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COLLABORATING TO CREATE:

THE INTERNET AS A PLATFORM


FOR CUSTOMER ENGAGEMENT
IN PRODUCT INNOVATION
MOHANBIR SAWHNEY, GIANMARIO VERONA, AND EMANUELA PRANDELLI

MOHANBIR SAWHNEY
is the McCormick Tribune Professor
of Technology at the Kellogg School
of Management, Northwestern
I n the networked world, firms are recognizing the power of the Internet as
a platform for co-creating value with customers.We focus on how the Internet
University; e-mail: mohans@kellogg. has impacted the process of collaborative innovationa key process in value
northwestern.edu co-creation.We outline the distinctive capabilities of the Internet as a platform
for customer engagement, including interactivity, enhanced reach, persis-
tence, speed, and flexibility, and suggest that firms can use these capabilities
to engage customers in collaborative product innovation through a variety of
GIANMARIO VERONA
is an Associate Professor of Internet-based mechanisms. We discuss how these mechanisms can facilitate
Management at Bocconi University collaborative innovation at different stages of the New Product Development
and Senior Lecturer at SDA Bocconi process (back end vs. front end stages) and for differing levels of customer
School of Management, Milan, Italy;
involvement (high reach vs. high richness).We present two detailed explorato-
e-mail: gianmario.verona
@sdabocconi.it ry case studies to illustrate the integrated and systematic usage of Internet-
based collaborative innovation mechanismsDucati from the motorbike
industry and Eli Lilly from the pharmaceutical industry. We derive implications
for managerial practice and academic research on collaborative innovation.
EMANUELA PRANDELLI
is an Associate Professor of
Management at Bocconi University
and Senior Lecturer at SDA Bocconi 2005 Wiley Periodicals, Inc. and Direct Marketing Educational Foundation, Inc.
School of Management, Milan, Italy;
e-mail: emanuela.prandelli@ JOURNAL OF INTERACTIVE MARKETING VOLUME 19 / NUMBER 4 / AUTUMN 2005

sdabocconi.it Published online in Wiley InterScience (www.interscience.wiley.com). DOI: 10.1002/dir.20046

4
INTRODUCTION nisms for collaborative innovation. We present
detailed case studies to show how best-practice firms
In an increasingly dynamic business environment, are using these mechanisms to improve the speed,
firms are realizing the importance of collaboration for cost, and quality of their new product development
creating and sustaining competitive advantage. process. Through these in-depth case studies, we
Collaboration with partners and even competitors has derive lessons for organization and strategy, as well
become a strategic imperative for firms in the net- as the implications for academics and managers.
worked world of business (Brandeburger & Nalebuff,
1996; Gulati, Nohria, & Zahere, 2000; Iansiti & The paper is organized as follows. We begin by con-
Levien, 2004). More recently, scholars in strategy and trasting traditional perspectives on customer involve-
marketing have focused on collaboration with cus- ment in the new product development process with
tomers to co-create value (Prahalad & Ramaswamy, the emerging perspective on customer collaboration
2004; Thomke & von Hippel, 2002). While collabora- in virtual environments. Next, we describe a number
tion with customers can span several business of Internet-based mechanisms for engaging cus-
processes, one of the most important is collaborating tomers in product innovation, and highlight the rele-
to create value through product innovation. vance of these mechanisms at different stages of the
product innovation process, and for different levels of
In this paper, we examine how the Internet can serve customer involvement. We then present two case
as a powerful platform for enabling collaborative inno- studies of best practice firms that have implemented
vation with customers. While customer interaction has some of these mechanismsDucati Motor from the
always been important in new product development motorcycle industry, and Eli Lilly from the pharma-
(von Hippel, 1988), the widespread deployment of the ceutical industry. We conclude by summarizing impli-
Internet has greatly enhanced the ability of firms to cations for academics and managers.
engage with customers in the product innovation
process (Dahan & Hauser, 2002). By creating virtual
customer environments (Nambisan, 2002), firms can CUSTOMER ENGAGEMENT
tap into customer knowledge through an ongoing dia- IN PRODUCT INNOVATION:
logue (Sawhney & Prandelli, 2000). The Internet
THE TRADITIONAL PERSPECTIVE
enhances the ability of firms to engage customers in
collaborative innovation in several ways. It allows In literature and in practice, product innovation is
firms to transform episodic and one-way customer generally conceptualized as a five-stage New Product
interactions into a persistent dialogue with customers. Development (NPD) processideation, concept devel-
Through the creation of virtual customer communi- opment, product design, product testing, and product
ties, it allows firms to tap into the social dimension of introduction (e.g., Ulrich & Eppinger, 2003; Urban &
customer knowledge shared among groups of cus- Hauser, 1993). Firms use varied techniques to solicit
tomers with shared interests. And it extends the reach customer input in order to create better new products
and the scope of the firms customer interactions faster. In the front-end stages of the NPD process
through the use of independent third-parties to reach (ideation and concept development), firms use market
non-customerscompetitors customers or prospective research techniques like focus groups, customer
customers. surveys and quantitative techniques like conjoint
analysis to create, test, and refine new product
Firms can use a variety of Internet-based mecha-
concepts. At later stages in the NPD process, firms
nisms to facilitate collaborative innovation. These
use quality function deployment, prototyping, product
mechanisms differ in terms of the stage of the new
testing, and test marketing to design and improve
product development process that they are most use-
products and marketing strategies for new product
ful for, and the nature of the customer interactions
introduction (Urban & Hauser, 1993).
they enable. While optimistic claims abound on how
best practice firms are leveraging the Internet to con- While firms have always sought to hear the voice of
nect with customers, there is little formal research on the customer, customers have traditionally tended to
collaborative innovation. We take a first step in this play a passive role as recipients of the firms innovation
area by identifying several Internet-based mecha- activities. Firms seek to improve fit between their

COLLABORATING TO CREATE: THE INTERNET AS A PLATFORM FOR CUSTOMER ENGAGEMENT IN PRODUCT INNOVATION 5
offerings and customer needs by surveying customers effort limitations, traditional market research tech-
and importing knowledge from leading-edge customers niques like focus groups and surveys are limited in
into the firm (von Hippel, 1988). Drivers of the firms terms of the frequency with which firms can engage
innovation success include the firms market sensing with customers, and the time taken to solicit cus-
ability (Day, 1994), effective R&D and manufacturing tomer input. In virtual environments, customer inter-
routines (Hayes, Wheelwright, & Clark, 1988) and the actions can happen in real-time, and with a much
right balance of organizational competences (Verona, higher frequency. The physical and cognitive effort
1999). The traditional perspective on customer engage- needed for the firm as well as customers is far lower
ment implicitly views value creation and innovation as in virtual environments, so the interactions can be
a firm-centric activity, with most information flowing more frequent and more persistent. The key con-
in a one direction from the customer to the firm straint is the willingness of customers to participate
(Prahalad & Ramaswamy, 2004). When customers are in interactions and privacy concerns that may limit
viewed as passive recipients of innovation, the firm has the depth of information that customers may be will-
a limited understanding of customer knowledge devel- ing to share with the firm.
oped within their specific contexts of experience, and
Virtual environments also enhance the firms capaci-
there is little emphasis on iterative dialogue to refine
ty to tap into the social dimension of customer knowl-
and enhance ideas. Further, if one excludes costly tools
edge, by enabling the creation of virtual communities
like participant observation (Leonard & Rayport,
of consumption (Kozinets, 1999). Customers self-
1997), there is little opportunity to engage communi-
select themselves and participate in spontaneous con-
ties of customers to tap into the social aspects of knowl-
versations. This makes them highly involved in a
edge. Finally, the firm tends to be biased towards lis-
joint experience of co-creation. Finally, the Internet
tening to its current customers, and even among these,
increases the flexibility of customer interactions: cus-
to its most important customers.
tomers can vary their level of involvement over time
and across sessions. For instance, customers partici-
CUSTOMER ENGAGEMENT IN pating in a discussion group or a community can
VIRTUAL ENVIRONMENTS: choose their level of involvement (Hagel & Singer,
THE CO-CREATION PERSPECTIVE 1999; Hoffman & Novak, 1996). Firms can allow cus-
tomers to interact with them at different levels of
The Internet is an open, cost-effective and ubiquitous
commitment based on their interests and perceived
network (Afuha, 2003). These attributes make it a
payoffs from interaction, and they can modify their
global medium with unprecedented reach, contribut-
level of participation as their commitment increases
ing to reduce constraints of geography and distance
over time.
(Cairncross, 1997). Further, the Internet potentially
allows firms to overcome the trade-off between rich- The extended reach, enhanced interactivity, greater
ness and reach because it is interactive in nature persistence, increased speed, and higher flexibility of
(Evans & Wurster, 1999). In the physical world, com- virtual environments combine to produce three key
municating (and absorbing) rich information requires benefits for collaborative innovation with customers:
physical proximity or personal interactions with cus- (a) the direction of communication; (b) the intensity
tomers. These constraints limit the number of cus- and richness of the interaction; and (c) the size and
tomers that the firm can dialogue with. On the other scope of the audience (Table 1).
hand, the firm can interact with a large number of
The direction of interaction evolves from one-way
customers through customer surveys, but this type of
knowledge import to an interactive dialogue. This
interaction does not allow for a rich dialogue.
two-way dialogue helps firms to progressively learn
However, Internet-based virtual environments allow
about and learn from individual customers and
the firm to engage a much larger number of cus-
groups of customers. The richness of the interaction
tomers without significant compromises on the rich-
increases because virtual communities of customers
ness of the interaction.
help firms to tap into social knowledge in addition to
Virtual environments also increase the speed and the individual customer knowledge. Virtual customer
persistence of customer engagement. Due to cost and communities allow the firm to immerse itself into the

6 JOURNAL OF INTERACTIVE MARKETING


TABLE 1 Key Differences Between Customer Collaboration in Physical and Virtual Environments

THE TRADITIONAL PERSPECTIVE THE CO-CREATION PERSPECTIVE


CUSTOMER ENGAGEMENT IN CUSTOMER ENGAGEMENT IN
PHYSICAL ENVIRONMENTS VIRTUAL ENVIRONMENTS
Innovation Perspective Firm-centric Customer-centric
Role of the Customer Passivecustomer voice as an input to Activecustomer as a partner
create and test products in the innovation process
Direction of Interaction One wayfirm to customers Two waydialogue with customers
Intensity of Interaction Spoton a contingent basis Continuousback-and-forth dialogue
Richness of Interaction Focus on individual knowledge Focus on social and experiential knowledge
Size and Scope of Audiences Direct interaction with current customers Direct as well as mediated interactions
with prospects and potential customers

experiential contexts of customer consumption on an reach-versus-richness trade-off is not as severe on the


ongoing basis, rather than on an episodic basis that Internet as it is in the physical world, it still is a deci-
characterizes traditional ethnographic customer sion that the firm needs to make. The firm may want
research. Further, the size and scope of the audience to emphasize richness over reach if it is interested in
increases because the firm can participate in interac- generating ideas and insights, while it may value
tions mediated by third parties that are able to reach reach over richness if it is interested in validating
non-customers or prospective customers who may not hypotheses with a representative sample of customers.
have any relationship with the firm, or may perceive Internet-based collaboration mechanisms may also be
the firm as having a biased point of view. In summary, classified in terms of their usefulness at different
virtual environments augment customer collaboration stages of the NPD process: some mechanisms are more
by helping firms to engage customers in conversations relevant at the front-end stages of the process (idea
rather than knowledge import, to gather individual as generation and concept development stages), while
well as social knowledge, and to involve customers others are better applied to enhance the back-end
directly as well as through third-party mediators. stages of the process (product design and testing).
Figure 1 shows a variety of Internet-based mecha-
nisms classified on these two dimensions.
MAPPING INTERNET-BASED
Mechanisms that are useful at the early stages of the
COLLABORATION MECHANISMS
NPD process include suggestion boxes where cus-
TO THE NPD PROCESS tomers can contribute their own innovative ideas. For
Internet-based collaboration mechanisms can be instance, Ben & Jerry allows customers to contribute
mapped to the NPD process based on two important ideas for new products (prepackaged ice cream) as
dimensionsthe nature of customer involvement that well as services (especially packaging and distribu-
is needed, and the stage of the NPD process at which tion) in a dedicated area called Suggest-a-Flavor on
the customer involvement is desired. In terms of the its Web site. Firms can also engage customers through
nature of customer involvement, Internet-based col- customer advisory panels to solicit customers feed-
laboration mechanisms can be classified into mecha- back on a systematic basis, such as those created by
nisms that emphasize reach versus mechanisms that Hallmark (the Hallmark Idea Exchange) and by
emphasize richness of the interaction. While the Procter & Gamble (the P&G Advisors program). To

COLLABORATING TO CREATE: THE INTERNET AS A PLATFORM FOR CUSTOMER ENGAGEMENT IN PRODUCT INNOVATION 7
Applicability to Stage of New Product Development Process video game enthusiasts (e.g., www.Idsoftware.com)
and networking engineers (e.g., Cisco Networking
Front-end Back-end
(Ideation and Concept) (Product Design and Testing) Professionals Forum). Reward mechanisms can also
be introduced to encourage the most competent users
Suggestion Box Toolkits for users innovation
to compete in Internet-based innovation market-
High Richness

Advisory panels Open-source mechanisms


places to solve specific problems (Nalebuff & Ayres,
Deep/
Nature of Collaboration

Virtual communities Web-based patent markets 2003). These marketplaces are typically hosted by
Web-based idea markets third parties, because of their ability to aggregate
communities of experts. Examples of such innovation
Online survey Mass customization of the marketplaces include HelloBrain (www.hellobrain.
product com), Experts Exchange (www.experts-exchange.
High Reach

Market intelligence services


Broad/

Web-based prototyping com), NineSigma (www.ninesigma.com) and Yet2.com


Web-based conjoint analysis
Virtual product testing
(www.yet2.com).
Listening in techniques
Virtual market testing Turning to mechanisms that provide validation at the
front end of the NPD process, online surveysthe
FIGURE 1 simplest and most traditional use of the Internet for
Mapping Internet-Based Collaboration Mechanisms Based on collaborative innovationare a popular tool (Burke,
Nature of Collaboration and Stage of NPD Process Rangaswamy, & Gupta, 2001). In the search for suc-
cessful new product ideas, firms seek to reduce uncer-
tainty by interacting directly with customers to
understand their needs and preferences. Online sur-
make suggestion boxes and customer advisory panels veys are most useful for understanding articulated or
effective, it is essential for the firm to establish clear explicit customer needs and in situations where the
rules regarding intellectual property rights, so that firm can accurately identify target audiences for its
the company can use the innovative ideas suggested offerings. Firms can create online concept labs to test
by customers, while customers can benefit through customer reactions to new products that are current-
financial or non-monetary incentives. Well-designed ly under development, as Volvo has done with its
incentives have been found to remarkably improve Volvo Concept Lab (www.conceptlabvolvo.com). And
collaborative idea generation (Toubia, 2004). firms can harness online market intelligence services
that monitor millions of blogs, Web sites, and bulletin
New product development at the early stages can also
boards to identify trends in customer behavior. For
benefit from online virtual communities, which bring
instance, firms like IntelliSeek (www.intelliseek.com)
together users who have common interests and
allow firms to monitor customer sentiment and cus-
engage in online conversations to share their experi-
tomer buzz for specific product categories and brands
ences with like-minded people (Hagel & Armstrong,
to uncover trends that may be useful for product
1997; Kozinets, 1999). Virtual communities are a rich
development. Another technique that is useful at the
source of socially generated knowledge. This socially
early stages is the technique of listening in (Urban &
generated knowledge provides insights that comple-
Hauser, 2004), which involves recording and analyz-
ment the knowledge generated from individual cus-
ing information exchanged between individual users
tomer interactions. These insights cannot be gleaned
and virtual experts who provide advice to help cus-
from one-on-one interactions with customers. To facil-
tomers identify product concepts that best meet their
itate customer participation in virtual communities,
needs. To the same end and with a higher degree of
the firm may rely on intangible incentives like recog-
accuracy, consumers can be asked to make trade-offs
nition and opinion leadership in consumer-oriented
among attributes of new product concepts using Web-
markets, while it may need to provide economic incen-
based implementations of conjoint analysis, as has
tives in business-to-business market settings.
been done in industries ranging from cameras to
Members of virtual communities often show a high toys (Dahan & Hauser, 2002). For instance, General
degree of involvement and often even specific techni- Motors has created a Web-based tool (www.
cal competenceas in the case of communities of autochoiceadvisor.com) that helps customers to

8 JOURNAL OF INTERACTIVE MARKETING


choose the right automobile for them, based on their Web site. Digital environments can also significantly
preferences. This tool allows GM to collect quantita- contribute to simplifying and making the new product
tive data on customer preferences from hundreds of testing stage more efficient before launching a prod-
thousands of customers on an ongoing basis, at very uct on the market, as Google does by beta testing new
low incremental cost. This data helps product develop- ideas in the Google Labs section of its Web site. Web-
ers to understand how customer preferences are evolv- based beta testing is very common in the software,
ing with changing market conditions, and can guide e-commerce, and video game industries. New tech-
the development and refinement of new concepts. nologies such as rapid prototyping, simulation, and
combinatorial methods make it possible to generate
Moving to the later stages of the NPD process, virtual
and test different product versions quickly and cheap-
environments allow customers to directly participate
ly (Thomke, 1998). The Internet makes it possible to
in designing and developing new products. Toolkits for
simultaneously test different product configurations
user innovation can be created to exploit new technolo-
(virtual product testing) as well as different market-
gies such as computer simulation in order to make
ing mixes to complement the supply (virtual market
NPD faster and less costly (von Hippel, 2001; Thomke
testing) in order to choose the best solution with
& von Hippel, 2002). For example, National
direct collaboration of the end-customers (Dahan &
Semiconductor offers an online toolkit called Webench Srinivasan, 2000).
(webench.national.com), an online design environment
for circuit designers. Using tools from the Webench
site, circuit designers can design and test new circuits, CASE STUDIES ON INTERNET-
and can have prototype power supply kits delivered ENABLED CUSTOMER
anywhere in the world in 48 hours. Customer toolkits COLLABORATION IN
can be expanded to allow customers to customize prod- PRODUCT INNOVATION
ucts and even develop them through mechanisms of
repeated trial and error. They can even be used to get There is a paucity of academic literature on the expe-
customer suggestions on patents for finished products. riences of firms that have successfully used the
And customer toolkits can be used by communities of Internet as a platform for collaborative innovation.
customers to build upon designs that have been creat- Hence, we adopt an exploratory approach to derive
ed by other customers, as in the case of designing new patterns and implications. We follow the logic of
games for mobile phones (Piller, Ihl, Fuller, & Stotko, grounded theory (Glaser & Strauss, 1967), by employ-
2004). The concept of peer-to-peer customer collabora- ing a multiple-case-study methodology (Eisenhardt,
tion to develop new products concept has found its most 1989; Miles & Huberman, 1994). In the tradition of
other qualitative approaches used in business
significant expression in the form of open-source
research, we rely on a small number of highly visible
mechanismscommunities run by and for the users
examples of the object of our inquiry to develop our
that allow hundreds and even thousands of individual
insights (Pettigrew, 1990). The two companies we
contributors to collaboratively develop new products
study are a European firm in the automotive industry
and services (von Krogh & von Hippel, 2003). In these
and a U.S. firm in the pharmaceutical industry. We
systems, individual users do not develop the product
selected these companies because they are leading-
by themselvesas in the application of customer
edge practitioners of Internet-based collaborative
toolkits at the individual level. Rather, they make
innovation. The case studies were informed by in-
small individual contributions to a community-based
depth interviews with senior managers and a detailed
development effort.
search of publicly available information from finan-
Moving to mechanisms that facilitate validation at cial statements, internal documents and industry
the back-end stages of the NPD process, firms have publications. Interviewees within each firm were cho-
several options to engage customers to support prod- sen on the basis of their specialized knowledge and
uct and market testing. The most advanced applica- experience, following a key informant approach
tions involve mass customization of products (Kumar, Stern, & Anderson, 1993; Philipps, 1981). In-
(Randall, Terwiesch, & Ulrich, 2004), such as the per- depth interviews with executives and managers were
sonalized sneakers that can be purchased on Nikes conducted during 2003 and early 2004 at Ducati and

COLLABORATING TO CREATE: THE INTERNET AS A PLATFORM FOR CUSTOMER ENGAGEMENT IN PRODUCT INNOVATION 9
Eli Lilly. The approach was nondirective, based on Applicability to Stage of New Product Development Process
individual semi-structured interviews (McCracken, Front-end Back-end
1990) that are flexible yet are controlled (Burgess, (Ideation and Concept) (Product Design and Testing)

1982). We used an open-ended approach to question- Tech Caf Design Your Dream Ducati

High Richness
ing so that we could identify emergent themes in col- Advisory programs supported Focalized contest

Deep/
Nature of Collaboration
laborative innovation. by product engineers
Ducati Service Ducati Garage Challenge

Ducati Motor Technical Forum & Chat Virtual Teams


Online survey to improve the Mass customization of the
In the motorcycle industry, companies create compet- Website product

High Reach
itive advantage not only based on technical product

Broad/
Polls & feedback sessions Web-based product testing
superiority, but also on their ability to interact with
their customers and create deep customer relation- My Ducati
ships across the entire lifecycle of ownership. Virtual scenarios
Motorcycles are a lifestyle-intensive product, so
motorcycle companies need to foster a sense of com- FIGURE 2
munity among their customers in addition to offering Ducatis Internet-Based Collaborative Innovation Initiatives
innovative product features.
Ducati Motor, a manufacturer of motorcycles head-
and managed ad-hoc online forums and chats for over
quartered in Italy, was quick to realize the potential for
three years to harness to strong sense of community
using the Internet to engage customers in its new prod-
among Ducati fans. Over 200 messages are posted
uct development efforts. The company set up a Web
every day on Ducati forums. The most popular discus-
division and a dedicated Web site, www.ducati. com, in
sion is about products and the biking experience.
early 2000, inspired by the Internet sales of the
These conversations are highly relevant for Ducati to
MH900evolution, a limited-production motorcycle.
better understand customer needs and gain insights
Within 30 minutes, the entire years production
into new products and services. Ducati also realized
was sold out, making Ducati a leading international
that a significant number of its fans spend their
e-commerce player. Since then, Ducati has evolved its
leisure time not only riding their bikes, but also main-
site to create a robust virtual customer community
taining and personalizing their bikes. As a result,
that had 160,000 registered users as of July 2004.
Ducati fans have deep technical knowledge that they
Community management has become so central at
are eager to share with other fans. To support such
Ducati that management has replaced the words mar-
knowledge sharing, the company has created the Tech
keting and customer with the words community
Caf, a forum for exchanging technical knowledge. In
and fan. Ducati considers the community of fans to
this virtual environment, fans can share their projects
be a major asset of the company and it strives to use
for customizing motorcycles, provide suggestions to
the Internet to enhance the fan experience. Ducati
improve Ducatis next generation products, and even
involves its fans on a systematic basis to reinforce the
post their own mechanical and technical designs, with
places, the events, and the people that express the
suggestions for innovations in aesthetic attributes as
Ducati life style and Ducatis desired brand image. The
well as mechanical functions. To support their ideas,
community function is tightly connected with the prod-
they can attach text or graphics files. In the customer
uct development and the fan involvement in the com-
service area of the Web site, individual bikers can self-
munity directly influences product development.
signal their technical competencies and solve mechan-
Ducati uses Web-based mechanisms to support rich as
ical problems posted by other Ducati fans. These
well as broad customer engagement, at the front-end
technical forums help Ducati to benefit from sponta-
as well as at the back-end stages of its product devel-
neous customer knowledge sharing, and help the com-
opment process (Figure 2).
pany to glean suggestions for improving its marketing,
Virtual communities play a key role in helping Ducati engineering, and customer support. They have also
to explore new product concepts. Ducati has promoted significantly reduced the number of calls coming into

10 JOURNAL OF INTERACTIVE MARKETING


the companys call centre, resulting in significant sav- response rates, often in excess of 25% when it surveys
ings on customer support. its customers. Ducati uses customer feedback for
activities that go beyond product development. The
While not all fans participate in the online forums,
layout and functions of Ducatis Web site are shaped
those who do participate provide rich inputs for
by customer feedback, and the guests for live chats on
exploring new product concepts and technical solu-
the Web site are also chosen based on customer input.
tions. These forums also help Ducati to enhance cus-
tomer loyalty, because its fans are more motivated to To encourage customers to participate in online sur-
buy products they helped to create. Ducatis CEO has veys, Ducati has created a sophisticated incentive
mandated the involvement of all the companys prod- system based on both tangible and intangible payoffs.
uct engineers in customer relationship management For instance, every week Ducati launches a competi-
activities. They are required to periodically interview tion called Name the picture: participants have to
selected Ducati owners from the companys online guess what part of the bike an image shows to enter
database of registered fansadding a physical the Hall of Desmohead-Fame. In these events, tech-
dimension to the online interaction. Ducati also nical knowledge becomes a passport to enter a highly
attempts to go beyond its customer base in an effort to qualified virtual community of fans. Ad-hoc surveys
gather ideas from as broad an audience as possible. are also created to get feedback about specific prod-
Ducati community managers monitor relevant forums ucts and strategic directions for marketing activities
and bulletin boards hosted on independent Web sites, like new product concept selection. For instance,
such as the community of American Ducati fans host- three concepts for the new Ducati Sport Classic were
ed on Yahoo!. Ducati community managers take part presented on October 2003 simultaneously at the
in these forums, sometimes identifying themselves International Exhibition of Tokyo as well as on
and remaining anonymous at other times, based on Ducatis Web site. No engineering components had
the nature of the topics and the sensitivity of the audi- been developed yet at that time. Fans were asked to
ence to privacy concerns. Ducati managers also moni- provide their feedback about the opportunity to pro-
tor vertical portals created for bikers, including duce the new Sport Classic. Almost 15,000 answers
Motorcyclist.com and Motoride.com; micro-sites that were collected in five days, with more than 96% rec-
aggregate specific segments of interest to Ducatis. ommending the production of all the three models.
These include sites that aggregate women bikers Ducatis new Web site, which went online in
the fastest growing demographic group in motorcy- September 2004, features a new registration form
clingas well as girlfriends, wives, and mothers of where fans can share personal information about
Ducati fans. And Ducati monitors other virtual com- their experience with Ducati motorbikes and allows
munities that have lifestyle associations with the them to provide suggestions for accessories that can
Ducati brand. For instance, Ducati has entered into a complement the biking experience. Similar features
partnership with the apparel fashion company DKNY are also featured on the customized MyDucati pages
to tap into their community and interact with their that each fan can create and personalize.
members. Through these diverse listening posts,
Ducati also pursues Internet-based customer collabo-
Ducati tries to ensure that it expands its peripheral
ration at the back end of its NPD process. Virtual com-
vision beyond its own customers, and beyond the cus-
munities play an important role at the product design
tomers it can reach directly by itself.
and market testing stages. For instance, in early 2001,
The ideas and insights that emerge from the mecha- the community managers of Ducati.com identified a
nisms we describe are rich and creative, but they do group of customers on its Web site that had particular-
not necessarily represent the preferences of the ly strong relationships with the company. They decid-
broader market for Ducati products. To validate its ed to transform such customers into active partners,
insights, Ducati uses online customer surveys to test involving them in virtual teams that cooperate with
product concepts and to quantify customer prefer- professionals from R&D, Product Management, and
ences. As a testimony to the ability of Ducati to create Design of Ducati Motors. These virtual teams of cus-
an ongoing customer dialogue and create a sense of tomer work with the companys engineers to define
engagement with its fans, Ducati gets extraordinary attributes and technical features for the next bike.

COLLABORATING TO CREATE: THE INTERNET AS A PLATFORM FOR CUSTOMER ENGAGEMENT IN PRODUCT INNOVATION 11
Through this mechanism, Ducati recognizes opinion $500 million, and the average length of time from
leadership and provides recognition for members with- discovery to patent is 15 years. Eli Lilly, an
in its customer community. Contests are also used in Indianapolis-based pharmaceutical firm, has created
order to enhance and reward customer involvement. an Internet-based platform to support collaborative
For instance, the company created a competition called innovation involving its customerspatients, doctors,
Design Your Dream Ducati, where fans were chal- clinicians, researchers, and health care providers. The
lenged to interpret in any form their Dream Ducati, company employs more than 35,000 people worldwide,
by offering artistic as well as technical ideas. The win- and markets medicines to treat depression, schizo-
ning ideas were selected by a team that included the phrenia, diabetes, cancer, osteoporosis, and many other
CEO, the chief manager of the Design Department, diseases in almost 140 countries. Like its competitors,
and the Creative Director. Eli Lilly invests heavily in R&D, consistent with the
philosophy of its founder, who referred to research as
Future contests will focus on specific areas of interest
the heart of the business, the soul of the enterprise.
for the company, to solicit solutions to specific mechan-
ical and aesthetic problemsa form of Web-based idea In recent years, the company has sought to make its
market. The company also plans to integrate its online innovation processes more widely distributed by
and offline mechanisms for customer engagement. For leveraging the Internet. In the late 1990s, the compa-
instance, during the World Ducati Week (WDW), an ny created a new division, e.Lilly, dedicated to using
annual gathering of Ducati fans from all over the world the Internet to manage customer interactions with
in Italy, the company organizes the Ducati Garage the explicit purpose of supporting R&D activities.
Challenge. The purpose of this gathering is to allow e.Lilly focused on engaging potential creative part-
bike owners to show how they transformed their ners, including customers, in a dialogue to explore
Ducati, based on their skills and creativity. In the 2004 new ideas and strategies for growth. e.Lilly aimed to
gathering, more than 20 motorcycles constructed by create new and unanticipated connections among
Ducati were remodelled by the imagination of cus- patients, doctors, and employees, because these con-
tomers who worked in their workshops to transform nections facilitate creative solutions to innovation
their dreams into reality. The winners were selected problems. e.Lilly is responsible for two main streams
through votes cast by official Ducati riders, as well as of Web-based activitiesgeneration of new drugs and
by the companys technical and styling directors. creation of new patient solutions. Each stream of
activities is pursued through a specific Web site and
Notwithstanding the origin of the next bike, all new
ad-hoc mechanisms of customer engagement, selec-
product designs are reviewed and tested with a broad-
tively applied at the early stages and later stages of
er sample of customers. Ducatis fans can surf thou-
the innovation process (Figure 3).
sands of pages illustrating the mechanical features of
Ducati motorbikes. Within the virtual community, Applicability to Stage of New Product Development Process
current and future Ducati bike owners discuss and Front-end Back-end
review proposed product modifications that can be (Ideation and Concept) (Product Design and Testing)
tested online in the form of virtual prototypes. They
High Richness

Specialized customer Advisory programs with


can even vote to reject proposed modifications. They forums selected doctors
Nature of Collaboration
Deep/

can also personalize products to their preferences,


InnoCentive Supplier Diversity
and can ask Ducati technicians for suggestions on Development
personalizing their bikes to their preferences. To
answer such questions, the Internet division relies on
Online polls & surveys Customization of treatments
High Reach

technical experts within the company.


Broad/

Feedback sessions with


patients and doctors
Eli Lilly Educational programs
The pharmaceutical industry relies heavily on innova-
tion to sustain competitive advantage. The average FIGURE 3
cost to discover and develop a new drug is more than Eli Lillys Internet-Based Collaborative Innovation Initiatives

12 JOURNAL OF INTERACTIVE MARKETING


In order to collaboratively explore new solutions to A key issue in facilitating customer involvement in
problems of patients suffering from diseases, the com- innovation is the design of appropriate reward mecha-
pany invites them to participate in specialized forums nisms for customers. In the case of InnoCentive, scien-
where they can socialize their experiences and share tists are offered cash rewards that are explicitly
advice. Ad-hoc forums allow the medical community defined on the Web site. Scientists work and submit
and patients affected by the same pathologies to solutions with the understanding that only the best
engage in a shared experience of learning about a spe- solution will receive the financial award. InnoCentive
cific health condition, while providing useful insights is a cost-effective, convenient, and speedy mechanism
to the company in order to creatively drive its idea for Eli Lilly to tap into the broad and rich base of dis-
generation process. tributed knowledge among the worlds scientists. It
allows Lilly to expand its scientific research and devel-
To enhance its validation activities at the front end,
opment capacity, without adding to its employee costs.
Lilly educates and involves patients on a broader
basis, through the corporate Web site (www. To understand the power of this Internet-based dis-
elililly.com) and its direct links to related Web sites, tributed innovation platform, consider an example of
such as the Lilly Center for Womens Health (www. an innovation challengeto improve the manufactur-
lillywomenshealth.com). Patient involvement in ther- ing process of a chemical called 4-(4-hydroxyphenyl)
apy is enhanced through customized information butanoic acid. After Eli Lillys internal R&D organi-
offered on the Web and feedback sessions. The purpose zation had spent 12 person-months of work on this
is to empower patients to choose their personal treat- problem, the result was a five-step process that need-
ment options by providing them with information ed expensive starting materials and produced low
about diseases as well as potential therapies. At the yields. The goal was to devise a two-step process that
same time, Lilly is able to generate valuable feedback had a starting cost of less than $100 per kilogram and
about new product concepts from a representative produced a better yield. The problem was posted on
sample of customers through online polls and surveys. InnoCentives site in June 2003. It soon received sev-
eral submissions, including a promising approach
Eli Lilly also uses the Internet as a platform for
suggested by Werner Mueller, a retired senior scien-
involving scientists in the innovation process, by
tist from Hoechst Celanese. At the end of November
directly engaging them in innovation-related problem
2003, Muellers fifth submission was accepted and he
solving. The company has created a venture called
was awarded $25,000 by InnoCentive. In less than
InnoCentive (Innovation Incentive) that functions
five months, one scientist had solved a problem that
as a Web-based market where solutions to problems
had eluded a team of researchers at Eli Lilly. By the
are traded and participation is enhanced through
end of 2004, more than 70,000 leading scientists and
competitive problem solving. The purpose of
scientific organizations in more than 165 countries
InnoCentive is to enable collaboration with lead users
had registered to solve problems on InnoCentives
and communities of experts who have expertise to
Web site. InnoCentive has also signed up several com-
solve innovation related problems. InnoCentive posts
panies including BASF, Dow Chemical, and Procter &
scientific problems for solution by qualified scientists,
Gamble to post scientific problems confidentially on
without regard to geography, time zones, or back-
the InnoCentive Web site.
ground. The InnoCentive.com Web site encourages
scientists to find problems that match their qualifica- Eli Lilly also engages its customers at later stages in
tions and then work independently or collaborate to the NPD process. Doctors are engaged through advi-
find the best solution. InnoCentive allows Eli Lilly to sory programs aimed at supporting continuous feed-
engage experts from around the world on a contingent back on specific solutions to selected pathologies, in
basis to facilitate its R&D efforts. InnoCentive has order to better anticipate market evolution and iden-
been spun off as an independent company, and it has tify the most appropriate period to launch a new
broadened its mission to acting as an independent treatment on the market. An extension of these pro-
third party that connects solvers with seeker com- grams has driven to the Supplier Diversity
panies in a variety of industries including biotechnol- Development (SDD), aimed at broadening participa-
ogy, agribusiness and consumer products. tion of minority and women-owned businessesoften

COLLABORATING TO CREATE: THE INTERNET AS A PLATFORM FOR CUSTOMER ENGAGEMENT IN PRODUCT INNOVATION 13
managed by the same companys clients, such as product development, relating to (a) the absorption
researchers and cliniciansin the Lilly supplier base and integration of complementary forms of knowledge
to levels more reflective of the diverse business com- through different mechanisms; (b) organizational
munity. And patients are involved in customizing the transformation as a prerequisite for the success of col-
treatments and therapies the company provides laborative innovation and; (c) the emergence of medi-
them, based on their preferences and the specifics of ators who facilitate collaborative innovation.
their disease conditions. The basic drugs can be the
same, but the therapy is personalized case by case to The first theme we observe is that the Internet should
reflect the individual history and experience. be used as an integrated platform for engaging
customers in multiple ways for different purposes.
Both Ducati and Eli Lilly selectively use a diverse
DISCUSSION portfolio of Internet-based mechanisms to support dif-
ferent stages of the NPD process, and to acquire dif-
The purpose of this paper was to highlight how the
ferent types of knowledge. For instance, Ducati uses
Internet can serve as a powerful platform for collabo-
its virtual communities to enhance idea generation
rative innovation with customers. While customer
and tap into the competencies of lead users, but then
knowledge has always played a key role in managing
relies on specific polls to verify the soundness of these
product innovation, todays competitive environment
ideas by involving larger numbers of customers to gen-
demands going beyond merely importing the voice of
erate successful next bikes. These polls achieve
the customer through traditional market research
extraordinary response rates, because the sense of
mechanisms. The Internet allows firms to engage cus-
belonging to the community increases individual com-
tomers more broadly, more richly, and more speedily.
mitment and brand loyalty. A similar virtuous cycle
It allows firms to create ongoing customer dialogue,
enacts within the Eli Lilly Web site, where patients
absorb social customer knowledge, and scan knowl-
develop trust and commitment towards the company
edge of potential or competitors customers. By estab-
because it provides them with information on their
lishing direct, persistent, and interactive dialogue,
specific diseases, and committed customers, in turn,
the firm can access knowledge at low cost from indi-
help the company to improve its treatments and,
vidual customers as well as from communities of com-
hence, further increase their loyalty. Eli Lillys ability
munities. In virtual environments, it can better select
to integrate patients experiences shared in the forums
lead users or, better, let them self select. In addition,
hosted in its corporate Web site with the scientists
the firm is neither constrained by geographical
contributions through the InnoCentive venture plays
boundaries nor by the boundaries of its served mar-
an important role in defining new treatments and the
kets in the selection of lead users.
best approaches to marketing the treatments.
While this exploratory inquiry needs to be followed up
Internet-based mechanisms positively impact both
with further empirical analysis, our study contrasts
the content and process dimensions of knowledge to
the traditional perspective on customer involvement
support new product development. On the content
in innovation against the emerging perspective of co-
dimension, knowledge-sharing processes at a social
creation facilitated by the Internet. We illustrate how
level generate knowledge that is rooted in specific
the characteristics of the mediuminteractivity,
experiential contexts. These virtual contexts allow
reach, speed, persistence, and flexibilitypermit
the firm to gain insights into socially generated
firms to explore new frontiers in co-creation of value.
knowledge that would not be possible to glean using
We also outline a variety of Web-based mechanisms
traditional research techniques. On the process
for customer collaboration, and provide a framework
dimension, there is a resonance among different
for classifying the mechanisms in terms of the nature
forms of customer participation in the companys
of the collaboration (deep versus broad) and the
activities. A strong sense of belonging to virtual com-
applicability to stages in the NPD process (front end
munities enables strong social relationships, which
versus back end).
increase individual customers willingness to share
Our case studies reveal three themes in Internet- their knowledge with the company. Conversely, the
based collaboration with customers to support new ability to develop personalized relationships with

14 JOURNAL OF INTERACTIVE MARKETING


individual customers has a positive impact on their recent years, there is little academic research on the
trust and involvement with the firm. The higher organizational adoption of such mechanisms. An
involvement in turn enhances customers intention to interesting finding in our case studies is that both
participate in communities managed by the company companies we studied underwent significant organi-
or even by independent third parties. zational transformation as they embraced collabora-
tive innovation. Ducati reorganized its entire mar-
The various Internet-based collaboration mechanisms keting department around the community function,
are synergistic, and therefore can be employed simul- and also tightly linked the community management
taneously as part of an integrated innovation strate- function with the division in charge of the NPD
gy, and not as independent silos for customer process. Specific organizational roles have been cre-
dialogue. Firms should strive to integrate all these ated to support continuous customer knowledge
channels to create an integrated portfolio of mecha- sharing within the company, selectively distributing
nisms that they can use to pursue different forms of the knowledge garnered through the Internet to spe-
knowledge, for different purposes, to support different cific departments that can benefit from the informa-
stages of the NPD process. More specifically, the tools tion. Eli Lilly had to create e-Lilly as a new hybrid
for front-end stages and deep customer engagement organization to manage its collaborative innovation
(suggestion boxes, advisory panels, virtual communi- efforts. And it created the InnoCentive spin-off to
ties, Web-based idea markets) are more relevant to encourage innovative thinking and to allow
the ideation and concept development stages. InnoCentive to become an independent Web-based
Consider, for example, the Tech Caf, technical innovation marketplace serving other companies. We
forums, Ducati service area, and customer advisory believe that true co-creation will require a funda-
programs run by Ducati, and the specialized customer mental redesign of marketing processes and the mar-
forums and the InnoCentive Web site managed by Eli keting organization to support continuous dialogue
Lilly. The tools in the front-end stages and broad cus- with customers, as well as to systematically share
tomer engagement (online surveys, market intelli- the knowledge generated through this dialogue with-
gence services, Web-based conjoint analysis, in the firm in a way.
listening-in techniques) are more useful at the
concept-testing phase, while the tools in the back-end The final theme that we find is the emergence of
stages and broad customer engagement (toolkits for autonomous Web-based innovation marketplaces.
users innovation, open-source mechanisms, Web- Third parties like InnoCentive and NineSigma play
based patent markets) are better suited to improve an important role as intermediaries in facilitating col-
the product design phase (e.g., contests like Design laborative innovation, allowing the firm to expand its
Your Dream Ducati and virtual teams organized by peripheral vision beyond its own customers and its
Ducati, as well as the advisory programs with select- own Web site. Similarly, vertical portals for bikers
ed doctors run by Eli Lilly). Finally, the tools related provide Ducati with knowledge it could not gather
to the back-end stages and broad customer engage- from its loyal and enthusiastic fans on its own Web
ment (mass customization, Web-based prototyping, site. These intermediaries allow firms to access
virtual product testing and virtual market testing) prospects and competitors customers, who are unlike-
are most relevant at the product and market testing ly to interact directly with the firm in conversations.
stages in the NPD process. In summary, the synergis- Third party Web-based innovation marketplaces act
tic usage of different tools supporting different phas- as knowledge brokers (Hargadon & Sutton, 1997)
es of the new product development is an important allowing firms to access unbiased customer knowl-
factor in enabling successful Internet-based collabo- edge, and to gain insights into opportunities that lie
rative innovation with customers. beyond the firms immediate field of view (Sawhney,
Prandelli, & Verona, 2003). This mediated process
The second theme we observe from the case studies complements the traditional processes of direct inno-
relates to the organizational changes that need to vation controlled by the individual firm. Mediated
accompany the adoption of collaborative innovation activities of innovation represent an interesting and
with customers. While customer engagement in prod- profitable extension of the traditional business of
uct development has received a lot of attention in information intermediaries.

COLLABORATING TO CREATE: THE INTERNET AS A PLATFORM FOR CUSTOMER ENGAGEMENT IN PRODUCT INNOVATION 15
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