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Design-Driven Innovation
Assistant Professor of
Operations and Technology Management
Chair, Steering Committee,
Management of Technology Program
Sung Joo Bae
School of Business Yonsei University
Similarity
Mapping
Analogies
• Most powerful form of reasoning in high complex and ambiguous decision setting
Target
Problem
Source
Problem
Candidate
solution Transfer
NPD
Process
Paper
Airplane
Findings Transfer
Paper Airplane Competition • Objective: Make a paper airplane that can
stay in the air as long as possible.
• Come up with the PA concept – 5~7 minutes
• Use all you know about the aerodynamics,
• Be CREATIVE!
• Use whatever is available around you to communicate – e.g. drawing
• Presentation of the concept to the class – 2 minutes
• Flying contest
• Evaluation: Creative design + Performance
Discussion
• How was the process in general?
• Was there any novel idea generated?
• Was it easy to reach the conclusion?
• How much did the previous experience of making PA affect the process?
• What could have been different if you had more than one piece of paper?
• What are the challenges in creative process?
• Was it fun?
• Was it frustrating?
Factors that affect technical problem-solving
(Adapted from Thomke, 2003)
Factor Definition
Fidelity of experiments
The degree to which a model and its testing conditions represent a final product under actual use conditions
Cost of experiments The total cost of designing, building, running, and analyzing an experiment (e.g. cost for prototypes, labs)
Iteration time The time from conceiving an experiment and to when the results are available
Capacity The number of same fidelity experiments that can be carried out per unit time
Sequence The extent to which experiments are run in parallel or series
Signal-to-noise ratio The extent to which the variable of interest is obscured by experimental noise
Type of experiment The degree of variable manipulation (incremental vs. radical)
Fuzzy Front End of Innovation
Concept Development
System-level
Design
Detail
Design
Testing &
Refinement
Production
Ramp-up
How do we develop new ideas for products?
IDEO
• World’s largest and most successful design firm
• Worked with many Korean firms as well (Samsung, LG, etc.)
• Well known for their system of innovation
Process at IDEO
• Prototyping
– 3R: Rough, Rapid, & Right
• Intense brainstorming
– Stay focused on the topic
– Encourage wild ideas
– Defer judgment to avoid interrupting the flow of ideas
– Build on ideas of others
– Only one conversation at a time (esp. for introverts)
– Be visual
Process at IDEO
• Structure/Methodology – Phase 0: Understand & Observe
Understand client’s business and find the needs
– Phase 1: Visualize & Realize
Build models with overall product concept
– Phase 2: Evaluate & Refining
Enhance the prototype
Focus shifting from human factors to engineering issues
Shift from functional model to real model
– Phase 3: Detailed Engineering
Fully functional model
– Phase 4: Manufacturing Liaison
Organization at IDEO
• Small units (team-oriented)
• Flat hierarchy
• Peer pressure
• Low turnover
• Diversity in teams
Management at IDEO
• Low key
– Create the stage upon which designers can play the leading role
• Lead by example
• Connecting role with customers
• Knowledge management (Tech Box)
Culture at IDEO
• Failure & trust
• Child-like playfulness
• Attracts creative people
• Sharing & respect
– Comfortable with confusion, incomplete information, and paradox/ambiguity
• Simple rules
– Fail often to succeed sooner
– Stay focused
– Enlightened trail and error
Individual Creativity - 3 component Model
Intrinsic
Motivation
Creative
Thinking Expertise
Creativity
(Source: Adapted from Amabile 1996)
Individual Creativity - 3 component Model
Intrinsic
Motivation
Creative
Thinking Expertise
Creativity
(Source: Adapted from Amabile 1996)
• Independent thinking • Self-discipline • Risk-taking • Tolerance for ambiguity • Perseverance in the face of frustration • Less concern for social approval • Break out of a pre-conceived perception
-functional fixedness, given process or algorithms
• Suspension of judgment considering different approaches • Search for validation
• Deep interests and involvement in work • Curiosity • Enjoyment • Personal sense of challenge *** Extrinsic motivation’s synergy with intrinsic motivation (reward and recognition for creative ideas, clearly defined project goal, frequent constructive feedback)
• A set of cognitive pathways for solving a given problem • Factual knowledge • Technical proficiency • Special talents in the target work domain (computer simulation, gene splicing, etc.) • Familiarity with the past work and current developments
Environmental stimulants for creativity
• Organizational Encouragement
Fair, constructive judgment of ideas
Reward and recognition of creative work
Active flow of ideas
Shared vision for what the organization tries to achieve
(Source: Amabile, 1996)
• Supervisory Encouragement:
A good work model
Appropriate goal setting
Values individual contributions
Shows confidence
(Source: Amabile, 1996)
Environmental stimulants for creativity
• Work Group Support:
Diverse set of skills
Good communication
Open to new ideas
Trust and help each other
Feel committed to their work
(Source: Amabile, 1996)
Environmental stimulants for creativity
• Freedom:
Decision of what to do and how to do
A sense of control over one’s work
(Source: Amabile, 1996)
Environmental stimulants for creativity
• Sufficient Resources:
Access to appropriate resources (funds, material, facilities, and information)
• Challenging Work:
Appropriate level of challenging tasks
(Source: Amabile, 1996)
Environmental stimulants for creativity
Internal political problems
Harsh criticism of new ideas (Why?)
Destructive internal competition
Avoidance of risks
Overemphasis on the status quo
Extreme time pressure
Unrealistic expectations for productivity
Distractions from creative work
(Source: Amabile, 1996)
Environmental obstacles for creativity
What aspect of product is valued in your selection?
• Which product (svc/biz model etc. ) did you choose?
• Could you describe why you chose that specific product?
• Aesthetic appeal: color, shape
• Ease of use
• Functionality
• Uniqueness
• Environmentally friendly
• Longevity
• And more….
Recent Changes in Korea
• Development Focus
Engineering oriented Design Oriented Integrated Thinking
• Product Focus
Function Aesthetics (Form) Concepts (e.g. eco-)
• Product Strategy
Single product Product groups Platform (ecosystem)
FIRMS
FINANACE AND
VENTURE CAPITAL
ASSOCIATION
UNIVERSITIES
RESEARCH
LABS
DESIGN SERVICES
- mechanical, engineering analysis
- SW programming
- product and mkting strategy
- rapid prototyping
SUPPLIERS
FIRMS IN OTHER
INDUSTRIES
Boston System
Freshman Zack Anderson can check
the weather at the monitor by the sink
in his fully automated dorm room.
Credits - Photo / Donna Coveney
Multifunction In-Dorm
Automation System"
(MIDAS)
Freshman R.J. Ryan hits the
'emergency' button in his
automatic dorm room on
East Campus. The button
activates 'party mode.‘
(relax mode, sleep mode
also possible)
Scientific results
into technology
Technological
need for scientific
understanding
and its response
Recognized need
for device,
technique, etc.
& User innovation
Adoption of
technology for
use
Problem-solving process from
Attributes of Five Development Projects
Stanley Tools Jobmaster Screwdriver
Rollerblade In-line Skate
HP Deskjet Printer
Volkswagen New Beetle Automobile
Boeing 777 Airplane
Annual production volume (units/year)
100,000 100,000 4 million 100,000 50
Sales lifetime (years) 40 3 2 6 30
Price (US$/unit) 3 200 300 17,000 130M
Part numbers (parts) 3 35 200 10,000 130,000
Development time (years)
1 2 1.5 3.5 4.5
Internal development team (peak size)
3 5 100 800 6,800
External development team (peak size)
3 10 75 800 10,000
Development cost (US$)
150,000 750,000 50M 400M 3B
Production investment
150,000 1M 25M 500M 3B
(Source: Ulrich & Eppinger)
New Product Development Process
Product Design Activities: • Consider product platform and architecture
• Assess new technologies
• Investigate feasibility of product concepts
•Develop industrial design concepts
•Build and test experimental prototypes
• Generate alternative product architectures
•Define major subsystems and interfaces
• Refine industrial design
• Define part geometry
• Choose materials
• Assign tolerances
• Complete industrial control documentation
• Reliability testing
•Life testing
•Performance testing
• Obtain regulatory approvals
• Implement design changes
• Evaluate early production output
Planning Concept
Development
System-level
Design
Detail
Design
Testing &
Refinement
Production
Ramp-up
Marketing Activities: • Articulate market opportunity
• Define market segments
• Collect customer needs
• Identify lead users
• Identify competitive products
• Develop plan for product options and extended product family
• Set target sales price points
• Develop marketing plan
• Develop promotion and launch materials
• Facilitate field testing
• Place early production with key customers
Different kinds of platform technology
Details are open to the public,
and not a proprietary
platform
E.g.) Internet platform
(TCP/IT, HTML)
Details are closed but the
government has the control
E.g.) Cryptography
Details are open to the public,
but the owner has the control
over the change of the
contents
E.g.) Nintendo, Palm OS
Technology often is the
industry leader (not always).
Details are hidden and the
owner has the full control.
E.g.) IBM 360, Landmark
graphics
Open Closed
Public
Private
Access
Control
Source: MIT’s Tech Strategy Course by Rebecca Henderson
Different kinds of platforms
Open Closed
Public
Private
Access
Control
Source: MIT’s Tech Strategy Course by Rebecca Henderson
Linux
Symbian
CDMA
Windows
IBM 360
Apple
What do producers prefer?
Open Closed
Public
Private
Access
Control
Source: MIT’s Tech Strategy Course by Rebecca Henderson
What do producers prefer?
Open Closed
Public
Private
Access
Control
Source: MIT’s Tech Strategy Course by Rebecca Henderson
What do consumers prefer?
Open Closed
Public
Private
Access
Control
Source: MIT’s Tech Strategy Course by Rebecca Henderson
What do consumers prefer?
Open Closed
Public
Private
Access
Control
Source: MIT’s Tech Strategy Course by Rebecca Henderson
Can you satisfy both a producer and its consumers?
Open Closed
Public
Private
Access
Control
Source: MIT’s Tech Strategy Course by Rebecca Henderson
Opportunities?
Private/Open System - Is this easy?
OS
HW
Apps
Chipset
Provider
OS
SDK + API
HW
Application
Chipset
Feature Phone Smart Phone
Closed
Open
Alessi & Lombardy Design Discourse
• Free-floating community of architects, suppliers, photographers, critics, curators, publishers, and craftsmen
• Initially utilitarian (Form followed function) Importance of form increased
• Combination of “local” and “global”
• Change of product meaning Change in design (iMac: office product home appliance) Other examples?
• Absorb Interpret Address
• Links of the components of the design system (schools, studios, mfr., etc.) made Lombardy special
FIRMS
DESIGNERS
UNIVERSITIES
RESEARCH
LABS
DESIGN SERVICES
SUPPLIERS
FIRMS IN OTHER
INDUSTRIES
PUBLISHING
SHOWROOMS
EVENTS+ART
EXHIBITIONS
USERS
Lombardy System
Local
Discourse
Global
Discourse
談論
FIRMS
DESIGNERS
UNIVERSITIES
RESEARCH LABS
DESIGN SERVICES
SUPPLIERS
FIRMS IN OTHER INDUSTRIES
PUBLISHING
SHOWROOMS
EVENTS+ART
EXHIBITIONS
USERS
Actors in Lombardy System actor characteristics
Mfrs. • Italy is the largest world exporter(16%) • Lombardy accounts for 23% of Italian furniture manufacturer (High-end)
Design Firms • +700 design firms (60% of Italian total) • Mainly small studios with less than 4 employees
Users Italians spend 10% of their non-food budget on furniture Local users are immersed in the design discourse
OEM in other industry
Most advanced industrial setting
Suppliers Geographically concentrated and highly specialized
Universities & Research Labs
Milan is the center for architecture and design education – Politecnico di Milano and other universities in the region
Fairs, exhibitions and Publishers
• The most important international furniture fair: the Salone del Mobile • Triennale di Milano since 1920 / Experimentation at the show rooms • 454 design related publishers, 16 design magazines
Bang & Olufsen
Product Characteristics Details
Design philosophy
• Home electronics + luxury category product characteristics
• External design first internal delivery
• Importance of substance
Mode/Speed of innovation
• 1 year ~ 3-5 years
• Iterate until you get what you like
• R&D partnership
Product strategy
• Special products
• Fanatical acclaim
• Fabulous profit margin
Customers • Loyal, repetitive
• Small number of exclusive customers
• Distribution channel specifically designed
Manufacturing process • Small autonomous production groups
Bang & Olufsen
75% from Designers
IDEAS
25% fill holes
in catalog
2 or 3 ideas,
model
iterations
Concept
With
Substance
Thesis
Antithesis
Thesis
Antithesis
Synthesis
More models,
increasingly
detailed &
complete
Designer-driven
No market research
Design Oriented Product Development
Design concept: “thin” and “glossy” in an organic design that made the TV seem to be of one piece – front, back and stand
VIP Center: Developed the product concept - Emotion and lifestyle - Room decoration - Picture & Sound etc. (functional)
Engineering Challenges 1. Slimmer, Glossy throughout 2. Speaker holes 3. High glossy finish Solution: • Reducing the size of printed circuit board • Integrated frame (speaker holes into the frame) • New injection molding technique
Bang & Olufsen
75% from Designers
IDEAS
25% fill holes
in catalog
2 or 3 ideas,
model
iterations
Concept
With
Substance
Thesis
Antithesis
Thesis
Antithesis
Synthesis
More models,
increasingly
detailed &
complete
Designer-driven
No market research
Thesis
Anti-thesis Synthesis
Bang & Olufsen
75% from Designers
IDEAS
25% fill holes
in catalog
2 or 3 ideas,
model
iterations
Concept
With
Substance
Thesis
Antithesis
Thesis
Antithesis
Synthesis
More models,
increasingly
detailed &
complete
Designer-driven
No market research
Thesis
Anti-thesis Synthesis
David Lewis
Design
Engineering
Christopher Sorensen
Form
Function
Product
Torben Ballegard Soresen
Design-oriented product development at B&O
• Pros – Much more design focused product
development approach
– Priorities given to the aesthetic appeal
• Cons – Difficult to cope with the digital change (e.g.
iPod and related services)
– Designers having too much inputs in the product (sometimes dominating the discourse)
– Engineering & System understanding can be hampered over time.
• Christopher Sorensen’s IdeaLab efforts failed
Product Innovation as a Problem-Solving Process
Scientific Research
Technology Development
New Product Development
User Feedback / User
Innovation
Market Firm R&D Org.
Government
Universities
# of users
perceiving
need
Time
Time
Traditional, Manufacturer-Centered Innovation Paradigm Manufacturers identify user needs, develop products at private expense,
And profit by protecting and selling what they have developed.
User-Centered (Democratized) Innovation Paradigm Lead Users innovate to solve their own needs at private expense
- and then freely reveal their innovations
Users innovate here
First manufacturer product appears here
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
What is meant by “Innovation is becoming democratized?”
• Increasing numbers of users are able to develop innovations for themselves at a steadily more professional level.
Why?
– Improvements in design tools via computing (like simulation)
– Improvements in communication (like the Internet)
– All being provided at lower costs
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
Essential Definitions
The “functional” source of innovation depends upon the
functional relationship between innovator and innovation:
– An INNOVATION is anything new that is actually used
(“enters the marketplace”) – whether major or minor.
– An innovation is a USER innovation when the developer
expects to benefit by USING it;
– An innovation is a MANUFACTURER innovation when the
developer expects to benefit by SELLING it.
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
First device used in field developed and built by:
Innovations Affecting
% User User Mfg.
Gas Chromatography 83% 10 2
Nuclear Magnetic Resonance Spectrometry
80% 12 3
Ultraviolet Spectrophotometry
100% 6 0
Transmission Electron Microscopy
72% 44 17
Total 77% 72 22
67 Source: Eric von Hippel’s class – “How to create breakthrough products and services”
Consider Center-Pivot Irrigation – A major agriculture innovation
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
The original user innovation by a farmer
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
The product-engineered commercial version
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
The World Wide Web – A Lead User Innovation
“Berners-Lee did not set out to invent a contemporary
cultural phenomenon; rather, he says, “it was something I
needed in my work.” He wanted to simply to solve a problem
that was hindering his efforts as a consulting software
engineer at CERN.
Berners-Lee’s innovation was to apply hypertext to the
growing reality of networked computers. He expanded the
idea he had developed at CERN and made it available on the
Internet in the summer of 1991.
Technology Review, July 1996, p.34
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
Examples of Important Consumer Product Innovations
Category Example
Health Products Gatorade
Personal Care Protein-base Shampoo Feminine Hygiene
Sports Equipment Mountain Bike Mountain Climbing-Piton
Apparel Sports Bra
Food Chocolate Milk
Graham Cracker Crust
Office White-out Liquid
Computer Application Software
Electronic Mail
Desk Top Publishing
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
User and manufacturer innovations differ
Users tend to develop Novel Functional Capability innovations:
The first sports-nutrition bar
The first scientific instrument of a new type
Manufacturers tend to develop Dimension of Merit Improvements:
A better-tasting sports-nutrition bar
Improvements to an existing type of scientific instrument
Example – Study of Scientific Instrument Innovations New functional capability 82% user-developed DOM improvements 87% mfr-developed Total innovation sample size: n = 64 Source Riggs & von Hippel (1994)
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
Sticky information affects who develops what
Information is often very “sticky.”
Some reasons:
• Information needed by developers may be tacit
– Can you tell your child how to ride a bike?
• A lot of information is often needed by developers
– “You didn’t tell me you were going to use the product that way!”
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
To develop a product or service, information about needs and about solutions must be brought together at a single site.
• Need information is usually found at user sites.
• Solution information is usually found at manufacturer sites.
Solution Information
Need Information
Software Supplier Software User
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
Because of information is sticky,
each user responds to local needs
using local solution information
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
Time
Only lead user prototypes available
Commercial versions of product available
# of users
perceiving
need
Breakthrough solutions are often found in
“advanced analog” applications and markets
Trend: Improved AUTO Braking
Sedan Braking
Race Car Braking
Aircraft Braking
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
Lead User Method • Phase 1: Laying the Foundation
– Identify markets and the type of level of the innovation desired by the key stakeholders
• Phase 2: Determining the trends – Find the broad trend from the people who have a broad view of emerging technologies
and leading-edge applications in the area
• Phase 3: Identifying Lead Users – A networking process to identify the lead users
• Phase 4: Developing the breakthroughs – Lead user workshop to develop product/service concepts and ideas
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
Toolkits – the basic idea
The standard, “find a need and fill it” product development model
Solution
Information
(“What is
possible?”)
Need Information
(“What do I want”)
Customers Supplier
The toolkits development model
Solution
Information
(“What is
possible?”)
Need Information
(“What do I want”)
Supplier Customers
Toolkits make sense because collecting accurate Information about customers needs is costly
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
To develop a product or service, information about needs and about solutions must be brought together at a single site.
– Need information is usually found at user sites.
– Solution information is usually found at manufacturer sites.
Solution Information
Need Informatio
n
Software Supplier Software User
The “sticky information” story
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
• Have solution information • Acquire need info from user
• Design product
Solution Info
Source
Need Info Source
•Have need information • Acquire solution information
•Design product
User-Based Design Manufacturer design task User design tasks
Manufacturer-Based Design Manufacturer design tasks User design task
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
Why sticky information means manufacturers should transfer toolkits to users
Economics of sticky information tends to shift the locus of problem-solving to users. For custom design projects, manufacturer information is standard from project to project but user need differs
Example:
Each ASIC design tends to require the same information from the ASIC manufacturer, but unique information from the ASIC user.
ASIC
user
ASIC
user
ASIC
Manufacturer
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
How do you design a toolkit? There are two major tasks
A. Separate out development tasks that are custom “need-information –intensive” and assign those to users.
Impact on Product architecture can be major – Custom cake vs custom pizza; – “Full-custom” IC vs custom ASIC
B. Develop the tools users need to carry out the need-intensive tasks assigned to them.
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
Toolkits for users contain:
Tools to carry out trial-and-error design:
1. That are “user-friendly”
2. That offer the right “solution space”
3. That offer libraries of pre-designed modules
4. That can translate from user-language to producer language without error
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
Toolkits should help users to do the trial-and-error work of problem-solving in design
Source: HBR, 2002
You might have to change the basic design of your product to enable toolkits your customers can easily use
“Full-custom” IC Design vs “Gate Array IC Designs”
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
Toolkits should help users to do the trial-and-error work of problem-solving in design
Source: HBR, 2002
Gate Array
Field Programmable Chips
Flavor Design Toolkit for Users
Source: Eric von Hippel’s class – “How to create breakthrough products and services”
Nestle Food Services Toolkit: Pre-components for Mexican Sauces
Reduced the time to develop and begin production of a customer-
approved new sauce from 26 weeks to 3 weeks
Exercise: Planning a toolkit for your company
1. Identify a type of product your firm manufactures
where user demand for customization is strong.
2. Think of design tools within your firm that could be
used as the basis for a “toolkit for user innovation” for
that product type.
3. How would you adapt the basic product type to
separate out “need-intensive tasks” for user
customization?
4. Describe what a “user-friendly” toolkit for user
innovation might look like for this product type.
How to start developing a toolkit
• It’s OK to start with something rough as long as it offers sufficient value to entice user experimentation.
• You don’t need much insight to design and update toolkits – lead users will bump up against the edges of the solution space your toolkit offers and ask for more – or design toolkit improvements for themselves.
• Work with lead customers that really need your toolkit and so will be willing to work with you as you refine it.
Toolkits provide value for customers beyond an easy access to customized solutions
Benefits of users to interact with toolkit are plentiful
• Increase in product satisfaction due to better fit
• Feeling of uniqueness of resulting customized product (in consumer goods case)
• Increase in process satisfaction due to higher perceived span of control, flow experience, pride of authorship, etc. (think on open source developers)
Source: Franke and Piller (2004)
Getting more exactly what you want can be worth a lot to users
Bestselling watch designs (professional
company designers)
Mean willing-
ness to pay for
customized watch
Self-designed watch (toolkit)
(user designer)
“ideal” watch (perfect toolkit)
21.5 €
48.5 €
92.0 €
+ 126%
+ 90%
n = 165
Sou
rce:
Fra
nk
e an
d P
ille
r (2
00
4)
Helping customers to “design their own” can actually ease manufacturers’ problems in high-variety consumer industries
Consider Adidas AG
• Adidas has up to 45K models / variations (SKUs) on the market
at any one time across all countries served
• Average designer time for a shoe model - 2 hours*
• Average time from start of design until market introduction: 8-10 months
• Average shelf life for a shoe model - 90 days.
(Data Source: Piller 2004)
• How can Adidas possibly manage this “mass production” supply chain?
• Not easy - LOTS of mismatch between supply and demand, product development is “hit or miss”
* time of original creative work of industrial designer to draw sketch, mean of all models (including incremental modifications)
Source: Franke and Piller (2004)
Adidas shoe fabrication is done by hand in Asia. Can be adapted to mass-customization - as mi Adidas shows
Started in 2001 as pilot, business unit since March 2004
Worldwide availability
30-50 percent price premium
Started with offline toolkit (store based), online re-order possible in some markets
Own store in New York City from May 2005
Source: Franke and Piller (2004)
Toolkits can be offline, too ! This is how the store-based toolkit looks alike:
Source: Franke and Piller (2004)
Benefits for the company
Value competition instead of price (new differentiation possibilities )
Reduced planning risk, increased flexibility
Reduction of inventory, fashion risk
New dimensions of shopping experience
Real customer relationship management
Lead user information (life panel without panel effects)
Higher market research efficiency
Source: Franke and Piller (2004)
Major findings about Mi Adidas to date:
• Customers like the idea, are very willing to give feedback to refine their custom shoe designs
• Mass Customization provides plenty of customer information to the company: interacting with a few individual customers can facilitate better development for all (“mass”) customers
Retailers do not cooperate in recruiting customers (Channel conflict )
Important change process started … but still much work to be done
Source: Franke and Piller (2004)