Browsing Working papers by Author "Jeppesen, Lars Bo"
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Learning and innovation outside the filmJeppesen, Lars Bo; Molin, Måns J. (København, 2003)[More information][Less information]
Abstract: 1 Abstract: This study describes a process in which a firm relies on an external consumer community for innovation. While it has been recognized that users may sometimes innovate, little is known about what commercial firms can do to motivate and capture such innovations and their related benefits. We contribute to the strategy literature by suggesting that learning and innovation efforts from which a firm may benefit need not necessarily be located within the organization, but may well reside in the consumer environment. We also contribute to the existing theory on "user-driven innovation" by showing what firms purposively can do to generate consumer innovation efforts. An explorative case study shows that consumer innovation can be structured, motivated, and partly organized by a commercial firm that lays out the infrastructure for interactive learning by consumers in a public Keywords: Product Development, Consumer-to-Consumer Interaction, Learning, Consumer Innovation, Community, User-toolkits. JEL code(s): L21; L23; O31; O32 URI: http://hdl.handle.net/10398/7281 Files in this item: 1
wp03-01.pdf (218.8Kb) -
Jeppesen, Lars Bo (København, 2002)[More information][Less information]
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Jeppesen, Lars Bo; Laursen, Keld (Frederiksberg, 2007)[More information][Less information]
Abstract: This paper introduces a model of knowledge sharing of lead users located in a public and unrestricted community of users. While existing literature on knowledge sharing focuses on allocation and collaboration processes inside or among companies we extend this to the community level. We then focus on how key agents — lead users — facilitate knowledge sharing in this setting and the features that moderate such sharing. Our results show that lead users are central to search and integration of knowledge from different external sources of relevance to their communities. Inside the community lead users are active in both “giving and taking” knowledge. Further, as users build up experience they tend to give more knowledge, thus suggesting a dynamic pattern of knowledge sharing in which increases in experience make way for important knowledge diffusion processes in the community. URI: http://hdl.handle.net/10398/7870 Files in this item: 1
DRUID_07_24.pdf (311.8Kb) -
Jeppesen, Lars Bo (Frederiksberg, 2003)[More information][Less information]
Abstract: It has been demonstrated that users occasionally innovate. However, it can now be observed that even end-consumers act as a source novel product designs. A case study of a firm, and “its” consumers - from the computer games industry - illustrates how sourcing of consumer knowledge has enabled the firm to improve product design. Two conditions favor the results firms can obtain from consumer’s knowledge. First, is firm’s ability to exploit new opportunities of information and communication technology - on-line communities - to establish interfaces connecting them with consumers. Second, is firm’s ability to initiate a mode of organization by which the consumers are guided and motivated to reveal merely relevant knowledge. URI: http://hdl.handle.net/10398/8071 Files in this item: 1
x656120095.pdf (134.2Kb) -
The Case of the Computer GamesJeppesen, Lars Bo (Frederiksberg, 2001)[More information][Less information]
Abstract: It has been demonstrated that users occasionally innovate. However, it can now be observed that even end-consumers act as a source novel product designs. A case study of a firm, and “its” consumers - from the computer games industry - illustrates how sourcing of consumer knowledge has enabled the firm to improve product design. Two conditions favor the results firms can obtain from consumer’s knowledge. First, is firm’s ability to exploit new opportunities of information and communication technology - on-line communities - to establish interfaces connecting them with consumers. Second, is firm’s ability to initiate a mode of organization by which the consumers are guided and motivated to reveal merely relevant knowledge. URI: http://hdl.handle.net/10398/7898 Files in this item: 1
DRUID_01_10.pdf (134.2Kb) -
How firms organize the production of user modifications in the computer games industryJeppesen, Lars Bo (København, 2004)[More information][Less information]
Abstract: Modding – the modification of existing products by consumers – is increasingly exploited by manufacturers to enhance product development and sales. In the computer games industry modding has evolved into a development model in which users act as unpaid "complementors" to manufacturers’ product platforms. This article explains how manufacturers can profit from their abilities to organize and facilitate a process of innovation by user communities and capture the value of the innovations produced in such communities. When managed strategically, two distinct, but not mutually exclusive business models appear from the production of user complements: firstly, a manufacturer can let the (free) user complements "drift" in the user communities, where they increase the value to consumers of owning the given platform and thus can be expected to generate increased platform sales, and secondly, a manufacturer can incorporate and commercialize the best complements found in the user communities. Keywords: innovation, modding, user communities, software platform, business model. JEL code(s): L21; L23; O31; O32 URI: http://hdl.handle.net/10398/7227 Files in this item: 1
wp 2004-03_main doc.pdf (265.4Kb) -
The personal attributes of innovative users in the case of computer-controlled musicJeppesen, Lars Bo; Frederiksen, Lars (København, 2004)[More information][Less information]
Abstract: Studies of the sources of innovations have recognized that many innovations are developed by users. However, the fact that firms employ communities of users to strengthen their innovation process has not yet received much attention. In firm-established user communities users freely reveal innovations to a firm’s product platform, which in turn puts the firm in a favorable position (a) because these new product features become available to all users by sharing on a user-to-user basis, or (b) because it allows the firm to pick up the innovations and integrate them in future products and then benefit by selling them to all users. We study the key personal attributes of the individuals responsible for innovations and the creation of value in this organizational context, namely the innovative users, to explain why firm-established user communities work. Analyzing data derived from a web-based questionnaire generating 442 answers we find that innovative users are likely to be (i) hobbyists, an attribute that can be assumed to affect innovators’ willingness to share innovations (positively), and (ii) responsive to "firm-recognition" as a motivating factor for undertaking innovation, which explains their decision to join the firm’s domain. In agreement with earlier studies we also find that innovative users are likely to be "lead users", an attribute that we assume to affect the quality of user innovation. Whether or not a firm-established user community can be turned into an asset for the firm is to a great extent conditioned by the issues studied in this paper. Keywords: Innovation, User community, User Characteristics JEL code(s): L21; L23; O31; O32 URI: http://hdl.handle.net/10398/7218 Files in this item: 1
wp04-02.pdf (299.5Kb) -
The personal attributes of innovative users in the case of computer-controlled musicJeppesen, Lars Bo; Frederiksen, Lars (København, 2004)[More information][Less information]
Abstract: Studies of the sources of innovations have recognized that many innovations are developed by users. However, the fact that firms employ communities of users to strengthen their innovation process has not yet received much attention. In firm-established user communities users freely reveal innovations to a firm’s product platform, which in turn puts the firm in a favorable position (a) because these new product features become available to all users by sharing on a user-to-user basis, or (b) because it allows the firm to pick up the innovations and integrate them in future products and then benefit by selling them to all users. We study the key personal attributes of the individuals responsible for innovations and the creation of value in this organizational context, namely the innovative users, to explain why firm-established user communities work. Analyzing data derived from a web-based questionnaire generating 442 answers we find that innovative users are likely to be (i) hobbyists, an attribute that can be assumed to affect innovators’ willingness to share innovations (positively), and (ii) responsive to "firm-recognition" as a motivating factor for undertaking innovation, which explains their decision to join the firm’s domain. In agreement with earlier studies we also find that innovative users are likely to be "lead users", an attribute that we assume to affect the quality of user innovation. Whether or not a firm-established user community can be turned into an asset for the firm is to a great extent conditioned by the issues studied in this paper. Keywords: Innovation, User community, User Characteristics JEL code(s): L21; L23; O31; O32 URI: http://hdl.handle.net/10398/7290 Files in this item: 1
ckg-wp 2005-3.pdf (349.0Kb)
Now showing items 1-8 of 8