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AY 2021-2022/S2 Introduction to Business and Management (CELEN041)

Case Study for Week 5/Lecture 5: Brick by Brick: LEGO.

Key concepts learnt this week: Creativity vs. Innovation, Types of innovations (product, process,
position, and paradigm), Sources for innovation, Closed and open innovation

INSTRUCTIONS TO STUDENTS

This is the student-centred discussion seminar. Tutor will only guide you to work through the case
study in the IBM Seminar 5.

Before attending this seminar, you should prepare for it by reading Lecture 5 PowerPoint slides
and Chapter 13, pp. 405-413 of Dobby’s textbook, attempting all questions, and bringing well-
prepared answers (or notes) to the class.

During this seminar, you should actively join the discussion.

After this seminar, you should reflect and revise your answers.

Brick by Brick: LEGO

The Danish company Lego is one of the most famous brands in the world. LEGO toys have captivated
children and their parents for 80 years all over the world. Its origins lie with Ole Kirk Christiansen,
he named the company ‘Lego’ from the Danish words leg and godt, meaning ‘play well’.
His early products - wooden pull toys, piggy banks, cars and trucks – were reasonably successful but a
key turning point for the business came in the 1940s when they began making plastic toys including a
truck which could be taken apart and re-assembled. In 1949 Lego began producing a set of
interlocking bricks. The now familiar Lego bricks appeared on the market in 1953 but were not
initially very successful, partly due to poor perceptions amongst consumers and retailers of plastic
toys. By 1959 the company had concentrated solely on plastic bricks and related products. They began
to add wheels, figures, targeting and segmenting different markets, switching from cellulose acetate to
acrylonitrile butadiene styrene (ABS) plastic, adding instruction manuals, etc.
In 1968, the company opened a theme park which displayed miniature towns with a variety of features
all made form Lego bricks – and which attracted over 600,000 visitors in its first year of operation.
Underpinning the physical toys was a growing element of ‘storytelling’, using home grown stories
like medieval knights, pirates or space adventures but also linking into key film themes like ‘Star
Wars’. Growth continued throughout the later years of the 20th century with Lego becoming one of
the top ten toymakers worldwide, and with a wide range of products standing on their basic platform.
Fortune magazine named Lego as ‘toy of the century’ in 1999.
However, by the late 1990s the company had begun to run into difficulties. In their main product area
low cost ‘good enough’ quality competition was making inroads into their market – a classic example
of disruptive innovation similar to the low-cost airline revolution. For example, Mega Bloks, began
offering a wide range of competitively priced building toys which rapidly pushed Lego along the shelf
space of many stores. At the same time, a large section of their traditional market – young boys – was
increasingly being drawn away from building models and into the world of computer games. And
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AY 2021-2022/S2 Introduction to Business and Management (CELEN041)

finally, Lego was a global company but based in a high cost economy, its supply chains were long and
expensive.
The combination of these circumstances saw the company increasingly losing money and market
share and the crisis peaked around 2003 with a reported loss of $240m. The arrival of the new CEO
injected $178million from the family, extensively rationalized and cut costs in supply chain and
factory location, together with a rethink of the product development strategy.
Historically, Lego was an extremely private company that tightly controlled its products and
intellectual property. However, things began to change in the late 1990s. It included extensive
learning about new ways of working with users as designers as part of the product innovation
approach. In 2005, Lego created the ambassador program to provide a fast and direct way for the
company and its fans to get into contact with one another. For the Lego Group, the program has
offered exposure to new ideas, new technologies and new business partnerships. A second important
feature in this learning process has been the opening up of the design process to outsiders. An early
product aimed at competing with the growing computer games sector was Mindstorms – a
sophisticated Technic-based kit with a programmable brick, various sensors and actuators and a
simple user programming language. This allowed users to create a variety of programmable models
which would carry out various movements. A growing user community began setting up websites,
over 40 ‘recipe’ books were produced, and all sorts of hardware and software add-ons were
developed.
Lego Universe – the next stage?
The process of identifying and working with an increasingly wide range of users and communities has
transformed part of Lego’s business. It still makes bricks and toys designed and sold in the
‘traditional’ fashion. But in parallel a new business has grown which engages users at the front end of
innovation, designing and co-creating their own products. Importantly designs by one user might be
attractive to others and so it is not simply a version of ‘vanity publishing’ but an interesting extension
of design and marketing into the open-source world. In adopting an open approach Lego has
managed to bring users into its world – rather than have a growing body of users designing and
exchanging ideas outside – for example there is a vibrant independent Lego User Network called
LUGNET.
The latest development brings several of these strands together. Lego Universe is designed as a
Massive Multiplayer Online Game (MMOG) like ‘World of Warcraft’ and others. But the difference
is that the characters and creatures in Lego Universe are digital models crated by the children who
play in the game. Since – through projects like Lego Factory – Lego knows how to create custom
toys to user designs it is now possible to have not only your own digital character playing in a virtual
game but also it have its physical representation to play with in the physical world. In this process
Lego unites its storytelling tradition with its brick [making and platform advantages but allows the
creativity and imagination of its users to shape the real and virtual elements in the game.

Sources: D. Robertson, B. Breen (2014). Brick by Brick: How LEGO Rewrote the Rules of Innovation and
Conquered the Global Toy Industry. Currency Publisher. https://www.lego.com/en-us/aboutus/lego-group/the-
lego-group-history/ https://innovisio.blogspot.com/2013/07/case-study-in-managing-innovation-lego.html

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AY 2021-2022/S2 Introduction to Business and Management (CELEN041)

INDIVIDUAL PREPARATION (Reflect on the following questions to check your


understanding of the case)

Make sure to understand what you have read. You can answer the following comprehension
questions.

 What were LEGO’s early products?

 What challenges did LEGO face during its development?

 How did LEG do to overcome the obstacles?

 Has LEGO’s business transformed?

GROUP DISCUSSION QUESTIONS (Then reflect on the following questions that


will be discussed during the seminar)

1) Using the model of 4Ps (product, process, position, paradigm) of innovation, what
kind of innovation was LEGO?
Products
Making interlocking bricks made out of plastic, at that time people are more
familiar to wooden toys.
Process
Provide better way to deliver their products by iving manual, opening themepark.
Position
Segmenting different markets, switching from cellulose acetate to acrylonitrile
butadiene styrene (ABS) plastic, adding instruction manuals. They segment their
customers to children, then in 1990s also targeting brand or movie’s fans by
releasing official collaboration lego sets.
Paradigm
They start to make lego accessible online by having digial character, etc.
2) What source of innovation did LEGO use?
Open source
3) Think about ideas to expand the appeal of LEGO through new uses or new markets.

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