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Collaborating With
Customer Communities:
Lessons From the
Lego Group
Lessons From
effectively
with their
customers?
areas without having to sustain long-term fixed costs. Consider, for example, a service innovation
• For the adult fans, collaborations have allowed called Auczilla that was introduced in 1995. It en-
them to influence Lego’s business decisions and encour- abled people (often adult fans) to buy specific
age the company to develop products targeting teens (often huge) quantities of Lego pieces online. Auc-
and adults. In some cases, Lego has decided to back zilla’s successor, BrickLink, which began in 2000,
businesses that produce products related to its own. sells pieces through more than 5,800 online shops.
Through trial and error, Lego has developed a The largest secondary marketplace for Lego sets
solid understanding of what it takes to build and and elements, it recently had about 200,000 regis-
maintain profitable and mutually beneficial col- tered members and offers more than 134 million
laborations with users. In what follows, we will Lego elements for sale.
examine the emergence of Lego’s user communi- Adult fans also pioneered more advanced ways
ties, how management’s involvement with user of designing Lego models. An early example of this
groups has evolved and the core principles that was LDraw, a freeware computer-aided design
Lego has formulated for successful interaction with program released in 1995. The program allowed
its user groups. (See “About the Research.”) computer users to develop, test, render and docu-
ment designs based on Lego par ts before
The Emergence of Lego constructing the models and sharing the designs,
User Communities much the way architects and industrial designers
For decades, Lego’s colorful plastic bricks were devel- rely on CAD professionally. Although the devel-
oped for and used by children who played alone or oper, James Jessiman, died in 1997, LDraw’s impact
with a few playmates. As the children grew up, they on the Lego community endures. Tools are avail-
generally outgrew their interest in Lego products. able today for Windows, Macintosh and Linux
However, beginning in the late 1990s, two things hap- operating systems. LDraw allows users to export
pened: (1) the company introduced a series of new and import Lego parts lists from their designs to
products that appealed to older users, such as Lego online shops listed on the BrickLink site, enabling
Star Wars and Lego Mindstorms; and (2) the Internet them to identify and order the exact elements they
enabled people to connect in completely new ways, need to create their models.
prompting many adults to return to Lego play and Adult fans have also created hundreds of minor
transforming their play experiences into a serious improvements that make the play experience more
and demanding adult hobby. By 1999, there were 11 inspiring, fun and challenging for them and fellow
known Lego user groups, mainly located in North users. For example, user innovations made it possi-
America. By 2006, the trend had expanded globally to ble to customize Lego Minifigures, build themes
include more than 60 groups. And by February 2012, that better mirror personal interests and combine
there were more than 150 known user groups, with Lego pieces in new ways to make unique expres-
over 100,000 active adult fans worldwide. sions and functions.
In developing innovations, adult Lego users tap Many of the fan innovations have improved and
into a deep understanding and knowledge of the extended the Lego building system or introduced
company’s product line, its possibilities and its lim- new ways to use it that dovetailed well with how
itations. For example, they have developed Lego itself thought of its products. Over the years,
completely new strategy games, new modular adult fans have uploaded more than 300,000 of their
building standards and specialized software. These own Lego creations on MOCpages.com (one of the
user-created innovations have expanded the Lego many sites fans use for sharing their work) and
play experience and pushed the use of Lego materi- posted more than 4.5 million photos, drawings and
als into new and virtual media, enabling creative instructions online. In addition, fans have shared
possibilities that weren’t previously possible. The thousands of Lego-inspired movies on YouTube,
innovations have created value for the innovator with the top five movies attracting more than 64
and encouraged deeper community engagement2 million views. Cumulatively, the fan activity repre-
and community vitality.3 sents a vast library of free ideas available to anyone.
and direct way for Lego managers to get in contact high-tech sensors. By partnering with Barnes’ com-
with adult fans who may have new product or mar- pany, Lego was able to offer 12 different types of
keting ideas or be interested in providing feedback advanced sensors with Mindstorms NXT, which
on products currently in development. greatly expanded its capabilities over prior models.
Lego’s relationship with user groups and fans of- Although the sensors were designed and manufac-
fers significant benefits. Not only do fans inject tured by Barnes’ company, they were marketed
energy and ideas, but in some cases they help refocus through the Lego online shop, making them the first
products. For example, during the development of a components dedicated to a Lego product to be man-
new version of the Lego Mindstorms programmable ufactured by an independent vendor. Without
robotics kit in 2004, tech-savvy users advised man- Barnes’ involvement, it is unlikely that Lego would
agement that the new product would provide many have been able to create a profitable business case for
more design opportunities if it worked with a larger the development and sales of the additional sensors.
selection of sensors. (See “A Sampling of Innova- Similarly, adult fans have helped Lego identify
tions by Lego Users.”) It turned out that one of the new product lines and distribution strategies, in-
users who participated on the development team, cluding one new line featuring models of
John Barnes, was in the business of manufacturing architecturally significant buildings. In developing
76 MIT SLOAN MANAGEMENT REVIEW SPRING 2012 courtesy of the lego group (this page, Opposite page)
courtesy of bylisataylor.com (Ring, Cuff links) SPRING 2012 MIT SLOAN MANAGEMENT REVIEW 77
hoc collaborations, in recent years Lego has hired who were not directly engaged in the work.
more than 20 adult fans. By hiring experienced users, Ensure a win-win. In collaborating with very
Lego can benefit from the extensive knowledge and engaged and skilled users who were contributing
skills these users have accumulated over the years. their ideas, it was easy for the company to focus on
“getting the job done,” forgetting that the users had
When It Causes Difficulties Collaborating with needs that sometimes diverged from those of Lego
users has turned out to be less successful in cases employees and that the collaborations themselves
where users seek to push the products beyond their needed to be rewarding experiences for the users.
intended limits. To achieve extraordinary results, Developing a win-win mind-set must be a priority.
adult Lego fans sometimes promote building tech- Lego management learned, as studies of innovators
niques that go beyond the parameters of what the have found, that the intrinsic rewards associated
products were designed for. From Lego’s perspec- with designing and building products are fre-
tive, the concern is that while many of these quently more motivating than financial rewards.5
techniques add quite stunning expressions and Recognizing this, Lego has tended to pay outside
functions, they challenge quality and in most cases collaborators with a combination of experience,
are too hard for younger users to build. Whereas the access and Lego products. However, users who par-
primary end users from Lego’s perspective are chil- ticipate in long-term projects or who provide
dren, adult fans often think about developing services that are more like “work” are given a choice:
products for other adults. they can receive free products or a more conven-
tional stipend. In business partnerships between
Core Principles for Successful Lego and users (for example, in cases such as the
Interaction With Users architecture project and the sensors), various long-
Based on its experiences working with the user term, fee-based partnership agreements have been
community, Lego has developed a set of principles negotiated.
that summarize what it has learned about collabo- Recognize that outsiders aren’t insiders. Lego
rating and interacting with knowledgeable users. employees involved with the user community
Be clear about rules and expectations. Without learned early in the process that while participants
exception, the adult users who collaborate with the were indeed committed to the Lego brand and the
Lego Group have busy lives that involve full-time Lego brick, they were also attracted to the sense of
jobs, studies, hobbies, families and so on. When community they experienced with other adult fans.
Lego began collaborating with adult fans, there were In fact, it is the relationship with other fans and the
very few stated rules or expectations about how the input and encouragement they offer that strongly
process should work. This led to frustrations on motivate these users to keep raising the creative bar
both sides. Fans complained about being asked to and keep searching for new and better ideas and so-
consider cost and complexity when developing their lutions. User communities are not just extensions
designs and to adhere to building techniques that of the company — they are independent entities.
met the company’s tight quality and safety stan- As a result, members should be treated as passion-
dards. Lego employees complained that adult fans ate, experienced and talented individuals.
pushed the limits of the company’s rules and regula- Don’t expect one size to fit all. Lego also learned
tions and that coordination was difficult because early on that different users prefer different modes
most of the adult fans had full-time jobs and worked of communication, and different types of innova-
on their Lego projects after business hours, at night. tions call for different environments. As a result,
Lego learned that it had to be more specific about its Lego relies on many different collaboration plat-
expectations upfront, including when its projects forms. The simplest are polls and electronic idea
would begin and end. The company also learned boxes, which allow users to give input on pre-
that adult users were more cooperative when they defined topics. A more advanced platform, Lego
negotiated expectations with the Lego employees Digital Designer, allows users to design virtual Lego
directly involved, rather than with Lego managers models and create digital building instructions that