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Introduction
Unpredictable transformations have introduced complexity in the business
environment. In most industries, continuous and effective innovation is widely
recognized as a major source of sustained competitive advantage. However, leading
innovation is more onerous than in the past due to the ever changing customers needs
and to an increased quality and quantity of knowledge required to innovate. Both
multinationals and small- and medium-sized enterprises are unable to sustain the costs
of innovation by themselves; therefore, they are increasingly collaborating with other
companies in order to share the costs, the knowledge, and the technologies needed to
The author thanks the food company for their help, Professor Pierpaolo Andriani, Salma
Alguezaui for their inspiration.
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competitive advantage (Thomke and von Hippel, 2002). Since products are more
complex, the knowledge capital required to produce a new product has increased in
quantity and in quality.
The open innovation model has been argued to face these challenges by involving
different stakeholders into the NPD process. This model assumes that valuable
innovations may be produced outside the firm (Chesbrough, 2003), and from different
players, such as customers, suppliers, manufacturers, universities. In this paper the
focus is on one specific companys stakeholder: the customer. The idea that some
customers can be the source of innovation is an old idea in industrial marketing
research. Much research has been undertaken in this area highlighting the contribution
of lead-users to new products development, namely a hard user of technologies that
manifest needs that will emerge in the market some months or years later (von Hippel,
1986, 1988). von Hippel (1988) provided evidence that lead-users are a source of
unique and useful data for new product concepts in the field of computer-aided
design of printed circuit boards. He also found that lead-users were the
developers of about 80 percent of the most important scientific instrument
innovations, and of most of the major innovations in semiconductor processing (von
Hippel, 1988). Further, research proved that lead-users are willing to create products
that produce eight times higher sales than products based on in-house ideas (Lilien et
al., 2002). In different typologies
of product such as sports equipment products (Franke and Shah, 2003; Lu thje et
al., 2005), surgical equipment (Lettl et al., 2006), video games ( Jeppesen and Molin,
2003),
open source software (Lakhani and Wolf, 2005), and toys (Seybold, 2006) research
has found that groups of dedicated and knowledgeable users provide knowledge and
ideas for product and service innovation and improvement. However, in previous
research, innovators can be regarded as rather extreme users; in many cases they
were even developers since they possessed the ability to implement their ideas
into workable prototypes (Kristensson and Magnusson, 2010).
Nevertheless, some scholars have criticized the involvement of users and leadusers into the NPD; these arguments are mostly built on the assumption that users
do not own the sufficient technical knowledge for producing innovations
(Christensen, 1997), or that customers are not able to properly articulate their needs
(Leonard and Rayport, 1997; Ulwick, 2002). The risk of listening too much to
customers is that these companies may develop only incremental improvements
(Lojacono and Zaccai, 2004; Christensen, 1997).
2. Customer co-creation
The advances of the internet, the new role of customers, and the new possibilities for
involving customers in the NPD process have been discussed by Prahalad and
Ramaswamy (2004). These authors state that the role of the customer is changed from
isolated to connected, from unaware to connected, from passive to active. They state
that the NPD process can be viewed as a process of co-creation engaging marketers
and customers (Prahalad and Ramaswamy, 2004). Thanks to the internet and social
media, which enable customer-to-firm and customer-to-customer interactions,
companies can now create value with them.
Related to the co-creation concept is the service-dominant (SD) paradigm
developed by Vargo and Lusch (2004). This model assumes that marketers should
focus more on the services associated to products, rather than only on the products.
Thus, the SD logic contrasts with the goods-dominant logic (GD logic), and it
assumes the primacy of intangibles, like knowledge, in the generation of value. In
the SD logic, value is
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2006; Rowley et al., 2007; Fu ller and Matzler, 2007; Kohler et al., 2009;
Kristensson and Magnusson, 2010; Fu ller et al., 2011).
For instance, Pru gl and Schreier (2006) investigated how users innovate the
toolkits
available in The Sims. They found that customers engagement in innovation
activities is long-lasting, continuous, evolving, and intense. Rowley et al. (2007)
illustrate through a case study how Flexifoil, a leading player in the international
sport kiting market, creates hype about its new products through its customer online
community, which has led to sales increases. Their findings suggest that for
enhancing customers co-creating experiences, marketers need to foster a sense of
community among users, to facilitate communication within the community, to
respond to feedback and to continuously develop and keep the community
relationship (Rowley et al., 2007). Fu ller and Matzler (2007) explored how Audi
has used virtual prototyping (virtual product experiences) to enable customers to
express their latent, so far unknown, needs and to develop customer-centered, really
new products. Kohler et al. (2009) describe how companies can engage customers in
virtual worlds, such as Second Life, for NPD purposes. Kristensson and Magnusson
(2010) analyzed how customers can best be managed in order to contribute their
ideas to the early stages of the NPD process for new service development. They
found that innovators with high use experience who are unaware of any
technological restrictions tend to produce service ideas that are more radical in
nature, whereas innovators with high use experience who are aware of
technological restrictions tend to produce service ideas that are more incremental in
nature. Fu ller et al. (2011) focussed on the Swarovski jewelry design competition
in order to understand how to design co-creation experiences for idea and design
competitions in order to achieve superior outcomes. Their results highlight that cocreation experiences significantly impact both the number of contributions as well
as the quality of designs submitted by users. In particular, they showed that a sense of
community, autonomy, joy, and competence contributes significantly to participants
positive co-creation experience.
Thus, some scholars (Lilien et al., 2002) suggest that companies need to learn how
to
harness customer competences and knowledge. To date, still little is known about the
innovation results companies are achieving through co-creation initiatives at early
stages of the NPD process (Fu ller and Matzler, 2007; Kristensson and
Magnusson, 2010). Moreover, few studies focus on how customers are being
involved at early innovation stages through the web and social media. Within this
context, this paper attempts to fill these gaps. Through a single case study, we
describe the strategies implemented and the results achieved by an international
food company who is involving customers at an early stage of the NPD process.
The case study approach will enable the exploration of the kind of resources
customers are sharing, and how valuable are they for product innovation.
4. Methodology
A case study method has been adopted because the phenomenon under investigation is
new, it is hard to find similar researches, and the study attempts to increase
researchers understanding of such phenomenon (Eisenhardt, 1989). Moreover, since
our aim is to explain the how of co-creation at the early stage of the NPD process,
the case study is an appropriate methodology to investigate this issue (Yin, 1994).
Case studies can involve either single or multiple cases (Yin, 1994). A single case
study has been adopted and an international food manufacturing company has been
selected as being a popular case of successful consumer co-creation in the food sector.
Another reason is that there are still only a few examples of companies co-creating
with customers.
According to Yin (1994), there may be descriptive, exploratory, and explanatory
case studies. The present case study offers a description of the strategies used and the
results achieved by the company which has successfully involved customers at an
early stage of the NPD process.
The procedure proposed by Eisenhardt (1989) for handling a qualitative analysis
has been adopted. This includes the definition of the content of the analysis, the
selection of relevant cases, the analysis of the collected data, and the discussion of
the implications. With regard to content, the analysis has been focussed on
understanding the customers co-creation phenomenon at early NPD stages in the
context of the food sector. Thus, Nambisans (2002) criteria to analyze the virtual
customer environments created by companies (interaction patterns, knowledge
creation) was partly followed. Additionally, information about the goals of the
company, the NPD stage in which the consumer has been involved, and the
results achieved have been collected. The international food company of this case
study has been selected because it represents a rare case of co-creation in the food
sector. This company is a successful case in terms of innovation achieved through
customers involvement in the idea generation and screening phase by using social
media and the web. Different methods for data collection can be used in case
study research, such as qualitative, quantitative, or both (Yin, 1994). A qualitative
approach to data collection has been adopted since the phenomenon under
investigation is new and the study aims at explaining the how of co-creation. Yin
(1994) proposes a combination of different sources of evidence, namely data
triangulation, for data collection. In the current case study the following sources
have been adopted: interviews with marketing and R&D staff, non-participant
observation of the web site, documentation, and archival resources.
5. Co-creation in the food sector
5.2 Company overview and co-creation initiative
The company selected for this case study is a global player in the food sector,
exporting to more than 100 countries their range of products including pasta, pasta
sauce, bakery products, and crisp bread. The group employs more than 15,000 people
and in 2009 had net sales of more than 4.1 billion euros coming mostly from
European countries.
In March 2009, the food company launched in Italy a collaborative innovation
platform with the aim of listening to customers voice, and also for gathering their
ideas:
[y] this project does not speak to somebody, it listens; it does not say, it does (head of
digital marketing).
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On this co-creation platform customers can submit ideas that they want to see
implemented by the company for satisfying their needs and desires, or what is
important to them. Customers can submit ideas into five different categories:
branded products (ideas for new products, new ingredients, and new recipes), brand
promotion (context of usage of products, new ideas, and feelings associated to the
consumption process), products packaging (design, shape, size, and materials),
corporate social and environmental responsibility, and an other areas section.
There are a few norms customers have to respect before submitting their idea;
thus, ideas must be original and new and not violating any copyright, name, brand,
patent, or any other third-party right. To submit an idea, customers must register to the
web site. The community is moderated by the companys editorial staff and customers
have to respect netiquette rules.
Once customers ideas are received and published on the web site, these ideas are
screened only by the customers community; in fact, customers can vote for the best
ideas or leave their comments, explaining why they have voted for an idea or how
they suggest improving it. The company pledges to implement the ten most voted
ideas; however, they reserve the right to select the least voted ideas if considered
profitable. The idea generation process is continuous and no deadline has been
set up; once the ten best ideas are selected, the voting process starts again. The
outsourcing of the idea generation and screening process applies only for the ideas
produced on the web site. The idea generation and screening process are
followed by an internal business feasibility analysis of the most voted ideas. The
evaluation process and the time needed to implement an idea are clearly explained
and updated on the web site, showing the companys commitment to openness and
transparency.
No tangible reward for the authors of the selected ideas has been defined by the
company, the winner is invited at the launch of the new product resulting from
the idea. Thus, during the registration process, customers may also agree to receive
the surveys organized by the company.
The communication between the company and the customers registered to the
web site is based on a peer-to-peer, informal interaction. The company facilitates
customers conceptualization of ideas through a tutor, a companys staff available
through skype or messenger, which is responsible for explaining to users how
to use the web site and how to develop ideas in a clear and descriptive way. The task
of the tutor is to help users to improve, refine, conceptualize, and propose new
ideas, namely the conversion from tacit to explicit knowledge (Nonaka and
Takeuchi, 1995). In addition, marketing and R&D staffs communicate informally
with customers and provide an answer to all ideas, both feasible and unfeasible.
Marketing staff also explain customers why some of the best ideas have not passed the
evaluation process. Increasingly, they share information about important events,
timing of new products launch, and about the products developed from customers
ideas. The co-creation platform is also integrated with other social media, such as
Twitter and Facebook.
5.2 Company achievements
The innovation results achieved by the company can be measured by the number of
ideas received, voted, and implemented by the company. In 35 months since its launch
(from March 2009 to February 2012), the co-creation platform received a total of
5,109 ideas (an average of five new ideas per day), 10,015 comments, and 103,783
votes (company data, February 29, 2012) (Table I).
Ideas
Number of
Category
1. Product area
New biscuits
New snacks
New bread products
Other products
New ingredients
2. Promotion area
Prizes
Point of sales
Points collection
Competitions
Event
Other topics
3. Packaging
Shape and format
Materials
Information on packaging
Other topics
4. Corporate social and environmental
responsibility
Social responsibility
Environmental responsibility
Other topics
Total
2,995
988
830
338
540
259
1,255
404
61
233
144
133
280
540
275
82
43
138
355
176
74
102
5,109
pipeline
stage of evaluation
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1
10
14
For the product area, the company has received a total of 2,995 ideas, a total of 1,255
ideas were received for promotion area, the web site received also 540 ideas for the
packaging, 355 ideas about the companys corporate social and environmental
responsibility, and four ideas in the other ideas area (company data, February 29,
2012). According to a marketing manager: more than half of these ideas are
original. The originality, value, and feasibility of the ideas received can be
ascertained by the number of ideas implemented by the company in a very short
period of time since its conception:
Up to now, we have already implemented nine ideas, and many ideas are in the final stage of
evaluation [y] most of these ideas are very interesting and valuable to us, for this reason
they have been implemented in a very short period of time (marketing staff).
Among the ideas implemented, customers proposed an idea for the development of
a new line of wheat meal biscuits, which gave birth to three new types of biscuits
(company data). The request of a new, more functional shape of a breaded product
gave birth to a new product, and to correlated ideas about gadgets customers would
like to find in the package of the new product (company data). Among the
other ideas implemented by the company, there were some ideas about packaging,
such as: an idea for a more effective packaging of rusks, another one for a fully
recycling packaging for all products, and for a luminous packaging for a star-shaped
biscuit. Among the nine ideas implemented, there is an idea for a new ingredient for a
type of snack, two ideas to put back on sale a type of biscuit, and a snack. Customers
also suggested and voted the idea of receiving an e-mail notification for every new
survey conducted by the
Table I.
Number and typology of
ideas received, already
implemented, in the
pipeline, in the final stage
of evaluation until
February 29, 2012
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company. All these ideas were originated and voted by customers, and later
implemented by the company in a very short period of time. These ideas lead to the
development of new products and services, which were not originated or proposed
by the companys R&D and marketing department, rather by ordinary customers.
Thus, the importance of customers ideas for the companys innovation activities has
been emphasized by the head of digital marketing:
[y] when you use digital communication you need to give something back to customers,
we did not pay them, however we put their ideas in practice [y] they asked us to put
back on sales a biscuit called [y] and we did [y] they told us that they wanted a new
packaging for a popular type of biscuit [y] and we gave it to them [y] these ideas
were born in the cocreation platform, we did not think about them, this means
innovation!
In addition, the idea for the development of wheat meal biscuits triggered the
development of an innovative process to produce them, namely the steamed-oven
cooking:
The steamed-oven cooking is a process developed to keep the freshness, the taste, and the
nutritional properties of the new line of wheat meal biscuits, which is consistent with
the quality level of most of our companys products [y] this is innovation in the innovation
(R&D staff).
Moreover, the company has created a database with a sample of customers that are
involved in real market research conducted by the company. Registered users can
decide whether to participate to such surveys; in doing so, they collect points that
can be redeemed with the companys products. This strategy has enabled the company
to collect in a cost-effective way huge amount of information about customers needs
and desires, which is not possible to collect through traditional research methods.
As stated by the head of digital marketing:
[y] people freely participate to real market researches [y] .we have constituted a panel
of over twenty thousand people [y] we conduct regularly surveys on everything [y]
from testing the level of appreciation of the name of a new product, to the customers
breakfast behavior [y] which is very valuable to us since it can be used for the
segmentation of the market and for other purposes [y] we have learnt that involving
customers through digital channels is much more convenient, effective, practical, and
immediate than doing N market research or focus groups [y].
6. Discussion
Previous marketing studies on online co-creation have mostly focussed on
relationships management (Hoyer et al., 2010), or on the development of online
communities for increasing sales, failing to discuss the innovation potential of
online customers co-creation activities (Rowley et al., 2007). In innovation
literature, some studies have investigated the online customers co-creation process,
focussing on very specific cases, such as: how to involve customers in online
design competitions (Fuller et al., 2011), how users innovate the toolkits in a
popular game (Prugl and Schreier, 2006), how companies can engage customers in
virtual worlds for innovation purposes (Kohler et al., 2009), or they studied the
differential impact of users experience on the degree of innovativeness of the idea
generated (Kristensson and Magnusson, 2010). The present study contributes to the
literature on online customers co-creation and it is the first study in the food sector
that analyzes customers involvement at the fuzzy front end of the NPD process.
Thus, this is one of the first studies that provide an in-depth analysis of the results
obtained through co-creation initiatives.
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Findings show that through the web and social media, marketers may rapidly
and costly get to know customers needs and how to satisfy them, which decrease the
need for inputs from traditional market research, considered ineffective at gathering
such kind of knowledge (Mahr, 2011; Hamel and Prahalad, 1994). In particular, the
present study demonstrates that involving customers in the NPD process is also
beneficial in terms of marketing intelligence generated at cheap costs. Findings
highlight that the international food company does not need to conduct expensive
and time-consuming market research for testing whether new ideas will appeal the
target market. In fact, the company has capitalized on the number of contacts acquired
and the affection generated among the community of customers to involve them in
other valuable activities, such as the participation in online surveys. The firm conducts
market research through its web site, which provides several advantages compared
to traditional market research. First, the respondents of the companys market research
voluntarily decide to participate to the companys surveys; second, they can decide
whether and when to participate to such surveys; therefore, it can be inferred that
they are more likely to provide honest answers. Findings show that differently from
traditional market research, an online market research is less expensive, and can
generate a higher number of responses in a short period of time.
The web site has been used by the company to engage customers in the co-creation
activities. Here, customers could propose, discuss and vote ideas and interact
with the companys staff. The blog within the web site has enabled the adoption of
interactive communications, based on peer-to-peer, transparent, and informal
communication. An interactive and peer-to-peer communication between the
companys marketing and R&D staff and the customers has contributed to creating
a feeling of trust between the company and its customers. Providing transparent
communications about the idea evaluation process and providing a constructive
feedback to every new idea were important strategies to engage customers. The
company has also appointed a tutor to facilitate codification of customers tacit
knowledge and ideas. These facilitators have enabled those customers to express
these needs and desires, and to codify such form of customers tacit knowledge in
terms of ideas expressed in the form of text. In literature it has been discussed that
customers are not able to properly articulate their needs (Leonard and Rayport, 1997;
Ulwick, 2002); thus, the adoption of facilitators, and the comments provided by
other customers to refine the ideas, may be important mechanisms to overcome
such a problem. The facilitator and other customers have contributed to provide a
clear and unambiguous definition of the idea submitted, which is a key objective
in the fuzzy front end, since it facilitates the subsequent development stage
(Tidd and Bessant, 2009).
7. Conclusions
This is the first study that analyzes customer involvement at early stages of the NPD
in the food sector. The case study illustrates how an international food
manufacturing company has successfully involved customers in the fuzzy front
end of the NPD, contributing to the literature on customers co-creation.
The results of our case study show that companies can obtain several benefits by
engaging customers at the fuzzy front end of the NPD. Involving customers at these
stages may lead to effectively and rapidly matching emerging and latent customers
needs. The results achieved by the company in this case study have shown that
customers are capable of producing original, new, and feasible ideas, which are highly
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Corresponding author
Raffaele Filieri can be contacted at: raffaele.filieri@northumbria.ac.uk
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