition itself as well as a good example of a high level roadmap for demonstrating the potential that product 
companies have to servitize their business. (Ulaga, Reinartz, 2011) 
Valve started with a Product Life Cycle Services strategy. They would create a game release it to the public 
through traditional transactional methods and only interacted with the customer if they had problems with the 
physical product which were CDs. It is important to note that the CDs were only providing access to software for 
playing a game. This allowed for no value co-creation and Valve was leaving money on the table. 
As the internet became more extensive and available to more consumers Valve saw it as having the 
potential to further improve their methods of supporting the product. They entered into the stage of Asset Efficiency 
Services, this created cost reduction as they began to distribute their own games digitally over the internet. This gave 
them better access and capability to support the product more efficiently and effectively. They still offered their 
products in stores through standard distribution as they began to transition to a more digital focused distribution 
method. 
Valve starts selling their distribution capabilities to other software distributors as they became the premier 
offering for a social gaming platform for customer engagement. This was advanced by their community and 
customer centric strategy of platform bas ed gaming. Through the social aspects of their platform such as, 
community hubs, and friends lists for joining friends game universes. This is the Process Support Services stage as 
Valve began to take over the distribution as a means for software developers to get access to Steam’s customer base 
and have an efficient cloud based platform for distributing their software. 
Finally, Valve successfully transitioned into Process Delegation Services. This was achieved through 
utilizing their most valuable asset, the customer. By engaging the customer through service offerings like Steam 
Workshop (customer created content) Valve was able to continue establishing themselves as a thought leader in 
understanding the way consumers view their gaming experience and had gone beyond that to create a “Social 
Gaming Platform” in which customers freely give out data to Valve on their preferences and buying patterns in the 
gaming industry servicescape. Now Valve offers a complete process take over for selling software. This inc ludes 
finding optimal pricing, promotions, and community engagement to maximize the profitability of each product by 
turning it into a service through their platform. Essentially, they have created a platform for service innovation and if 
you are the gaming industry the quickest way to gain a competitive advantage is to hand over your software to Valve 
and rely on their expertise to improve your software sales. 
Valve was very successful in utilizing a Hybrid Offering for service transition. Some may argue that they 
were in the right place at the right time and as a result have gained a competitive advantage. However, it is clear that 
they have an intangible advantage as many larger software companies have attempted to servitize in much the same 
manner and have failed. It seems that one large factor maybe the organizational structure. Valve is the only company 
among its competitors to have remained an independent employee owned company and as a result they have been 
allowed room to focus on the customer and innovation rather than stockholders and accountants. That is not to say 
their decisions aren’t calculated, quite the opposite, they were some of the first to discover that service innovation 
and asymmetric strategies are more influential than stock prices and thrifty cost cutting and as such have focused all 
their efforts to this end. Valve is a prime example of success through service transition and has developed into a 
service transformation.
Taxonomy of Valve’s Process of Service Transformation: 
Type of Offering Description Valve’s Application 
Product life cycle services (PLS) 
Services that Support the Product 
(SSP) 
Ensuring proper functioning of the 
manufacturer’s goods during all stages 
of its life cycle. 
Valve began in the (PLS) with a 
manufacturing approach to game 
development and distribution. A 
supply chain with brick and 
mortar stores and a hotline to 
replace broken defective CD’s 
and ensure the product worked as 
intended. 
Asset Efficiency Services (AES) 
Services that Support the Product 
(SSP) 
Services to acquire increased 
productivity from assets invested by 
customers. 
Valve created Steam as a way to 
repair parts of the code of the 
games themselves with feedback 
provided by customers. They also 
began using it to prevent piracy 
of their own games and distribute 
them in a digital fashion that was 
more efficient for purchasing. 
Process Support Services (PSS) 
Services that Support the 
Customer 
(SSC) 
Process Support Services (PSS) - This 
is where services assisting customers 
in improving their businesses. 
Valve starts selling their 
distribution capabilities to other 
software developers as they 
became the premier offering for 
social gaming platform for 
customer engagement. This was 
advanced by their community 
and customer centric strategy of 
platform based gaming. At this 
stage Valve was still just 
providing access to their 
customer base and space on their 
platform. 
Process Delegation Services (PDS) 
Services that Support the 
Customer 
(SSC) 
Performing processes in favor of the 
customer. 
Valve enters (PDS) with 
advanced real time data that has 
been collected and analyzed over 
the past several years. They now 
take over pricing, distribution, 
and promotions of the game 
creators products. This platform 
has become the primary focus of 
Valve as they have become a 
model of success in the gaming 
industry and can perform better 
service on behalf of their 
customers.
Nike: From Products to Services 
Nike, From Products to Services: 
Nike, headquartered in Beaverton, Oregon, was founded by Phil Knight and Bill Bowerman. In the past, 
Nike has been known to be a product-centric company via apparel and shoes. Historically Nike has promoted its 
product by simply endorsing the most popular athlete. Michael Jordan, the second athlete signed by Nike but the 
first to make a real impact on Nike, is a prime example of this. Another way Nike would keep its shoe competitive 
was to see what its competitors are doing. In the late eighties Nike was still behind Reebok for the top slot in the 
athletic shoe market. Nike found that the reason for this was because it had not reached out to the women market. 
Today, Nike has endorsed many different athletes and has created a shoe for both men and women, but so have all 
the other companies in the athletic shoe market. Nike has found that in order to differentiate its product with its 
competition, Nike must turn to its services to gain a competitive advantage (ReferenceofBusiness). 
During the World Cup in 2006 Nike, in partnership with Google, set up a social networking site called 
Joga.com. The purpose of the site was to have individuals showcase and upload their soccer skills and have the 
network community comment and share the user-generated content. Joga.com also encouraged users to create a 
profile to socially network with other users. The site proved successful with over one million fans participating. The 
success of the site allowed Nike to gain insights directly from the customers (Ramaswamy 2008). 
In addition to Joga.com, Nike “sponsored street soccer competitions, created a website that would connect 
fans with their favorite professional athletes, and also sponsored conventional Internet marketing programs”. For 
example, a video of Ronaldinho was downloaded 32 million times which again allows Nike to gain insight on what 
the customer finds appealing at the moment. Also, on the “Nike ID” website Nike invited twenty sneaker enthusiasts 
to compete in designing in a new shoe for Nike. Nike asked the internet community to vote on the designed they 
found most appealing. This would give Nike further insight to its customer wants. Aside from the competition, every 
fan was allowed to go to the Nike ID site and personalize their shoes. The designs varied from style to color, 
including the option of putting the flags of the countries they wanted to support on their shoes (Ramaswamy 2008). 
Through these initiatives, Nike was able to connect with millions of soccer fans around the world. This 
opportunity gave Nike the chance to build and promote engagement through internet platform in order to establish 
strong customer relationships. Being a product-centric company, Nike initially found that managing these new 
initiatives to be a challenge but would soon recognize that the competitive ad vantage in the sneaker market has 
shifted from creating value through products to creating value through service (Ramaswamy 2008). 
The results of the World Cup initiative were clearly positive. Charlie Denson, president of the Nike brand, 
said that the market reaction to these initiatives helped persuade the company to sustain Joga.com in an effort to 
build and retain customer relationships, something the company had failed to do in the past (Ramaswamy 2008). 
Nike incorporates The DART Model: 
After the success of the 2006 World cup value co-creation, Nike decided to look for a model that could 
further its co-creation of value with its consumers. The model the decided upon is the DART model. DART stands 
for dialogue, access, risk-return, and transparency. The goal of this model is to achieve value co-creation between 
the customer and the company. Dialogue is the idea of interacting with and engaging the customers. Dialogue is 
focused on shared communications between the customer and company. It helps maintain a loyal community Access 
is giving the customer the tools to be engaged with the company. In order to gain an understanding of complex 
dialogue, the firm must give the customer appropriate tools to stay engaged. Risk-return is as defined, it’s the 
risk/benefit proposition for both the company and the customer. What is the risk if the consumer chooses to engage 
with the specific product? What is the benefit? From the company’s perspective, what is the risk if the company 
chooses the launch its idea? What is the benefit? Transparency can be described as shared information. It’s the idea 
of both sides communicating their thoughts and ideas to one another (Prahalad 2004). 
Application of the DART Model: 
In 2008 Nike and Apple collaborated and created a Nike+iPod (or Nike+) platform that encouraged 
customers to engagement. The platform consist of an Apple iPod music player, a wireless device to connect the
music player to running shoes, a pair of Nike shoes with a special pocket to accept the wireless device, and 
membership in the iTunes and Nike + online communities. The platform encouraged engagement between: 
 The runner and Nike 
 The runner/listener and Apple 
 The runner and other runners 
 The runner and running experts 
In terms of the DART model the dialogue involves the parties described above. Through the Nike+ 
platform runners can engage in nearly real-time conversation online Groups of runners can challenge, encourage, as 
well as keep track of their friend’s progress (Ramaswamy, 2008). The Nike+ platform allows the runner to create a 
goal for the world to see. The user can then enter email addresses of people they would like as a support group – 
family, friends, etc. Each time the user goes for a run, it syncs up the data and lets the support group know that they 
are that much closer to completing their goal (McClusky, 2009). This type of dialogue is to motivate runners to 
achieve their goal, but more importantly it allows Nike to gather information on the different runners. 
Access is simply provided by Nike and Apple. Nike gives the customers the tools through the Nike+ website along 
with iPod/Sport Kit device (Ramaswamy, 2008). 
The risk-return proposition applies to both the company and the customer. For example Nike+ enhances the 
economic value of participation for runners by reducing risk to injury. According to an article titled, Co-creating 
Value through Customers’ Experiences: The Nike Case, many of the conversations on the Nike+ website are about 
“proper training methods to avoid getting hurt: why overtraining is dangerous, how to monitor your heartbeat, or 
whether you should limit your running because of certain recent surgeries.” In summary the risk-return for the 
runner is to reduce or avoid injury altogether while still enjoying their daily run. From the firm’s perspective, Nike’s 
main risk is losing its relationship with the customer. Nike+ reduces that risk because runners are frequently 
interacting with the product through the Nike+ platform (Ramaswamy 2008). 
Transparency is the shared information from both the runner and the company. Nike provides the runner 
insights on how it thinks runners should train and what routes they should run. Nike even suggests what types of 
shoes it thinks the runner should wear based on their locational needs. Nike provides a wide range of information By 
logging into the Nike+ website, runners can look up the most popular routes, they can look at other runners’ 
progress, as well as look at their own progress and compare their with other is they so choose too. From the firm’s 
perspective, Nike+ allows Nike to gain a lot of information on the individual runners. If the runners are dedicated 
enough, they are most likely to set goals, record their progress, record the courses they ran, the partners they ran 
with, and even their opinions about running. Nike gathers all this information and it allows them to narrow down 
their target market which would ultimately lead to more effective spending and profit. The informat ion gather can 
also be a “goldmine” of ideas that could lead to Nike’s next innovative product (Ramaswamy, 2008). 
The DART Model: 
Dialogue Access 
Shared communications between the consumer and 
the company 
The tools provided by the company to encourage 
consumer engagement with the product 
Risk-Return Transparency 
The risk-benefit proposition for both the consumer 
and the company 
Ideas and thoughts shared between the consumer and 
company
The DART Model applied via the Nike+ Platform: 
Dialogue Access 
The platform encouraged engagement between: 
 The runner and Nike 
 The runner/listener and Apple 
 The runner and other runners 
 The runner and running experts 
Nike provides access to its customers through the 
Nike+ website along with iPod/Sport Kit device 
Risk-Return Transparency 
The risk-return for the runner is to reduce or avoid 
injury altogether by receiving information from the 
Nike+ web site. For the company, Nike+ reduces 
that risk of losing customers because runners are 
frequently interacting with the product through the 
Nike+ platform 
Nike shares different aspects of running including 
routes, how to train, and the ability to compare 
progress. In return, Nike learns a lot about its 
consumer 
Pim den Hertog Supporting Framework for Service Innovation: 
Nike was successful in 5 of the 6 Hertog dimensions. With the help of Apple, Nike created a great Service 
Concept platform that highly encourages customer engagement. With just an iPod, a pair of Nike+ shoes, an d an 
innovative idea, Nike was able to include service into its product -centric company. Nike co-created value through 
the experience of running. Whenever a runner went out for a run, Nike would gain insights on that individual runner. 
With these insights Nike also tried to benefit the runner (via routes, how to train) to try to keep the platform more 
symmetric. 
Also, through this platform, Nike does a great job with engaging its customers. Nike+ highly encourages 
dialogue between the runner and the company, and the runner and other runners. Nike would share with the runners 
various amounts of information about running including how to avoid injury, what routes are best on certain days, 
and even what shoes they might want to look into buying. In return, the runners would also share their thoughts on 
running with Nike. In terms of dialogue between the runner and other runners, the Nike+ platform allows runners to 
set and share goals with one another. Runners would compare their progress with other runners and also motivate 
runners to achieve their goals. Through the dialogue from all parties, Nike is able to co -create value in service, build 
relationships, and also gain customer insights. 
In terms of ‘Service Delivery System in People and Organizations,’ Nike is aware of the success service 
has had on its company and has made an effort to incorporate service in future products. For example, Nike teamed 
up with Dime magazine and Facebook and created an application called Ballers Network that allows basketball 
players to organize real-world games on manage their team online (McClusky). 
For the fourth dimension of the Hertog model, Service Delivery System in Technology and Processes, Nike 
was able to implement technology to go hand-in-hand with service innovation. With the help of Apple, the two 
companies came up with an idea to create a service using the Apple iPod and the Nike+ running shoes. The service 
created was the ability to interact and engage with the two companies, along with other runners. This engagement 
created value co-creation between all parties. 
The fifth dimension is where Nike could improve. Nike has only touched the surface of a new revenue 
model. Nike was able to gain revenue of $56 million just solely on the Nike+ platform in 2008. The total revenue in 
2008 was $19 billion which indicates that most of its revenue came from its products rather than its service. Nike is 
still in the transition phase from goods -dominant logic to service-dominant logic.
When all was said and done, Nike was able to come up with a new business platform. The Nike+ platform 
allowed Nike to build relationships with its customers which is something that it has never really done in the past. 
The Nike+ platform was also very information asymmetric. Any information shared on the Nike+ platform was 
stored by Nike in order to give what Nike thinks its customers what they want. Nike tried to make the platform more 
symmetric by giving information to the customer but the information the customer provides is far more valuable 
than any information Nike can provide. In the end, Nike wants to utilize on the idea of service in order to maintain 
its competitive advantage. 
Applying the Pim den Hertog Framework to evaluate Nike’s strategy: 
Dimensions Description Nike’s Application 
Service Concept Service innovation is intangible and 
provides solutions to a problem. 
The Nike+ Platform allows Nike to 
gain information on individual runners 
that was previously opaque to the firm. 
Nike can then use the information to 
launch new innovative ideas to 
maintain its competitive advantage 
Customer Developing a relationship with customers 
and client while co-creating value in 
service innovation 
Nike+ co-creates value by highly 
encouraging is consumers to not only 
engage with the company but other 
Nike+ users as well 
Service Delivery System 
in People and 
Organizations 
Integrating new internal organizational 
systems to provide employees of a 
company to leave room for innovative 
service. 
Nike is aware of the success of the 
Nike+ platform. Nike realizes that it 
could replicate the success of the 
Nike+ innovations through other 
categories 
Service Delivery System 
in Technology and 
Processes 
Implementing advanced technology to go 
hand-in-hand with service innovation. 
Nike teamed up with Apple to 
incorporate technology into its 
products. The Nike+ platform uses an 
iPod along with a sensor inside the 
shoe. The iPod encourages the 
dialogue between all parties while the 
sensor acts like a supplement to the 
platform allowing users to keep track 
and compare their progress with other 
users. 
New Revenue Model Design a new revenue Nike still primarily gains its revenue 
from its products, but it is 
transitioning. $56 million of the $19 
billion came from Nike+ Service 
Platform in 2008 
New Business Model This dimension combines with the five 
previous dimensions to present under one 
strategy. 
Nike utilizes its Nike+ platform in 
order to build strong relationships with 
its customers. The platform is also 
information asymmetric in favor of 
Nike which allows the company to 
give its customers what they want 
while also continuing to gain insights 
and trends of its customers. 
Evaluati ng Nike’s Transition from Products to Services using a Hybrid Service Model: 
Nike excelled in the Product Life Cycle Services strategy. Nike would create a shoe, have an athlete 
endorse it, and sell the shoe until revenues of that shoe began to decline. The reduction in revenue would be the 
indicator that tells Nike the consumer is tired of this shoe and it’s time to create a new shoe. Nike, as well as is 
competitors, exercised this strategy for years but Nike knew it was time for a change.
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Final Group Paper

  • 1. Service Innovation and Competitive Advantage Michael Abramson Eevie Amina Brett Carter Joe Hamilton Bryce Kropf Richard Swanson MKTG 463 December 3rd, 2014 Dr. Robert Harmon
  • 2. Abstract Service and service companies have not only become the largest industry and most successful business model in the whole world, but has also become the place to be for product companies as well, based on the idea of service transition and ultimately service transformation. Here, businesses seek to develop service offerings that are tailored to the needs of the customers, instead of simply developing services and hoping that the service elements satisfy the needs of the customers. This may be a hard concept for traditional product companies to grasp, however, given the fact that product companies are used to the demand of their products being driven by the customers and their perceptions of the product (product design, product features, the tangibles). Even fo r product companies, there are better ways: by developing a service transition model, product companies can develop service offerings, or develop service offerings that support the customer and thus reap the competitive advantages and benefits that service companies do.
  • 3. Introduction Our research project will focus on the aspects of service innovation that will lead to competitive advantages for product focused companies. Much of the paper will focus on manufacturing and technology as this market vertical is still heavily focused on products as the driver of their business, despite the existence of a service dominant culture. It has become increasingly important for product -based companies to focus on services as most manufactured products have slight or very few differences. Consequently, there are very few options to create differentiation, other than massive expenditures on R&D to create innovative products which can be cost prohibitive and difficult to maintain for many companies. Service innovation creates a new field of value for products that normally do not have many noticeable differentiators. (Lin, Lin, 2013) Service innovation is able to create a differentiation because it allows the addition of intrinsic v alue for the brand and the company, which has nothing to do with the product itself. By creating better services around a product, the product itself becomes more valuable to customers as it is no longer just a widget, but rather has an on - going value from purchase to the end of its life. This value is achieved through advancements in interactions with the customers, suppliers, competitors and will be furthered by continual study of the environments in which the product and its services interact. (Lin, Lin, 2013) Service innovation is considered a relatively new system or method of achieving new value and differentiation. It has become such an important part of the value equation in recent years that the measure of a new product’s success can be somewhat dependent on its related service. An example of this is software: a product that constantly changes requires a great deal of on-going support to integrate those changes, and to create a positive or valuable experience for the software users. (Lin, Lin, 2013) This creates a tandem effect for innovation in which software or product innovations can’t surpass service innovations, otherwise the competitive advantage gained from the product innovation will be null because the service is unable to keep up with integrating these changes with the customers and suppliers. (Lin, Lin, 2013) Another important aspect of service innovation’s use in product companies is due to the new understanding of how customers asses value. According to A. Parasuraman, the customer assesses the value of products in several stages. The most important stage for continued purchasing and longer term relationships with that customer is the post-purchase stage. In the post-purchase stage the customer completely reassesses the products value now that time and money have gone into the purchase. If in this post -purchase stage the customer does not feel satisfied with the service they receive, it will detract from the value and may ultimately lead to a lost customer despite the product’s own value. (2014) Service innovation, if done correctly, can greatly influence a company's competitive advantage so it is very important that Firms continuously innovate their services and products to be competitive. This is where service and manufacturing firms usually differ; when it comes to their innovation. It is important to learn the differences between service innovation and manufacturing innovation to create a process that will further the development of service innovation as a competitive advantage for product companies. One type of innovation that companies can strive for is open innovation, which is the idea that firms can, and should, use external ideas as well as internal ideas, and internal and external paths to market (Chesbrough, 2001). One way firms can move towards open innovation for services is to work closely with customers to develop new solutions. Firms who specialize in products usually have a harder time moving to service innovation because of the organizational structure. Firms who have this traditional value chain have a stronger emphasis on products. Under this model, services are only used as a tool to get a sale and keep a products working after a purchase , like a warranty for example.
  • 4. For most product-dominant companies, service innovation creates opportunities to improve customer relationship and separate themselves from their competitors in terms of adding more value to their products. Lance Bettencourt suggests that there are three ways customers define value: create new ways to h elp the customer get the job done, discover new ways to get a particular job done better with enhanced services, or provide new ways to help the customers with jobs related to product usage. Lance goes on by stating that customers desire to have the job done, regardless of the task being used to complete it. Firms that focus on any of these areas are usually more creative and are more likely to expose service innovation possibilities (2013). Firms today compete more on the basis of services, rather than the basis of products. “The competitive advantage of services has become increasingly evident, as there is little to differentiate competing products from a customer’s perspective.” Furthermore, advances in technology have reduced the life -cycle of products. It has become crucial that firms not only excel in its products, but also in its service in order to maintain a competitive advantage. From a business perspective, services have become core components to many companies. As Kandampully mentions, a firm’s service function interacts with almost every activity of the firm ranging from consumers to business partners. The relationship the firm builds with these components can determine the success of that firm. A firm can build its competitive advantage by building and maintaining strong relationships with its consumers. One tactic that firms have used in the past in order to keep their customers engaged is to introduce a product far in advance. This keeps the customer excited about the specific product. It also reminds consumers that the firm (that introduced the product) is keeping up-to-date with cutting edge technology. When a customer feels that a firm is up-to-date with the latest technology, they feel a sense of security with the introduced product. Kandampully mentions that it is important that firms “think for the customer” by creating services that drive the marketplace. When firms can offer value to the customer, it strengthens the relationship between business and consumer (2002). This report will be a full analysis of the information above, as we apply a 4 stage framework to product companies looking to make the service transition into more service offerings. Below is a list of research questions we will be answering throughout the duration of the report: ● Catalysts of service innovation? ● What resources and capabilities does a product company need to optimize and maximize their hybrid offerings? ● What are some good examples of service transition and transformation? ● How can a product company use service innovation as a source of competitive advantage? (Main Question) These questions will be in a similar order throughout the paper. First, the paper will go through an analysis of the general trend that has become known as service dominant logic and the move away from goods dominant logic. Next a model will be presented that represents a solid service transformation model, that moves from product life cycle services (PLS), all the way to process delegation services (PDS). After that some examples will be presented that show traditional product companies moving from stage to stage of the service transformation life cycle. Finally, the paper will be concluded by bringing all the information together; this is where specific competitive advantages will be talked about that are a direct result of service transformation. History of Market Transformation Period of Discovery: Marketing has been around since the beginning of the twentieth century. Between 1900 and 1910 expression was given to ideas which then became incorporated into the body of the “marketing thought” concept. Before the 1900’s, marketing was thought of as the study of management practice, but still unconcerned with distribution. Competition was not a concern in most markets and demand and supply were farther removed from
  • 5. each other. New interpretations of activities involved in economics were needed, which helped lead to the discovery of marketing as we know it today (Bartels, 2001). Until the idea was conceived and the term “marketing” was applied, the practice was called “trade”, “distribution”, or “exchange.” Early studies were called “Distribution of Products ” (Bartels, 2001). Only until after the turn of the century was the term “marketing” used. In 1905 at the University of Pennsylvania and again in 1909 at the University of Pittsburgh the term began showing up in course titles. The growing interest in trade and the idea of the new meaning in distribution was not singled out to just one person but rather widespread. Among one of th e first to articulate the concept of marketing was Ralph Starr Butler. He explained that by using the term “marketing” he meant everything that the promoter of a product does prior to the actual sale (Bartels, 2001). This was one of the first times marketing was thought of as separate from selling and advertising. No writings before 1910 were concerned with sales management, wholesaling, marketing research or retailing. Because of the need to stimulate the economy as buyer’s markets began to replace selle rs markets, advertising become a big interest to the business world. The idea was to find out what motivates consumers. Both businessmen and psychologists helped put together the literature in this time period; they believed psychology to be a stable foundation to the theory of advertising. With advertising becoming more and more popular, it led to the development of personal selling – new products, new markets and new forms of competition were emerging. These new ideas were still thought of as psychological and more of an “art” rather than a “science” (Bartels, 2001). Period of Conceptualization: From 1910 to 1920, concepts on the structure of marketing were slowly being built. During this decade the economy of the United States began to grow. Urbanization and industrialization were on the rise, new products were being launched and industries needed more sales effort with improved quality. As these industries developed the establishment of the Federal Trade Commission was born, and Labor unions were approa ching management for representation of their employees. Three categories were developed on the study of marketing. Functional, institutional and commodity were the approaches that were now being closely examined (Bartels, 2001). The functional approach looked at “elements” of marketing which were identified as selling, buying, transporting and storing of products. The institutional approach during this time saw merchants as specialists that handled commodities t hrough different stages of distribution. They saw economic specialists as contributing to the reduction of distribution costs. Paul H. Nystrom wrote an operating manual called “The Economics of Retailing”, which contained the structural elements of operating principles. This manual recounted the history of retailing in comparison with American and foreign companies. The commodity approach was mainly focusing on agricultural products and manufactured goods. This dealt with practical questions as to the economic contribution of marketing (Bartels, 2001). Some additional concepts were developing during this time, including economic utility creation, time and place utilities and possession utility. These are all marketing activities, which resulted in exch ange, and consummation of the market. These were thought of as key concepts in the economic rationalization at that time. Psychologists continued to interpret marketing in terms of advertising applications and how it invokes memory. However the idea of marketing, journalism or advertising agencies was never brought up. By 1915 different points of view were being examined, and were involving not only psychologists but writers and sales managers. This was noted as a “great change”, as advertising was now more than just psychological applications, they were taking place in the business practice as well. These new ideas of advertising were directed toward ultimate consumers, and still little attention was given to the selling of industrial or business customers (Bartels, 2001). The theory of personal selling emphasized merchandising, store keeping and techniques that involved informing and selling the retail customer. This helped develop the responsibilities of the salesman, and in particular the traveling salesman. The personal and impersonal development of the selling force was steadily increasing in the business world. Personal selling was successful because it resulted in a sale. The idea that consumer’s had to be careful of the seller taking advantage of them was not even a question at this time. However in 1920 the interests of buyers and sellers began to be recognized. Norris A. Brisco wrote several books which in turn helped develop policies for salesmen that suggested they were not to try and force the customer to buy which reduced the haggling
  • 6. and pressure selling that at the time went hand and hand with retailing. Later when it was recognized that the art of selling could be taught and learned, it was understood that a good salesmen had to have better human qualities including courtesy, intelligence and the general interest in others (Bartels, 2001). With the increase of selling after World War I, there was a demand for greater proficiency. This called for a new type of management talent, the management of the selling function. There had been nothing written up to this point with any managerial aspects of this process. The line of thought that was to develop into marketing management theory was born and writing began to pour out concerning the management of selling. Several concepts were developed, including some from Frederick W. Taylor. His theories of management led business saw management as “supervisory” behavior, as they were responsible for their own systemization and organization. Selling was now a function closely related to the evolving use of the term “marketing ” (Bartels, 2001). Sales management was now part of the total marketing activity and related directly to the entire business enterprise. The Period of Integration: Wholesaling and Marketing research appeared in the late 1920’s. This was known as the “coming of age” for the discipline of marketing. The concept as a whole was now termed the “principles of marketing”. This term first appeared in the writings of Paul W. Ivey, Fred E. Clark and Theodore N. Beckman. This idea of “principles” came with the notion that the marketing experience had become well defined and now rules of thumb could be designed as guides to action. Marketing was now thought of as an economic activity, affected by the social conditions of the market and involved the performance of basic functions of distribution of products. This slightly altered the definition of marketing to “all of those activities involved in the distribution of goods from producers to consumers and the transfer of title”. Some concepts that become recognized during this time frame were things like convenience, shopping and specialty classes of consumer products, and the marketing channel (Bartels, 2001). These all show the level of thought that was being put into the concept of marketing, understanding that is was no longer just buying, selling and distribution that made up the function of the marketing concept. Aside from just the general marketing thought being further developed was a huge advancement in retailing thought. A number of New York merchants and professors at New York University wrote a series of books called “The Retailing Series” (Bartels, 2001). These explained the scientific method to the solution of retail problems. The series included works on subjects of buying, credit, and store organization. It also included things such as management, merchandising, personal relations, and salesmanship. As mentioned previously, wholesaling appeared in the late 1920’s. This is where it received its first scientific analysis and was given a description that showed the practical and theoretical differences between retailing and wholesaling. Theodore N. Beckman put together a study that helped make the distinct ion between the two and through successive revisions of his work, wholesaling itself was depicted as an institution (Bartels, 2001). This was just about the time when credit became a subject more closely related to marketing. New agencies, new credit instruments and new terms of sale were introduced into the retail and wholesale markets. The Federal Reserve System, along with credit bureaus provided credit assistance to promote a stimulus in the sales industry. With the introduction of automobiles, installment credit was introduced and became a big promotional tool. In the 1920’s the most significant trend was that of salesmanship, which led to new measures of integration of salesmen’s work. Selling became more than just an exchange between a seller and a buyer; it became regarded as a full time occupation that required skill and responsibility. It required the salesman to know pricing, policies, advertising programs, distribution channels and most important, the customers’ needs. Management of salesmen became a key role in business. In this same timeframe advertising moved to a higher level of importance. Otto Kleppner formed a link between advertising and marketing when he developed the conception of three stages in advertising a product: pioneering, competitive, and retentive. This was known as the “advertising spiral” (Bartels, 2001). This idea unified the advertising thought process, of which other marketing actions and decisions could be organized.
  • 7. Marketing research was also new to the marketing thought at this time. Prior to the 1920’s, scientific study was conducted merely on the interest of findings rather than any sort of methodology. George J. Frederick and Virgil D. Reed began to write formal writings specifically about the systematic and scientific research methods they linked directly to marketing (Bartels, 2001). At this time research turned from psychological to consisting largely of analysis of operating figures, and the attention shifted to questionnaires which sup plied a new technique for analyzing markets and marketing. Period of Development: Some major influences on marketing from 1930 to 1940 had a big impact on how we see it today. There were both social and economic conditions that played a big role. This was the time of economic depression, big growth in population from urban to suburban areas, regulations of business activity, and intense competition in distribution because of new marketing concepts and techniques (Bartels, 2001). Even with these influences, marketing continued to be viewed as a functional management area and a form of economic production. Prior to the 1930’s marketing had been dealt with as a separate functional area where decisions were not integrated within the business and their distributive system. Marketing was becoming viewed as a process broader than just economic behavior. Ralph G. Breyer began to write about some concepts of marketing that were slowly gaining traction. He broke free of the conventional ideas of the subject , and viewed marketing as the activity involved in fulfilling certain tasks rather than as a list of activities or functions themselves. He identified these tasks as negotiations, storage, quality, packaging transportation and payment. Channels were not th ought of as series of stages in which separate operations occurred in a row but as events that can take place in opposite directions, meaning flows of information can be communicated back and forth throughout the channels. Marketing thought became more quantitative rather than qualitative during the 1930’s. Most of the judgments that were formed in prior years now had factual support with evidence collected in the increasing numbers of surveys. These surveys were now more than just simple opinions; they were replaced with complex questionnaires that focused on market studies and different kinds of marketing problems. Studies of sales quotas and distribution cost analysis were being used more often, and statistics became a big portion of the marketing function (Bartels, 2001). There were also significant changes in the use of consumer credit. Economic conditions began to improve and personal loan credit grew because of the different types of agencies like commercial banks that were now offering this type of service. New ideas in technical thought also emerged in advertising through psychological discoveries and media studies. Economic analyses were designed to measure the effectiveness of advertising during this era of depression. Period of Reappraisal: The period of the 1940’s to the 1950’s did not have as much significant changes as year’s prior. Industrial and academic functions were disrupted by World War II, which created opportunity for new technologies and thus new ideas to develop. The emphases of functional and institutional concepts were revised to reinforce the generalizations that were thought of as inherent in the knowledge of marketing. The idea that marketing thought was more of a science than anything else was scrutinized. In 1940 there was a shift to a more “managerial” approach. The planning of research and marketing received more attention and were now thought of as managerial marketing functions rather than just marketing functions. After the war E.A. Duddy and D. A. Revzan came up with a new concept entitled “Marketing, an Institutional Approach” (Bartels, 2001). This concept had a holistic interpretation of marketing in our economy. They described the marketing structure as “an organic whole made up of interrelated p arts”. These parts are subject to growth and change depending on economic and social forces. This differed from traditional approaches as it viewed the operation of the whole “marketing mechanism” rather than any one particular segment. This idea introduced government as more of a participant in business as opposed to just a regulator of business. Period of Reconceptualization: Prior to the 1950’s there was little evidence to support the fact that there was different approaches to marketing thought, and was considered to be monolithic (Bartels, 2001). By the mid 1950’s large groups with
  • 8. different opinions about marketing thought and education began to speak out. This is the time period that marketing was “reconceived”, and new terms were introduced to convey these ideas. In this stage it was difficult to determine what direction further development of marketing thought would take, but there was now a clear difference between the traditional concept of marketing and the conception of marketing in broader terms. The concept of “marketing mix” came into play with the use of predetermined objectives and manipulation of variables (Bartels, 2001). This means the focus was on figuring out what the customer wants, and marketing to match their findings, rather than designing products and services they “think” the customer wants. John A. Howard viewed marketing management as the “making of decisions concerning products, channels, p rice, promotion and locations” (Bartels, 2001). The idea of using the customer’s viewpoint emerged during this time. Today we call this the “voice of the customer”. This was the starting point of all marketing planning. After 1950 this form of marketing thought had become a key concept that would become increasingly important in years ahead. This also helped jump start the idea of the social interpretation of marketing, which uses marketing analysis of research methods that were devised from other social sciences. Marketing managers realized that the consumer market not only deals with economic and psychological factors, but also social and environmental factors as well. The social concept of marketing is where society meets its own consumption needs, rather than business meeting the needs of consumers. Marketing’s Evolving Identity: The next 50 years of the evolution of marketing can be best explained by using a more abstract view. Robert F. Lusch characterized marketing thought and practice into three categories; “to market”, “marke ting to”, and “marketing with” (Lusch, 2007). The general idea behind “to market” is exactly that, to take things to market. “Marketing to” is the idea of identifying customers and marketing to them. “Marketing with” is taking it a step further by collaborating with customers to co-create value. To Market: With ongoing shortages of supply, early marketing thought was to introduce products into the market. Supply and productive capability were scarce so the role of marketing was to simply help society get these allocated resources. These resources were tangible materials. These tangibles were used in production and were sourced and transported before production began. The end result was excess inventory that had to be stored, so it was during this period that marketing focused on how to clos e the gaps between production and consumption. During this time the American Marketing Association defined marketing as “business activities involved in the flow of goods and services from production to consumption” (Lusch, 2007). The thought behind this was that the tangibles had value because products possessed utility. The idea that marketing began when the manufacturing process ends was of popular belief. Marketing was thought of as wasteful unless it could be shown to add the
  • 9. utilities of time, place and possession. The public was concerned that marketing cost too much, but they did not take into consideration how marketing innovations made the industrial revolution possible. Marketing To: In the 1960’s distribution and production had grown significantly. There was no longer a lack of supply, but rather a shortage of customers. Organizations realized they now had to be more customer oriented. The concept of making the business do what best fits the customer, rather than making the customer do what best fits the business was the turning point from “To Market” to “Marketing To”. Getting the product to market was no longer the issue; it was actually marketing the product to get the consumers to purchase them by generating demand. The decision making on products, the channels used, price, advertising and location were all now part of the marketing concept (Lusch, 2007). These all played a part in getting the customer to purchase and more import antly, to be satisfied. It was during this time that the AMA definition of marketing was changed to reflect this concept. E.J. McCarthy modified this definition to “marketing is the performance of business activities that direct the flow of goods and services from producer to consumer” (Lusch, 2007). Marketing was now viewed as part of the entire process from manufacturing to selling to the end user. McCarthy believed that marketing should be involved with the production, pricing, distribution and the promotion of goods, with the intention to satisfy the customer. This concept of focusing on the customer and be purely market oriented often did not work. In 1962 President John F. Kennedy delivered an address to congress. He explained how more often than not the views of the consumer were being ignored. He asked that the Federal Government have more involvement to help increase the consumer’s interest. He explained how this was to be initiated by giving consumers four rights: The right to safety, the right to be informed, the right to choose and the right to be heard. This helped marketing transform into a broader role, which is to serve not only businesses but also the goals of society. Marketing doesn’t end after the transaction; it extends well beyond the exchange. “Marketing To” lasted several decades but began to lose traction in the 1990’s. The reason behind this was due to market saturation. Consumers were being bombarded with advertising and saw this as intrusive. When customers are overwhelmed with advertising, they tend to avoid it or ignore the message a ll together, making it ineffective. An alternative of marketing was needed, one that can account for the relationships that play such an important part and yet was not being recognized. Firms were still focused on a dominant logic that dealt with manufacturing goods in large quantities in order to keep costs down. They realized employees and managers were never interacting with the customer. They needed to be reminded of the importance of customer satisfaction. Marketing With: Unlike the “To Market” and “Marketing To” philosophies which considered customers as exogenous or outside the marketing role, “Marketing With” philosophy views the customer as a partner in the co -creation of value. The new dominant logic for marketing has become known as the service-dominant logic (S-D). This logic recognizes operand and operant resources as being different. Operand resources are tangible. Operant resources are ones that produce effects and are most often intangible. In previous concepts, customers where though t of as operand resources. They were segmented, targeted, and convinced to buy. Under the new logic of “Marketing With”, customers play an active role in the exchange process. Under this new idea, the role of the customer is crucial because they are now thought of as a “co-creator” of value. Marketing is now thought of as a process of interacting with the customer. Value is perceived as “value in use”, meaning the value is derived from the use of the product or service rather than just the product or service itself (Lusch, 2007). There is a clear distinction between co-producer and co-creator. A co-producer involves actually helping produce the core product or offering, and studies have shown the customer does not normally want to co - produce. The co-creation is something that always occurs. This concept argues that value can only be created by the use of the product or service, otherwise known as “value in use”. The “Marketing With” philosophy suggests that this is an adaptive process where firms focus on the customer and collaborate with them to create, deliver and sustain value. Competitive advantage moving forward will be closely linked to co-creating value with customers.
  • 10. Changing From Goods Focused to Service Focused There are two dominating logics which rule the business world, good dominant and service dominant logic. Business has traditionally been focused on manufacturing and producing output in order to make a profit. But scholars and leading edge businesses are advocating for a change from goods dominant logic to one of service logic. These logics can be seen in both business to consumer and business to business, even in entire industries like software. A lot of companies are shifting from goods to services because that is how the eco nomy is changing in developed countries. The new idea is that virtually all economies are creating and exchanging more services than goods. With this change companies need to also make a change and start paying attention to the services which they offer. The logic behind changing with economies is so simple its almost becoming a truism. The logic traditionally comes from marketing fundamentals. It is only a logic, and there are some questions about if it’s the right logic or if it will transition from B2B and B2C. It is clear that a shift needs to happen to accommodate the shifting economies and service is the right shift. There are two types of perspectives on services they can offer; they are goods as tangible output that has value as the primary exchange by having a restricted type of good, or an add-on that enhances the value of a good. This is primarily thought of as goods dominant logic as opposed to service dominant logic. The definition of service is a process of doing something for another party, on its own without the presence of a good and it identifies the service as the exchange activity. In service dominant logic goods still play a very important role; they are just not the only thing which satisfies an exchange. As the name explains goods dominant logic is focused around goods or the products. This included both the tangible product and the intangible (services). Subdividing and Breaking Free from G-D Logic: The article ‘Service transition: finding the right position on the goods-to-services continuum’, by Gebauer, H. et al (2012) argues that with the advent of many sub disciplines in the marketing industry like business to business and services marketing was to supplement the lack of logic behind goods based logic. Goods dominant logic was so focused on the good or product that marketers had to expand to more general issues of creating value and facilitating an exchange. The authors believe that the advent of B2B marketing was due to an inability for goods based marketing to work in a business to business setting. The thoughts behind how businesses marketing began changing from an interactivity diagram to a relationship based diagram. B2B marketing is where firms developed collaboration and partnerships with customers. There is a very important distinction between goods based logic and service based logic and it is found in the concept of service. Service dominant logic is defined as the application of competences for the benefit of another person. The definition uses the term service, as opposed to services plural which is typically used in goods based logic. The use of services represents a change of thinking about value in terms of operand resources to operant resources. Goods based logic sees a service as units of output, service based logic sees service as a process doing something for another party. The value creation turns from producing to collaborating and co creation between parties. This process of providing service for another party in order to obtain services in return is the purpose for exchange, which is service exchange for service. Goods are not left out of the equation completely they are just used as complements for service. Goods are still important in service dominant logic, however service is the most important. Service dominant logic represents a shift in logic of exchange and not just a shift in a type of product offered. This logic provides a more solid foundation for a transition from a manufacturing model to a service provider model. The authors state that service dominant logic is more of a mindset and an organizing framework rather than a theory. The article lists 6 ways to transition from product focus to a service focus; they are: 1. From thinking about the purpose of firm activity as making something (goods or services) to a process of assisting customers in their own value-creation process., 2. From thinking about value as something produced and sold to thinking about value as something co - created with customers and other value creating partners. 3. From thinking of customers as isolated entities to understanding them in context of their own networks.
  • 11. 4. From thinking of firm resources primarily as operand to operant. 5. From thinking of customers as targets to thinking of customers as resources. 6. From making efficiency primary to increasing efficiency through effectiveness. Key Concepts of Service Innovation It’s no secret: business has moved to a model that is orientated towards providing services to customers, rather than being orientated towards creating products that the customer wants. This shift from a goods -dominant logic to a service-dominant logic has made companies completely change their business models; now the focus is on things like value co-creation (with all kinds of customers), creating a lasting impression on the customer that goes beyond the product they received, being able to monitor, evaluate, and change customer perceptions, and many more ideas that all go much further than simply selling a product to a customer. With this being said, it is no surprise that the service industry is completely dominating the economy in terms of growth, profitability, reliability, and overall success. And although the success of the service industry may be true, service innovation can be a tough concept to grasp, so this section is designed to explain some of the key service innovation concepts that may help to explain why moving one’s company from product to service focused is a good idea. ● Innovation: This is basically the ability to change operations in order to improve them. Thus, allowing a business to create a better customer experience, positive word-of-mouth, increased customer retention and loyalty, higher revenues, etc. ● Value Co-Creation: Value co-creation is all about the collaboration of different members in a supply chain (manufacturers, retailers, wholesalers, producers, customers, etc.) in order to increase the value of a product or service, in order to provide a better customer experience. ● Service Dominant Logic: Service dominant logic is the new wave of thinking for companies. In this sense, companies are supposed to see themselves as a provider of service and should always be looking for ways to improve their service. ● Goods Dominant Logic: Goods dominant logic is the old way of thinking for companies. Years ago, many companies’ focus was on creating as many goods as possible, without much of a focus on quality or providing customers with a service. This meant higher error rates and lower customer satisfaction, retention, and loyalty for product-based companies. ● Customer Loyalty and Retention: Customer loyalty and retention is all about creating a lasting impression that goes beyond the immediate, transaction-based, interaction between company and customer. This eventually becomes customers returning back to business because they know they will receive a favorable service experience, thus a substantial Return on Investment. ● Technology as a Service: Technology as a service acknowledges the ability of a company to leverage its technology in order to fill a need and service for a customer. With the increase in computing power and computing dependence, using technology as a service can provide substantial growth opportunities. ● Software as a Service: Software as a service is exactly what it sounds like: a company providing a service to customers in the form of software that they may use and is centrally hosted. This means the potential to have a highly interactive experience with customers to facilitate a better transaction. ● Competitive Advantage: Competitive advantage is all about the ability of a business to leverage its strengths, opportunities, available resources, etc. in order to create an advantage over their competition that can last. The point of a company’s competitive advantage is to separate one business from the other so that customers will recognize that business and only that business when they realize their need/needs. ● Customer Value and Expectations: Customer value is about the business understanding what the customer expects, values, and wants from their service experience. This is important to manage for companies because not understanding customer expectations can lead to an overall dissatisfied customer. This means that the customer comes in to their service experience with a mental bias that will ruin it before it even begins. These key concepts and the idea of service innovation as a whole are both absolutely necessary terms for businesses to understand and practice constantly if they want to be competitive in the industry they operate in, and
  • 12. put themselves on a completely different level that is separate from their competitors. No longer is it about how many products a company can sell or how many items a company can make. Now, it is about which company can make a lasting impression on their customers by viewing the product they offer as more than a simple product, and by creating a relationship with the customer that goes beyond the good itself. Later we will discuss case studies done by ourselves and others that reinforce the idea of service innovation, and show how it can be used as a competitive advantage for firms that not only understand the idea of service dominant logic, but practice it through their business decisions. Pim den Hertog and the Dimensions of Service Innovation In all instances of service innovation, it has become diverse and an important area for knowledge -intensive businesses (KIBS) and service entrepreneurs to develop new services and service innovation policies. Pim den Hertog from the University of Amsterdam composed that service innovation is created into six dimensions: service concept, customer, service system and delivery in people and organizations, service system and delivery in technology and processes, new revenue model, and new business model. The first dimension is service concept. Though we see products as visible and tangible materials, services are highly intangible. Although service may have some tangible characteristics such as software and car insurance, the features of the service is more powerful than its material representation (Hertog and Aa, 1998). This is how organizations can develop innovative services with new ideas and service policies for expansion. The second dimension is customer interaction. Interaction between the service provider and the customer is taken place for service innovation. Many businesses, such as IT companies, combine and analyze data of their prospective and current clients through data warehouses and data mining of complaints and pro blems to be solved. This creates a better relationship between the client and the service provider while co-creating other forms of service innovation (Hertog and Aa, 1998). The third dimension of service innovation is service delivery system in people an d organization. Although the customer concept involves a link between the service provider and the client, the service delivery system involves internal organizational arrangements to develop new and innovative services. Companies implement newer systems for interpersonal capabilities and skill, where employees are trained to leave room for innovations (Hertog, Aa, 2010). The fourth dimension is service delivery system in technology and processes. Much of this dimension is up for debate because service innovation can take without technological innovation. However, all services are dependent on some sort of technology to allow greater efficiency and effectiveness in information -processing tasks (Hertog, Aa, 2010). The fifth dimension is the new revenue model. In this dimension, the previous four dimensions can be used individually or in combination for service innovation to take place; however, in order for service innovation to be successful a proper model for distribution in costs and revenues must be in place (Hertog, Aa, 2010). Most organizations have transitioned from their product -based revenue models to a service-based revenue model. In other words, rather than having to pay per hour of service or goods production, companies can pay for the solution to the problem they are solving. The sixth dimension is integrating a new business model. These dimensions, combined with the five previous dimensions, are presented under as one strategy. Rather than implementing service innovation in various parts of the organization, they can structure a business model that layers service innovation altogether (Hertog, Aa, 2010). Service Transformation: A Model In order for manufacturing companies to successfully transform from goods -dominant logic to service-dominant logic, they must understand how to use goods and the service they provide to create a successful hybrid
  • 13. offering. According to Ulaga and Reinartz, service transformation consists of two dimensions and four hybrid combinations. The first dimension determines whether the services are concentrated on supporting the product or supporting the customer. The second dimension is directed towards supplier’s value proposition of promising t o perform an act or promising to achieve performance. The four goods -services combinations that manufacturers can use to transform their businesses are product life cycle services, asset efficiency services, process support services, and process delegation services (Ulaga, Reinartz, 2011). 1. Product life cycle services (PLS): These are services that operate on the customer’s access to the supplier’s goods while maintaining proper functioning in all stages of the product life cycle. Since customers are in direct use of the manufacturer’s goods, manufacturers aim their value pro positions in promising to perform an act as they provide services that support the product. For manufacturers to succeed in this category, they must use highly standardized services that are cost efficient and meet the basic needs of the customer (Ulaga, Reinartz, 2011). This may include redesigning equipment to minimize production and deliver cost. 2. Asset Efficiency Services (AES): These are services where manufacturers focus on increasing the productivity of assets invested by customers. Manufacturers concentrate their value proposition on promising to achieve performance while also providing these services to support the product. Unlike Product life cycle services, Asset Efficiency Services are less standardized, therefore, allowing suppliers to differentiate from competition. In order to succeed in this range of services, suppliers need to administer the risks of products failing by a set of resources and capabilities that can predict failure rates (Ulaga, Reinartz, 2011). 3. Process Support Services (PSS): These are services assisting customers in improving their business processes. Manufacturers direct their value proposition in promising to perform an act and their services help to support the customer. Services such as consulting are specific process -oriented actions taken by suppliers to help customer without taking responsibility of the customer’s processes. In this category, customers were willing to pay a high price since this is tailored to the customer context and needs. In order to succeed in this category, manufacturers must gain knowledge of customer processes, analyze them, and then create recommendations to provide the customer with in order to achieve the improvements that were recommended. To further grow in this category, suppliers should aim from relying on channel intermediaries to improving sales approach that help to reach different people in the customer’s organization. 4. Process Delegation Services (PDS): These are services of the supplier performing processes in favor of the customer. For this service, any combination of all four resources and all five capabilities help to launch it. Suppliers gear their value propositions on promising to achieve a performance that purely supports the customer. Unlike PSS, PDS is aimed at the customer’s specific requirements using complex hybrid offerings that involve the customer involvement. In order for manufacturers to succeed in this category, they must be proficient in utilizing a complete set of capabilities and resources that can be used in any combination that tailors to the customer’s needs. Service Transformat ion Model
  • 14. Services Paradoxes Almost 60 percent of American manufacturing firms are incorporating service into their core business offerings. With tougher competition and narrowing margins manufacturing companies have started to shift away from goods dominant logic and have moved into the service industry. Manufacturers are moving to service because of the economic benefits which they can achieve from being more customer centric and strengthening relationships with their customers. Service is an industry buzzword right now and it is expected to bring growth and pro fit to companies which incorporate it. Because of this firms have been making the change and trying to integrate service into their core value proposition. Not all companies are seeing this growth and economic benefit which they were expecting. Some companies are seeing a “service paradox” because of the difficulties in making the transition (Kastalli, et al. 2013). Large scale case studies examining the switch from goods to service dominant logic on the financials of these companies adds to this service paradox. This paradox is revolving around the difficulty that corporations are having changing from their old direction and value propositions. The negative results on the financials might be caused by old metrics used to measure performance for the old way of thinking with this new theory on service. Steering Manufacturing Firms Toward Service Business Model Innovation by Visnjic Kastalli, I., B. Van Looy and A. Neely discuss new performance metric which would better measure the change for manufacturing firms making the switch from goods to service. These new performance metric should be service specific and measure the importance of service quality, customer satisfaction, and loyalty, and the overall relationship with the customer. Customer satisfaction is the new metric which companies should measure with when dealing with service. Having metrics so different from goods manufacturers it is very hard to measure goods and service at the same time. This is part of the problem that firms are having when making the transition into service, they are measuring with the wrong performance metrics. The decision for which metrics to use for product -service companies are even harder because they can be complementary or substitutes. If a firm is too focused on product s they might give away services to facilitate more product sales. This case study on Atlas Copco revealed some very important information for companies looking to make a switch. They found that future product-service companies should complement their product measures of market performance with measures that actually depict the success of service. The findings of the study lead the authors to recommend that adequate implementation requires an integrated set of marketing performance indicators for products and services as well as for the relationship between them. Finding the right balance and combining these metrics is important for a successful transition. This article talks a lot about measurements and metrics for these companies and the importance of performance measurement systems (PMS). These performance measurements are important for both products and services and can be used for a lot of different activities from, formulating, communicating and implementing strategy throughout the organization. PMS is a great tool for setting goals and measuring against those goals. Current product-service companies are facing a gap in measurement for market performance which is important to know due to the threat of a service paradox. Considering this case followed Atlas Copco for three years evaluating their transition there was a lot of information gathered from the study. One of the most important pieces of information was what Atlas Copco used for their service goals. The first was to establish an ongoing contact with each of its customers and secondly to develop a more elaborate and customized service offering for each customer. These goals were developed from the top of the organization and were steered by the PMS. This was an approach at becoming more cus tomer centric and exploiting long lasting relationships to capitalize on lifetime customer value. Along with the potential for a service paradox in manufacturing companies from not focusing on service there can also be too much emphasis on service offering. This phenomenon was documented when to Atlas Copco subsidiaries focused on high end service only tailoring to their top tier customers. Soon the basic services seemed less lucrative and the companies neglected to go the extra mile for basic customer needs. Because of this type of
  • 15. attitude towards certain customers these subsidiaries lost out on building relationships with customers to create lasting value. It is better to start basic and then build your service offerings up from there. The transition for Atlas Copco opened their eyes to being customer centric. The changed which they applied changing from a goods dominant logic to a service dominant logic showed them they needed to be customer oriented and have open innovation. The company started to focus more on the customers and the relationships they were managing with their customers and notice an upswing in performance and profits. The article concludes by stating that service-related market effectiveness represents a critical performance aspect for a couple reasons. One reason is for service to be accepted as a business and to merit subseque nt investment rather than be treated as a support function, they need to demonstrate value potential. Secondly there is a possible conflict in objectives between products and service offerings and it requires management practices including performance measurement systems to capture the interdependencies between the two activities (Kastalli, et al. 2013). The Atlas Copco case is a fantastic learning tool for what happens when a firm notices a need for a change and takes the correct steps, but not all companies can do that. For example, one product company that is no longer in business because it did not make the transition to service fast enough is Blockbuster. Blockbuster was one of the top companies in the home movie rental market along with Hollywood Video, and both of these companies failed to make the switch to service. In the end Netflix came into the market with a service for movie rental which consumers liked more and quickly changed their habits, putting Blockbuster and Hollywood Video out of busines s. Both of these companies failed to be customer centric and pay attention to what their customers wanted. They got complacent in their roles and failed to continuously innovate and make themselves obsolete. Both Blockbuster and Hollywood Video could have made a transition into the service industry had they been customer centric and known what their customers wanted. These companies really missed out on co creation of value with their customers. The article Competing Through Service: Insights from Service Dominant Logic by Robert Lusch, Stephen Vargo, and Matthew O’Brien talks about the difference between service dominant logic and goods dominant logic. The article states that competitive advantages can be enhanced through service. This competitive advantage from service links to superior performance for companies. The article argues that competing through service is about more than adding value to products, which is a good dominant logic. Blockbuster and Hollywood Video were both centered on goods dominant logic and any service they had was an add-on to the product. If they had been more service oriented they would understand that services provision the product and not the other way around. These two companies are perfect examples of what can happen if you do not pay attention to the voice of the customer and get complacent in your industry. With a customer centric approach and an asymmetric business approach companies can successfully make the transition from goods based logic to service based logic just like Atlas Copco did. Listening to what your customers want is a huge clue to where your business should move and more companies are learning that the hard way. It is clear that service paradoxes exist but can be overcome thanks to increasing information from scholars on the topic. The article discussing “service paradox” is a great lead into two of our research questions. The first research question it relates to is what resources and capabilities does a product company need to optimize and maximize their hybrid offerings, and the second question is all about which KPI’s are important. From the article Steering Manufacturing Firms Towards Service Business Model Innovation you learn that most product companies have the resources and the capabilities to move to offering service, they just lack direction and determination. It is easy for companies to say they want to make the switch, just like manufacturing companies can make “me too” products to stay relevant in the market. But the switch to service is an organizational transition and not just a temporary fix for something. Companies have to be willing to go all in and truly invest in a new way of thinking about products provisioning service and not services as a value add. With firms needing to make an organizational transition in thinking this brings us to our next research question regarding KPI’s. Which key performance indicator will a product company use to measure service, most likely one that has been used to measure how well products are doing. Part of the organizational transition that firms
  • 16. are making should also evaluate the metrics they use to measure performance. the article states that adequate implementation requires an integrated set of market performance indicators for products and services a s well as for the relationship between them; combining and balancing different indicators is instrumental for the gradual, well-paced implementation of the services business (Kastalli, et al. 2013). Valve: From Products to Services Through our research we found many cases of how manufacturing can use service innovation to gain amazing competitive advantages but one case stands out. Valve Corp, headquartered in Bellevue Washington, started out in the early nineties developing and selling video games to the masses through traditional means. Video games (at the time) were a product focused industry, thought to be just another toy video games were distributed using physical discs that contained all the content. If the developer wanted to add more content to an existing game they would have to create a new product add-on known as an expansion pack. They would then produce and distribute this add-on as another transactional item but it was dependent on the customers having already decided to purchase the original (or core) version of the game. (Dunn) As internet speeds and availability became more prominent throughout the nineties the video game industry was able to release updates and patches to their products, (fixes and changes made to the original software to correct errors not found in quality assurance testing before release). The internet opened a new medium for content and delivery industry-wide. This was also the advent of massive online multiplayer games in which customers were engaging with each other sometimes on a daily basis and co-creating much of the value for certain games where the focus was competition and interaction rather than an adventure or puzzle taken on by an individual. Furthermore, customers began to create their own content for the games and releasing them for free to the pu blic, often there were entire communities dedicated to certain modifications and additions that were completely customer generated. This customer generated content was enabled by valve who released their development tools completely free to customers in order to encourage higher value being received by those who desired easy access to modifications and additions. (Dunn) One user generated addition that got a lot of attention was a game called Counter-Strike. Counter-Strike was a modification of Valve’s headlining game Half-life’s multiplayer portion and created a separate universe in which the players would play for either a terrorist or counter-terrorist organization. This addition was so popular that valve hired some of the developers who created it and began working on a full separate counter strike game. Already Valve was utilizing co-creation of value to gain insights on what types of games their customers wanted to play. After its release counter-strike became the #1 competitive first person shooter in the world and players around the world would participate in competitions and tournaments for prizes and money treating it much like a competitive sport. As a result Valve decided it needed an easy way to update the game as well as to prevent piracy which had become a huge problem with the advent of faster internet and a lack of tools for fighting piracy. (Dunn) The solution was Steam. Steam was conceptualized as a platform for players to register their games and receive updates and it quickly developed into a means for preventing piracy as well. Once Valve transitioned to Steam it became a required piece of software and you could no longer play Valve games unless you had an account. That account would then contain all of the unique cd-keys in our possession and give you access to updates from valve. In order to increase adoption Valve turned it into a social platform where players had their friends list and they could add anyone they played with in a given game just by knowing their screen name or handle. As the game environment was now multiplayer and multi-customer interactive this proved to be a service players had desired but it had never existed before. Players could now find new friends or add people they already knew who played the same games and then easily join them in an online session, and they now had a reason not to pirate the games as they would not be able to use the online portion or steam, rendering the game almost pointless. (Dunn) As a result they were able to increase the value of using their service even more by creating an even wider value gap or removing potential value gained through piracy. Now they have an entire economy of in -game items and content that is often customer generated, when the customer generates an item (let’s say a custom color for a gun in a game) they release it to the community of players to vote on whether it should be added to the market if it gains enough popularity it is added and Valve gives the player a small cut of the profits if players buy and sell the item (Sivak).
  • 17. To summarize, Valve has created a system in which a majority of content creation for their service is done by the customer, as a result they have amazing engagement with their service. Also, this allows them to offer unparalleled value with minimal effort in continuing content creation. Valve became a thought leader of their industry as they started turning industry issues upside down. Using SD- logic they were able to solve issues like piracy that plagued the entire industry all while crea ting even more value for their customers and increasing engagement. Now Valve has many game titles but they release them only every few years as their primary focus has become their service model. Their service with customers is only about half of it. Because they have gained such a competitive advantage over other game developers in finding ways to engage video gamer market they have also become a B2B service company. They now sell the Steam platform to other game developers so the game developers get access to the benefits of Steam and Valve has become the premier digital distribution and customer engagement service for software developers around the world. Valve continues to find new ways to engage with its customers and create more value. They are cu rrently developing their own operating system and testing concepts for their own game console. However they have made it clear that the core of their business is now the steam service platform and that will continue to be focus of development and innovation, as products will only be a delivery mechanism of the service. (Dunn) Applying Pim den Hertog Framework to Valve: Dimensions Description Valve’s Application Service Concept Service innovation is intangible and provides solutions to a problem. Valve’s Steam platform is unique in its design, implementation and its asymmetric utilization of customer behavior data. The service provided is of such high quality that users no longer pirate their software. Customer Developing a relationship with customers and client while co-creating value in service innovation Valve has effectively built value co-creation into its steam platform for direct consumers as well as for the software publishers that utilize their distribution and engagement services. Service Delivery System in People and Organizations Integrating new internal organizational systems to provide employees of a company to leave room for innovative service. Valve has a created an extremely unique work environment where employees are allowed to work on the projects that interest them with a unified mission. Understand the customer and what will drive them to co-create the most value and create a superior service experience. Service Delivery System in Technology and Processes Implementing advanced technology to go hand-in-hand with service innovation. Utilizing data centers, Valve created a central platform to hold massive amounts of consumer data as well as means for
  • 18. distributing games, a previously tangible product. New Revenue Model Design a new revenue model around the service innovation. Valve has developed two new revenue models: flat service solution fees for distribution and engagement, micro transaction fees for customer or Valve created content for games. New Business Model This dimension combines with the five previous dimensions to present under one strategy. Valve utilizes its distribution platform in order to leverage positive trusting relationships with its customers and distribution partners. The platform provides Valve with real time data that is then utilized to discover buying trends and experiment with pricing and promotions while focusing on creating the most positive experience possible. Indicators of Success: There are several ways to indicate and recognize the success of Valve’s innovations and their competitive advantage in the market place. 1.) Financially: Valve has realized a great deal of success for a software company, or any company for that matter. Because Valve is a privately held company their financials are not public knowledge and the most recent estimates of its value are from a few years ago. According to majority shareholder and founder Gabe Newell “on a per-employee basis, Valve is more profitable than tech giants like Google and Apple. Google made an average $350,000 in profits per employee in 2010. That means Valve sees profits of around $87.5 million at least.” (Chiang, 2011) 2.) Industry advantages: Gabe Newell explains how they solved an industry wide issue of piracy in Russia “In general, we think there is a fundamental misconception about piracy. Piracy is almost always a service problem and not a pricing problem. For example, if a pirate offers a product anywhere in the world, 24 x 7, purchasable from the convenience of your personal computer, and the legal provider says the product is region-locked, will come to your country 3 months after the US release, and can only be purchased at a brick and mortar store, then the pirate's service is more valuable. Most DRM solutions diminish the value of the product by either directly restricting a customer's use or by creating uncertainty. Our goal is to create greater service value than pirates, and this has been successful enough for us that piracy is basically a non - issue for our company. For example, prior to entering the Russian market, we were told that Russia was a waste of time because everyone would pirate our products. Russ ia is now about to become our largest market in Europe (in dollars of revenue).” (Tufnell, 2011) Pim den Hertog Supporting Framework for Service Innovation: Valve was extremely successful in the Service Concept dimension. The Steam program was originally designed to create a simplified way to update the content and build of their game software. Valve initially tested the software to see what type of information they could retrieve and send easily to their customers. During the initial tests they discovered that they would have to provide an incentive for people to register their games for updates as many may have pirated the games and would now have to pay for their license. As such, they began to build in a social platform, something that was previously only available to gamers through third party apps that were poorly designed and often limited because they were external to the game itself. Thus they were able to create an incentive
  • 19. as well as a new opportunity for co-created value by adding a community focused social platform and giving players access to automatically installed updates and additional content if they had actually purchased the game. The most important factor of the Steam platform’s development and success was the customer-centric strategies used by Valve. Before they began to force players to utilize the platform if they wanted to play their games, they made it an optional beta and made many revisions to it as they were able to pursue real time feedback from customers and their PC’s. The mantra of Gabe Newell and thus Valve became customer centricity, focusing not on the development of the product itself, but rather the experience it brought to the user. This focus allowed Valve to create an effective platform to engage customers and solve the piracy issue that had plagued the entire software industry. There are multiple pieces of the Steam platform that are intangible and unique to Valve, but the one that stands out is their corporate structure. Valve has remained a private, employee owned company since its creation. This has allowed them to focus on their customer centric values for decision making. This philosophy has proven time and time again to give them a competitive advantage in understanding the how’s and whys of the users’ experiences. This is emphasized by their unique decision to not have a marketing department. Gabe Newell explains “It [Valve] has no marketing department. Doug Lombardi, the vice president of marketing for Valve, has no employees working under him for the express purposes of marketing. He wasn't given the title for the company's sake, Newell explained, but to assuage the confusion of press and outside observers.” This was to improve productivity and prevent confusion, as the entire company was meant to be listening to the voice of the customer (Mcelroy, 2013). Little did they know at the time, that this unique strategy of utilizing all departments in co-creation and market research would prove to be invaluable, as it helped drive their company into a service model long before their competitors. Since, Steam has become such as massive success for valve multiple companies have tried to repeat the service model, with very little success. One such company is software publishing behemoth Electronic Arts. In 2011 EA released Origin as a way to enjoy their games separate from the steam platform without giving up the social interactivity. (Katkin, 2011) However this proved to be an inept competitive move as it focused on the product rather than the customer. So far Electronic Arts has yet to back down from the competition but it has suffe red several service launch failures and lacks any trust with their consumers, who only see them as a necessary evil to get to some of the products they want and may even pirate them as a result . (Sasaki, 2013) Even though competitors have yet to even come close to catching up with Valve, it remains their mission to continue innovating and maintain their competitive advantage by adding new features that were either thought of internally, by the gaming community, or a combination of the two. Services Added: ● Steam Community Hubs: The community hubs were designed to create a more simplified and interactive social media experience. Hubs are centered around different subgroups including: games themselves, self - selecting groups of customers who want particular content, friends on the steam platform, and activity in the community and games. Using these groups Steam sends each customer a custom page of the most relevant gaming news, community news, and media in order to create the most beneficial experience based on that customer’s preferences and activity data. This has proven to be a great mechanism for value co - creation with little to no work (from Valve) on the actual content being viewed by the customer, because it is community created. (See Appendix B) ● Steam Greenlight: Steam Greenlight is somewhat like a kick starter that is focused on the desires of the Steam community and is funded by Valve. Here’s how it works, first an indie studio submits their idea to the Steam community. The community then votes on their favorite game ideas and at a certain point Valve works on a publishing deal with the indie studio and provides full distribution for the game to help get it completed and in return Valve gets a cut of the game’s profits but does not require exclusivity r ights or any fees other than an initiation fee of $100. (See Appendix C) ● Steam Workshop: As described earlier as an “in-game economy” Steam workshop allows users to create and submit items to be added into the games they play. Currently only about 9 games support full pay
  • 20. economy functionality which requires an in game lottery system and dollar investments from the community. However, there are hundreds of titles that utilize the Steam workshop as a massive co -creation model where players build more value into games without the actual game maker having to lift a finger. This also provides the game makers and Valve with insights into customer’s desires and a community aspect that creates loyalty around the platform and the game maker. (See Appendix D) Evaluating Valve’s Transition from Products to Services To focus in on the important factors that lead Valve to such success with service innovation we can follow the Hybrid Service Model for Service Transformation. This model provides a framework for evaluat ing the service transition itself as well as a good example of a high level roadmap for demonstrating the potential that product companies have to servitize their business. (Ulaga, Reinartz, 2011) Valve started with a Product Life Cycle Services strategy. They would create a game release it to the public through traditional transactional methods and only interacted with the customer if they had problems with the physical product which were CDs. It is important to note that the CDs were only providing access to software for playing a game. This allowed for no value co-creation and Valve was leaving money on the table. As the internet became more extensive and available to more consumers Valve saw it as having the potential to further improve their methods of supporting the product. They entered into the stage of Asset Efficiency Services, this created cost reduction as they began to distribute their own games digitally over the internet. This gave them better access and capability to support the product more efficiently and effectively. They still offered their products in stores through standard distribution as they began to transition to a more digital focused distribution method. Valve starts selling their distribution capabilities to other software distributors as they became the premier offering for a social gaming platform for customer engagement. This was advanced by their community and customer centric strategy of platform bas ed gaming. Through the social aspects of their platform such as, community hubs, and friends lists for joining friends game universes. This is the Process Support Services stage as Valve began to take over the distribution as a means for software developers to get access to Steam’s customer base and have an efficient cloud based platform for distributing their software. Finally, Valve successfully transitioned into Process Delegation Services. This was achieved through utilizing their most valuable asset, the customer. By engaging the customer through service offerings like Steam Workshop (customer created content) Valve was able to continue establishing themselves as a thought leader in understanding the way consumers view their gaming experience and had gone beyond that to create a “Social Gaming Platform” in which customers freely give out data to Valve on their preferences and buying patterns in the gaming industry servicescape. Now Valve offers a complete process take over for selling software. This inc ludes finding optimal pricing, promotions, and community engagement to maximize the profitability of each product by turning it into a service through their platform. Essentially, they have created a platform for service innovation and if you are the gaming industry the quickest way to gain a competitive advantage is to hand over your software to Valve and rely on their expertise to improve your software sales. Valve was very successful in utilizing a Hybrid Offering for service transition. Some may argue that they were in the right place at the right time and as a result have gained a competitive advantage. However, it is clear that they have an intangible advantage as many larger software companies have attempted to servitize in much the same manner and have failed. It seems that one large factor maybe the organizational structure. Valve is the only company among its competitors to have remained an independent employee owned company and as a result they have been allowed room to focus on the customer and innovation rather than stockholders and accountants. That is not to say their decisions aren’t calculated, quite the opposite, they were some of the first to discover that service innovation and asymmetric strategies are more influential than stock prices and thrifty cost cutting and as such have focused all their efforts to this end. Valve is a prime example of success through service transition and has developed into a service transformation.
  • 21. Taxonomy of Valve’s Process of Service Transformation: Type of Offering Description Valve’s Application Product life cycle services (PLS) Services that Support the Product (SSP) Ensuring proper functioning of the manufacturer’s goods during all stages of its life cycle. Valve began in the (PLS) with a manufacturing approach to game development and distribution. A supply chain with brick and mortar stores and a hotline to replace broken defective CD’s and ensure the product worked as intended. Asset Efficiency Services (AES) Services that Support the Product (SSP) Services to acquire increased productivity from assets invested by customers. Valve created Steam as a way to repair parts of the code of the games themselves with feedback provided by customers. They also began using it to prevent piracy of their own games and distribute them in a digital fashion that was more efficient for purchasing. Process Support Services (PSS) Services that Support the Customer (SSC) Process Support Services (PSS) - This is where services assisting customers in improving their businesses. Valve starts selling their distribution capabilities to other software developers as they became the premier offering for social gaming platform for customer engagement. This was advanced by their community and customer centric strategy of platform based gaming. At this stage Valve was still just providing access to their customer base and space on their platform. Process Delegation Services (PDS) Services that Support the Customer (SSC) Performing processes in favor of the customer. Valve enters (PDS) with advanced real time data that has been collected and analyzed over the past several years. They now take over pricing, distribution, and promotions of the game creators products. This platform has become the primary focus of Valve as they have become a model of success in the gaming industry and can perform better service on behalf of their customers.
  • 22. Nike: From Products to Services Nike, From Products to Services: Nike, headquartered in Beaverton, Oregon, was founded by Phil Knight and Bill Bowerman. In the past, Nike has been known to be a product-centric company via apparel and shoes. Historically Nike has promoted its product by simply endorsing the most popular athlete. Michael Jordan, the second athlete signed by Nike but the first to make a real impact on Nike, is a prime example of this. Another way Nike would keep its shoe competitive was to see what its competitors are doing. In the late eighties Nike was still behind Reebok for the top slot in the athletic shoe market. Nike found that the reason for this was because it had not reached out to the women market. Today, Nike has endorsed many different athletes and has created a shoe for both men and women, but so have all the other companies in the athletic shoe market. Nike has found that in order to differentiate its product with its competition, Nike must turn to its services to gain a competitive advantage (ReferenceofBusiness). During the World Cup in 2006 Nike, in partnership with Google, set up a social networking site called Joga.com. The purpose of the site was to have individuals showcase and upload their soccer skills and have the network community comment and share the user-generated content. Joga.com also encouraged users to create a profile to socially network with other users. The site proved successful with over one million fans participating. The success of the site allowed Nike to gain insights directly from the customers (Ramaswamy 2008). In addition to Joga.com, Nike “sponsored street soccer competitions, created a website that would connect fans with their favorite professional athletes, and also sponsored conventional Internet marketing programs”. For example, a video of Ronaldinho was downloaded 32 million times which again allows Nike to gain insight on what the customer finds appealing at the moment. Also, on the “Nike ID” website Nike invited twenty sneaker enthusiasts to compete in designing in a new shoe for Nike. Nike asked the internet community to vote on the designed they found most appealing. This would give Nike further insight to its customer wants. Aside from the competition, every fan was allowed to go to the Nike ID site and personalize their shoes. The designs varied from style to color, including the option of putting the flags of the countries they wanted to support on their shoes (Ramaswamy 2008). Through these initiatives, Nike was able to connect with millions of soccer fans around the world. This opportunity gave Nike the chance to build and promote engagement through internet platform in order to establish strong customer relationships. Being a product-centric company, Nike initially found that managing these new initiatives to be a challenge but would soon recognize that the competitive ad vantage in the sneaker market has shifted from creating value through products to creating value through service (Ramaswamy 2008). The results of the World Cup initiative were clearly positive. Charlie Denson, president of the Nike brand, said that the market reaction to these initiatives helped persuade the company to sustain Joga.com in an effort to build and retain customer relationships, something the company had failed to do in the past (Ramaswamy 2008). Nike incorporates The DART Model: After the success of the 2006 World cup value co-creation, Nike decided to look for a model that could further its co-creation of value with its consumers. The model the decided upon is the DART model. DART stands for dialogue, access, risk-return, and transparency. The goal of this model is to achieve value co-creation between the customer and the company. Dialogue is the idea of interacting with and engaging the customers. Dialogue is focused on shared communications between the customer and company. It helps maintain a loyal community Access is giving the customer the tools to be engaged with the company. In order to gain an understanding of complex dialogue, the firm must give the customer appropriate tools to stay engaged. Risk-return is as defined, it’s the risk/benefit proposition for both the company and the customer. What is the risk if the consumer chooses to engage with the specific product? What is the benefit? From the company’s perspective, what is the risk if the company chooses the launch its idea? What is the benefit? Transparency can be described as shared information. It’s the idea of both sides communicating their thoughts and ideas to one another (Prahalad 2004). Application of the DART Model: In 2008 Nike and Apple collaborated and created a Nike+iPod (or Nike+) platform that encouraged customers to engagement. The platform consist of an Apple iPod music player, a wireless device to connect the
  • 23. music player to running shoes, a pair of Nike shoes with a special pocket to accept the wireless device, and membership in the iTunes and Nike + online communities. The platform encouraged engagement between:  The runner and Nike  The runner/listener and Apple  The runner and other runners  The runner and running experts In terms of the DART model the dialogue involves the parties described above. Through the Nike+ platform runners can engage in nearly real-time conversation online Groups of runners can challenge, encourage, as well as keep track of their friend’s progress (Ramaswamy, 2008). The Nike+ platform allows the runner to create a goal for the world to see. The user can then enter email addresses of people they would like as a support group – family, friends, etc. Each time the user goes for a run, it syncs up the data and lets the support group know that they are that much closer to completing their goal (McClusky, 2009). This type of dialogue is to motivate runners to achieve their goal, but more importantly it allows Nike to gather information on the different runners. Access is simply provided by Nike and Apple. Nike gives the customers the tools through the Nike+ website along with iPod/Sport Kit device (Ramaswamy, 2008). The risk-return proposition applies to both the company and the customer. For example Nike+ enhances the economic value of participation for runners by reducing risk to injury. According to an article titled, Co-creating Value through Customers’ Experiences: The Nike Case, many of the conversations on the Nike+ website are about “proper training methods to avoid getting hurt: why overtraining is dangerous, how to monitor your heartbeat, or whether you should limit your running because of certain recent surgeries.” In summary the risk-return for the runner is to reduce or avoid injury altogether while still enjoying their daily run. From the firm’s perspective, Nike’s main risk is losing its relationship with the customer. Nike+ reduces that risk because runners are frequently interacting with the product through the Nike+ platform (Ramaswamy 2008). Transparency is the shared information from both the runner and the company. Nike provides the runner insights on how it thinks runners should train and what routes they should run. Nike even suggests what types of shoes it thinks the runner should wear based on their locational needs. Nike provides a wide range of information By logging into the Nike+ website, runners can look up the most popular routes, they can look at other runners’ progress, as well as look at their own progress and compare their with other is they so choose too. From the firm’s perspective, Nike+ allows Nike to gain a lot of information on the individual runners. If the runners are dedicated enough, they are most likely to set goals, record their progress, record the courses they ran, the partners they ran with, and even their opinions about running. Nike gathers all this information and it allows them to narrow down their target market which would ultimately lead to more effective spending and profit. The informat ion gather can also be a “goldmine” of ideas that could lead to Nike’s next innovative product (Ramaswamy, 2008). The DART Model: Dialogue Access Shared communications between the consumer and the company The tools provided by the company to encourage consumer engagement with the product Risk-Return Transparency The risk-benefit proposition for both the consumer and the company Ideas and thoughts shared between the consumer and company
  • 24. The DART Model applied via the Nike+ Platform: Dialogue Access The platform encouraged engagement between:  The runner and Nike  The runner/listener and Apple  The runner and other runners  The runner and running experts Nike provides access to its customers through the Nike+ website along with iPod/Sport Kit device Risk-Return Transparency The risk-return for the runner is to reduce or avoid injury altogether by receiving information from the Nike+ web site. For the company, Nike+ reduces that risk of losing customers because runners are frequently interacting with the product through the Nike+ platform Nike shares different aspects of running including routes, how to train, and the ability to compare progress. In return, Nike learns a lot about its consumer Pim den Hertog Supporting Framework for Service Innovation: Nike was successful in 5 of the 6 Hertog dimensions. With the help of Apple, Nike created a great Service Concept platform that highly encourages customer engagement. With just an iPod, a pair of Nike+ shoes, an d an innovative idea, Nike was able to include service into its product -centric company. Nike co-created value through the experience of running. Whenever a runner went out for a run, Nike would gain insights on that individual runner. With these insights Nike also tried to benefit the runner (via routes, how to train) to try to keep the platform more symmetric. Also, through this platform, Nike does a great job with engaging its customers. Nike+ highly encourages dialogue between the runner and the company, and the runner and other runners. Nike would share with the runners various amounts of information about running including how to avoid injury, what routes are best on certain days, and even what shoes they might want to look into buying. In return, the runners would also share their thoughts on running with Nike. In terms of dialogue between the runner and other runners, the Nike+ platform allows runners to set and share goals with one another. Runners would compare their progress with other runners and also motivate runners to achieve their goals. Through the dialogue from all parties, Nike is able to co -create value in service, build relationships, and also gain customer insights. In terms of ‘Service Delivery System in People and Organizations,’ Nike is aware of the success service has had on its company and has made an effort to incorporate service in future products. For example, Nike teamed up with Dime magazine and Facebook and created an application called Ballers Network that allows basketball players to organize real-world games on manage their team online (McClusky). For the fourth dimension of the Hertog model, Service Delivery System in Technology and Processes, Nike was able to implement technology to go hand-in-hand with service innovation. With the help of Apple, the two companies came up with an idea to create a service using the Apple iPod and the Nike+ running shoes. The service created was the ability to interact and engage with the two companies, along with other runners. This engagement created value co-creation between all parties. The fifth dimension is where Nike could improve. Nike has only touched the surface of a new revenue model. Nike was able to gain revenue of $56 million just solely on the Nike+ platform in 2008. The total revenue in 2008 was $19 billion which indicates that most of its revenue came from its products rather than its service. Nike is still in the transition phase from goods -dominant logic to service-dominant logic.
  • 25. When all was said and done, Nike was able to come up with a new business platform. The Nike+ platform allowed Nike to build relationships with its customers which is something that it has never really done in the past. The Nike+ platform was also very information asymmetric. Any information shared on the Nike+ platform was stored by Nike in order to give what Nike thinks its customers what they want. Nike tried to make the platform more symmetric by giving information to the customer but the information the customer provides is far more valuable than any information Nike can provide. In the end, Nike wants to utilize on the idea of service in order to maintain its competitive advantage. Applying the Pim den Hertog Framework to evaluate Nike’s strategy: Dimensions Description Nike’s Application Service Concept Service innovation is intangible and provides solutions to a problem. The Nike+ Platform allows Nike to gain information on individual runners that was previously opaque to the firm. Nike can then use the information to launch new innovative ideas to maintain its competitive advantage Customer Developing a relationship with customers and client while co-creating value in service innovation Nike+ co-creates value by highly encouraging is consumers to not only engage with the company but other Nike+ users as well Service Delivery System in People and Organizations Integrating new internal organizational systems to provide employees of a company to leave room for innovative service. Nike is aware of the success of the Nike+ platform. Nike realizes that it could replicate the success of the Nike+ innovations through other categories Service Delivery System in Technology and Processes Implementing advanced technology to go hand-in-hand with service innovation. Nike teamed up with Apple to incorporate technology into its products. The Nike+ platform uses an iPod along with a sensor inside the shoe. The iPod encourages the dialogue between all parties while the sensor acts like a supplement to the platform allowing users to keep track and compare their progress with other users. New Revenue Model Design a new revenue Nike still primarily gains its revenue from its products, but it is transitioning. $56 million of the $19 billion came from Nike+ Service Platform in 2008 New Business Model This dimension combines with the five previous dimensions to present under one strategy. Nike utilizes its Nike+ platform in order to build strong relationships with its customers. The platform is also information asymmetric in favor of Nike which allows the company to give its customers what they want while also continuing to gain insights and trends of its customers. Evaluati ng Nike’s Transition from Products to Services using a Hybrid Service Model: Nike excelled in the Product Life Cycle Services strategy. Nike would create a shoe, have an athlete endorse it, and sell the shoe until revenues of that shoe began to decline. The reduction in revenue would be the indicator that tells Nike the consumer is tired of this shoe and it’s time to create a new shoe. Nike, as well as is competitors, exercised this strategy for years but Nike knew it was time for a change.