This document discusses co-creation and provides examples of how companies have implemented co-creation strategies. It defines co-creation as developing and improving products and services together with users, customers, consumers, companies, and experts through dialogue. The document notes that consumers are increasingly empowered through technologies like social media and user-generated content. It argues that companies should view the crowd not as a threat but as an opportunity by giving direction to their ideas and starting a dialogue. The document then provides recommendations for developing a co-creation strategy, including determining objectives, choosing the right innovation process phases, identifying needed expertise, selecting target groups, and choosing appropriate platforms. It concludes by presenting examples of companies that have successfully implemented co-creation, such
Tekes Business Opportunities related to migration of work & knowledgeMarc Borremans
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This upcoming Wikimania 2008 tutorial discusses the three principles of “open collaboration” which I believe are underlying wikis, open source, and other forms of peer production.
Co-Creation & Co-Creativity - innovating together with end-users on-line and ...Liliane Kuiper-Hoyng
TNO has a lot of experience with off-line co-creation. On-line co-creation seems to offer benefits for the cocreation process, especially if it is integrated in the companies overall product development process. Current on-line tools also have some drawbacks, but these are quickly being improved in th new generation on-line co-creations platforms.
Tekes Business Opportunities related to migration of work & knowledgeMarc Borremans
How to take advantage of the business opportunities related to the migration of work & knowledge. Workshop related to Tekes BRIC in Design Factory, Aalto University, Otaniemi, Helsinki, Finland on June 16, 2009
This upcoming Wikimania 2008 tutorial discusses the three principles of “open collaboration” which I believe are underlying wikis, open source, and other forms of peer production.
Co-Creation & Co-Creativity - innovating together with end-users on-line and ...Liliane Kuiper-Hoyng
TNO has a lot of experience with off-line co-creation. On-line co-creation seems to offer benefits for the cocreation process, especially if it is integrated in the companies overall product development process. Current on-line tools also have some drawbacks, but these are quickly being improved in th new generation on-line co-creations platforms.
We pitched this presentation on 24 June 2016 in K22 in Ghent. It describes what W4P has become, our process in making it, what you can do with this Open Source template and a brief overview of the first pilots, including their wins and fails.
Open Collaborative Systems (OCS) is a new approach to design the fuzzy frontend of innovation processes. It is based on the principals of openenss and collaboration.
Social Media 2.5 Conference | Research & Development: Innovationsnetzwerke al...Social Media Schweiz
Die Social Media 2.5 Conference fand am 23. Mai 2012 im Technopark in Zürich statt. Die Präsentationen der einzelnen Referate sind auf Slideshare aufgeschalten. Sämtliche Referate sind als Videocast unter www.socialmediaschweiz.ch/html/sm25.html kostenlos verfügbar.
Thoughts on open innovation sandro morghen yutongoSandro Morghen
English version of my observations and conclusions on Open Innovation.
Presented at Hochschule Lucerne, Switzerland on Ocotober 3rd, 2012.
Interesting questions from students were:
Question: Why do you pay innovators for their time/effort rather than to follow the winner takes it all approach? What if people performe weak in a process?
Answer: Because in our process it is not possible to allocate one single author to an idea. The creative content is based on our process setup, a collective result. This is why we pay everybody equally. We don't see Innovation as a game/contest, we see it rather as a form of crowd labour. Being is hard work and it doesn't take a genius. Based on the fact that all innovators answer a whole set of subquestions throughout the process, we can diffuse the risk of receiving bad content from one person. After all, it's just not fair. In our tests we weren't facing quality issues, but of course, had to deal with people who were trying to misuse the system. However, this issue remains manageable with our platform and approach. In our tests we measured about 5% of participants who tried to add random/sabotage content. We are very convinced that we can bring this number with the right quality management tools.
>>>
Question: Are you already online?
Answer: We have a functional prototype which is online but we are going to take it down as we are finalizing our commercial version of yutongo.
>>>
Question: Are you giving support to customers with setting up a project?
Answer: Not in a consulting sense. But the app is based on a step-by-step process and we put all our strength and own creativity in reducing complexitiy and the self explanatory character of the website. You shouldn't be an expert to setup a project with yutongo.
>>>
And a bunch of more questions I unfortunately can't remember. Thanks Hochschule Lucerne for having me and for asking questions. Asking question is very good advisor if you are planning to be creative. Creativity starts with asking the right questions!
Best!
Sandro Morghen, CEO & Co-Founder of yutongo
We pitched this presentation on 24 June 2016 in K22 in Ghent. It describes what W4P has become, our process in making it, what you can do with this Open Source template and a brief overview of the first pilots, including their wins and fails.
Open Collaborative Systems (OCS) is a new approach to design the fuzzy frontend of innovation processes. It is based on the principals of openenss and collaboration.
Social Media 2.5 Conference | Research & Development: Innovationsnetzwerke al...Social Media Schweiz
Die Social Media 2.5 Conference fand am 23. Mai 2012 im Technopark in Zürich statt. Die Präsentationen der einzelnen Referate sind auf Slideshare aufgeschalten. Sämtliche Referate sind als Videocast unter www.socialmediaschweiz.ch/html/sm25.html kostenlos verfügbar.
Thoughts on open innovation sandro morghen yutongoSandro Morghen
English version of my observations and conclusions on Open Innovation.
Presented at Hochschule Lucerne, Switzerland on Ocotober 3rd, 2012.
Interesting questions from students were:
Question: Why do you pay innovators for their time/effort rather than to follow the winner takes it all approach? What if people performe weak in a process?
Answer: Because in our process it is not possible to allocate one single author to an idea. The creative content is based on our process setup, a collective result. This is why we pay everybody equally. We don't see Innovation as a game/contest, we see it rather as a form of crowd labour. Being is hard work and it doesn't take a genius. Based on the fact that all innovators answer a whole set of subquestions throughout the process, we can diffuse the risk of receiving bad content from one person. After all, it's just not fair. In our tests we weren't facing quality issues, but of course, had to deal with people who were trying to misuse the system. However, this issue remains manageable with our platform and approach. In our tests we measured about 5% of participants who tried to add random/sabotage content. We are very convinced that we can bring this number with the right quality management tools.
>>>
Question: Are you already online?
Answer: We have a functional prototype which is online but we are going to take it down as we are finalizing our commercial version of yutongo.
>>>
Question: Are you giving support to customers with setting up a project?
Answer: Not in a consulting sense. But the app is based on a step-by-step process and we put all our strength and own creativity in reducing complexitiy and the self explanatory character of the website. You shouldn't be an expert to setup a project with yutongo.
>>>
And a bunch of more questions I unfortunately can't remember. Thanks Hochschule Lucerne for having me and for asking questions. Asking question is very good advisor if you are planning to be creative. Creativity starts with asking the right questions!
Best!
Sandro Morghen, CEO & Co-Founder of yutongo
Andre Dan: Enterprise Social Networking In France Conference 2009André Dan
Here is a conference which I had a great pleasure to give at the ’Social Networking Conference’ in London in September 2009.
I was lucky to meet other international experts, and users from all over Europe.
Let’s exchange openly!
Open Innovation - Best Practices for Raw Material CompaniesTimo Ropponen
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Presentatie workshop 2 op 6 november 2009: Hoe kan ik nieuwe producten maken in co-creatie met klanten, opdrachtgevers en (nieuwe) partners?
Meer info op http://weblog.tno.nl/bic
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Martijn Staal (TNO) geeft in zijn presentatie, gegeven tijdens het Co-Creation Event 2009, een overzicht van de specialismen op het gebied van co-creatie en de ontwikkelingen in de markt.
Martijn is consultant op het gebied van Informatie en Communicatietechnologie bij TNO. Als inhoudelijk consultant adviseert hij organisaties over de inzet van nieuwe media
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TNO heeft in samenwerking met Blue Mango, ClickValue, Maximum en Netprofiler onderzoek gedaan naar de betrouwbaarheid van webstatistieken. Belangrijke vragen hierbij waren in welke mate verschillen reëel en acceptabel zijn, hoe de betrouwbaarheid van webstatistieken voor een specifieke implementatie van statistieken te bepalen is.
Deze resultaten van het onderzoek zijn op woensdag 25 maart gepresenteerd tijdens een meeting van Web Analytics Association Nederland.
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Idea for social book community in which readers instead of publishers decide what books are published. This idea was used for the internal TNO elevator pitch for new ideas. The idea has partly been based on webook.com.
Business Week publiceerde eind 2007 in samenwerking met BCG een top 10 van de meest innovatieve bedrijven ter wereld. Wie zitten er in de top 10 en wat maakt deze bedrijven zo innovatief?
At Techbox Square, in Singapore, we're not just creative web designers and developers, we're the driving force behind your brand identity. Contact us today.
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8. Tapscott Von Hippel
Co-creation:
Develop and improve products
& services together with
•Users & customers
•Consumers
•Companies
•Experts
And very important: dialogue!
Prahalad
Howe
9. “more than 50 percent
of product initiatives at
Procter & Gamble involve
significant collaboration
with outside innovators”
Video: https://secure3.verticali.net/pg-connection-portal/ctx/noauth/PortalHome.do
10. 1 2 3
Co-creation as enabler of
marketing & innovation objectives and
starting dialogue about customer needs
Concept Development Testing Use
CO-CREATION OBJECTIVE
•New products
•Cost savings •Loyality
•Market share
•PR •PR
•PR
Ideas Domain Info about Ideas for
expertise Needs improvements
11. Basics of
Co-creation:
The crowd
(almost) always
knows better
24. “What are the most promising cases?”
“Wollig 'enerzijds-anderzijds' verhaal. “
…..
“WTF is social tagging: spreek je moers
taal!)? Kinnesinne?”
…..
Co-creation with users
can be fragile
25. 1 2 3
Important questions
1. Which marketing & innovation objectives must be reached?
2. Co-creation in what part of the innovation process?
3. What expertise do you need?
4. Which target groups needs to be involved?
5. How can the target group be motivated?
6. What departments and persons in the organization must be involved?
7. What co-creation specific functionality is needed?
8. What platform is most suitable?
Answers are different per objective
26. Per phase expertise, target groups
and needs are different
Concept Development Testing Use
Experts ●
Pro-Amateur ●
Mass
audience
● ●
Expertise
Size
27. ?
Involvement of the right
departments & persons
is of huge importance
•Marketing & communication
•Innovation
•Developers
•MT
•..
29. Platforms per 1 2 3
target group
(offline & online)
Experts
Pro-Amateur
Mass audience
Internal, own management External
& control & open
30. •Consumers can upload their designs
•3000+ designs per week
•Costs: 12 FTE
•Advantages:
- Customers 2,5 million LEGO fans
- Animation & computer games
-Magazines & LEGO WORLD with 70.000 visitors
-Because of community more mature users
From decreasing revenue to
fast growing turnover and
2,5 million fans
31. •Focus on professional partners and gebruikers
•Development of applications
•# apps: 15.000+ in 0,5 year,
140.000+ apps in 1,5 jaar
•>3 mrd downloads
Controlled
& External
33. •Focus on young professionals and students
•5.000 registrations
•€5.000 per battle
•Until now 70 battles
•On average 50 ideas per battle
On demand &
closed
34. De Windvogel
Private initiative
& open
•Particulier initiatief ogv windenergie
•Vereniging exploiteert 4 windturbines,
ca. €500.000 per stuk
•Levert energie aan leden en
verkoopt energie aan Eneco
•Voldoende energie voor ruim
1600 huishoudens
35. 1 2 3
Completely open
•Objective: efficiency, knowledge development
and sharing
•530 festival program tips
•900 tips via social media
•40 participants on the Open Festival model
•A lot of positive feedback
36. Platforms per 1 2 3
target group
(offline & online)
Experts
Pro-Amateur
Mass audience
Internal, own management External
& control & open
37. Evolution of internal co-creation organization
Co-creation Capabilities
Phase 1: Start
•Project focused
•Experiments & pilots
Phase 1 •Learn to be ‘open’
•New roles & processes
•Change management
Start
Time
Bron: Ninesigma, 2009
38. Evolution of internal co-creation organization
Phase 2
Co-creation Capabilities
Consolidation
Phase 2: Consolidation
•Best practices
•Workflow processes are
Phase 1 defined
•Metrics structure is used
•Co-creation as part of
the Corp. strategy
Launch
Time
Bron: Ninesigma, 2009
39. Evolution of internal co-creation organization
Phase 3
Integration in organization
Phase 2
Co-creation Capabilities
Phase 3: Integration
Consolidation •Co-creation strategy is
presented internally and
externally
•Organization wide, well-
defined CC processes
•Standard metrics and
Phase 1 dashboards
•Knowledge has become
competitive strength
Launch
Time
Bron: Ninesigma, 2009
40. Conclusions
• Go experiment with co-creation, but develop a
co-creation specific strategy
• Take customers & users serious
• Transformation of internal organization is
essential!
42. E-participatie / co-creatie model: Een modulaire
aanpak
E-participatie en Is er een match met de organisatie?
co-creatie 1: Maturity •Type organisatie
model •Doelstellingen, missie & strategie
model •Cultuur & ervaring
Is er een match met het probleem?
2: Matching •Doelstellingen & strategie
•E-participatie karakteristieken
model •Cultuur & processen
•Crowd karakteristieken
Hoe succesvol te zijn?
3: Implementatie •Doelstellingen & strategie
model •Cultuur & processen
•Crowd karakteristieken
•Tools
Wat is het succes?
4: Evaluatie •Key performance indicators
model •Meten van impact / waarde
•Learnings
42