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		Democratizing Innovation
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		Eric von Hipel
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		Copyright (C) 2005 Eric von Hippel. Exclusive rights to publish and sell this book in print form in English are licensed to The MIT Press. All other rights are reserved by the author. An electronic version of this book is available under a Creative Commons license.;<br /> License: Creative Commons US Attribution-NonCommercial-NoDerivs license 2.0. http://creativecommons.org/licenses/by-nc-nd/2.0/legalcode Some Rights Reserved. You are free to copy, distribute, display and perform the work, under the following conditions: Attribution, you must give the original author credit; you may not use this work for commercial purposes; No Derivative Works, you may not alter, transform, or build-upon this work. For reuse or distribution you must make clear to others the license terms of this work. Any conditions can be waived if you get permission from the copyright holder. Your fair use and other rights are in no way affected by the above.
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<body>
<object id="1">
	<ocn>1</ocn>
	<text class="h1">
		Democratizing Innovation,<br />Eric von Hipel
	</text>
</object>
<object id="2">
	<ocn>2</ocn>
	<text class="h2">
		Democratizing Innovation
	</text>
</object>
<object id="3">
	<ocn>3</ocn>
	<text class="h4">
		1 Introduction and Overview
	</text>
</object>
<object id="4">
	<ocn>4</ocn>
	<text class="norm">
		When I say that innovation is being democratized, I mean that users of
products and services---both firms and individual consumers---are
increasingly able to innovate for themselves. User-centered innovation
processes offer great advantages over the manufacturer-centric
innovation development systems that have been the mainstay of commerce
for hundreds of years. Users that innovate can develop exactly what
they want, rather than relying on manufacturers to act as their (often
very imperfect) agents. Moreover, individual users do not have to
develop everything they need on their own: they can benefit from
innovations developed and freely shared by others.
	</text>
</object>
<object id="5">
	<ocn>5</ocn>
	<text class="norm">
		The trend toward democratization of innovation applies to information
products such as software and also to physical products. As a quick
illustration of the latter, consider the development of
high-performance windsurfing techniques and equipment in Hawaii by an
informal user group. High-performance windsurfing involves acrobatics
such as jumps and flips and turns in mid-air. Larry Stanley, a pioneer
in high-performance windsurfing, described the development of a major
innovation in technique and equipment to Sonali Shah:
	</text>
</object>
<object id="6">
	<ocn>6</ocn>
	<text class="norm">
		In 1978 J&#253;rgen Honscheid came over from West Germany for the first
Hawaiian World Cup and discovered jumping, which was new to him,
although Mike Horgan and I were jumping in 1974 and 1975. There was a
new enthusiasm for jumping and we were all trying to outdo each other
by jumping higher and higher. The problem was that . . . the riders
flew off in mid-air because there was no way to keep the board with
you---and as a result you hurt your feet, your legs, and the board.
	</text>
</object>
<object id="7">
	<ocn>7</ocn>
	<text class="norm">
		Then I remembered the "Chip," a small experimental board we had built
with footstraps, and thought "it's dumb not to use this for jumping."
That's when I first started jumping with footstraps and discovering
controlled flight. I could go so much faster than I ever thought and
when you hit a wave it was like a motorcycle rider hitting a ramp; you
just flew into the air. All of a sudden not only could you fly into the
air, but you could land the thing, and not only that, but you could
change direction in the air!
	</text>
</object>
<object id="8">
	<ocn>8</ocn>
	<text class="norm">
		The whole sport of high-performance windsurfing really started from
that. As soon as I did it, there were about ten of us who sailed all
the time together and within one or two days there were various boards
out there that had footstraps of various kinds on them, and we were all
going fast and jumping waves and stuff. It just kind of snowballed from
there. (Shah 2000)
	</text>
</object>
<object id="9">
	<ocn>9</ocn>
	<text class="norm">
		By 1998, more than a million people were engaged in windsurfing, and a
large fraction of the boards sold incorporated the user-developed
innovations for the high-performance sport.
	</text>
</object>
<object id="10">
	<ocn>10</ocn>
	<text class="norm">
		The user-centered innovation process just illustrated is in sharp
contrast to the traditional model, in which products and services are
developed by manufacturers in a closed way, the manufacturers using
patents, copyrights, and other protections to prevent imitators from
free riding on their innovation investments. In this traditional model,
a user's only role is to have needs, which manufacturers then identify
and fill by designing and producing new products. The
manufacturer-centric model does fit some fields and conditions.
However, a growing body of empirical work shows that users are the
first to develop many and perhaps most new industrial and consumer
products. Further, the contribution of users is growing steadily larger
as a result of continuing advances in computer and communications
capabilities.
	</text>
</object>
<object id="11">
	<ocn>11</ocn>
	<text class="norm">
		In this book I explain in detail how the emerging process of
user-centric, democratized innovation works. I also explain how
innovation by users provides a very necessary complement to and
feedstock for manufacturer innovation.
	</text>
</object>
<object id="12">
	<ocn>12</ocn>
	<text class="norm">
		The ongoing shift of innovation to users has some very attractive
qualities. It is becoming progressively easier for many users to get
precisely what they want by designing it for themselves. And innovation
by users appears to increase social welfare. At the same time, the
ongoing shift of product-development activities from manufacturers to
users is painful and difficult for many manufacturers. Open,
distributed innovation is "attacking" a major structure of the social
division of labor. Many firms and industries must make fundamental
changes to long-held business models in order to adapt. Further,
governmental policy and legislation sometimes preferentially supports
innovation by manufacturers. Considerations of social welfare suggest
that this must change. The workings of the intellectual property system
are of special concern. But despite the difficulties, a democratized
and user-centric system of innovation appears well worth striving for.
	</text>
</object>
<object id="13">
	<ocn>13</ocn>
	<text class="norm">
		Users, as the term will be used in this book, are firms or individual
consumers that expect to benefit from <i>using</i> a product or a
service. In contrast, manufacturers expect to benefit from
<i>selling</i> a product or a service. A firm or an individual can have
different relationships to different products or innovations. For
example, Boeing is a manufacturer of airplanes, but it is also a user
of machine tools. If we were examining innovations developed by Boeing
for the airplanes it sells, we would consider Boeing a
manufacturer-innovator in those cases. But if we were considering
innovations in metal-forming machinery developed by Boeing for in-house
use in building airplanes, we would categorize those as user-developed
innovations and would categorize Boeing as a user-innovator in those
cases.
	</text>
</object>
<object id="14">
	<ocn>14</ocn>
	<text class="norm">
		Innovation user and innovation manufacturer are the two general
"functional" relationships between innovator and innovation. Users are
unique in that they alone benefit <i>directly</i> from innovations. All
others (here lumped under the term "manufacturers") must sell
innovation-related products or services to users, indirectly or
directly, in order to profit from innovations. Thus, in order to
profit, inventors must sell or license knowledge related to
innovations, and manufacturers must sell products or services
incorporating innovations. Similarly, suppliers of innovation-related
materials or services---unless they have direct use for the
innovations---must sell the materials or services in order to profit
from the innovations.
	</text>
</object>
<object id="15">
	<ocn>15</ocn>
	<text class="norm">
		The user and manufacturer categorization of relationships between
innovator and innovation can be extended to specific functions,
attributes, or features of products and services. When this is done, it
may turn out that different parties are associated with different
attributes of a particular product or service. For example,
householders are the users of the switching attribute of a household
electric light switch---they use it to turn lights on and off. However,
switches also have other attributes, such as "easy wiring" qualities,
that may be used only by the electricians who install them. Therefore,
if an electrician were to develop an improvement to the installation
attributes of a switch, it would be considered a user-developed
innovation.
	</text>
</object>
<object id="16">
	<ocn>16</ocn>
	<text class="norm">
		A brief overview of the contents of the book follows.
	</text>
</object>
<object id="17">
	<ocn>17</ocn>
	<text class="norm">
		<b>Development of Products by Lead Users (Chapter 2)</b>
	</text>
</object>
<object id="18">
	<ocn>18</ocn>
	<text class="norm">
		Empirical studies show that many users---from 10 percent to nearly 40
percent---engage in developing or modifying products. About half of
these studies do not determine representative innovation frequencies;
they were designed for other purposes. Nonetheless, when taken
together, the findings make it very clear that users are doing a
<i>lot</i> of product modification and product development in many
fields.
	</text>
</object>
<object id="19">
	<ocn>19</ocn>
	<text class="norm">
		Studies of innovating users (both individuals and firms) show them to
have the characteristics of "lead users." That is, they are ahead of
the majority of users in their populations with respect to an important
market trend, and they expect to gain relatively high benefits from a
solution to the needs they have encountered there. The correlations
found between innovation by users and lead user status are highly
significant, and the effects are very large.
	</text>
</object>
<object id="20">
	<ocn>20</ocn>
	<text class="norm">
		Since lead users are at the leading edge of the market with respect to
important market trends, one can guess that many of the novel products
they develop for their own use will appeal to other users too and so
might provide the basis for products manufacturers would wish to
commercialize. This turns out to be the case. A number of studies have
shown that many of the innovations reported by lead users are judged to
be commercially attractive and/or have actually been commercialized by
manufacturers.
	</text>
</object>
<object id="21">
	<ocn>21</ocn>
	<text class="norm">
		Research provides a firm grounding for these empirical findings. The
two defining characteristics of lead users and the likelihood that they
will develop new or modified products have been found to be highly
correlated (Morrison et al. 2004). In addition, it has been found that
the higher the intensity of lead user characteristics displayed by an
innovator, the greater the commercial attractiveness of the innovation
that the lead user develops (Franke and von Hippel 2003a). In figure
1.1, the increased concentration of innovations toward the right
indicates that the likelihood of innovating is higher for users having
higher lead user index values. The rise in average innovation
attractiveness as one moves from left to right indicates that
innovations developed by lead users tend to be more commercially
attractive. (Innovation attractiveness is the sum of the novelty of the
innovation and the expected future generality of market demand.)
	</text>
</object>
<object id="22">
	<ocn>22</ocn>
	<text class="norm">
		<image xmlns:xlink="http://www.w3.org/1999/xlink" xlink:type="simple"
xlink:actuate="onLoad" xlink:show="embed"
xlink:href="../_sisu/image/di_evh_f1-1.png" width="640" height="434"
/>[di_evh_f1-1.png]
	</text>
</object>
<object id="23">
	<ocn>23</ocn>
	<text class="norm">
		<b>Figure 1.1</b> User-innovators with stronger "lead user"
characteristics develop innovations having higher appeal in the general
marketplace. Estimated OLS function: Y = 2.06 + 0.57x, where Y
represents attractiveness of innovation and x represents lead-user-ness
of respondent. Adjusted R<sup>2</sup> = 0.281; p = 0.002; n = 30.
Source of data: Franke and von Hippel 2003.
	</text>
</object>
<object id="24">
	<ocn>24</ocn>
	<text class="norm">
		<b>Why Many Users Want Custom Products (Chapter 3)</b>
	</text>
</object>
<object id="25">
	<ocn>25</ocn>
	<text class="norm">
		Why do so many users develop or modify products for their own use?
Users may innovate if and as they want something that is not available
on the market and are able and willing to pay for its development. It
is likely that many users do not find what they want on the market.
Meta-analysis of market-segmentation studies suggests that users' needs
for products are highly heterogeneous in many fields (Franke and
Reisinger 2003).
	</text>
</object>
<object id="26">
	<ocn>26</ocn>
	<text class="norm">
		Mass manufacturers tend to follow a strategy of developing products
that are designed to meet the needs of a large market segment well
enough to induce purchase from and capture significant profits from a
large number of customers. When users' needs are heterogeneous, this
strategy of "a few sizes fit all" will leave many users somewhat
dissatisfied with the commercial products on offer and probably will
leave some users seriously dissatisfied. In a study of a sample of
users of the security features of Apache web server software, Franke
and von Hippel (2003b) found that users had a very high heterogeneity
of need, and that many had a high willingness to pay to get precisely
what they wanted. Nineteen percent of the users sampled actually
innovated to tailor Apache more closely to their needs. Those who did
were found to be significantly more satisfied.
	</text>
</object>
<object id="27">
	<ocn>27</ocn>
	<text class="norm">
		<b>Users' Innovate-or-Buy Decisions (Chapter 4)</b>
	</text>
</object>
<object id="28">
	<ocn>28</ocn>
	<text class="norm">
		Even if many users want "exactly right products" and are willing and
able to pay for their development, why do users often do this for
themselves rather than hire a custom manufacturer to develop a special
just-right product for them? After all, custom manufacturers specialize
in developing products for one or a few users. Since these firms are
specialists, it is possible that they could design and build custom
products for individual users or user firms faster, better, or cheaper
than users could do this for themselves. Despite this possibility,
several factors can drive users to innovate rather than buy. Both in
the case of user firms and in the case of individual user-innovators,
agency costs play a major role. In the case of individual
user-innovators, enjoyment of the innovation process can also be
important.
	</text>
</object>
<object id="29">
	<ocn>29</ocn>
	<text class="norm">
		With respect to agency costs, consider that when a user develops its
own custom product that user can be trusted to act in its own best
interests. When a user hires a manufacturer to develop a custom
product, the situation is more complex. The user is then a principal
that has hired the custom manufacturer to act as its agent. If the
interests of the principal and the agent are not the same, there will
be agency costs. In general terms, agency costs are (1) costs incurred
to monitor the agent to ensure that it (or he or she) follows the
interests of the principal, (2) the cost incurred by the agent to
commit itself not to act against the principal's interest (the "bonding
cost"), and (3) costs associated with an outcome that does not fully
serve the interests of the principal (Jensen and Meckling 1976). In the
specific instance of product and service development, a major
divergence of interests between user and custom manufacturer does
exist: the user wants to get precisely what it needs, to the extent
that it can afford to do so. In contrast, the custom manufacturer wants
to lower its development costs by incorporating solution elements it
already has or that it predicts others will want in the future---even
if by doing so it does not serve its present client's needs as well as
it could.
	</text>
</object>
<object id="30">
	<ocn>30</ocn>
	<text class="norm">
		A user wants to preserve its need specification because that
specification is chosen to make <i>that user's</i> overall solution
quality as high as possible at the desired price. For example, an
individual user may specify a mountain-climbing boot that will
precisely fit his unique climbing technique and allow him to climb
Everest more easily. Any deviations in boot design will require
compensating modifications in the climber's carefully practiced and
deeply ingrained climbing technique---a much more costly solution from
the user's point of view. A custom boot manufacturer, in contrast, will
have a strong incentive to incorporate the materials and processes it
has in stock and expects to use in future even if this produces a boot
that is not precisely right for the present customer. For example, the
manufacturer will not want to learn a new way to bond boot components
together even if that would produce the best custom result for one
client. The net result is that when one or a few users want something
special they will often get the best result by innovating for
themselves.
	</text>
</object>
<object id="31">
	<ocn>31</ocn>
	<text class="norm">
		A small model of the innovate-or-buy decision follows. This model shows
in a quantitative way that user firms with unique needs will always be
better off developing new products for themselves. It also shows that
development by manufacturers can be the most economical option when n
or more user firms want the same thing. However, when the number of
user firms wanting the same thing falls between 1 and n, manufacturers
may not find it profitable to develop a new product for just a few
users. In that case, more than one user may invest in developing the
same thing independently, owing to market failure. This results in a
waste of resources from the point of view of social welfare. The
problem can be addressed by new institutional forms, such as the user
innovation communities that will be studied later in this book.
	</text>
</object>
<object id="32">
	<ocn>32</ocn>
	<text class="norm">
		Chapter 4 concludes by pointing out that an additional incentive can
drive individual user-innovators to innovate rather than buy: they may
value the <i>process</i> of innovating because of the enjoyment or
learning that it brings them. It might seem strange that
user-innovators can enjoy product development enough to want to do it
themselves---after all, manufacturers pay their product developers to
do such work! On the other hand, it is also clear that enjoyment of
problem solving is a motivator for many individual problem solvers in
at least some fields. Consider for example the millions of
crossword-puzzle aficionados. Clearly, for these individuals enjoyment
of the problem-solving process rather than the solution is the goal.
One can easily test this by attempting to offer a puzzle solver a
completed puzzle---the very output he or she is working so hard to
create. One will very likely be rejected with the rebuke that one
should not spoil the fun! Pleasure as a motivator can apply to the
development of commercially useful innovations as well. Studies of the
motivations of volunteer contributors of code to widely used software
products have shown that these individuals too are often strongly
motivated to innovate by the joy and learning they find in this work
(Hertel et al. 2003; Lakhani and Wolf 2005).
	</text>
</object>
<object id="33">
	<ocn>33</ocn>
	<text class="norm">
		<b>Users' Low-Cost Innovation Niches (Chapter 5)</b>
	</text>
</object>
<object id="34">
	<ocn>34</ocn>
	<text class="norm">
		An exploration of the basic processes of product and service
development show that users and manufacturers tend to develop different
<i>types</i> of innovations. This is due in part to information
asymmetries: users and manufacturers tend to know different things.
Product developers need two types of information in order to succeed at
their work: need and context-of-use information (generated by users)
and generic solution information (often initially generated by
manufacturers specializing in a particular type of solution). Bringing
these two types of information together is not easy. Both need
information and solution information are often very "sticky"---that is,
costly to move from the site where the information was generated to
other sites. As a result, users generally have a more accurate and more
detailed model of their needs than manufacturers have, while
manufacturers have a better model of the solution approach in which
they specialize than the user has.
	</text>
</object>
<object id="35">
	<ocn>35</ocn>
	<text class="norm">
		When information is sticky, innovators tend to rely largely on
information they already have in stock. One consequence of the
information asymmetry between users and manufacturers is that users
tend to develop innovations that are functionally novel, requiring a
great deal of user-need information and use-context information for
their development. In contrast, manufacturers tend to develop
innovations that are improvements on well-known needs and that require
a rich understanding of solution information for their development. For
example, firms that use inventory-management systems, such as
retailers, tend to be the developers of new approaches to inventory
management. In contrast, manufacturers of inventory-management systems
and equipment tend to develop improvements to the equipment used to
implement these user-devised approaches (Ogawa 1998).
	</text>
</object>
<object id="36">
	<ocn>36</ocn>
	<text class="norm">
		If we extend the information-asymmetry argument one step further, we
see that information stickiness implies that information on hand will
also differ among <i>individual</i> users and manufacturers. The
information assets of some particular user (or some particular
manufacturer) will be closest to what is required to develop a
particular innovation, and so the cost of developing that innovation
will be relatively low for that user or manufacturer. The net result is
that user innovation activities will be distributed across many users
according to their information endowments. With respect to innovation,
one user is by no means a perfect substitute for another.
	</text>
</object>
<object id="37">
	<ocn>37</ocn>
	<text class="norm">
		<b>Why Users Often Freely Reveal Their Innovations (Chapter 6)</b>
	</text>
</object>
<object id="38">
	<ocn>38</ocn>
	<text class="norm">
		The social efficiency of a system in which individual innovations are
developed by individual users is increased if users somehow diffuse
what they have developed to others. Manufacturer-innovators
<i>partially</i> achieve this when they sell a product or a service on
the open market (partially because they diffuse the product
incorporating the innovation, but often not all the information that
others would need to fully understand and replicate it). If
user-innovators do not somehow also diffuse what they have done,
multiple users with very similar needs will have to independently
develop very similar innovations---a poor use of resources from the
viewpoint of social welfare. Empirical research shows that users often
do achieve widespread diffusion by an unexpected means: they often
"freely reveal" what they have developed. When we say that an innovator
freely reveals information about a product or service it has developed,
we mean that all intellectual property rights to that information are
voluntarily given up by the innovator, and all interested parties are
given access to it---the information becomes a public good.
	</text>
</object>
<object id="39">
	<ocn>39</ocn>
	<text class="norm">
		The empirical finding that users often freely reveal their innovations
has been a major surprise to innovation researchers. On the face of it,
if a user-innovator's proprietary information has value to others, one
would think that the user would strive to prevent free diffusion rather
than help others to free ride on what it has developed at private cost.
Nonetheless, it is now very clear that individual users and user
firms---and sometimes manufacturers---often freely reveal detailed
information about their innovations.
	</text>
</object>
<object id="40">
	<ocn>40</ocn>
	<text class="norm">
		The practices visible in "open source" software development were
important in bringing this phenomenon to general awareness. In these
projects it was clear <i>policy</i> that project contributors would
routinely and systematically freely reveal code they had developed at
private expense (Raymond 1999). However, free revealing of product
innovations has a history that began long before the advent of open
source software. Allen, in his 1983 study of the eighteenth-century
iron industry, was probably the first to consider the phenomon
systematically. Later, Nuvolari (2004) discussed free revealing in the
early history of mine pumping engines. Contemporary free revealing by
users has been documented by von Hippel and Finkelstein (1979) for
medical equipment, by Lim (2000) for semiconductor process equipment,
by Morrison, Roberts, and von Hippel (2000) for library information
systems, and by Franke and Shah (2003) for sporting equipment. Henkel
(2003) has documented free revealing among manufacturers in the case of
embedded Linux software.
	</text>
</object>
<object id="41">
	<ocn>41</ocn>
	<text class="norm">
		Innovators often freely reveal because it is often the best or the only
practical option available to them. Hiding an innovation as a trade
secret is unlikely to be successful for long: too many generally know
similar things, and some holders of the "secret" information stand to
lose little or nothing by freely revealing what they know. Studies find
that innovators in many fields view patents as having only limited
value. Copyright protection and copyright licensing are applicable only
to "writings," such as books, graphic images, and computer software.
	</text>
</object>
<object id="42">
	<ocn>42</ocn>
	<text class="norm">
		Active efforts by innovators to freely reveal---as opposed to sullen
acceptance---are explicable because free revealing can provide
innovators with significant private benefits as well as losses or risks
of loss. Users who freely reveal what they have done often find that
others then improve or suggest improvements to the innovation, to
mutual benefit (Raymond 1999). Freely revealing users also may benefit
from enhancement of reputation, from positive network effects due to
increased diffusion of their innovation, and from other factors. Being
the first to freely reveal a particular innovation can also enhance the
benefits received, and so there can actually be a rush to reveal, much
as scientists rush to publish in order to gain the benefits associated
with being the first to have made a particular advancement.
	</text>
</object>
<object id="43">
	<ocn>43</ocn>
	<text class="norm">
		<b>Innovation Communities (Chapter 7)</b>
	</text>
</object>
<object id="44">
	<ocn>44</ocn>
	<text class="norm">
		Innovation by users tends to be widely distributed rather than
concentrated among just a very few very innovative users. As a result,
it is important for user-innovators to find ways to combine and
leverage their efforts. Users achieve this by engaging in many forms of
cooperation. Direct, informal user-to-user cooperation (assisting
others to innovate, answering questions, and so on) is common.
Organized cooperation is also common, with users joining together in
networks and communities that provide useful structures and tools for
their interactions and for the distribution of innovations. Innovation
communities can increase the speed and effectiveness with which users
and also manufacturers can develop and test and diffuse their
innovations. They also can greatly increase the ease with which
innovators can build larger systems from interlinkable modules created
by community participants.
	</text>
</object>
<object id="45">
	<ocn>45</ocn>
	<text class="norm">
		Free and open source software projects are a relatively well-developed
and very successful form of Internet-based innovation community.
However, innovation communities are by no means restricted to software
or even to information products, and they can play a major role in the
development of physical products. Franke and Shah (2003) have
documented the value that user innovation communities can provide to
user-innovators developing physical products in the field of sporting
equipment. The analogy to open source innovation communities is clear.
	</text>
</object>
<object id="46">
	<ocn>46</ocn>
	<text class="norm">
		The collective or community effort to provide a public good---which is
what freely revealed innovations are---has traditionally been explored
in the literature on "collective action." However, behaviors seen in
extant innovation communities fail to correspond to that literature at
major points. In essence, innovation communities appear to be more
robust with respect to recruiting and rewarding members than the
literature would predict. Georg von Krogh and I attribute this to
innovation contributors' obtaining some private rewards that are not
shared equally by free riders (those who take without contributing).
For example, a product that a user-innovator develops and freely
reveals might be perfectly suited to that user-innovator's requirements
but less well suited to the requirements of free riders. Innovation
communities thus illustrate a "private-collective" model of innovation
incentive (von Hippel and von Krogh 2003).
	</text>
</object>
<object id="47">
	<ocn>47</ocn>
	<text class="norm">
		<b>Adapting Policy to User Innovation (Chapter 8)</b>
	</text>
</object>
<object id="48">
	<ocn>48</ocn>
	<text class="norm">
		Is innovation by users a "good thing?" Welfare economists answer such a
question by studying how a phenomenon or a change affects social
welfare. Henkel and von Hippel (2005) explored the social welfare
implications of user innovation. They found that, relative to a world
in which only manufacturers innovate, social welfare is very probably
increased by the presence of innovations freely revealed by users. This
finding implies that policy making should support user innovation, or
at least should ensure that legislation and regulations do not favor
manufacturers at the expense of user-innovators.
	</text>
</object>
<object id="49">
	<ocn>49</ocn>
	<text class="norm">
		The transitions required of policy making to achieve neutrality with
respect to user innovation vs. manufacturer innovation are significant.
Consider the impact on open and distributed innovation of past and
current policy decisions. Research done in the past 30 years has
convinced many academics that intellectual property law is sometimes or
often not having its intended effect. Intellectual property law was
intended to increase the amount of innovation investment. Instead, it
now appears that there are economies of scope in both patenting and
copyright that allow firms to use these forms of intellectual property
law in ways that are directly opposed to the intent of policy makers
and to the public welfare. Major firms can invest to develop large
portfolios of patents. They can then use these to create "patent
thickets"---dense networks of patent claims that give them plausible
grounds for threatening to sue across a wide range of intellectual
property. They may do this to prevent others from introducing a
superior innovation and/or to demand licenses from weaker competitors
on favorable terms (Shapiro 2001). Movie, publishing, and software
firms can use large collections of copyrighted work to a similar
purpose (Benkler 2002). In view of the distributed nature of innovation
by users, with each tending to create a relatively small amount of
intellectual property, users are likely to be disadvantaged by such
strategies.
	</text>
</object>
<object id="50">
	<ocn>50</ocn>
	<text class="norm">
		It is also important to note that users (and manufacturers) tend to
build prototypes of their innovations economically by modifying
products already available on the market to serve a new purpose. Laws
such as the (US) Digital Millennium Copyright Act, intended to prevent
consumers from illegally copying protected works, also can have the
unintended side effect of preventing users from modifying products that
they purchase (Varian 2002). Both fairness and social welfare
considerations suggest that innovation-related policies should be made
neutral with respect to the sources of innovation.
	</text>
</object>
<object id="51">
	<ocn>51</ocn>
	<text class="norm">
		It may be that current impediments to user innovation will be solved by
legislation or by policy making. However, beneficiaries of existing law
and policy will predictably resist change. Fortunately, a way to get
around some of these problems is in the hands of innovators themselves.
Suppose many innovators in a particular field decide to freely reveal
what they have developed, as they often have reason to do. In that
case, users can collectively create an information commons (a
collection of information freely available to all) containing
substitutes for some or a great deal of information now held as private
intellectual property. Then user-innovators can work around the
strictures of intellectual property law by simply using these freely
revealed substitutes (Lessig 2001). This is essentially what is
happening in the field of software. For many problems, user-innovators
in that field now have a choice between proprietary, closed software
provided by Microsoft and other firms and open source software that
they can legally download from the Internet and legally modify to serve
their own specific needs.
	</text>
</object>
<object id="52">
	<ocn>52</ocn>
	<text class="norm">
		Policy making that levels the playing field between users and
manufacturers will force more rapid change onto manufacturers but will
by no means destroy them. Experience in fields where open and
distributed innovation processes are far advanced show how
manufacturers can and do adapt. Some, for example, learn to supply
proprietary platform products that offer user-innovators a framework
upon which to develop and use their improvements.
	</text>
</object>
<object id="53">
	<ocn>53</ocn>
	<text class="norm">
		<b>Democratizing Innovation (Chapter 9)</b>
	</text>
</object>
<object id="54">
	<ocn>54</ocn>
	<text class="norm">
		Users' ability to innovate is improving <i>radically</i> and
<i>rapidly</i> as a result of the steadily improving quality of
computer software and hardware, improved access to easy-to-use tools
and components for innovation, and access to a steadily richer
innovation commons. Today, user firms and even individual hobbyists
have access to sophisticated programming tools for software and
sophisticated CAD design tools for hardware and electronics. These
information-based tools can be run on a personal computer, and they are
rapidly coming down in price. As a consequence, innovation by users
will continue to grow even if the degree of heterogeneity of need and
willingness to invest in obtaining a precisely right product remains
constant.
	</text>
</object>
<object id="55">
	<ocn>55</ocn>
	<text class="norm">
		Equivalents of the innovation resources described above have long been
available within corporations to a few. Senior designers at firms have
long been supplied with engineers and designers under their direct
control, and with the resources needed to quickly construct and test
prototype designs. The same is true in other fields, including
automotive design and clothing design: just think of the staffs of
engineers and modelmakers supplied so that top auto designers can
quickly realize and test their designs.
	</text>
</object>
<object id="56">
	<ocn>56</ocn>
	<text class="norm">
		But if, as we have seen, the information needed to innovate in
important ways is widely distributed, the traditional pattern of
concentrating innovation-support resources on a few individuals is
hugely inefficient. High-cost resources for innovation support cannot
efficiently be allocated to "the right people with the right
information:" it is very difficult to know who these people may be
before they develop an innovation that turns out to have general value.
When the cost of high-quality resources for design and prototyping
becomes very low (the trend we have described), these resources can be
diffused very widely, and the allocation problem diminishes in
significance. The net result is and will be to democratize the
opportunity to create.
	</text>
</object>
<object id="57">
	<ocn>57</ocn>
	<text class="norm">
		On a level playing field, users will be an increasingly important
source of innovation and will increasingly substitute for or complement
manufacturers' innovation-related activities. In the case of
information products, users have the possibility of largely or
completely doing without the services of manufacturers. Open source
software projects are object lessons that teach us that users can
create, produce, diffuse, provide user field support for, update, and
use complex products by and for themselves in the context of user
innovation communities. In physical product fields, product development
by users can evolve to the point of largely or totally supplanting
product development---but not product manufacturing---by manufacturers.
(The economies of scale associated with manufacturing and distributing
physical products give manufacturers an advantage over "do-it-yourself"
users in those activities.)
	</text>
</object>
<object id="58">
	<ocn>58</ocn>
	<text class="norm">
		The evolving pattern of the locus of product development in kitesurfing
illustrates how users can displace manufacturers from the role of
product developer. In that industry, the collective product-design and
testing work of a user innovation community has clearly become superior
in both quality and quantity relative to the levels of in-house
development effort that manufacturers of kitesurfing equipment can
justify. Accordingly, manufacturers of such equipment are increasingly
shifting away from product design and focusing on producing product
designs first developed and tested by user innovation communities.
	</text>
</object>
<object id="59">
	<ocn>59</ocn>
	<text class="norm">
		How can or should manufacturers adapt to users' encroachment on
elements of their traditional business activities? There are three
general possibilities: (1) Produce user-developed innovations for
general commercial sale and/or offer custom manufacturing to specific
users. (2) Sell kits of product-design tools and/or "product platforms"
to ease users' innovation-related tasks. (3) Sell products or services
that are complementary to user-developed innovations. Firms in fields
where users are already very active in product design are experimenting
with all these possibilities.
	</text>
</object>
<object id="60">
	<ocn>60</ocn>
	<text class="norm">
		<b>Application: Searching for Lead User Innovations (Chapter 10)</b>
	</text>
</object>
<object id="61">
	<ocn>61</ocn>
	<text class="norm">
		Manufacturers design their innovation processes around the way they
think the process works. The vast majority of manufacturers still think
that product development and service development are always done by
manufacturers, and that their job is always to find a need and fill it
rather than to sometimes find and commercialize an innovation that lead
users have already developed. Accordingly, manufacturers have set up
market-research departments to explore the needs of users in the target
market, product-development groups to think up suitable products to
address those needs, and so forth. The needs and prototype solutions of
lead users---if encountered at all---are typically rejected as outliers
of no interest. Indeed, when lead users' innovations do enter a firm's
product line---and they have been shown to be the actual source of many
major innovations for many firms--- they typically arrive with a lag
and by an unconventional and unsystematic route. For example, a
manufacturer may "discover" a lead user innovation only when the
innovating user firm contacts the manufacturer with a proposal to
produce its design in volume to supply its own in-house needs. Or sales
or service people employed by a manufacturer may spot a promising
prototype during a visit to a customer's site.
	</text>
</object>
<object id="62">
	<ocn>62</ocn>
	<text class="norm">
		Modification of firms' innovation processes to <i>systematically</i>
search for and further develop innovations created by lead users can
provide manufacturers with a better interface to the innovation process
as it actually works, and so provide better performance. A natural
experiment conducted at 3M illustrates this possibility. Annual sales
of lead user product ideas generated by the average lead user project
at 3M were conservatively forecast by management to be more than 8
times the sales forecast for new products developed in the traditional
manner---$146 million versus $18 million per year. In addition, lead
user projects were found to generate ideas for new product lines, while
traditional market-research methods were found to produce ideas for
incremental improvements to existing product lines. As a consequence,
3M divisions funding lead user project ideas experienced their highest
rate of major product line generation in the past 50 years (Lilien et
al. 2002).
	</text>
</object>
<object id="63">
	<ocn>63</ocn>
	<text class="norm">
		<b>Application: Toolkits for User Innovation and Custom Design (Chapter
11)</b>
	</text>
</object>
<object id="64">
	<ocn>64</ocn>
	<text class="norm">
		Firms that understand the distributed innovation process and users'
roles in it can <i>change</i> factors affecting lead user innovation
and so affect its rate and direction in ways they value. Toolkits for
user innovation custom design offer one way of doing this. This
approach involves partitioning product-development and
service-development projects into solution-information-intensive
subtasks and need-information-intensive subtasks. Need-intensive
subtasks are then assigned to users along with a kit of tools that
enable them to effectively execute the tasks assigned to them. The
resulting co-location of sticky information and problem-solving
activity makes innovation within the solution space offered by a
particular toolkit cheaper for users. It accordingly attracts them to
the toolkit and so influences what they develop and how they develop
it. The custom semiconductor industry was an early adopter of toolkits.
In 2003, more than $15 billion worth of semiconductors were produced
that had been designed using this approach.
	</text>
</object>
<object id="65">
	<ocn>65</ocn>
	<text class="norm">
		Manufacturers that adopt the toolkit approach to supporting and
channeling user innovation typically face major changes in their
business models, and important changes in industry structure may also
follow. For example, as a result of the introduction of toolkits to the
field of semiconductor manufacture, custom semiconductor
manufacturers---formerly providers of both design and manufacturing
services to customers---lost much of the work of custom product design
to customers. Many of these manufacturers then became specialist
silicon foundries, supplying production services primarily.
Manufacturers may or may not wish to make such changes. However,
experience in fields where toolkits have been deployed shows that
customers tend to prefer designing their own custom products with the
aid of a toolkit over traditional manufacturer-centric development
practices. As a consequence, the only real choice for manufacturers in
a field appropriate to the deployment of toolkits may be whether to
lead or to follow in the transition to toolkits.
	</text>
</object>
<object id="66">
	<ocn>66</ocn>
	<text class="norm">
		<b>Linking User Innovation to Other Phenomena and Fields (Chapter
12)</b>
	</text>
</object>
<object id="67">
	<ocn>67</ocn>
	<text class="norm">
		In chapter 12 I discuss links between user innovation and some related
phenomena and literatures. With respect to phenomena, I point out the
relationship of user innovation to <i>information</i> communities, of
which user innovation communities are a subset. One open information
community is the online encyclopedia Wikipedia (www.wikipedia.org).
Other such communities include the many specialized Internet sites
where individuals with both common and rare medical conditions can find
one another and can find specialists in those conditions. Many of the
advantages associated with user innovation communities also apply to
open information networks and communities. Analyses appropriate to
information communities follow the same overall pattern as the analyses
provided in this book for innovation communities. However, they are
also simpler, because in open information communities there may be
little or no proprietary information being transacted and thus little
or no risk of related losses for participants.
	</text>
</object>
<object id="68">
	<ocn>68</ocn>
	<text class="norm">
		Next I discuss links between user-centric innovation phenomena and the
literature on the economics of knowledge that have been forged by Foray
(2004) and Weber (2004). I also discuss how Porter's 1991 work on the
competitive advantage of nations can be extended to incorporate
findings on nations' lead users as product developers. Finally, I point
out how findings explained in this book link to and complement research
on the Social Construction of Technology (Pinch and Bijker 1987).
	</text>
</object>
<object id="69">
	<ocn>69</ocn>
	<text class="norm">
		I conclude this introductory chapter by reemphasizing that user
innovation, free revealing, and user innovation communities will
flourish under many but not all conditions. What we know about
manufacturer-centered innovation is still valid; however,
lead-user-centered innovation patterns are increasingly important, and
they present major new opportunities and challenges for us all.
	</text>
</object>
<object id="70">
	<ocn>70</ocn>
	<text class="h4">
		2 Development of Products by Lead Users
	</text>
</object>
<object id="71">
	<ocn>71</ocn>
	<text class="norm">
		The idea that novel products and services are developed by
manufacturers is deeply ingrained in both traditional expectations and
scholarship. When we as users of products complain about the
shortcomings of an existing product or wish for a new one, we commonly
think that "they" should develop it---not us. Even the conventional
term for an individual end user, "consumer," implicitly suggests that
users are not active in product and service development. Nonetheless,
there is now very strong empirical evidence that product development
and modification by both user firms and users as individual consumers
is frequent, pervasive, and important.
	</text>
</object>
<object id="72">
	<ocn>72</ocn>
	<text class="norm">
		I begin this chapter by reviewing the evidence that many users indeed
do develop and modify products for their own use in many fields. I then
show that innovation is concentrated among <i>lead</i> users, and that
lead users' innovations often become commercial products.
	</text>
</object>
<object id="73">
	<ocn>73</ocn>
	<text class="norm">
		<b>Many Users Innovate</b>
	</text>
</object>
<object id="74">
	<ocn>74</ocn>
	<text class="norm">
		The evidence on user innovation frequency and pervasiveness is
summarized in table 2.1. We see here that the frequency with which user
firms and individual consumers develop or modify products for their own
use range from 10 percent to nearly 40 percent in fields studied to
date. The matter has been studied across a wide range of industrial
product types where innovating users are user firms, and also in
various types of sporting equipment, where innovating users are
individual consumers.
	</text>
</object>
<object id="75">
	<ocn>75</ocn>
	<text class="norm">
		The studies cited in table 2.1 clearly show that a lot of product
development and modification by users is going on. However, these
findings should not be taken to reflect innovation rates in overall
populations of users. All of the studies probably were affected by a
response bias. (That is, if someone sends a questionnaire about whether
you innovated or not, you might be more inclined to respond if your
answer is "Yes."). Also, each of the studies looked at innovation rates
affecting a particular product type among users who care a great deal
about that product type. Thus, university surgeons (study 4 in table
2.1) care a great deal about having just-right surgical equipment, just
as serious mountain bikers (study 8) care a great deal about having
just-right equipment for their sport. As the intensity of interest goes
down, it is likely that rates of user innovation drop too. This is
probably what is going on in the case of the study of purchasers of
outdoor consumer products (study 6). All we are told about that sample
of users of outdoor consumer products is that they are recipients of
one or more mail order catalogs from suppliers of relatively general
outdoor items---winter jackets, sleeping bags, and so on. Despite the
fact that these users were asked if they have developed or modified any
item in this broad category of goods (rather than a very specific one
such as a mountain bike), just 10 percent answered in the affirmative.
Of course, 10 percent or even 5 percent of a user population numbering
in the tens of millions worldwide is still a very large number---so we
again realize that many users are developing and modifying products.
	</text>
</object>
<object id="76">
	<ocn>76</ocn>
	<text class="norm">
		<b>Table 2.1</b> Many respondents reported developing or modifying
products for their own use in the eight product areas listed here.
	</text>
</object>
<object id="77">
	<ocn>77</ocn>
	<text class="table">	
		<table summary="normal text css" width="100%" border="0" bgcolor="white" cellpadding="2" align="center">
      <tr><th width="20%"></th><th width="45%">Number and type of Users Sampled</th><th width="15%">Percentage developing and building product for own use</th><th width="20%">Source</th></tr>
      <tr><td width="20%">Industrial products</td><td width="45%"></td><td width="15%"></td><td width="20%"></td></tr>
      <tr><td width="20%">1. Printed circuit CAD software</td><td width="45%">136 user firm attendees at PC-CAD conference</td><td width="15%">24.3%</td><td width="20%">Urban and von Hippel 1988</td></tr>
      <tr><td width="20%">2. Pipe hanger hardware</td><td width="45%">Employees in 74 pipe hanger installation firms</td><td width="15%">36%</td><td width="20%">Herstatt and von Hippel 1992</td></tr>
      <tr><td width="20%">3. Library information systems</td><td width="45%">Employees in 102 Australian libraries using computerized OPAC library information systems</td><td width="15%">26%</td><td width="20%">Morrison et al. 2000</td></tr>
      <tr><td width="20%">4. Surgical equipment</td><td width="45%">261 surgeons working in university clinics in Germany</td><td width="15%">22%</td><td width="20%">L&#253;thje 2003</td></tr>
      <tr><td width="20%">5. Apache OS server software security features</td><td width="45%">131 technically sophisticated Apache features users (webmasters)</td><td width="15%">19.1%</td><td width="20%">Franke and von Hippel 2003</td></tr>
      <tr><td width="20%">Consumer products</td><td width="45%"></td><td width="15%"></td><td width="20%"></td></tr>
      <tr><td width="20%">6. Outdoor consumer products</td><td width="45%">153 recipients of mail order catalogs for outdoor activity products for consumers</td><td width="15%">9.8%</td><td width="20%">L&#253;thje 2004</td></tr>
      <tr><td width="20%">7. "Extreme" sporting equipment</td><td width="45%">197 members of 4 specialized sporting clubs in 4 "extreme" sports</td><td width="15%">37.8%</td><td width="20%">Franke and Shah 2003</td></tr>
      <tr><td width="20%">8. Mountain biking equipment</td><td width="45%">291 mountain bikers in a geographic region</td><td width="15%">19.2%</td><td width="20%">L&#253;thje et al.</td></tr>
    </table>
	</text>
</object>
<object id="78">
	<ocn>78</ocn>
	<text class="norm">
		The cited studies also do not set an upper or a lower bound on the
commercial or technical importance of user-developed products and
product modifications that they report, and it is likely that most are
of minor significance. However, most innovations from any source are
minor, so user-innovators are no exception in this regard. Further, to
say an innovation is minor is not the same as saying it is trivial:
minor innovations are cumulatively responsible for much or most
technical progress. Hollander (1965) found that about 80 percent of
unit cost reductions in Rayon manufacture were the cumulative result of
minor technical changes. Knight (1963, VII, pp. 2--3) measured
performance advances in general-purpose digital computers and found,
similarly, that "these advances occur as the result of equipment
designers using their knowledge of electronics technology to produce a
multitude of small improvements that together produce significant
performance advances."
	</text>
</object>
<object id="79">
	<ocn>79</ocn>
	<text class="norm">
		Although most products and product modifications that users or others
develop will be minor, users are by no means restricted to developing
minor or incremental innovations. Qualitative observations have long
indicated that important process improvements are developed by users.
Smith (1776, pp. 11--13) pointed out the importance of "the invention
of a great number of machines which facilitate and abridge labor, and
enable one man to do the work of many." He also noted that "a great
part of the machines made use of in those manufactures in which labor
is most subdivided, were originally the invention of common workmen,
who, being each of them employed in some very simple operation,
naturally turned their thoughts towards finding out easier and readier
methods of performing it." Rosenberg (1976) studied the history of the
US machine tool industry and found that important and basic machine
types like lathes and milling machines were first developed and built
by user firms having a strong need for them. Textile manufacturing
firms, gun manufacturers and sewing machine manufacturers were
important early user-developers of machine tools. Other studies show
quantitatively that some of the most important and novel products and
processes have been developed by user firms and by individual users.
Enos (1962) reported that nearly all the most important innovations in
oil refining were developed by user firms. Freeman (1968) found that
the most widely licensed chemical production processes were developed
by user firms. Von Hippel (1988) found that users were the developers
of about 80 percent of the most important scientific instrument
innovations, and also the developers of most of the major innovations
in semiconductor processing. Pavitt (1984) found that a considerable
fraction of invention by British firms was for in-house use. Shah
(2000) found that the most commercially important equipment innovations
in four sporting fields tended to be developed by individual users.
	</text>
</object>
<object id="80">
	<ocn>80</ocn>
	<text class="norm">
		<b>Lead User Theory</b>
	</text>
</object>
<object id="81">
	<ocn>81</ocn>
	<text class="norm">
		A second major finding of empirical research into innovation by users
is that most user-developed products and product modifications (and the
most commercially attractive ones) are developed by users with "lead
user" characteristics. Recall from chapter 1 that lead users are
defined as members of a user population having two distinguishing
characteristics: (1) They are at the leading edge of an important
market trend(s), and so are currently experiencing needs that will
later be experienced by many users in that market. (2) They anticipate
relatively high benefits from obtaining a solution to their needs, and
so may innovate.
	</text>
</object>
<object id="82">
	<ocn>82</ocn>
	<text class="norm">
		The theory that led to defining "lead users" in terms of these two
characteristics was derived as follows (von Hippel 1986). First, the
"ahead on an important market trend" variable was included because of
its assumed effect on the commercial attractiveness of innovations
developed by users residing at a leading-edge position in a market.
Market needs are not static---they evolve, and often they are driven by
important underlying trends. If people are distributed with respect to
such trends as diffusion theory indicates, then people at the leading
edges of important trends will be experiencing needs today (or this
year) that the bulk of the market will experience tomorrow (or next
year). And, if users develop and modify products to satisfy their own
needs, then the innovations that lead users develop should later be
attractive to many. The expected benefits variable and its link to
innovation likelihood was derived from studies of industrial product
and process innovations. These showed that the greater the benefit an
entity expects to obtain from a needed innovation, the greater will be
that entity's investment in obtaining a solution, where a solution is
an innovation either developed or purchased (Schmookler 1966; Mansfield
1968).
	</text>
</object>
<object id="83">
	<ocn>83</ocn>
	<text class="norm">
		Empirical studies to date have confirmed lead user theory. Morrison,
Roberts, and Midgely (2004) studied the characteristics of innovating
and non-innovating users of computerized library information systems in
a sample of Australian libraries. They found that the two lead user
characteristics were distributed in a continuous, unimodal manner in
that sample. They also found that the two characteristics of lead users
and the actual development of innovations by users were highly
correlated. Franke and von Hippel (2003b) confirmed these findings in a
study of innovating and non-innovating users of Apache web server
software. They also found that the commercial attractiveness of
innovations developed by users increased along with the strength of
those users' lead user characteristics.
	</text>
</object>
<object id="84">
	<ocn>84</ocn>
	<text class="norm">
		<b>Evidence of Innovation by Lead Users</b>
	</text>
</object>
<object id="85">
	<ocn>85</ocn>
	<text class="norm">
		Several studies have found that user innovation is largely the province
of users that have lead user characteristics, and that products lead
users develop often form the basis for commercial products. These
general findings appear robust: the studies have used a variety of
techniques and have addressed a variety of markets and innovator types.
Brief reviews of four studies will convey the essence of what has been
found.
	</text>
</object>
<object id="86">
	<ocn>86</ocn>
	<text class="norm">
		<b>Innovation in Industrial Product User Firms</b>
	</text>
</object>
<object id="87">
	<ocn>87</ocn>
	<text class="norm">
		In the first empirical study of lead users' role in innovation, Urban
and von Hippel (1988) studied user innovation activity related to a
type of software used to design printed circuit boards. A major market
trend to which printed circuit computer-aided design software (PC-CAD)
must respond is the steady movement toward packing electronic circuitry
more densely onto circuit boards. Higher density means one that can
shrink boards in overall size and that enables the circuits they
contain to operate faster---both strongly desired attributes. Designing
a board at the leading edge of what is technically attainable in
density at any particular time is a very demanding task. It involves
some combination of learning to make the printed circuit wires
narrower, learning how to add more layers of circuitry to a board, and
using smaller electronic components.
	</text>
</object>
<object id="88">
	<ocn>88</ocn>
	<text class="norm">
		To explore the link between user innovation and needs at the leading
edge of the density trend, Urban and von Hippel collected a sample of
138 user-firm employees who had attended a trade show on the topic of
PC-CAD. To learn the position of each firm on the density trend, they
asked questions about the density of the boards that each PC-CAD user
firm was currently producing. To learn about each user's likely
expected benefits from improvements to PC-CAD, they asked questions
about how satisfied each respondent was with their firm's present
PC-CAD capabilities. To learn about users' innovation activities, they
asked questions about whether each firm had modified or built its own
PC-CAD software for its own in-house use.
	</text>
</object>
<object id="89">
	<ocn>89</ocn>
	<text class="norm">
		Users' responses were cluster analyzed, and clear lead user (n = 38)
and non-lead-user (n = 98) clusters were found. Users in the lead user
cluster were those that made the densest boards on average and that
also were dissatisfied with their PC-CAD capabilities. In other words,
they were at the leading edge of an important market trend, and they
had a high incentive to innovate to improve their capabilities.
Strikingly, 87 percent of users in the lead user cluster reported
either developing or modifying the PC-CAD software that they used. In
contrast, only 1 percent of non-lead users reported this type of
innovation. Clearly, in this case user innovation was very strongly
concentrated in the lead user segment of the user population. A
discriminant analysis on indicated that "build own system" was the most
important indicator of membership in the lead user cluster. The
discriminant analysis had 95.6 percent correct classification of
cluster membership.
	</text>
</object>
<object id="90">
	<ocn>90</ocn>
	<text class="norm">
		The commercial attractiveness of PC-CAD solutions developed by lead
users was high. This was tested by determining whether lead users and
more ordinary users preferred a new PC-CAD system concept containing
features developed by lead users over the best commercial PC-CAD system
available at the time of the study (as determined by a large PC-CAD
system manufacturer's competitive analysis) and two additional
concepts. The concept containing lead user features was significantly
preferred at even twice the price (p &lt; 0.01).
	</text>
</object>
<object id="91">
	<ocn>91</ocn>
	<text class="norm">
		<b>Innovation in Libraries</b>
	</text>
</object>
<object id="92">
	<ocn>92</ocn>
	<text class="norm">
		Morrison, Roberts, and von Hippel (2000) explored user modifications
made by Australian libraries to computerized information search systems
called Online Public Access systems ("OPACs"). Libraries might not seem
the most likely spot for technological innovators to lurk. However,
computer technologies and the Internet have had a major effect on how
libraries are run, and many libraries now have in-house programming
expertise. Computerized search methods for libraries were initially
developed by advanced and technically sophisticated user institutions.
Development began in the United States in the 1970s with work by major
universities and the Library of Congress, with support provided by
grants from the federal government (Tedd 1994). Until roughly 1978, the
only such systems extant were those that had been developed by
libraries for their own use. In the late 1970s, the first commercial
providers of computerized search systems for libraries appeared in the
United States, and by 1985 there were at least 48 OPAC vendors in the
United States alone (Matthews 1985). In Australia (site of the study
sample), OPAC adoption began about 8 years later than in the United
States (Tedd 1994).
	</text>
</object>
<object id="93">
	<ocn>93</ocn>
	<text class="norm">
		Morrison, Roberts, and I obtained responses from 102 Australian
libraries that were users of OPACs. We found that 26 percent of these
had in fact modified their OPAC hardware or software far beyond the
user-adjustment capabilities provided by the system manufacturers. The
types of innovations that the libraries developed varied widely
according to local needs. For example, the library that modified its
OPAC to "add book retrieval instructions for staff and patrons" (table
2.2) did so because its collection of books was distributed in a
complex way across a number of buildings--- making it difficult for
staff and patrons to find books without precise directions. There was
little duplication of innovations except in the case of adding Internet
search capabilities to OPACs. In that unusual case, nine libraries went
ahead and did the programming needed to add this important feature in
advance of its being offered by the manufacturers of their systems.
	</text>
</object>
<object id="94">
	<ocn>94</ocn>
	<text class="norm">
		<b>Table 2.2</b> OPAC modifications created by users served a wide
variety of functions.
	</text>
</object>
<object id="95">
	<ocn>95</ocn>
	<text class="table">	
		<table summary="normal text css" width="100%" border="0" bgcolor="white" cellpadding="2" align="center">
      <tr><th width="50%">Improved library management</th><th width="50%">Improved information-search capabilities</th></tr>
      <tr><td width="50%">Add library patron summary statistics</td><td width="50%">Integrate images in records (2)</td></tr>
      <tr><td width="50%">Add library identifiers</td><td width="50%">Combined menu/command searches</td></tr>
      <tr><td width="50%">Add location records for physical audit</td><td width="50%">Add title sorting and short title listing</td></tr>
      <tr><td width="50%">Add book retrieval instructions for staff and patrons</td><td width="50%">Add fast access key commands</td></tr>
      <tr><td width="50%">Add CD ROM System backup</td><td width="50%">Add multilingual search formats &#60; :br&#62;Add key word searches (2)</td></tr>
      <tr><td width="50%">Add book access control based on copyright</td><td width="50%">Add topic linking and subject access</td></tr>
      <tr><td width="50%">Patrons can check their status via OPAC</td><td width="50%">Add prior search recall feature</td></tr>
      <tr><td width="50%">Patrons can reserve books via OPAC (2)</td><td width="50%">Add search "navigation aids"</td></tr>
      <tr><td width="50%">Remote access to OPAC by different systems</td><td width="50%">Add different hierarchical searches</td></tr>
      <tr><td width="50%">Add graduated system access via password</td><td width="50%">Access to other libraries' catalogs (2)</td></tr>
      <tr><td width="50%">Add interfaces to other in-house IT systems</td><td width="50%">Add or customize web interface (9)</td></tr>
      <tr><td width="50%"> Word processing and correspondence (2)</td><td width="50%"> Hot links for topics</td></tr>
      <tr><td width="50%"> Umbrella for local information collection (2)</td><td width="50%"> Extended searches</td></tr>
      <tr><td width="50%"> Local systems adaptation</td><td width="50%"> Hot links for source material</td></tr>
    </table>
	</text>
</object>
<object id="96">
	<ocn>96</ocn>
	<text class="norm">
		Source of data: Morrison et al. 2000, table 1. Number of users (if more
than one) developing functionally similar innovations is shown in
parentheses after description of innovation.
	</text>
</object>
<object id="97">
	<ocn>97</ocn>
	<text class="norm">
		The libraries in the sample were asked to rank themselves on a number
of characteristics, including "leading edge status" (LES). (Leading
edge status, a construct developed by Morrison, is related to and
highly correlated with the lead user construct (in this sample, ρ
<sub>(LES, CLU)</sub> = 0.904, <i>p</i> = 0.000). <en>1</en>
Self-evaluation bias was checked for by asking respondents to name
other libraries they regarded as having the characteristics of lead
users. Self-evaluations and evaluations by others did not differ
significantly.
	</text>
	<endnote notenumber="1">
		<number>1</number>
		<note>
			LES contains four types of measures. Three ("benefits recognized
early," "high benefits expected," and "direct elicitation of the
construct") contain the core components of the lead user construct. The
fourth ("applications generation") is a measure of a number of
innovation-related activities in which users might engage: they
"suggest new applications," they "pioneer those applications," and
(because they have needs or problems earlier than their peers) they may
be "used as a test site" (Morrison, Midgely, and Roberts 2004).
		</note>
	</endnote>
</object>
<object id="98">
	<ocn>98</ocn>
	<text class="norm">
		Libraries that had modified their OPAC systems were found to have
significantly higher LES---that is, to be lead users. They were also
found to have significantly higher incentives to make modifications
than non-innovators, better in-house technical skills, and fewer
"external resources" (for example, they found it difficult to find
outside vendors to develop the modifications they wanted for them).
Application of these four variables in a logit model classified
libraries into innovator and non-innovator categories with an accuracy
of 88 percent (table 2.3).
	</text>
</object>
<object id="99">
	<ocn>99</ocn>
	<text class="norm">
		<b>Table 2.3</b> Factors associated with innovating in librararies
(logit model). χ<sup>2</sup>/<sub>4</sub> = 33.85; ρ<sup>2</sup> =
0.40; classification rate = 87.78%.
	</text>
</object>
<object id="100">
	<ocn>100</ocn>
	<text class="table">	
		<table summary="normal text css" width="100%" border="0" bgcolor="white" cellpadding="2" align="center">
      <tr><th width="40%"></th><th width="30%">Coefficient</th><th width="30%">Standard error</th></tr>
      <tr><td width="40%">Leading-edge status</td><td width="30%">1.862</td><td width="30%">0.601</td></tr>
      <tr><td width="40%">Lack of incentive to modify</td><td width="30%">--0.845</td><td width="30%">0.436</td></tr>
      <tr><td width="40%">Lack of in-house technology skills</td><td width="30%">--1.069</td><td width="30%">0.412</td></tr>
      <tr><td width="40%">Lack of external resources</td><td width="30%">0.695</td><td width="30%">0.456</td></tr>
      <tr><td width="40%">Constant</td><td width="30%">--2.593</td><td width="30%">0.556</td></tr>
    </table>
	</text>
</object>
<object id="101">
	<ocn>101</ocn>
	<text class="norm">
		Source: Morrison et al. 2000, table 6.
	</text>
</object>
<object id="102">
	<ocn>102</ocn>
	<text class="norm">
		The commercial value of user-developed innovations in the library OPAC
sample was assessed in a relatively informal way. Two development
mangers employed by the Australian branches of two large OPAC
manufacturers were asked to evaluate the commercial value of each user
innovation in the sample. They were asked two questions about each: (1)
"How important commercially to your firm is the functionality added to
OPACs by this user-developed modification?" (2) "How novel was the
information contained in the user innovation to your firm at the time
that innovation was developed?" Responses from both managers indicated
that about 70 percent (25 out of 39) of the user modifications provided
functionality improvements of at least "medium" commercial importance
to OPACs---and in fact many of the functions were eventually
incorporated in the OPACs the manufacturers sold. However, the managers
also felt that their firms generally already knew about the lead users'
needs when the users developed their solutions, and that the
innovations the users developed provided novel information to their
company only in 10--20 percent of the cases. (Even when manufacturers
learn about lead users' needs early, they may not think it profitable
to develop their own solution for an "emerging" need until years later.
I will develop this point in chapter 4.)
	</text>
</object>
<object id="103">
	<ocn>103</ocn>
	<text class="norm">
		<b>"Consumer" Innovation in Sports Communities</b>
	</text>
</object>
<object id="104">
	<ocn>104</ocn>
	<text class="norm">
		Franke and Shah (2003) studied user innovation in four communities of
sports enthusiasts. The communities, all located in Germany, were
focused on four very different sports.
	</text>
</object>
<object id="105">
	<ocn>105</ocn>
	<text class="norm">
		One community was devoted to canyoning, a new sport popular in the
Alps. Canyoning combines mountain climbing, abseiling (rappelling), and
swimming in canyons. Members do things like rappel down the middle of
an active waterfall into a canyon below. Canyoning requires significant
skill and involves physical risk. It is also a sport in rapid evolution
as participants try new challenges and explore the edges of what is
both achievable and fun.
	</text>
</object>
<object id="106">
	<ocn>106</ocn>
	<text class="norm">
		The second community studied was devoted to sailplaning. Sailplaning or
gliding, a more mature sport than canyoning, involves flying in a
closed, engineless glider carrying one or two people. A powered plane
tows the glider to a desired altitude by means of a rope; then the rope
is dropped and the engineless glider flies on its own, using thermal
updrafts in the atmosphere to gain altitude as possible. The
sailplaning community studied by Franke and Shah consisted of students
of technical universities in Germany who shared an interest in
sailplaning and in building their own sailplanes.
	</text>
</object>
<object id="107">
	<ocn>107</ocn>
	<text class="norm">
		Boardercross was the focus of the third community. In this sport, six
snowboarders compete simultaneously in a downhill race. Racetracks
vary, but each is likely to incorporate tunnels, steep curves, water
holes, and jumps. The informal community studied consisted of
semi-professional athletes from all over the world who met in as many
as ten competitions a year in Europe, in North America, and in Japan.
	</text>
</object>
<object id="108">
	<ocn>108</ocn>
	<text class="norm">
		The fourth community studied was a group of semi-professional cyclists
with various significant handicaps, such as cerebral palsy or an
amputated limb. Such individuals must often design or make improvements
to their equipment to accommodate their particular disabilities. These
athletes knew each other well from national and international
competitions, training sessions, and seminars sponsored by the
Deutscher Sportbund (German National Sports Council).
	</text>
</object>
<object id="109">
	<ocn>109</ocn>
	<text class="norm">
		A total of 197 respondents (a response rate of 37.8 percent) answered a
questionnaire about innovation activities in their communities.
Thirty-two percent reported that they had developed or modified
equipment they used for their sport. The rate of innovation varied
among the sports, the high being 41 percent of the sailplane
enthusiasts reporting innovating and the low being 18 percent of the
boardercross snowboarders reporting. (The complexity of the equipment
used in the various sports probably had something to do with this
variation: a sailplane has many more components than a snowboard.)
	</text>
</object>
<object id="110">
	<ocn>110</ocn>
	<text class="norm">
		The innovations developed varied a great deal. In the sailplane
community, users developed innovations ranging from a rocket-assisted
emergency ejection system to improvements in cockpit ventilation.
Snowboarders invented such things as improved boots and bindings.
Canyoners' inventions included very specialized solutions, such as a
way to cut loose a trapped rope by using a chemical etchant. With
respect to commercial potential,
	</text>
</object>
<object id="111">
	<ocn>111</ocn>
	<text class="norm">
		Franke and Shah found that 23 percent of the user-developed innovations
reported were or soon would be produced for sale by a manufacturer.
Franke and Shah found that users who innovated were significantly
higher on measures of the two lead user characteristics than users who
did not innovate (table 2.4). They also found that the innovators spent
more time in sporting and community-related activities and felt they
had a more central role in the community.
	</text>
</object>
<object id="112">
	<ocn>112</ocn>
	<text class="norm">
		<b>Table 2.4</b> Factors associated with innovation in sports
communities.
	</text>
</object>
<object id="113">
	<ocn>113</ocn>
	<text class="table">	
		<table summary="normal text css" width="100%" border="0" bgcolor="white" cellpadding="2" align="center">
      <tr><th width="55%"></th><th width="15%">Innovators<sup>a</sup></th><th width="15%">Non-innovators<sup>b</sup></th><th width="15%">Significance of difference<sup>c</sup></th></tr>
      <tr><td width="55%">Time in community</td><td width="15%"></td><td width="15%"></td><td width="15%"></td></tr>
      <tr><td width="55%">Years as a community member</td><td width="15%">4.46</td><td width="15%">3.17</td><td width="15%">p &#60; 0.01</td></tr>
      <tr><td width="55%">Days per year spent with community members</td><td width="15%">43.07</td><td width="15%">32.73</td><td width="15%">p &#60; 0.05</td></tr>
      <tr><td width="55%">Days per year spent participating in the sport</td><td width="15%">72.48</td><td width="15%">68.71</td><td width="15%">not significant</td></tr>
      <tr><td width="55%">Role in community<sup>d</sup></td><td width="15%"></td><td width="15%"></td><td width="15%"></td></tr>
      <tr><td width="55%">"I am a very active member of the community."</td><td width="15%">2.85</td><td width="15%">3.82</td><td width="15%">p &#60; 0.01</td></tr>
      <tr><td width="55%">"I get together with members of the community for activities that are not related to the sport (movies, dinner parties, etc.)."</td><td width="15%">3.39</td><td width="15%">4.14</td><td width="15%">p &#60; 0.05</td></tr>
      <tr><td width="55%">"The community takes my opinion into account when making decisions"</td><td width="15%">2.89</td><td width="15%">3.61</td><td width="15%">p &#60; 0.05</td></tr>
      <tr><td width="55%">Lead user characteristic 1: being ahead of the trend<sup>d</sup></td><td width="15%"></td><td width="15%"></td><td width="15%"></td></tr>
      <tr><td width="55%">"I usually find out about new products and solutions earlier than others."</td><td width="15%">2.71</td><td width="15%">4.03</td><td width="15%">p &#60; 0.001</td></tr>
      <tr><td width="55%">"I have benefited significantly by the early adoption and use of new products."</td><td width="15%">3.58</td><td width="15%">4.34</td><td width="15%">p &#60; 0.01</td></tr>
      <tr><td width="55%">"I have tested prototype versions of new products for manufacturers."</td><td width="15%">4.94</td><td width="15%">5.65</td><td width="15%">p &#60; 0.05</td></tr>
      <tr><td width="55%">"In my sport I am regarded as being on the "cutting edge."</td><td width="15%">4.56</td><td width="15%">5.38</td><td width="15%">p &#60; 0.01</td></tr>
      <tr><td width="55%">"I improved and developed new techniques in boardercrossing."</td><td width="15%">4.29</td><td width="15%">5.84</td><td width="15%">p &#60; 0.001</td></tr>
      <tr><td width="55%">Lead user characteristic 2: high benefit from innovation<sup>d</sup></td><td width="15%"></td><td width="15%"></td><td width="15%"></td></tr>
      <tr><td width="55%">"I have new needs which are not satisfied by existing products."</td><td width="15%">3.27</td><td width="15%">4.38</td><td width="15%">p &#60; 0.001</td></tr>
      <tr><td width="55%">"I am dissatisfied with the existing equipment."</td><td width="15%">3.90</td><td width="15%">5.13</td><td width="15%">p &#60; 0.001</td></tr>
    </table>
	</text>
</object>
<object id="114">
	<ocn>114</ocn>
	<text class="norm">
		Source: Franke and Shah 2003, table 3.<br /> a. All values are means; n
= 60.<br /> b. All values are means; n = 129.<br /> c. Two-tailed
t-tests for independent samples.<br /> d. Rated on seven-point scale,
with 1 = very accurate and 7 = not accurate at all. Two-tailed t-tests
for independent samples.
	</text>
</object>
<object id="115">
	<ocn>115</ocn>
	<text class="norm">
		<b>Innovation among Hospital Surgeons</b>
	</text>
</object>
<object id="116">
	<ocn>116</ocn>
	<text class="norm">
		L&#253;thje (2003) explored innovations developed by surgeons working
at university clinics in Germany. Ten such clinics were chosen
randomly, and 262 surgeons responded to L&#253;thje's questionnaire---a
response rate of 32.6 percent. Of the university surgeons responding,
22 percent reported developing or improving some item(s) of medical
equipment for use in their own practices. Using a logit model to
determine the influence of user characteristics on innovation activity,
L&#253;thje found that innovating surgeons tended to be lead users (p
&lt; 0.01). He also found that solutions to problems encountered in
their own surgical practices were the primary benefit that the
innovating surgeons expected to obtain from the solutions they
developed (p &lt; 0.01). In addition, he found that the level of
technical knowledge the surgeon held was significantly correlated with
innovation (p &lt; 0.05). Also, perhaps as one might expect in the
field of medicine, the "contextual barrier" of concerns about legal
problems and liability risks was found to have a strongly significant
negative correlation with the likelihood of user invention by surgeons
(p &lt; 0.01).
	</text>
</object>
<object id="117">
	<ocn>117</ocn>
	<text class="norm">
		With respect to the commercial value of the innovations the lead user
surgeons had developed, L&#253;thje reported that 48 percent of the
innovations developed by his lead user respondents were or soon would
be marketed by manufacturers of medical equipment.
	</text>
</object>
<object id="118">
	<ocn>118</ocn>
	<text class="norm">
		<b>Discussion</b>
	</text>
</object>
<object id="119">
	<ocn>119</ocn>
	<text class="norm">
		The studies reviewed in this chapter all found that user innovations in
general and commercially attractive ones in particular tended to be
developed by lead users. These studies were set in a range of fields,
but all were focused on hardware innovations or on information
innovations such as new software. It is therefore important to point
out that, in many fields, innovation in techniques is at least as
important as equipment innovation. For example, many novel surgical
operations are performed with standard equipment (such as scalpels),
and many novel innovations in snowboarding are based on existing,
unmodified equipment. Technique-only innovations are also likely to be
the work of lead users, and indeed many of the equipment innovations
documented in the studies reviewed here involved innovations in
technique as well as innovations in equipment.
	</text>
</object>
<object id="120">
	<ocn>120</ocn>
	<text class="norm">
		Despite the strength of the findings, many interesting puzzles remain
that can be addressed by the further development of lead user theory.
For example, empirical studies of innovation by lead users are unlikely
to have sampled the world's foremost lead users. Thus, in effect, the
studies reviewed here determined lead users to be those highest on lead
user characteristics that were within their samples. Perhaps other
samples could have been obtained in each of the fields studied
containing users that were even more "leading edge" with respect to
relevant market trends. If so, why were the samples of moderately
leading-edge users showing user innovation if user innovation is
concentrated among "extreme" lead users? There are at least three
possible explanations. First, most of the studies of user innovation
probably included users reasonably close to the global leading edge in
their samples. Had the "top" users been included, perhaps the result
would have been that still more attractive user innovations would have
been found. Second, it may be that the needs of local user communities
differ, and so local lead users really may be the world's lead users
with respect to their particular needs. Third, even if a sample
contains lead users that are not near the global top with respect to
lead users' characteristics, local lead users might still have reasons
to (re)develop innovations locally. For example, it might be cheaper,
faster, more interesting, or more enjoyable to innovate than to search
for a similar innovation that a "global top" lead user might already
have developed.
	</text>
</object>
<object id="121">
	<ocn>121</ocn>
	<text class="h4">
		3 Why Many Users Want Custom Products
	</text>
</object>
<object id="122">
	<ocn>122</ocn>
	<text class="norm">
		The high rates of user innovation documented in chapter 2 suggest that
many users may want custom products. Why should this be so? I will
argue that it is because many users have needs that differ in detail,
and many also have both sufficient willingness to pay and sufficient
resources to obtain a custom product that is just right for their
individual needs. In this chapter, I first present the case for
heterogeneity of user needs. I then review a study that explores users'
heterogeneity of need and willingness to pay for product customization.
	</text>
</object>
<object id="123">
	<ocn>123</ocn>
	<text class="norm">
		<b>Heterogeneity of User Needs</b>
	</text>
</object>
<object id="124">
	<ocn>124</ocn>
	<text class="norm">
		If many individual users or user firms want something different in a
product type, it is said that heterogeneity of user need for that
product type is high. If users' needs are highly heterogeneous, only
small numbers of users will tend to want exactly the same thing. In
such a case it is unlikely that mass-produced products will precisely
suit the needs of many users. Mass manufacturers tend to want to build
products that will appeal to more users rather than fewer, so as to
spread their fixed costs of development and production. If many users
want something different, and if they have adequate interest and
resources to get exactly the product they need, they will be driven
either to develop it for themselves or to pay a custom manufacturer to
develop it for them.
	</text>
</object>
<object id="125">
	<ocn>125</ocn>
	<text class="norm">
		Are users' needs for new products (and services) often highly
heterogeneous? A test of reason suggests that they are. An individual's
or a firm's need for a many products depends on detailed considerations
regarding the user's initial state and resources, on the pathway the
user must traverse to get from the initial state to the preferred
state, and on detailed considerations regarding their preferred end
state as well. These are likely to be different for each individual
user and for each user firm at some level of detail. This, in turn,
suggests that needs for many new products and services that are
precisely right for each user will differ: that needs for those
products will be highly heterogeneous.
	</text>
</object>
<object id="126">
	<ocn>126</ocn>
	<text class="norm">
		Suppose, for example, that you decide you need a new item of household
furnishing. Your house is already furnished with hundreds of items, big
and small, and the new item must "fit in" properly. In addition, your
precise needs for the new item are likely to be affected by your living
situation, your resources, and your preferences. For example: "We need
a new couch that Uncle Bill will like, that the kids can jump on, that
matches the wallpaper I adore, that reflects my love of coral reefs and
overall good taste, and that we can afford." Many of these specific
constraints are not results of current whim and are not easy to change.
Perhaps you can change the wallpaper, but you are less likely to change
Uncle Bill, your kids, your established tastes with respect to a living
environment, or your resource constraints.
	</text>
</object>
<object id="127">
	<ocn>127</ocn>
	<text class="norm">
		The net result is that the most desired product characteristics might
be specific to each individual or firm. Of course, many will be willing
to satisfice---make compromises---on many items because of limits on
the money or time they have available to get exactly what they want.
Thus, a serious mountain biker may be willing to simply buy almost any
couch on sale even if he or she is not fully happy with it. On the
other hand, that same biker may be totally unwilling to compromise
about getting mountain biking equipment that is precisely right for his
or her specific needs. In terms of industrial products, NASA may insist
on getting precisely right components for the Space Shuttle if they
affect mission safety, but may be willing to satisfice on other items.
	</text>
</object>
<object id="128">
	<ocn>128</ocn>
	<text class="norm">
		<b>Evidence from Studies of User Innovation</b>
	</text>
</object>
<object id="129">
	<ocn>129</ocn>
	<text class="norm">
		Two studies of innovation by users provide indirect information on the
heterogeneity of user need. They provide descriptions of the functions
of the innovations developed by users in their samples. Inspection of
these descriptions shows a great deal of variation and few
near-duplicates. Different functionality, of course, implies that the
developers of the products had different needs. In the 2000 study of
user modifications of library IT systems by Morrison, Roberts, and von
Hippel, discussed earlier, only 14 of 39 innovations are functionally
similar to any other innovations in the sample. If one type of
functionality that was repeatedly developed ("web interface") is
excluded, the overlap is even lower (see table 2.2). Other responses by
study participants add to this impression of high heterogeneity of need
among users. Thirty percent of the respondents reported that their
library IT system had been highly customized by the manufacturer during
installation to meet their specific needs. In addition, 54 percent of
study respondents agreed with the statement "We would like to make
additional improvements to our IT system functionality that can't be
made by simply adjusting the standard, customer-accessible parameters
provided by the supplier."
	</text>
</object>
<object id="130">
	<ocn>130</ocn>
	<text class="norm">
		Similar moderate overlap in the characteristics of user innovations can
be seen in innovation descriptions provided in the study of mountain
biking by L&#253;thje, Herstatt, and von Hippel (2002). In that study
sample, I estimate that at most 10 of 43 innovations had functionality
similar to that of another sample member. This diversity makes sense:
mountain biking, which outsiders might assume is a single type of
athletic activity, in fact has many subspecialties.
	</text>
</object>
<object id="131">
	<ocn>131</ocn>
	<text class="norm">
		As can be seen in table 3.1, the specializations of mountain bikers in
the our study sample involved very different mountain biking terrains,
and important variations in riding conditions and riding
specializations. The innovations users developed were appropriate to
their own heterogeneous riding activities and so were quite
heterogeneous in function. Consider three examples drawn from our
study:
	</text>
</object>
<object id="132">
	<ocn>132</ocn>
	<text class="norm">
		I ride on elevated, skinny planks and ladders, do jumps, steep
technical downhills, obstacles and big drops. Solution devised: I
needed sophisticated cycling armor and protective clothing. So I
designed arm and leg armor, chest protection, shorts, pants and a
jacket that enable me to try harder things with less fear of injury.
	</text>
</object>
<object id="133">
	<ocn>133</ocn>
	<text class="norm">
		I do back-country touring and needed a way to easily lift and carry a
fully loaded mountain bike on the sides of steep hills and mountains
and dangle it over cliffs as I climbed. Solution devised: I modified
the top tube and the top of my seat post to provide secure attachment
points for a carrying strap, then I modified a very plush and durable
mountaineering sling to serve as the over-shoulder strap. Because the
strap sits up high, I only need to bend my knees a little bit to lift
the bike onto my shoulders, yet it is just high enough to keep the
front wheel from hitting when I am climbing a steep hill. Eventually, I
came up with a quick-release lateral strap to keep the main strap from
sliding off my shoulder, but it will easily break away if I fall or
land in a fast river and need to ditch my bike.
	</text>
</object>
<object id="134">
	<ocn>134</ocn>
	<text class="norm">
		When riding on ice, my bike has no traction and I slip and fall.
Solution devised: I increased the traction of my tires by getting some
metal studs used by the auto industry for winter tires. Then I selected
some mountain biking tires with large blocks of rubber in the tread
pattern, drilled a hole in the center of each block and inserted a stud
in each hole.
	</text>
</object>
<object id="135">
	<ocn>135</ocn>
	<text class="norm">
		<b>Table 3.1</b> Activity specializations of innovating mountain
bikers.
	</text>
</object>
<object id="136">
	<ocn>136</ocn>
	<text class="table">	
		<table summary="normal text css" width="100%" border="0" bgcolor="white" cellpadding="2" align="center">
      <tr><th width="20%">Preferred terrain</th><th width="13%">Number of bikers</th><th width="20%">Outside conditions</th><th width="13%">Number of bikers</th><th width="20%">Focus on particular riding abilities</th><th width="14%">Number of bikers</th></tr>
      <tr><td width="20%">Fast downhill tracks (steep, drops, fast)</td><td width="13%">44 (39.6%)</td><td width="20%">Darkness, night riding</td><td width="13%">45 (40.5%)</td><td width="20%">Jumps, drops, stunts, obstacles</td><td width="14%">34 (30.6%)</td></tr>
      <tr><td width="20%">Technical single tracks (up and down, rocky, jumps)</td><td width="13%">68 (61.3%)</td><td width="20%">Snow, ice, cold</td><td width="13%">60 (54.1%)</td><td width="20%">Technical ability/balance</td><td width="14%">22 (19.8%)</td></tr>
      <tr><td width="20%">Smooth single tracks (hilly, rolling, speed, sand, hardpack)</td><td width="13%">13 (11.7%)</td><td width="20%">Rain, mud</td><td width="13%">53 (47.7%)</td><td width="20%">Fast descents / downhill</td><td width="14%">34 (30.6%)</td></tr>
      <tr><td width="20%">Urban and streets</td><td width="13%">9 (8.1%)</td><td width="20%">Heat</td><td width="13%">15 (13.5%)</td><td width="20%">Endurance</td><td width="14%">9 (8.1%)</td></tr>
      <tr><td width="20%">No special terrain preferred</td><td width="13%">5 (4.5%)</td><td width="20%">High altitude</td><td width="13%">10 (9.0%)</td><td width="20%">Climbing</td><td width="14%">17 (13%)</td></tr>
      <tr><td width="20%"></td><td width="13%"></td><td width="20%">No extreme outside conditions</td><td width="13%">29 (26.1%)</td><td width="20%">Sprint</td><td width="14%">3 (2.7%)</td></tr>
      <tr><td width="20%"></td><td width="13%"></td><td width="20%"></td><td width="13%"></td><td width="20%">No focus on specific riding ability</td><td width="14%">36 (32.4%)</td></tr>
    </table>
	</text>
</object>
<object id="137">
	<ocn>137</ocn>
	<text class="norm">
		Source: L&#253;thje,Herstatt, and vonHippel 2002. This table includes
the 111 users in the study sample who had ideas for improvements to
mountain biking equipment. (Of these, 61 had actually gone on to build
the equipment they envisioned.) Many of these users reported experience
in more than one category of activity, so the sum in each column is
higher than 111.
	</text>
</object>
<object id="138">
	<ocn>138</ocn>
	<text class="norm">
		<b>Evidence from Studies of Market Segmentation</b>
	</text>
</object>
<object id="139">
	<ocn>139</ocn>
	<text class="norm">
		Empirical data on heterogeneity of demand for specific products and
services are sparse. Those most interested in studying the matter are
generally mass manufacturers of products and services for
consumers---and they do not make a practice of prospecting for
heterogeneity. Instead, they are interested in finding areas where
users' needs are similar enough to represent profitable markets for
standard products produced in large volumes. Manufacturers customarily
seek such areas via market-segmentation studies that partition markets
into a very few segments---perhaps only three, four, or five. Each
segment identified consists of customers with relatively similar needs
for a particular product (Punj and Stewart 1983; Wind 1978). For
example, toothpaste manufacturers may divide their markets into
segments such as boys and girls, adults interested in tooth whitening,
and so on.
	</text>
</object>
<object id="140">
	<ocn>140</ocn>
	<text class="norm">
		Since the 1970s, nearly all market-segmentation studies have been
carried out by means of cluster analysis (Green 1971; Green and
Schaffer 1998). After cluster analysis places each participant in the
segment of the market most closely matching his needs, a measure of
within-segment need variation is determined. This is the proportion of
total variation that is within each cluster, and it shows how much
users' needs deviate from the averages in "their" respective segments.
If within-segment variation is low, users within the segment will have
fairly homogeneous needs, and so may be reasonably satisfied with a
standard product designed to serve all customers in their segment. If
it high, many users are likely to be dissatisfied---some seriously so.
	</text>
</object>
<object id="141">
	<ocn>141</ocn>
	<text class="norm">
		Within-segment variation is seldom reported in published studies, but a
survey of market-segmentation studies published in top-tier journals
did find 15 studies reporting that statistic. These studies specified
5.5 clusters on average, and had an average remaining within-cluster
variance of 46 percent (Franke and Reisinger 2003). Franke and von
Hippel (2003b) found similar results in an independent sample. In that
study, an average of 3.7 market segments were specified and 54 percent
of total variance was left as within-segment variation after the
completion of cluster analysis. These data suggest that heterogeneity
of need might be very substantial among users in many product
categories. <en>2</en>
	</text>
	<endnote notenumber="2">
		<number>2</number>
		<note>
			Cluster analysis does not specify the "right" number of clusters---it
simply segments a sample into smaller and smaller clusters until the
analyst calls a halt. Determining an appropriate number of clusters
within a sample can be done in different ways. Of course, it always
possible to say that "I only want to deal with three market segments,
so I will stop my analysis when my sample has been segmented into three
clusters." More commonly, analysts will examine the increase of squared
error sums of each step, and generally will view the optimal number of
clusters as having been reached when the plot shows a sudden "elbow"
(Myers 1996). Since this technique does not incorporate information on
remaining within-cluster heterogeneity, it can lead to solutions with a
large amount of within-cluster variance. The "cubic clustering
criterion" (CCC) partially addresses this concern by measuring the
within-cluster homogeneity relative to the between-cluster
heterogeneity. It suggests choosing the number of clusters where this
value peaks (Milligan and Cooper 1985). However, this method appears to
be rarely used: Ketchen and Shook (1996) found it used in only 5 of 45
segmentation studies they examined.
		</note>
	</endnote>
</object>
<object id="142">
	<ocn>142</ocn>
	<text class="norm">
		<b>A Study of Heterogeneity and Willingness To Pay</b>
	</text>
</object>
<object id="143">
	<ocn>143</ocn>
	<text class="norm">
		A need for a novel product not on the market must be accompanied by
adequate willingness to pay (and resources) if it is to be associated
with the actual development or purchase of a custom product. What is
needed to reliably establish the relationship among heterogeneity of
demand, willingness to pay, and custom product development or purchase
is studies that address all three factors in the same sample. My
colleague Nikolaus Franke and I conducted one such study in a
population of users of web server software, a product used primarily by
industrial firms (Franke and von Hippel 2003b).
	</text>
</object>
<object id="144">
	<ocn>144</ocn>
	<text class="norm">
		Franke and I looked in detail at users' needs for security features in
Apache web server software, and at users' willingness to pay for
solutions that precisely fit their needs. Apache web server software is
open source software that is explicitly designed to allow modification
by anyone having appropriate skills. Anyone may download open source
software from the Internet and use it without charge. Users are also
explicitly granted the legal right to study the software's source code,
to modify the software, and to distribute modified or unmodified
versions to others. (See chapter 7 for a full discussion of open source
software.)
	</text>
</object>
<object id="145">
	<ocn>145</ocn>
	<text class="norm">
		Apache web server software is used on web server computers connected to
the Internet. A web server's function is to respond to requests from
Internet browsers for particular documents or content. A typical server
waits for clients' requests, locates the requested resource, applies
the requested method to the resource, and sends the response back to
the client. Web server software began by offering relatively simple
functionality. Over time, however, Apache and other web server software
programs have evolved into the complicated front end for many of the
technically demanding applications that now run on the Internet. For
example, web server software is now used to handle security and
authentication of users, to provide e-commerce shopping carts, and
gateways to databases. In the face of strong competition from
commercial competitors (including Microsoft and Sun/Netscape), the
Apache web server has become the most popular web server software on
the Internet, used by 67 percent of the many millions of World Wide Web
sites extant in early 2004. It has also received many industry awards
for excellence.
	</text>
</object>
<object id="146">
	<ocn>146</ocn>
	<text class="norm">
		Franke and I created a preliminary list of server security functions
from published and web-based sources. The preliminary list was
evaluated and corrected by experts in web server security and Apache
web server software. We eventually ended up with a list of 45 security
functions that some or many users might need. Solutions to some were
already incorporated in the standard Apache code downloadable by users,
others were available in additional modules, and a few were not yet
addressed by any security module generally available to the Apache
community. (Security threats can emerge quickly and become matters of
great concern before a successful response is developed and offered to
the general community. A recent example is site flooding, a form of
attack in which vandals attempt to cause a website to fail by flooding
it with a very large number of simultaneous requests for a response.)
	</text>
</object>
<object id="147">
	<ocn>147</ocn>
	<text class="norm">
		Users of the security functions of web server software are the
webmasters employed by firms to make sure that their software is up to
date and functions properly. A major portion of a webmaster's job is to
ensure that the software used is secure from attacks launched by those
who wish illicit access or simply want to cause the software to fail in
some way. We collected responses to our study questions from two
samples of Apache webmasters: webmasters who posted a question or an
answer on a question at the Apache Usenet Forum <en>3</en> and
webmasters who subscribed to a specialized online Apache newsgroup.
<en>4</en> This stratified sample gave us an adequate representation of
webmasters who both did and did not have the technical skills needed to
modify Apache security software to better fit their needs: subscribers
to apache-modules.org tend to have a higher level of technical skills
on average than those posting to the Apache Usenet Forum. Data were
obtained by means of an Internet-based questionnaire.
	</text>
	<endnote notenumber="3">
		<number>3</number>
		<note>
			&lt;<link xmlns:xlink="http://www.w3.org/1999/xlink"
xlink:type="simple"
xlink:href="http://groups-beta.google.com/group/comp.infosystems.www.servers.unix">http://groups-beta.google.com/group/comp.infosystems.www.servers.unix</link>&gt;
		</note>
	</endnote>
	<endnote notenumber="4">
		<number>4</number>
		<note>
			&lt;<link xmlns:xlink="http://www.w3.org/1999/xlink"
xlink:type="simple"
xlink:href="http://modules.apache.org/">http://modules.apache.org/</link>&gt;
		</note>
	</endnote>
</object>
<object id="148">
	<ocn>148</ocn>
	<text class="norm">
		<b>The Heterogeneity of Users' Needs</b>
	</text>
</object>
<object id="149">
	<ocn>149</ocn>
	<text class="norm">
		Franke and I found the security module needs of Apache users were very
heterogeneous indeed both among those that had the in-house capability
to write code to modify Apache and those that did not. The calibrated
coefficient of heterogeneity, H<sub>c</sub>, was 0.98, indicating that
there was essentially no tendency of the users to cluster beyond
chance. (We defined the "heterogeneity of need" in a group as the
degree to which the needs of i individuals can be satisfied with j
standard products which optimally meet their needs. This means that
heterogeneity of need is high when many standard products are necessary
to satisfy the needs of i individuals and low when the needs can be
satisfied by a few standard products. The higher the coefficient the
more heterogeneous are the needs of users in a sample. If the
calibrated heterogeneity coefficient H<sub>c</sub> equals 1, there is
no systematic tendency of the users to cluster. If it is lower than 1,
there is some tendency of the individuals to cluster. A coefficient of
0 means that the needs of all individuals are exactly the same.
<en>5</en> )
	</text>
	<endnote notenumber="5">
		<number>5</number>
		<note>
			To measure heterogeneity, Franke and I analyzed the extent to which j
standards, varying from [1; i], meet the needs of the i individuals in
our sample. Conceptually, we first locate a product in
multi-dimensional need space (dimensions = 45 in the case of our
present study) that minimizes the distances to each individual's needs.
(This step is analogous to the Ward's method in cluster analysis that
also minimizes within cluster variation; see Punj and Stewart 1983.)
The "error" is then measured as the sum of squared Euclidean distances.
We then repeated these steps to determine the error for two optimally
positioned products, three products, and so on up to a number equaling
I -- 1. The sum of squared errors for all cases is then a simple
coefficient that measures how much the needs of i individuals can be
satisfied with j standard products. The "coefficient of heterogeneity"
just specified is sensitive both to the (average) <i>distance</i>
between the needs and for the <i>configuration</i> of the needs: when
the needs tend to form clusters the heterogeneity coefficient is lower
than if they are evenly spread. To make the coefficient comparable
across different populations, we calibrate it using a bootstrapping
technique (Efron 1979) involving dividing the coefficient by the
expected value (this value is generated by averaging the heterogeneity
of many random distributions of heterogeneity of the same kind). The
average random heterogeneity coefficient is then an appropriate value
for calibration purposes: it assumes that there is no systematic
relationship between the needs of the individuals or between the need
dimensions.
		</note>
	</endnote>
</object>
<object id="150">
	<ocn>150</ocn>
	<text class="norm">
		Even this understates the heterogeneity. Responding Apache webmasters
went far beyond the 45 security-related functions of web server
software that we offered for their evaluation. In our questionnaire we
offered an open question asking users to list up to four additional
needs they experienced that were not covered by the standard list.
Nearly 50 percent used the opportunity to add additional functions.
When duplicates were eliminated, we found that 92 distinct additional
security-related needs had been noted by one or more webmaster
users.<en>6</en>
	</text>
	<endnote notenumber="6">
		<number>6</number>
		<note>
			Conceptually, it can be possible to generate "one perfect product"
for everyone--- in which case heterogeneity of demand is zero---by
simply creating all the features wanted by anyone (45 + 92 features in
the case of this study), and incorporating them in the "one perfect
product." Users could then select the features they want from a menu
contained in the one perfect product to tailor it to their own tastes.
Doing this is at least conceptually possible in the case of software,
but less so in the case of a physical product for two reasons: (1)
delivering all possible physical options to everyone who buys the
product would be expensive for physical goods (while costing nothing
extra in the case of information products); (2) some options are
mutually exclusive (an automobile cannot be both red and green at the
same time).
		</note>
	</endnote>
</object>
<object id="151">
	<ocn>151</ocn>
	<text class="norm">
		High heterogeneity of need in our sample suggests that there should be
a high interest in obtaining modifications to Apache---and indeed,
overall satisfaction with the existing version was only moderate.
	</text>
</object>
<object id="152">
	<ocn>152</ocn>
	<text class="norm">
		<b>Willingness to Pay for Improvements</b>
	</text>
</object>
<object id="153">
	<ocn>153</ocn>
	<text class="norm">
		It is not enough to want a better-fitting custom product. One must also
be willing and able to pay to get what one wants. Those in the Apache
sample who did innovate were presumably willing to pay the price to do
so. But how much were the users in our sample---the innovators and the
non-innovators--- willing to pay <i>now</i> for improvements?
Estimating a user's willingness to pay (WTP) is known to be a difficult
task. Franke and I used the contingent valuation method, in which
respondents are directly asked how much they are willing to pay for a
product or service (Mitchell and Carson 1989). Results obtained by that
method often overestimate WTP significantly. Empirical studies that
compare expressed WTP with actual cash payments on average showed
actual spending behavior to be somewhat smaller than expressed WTP in
the case of private purchases (such as in our case). In contrast, they
generally find willingness to pay to be greatly overstated in the case
of public goods such as the removal of a road from a wilderness area.
<en>7</en>
	</text>
	<endnote notenumber="7">
		<number>7</number>
		<note>
			The difference between actual willingness to pay and expressed
willingness to pay is much lower for private goods (our case) than for
public goods. In the case of private goods, Loomis et al. (1996) found
the expressed willingness to pay for art prints to be twice the actual
WTP. Willis and Powe (1998) found that among visitors to a castle the
expressed WTP was 60 percent lower than the actual WTP. In the case of
public goods, Brown et al. (1996), in a study of willingness to pay for
removal of a road from a wilderness area, found the expressed WTP to be
4--6 times the actual WTP. Lindsey and Knaap (1999), in a study of WTP
for a public urban greenway, found the expressed WTP to be 2-10 times
the actual WPT. Neil et al. (1994) found the expressed WTP for
conserving an original painting in the desert to be 9 times the actual
WTP. Seip and Strand (1992) found that less than 10 percent of those
who expressed interest in paying to join an environmental organization
actually joined.
		</note>
	</endnote>
</object>
<object id="154">
	<ocn>154</ocn>
	<text class="norm">
		To compensate for the likely overstatement of expressed relative to
actual WTP in our study, Franke and I conservatively deflated
respondents' indicated willingness to pay by 80 percent. (Although the
product in question was intended for private use, webmasters were
talking about their willingness to spend company money, not their own
money.) We asked each user who had indicated that he was not really
satisfied with a function (i.e., whose satisfaction with the respective
function was 4 or less on a 7-point scale, where 1 = not satisfied at
all, and 7 = very satisfied) to estimate how much he would be willing
to pay to get a very satisfactory solution regarding this function.
After deflation, our sample of 137 webmasters said they were willing to
pay $700,000 in aggregate to modify web server software to a point that
fully satisfied them with respect to their security function needs.
This amounts to an average of $5,232 total willingness to pay per
respondent. This is a striking number because the price of commercial
web server software similar to Apache's for one server was about $1,100
at the time of our study (source: www.sun.com, November 2001). If we
assume that each webmaster was in charge of ten servers on average,
this means that each webmaster was willing to pay half the price of a
total server software package to get his heterogeneous needs for
security features better satisfied.
	</text>
</object>
<object id="155">
	<ocn>155</ocn>
	<text class="norm">
		<b>Increased Satisfaction from Customization of Apache</b>
	</text>
</object>
<object id="156">
	<ocn>156</ocn>
	<text class="norm">
		Recall that it takes some technical skill to modify Apache web server
software by writing new code. In table 3.2, Franke and I examined only
the technically skilled users in our sample who claimed the capability
of making modifications to Apache web server software. For these
technically skilled users, we found significantly higher satisfaction
levels among those that actually did customize their software---but
even the users that made modifications were not fully satisfied.
	</text>
</object>
<object id="157">
	<ocn>157</ocn>
	<text class="norm">
		<b>Table 3.2</b> Skilled users who customized their software were more
satisfied than those who did not customize.
	</text>
</object>
<object id="158">
	<ocn>158</ocn>
	<text class="table">	
		<table summary="normal text css" width="100%" border="0" bgcolor="white" cellpadding="2" align="center">
      <tr><th width="55%"></th><th width="15%">Users who customized (n = 18)</th><th width="15%">Users who did not customize (n = 44)</th><th width="15%">Difference (one-tailed t-test)</th></tr>
      <tr><td width="55%">Satisfaction with basic web server functionality</td><td width="15%">5.5</td><td width="15%">4.3</td><td width="15%">0.100</td></tr>
      <tr><td width="55%">Satisfaction with authentication of client</td><td width="15%">3.0</td><td width="15%">1.0</td><td width="15%">0.001</td></tr>
      <tr><td width="55%">Satisfaction with e-commerce-related functions</td><td width="15%">1.3</td><td width="15%">0.0</td><td width="15%">0.023</td></tr>
      <tr><td width="55%">Satisfaction with within-site user access control</td><td width="15%">8.5</td><td width="15%">6.9</td><td width="15%">0.170</td></tr>
      <tr><td width="55%">Satisfaction with other security functions</td><td width="15%">3.9</td><td width="15%">3.9</td><td width="15%">0.699</td></tr>
      <tr><td width="55%">Overall satisfaction</td><td width="15%">4.3</td><td width="15%">2.6</td><td width="15%">0.010</td></tr>
    </table>
	</text>
</object>
<object id="159">
	<ocn>159</ocn>
	<text class="norm">
		Source: Franke and von Hippel 2003, table 8. In this table, 45
individual functions are grouped into five general categories. The
satisfaction index ranges from -21 to +21.
	</text>
</object>
<object id="160">
	<ocn>160</ocn>
	<text class="norm">
		One might wonder why users with the ability to modify Apache closer to
their liking were not totally satisfied. The answer can be found in
respondents' judgments regarding how much effort it would require to
modify Apache still more to their liking. We asked all respondents who
indicated dissatisfaction of level 4 or lower with a specific function
of Apache how much working time it would cost them to improve the
function to the point where they would judge it to be very satisfactory
(to be at a satisfaction level of 7). For the whole sample and all
dissatisfactions, we obtained a working time of 8,938 person-days
necessary to get a very satisfactory solution. This equals $78 of
incremental benefit per incremental programmer working day ($716,758
divided by 8,938 days). This is clearly below the regular wages a
skilled programmer gets. Franke and I concluded from this that skilled
users do not improve their respective Apache versions to the point
where they are perfectly satisfied because the costs of doing so would
exceed the benefits.
	</text>
</object>
<object id="161">
	<ocn>161</ocn>
	<text class="norm">
		<b>Discussion</b>
	</text>
</object>
<object id="162">
	<ocn>162</ocn>
	<text class="norm">
		Heterogeneity of user need is likely to be high for many types of
products. Data are still scanty, but high heterogeneity of need is a
very straightforward explanation for why there is so much customization
by users: many users have "custom" needs for products and services.
	</text>
</object>
<object id="163">
	<ocn>163</ocn>
	<text class="norm">
		Those interested can easily enhance their intuitions about heterogenity
of user need and related innovation by users. User innovation appears
to be common enough so that one can find examples for oneself in a
reasonably small, casual sample. Readers therefore may find it possible
(and enjoyable) to do their own informal tests of the matter. My own
version of such a test is to ask the students in one of my MIT classes
(typically about 50 students) to think about a particular product that
many use, such as a backpack. I first ask them how satisfied they are
with their backpack. Initially, most will say "It's OK." But after some
discussion and thinking, a few complaints will slowly begin to surface
(slowly, I think, because we all take some dissatisfaction with our
products as the unremarkable norm). "It doesn't fit comfortably" in
this or that particular way. "When my lunch bag or thermos leaks the
books and papers I am carrying get wet---there should be a water proof
partition." "I carry large drawings to school rolled up in my backpack
with the ends sticking out. They are ruined if it rains and I have not
taken the precaution of wrapping them in plastic." Next, I ask whether
any students have modified their backpacks to better meet their needs.
Interestingly enough, one or two typically have. Since backpacks are
not products of very high professional or hobby interest to most users,
the presence of even some user innovation to adapt to individual users'
unmet needs in such small, casual samples is an interesting intuition
builder with respect to the findings discussed in this chapter.
	</text>
</object>
<object id="164">
	<ocn>164</ocn>
	<text class="h4">
		4 Users' Innovate-or-Buy Decisions
	</text>
</object>
<object id="165">
	<ocn>165</ocn>
	<text class="norm">
		Why does a user wanting a custom product sometimes innovate for itself
rather than buying from a manufacturer of custom products? There is,
after all, a choice---at least it would seem so. However, if a user
with the resources and willingness to pay does decide to buy, it may be
surprised to discover that it is not so easy to find a manufacturer
willing to make exactly what an individual user wants. Of course, we
all know that mass manufacturers with businesses built around providing
standard products in large numbers will be reluctant to accommodate
special requests. Consumers know this too, and few will be so foolish
as to contact a major soup producer like Campbell's with a request for
a special, "just-right" can of soup. But what about manufacturers that
specialize in custom products? Isn't it their business to respond to
special requests? To understand which way the innovate-or-buy choice
will go, one must consider both transaction costs and information
asymmetries specific to users and manufacturers. I will talk mainly
about transaction costs in this chapter and mainly about information
asymmetries in chapter 5.
	</text>
</object>
<object id="166">
	<ocn>166</ocn>
	<text class="norm">
		I begin this chapter by discussing four specific and significant
transaction costs that affect users' innovate-or-buy decisions. Next I
review a case study that illustrates these. Then, I use a simple
quantitative model to further explore when user firms will find it more
cost-effective to develop a solution---a new product or service---for
themselves rather than hiring a manufacturer to solve the problem for
them. Finally, I point out that <i>individual</i> users can sometimes
be more inclined to innovate than one might expect because they
sometimes value the <i>process</i> of innovating as well as the novel
product or service that is created.
	</text>
</object>
<object id="167">
	<ocn>167</ocn>
	<text class="norm">
		<b>Users' vs. Manufacturers' Views of Innovation Opportunities</b>
	</text>
</object>
<object id="168">
	<ocn>168</ocn>
	<text class="norm">
		Three specific contributors to transaction costs---in addition to the
"usual suspects," such as opportunism---often have important effects on
users' decisions whether to buy a custom product or to develop it for
themselves. These are (1) differences between users' and manufacturers'
views regarding what constitutes a desirable solution, (2) differences
in innovation quality signaling requirements between user and
manufacturer innovators, and (3) differences in legal requirements
placed on user and manufacturer innovators. The first two of these
factors involve considerations of agency costs. When a user hires a
manufacturer to develop a custom product, the user is a principal that
has hired the custom manufacturer as to act as its agent. When the
interests of the principal and the agent are not the same, agency costs
will result. Recall from chapter 1 that agency costs are (1) costs
incurred to monitor the agent to ensure that it follows the interests
of the principal, (2) the cost incurred by the agent to commit itself
not to act against the principal's interest (the "bonding cost"), and
(3) costs associated with an outcome that does not fully serve the
interests of the principal (Jensen and Meckling 1976). In the specific
instance of product and service development, agency considerations
enter because a user's and a manufacturer's interests with respect to
the development of a custom product often differ significantly.
	</text>
</object>
<object id="169">
	<ocn>169</ocn>
	<text class="norm">
		<b>Preferences Regarding Solutions</b>
	</text>
</object>
<object id="170">
	<ocn>170</ocn>
	<text class="norm">
		Individual products and services are components of larger user
solutions. A user therefore wants a product that will make the best
overall tradeoff between solution quality and price. Sometimes the best
overall tradeoff will result in a willingness to pay a surprisingly
large amount to get a solution component precisely right. For example,
an individual user may specify tennis racket functionality that will
fit her specific technique and relative strengths and will be willing
to pay a great deal for exactly that racket. Deviations in racket
functionality would require compensating modifications in her carefully
practiced and deeply ingrained hitting technique---a much more costly
overall solution from the user's point of view. In contrast, a user
will be much less concerned with precisely <i>how</i> the desired
functionality is attained. For example, tennis players will typically
be unconcerned about whether a tennis racket is made from metal, carbon
fiber, plastic or wood---or, for that matter, from mud---if it performs
precisely as desired. And, indeed, users have quickly shifted to new
types of rackets over the years as new materials promise a better fit
to their particular functional requirements.
	</text>
</object>
<object id="171">
	<ocn>171</ocn>
	<text class="norm">
		Of course, the same thing is true in the case of products for
industrial users. For example, a firm with a need for a process machine
may be willing to pay a great deal for one that is precisely
appropriate to the characteristics of the input materials being
processed, and to the skills of employees who will operate the machine.
Deviations in either matter would require compensating modifications in
material supply and employee training---likely to be a much more costly
overall solution from the user's point of view. In contrast, the user
firm will be much less concerned with precisely how the desired
functionality is achieved by the process machine, and will care only
that it performs precisely as specified.
	</text>
</object>
<object id="172">
	<ocn>172</ocn>
	<text class="norm">
		Manufacturers faced with custom development requests from users make
similar calculations, but theirs revolve around attempting to conserve
the applicability of a low-cost (to them) solution. Manufacturers tend
to specialize in and gain competitive advantage from their capabilities
in one or a few specific solution types. They then seek to find as many
profitable applications for those solutions types as possible. For
example, a specialist in fabricating custom products from carbon fiber
might find it profitable to make any kind of product---from airplane
wings to tennis rackets---as long as they are made from carbon fiber.
In contrast, that same manufacturer would have no competitive advantage
in---and so no profit from making--- any of these same products from
metal or wood.
	</text>
</object>
<object id="173">
	<ocn>173</ocn>
	<text class="norm">
		Specializations in solution types can be very narrow indeed. For
example, thousands of manufacturers specialize in adhesive-based
fastening solutions, while other thousands specialize in mechanical
fastening solutions involving such things as metal screws and nails.
Importantly, companies that produce products and solution types that
have close functional equivalence from the user's point of view can
look very different from the point of view of a solution supplier. For
example, a manufacturer of standard or custom adhesives needs chemists
on staff with an expertise in chemical formulation. It also needs
chemistry labs and production equipment designed to mix specialized
batches of chemicals on a small scale, and it needs the equipment,
expertise and regulatory approvals to package that kind of product in a
way that is convenient to the customer and also in line with regulatory
safeguards. In contrast, manufacturers specializing in standard or
custom metal fastening solutions need none of these things. What they
need instead are mechanical design engineers, a machine shop to build
product prototypes and production tooling, specialized metal-forming
production equipment such as screw machines, and so on.
	</text>
</object>
<object id="174">
	<ocn>174</ocn>
	<text class="norm">
		Users, having an investment only in a need specification and not in a
solution type, want the best functional solution to their problem,
independent of solution type used. Manufacturers, in contrast, want to
supply custom solutions to users that utilize their existing expertise
and production capabilities. Thus, in the case of the two fastening
technology alternatives just described, users will prefer whatever
solution approach works best. In contrast, adhesives manufacturers will
find it tremendously more attractive to create a solution involving
adhesive-based fastening, and manufacturers specializing in mechanical
fastening will similarly strongly prefer to offer to develop solutions
involving mechanical fastening.
	</text>
</object>
<object id="175">
	<ocn>175</ocn>
	<text class="norm">
		The difference between users' incentives to get the best functional
solution to their need and specialist manufacturers' incentives to
embed a specific solution type in the product to be developed are a
major source of agency costs in custom product development, because
there is typically an information asymmetry between user and
manufacturer with respect to what will be the best solution.
Manufacturers tend to know more than users about this and to have a
strong incentive to provide biased information to users in order to
convince them that the solution type in which they specialize is the
best one to use. Such biases will be difficult for users to detect
because, again, they are less expert than the suppliers in the various
solution technologies that are candidates.
	</text>
</object>
<object id="176">
	<ocn>176</ocn>
	<text class="norm">
		Theoretically, this agency cost would disappear if it were possible to
fully specify a contract (Aghion and Tirole 1994; Bessen 2004). But in
product development, contracting can be problematic. Information
regarding characteristics of solutions and needs is inescapably
incomplete at the time of contracting---users cannot fully specify what
they want in advance of trying out prototype solutions, and
manufacturers are not fully sure how planned solution approaches will
work out before investing in customer-specific development.
	</text>
</object>
<object id="177">
	<ocn>177</ocn>
	<text class="norm">
		<b>Users' Expectations</b>
	</text>
</object>
<object id="178">
	<ocn>178</ocn>
	<text class="norm">
		When users buy a product from manufacturers, they tend to expect a
package of other services to come along with the product they receive.
However, when users develop a product for themselves, some of these are
not demanded or can be supplied in a less formal, less expensive way by
users for themselves. This set of implicit expectations can raise the
cost to a user of a custom solution bought from a manufacturer relative
to a home-developed solution.
	</text>
</object>
<object id="179">
	<ocn>179</ocn>
	<text class="norm">
		Users typically expect a solution they have purchased to work correctly
and reliably "right out of the box." In effect, a sharp line is drawn
between product development at the manufacturer's site and routine,
trouble-free usage at the purchaser's site. When the user builds a
product for itself, however, both the development and the use functions
are in the same organization and may explicitly be overlapped. Repeated
tests and repeated repairs and improvements during early use are then
more likely to be understood and tolerated as an acceptable part of the
development process.
	</text>
</object>
<object id="180">
	<ocn>180</ocn>
	<text class="norm">
		A related difference in expectations has to do with field support for a
product that has been purchased rather than developed in house. In the
case of a purchased custom product, users expect that manufacturers
will provide replacement parts and service if needed. Responding to
this expectation is costly for a custom manufacturer. It must keep a
record of what it has built for each particular user, and of any
special parts incorporated in that user's products so that they can be
built or purchased again if needed. In contrast, if a user has
developed a product for itself, it has people on site who know details
of its design. These employees will be capable of rebuilding or
repairing or redesigning the product <i>ad hoc</i> if and as the need
arises. (Of course, if these knowledgeable employees leave the user
firm while the product they designed is still in use, such informality
can prove costly.)
	</text>
</object>
<object id="181">
	<ocn>181</ocn>
	<text class="norm">
		Manufacturers also must invest in indirect quality signals that may not
have an effect on actual quality, but instead are designed to assure
both the specific user being served and the market in general that the
product being supplied is of high quality. These represent another
element of agency costs that user-innovators do not incur. When users
develop an innovation for themselves, they end up intimately knowing
the actual quality of the solution they have developed, and knowing why
and how it is appropriate to their task. As an example, an engineer
building a million-dollar process machine for in-house use might feel
it perfectly acceptable to install a precisely right and very cheap
computer controller made and prominently labeled by Lego, a
manufacturer of children's toys. (Lego provides computer controllers
for some of its children's building kit products.) But if that same
engineer saw a Lego controller in a million-dollar process machine his
firm was purchasing from a specialist high-end manufacturer, he might
not know enough about the design details to know that the Lego
controller was precisely right for the application. In that case, the
engineer and his managers might well regard the seemingly inappropriate
brand name as an indirect signal of bad quality.
	</text>
</object>
<object id="182">
	<ocn>182</ocn>
	<text class="norm">
		Manufacturers are often so concerned about a reputation for quality
that they refuse to take shortcuts that a customer specifically
requests and that might make sense for a particular customer, lest
others get wind of what was done and take it as a negative signal about
the general quality of the firm's products. For example, you may say to
a maker of luxury custom cars: "I want to have a custom car of your
brand in my driveway---my friends will admire it. But I only plan to
drive it to the grocery store once in a while, so I only want a cheap
little engine. A luxury exterior combined with cheap parts is the best
solution for me in this application---just slap something together and
keep the price low." The maker is likely to respond: "We understand
your need, but we cannot be associated with any product of low quality.
Someone else may look under the hood some day, and that would damage
our reputation as a maker of fine cars. You must look elsewhere, or
decide you are willing to pay the price to keep one of our fine
machines idle on your driveway."
	</text>
</object>
<object id="183">
	<ocn>183</ocn>
	<text class="norm">
		<b>Differing Legal and Regulatory Requirements</b>
	</text>
</object>
<object id="184">
	<ocn>184</ocn>
	<text class="norm">
		Users that innovate do not generally face legal risk if the product
they develop fails and causes costs to themselves but not to others. In
contrast, manufacturers that develop and sell new products are regarded
under US law as also providing an implied warranty of "fitness for the
intended use." If a product does not meet this criterion, and if a
different, written warranty is not in place, manufacturers can be found
liable for negligence with respect to providing a defective design and
failure to warn buyers (Barnes and Ulin 1984). This simple difference
can cause a large difference in exposure to liability by innovators and
so can drive up the costs of manufacturer-provided solutions relative
to user-provided ones.
	</text>
</object>
<object id="185">
	<ocn>185</ocn>
	<text class="norm">
		For example, a user firm that builds a novel process controller to
improve its plant operations must pay its own actual costs if the
self-built controller fails and ruins expensive materials being
processed. On the other hand, if a controller manufacturer designed the
novel controller product and sold it to customers, and a failure then
occurred and could be traced back to a fault in the design, the
controller manufacturer is potentially liable for actual user costs and
punitive damages. It may also incur significant reputational losses if
the unhappy user broadcasts its complaints. The logical response of a
controller manufacturer to this higher risk is to charge more and/or to
be much more careful with respect to running exhaustive, expensive, and
lengthy tests before releasing a new product. The resulting increase in
cost and delay for obtaining a manufacturer-developed product can tend
to tip users toward building their own, in-house solutions.
	</text>
</object>
<object id="186">
	<ocn>186</ocn>
	<text class="norm">
		<b>Net Result</b>
	</text>
</object>
<object id="187">
	<ocn>187</ocn>
	<text class="norm">
		A net result of the foregoing considerations is that manufacturers
often find that developing a custom product for only one or a few users
will be unprofitable. In such cases, the transaction costs involved can
make it cheaper for users with appropriate capabilities to develop the
product for themselves. In larger markets, in contrast, fixed
transaction costs will be spread over many customers, and the economies
of scale obtainable by producing for the whole market may be
substantial. In that case, it will likely be cheaper for users to buy
than to innovate. As a result, manufacturers, when contacted by a user
with a very specific request, will be keenly interested in how many
others are likely to want this solution or elements of it. If the
answer is "few," a custom manufacturer will be unlikely to accept the
project.
	</text>
</object>
<object id="188">
	<ocn>188</ocn>
	<text class="norm">
		Of course, manufacturers have an incentive to <i>make</i> markets
attractive from their point of view. This can be done by deviating from
precisely serving the needs of a specific custom client in order to
create a solution that will be "good enough" for that client but at the
same time of more interest to others. Manufacturers may do this openly
by arranging meetings among custom buyers with similar needs, and then
urging the group to come up with a common solution that all will find
acceptable. "After all," as the representative will say, "it is clear
that we cannot make a special product to suit each user, so all of you
must be prepared to make really difficult compromises!" More covertly,
manufacturers may simply ignore some of the specific requests of the
specific user client and make something that they expect to be a more
general solution instead.
	</text>
</object>
<object id="189">
	<ocn>189</ocn>
	<text class="norm">
		The contrasting incentives of users and manufacturers with respect to
generality of need being served---and also with respect to the solution
choice issue discussed earlier---can result in a very frustrating and
cloudy interaction in which each party hides its best information and
attempts to manipulate others to its own advantage. With respect to
generality of need, sophisticated users understand custom suppliers'
preference for a larger market and attempt to argue convincingly that
"everyone will want precisely what I am asking you for." Manufacturers,
in turn, know users have this incentive and so will generally prefer to
develop custom products for which they themselves have a reasonable
understanding of demand. Users are also aware of manufacturers' strong
preference for only producing products that embody their existing
solution expertise. To guard against the possibility that this
incentive will produce biased advice, they may attempt to shop around
among a number of suppliers offering different solution types and/or
develop internal expertise on solution possibilities and/or attempt to
write better contracts. All these attempts to induce and guard against
bias involve agency costs.
	</text>
</object>
<object id="190">
	<ocn>190</ocn>
	<text class="norm">
		<b>An Illustrative Case</b>
	</text>
</object>
<object id="191">
	<ocn>191</ocn>
	<text class="norm">
		A case study by Sarah Slaughter (1993) illustrates the impact of some
of the transaction costs discussed above related to users'
innovate-or-buy decisions. Slaughter studied patterns of innovation in
stressed-skin panels, which are used in some housing construction. The
aspects of the panels studied were related to installation, and so the
users of these features were home builders rather than home owners.
When Slaughter contrasted users' costs of innovating versus buying, she
found that it was always much cheaper for the builder to develop a
solution for itself at a construction site than to ask a panel
manufacturer to do so.
	</text>
</object>
<object id="192">
	<ocn>192</ocn>
	<text class="norm">
		A stressed-skin panel can be visualized as a large 4-by-8-foot sandwich
consisting of two panels made of plywood with a layer of plastic foam
glued in between. The foam, about 4 inches thick, strongly bonds the
two panels together and also acts as a layer of thermal insulation. In
1989, manufacturing of stressed-skin panels was a relatively
concentrated industry; the four largest manufacturers collectively
having a 77 percent share of the market. The user industry was much
less concentrated: the four largest constructors of panelized housing
together had only 1 percent of the market for such housing in 1989.
	</text>
</object>
<object id="193">
	<ocn>193</ocn>
	<text class="norm">
		In housing construction, stressed-skin panels are generally attached to
strong timber frames to form the outer shell of a house and to resist
shear loads (such as the force of the wind). To use the panels in this
way, a number of subsidiary inventions are required. For example, one
must find a practical, long-lasting way to attach panels to each other
and to the floors, the roof, and the frame. Also, one has to find a new
way to run pipes and wires from place to place because there are no
empty spaces in the walls to put them---panel interiors are filled with
foam.
	</text>
</object>
<object id="194">
	<ocn>194</ocn>
	<text class="norm">
		Stressed-skin panels were introduced into housing construction after
World War II. From then till 1989, the time of Slaughter's study, 34
innovations were made in 12 functionally important areas to create a
complete building system for this type of construction. Slaughter
studied the history of each of these innovations and found that 82
percent had been developed by users of the stressed-skin
panels---residential builders---and only 18 percent by manufacturers of
stressed-skin panels. Sometimes more than one user developed and
implemented different approaches to the same functional problem (table
4.1). Builders freely revealed their innovations rather than protecting
them for proprietary advantage. They were passed from builder to
builder by word of mouth, published in trade magazines, and diffused
widely. All were replicated at building sites for years before any
commercial panel manufacturer developed and sold a solution to
accomplish the same function.
	</text>
</object>
<object id="195">
	<ocn>195</ocn>
	<text class="norm">
		Histories of the user-developed improvements to stressed-skin panel
construction showed that the user-innovator construction firms did not
engage in planned R&amp;D projects. Instead, each innovation was an
immediate response to a problem encountered in the course of a
construction project. Once a problem was encountered, the innovating
builder typically developed and fabricated a solution at great speed,
using skills, materials, and equipment on hand at the construction
site. Builders reported that the average time from discovery of the
problem to installation of the completed solution on the site was only
half a day. The total cost of each innovation, including time,
equipment, and materials, averaged $153.
	</text>
</object>
<object id="196">
	<ocn>196</ocn>
	<text class="norm">
		<b>Example: Installing Wiring in a Stressed-Skin Panel</b>
	</text>
</object>
<object id="197">
	<ocn>197</ocn>
	<text class="norm">
		A builder was faced with the immediate problem of how to route wires
through the foam interior of panels to wall switches located in the
middle of the panels. He did not want cut grooves or channels through
the surfaces of the panels to these locations---that would dangerously
reduce the panels' structural strength. His inventive solution was to
mount an electrically heated wire on the tip of a long pole and simply
push the heated tip through the center insulation layer of the panel.
As he pushed, the electrically heated tip quickly melted a channel
through the foam plastic insulation from the edge of the panel to the
desired spot. Wires were then pulled through this channel.
	</text>
</object>
<object id="198">
	<ocn>198</ocn>
	<text class="norm">
		<b>Table 4.1</b> Users would have found it much more costly to get
custom solutions from manufacturers. The costs of user-developed
innovations in stressed-skin panels were very low.
	</text>
</object>
<object id="199">
	<ocn>199</ocn>
	<text class="table">	
		<table summary="normal text css" width="100%" border="0" bgcolor="white" cellpadding="2" align="center">
      <tr><th width="40%">Function</th><th width="17%">Average user development time (days)</th><th width="17%">Average user development cost</th><th width="6%">N</th><th width="20%">Minimimum cost of waiting for manufacturer to deliver</th></tr>
      <tr><td width="40%">Framing of openings in panels</td><td width="17%">0.1</td><td width="17%">$20</td><td width="6%">1</td><td width="20%">$1,400</td></tr>
      <tr><td width="40%">Structural connection between panels</td><td width="17%">0.1</td><td width="17%">30</td><td width="6%">2</td><td width="20%">$1,400</td></tr>
      <tr><td width="40%">Ventilation of panels on roof</td><td width="17%">0.1</td><td width="17%">32</td><td width="6%">2</td><td width="20%">$28,000</td></tr>
      <tr><td width="40%">Insulated connection between panels</td><td width="17%">0.1</td><td width="17%">41</td><td width="6%">3</td><td width="20%">$2,800</td></tr>
      <tr><td width="40%">Corner connection between panels</td><td width="17%">0.2</td><td width="17%">60</td><td width="6%">1</td><td width="20%">$2,800</td></tr>
      <tr><td width="40%">Installation of HVAC in panels</td><td width="17%">0.2</td><td width="17%">60</td><td width="6%">2</td><td width="20%">$2,800</td></tr>
      <tr><td width="40%">Installation of wiring in panels</td><td width="17%">0.2</td><td width="17%">79</td><td width="6%">7</td><td width="20%">$2,800</td></tr>
      <tr><td width="40%">Connection of panels to roof</td><td width="17%">0.2</td><td width="17%">80</td><td width="6%">1</td><td width="20%">$2,800</td></tr>
      <tr><td width="40%">Add insect repellency to panels</td><td width="17%">0.4</td><td width="17%">123</td><td width="6%">3</td><td width="20%">$70,000</td></tr>
      <tr><td width="40%">Connect panels to foundation</td><td width="17%">0.5</td><td width="17%">160</td><td width="6%">1</td><td width="20%">$1,400</td></tr>
      <tr><td width="40%">Connect panels to frames</td><td width="17%">1.2</td><td width="17%">377</td><td width="6%">3</td><td width="20%">$2,800</td></tr>
      <tr><td width="40%">Development of curved panels</td><td width="17%">5.0</td><td width="17%">1,500</td><td width="6%">1</td><td width="20%">$28,000</td></tr>
      <tr><td width="40%">Average for all innovations</td><td width="17%">0.5</td><td width="17%">$153</td><td width="6%"></td><td width="20%">$12,367</td></tr>
    </table>
	</text>
</object>
<object id="200">
	<ocn>200</ocn>
	<text class="norm">
		N represents number of innovations developed by <i>users</i> to carry
out each listed function. Source: Slaughter 1993, tables 4 and 5. Costs
and times shown are averaged for all user-developed innovations in each
functional category. (The six <i>manufacturer</i>-developed innovations
in Slaughter's sample are not included in this table.)
	</text>
</object>
<object id="201">
	<ocn>201</ocn>
	<text class="norm">
		The builder-innovator reported that the total time to develop the
innovation was only an hour, and that the total cost for time and
materials equaled $40. How could it cost so little and take so little
time? The builder explained that using hot wires to slice sheets of
plastic foam insulation into pieces of a required length is a technique
known to builders. His idea as to how to modify the slicing technique
to melt channels instead came to him quickly. To test the idea, he
immediately sent a worker to an electrical supply house to get some
nichrome wire (a type of high-resistance wire often used as an
electrical heating element), attached the wire to a tip of a pole, and
tried the solution on a panel at the building site---and it worked!
	</text>
</object>
<object id="202">
	<ocn>202</ocn>
	<text class="norm">
		This solution was described in detail in an article in a builder's
magazine and was widely imitated. A panel manufacturer's eventual
response (after the user solution had spread for a number of years) was
to manufacture a panel with a channel for wires pre-molded into the
plastic foam interior of the panel. This solution is only sometimes
satisfactory. Builders often do not want to locate switch boxes at the
height of the premolded channel. Also, sometimes construction workers
will install some panels upside down in error, and the preformed
channels will then not be continuous between one panel and the next. In
such cases, the original, user-developed solution is again resorted to.
	</text>
</object>
<object id="203">
	<ocn>203</ocn>
	<text class="norm">
		<b>Example: Creating a Curved Panel</b>
	</text>
</object>
<object id="204">
	<ocn>204</ocn>
	<text class="norm">
		A builder was constructing a custom house with large, curved windows.
Curved stressed-skin panels were needed to fill in the space above and
below these windows, but panel manufacturers only sold flat panels at
that time. The builder facing the problem could not simply buy standard
flat panels and bend them into curved ones at the construction
site---completed panels are rigid by design. So he bought plywood and
plastic foam at a local building supply house and slowly bent each
panel component separately over a curved frame quickly built at the
construction site. He then bonded all three elements together with glue
to create strong curved panels that would maintain their shape over
time.
	</text>
</object>
<object id="205">
	<ocn>205</ocn>
	<text class="norm">
		To determine whether users' decisions to innovate rather than buy made
economic sense for them, Slaughter calculated, in a very conservative
way, what it would have cost users to buy a manufacturer-developed
solution embodied in a manufactured panel rather than build a solution
for themselves. Her estimates included only the cost of the delay a
user-builder would incur while waiting for delivery of a panel
incorporating a manufacturer's solution. Delay in obtaining a solution
to a problem encountered at a construction site is costly for a
builder, because the schedule of deliveries, subcontractors, and other
activities must then be altered. For example, if installation of a
panel is delayed, one must also reschedule the arrival of the
subcontractor hired to run wires through it, the contractor hired to
paint it, and so on. Slaughter estimated the cost of delay to a builder
at $280 per crew per day of delay (Means 1989). To compute delay times,
she assumed that a manufacturer would always be willing to supply the
special item a user requested. She also assumed that no time elapsed
while the manufacturer learned about the need, contracted to do the
job, designed a solution, and obtained needed regulatory approvals. She
then asked panel manufacturers to estimate how long it would take them
to simply construct a panel with the solution needed and deliver it to
the construction site. Delay times computed in this manner ranged from
5 days for some innovations to 250 days for the longest-term one and
averaged 44 days.
	</text>
</object>
<object id="206">
	<ocn>206</ocn>
	<text class="norm">
		The conservative nature of this calculation is very clear. For example,
Slaughter points out that the regulatory requirements for building
components, not included, are in fact much more stringent for
manufacturers than for user-builders in the field of residential
construction. Manufacturers delivering products can be required to
provide test data demonstrating compliance with local building codes
for each locality served. Testing new products for compliance in a
locality can take from a month to several years, and explicit code
approval often takes several additional years. In contrast, a builder
that innovates need only convince the local building inspector that
what he has done meets code or performance requirements--- often a much
easier task (Ehrenkrantz Group 1979; Duke 1988).
	</text>
</object>
<object id="207">
	<ocn>207</ocn>
	<text class="norm">
		Despite her very conservative method of calculation, Slaughter found
the costs to users of obtaining a builder solution to be at least 100
times the actual costs of developing a solution for themselves (table
4.1). Clearly, users' decisions to innovate rather than buy made
economic sense in this case.
	</text>
</object>
<object id="208">
	<ocn>208</ocn>
	<text class="norm">
		<b>Modeling Users' Innovate-or-Buy Decisions</b>
	</text>
</object>
<object id="209">
	<ocn>209</ocn>
	<text class="norm">
		In this section I summarize the core of the argument discussed in this
chapter via a simple quantitative model developed with Carliss Baldwin.
Our goal is to offer additional clarity by trading off the richness of
the qualitative argument for simplicity.
	</text>
</object>
<object id="210">
	<ocn>210</ocn>
	<text class="norm">
		Whether a user firm should innovate or buy is a variant of a well-known
problem: where one should place an activity in a supply chain. In any
real-world case many complexities enter. In the model that follows,
Baldwin and I ignore most of these and consider a simple base case
focused on the impact of transaction costs on users' innovate-or-buy
considerations. The model deals with manufacturing firms and user firms
rather than individual users. We assume that user firms and
manufacturer firms both will hire designers from the same homogeneous
pool if they elect to solve a user problem. We also assume that both
user firms and manufacturer firms will incur the same costs to solve a
specific user problem. For example, they will have the same costs to
monitor the performance of the designer employees they hire. In this
way we simplify our innovate-or-buy problem to one of transaction costs
only.
	</text>
</object>
<object id="211">
	<ocn>211</ocn>
	<text class="norm">
		If there are no transaction costs (for example, no costs to write and
enforce a contract), then by Coase's theorem a user will be indifferent
between making or buying a solution to its problem. But in the real
world there are transaction costs, and so a user will generally prefer
to either make or buy. Which, from the point of view of minimizing
overall costs of obtaining a problem solution, is the better choice
under any given circumstances?
	</text>
</object>
<object id="212">
	<ocn>212</ocn>
	<text class="norm">
		Let V<sub>ij</sub> be the value of a solution to problem j for user i.
Let N<sub>j</sub> be the number of users having problem j. Let
Wh<sub>j</sub> be the cost of solving problem j, where W = hourly wage
and h<sub>j</sub> = hours required to solve it. Let P<sub>j</sub> be
the price charged by a manufacturer for a solution to problem j. Let T
be fixed or "setup" transaction costs, such as writing a general
contract for buyers of a solution to problem j. Let t be variable or
"frictional" transaction costs, such as tailoring the general contract
to a specific customer.
	</text>
</object>
<object id="213">
	<ocn>213</ocn>
	<text class="norm">
		To explore this problem we make two assumptions. First, we assume that
a user firm knows its own problems and the value of a solution to
itself, V<sub>ij</sub>. Second, we assume that a manufacturer knows the
number of users having each problem, N<sub>j</sub>, and the value of
solutions for each problem for all users, V<sub>ij</sub>.
	</text>
</object>
<object id="214">
	<ocn>214</ocn>
	<text class="norm">
		These assumptions are in line with real-world incentives of users and
manufacturers, although information stickiness generally prevents firms
from getting full information. That is, users have a high incentive to
know their own problems and the value to them of a solution.
Manufacturers, in turn, have an incentive to invest in understanding
the nature of problems faced by users in the target market, the number
of users affected, and the value that the users would attach to getting
a solution in order to determine the potential profitability of markets
from their point of view.
	</text>
</object>
<object id="215">
	<ocn>215</ocn>
	<text class="norm">
		We first consider the user's payoff for solving a problem for itself. A
user has no transaction costs in dealing with itself, so a user's
payoff for solving problem j will be V<sub>ij</sub> - Wh<sub>j</sub>.
Therefore, a user will buy a solution from an upstream manufacturer
rather than develop one for itself if and only if P ≤ Wh<sub>j</sub>.
	</text>
</object>
<object id="216">
	<ocn>216</ocn>
	<text class="norm">
		Next we consider payoffs to a manufacturer for solving problem j. In
this case, transaction costs such as those discussed in earlier
sections will be encountered. With respect to transaction costs assume
first that t = 0 but T &gt; 0. Then, the manufacturer's payoff for
solving problem j will be V<sub>ij</sub> - Wh<sub>j</sub>, which needs
to be positive in order for the manufacturer to find innovation
attractive:
	</text>
</object>
<object id="217">
	<ocn>217</ocn>
	<text class="norm">
		N<sub>j</sub> P<sub>j</sub> - Wh<sub>j</sub> - T &gt; 0.
	</text>
</object>
<object id="218">
	<ocn>218</ocn>
	<text class="norm">
		But, as we saw, P<sub>j</sub> ≤ Wh<sub>j</sub> if the user is to buy,
so we may substitute Wh<sub>j</sub> for P<sub>j</sub> in our
inequality. Thus we obtain the following inequality as a condition for
the user to buy:
	</text>
</object>
<object id="219">
	<ocn>219</ocn>
	<text class="norm">
		N<sub>j</sub> (Wh<sub>j</sub>) - Wh<sub>j</sub> - T &gt; 0,
	</text>
</object>
<object id="220">
	<ocn>220</ocn>
	<text class="norm">
		or
	</text>
</object>
<object id="221">
	<ocn>221</ocn>
	<text class="norm">
		N<sub>j</sub> &gt; (T / Wh<sub>j</sub>) + 1.
	</text>
</object>
<object id="222">
	<ocn>222</ocn>
	<text class="norm">
		In other words, Baldwin and I find that the absolute lower bound on N
is greater than 1. This means that a single user will always prefer to
solve a unique problem j for itself (except in Coase's world, where T =
0, and the user will be indifferent). If every problem is unique to a
single user, users will never choose to call on upstream manufacturers
for solutions.
	</text>
</object>
<object id="223">
	<ocn>223</ocn>
	<text class="norm">
		Now assume that T = 0 but t &gt; 0. Then the condition for the user to
buy rather than to innovate for itself becomes
	</text>
</object>
<object id="224">
	<ocn>224</ocn>
	<text class="norm">
		N<sub>j</sub> (Wh<sub>j</sub> - t) - Wh<sub>j</sub> &gt; 0,
	</text>
</object>
<object id="225">
	<ocn>225</ocn>
	<text class="norm">
		or equivalently (provided Wh<sub>j</sub> &gt; t)
	</text>
</object>
<object id="226">
	<ocn>226</ocn>
	<text class="norm">
		N<sub>j</sub> &gt; Wh<sub>j</sub> / (Wh<sub>j</sub> - t) &gt; 1.
	</text>
</object>
<object id="227">
	<ocn>227</ocn>
	<text class="norm">
		Again, users will not call on upstream manufacturers to solve problems
unique to one user.
	</text>
</object>
<object id="228">
	<ocn>228</ocn>
	<text class="norm">
		The findings from the simplified model, then, are the following:
Problems unique to one user will always be solved efficiently by users
hiring designers to work for them in house. In contrast, problems
affecting more than a moderate number of users, n, which is a function
of the transaction costs, will be efficiently solved by the
manufacturer hiring designers to develop the needed new product or
service and then selling that solution to all users affected by the
problem. However, given sufficient levels of T and/or of t, problems
affecting more than one but fewer than n users will not be solved by a
manufacturer, and so there will be a market failure: Assuming an
institutional framework consisting only of independent users and
manufacturers, multiple users will have to solve the same problem
independently.
	</text>
</object>
<object id="229">
	<ocn>229</ocn>
	<text class="norm">
		As illustration, suppose that t = 0.25Wh<sub>j</sub> and T =
10Wh<sub>j</sub>. Then, combining the two expressions and solving for n
yields
	</text>
</object>
<object id="230">
	<ocn>230</ocn>
	<text class="norm">
		n = (11Wh<sub>j</sub> /0.75Wh<sub>j</sub>) = 14.66.
	</text>
</object>
<object id="231">
	<ocn>231</ocn>
	<text class="norm">
		The condition for the user to buy the innovation rather than innovate
itself becomes N<sub>j</sub> ≥ 15. For a number of users less than 15
but greater than 1, there will be a wasteful multiplication of user
effort: several users will invest in developing the same innovation
independently.
	</text>
</object>
<object id="232">
	<ocn>232</ocn>
	<text class="norm">
		In a world that consists entirely of manufacturers and of users that do
not share the innovations they develop, the type of wasteful
duplicative innovation investment by users just described probably will
occur often. As was discussed earlier in this chapter, and as was
illustrated by Slaughter's study, substantial transaction costs might
well be the norm. In addition, low numbers of users having the same
need---situations where N<sub>j</sub> is low---might also be the norm
in the case of functionally novel innovations. Functionally novel
innovations, as I will show later, tend to be developed by lead users,
and lead users are by definition at the leading (low-N<sub>j</sub>)
edge of markets.
	</text>
</object>
<object id="233">
	<ocn>233</ocn>
	<text class="norm">
		When the type of market failure discussed above does occur, users will
have an incentive to search for institutional forms with a lower T
and/or a lower t than is associated with assignment of the problem to
an upstream manufacturer. One such institutional form involves
interdependent innovation development among multiple users (for
example, the institutional form used successfully in open source
software projects that I will discuss in chapter 7). Baldwin and Clark
(2003) show how this form can work to solve the problem of wasteful
user innovation investments that were identified in our model. They
show that, given modularity in the software's architecture, it will pay
for users participating in open source software projects to generate
and freely reveal some components of the needed innovation, benefiting
from the fact that other users are likely to develop and reveal other
components of that innovation. At the limit, the wasteful duplication
of users' innovative efforts noted above will be eliminated; each
innovation component will have been developed by only one user, but
will be shared by many.
	</text>
</object>
<object id="234">
	<ocn>234</ocn>
	<text class="norm">
		<b>Benefiting from the Innovation Process</b>
	</text>
</object>
<object id="235">
	<ocn>235</ocn>
	<text class="norm">
		Some individual users (not user firms) may decide to innovate for
themselves rather than buy even if a traditional accounting evaluation
would show that they had made a major investment in time and materials
for an apparently minor reward in product functionality. The reason is
that individual users may gain major rewards from the process of
innovating, in addition to rewards from the product being developed.
Make-or-buy evaluations typically include factors such as the time and
materials that must be invested to develop a solution. These costs are
then compared with the likely benefits produced by the project's
"output"---the new product or service created---to determine whether
the project is worth doing. This was the type of comparison made by
Slaughter, for example, in assessing whether it would be better for the
users to make or to buy the stressed-skin panel innovations in her
sample. However, in the case of individual user-innovators, this type
of assessment can provide too narrow a perspective on what actually
constitutes valuable project output. Specifically, there is evidence
that individuals sometimes greatly prize benefits derived from their
participation in the process of innovation. The process, they say, can
produce learning and enjoyment that is of high value to them.
	</text>
</object>
<object id="236">
	<ocn>236</ocn>
	<text class="norm">
		In the introductory chapter, I pointed out that some recreational
activities, such as solving crossword puzzles, are clearly engaged in
for process rewards only: very few individuals value the end "product"
of a completed puzzle. But process rewards have also been found to be
important for innovators that are producing outputs that they and
others do value (Hertel, Niedner, and Herrmann 2003; Lakhani and Wolf
2005). Lakhani and Wolf studied a sample of individuals (n = 684,
response rate = 34 percent) who had written new software code and
contributed it to an open source project. They asked the programmers to
list their three most important reasons for doing this. Fifty-eight
percent of respondents said that an important motivation for writing
their code was that they had a work need (33 percent), or a non-work
need (30 percent) or both (5 percent) for the code itself. That is,
they valued the project's "output" as this is traditionally viewed.
However, 45 percent said that one of their top three reasons for
writing code was intellectual stimulation, and 41 percent said one of
their top three reasons was to improve their own programming skills
(Lakhani and Wolf 2005, table 6). Elaborating on these responses, 61
percent of respondents said that their participation in the open source
project was their most creative experience or was as creative as their
most creative experience. Also, more than 60 percent said that "if
there were one more hour in the day" they would always or often
dedicate it to programming.
	</text>
</object>
<object id="237">
	<ocn>237</ocn>
	<text class="norm">
		Csikszentmihalyi (1975, 1990, 1996) systematically studied the
characteristics of tasks that individuals find intrinsically rewarding,
such as rock climbing. He found that a level of challenge somewhere
between boredom and fear is important, and also that the experience of
"flow" gained when one is fully engaged in a task is intrinsically
rewarding. Amabile (1996) proposes that intrinsic motivation is a key
determining factor in creativity. She defines a creative task as one
that is heuristic in nature (with no predetermined path to solution),
and defines a creative outcome as a novel and appropriate (useful)
response to such a task. Both conditions certainly can apply to the
task of developing a product or a service.
	</text>
</object>
<object id="238">
	<ocn>238</ocn>
	<text class="norm">
		In sum, to the extent that individual user-innovators benefit from the
process of developing or modifying a product as well as from the
product actually developed, they are likely to innovate even when the
benefits expected from the product itself are relatively low.
(Employees of a firm may wish to experience this type of intrinsic
reward in their work as well, but managers and commercial constraints
may give them less of an opportunity to do so. Indeed, "control over my
own work" is cited by many programmers as a reason that they enjoy
creating code as volunteers on open source projects more than they
enjoy coding for their employers for pay.)
	</text>
</object>
<object id="239">
	<ocn>239</ocn>
	<text class="h4">
		5 Users' Low-Cost Innovation Niches
	</text>
</object>
<object id="240">
	<ocn>240</ocn>
	<text class="norm">
		<b>The Problem-Solving Process</b>
	</text>
</object>
<object id="241">
	<ocn>241</ocn>
	<text class="norm">
		Product and service development is at its core a problem-solving
process. Research into the nature of problem solving shows it to
consist of trial and error, directed by some amount of insight as to
the direction in which a solution might lie (Baron 1988). Trial and
error has also been found to be prominent in the problem-solving work
of product and process development (Marples 1961; Allen 1966; von
Hippel and Tyre 1995; Thomke 1998, 2003).
	</text>
</object>
<object id="242">
	<ocn>242</ocn>
	<text class="norm">
		Trial-and-error problem solving can be envisioned as a four-phase cycle
that is typically repeated many times during the development of a new
product or service. Problem solvers first conceive of a problem and a
related solution based on their best knowledge and insight. Next, they
build a physical or virtual prototype of both the possible solution
they have envisioned and the intended use environment. Third, they run
the experiment---that is, they operate their prototyped solution and
see what happens. Fourth and finally, they analyze the result to
understand what happened in the trial and to assess the "error
information" that they gained. (In the trial-and-error formulation of
the learning process, error is the new information or learning derived
from an experiment by an experimenter: it is the aspect(s) of the
outcome that the experimenter did not predict.) Developers then use the
new learning to modify and improve the solution under development
before building and running a new trial (figure 5.1).
	</text>
</object>
<object id="243">
	<ocn>243</ocn>
	<text class="norm">
		Trial-and-error experimentation can be informal or formal; the
underlying principles are the same. As an example on the informal side,
consider a user experiencing a need and then developing what eventually
turns out to be a new product: the skateboard. In phase 1 of the cycle,
the user combines need and solution information into a product idea: "I
am bored with roller skating. How can I get down this hill in a more
exciting way? Maybe it would be fun to put my skates' wheels under a
board and ride down on that." In phase 2, the user builds a prototype
by taking his skates apart and hammering the wheels onto the underside
of a board. In phase 3, he runs the experiment by climbing onto the
board and heading down the hill. In phase 4, he picks himself up from
an inaugural crash and thinks about the error information he has
gained: "It is harder to stay on this thing than I thought. What went
wrong, and how can I improve things before my next run down the hill?"
	</text>
</object>
<object id="244">
	<ocn>244</ocn>
	<text class="norm">
		<image xmlns:xlink="http://www.w3.org/1999/xlink" xlink:type="simple"
xlink:actuate="onLoad" xlink:show="embed"
xlink:href="../_sisu/image/di_evh_f5-1.png" width="640" height="477"
/>[di_evh_f5-1.png]
	</text>
</object>
<object id="245">
	<ocn>245</ocn>
	<text class="norm">
		<b>Figure 5.1</b> The trial-and-error cycle of product development.
	</text>
</object>
<object id="246">
	<ocn>246</ocn>
	<text class="norm">
		As an example of more formal experimentation, consider a
product-development engineer working in a laboratory to improve the
performance of an automobile engine. In phase 1, need and solution
information are again combined into a design idea: "I need to improve
engine fuel efficiency. I think that a more even expansion of the flame
in the cylinders is a possible solution direction, and I think that
changing the shape of the spark plug electrodes will improve this." In
phase 2, the engineer builds a spark plug incorporating her new idea.
In phase 3, she inserts the new spark plug into a lab test engine
equipped with the elaborate instrumentation needed to measure the very
rapid propagation of a flame in the cylinders of an auto engine and
runs the test. In phase 4, she feeds the data into a computer and
analyzes the results. She asks: "Did the change in spark plug design
change the flame front as expected? Did it change fuel efficiency? How
can I use what I have learned from this trial to improve things for the
next one?"
	</text>
</object>
<object id="247">
	<ocn>247</ocn>
	<text class="norm">
		In addition to the difference in formality, there is another important
difference between these two examples. In the first example, the
skateboard user was conducting trial and error with a full prototype of
the intended product in a real use environment---his own. In the second
example, the experimental spark plug might have been a full prototype
of a real product, but it probably consisted only of that portion of a
real spark plug that actually extends into a combustion chamber. Also,
only <i>aspects</i> of the use environment were involved in the lab
experiment. That is, the test engine was not a real auto engine, and it
was not being operated in a real car traveling over real roads.
	</text>
</object>
<object id="248">
	<ocn>248</ocn>
	<text class="norm">
		Experimentation is often carried out using simplified
versions---models--- of the product being designed and its intended use
environment. These models can be physical (as in the example just
given), or they can be virtual (as in the case of thought experiments
or computer simulations). In a computer simulation, both the product
and the environment are represented in digital form, and their
interaction is tested entirely within a computer. For example, one
might make a digital model of an automobile and a crash barrier. One
could then use a computer to simulate the crash of the model car into
the model barrier. One would analyze the results by calculating the
effects of that crash on the structure of the car.
	</text>
</object>
<object id="249">
	<ocn>249</ocn>
	<text class="norm">
		The value of using models rather than the real thing in experimentation
is twofold. First, it can reduce the cost of an experiment---it can be
much cheaper to crash a simulated BMW than a real one. Second, it can
make experimental results clearer by making them simpler or otherwise
different than real life. If one is trying to test the effect of a
small change on car safety, for example, it can be helpful to remove
everything not related to that change from the experiment. For example,
if one is testing the way a particular wheel suspension structure
deforms in a crash, one does not have to know (or spend time computing)
how a taillight lens will react in the crash. Also, in a real crash
things happen only once and happen very fast. In a virtual crash
executed by computer, on the other hand, one can repeat the crash
sequence over and over, and can stretch time out or compress it exactly
as one likes to better understand what is happening (Thomke 2003).
	</text>
</object>
<object id="250">
	<ocn>250</ocn>
	<text class="norm">
		Users and others experimenting with real prototypes in real use
environments can also modify things to make tests simpler and clearer.
A restaurant chef, for example, can make slight variations in just a
small part of a recipe each time a customer calls for it, in order to
better understand what is happening and make improvements. Similarly, a
process machine user can experiment with only a small portion of
machine functioning over and over to test changes and detect errors.
	</text>
</object>
<object id="251">
	<ocn>251</ocn>
	<text class="norm">
		Sometimes designers will test a real experimental object in a real
experimental context only after experimenting with several generations
of models that isolate different aspects of the real and/or encompass
increasing amounts of the complexity of the real. Developers of
pharmaceuticals, for example, might begin by testing a candidate drug
molecule against just the purified enzyme or receptor it is intended to
affect, then test it again and again against successively more complex
models of the human organism (tissue cultures, animal models, etc.)
before finally seeking to test its effect on real human patients during
clinical trials (Thomke, von Hippel, and Franke 1998).
	</text>
</object>
<object id="252">
	<ocn>252</ocn>
	<text class="norm">
		<b>Sticky Information</b>
	</text>
</object>
<object id="253">
	<ocn>253</ocn>
	<text class="norm">
		Any experiment is only as accurate as the information that is used as
inputs. If inputs are not accurate, outcomes will not be accurate:
"garbage in, garbage out."
	</text>
</object>
<object id="254">
	<ocn>254</ocn>
	<text class="norm">
		The goal of product development and service development is to create a
solution that will satisfy needs of real users within real contexts of
use. The more complete and accurate the information on these factors,
the higher the fidelity of the models being tested. If information
could be transferred costlessly from place to place, the quality of the
information available to problem solvers would or could be independent
of location. But if information is costly to transfer, things are
different. User-innovators, for example, will then have better
information about their needs and their use context than will
manufacturers. After all, they create and live in that type of
information in full fidelity! Manufacturer-innovators, on the other
hand, must transfer that information to themselves at some cost, and
are unlikely to be able to obtain it in full fidelity at any cost.
However, manufacturers might well have a higher-fidelity model of the
solution types in which they specialize than users have.
	</text>
</object>
<object id="255">
	<ocn>255</ocn>
	<text class="norm">
		It turns out that much information needed by product and service
designers is "sticky." In any particular instance, the stickiness of a
unit of information is defined as the incremental expenditure required
to transfer that unit of information to a specified location in a form
usable by a specified information seeker. When this expenditure is low,
information stickiness is low; when it is high, stickiness is high (von
Hippel 1994). That information is often sticky has been shown by
studying the costs of transferring information regarding fully
developed process technology from one location to another with full
cooperation on both sides. Even under these favorable conditions, costs
have been found to be high---leading one to conclude that the costs of
transferring information during product and service development are
likely to be at least as high. Teece (1977), for example, studied 26
international technology-transfer projects and found that the costs of
information transfer ranged from 2 percent to 59 percent of total
project costs and averaged 19 percent---a considerable fraction.
Mansfield et al. (1982) also studied a number of projects involving
technology transfer to overseas plants, and also found
technology-transfer costs averaging about 20 percent of total project
costs. Winter and Suzlanski (2001) explored replication of well-known
organizational routines at new sites and found the process difficult
and costly.
	</text>
</object>
<object id="256">
	<ocn>256</ocn>
	<text class="norm">
		Why is information transfer so costly? The term "stickiness" refers
only to a consequence, not to a cause. Information stickiness can
result from causes ranging from attributes of the information itself to
access fees charged by an information owner. Consider tacitness---a
lack of explicit encoding. Polanyi (1958, pp. 49--53) noted that many
human skills are tacit because "the aim of a skilful performance is
achieved by the observance of a set of rules which are not known as
such to the person following them." For example, swimmers are probably
not aware of the rules they employ to keep afloat (e.g., in exhaling,
they do not completely empty their lungs), nor are medical experts
generally aware of the rules they follow in order to reach a diagnosis
of a disease. "Indeed," Polanyi says, "even in modern industries the
indefinable knowledge is still an essential part of technology."
Information that is tacit is also sticky because it cannot be
transferred at low cost. As Polanyi points out, "an art which cannot be
specified in detail cannot be transmitted by prescription, since no
prescription for it exists. It can be passed on only by example from
master to apprentice. . . ." Apprenticeship is a relatively costly mode
of transfer.
	</text>
</object>
<object id="257">
	<ocn>257</ocn>
	<text class="norm">
		Another cause of information stickiness is related to absorptive
capacity. A firm's or an individual's capacity to absorb new, outside
technical information is largely a function of prior related knowledge
(Cohen and Levinthal 1990). Thus, a firm knowing nothing about circuit
design but seeking to apply an advanced technique for circuit
engineering may be unable to apply it without first learning more basic
information. The stickiness of the information about the advanced
technique for the firm in question is therefore higher than it would be
for a firm that already knows that basic information. (Recall that the
stickiness of a unit of information is defined as the incremental
expenditure required to transfer a unit of information to a specified
site in a form usable by a <i>specific</i> information seeker.)
	</text>
</object>
<object id="258">
	<ocn>258</ocn>
	<text class="norm">
		Total information stickiness associated with solving a specific problem
is also determined by the amount of information required by a problem
solver. Sometimes a great deal is required, for two reasons. First, as
Rosenberg (1976, 1982) and Nelson (1982, 1990) point out, much
technological knowledge deals with the specific and the particular.
Second, one does not know in advance of problem solving which
particular items will be important.
	</text>
</object>
<object id="259">
	<ocn>259</ocn>
	<text class="norm">
		An example from a study by von Hippel and Tyre (1995) illustrates both
points nicely. Tyre and I studied how and why novel production machines
failed when they were first introduced into factory use. One of the
machines studied was an automated machine used by a computer
manufacturing firm to place large integrated circuits onto computer
circuit boards. The user firm had asked an outside group to develop
what was needed, and that group had developed and delivered a robot arm
coupled to a machine-vision system. The arm, guided by the vision
system, was designed to pick up integrated circuits and place them on a
circuit board at precise locations.
	</text>
</object>
<object id="260">
	<ocn>260</ocn>
	<text class="norm">
		Upon being installed in the factory, the new component-placing machine
failed many times as a result of its developers' lack of some bit of
information about the need or use environment. For example, one day
machine operators reported that the machine was
malfunctioning---again---and they did not know why. Investigation
traced the problem to the machine-vision system. This system used a
small TV camera to locate specific metalized patterns on the surface of
each circuit board being processed. To function, the system needed to
"see" these metalized patterns clearly against the background color of
the board's surface. The vision system developed by the
machine-development group had functioned properly in their lab when
tested with sample boards from the user factory. However, the field
investigation showed that in the factory it failed when boards that
were light yellow in color were being processed.
	</text>
</object>
<object id="261">
	<ocn>261</ocn>
	<text class="norm">
		The fact that some of the boards being processed were sometimes light
yellow was a surprise to the machine developers. The factory personnel
who had set the specifications for the machine knew that the boards
they processed varied in color; however, they had not volunteered the
information, because they did not know that the developers would be
interested. Early in the machine-development process, they had simply
provided samples of boards used in the factory to the
machine-development group. And, as it happened, these samples were
green. On the basis of the samples, developers had then (implicitly)
assumed that all boards processed in the field were green. It had not
occurred to them to ask users "How much variation in board color do you
generally experience?" Thus, they had designed the vision system to
work successfully with boards that were green.
	</text>
</object>
<object id="262">
	<ocn>262</ocn>
	<text class="norm">
		In the case of this field failure, the item of information needed to
understand or predict this problem was known to the users and could
easily have been provided to the machine developers---had the
developers thought to ask and/or had users thought to volunteer it. But
in the actual evolution of events this was not done. The important
point is that this omission was not due to poor practice; it was due to
the huge amount of information about the need and the use environment
that was <i>potentially</i> relevant to problem solvers. Note that the
use environment and the novel machine contain many highly specific
attributes that could potentially interact to cause field problems.
Note also that the property of the board causing this particular type
of failure was very narrow and specific. That is, the problem was not
that the board had physical properties, nor that it had a color. The
problem was precisely that some boards were yellow, and a particular
shade of yellow at that. Since a circuit board, like most other
components, has many attributes in addition to color (shape, size,
weight, chemical composition, resonant frequency, dielectric constant,
flexibility, and so on), it is likely that problem solvers seeking to
learn everything they might need to know about the use and the use
environment would have to collect a very large (perhaps unfeasibly
large) number of very specific items of information.
	</text>
</object>
<object id="263">
	<ocn>263</ocn>
	<text class="norm">
		Next, consider that the information items the problem solver will
actually need (of the many that exist) are contingent on the solution
path taken by the engineer designing the product. In the example, the
problem caused by the yellow color of the circuit board was contingent
on the design solution to the component-placing problem selected by the
engineer during the development process. That is, the color of the
circuit boards in the user factory became an item the problem solvers
needed to know only when engineers, in the course of their development
of the component placer, decided to use a vision system in the
component-placing machine they were designing, and the fact that the
boards were yellow became relevant only when the engineers chose a
video camera and lighting that could not distinguish the metalized
patterns on the board against a yellow background. Clearly, it can be
costly to transfer the many items of information that a product or
service developer might require---even if each individual item has low
stickiness---from one site to another.
	</text>
</object>
<object id="264">
	<ocn>264</ocn>
	<text class="norm">
		<b>How Information Asymmetries Affect User Innovation vs. Manufacturer
Innovation</b>
	</text>
</object>
<object id="265">
	<ocn>265</ocn>
	<text class="norm">
		An important consequence of information stickiness is that it results
in information asymmetries that cannot be erased easily or cheaply.
Different users and manufacturers will have different stocks of
information, and may find it costly to acquire information they need
but do not have. As a result, each innovator will tend to develop
innovations that draw on the sticky information it already has, because
that is the cheapest course of action (Arora and Gambardella 1994; von
Hippel 1994). In the specific case of product development, this means
that users as a class will tend to develop innovations that draw
heavily on their own information about need and context of use.
Similarly, manufacturers as a class will tend to develop innovations
that draw heavily on the types of solution information in which they
specialize.
	</text>
</object>
<object id="266">
	<ocn>266</ocn>
	<text class="norm">
		This effect is visible in studies of innovation. Riggs and von Hippel
(1994) studied the types of innovations made by users and manufacturers
that improved the functioning of two major types of scientific
instruments.
	</text>
</object>
<object id="267">
	<ocn>267</ocn>
	<text class="norm">
		They found that users tended to develop innovations that enabled the
instruments to do qualitatively new types of things for the first time.
In contrast, manufacturers tended to develop innovations that enabled
users to do the same things they had been doing, but to do them more
conveniently or reliably (table 5.1). For example, users were the first
to modify the instruments to enable them to image and analyze magnetic
domains at sub-microscopic dimensions. In contrast, manufacturers were
the first to computerize instrument adjustments to improve ease of
operation. Sensitivity, resolution, and accuracy improvements fall
somewhere in the middle, as the data show. These types of improvements
can be driven by users seeking to do specific new things, or by
manufacturers applying their technical expertise to improve the
products along known dimensions of merit, such as accuracy.
	</text>
</object>
<object id="268">
	<ocn>268</ocn>
	<text class="norm">
		<b>Table 5.1</b> Users tend to develop innovations that deliver novel
functions.
	</text>
</object>
<object id="269">
	<ocn>269</ocn>
	<text class="table">	
		<table summary="normal text css" width="100%" border="0" bgcolor="white" cellpadding="2" align="center">
      <tr><th width="60%">Type of improvement provided by innovation</th><th width="15%">User</th><th width="15%">Manufacturer</th><th width="10%">n</th></tr>
      <tr><td width="60%">New functional capability</td><td width="15%">82%</td><td width="15%">18%</td><td width="10%">17</td></tr>
      <tr><td width="60%">Sensitivity, resolution, or accuracy improvement</td><td width="15%">48%</td><td width="15%">52%</td><td width="10%">23</td></tr>
      <tr><td width="60%">Convenience or reliability improvement</td><td width="15%">13%</td><td width="15%">87%</td><td width="10%">24</td></tr>
      <tr><td width="60%">Total sample size</td><td width="15%"></td><td width="15%"></td><td width="10%">64</td></tr>
    </table>
	</text>
</object>
<object id="270">
	<ocn>270</ocn>
	<text class="norm">
		Source: Riggs and von Hippel 1994, table 3.
	</text>
</object>
<object id="271">
	<ocn>271</ocn>
	<text class="norm">
		The variation in locus of innovation for different types of
innovations, seen in table 5.1 does fit our expectations from the point
of view of sticky information considerations. But these findings are
not controlled for profitability, and so it might be that profits for
new functional capabilities are systematically smaller than profits
obtainable from improvements made to existing functionality. If so,
this could also explain the patterns seen.
	</text>
</object>
<object id="272">
	<ocn>272</ocn>
	<text class="norm">
		Ogawa (1998) took the next necessary step and conducted an empirical
study that did control for profitability of innovation opportunities.
He too found the sticky-information effect---this time visible in the
division of labor <i>within</i> product-development projects. He
studied patterns in the development of a sample of 24
inventory-management innovations. All were jointly developed by a
Japanese equipment manufacturer, NEC, and by a user firm, Seven-Eleven
Japan (SEJ). SEJ, the leading convenience-store company in Japan, is
known for its inventory management. Using innovative methods and
equipment, it is able to turn over its inventory as many as 30 times a
year, versus 12 times a year for competitors (Kotabe 1995). An example
of such an innovation jointly developed by SEJ and NEC is just-in-time
reordering, for which SEJ created the procedures and NEC the hand-held
equipment to aid store clerks in carrying out their newly designed
tasks. Equipment sales to SEJ are important to NEC: SEJ has thousands
of stores in Japan.
	</text>
</object>
<object id="273">
	<ocn>273</ocn>
	<text class="norm">
		The 24 innovations studied by Ogawa varied in the amount of sticky need
information each required from users (having to do with store
inventory- management practices) and the amount of sticky solution
information required from manufacturers (having to do with new
equipment technologies). Each also varied in terms of the profit
expectations of both user and manufacturer. Ogawa determined how much
of the design for each was done by the user firm and how much by the
manufacturer firm. Controlling for profit expectations, he found that
increases in the stickiness of user information were associated with a
significant increase in the amount of need-related design undertaken by
the user (Kendall correlation coefficient = 0.5784, P &lt; 0.01).
Conversely he found that increased stickiness of technology-related
information was associated in a significant reduction in the amount of
technology design done by the user (Kendall correlation coefficients =
0.4789, P &lt; 0.05). In other words, need-intensive tasks within
product-development projects will tend to be done by users, while
solution-intensive ones will tend to be done by manufacturers.
	</text>
</object>
<object id="274">
	<ocn>274</ocn>
	<text class="norm">
		<b>Low-Cost Innovation Niches</b>
	</text>
</object>
<object id="275">
	<ocn>275</ocn>
	<text class="norm">
		Just as there are information asymmetries between users and
manufacturers as classes, there are also information asymmetries among
individual user firms and individuals, and among individual
manufacturers as well. A study of mountain biking by L&#253;thje,
Herstatt, and von Hippel (2002) shows that information held locally by
individual user-innovators strongly affects the type of innovations
they develop. Mountain biking involves bicycling on rough terrain such
as mountain trails. It may also involve various other extreme
conditions, such as bicycling on snow and ice and in the dark (van der
Plas and Kelly 1998).
	</text>
</object>
<object id="276">
	<ocn>276</ocn>
	<text class="norm">
		Mountain biking began in the early 1970s when some young cyclists
started to use their bicycles off-road. Existing commercial bikes were
not suited to this type of rough use, so early users put together their
own bikes. They used strong bike frames, balloon tires, and powerful
drum brakes designed for motorcycles. They called their creations
"clunkers" (Penning 1998; Buenstorf 2002).
	</text>
</object>
<object id="277">
	<ocn>277</ocn>
	<text class="norm">
		Commercial manufacture of mountain bikes began about 1975, when some of
the early users of mountain bikes began to also build bikes for others.
A tiny cottage industry developed, and by 1976 a half-dozen small
assemblers existed in Marin County, California. In 1982, a small firm
named Specialized, an importer of bikes and bike parts that supplied
parts to the Marin County mountain bike assemblers, took the next step
and brought the first mass-produced mountain bike to market. Major bike
manufacturers then followed and started to produce mountain bikes and
sell them at regular bike shops across the United States. By the mid
1980s the mountain bike was fully integrated in the mainstream bike
market, and it has since grown to significant size. In 2000, about $58
billion (65 percent) of total retail sales in the US bicycle market
were generated in the mountain bike category (National Sporting Goods
Association 2002).
	</text>
</object>
<object id="278">
	<ocn>278</ocn>
	<text class="norm">
		Mountain biking enthusiasts did not stop their innovation activities
after the introduction of commercially manufactured mountain bikes.
They kept pushing mountain biking into more extreme environmental
conditions, and they continued to develop new sports techniques
involving mountain bikes (<i>Mountain Bike</i> 1996). Thus, some began
jumping their bikes from house roofs and water towers and developing
other forms of acrobatics. As they did so, they steadily discovered
needs for improvements to their equipment. Many responded by developing
and building the improvements they needed for themselves.
	</text>
</object>
<object id="279">
	<ocn>279</ocn>
	<text class="norm">
		Our sample of mountain bikers came from the area that bikers call the
North Shore of the Americas, ranging from British Columbia to
Washington State. Expert mountain bikers told us that this was a
current "hot spot" where new riding styles were being developed and
where the sport was being pushed toward new limits. We used a
questionnaire to collect data from members of North Shore mountain
biking clubs and from contributors to the mailing lists of two North
Shore online mountain biking forums. Information was obtained from 291
mountain bikers. Nineteen percent of bikers responding to the
questionnaire reported developing and building a new or modified item
of mountain biking equipment for their own use. The innovations users
developed were appropriate to the needs associated with their own
riding specialties and were heterogeneous in function.
	</text>
</object>
<object id="280">
	<ocn>280</ocn>
	<text class="norm">
		We asked mountain bikers who had innovated about the sources of the
need and solution information they had used in their problem solving.
In 84.5 percent of the cases respondents strongly agreed with the
statement that their need information came from <i>personal needs they
had frequently experienced</i> rather than from information about the
needs of others. With respect to solution information, most strongly
agreed with the statement that <i>they used solution information they
already had</i>, rather than learning new solution information in order
to develop their biking equipment innovation (table 5.2).
	</text>
</object>
<object id="281">
	<ocn>281</ocn>
	<text class="norm">
		<b>Table 5.2</b> Innovators tended to use solution information they
already had "in stock" to develop their ideas. Tabulated here are
innovators' answers to the question "How did you obtain the information
needed to develop your solution?"
	</text>
</object>
<object id="282">
	<ocn>282</ocn>
	<text class="table">	
		<table summary="normal text css" width="100%" border="0" bgcolor="white" cellpadding="2" align="center">
      <tr><th width="55%">.</th><th width="15%">Mean</th><th width="15%">Median</th><th width="15%">Very high or high agreement</th></tr>
      <tr><td width="55%">"I had it due to my professional background."</td><td width="15%">4.22</td><td width="15%">4</td><td width="15%">47.5%</td></tr>
      <tr><td width="55%">"I had it from mountain biking or another hobby."</td><td width="15%">4.56</td><td width="15%">5</td><td width="15%">52.4%</td></tr>
      <tr><td width="55%">"I learned it to develop this idea."</td><td width="15%">2.11</td><td width="15%">2</td><td width="15%">16%</td></tr>
    </table>
	</text>
</object>
<object id="283">
	<ocn>283</ocn>
	<text class="norm">
		Source: L&#253;thje et al. 2003. N = 61. Responses were rated on a
seven-point scale, with 1 = not at all true and 7 = very true.
	</text>
</object>
<object id="284">
	<ocn>284</ocn>
	<text class="norm">
		<b>Discussion</b>
	</text>
</object>
<object id="285">
	<ocn>285</ocn>
	<text class="norm">
		To the extent that users have heterogeneous and sticky need and
solution information, they will have heterogeneous low-cost innovation
niches. Users can be sophisticated developers within those niches,
despite their reliance on their own need information and solution
information that they already have in stock. On the need side, recall
that user-innovators generally are lead users and generally are expert
in the field or activity giving rise to their needs. With respect to
solution information, user firms have specialties that may be at a
world-class level. Individual users can also have high levels of
solution expertise. After all, they are students or employees during
the day, with training and jobs ranging from aerospace engineering to
orthopedic surgery. Thus, mountain bikers might not want to
<i>learn</i> orthopedic surgery to improve their biking equipment, but
if they already <i>are</i> expert in that field they could easily draw
on what they know for relevant solution information. Consider the
following example drawn from the study of mountain biking discussed
earlier:
	</text>
</object>
<object id="286">
	<ocn>286</ocn>
	<text class="norm">
		I'm a human movement scientist working in ergonomics and biomechanics.
I used my medical experience for my design. I calculated a frame design
suitable for different riding conditions (downhill, climb). I did a CAD
frame design on Catia and conceived a spring or air coil that can be
set to two different heights. I plan to build the bike next year.
	</text>
</object>
<object id="287">
	<ocn>287</ocn>
	<text class="norm">
		Users' low-cost innovation niches can be narrow because their
development "labs" for such experimentation often consist largely of
their individual use environment and customary activities. Consider,
for example, the low-cost innovation niches of individual mountain
bikers. Serious mountain bikers generally specialize in a particular
type of mountain biking activity. Repeated specialized play and
practice leads to improvement in related specialized skills. This, in
turn, may lead to a discovery of a problem in existing mountain biking
equipment and a responsive innovation. Thus, an innovating user in our
mountain biking study reported the following: "When doing tricks that
require me to take my feet off the bike pedals in mid-air, the pedals
often spin, making it hard to put my feet back onto them accurately
before landing." Such a problem is encountered only when a user has
gained a high level of skill in the very specific specialty of jumping
and performing tricks in mid-air. Once the problem has been encountered
and recognized, however, the skilled specialist user can re-evoke the
same problematic conditions at will during ordinary practice. The
result is the creation of a low-cost laboratory for testing and
comparing different solutions to that problem. The user is benefiting
from enjoyment of his chosen activity and is developing something new
via learning by doing at the same time.
	</text>
</object>
<object id="288">
	<ocn>288</ocn>
	<text class="norm">
		In sharp contrast, if that same user decides to stray outside his
chosen activity in order to develop innovations of interest to others
with needs that are different from his own, the cost properly
assignable to innovation will rise. To gain an equivalent-quality
context for innovation, such a user must invest in developing personal
skill related to the new innovation topic. Only in this way will he
gain an equivalently deep understanding of the problems relevant to
practitioners of that skill, and acquire a "field laboratory"
appropriate to developing and testing possible solutions to those new
problems.
	</text>
</object>
<object id="289">
	<ocn>289</ocn>
	<text class="norm">
		Of course, these same considerations apply to user firms as well as to
individual users. A firm that is in the business of polishing marble
floors is a user of marble polishing equipment and techniques. It will
have a low-cost learning laboratory with respect to improvements in
these because it can conduct trial-and-error learning in that "lab"
during the course of its customary business activities. Innovation
costs can be very low because innovation activities are paid for in
part by rewards unrelated to the novel equipment or technique being
developed. The firm is polishing while innovating---and is getting paid
for that work (Foray 2004). The low cost innovation niche of the marble
polishing firm may be narrow. For example, it is unlikely to have any
special advantage with respect to innovations in the polishing of wood
floors, which requires different equipment and techniques.
	</text>
</object>
<object id="290">
	<ocn>290</ocn>
	<text class="h4">
		6 Why Users Often Freely Reveal Their Innovations
	</text>
</object>
<object id="291">
	<ocn>291</ocn>
	<text class="norm">
		Products, services, and processes developed by users become more
valuable to society if they are somehow diffused to others that can
also benefit from them. If user innovations are not diffused, multiple
users with very similar needs will have to invest to (re)develop very
similar innovations, which would be a poor use of resources from the
social welfare point of view. Empirical research shows that new and
modified products developed by users often do diffuse widely---and they
do this by an unexpected means: user-innovators themselves often
voluntarily publicly reveal what they have developed for all to
examine, imitate, or modify without any payment to the innovator.
	</text>
</object>
<object id="292">
	<ocn>292</ocn>
	<text class="norm">
		In this chapter, I first review evidence that free revealing is
frequent. Next, I discuss the case for free revealing from an
innovators' perspective, and argue that it often can be the best
<i>practical</i> route for users to increase profit from their
innovations. Finally, I discuss the implications of free revealing for
innovation theory.
	</text>
</object>
<object id="293">
	<ocn>293</ocn>
	<text class="norm">
		<b>Evidence of Free Revealing</b>
	</text>
</object>
<object id="294">
	<ocn>294</ocn>
	<text class="norm">
		When my colleagues and I say that an innovator "freely reveals"
proprietary information, we mean that all intellectual property rights
to that information are voluntarily given up by that innovator and all
parties are given equal access to it---the information becomes a public
good (Harhoff, Henkel, and von Hippel 2003). For example, placement of
non-patented information in a publicly accessible site such as a
journal or public website would be free revealing as we define it. Free
revealing as so defined does not mean that recipients necessarily
acquire and utilize the revealed information at no cost to themselves.
Recipients may, for example, have to pay for a subscription to a
journal or for a field trip to an innovation site to acquire the
information being freely revealed. Also, some may have to obtain
complementary information or other assets in order to fully understand
that information or put it to use. However, if the possessor of the
information does not profit from any such expenditures made by its
adopters, the information itself is still freely revealed, according to
our definition. This definition of free revealing is rather extreme in
that revealing with some small constraints, as is sometimes done, would
achieve largely the same economic effect. Still, it is useful to
discover that innovations are often freely revealed even in terms of
this stringent definition.
	</text>
</object>
<object id="295">
	<ocn>295</ocn>
	<text class="norm">
		Routine and intentional free revealing among profit-seeking firms was
first described by Allen (1983). He noticed the phenomenon, which he
called collective invention, in historical records from the
nineteenth-century English iron industry. In that industry, ore was
processed into iron by means of large furnaces heated to very high
temperatures. Two attributes of the furnaces used had been steadily
improved during the period 1850--1875: chimney height had been
increased and the temperature of the combustion air pumped into the
furnace during operation had been raised. These two technical changes
significantly and progressively improved the energy efficiency of iron
production---a very important matter for producers. Allen noted the
surprising fact that employees of competing firms publicly revealed
information on their furnace design improvements and related
performance data in meetings of professional societies and in published
material.
	</text>
</object>
<object id="296">
	<ocn>296</ocn>
	<text class="norm">
		After Allen's initial observation, a number of other authors searched
for free revealing among profit-seeking firms and frequently found it.
Nuvolari (2004) studied a topic and time similar to that studied by
Allen and found a similar pattern of free revealing in the case of
improvements made to steam engines used to pump out mines in the 1800s.
At that time, mining activities were severely hampered by water that
tended to flood into mines of any depth, and so an early and important
application of steam engines was for the removal of water from mines.
Nuvolari explored the technical history of steam engines used to drain
copper and tin mines in England's Cornwall District. Here, patented
steam engines developed by James Watt were widely deployed in the
1700s. After the expiration of the Watt patent, an engineer named
Richard Trevithick developed a new type of high-pressure engine in
1812. Instead of patenting his invention, he made his design available
to all for use without charge. The engine soon became the basic design
used in Cornwall. Many mine engineers improved Trevithick's design
further and published what they had done in a monthly journal, <i>Leans
Engine Reporter</i>. This journal had been founded by a group of mine
managers with the explicit intention of aiding the rapid diffusion of
best practices among these competing firms.
	</text>
</object>
<object id="297">
	<ocn>297</ocn>
	<text class="norm">
		Free revealing has also been documented in the case of more recent
industrial equipment innovations developed by users. Lim (2000) reports
that IBM was first to develop a process to manufacture semiconductors
that incorporated copper interconnections among circuit elements
instead of the traditionally used aluminum ones. After some delay, IBM
revealed increasing amounts of proprietary process information to rival
users and to equipment suppliers. Widespread free revealing was also
found in the case of automated clinical chemistry analyzers developed
by the Technicon Corporation for use in medical diagnosis. After
commercial introduction of the basic analyzer, many users developed
major improvements to both the analyzer and to the clinical tests
processed on that equipment. These users, generally medical personnel,
freely revealed their improvements via publication, and at
company-sponsored seminars (von Hippel and Finkelstein 1979). Mishina
(1989) found free, or at least selective no-cost revealing in the
lithographic equipment industry. He reported that innovating equipment
users would sometimes reveal what they had done to machine
manufacturers. Morrison, Roberts, and I, in our study of library IT
search software (discussed in chapter 2 above), found that innovating
users freely revealed 56 percent of the software modifications they had
developed. Reasons given for not revealing the remainder had nothing to
do with considerations of intellectual property protection. Rather,
users who did not share said they had no convenient users' group forum
for doing so, and/or they thought their innovation was too specialized
to be of interest to others.
	</text>
</object>
<object id="298">
	<ocn>298</ocn>
	<text class="norm">
		Innovating users of sports equipment also have been found to freely
reveal their new products and product modifications. Franke and Shah
(2003), in their study of four communities of serious sports
enthusiasts described in chapter 2, found that innovating users
uniformly agreed with the statement that they shared their innovation
with their entire community free of charge---and strongly disagreed
with the statement that they sold their innovations (p &lt; 0.001,
t-test for dependent samples). Interestingly, two of the four
communities they studied engaged in activities involving significant
competition among community members. Innovators in these two
communities reported high but significantly less willingness to share,
as one might expect in view of the potentially higher level of
competitive loss free revealing would entail.
	</text>
</object>
<object id="299">
	<ocn>299</ocn>
	<text class="norm">
		Contributors to the many open source software projects extant (more
than 83,000 were listed on SourceForge.net in 2004) also routinely make
the new code they have written public. Well-known open source software
products include the Linux operating system software and the Apache web
server computer software. Some conditions are attached to open source
code licensing to ensure that the code remains available to all as an
information commons. Because of these added protections, open source
code does not quite fit the definition of free revealing given earlier
in this chapter. (The licensing of open source software will be
discussed in detail in chapter 7.)
	</text>
</object>
<object id="300">
	<ocn>300</ocn>
	<text class="norm">
		Henkel (2003) showed that free revealing is sometimes practiced by
directly competing manufacturers. He studied manufacturers that were
competitors and that had all built improvements and extensions to a
type of software known as embedded Linux. (Such software is "embedded
in" and used to operate equipment ranging from cameras to chemical
plants.) He found that these manufacturers freely revealed improvements
to the common software platform that they all shared and, with a lag,
also revealed much of the equipment-specific code they had written.
	</text>
</object>
<object id="301">
	<ocn>301</ocn>
	<text class="norm">
		<b>The Practical Case for Free Revealing</b>
	</text>
</object>
<object id="302">
	<ocn>302</ocn>
	<text class="norm">
		The "private investment model" of innovation assumes that innovation
will be supported by private investment if and as innovators can make
attractive profits from doing so. In this model, any free revealing or
uncompensated "spillover" of proprietary knowledge developed by private
investment will reduce the innovator's profits. It is therefore assumed
that innovators will strive to avoid spillovers of innovation-related
information. From the perspective of this model, then, free revealing
is a major surprise: it seems to make no sense that innovators would
intentionally give away information for free that they had invested
money to develop.
	</text>
</object>
<object id="303">
	<ocn>303</ocn>
	<text class="norm">
		In this subsection I offer an explanation for the puzzle by pointing
out that free revealing is often the best <i>practical</i> option
available to user innovators. Harhoff, Henkel, and von Hippel (2003)
found that it is in practice very difficult for most innovators to
protect their innovations from direct or approximate imitation. This
means that the practical choice is typically <i>not</i> the one posited
by the private investment model: should innovators voluntarily freely
reveal their innovations, or should they protect them? Instead, the
real choice facing user innovators often is whether to voluntarily
freely reveal or to arrive at the same end state, perhaps with a bit of
a lag, via involuntary spillovers. The practical case for voluntary
free revealing is further strengthened because it can be accomplished
at low cost, and often yields private benefits to the innovators. When
benefits from free revealing exceed the benefits that are
<i>practically</i> obtainable from holding an innovation secret or
licensing it, free revealing should be the preferred course of action
for a profit-seeking firm or individual.
	</text>
</object>
<object id="304">
	<ocn>304</ocn>
	<text class="norm">
		<b>Others Often Know Something Close to "Your" Secret</b>
	</text>
</object>
<object id="305">
	<ocn>305</ocn>
	<text class="norm">
		Innovators seeking to protect innovations they have developed as their
intellectual property must establish some kind of monopoly control over
the innovation-related information. In practice, this can be done
either by effectively hiding the information as a trade secret, or by
getting effective legal protection by patents or copyrights.
(Trademarks also fall under the heading of intellectual property, but
we do not consider those here.) In addition, however, it must be the
case that <i>others</i> do not know substitute information that skirts
these protections and that they <i>are</i> willing to reveal. If
multiple individuals or firms have substitutable information, they are
likely to vary with respect to the competitive circumstances they face.
A specific innovator's ability to protect "its" innovation as
proprietary property will then be determined for all holders of such
information by the decision of the one having the least to lose by free
revealing. If one or more information holders expect no loss or even a
gain from a decision to freely reveal, then the secret will probably be
revealed despite other innovators' best efforts to avoid this fate.
	</text>
</object>
<object id="306">
	<ocn>306</ocn>
	<text class="norm">
		Commonly, firms and individuals have information that would be valuable
to those seeking to imitate a particular innovation. This is because
innovators and imitators seldom need access to a specific version of an
innovation. Indeed, engineers seldom even want to see a solution
exactly as their competitors have designed it: specific circumstances
differ even among close competitors, and solutions must in any case be
adapted to each adopter's precise circumstances. What an engineer does
want to extract from the work of others is the principles and the
general outline of a possible improvement, rather than the easily
redevelopable details. This information is likely to be available from
many sources.
	</text>
</object>
<object id="307">
	<ocn>307</ocn>
	<text class="norm">
		For example, suppose you are a system developer at a bank and you are
tasked with improving in-house software for checking customers' credit
online. On the face of it, it might seem that you would gain most by
studying the details of the systems that competing banks have developed
to handle that same task. It is certainly true that competing banks may
face market conditions very similar to your bank, and they may well not
want to reveal the valuable innovations they have developed to a
competitor. However, the situation is still by no means bleak for an
imitator. There are also many non-bank users of online credit checking
systems in the world---probably millions. Some will have innovated and
be willing to reveal what they have done, and some of these will have
the information you need. The likelihood that the information you seek
will be freely revealed by some individual or firm is further enhanced
by the fact that your search for novel basic improvements may
profitably extend far beyond the specific application of online credit
checking. Other fields will also have information on components of the
solution you need. For example, many applications in addition to online
credit checking use software components designed to determine whether
persons seeking information are authorized to receive it. Any can
potentially be a provider of information for this element of your
improved system.
	</text>
</object>
<object id="308">
	<ocn>308</ocn>
	<text class="norm">
		A finding by Lakhani and von Hippel (2003) illustrates the possibility
that many firms and individuals may have similar information. Lakhani
and von Hippel studied Apache help-line websites. These sites enable
users having problems with Apache software to post questions, and
others to respond with answers. The authors asked those who provided
answers how many other help-line participants they thought also knew a
solution to specific and often obscure problems they had answered on
the Apache online forum. Information providers generally were of the
opinion that some or many other help-line participants also knew a
solution, and could have provided an answer if they themselves had not
done so (table 6.1).
	</text>
</object>
<object id="309">
	<ocn>309</ocn>
	<text class="norm">
		<b>Table 6.1</b> Even very specialized information is often widely
known. Tabulated here are answers to a question asked of help-line
information providers: "How many others do you think knew the answer to
the question you answered?"
	</text>
</object>
<object id="310">
	<ocn>310</ocn>
	<text class="table">	
		<table summary="normal text css" width="100%" border="0" bgcolor="white" cellpadding="2" align="center">
      <tr><th width="40%"></th><th width="30%">Frequent providers (n = 21)</th></tr>
      <tr><td width="40%">Other providers (n = 67)</td></tr>
      <tr><td width="40%">Many</td><td width="30%">38%</td><td width="30%">61%</td></tr>
      <tr><td width="40%">A few with good Apache knowledge</td><td width="30%">38%</td><td width="30%">18%</td></tr>
      <tr><td width="40%">A few with specific problem experience</td><td width="30%">24%</td><td width="30%">21%</td></tr>
    </table>
	</text>
</object>
<object id="311">
	<ocn>311</ocn>
	<text class="norm">
		Source: Lakhani and von Hippel 2003, table 10.
	</text>
</object>
<object id="312">
	<ocn>312</ocn>
	<text class="norm">
		Even in the unlikely event that a secret is held by one individual,
that information holder will not find it easy to keep a secret for
long. Mansfield (1985) studied 100 American firms and found that
"information concerning development decisions is generally in the hands
of rivals within about 12 to 18 months, on the average, and information
concerning the detailed nature and operation of a new product or
process generally leaks out within about a year." This observation is
supported by Allen's previously mentioned study of free revealing in
the nineteenth-century English iron industry. Allen (1983, p. 17) notes
that developers of improved blast furnace designs were unlikely to be
able to keep their valuable innovations secret because "in the case of
blast furnaces and steelworks, the construction would have been done by
contractors who would know the design." Also, "the designs themselves
were often created by consulting engineers who shifted from firm to
firm."
	</text>
</object>
<object id="313">
	<ocn>313</ocn>
	<text class="norm">
		<b>Low Ability to Profit from Patenting</b>
	</text>
</object>
<object id="314">
	<ocn>314</ocn>
	<text class="norm">
		Next, suppose that a single user-innovator is the only holder of a
particular unit of innovation-related information, and that for some
reason there are no easy substitutes. That user actually does have a
real choice with respect to disposing of its intellectual property: it
can keep the innovation secret and profit from in-house use only, it
can license it, or it can choose to freely reveal the innovation. We
have just seen that the practical likelihood of keeping a secret is
low, especially when there are multiple potential providers of very
similar secrets. But if one legally protects an innovation by means of
a patent or a copyright, one need not keep an innovation secret in
order to control it. Thus, a firm or an individual that freely reveals
is forgoing any chance to get a profit via licensing of intellectual
property for a fee. What, in practical terms, is the likelihood of
succeeding at this and so of forgoing profit by choosing to freely
reveal?
	</text>
</object>
<object id="315">
	<ocn>315</ocn>
	<text class="norm">
		In most subject matters, the relevant form of legal protection for
intellectual property is the patent, generally the "utility" patent.
(The notable exception is the software industry, where material to be
licensed is often protected by copyright.) In the United States,
utility patents may be granted for inventions related to composition of
matter and/or a method and/or a use. They may not be granted for ideas
per se, mathematical formulas, laws of nature, and anything repugnant
to morals and public policy. Within subject matters potentially
protectable by patent, protection will be granted only when the
intellectual property claimed meets additional criteria of usefulness,
novelty, and non-obviousness to those skilled in the relevant art. (The
tests for whether these criteria have been met are based on judgement.
When a low threshold is used, patents are easier to get, and vice-versa
(Hall and Harhoff 2004).)
	</text>
</object>
<object id="316">
	<ocn>316</ocn>
	<text class="norm">
		The real-world value of patent protection has been studied for more
than 40 years. Various researchers have found that, with a few
exceptions, innovators do <i>not</i> think that patents are very useful
either for excluding imitators or for capturing royalties in most
industries. (Fields generally cited as exceptions are pharmaceuticals,
chemicals, and chemical processes, where patents do enable markets for
technical information (Arora et al. 2001).) Most respondents also say
that the availability of patent protection does not induce them to
invest more in research and development than they would if patent
protection did not exist. Taylor and Silberston (1973) reported that 24
of 32 firms said that only 5 percent or less of their R&amp;D
expenditures were dependent on the availability of patent protection.
Levin et al. (1987) surveyed 650 R&amp;D executives in 130 different
industries and found that all except respondents from the chemical and
pharmaceutical industries judged patents to be "relatively
ineffective." Similar findings have been reported by Mansfield (1968,
1985), by Cohen et al. (2000, 2002), by Arundel (2001), and by Sattler
(2003).
	</text>
</object>
<object id="317">
	<ocn>317</ocn>
	<text class="norm">
		Despite recent governmental efforts to strengthen patent enforcement, a
comparison of survey results indicates only a modest increase between
1983 and 1994 in large firms' evaluations of patents' effectiveness in
protecting innovations or promoting innovation investments. Of course,
there are notable exceptions: some firms, including IBM and TI, report
significant income from the licensing of their patented technologies.
	</text>
</object>
<object id="318">
	<ocn>318</ocn>
	<text class="norm">
		Obtaining a patent typically costs thousands of dollars, and it can
take years (Harhoff, Henkel, and von Hippel 2003). This makes patents
especially impractical for many individual user-innovators, and also
for small and medium-size firms of limited means. As a stark example,
it is hard to imagine that an individual user who has developed an
innovation in sports equipment would find it appealing to invest in a
patent and in follow-on efforts to find a licensee and enforce payment.
The few that do attempt this, as Shah (2000) has shown, seldom gain any
return from licensees as payment for their time and expenditures.
	</text>
</object>
<object id="319">
	<ocn>319</ocn>
	<text class="norm">
		Copyright is a low-cost and immediate form of legal protection that
applies to original writings and images ranging from software code to
movies. Authors do not have to apply for copyright protection; it
"follows the author's pen across the page." Licensing of copyrighted
works is common, and it is widely practiced by commercial software
firms. When one buys a copy of a non-custom software product, one is
typically buying only a license to use the software, not buying the
intellectual property itself. However, copyright protection is also
limited in an important way. Only the specific original writing itself
is protected, not the underlying invention or ideas. As a consequence,
copyright protections can be circumvented. For example, those who wish
to imitate the function of a copyrighted software program can do so by
writing new software code to implement that function.
	</text>
</object>
<object id="320">
	<ocn>320</ocn>
	<text class="norm">
		Given the above, we may conclude that in practice little profit is
being sacrificed by many user-innovator firms or individuals that
choose to forgo the possibility of legally protecting their innovations
in favor of free revealing.
	</text>
</object>
<object id="321">
	<ocn>321</ocn>
	<text class="norm">
		<b>Positive Incentives for Free Revealing</b>
	</text>
</object>
<object id="322">
	<ocn>322</ocn>
	<text class="norm">
		As was noted earlier, when we say that an innovator "freely reveals"
proprietary information we mean that all existing and potential
intellectual property rights to that information are voluntarily given
up by that innovator and that all interested parties are given access
to it---the information becomes a public good. These conditions can
often be met at a very low cost. For example, an innovator can simply
post information about the innovation on a website without publicity,
so those potentially interested must discover it. Or a firm that has
developed a novel process machine can agree to give a factory tour to
any firm or individual that thinks to ask for one, without attempting
to publicize the invention or the availability of such tours in any
way. However, it is clear that many innovators go beyond basic,
low-cost forms of free revealing. They spend significant money and time
to ensure that their innovations are seen in a favorable light, and
that information about them is effectively and widely diffused. Writers
of computer code may work hard to eliminate all bugs and to document
their code in a way that is very easy for potential adopters to
understand before freely revealing it. Plant owners may repaint their
plant, announce the availability of tours at a general industry
meeting, and then provide a free lunch for their visitors.
	</text>
</object>
<object id="323">
	<ocn>323</ocn>
	<text class="norm">
		Innovators' <i>active</i> efforts to diffuse information about their
innovations suggest that there are positive, private rewards to be
obtained from free revealing. A number of authors have considered what
these might be. Allen (1983) proposed that reputation gained for a firm
or for its managers might offset a reduction in profits for the firm
caused by free revealing. Raymond (1999) and Lerner and Tirole (2002)
elaborated on this idea when explaining free revealing by contributors
to open source software development projects. Free revealing of
high-quality code, they noted, can increase a programmer's reputation
with his peers. This benefit can lead to other benefits, such as an
increase in the programmer's value on the job market. Allen has argued
that free revealing might have effects that actually increase a firm's
profits if the revealed innovation is to some degree specific to assets
owned by the innovator (see also Hirschleifer 1971).
	</text>
</object>
<object id="324">
	<ocn>324</ocn>
	<text class="norm">
		Free revealing may also increase an innovator's profit in other ways.
When an innovating user freely reveals an innovation, the direct result
is to increase the diffusion of that innovation relative to what it
would be if the innovation were either licensed at a fee or held
secret. The innovating user may then benefit from the increase in
diffusion via a number of effects. Among these are network effects.
(The classic illustration of a network effect is that the value of each
telephone goes up as more are sold, because the value of a phone is
strongly affected by the number of others who can be contacted in the
network.) In addition, and very importantly, an innovation that is
freely revealed and adopted by others can become an informal standard
that may preempt the development and/or commercialization of other
versions of the innovation. If, as Allen suggested, the innovation that
is revealed is designed in a way that is especially appropriate to
conditions unique to the innovator, this can result in creating a
permanent source of advantage for that innovator.
	</text>
</object>
<object id="325">
	<ocn>325</ocn>
	<text class="norm">
		Being first to reveal a certain type of innovation increases a user
firm's chances of having its innovation widely adopted, other things
being equal. This may induce innovators to race to reveal first. Firms
engaged in a patent race may disclose information voluntarily if the
profits from success do not go only to the winner of the race. If being
second quickly is preferable to being first relatively late, there will
be an incentive for voluntary revealing in order to accelerate the race
(de Fraja 1993).
	</text>
</object>
<object id="326">
	<ocn>326</ocn>
	<text class="norm">
		Incentives to freely reveal have been most deeply explored in the
specific case of open source software projects. Students of the open
source software development process report that innovating users have a
number of motives for freely revealing their code to open source
project managers and open source code users in general. If they freely
reveal, others can debug and improve upon the modules they have
contributed, to everyone's benefit. They are also motivated to have
their improvement incorporated into the standard version of the open
source software that is generally distributed by the volunteer open
source user organization, because it will then be updated and
maintained without further effort on the innovator's part. This
volunteer organization is the functional equivalent of a manufacturer
with respect to inducing manufacturer improvements, because a
user-developed improvement will be assured of inclusion in new
"official" software releases only if it is approved and adopted by the
coordinating user group. Innovating users also report being motivated
to freely reveal their code under a free or open source license by a
number of additional factors. These include giving support to open code
and "giving back" to those whose freely revealed code has been of value
to them (Lakhani and Wolf 2005).
	</text>
</object>
<object id="327">
	<ocn>327</ocn>
	<text class="norm">
		By freely revealing information about an innovative product or process,
a user makes it possible for manufacturers to learn about that
innovation. Manufacturers may then improve upon it and/or offer it at a
price lower than users' in-house production costs (Harhoff et al.
2003). When the improved version is offered for sale to the general
market, the original user-innovator (and other users) can buy it and
gain from in-house use of the improvements. For example, consider that
manufacturers often convert user-developed innovations ("home-builts")
into a much more robust and reliable form when preparing them for sale
on the commercial market. Also, manufacturers offer related services,
such as field maintenance and repair programs, that innovating users
must otherwise provide for themselves.
	</text>
</object>
<object id="328">
	<ocn>328</ocn>
	<text class="norm">
		A variation of this argument applies to the free revealing among
competing manufacturers documented by Henkel (2003). Competing
developers of embedded Linux systems were creating software that was
specifically designed to run the hardware products of their specific
clients. Each manufacturer could freely reveal this equipment-specific
code without fear of direct competitive repercussions: it was
applicable mainly to specific products made by a manufacturer's client,
and it was less valuable to others. At the same time, all would jointly
benefit from free revealing of improvements to the underlying embedded
Linux code base, upon which they all build their proprietary products.
After all, the competitive advantages of all their products depended on
this code base's being equal to or better than the proprietary software
code used by other manufacturers of similar products. Additionally,
Linux software was a complement to hardware that many of the
manufacturers in Henkel's sample also sold. Improved Linux software
would likely increase sales of their complementary hardware products.
(Complement suppliers' incentives to innovate have been modeled by
Harhoff (1996).)
	</text>
</object>
<object id="329">
	<ocn>329</ocn>
	<text class="norm">
		<b>Free Revealing and Reuse</b>
	</text>
</object>
<object id="330">
	<ocn>330</ocn>
	<text class="norm">
		Of course, free revealing is of value only if others (re)use what has
been revealed. It can be difficult to track what visitors to an
information commons take away and reuse, and there is as yet very
little empirical information on this important matter. Valuable forms
of reuse range from the gaining of general ideas of development paths
to pursue or avoid to the adoption of specific designs. For example,
those who download software code from an open source project repository
can use it to learn about approaches to solving a particular software
problem and/or they may reuse portions of the downloaded code by
inserting it directly into a software program of their own. Von Krogh
et al. (2004) studied the latter type of code reuse in open source
software and found it very extensive. Indeed, they report that
<i>most</i> of the lines of software code in the projects they studied
were taken from the commons of other open source software projects and
software libraries and reused.
	</text>
</object>
<object id="331">
	<ocn>331</ocn>
	<text class="norm">
		In the case of academic publications, we see evidence that free
revealing does increase reuse---a matter of great importance to
academics. A citation is an indicator that information contained in an
article has been reused: the article has been read by the citing author
and found useful enough to draw to readers' attention. Recent empirical
studies are finding that articles to which readers have open
access---articles available for free download from an author's website,
for example---are cited significantly more often than are equivalent
articles that are available only from libraries or from publishers'
fee-based websites. Antelman (2004) finds an increase in citations
ranging from 45 percent in philosophy to 91 percent in mathematics. She
notes that "scholars in diverse disciplines are adopting open-access
practices at a surprisingly high rate and are being rewarded for it, as
reflected in [citations]."
	</text>
</object>
<object id="332">
	<ocn>332</ocn>
	<text class="norm">
		<b>Implications for Theory</b>
	</text>
</object>
<object id="333">
	<ocn>333</ocn>
	<text class="norm">
		We have seen that in practice free revealing may often be the best
practical course of action for innovators. How can we tie these
observations back to theory, and perhaps improve theory as a result? At
present there are two major models that characterize how innovation
gets rewarded. The private investment model is based on the assumption
that innovation will be supported by private investors expecting to
make a profit. To encourage private investment in innovation, society
grants innovators some limited rights to the innovations they generate
via patents, copyrights, and trade secrecy laws. These rights are
intended to assist innovators in getting private returns from their
innovation-related investments. At the same time, the monopoly control
that society grants to innovators and the private profits they reap
create a loss to society relative to the free and unfettered use by all
of the knowledge that the innovators have created. Society elects to
suffer this social loss in order to increase innovators' incentives to
invest in the creation of new knowledge (Arrow 1962; Dam 1995).
	</text>
</object>
<object id="334">
	<ocn>334</ocn>
	<text class="norm">
		The second major model for inducing innovation is termed the collective
action model. It applies to the provision of public goods, where a
public good is defined by its non-excludability and non-rivalry: if any
user consumes it, it cannot be feasibly withheld from other users, and
all consume it on the same terms (Olson 1967). The collective action
model assumes that innovators are <i>required</i> to relinquish control
of knowledge or other assets they have developed to a project and so
make them a public good. This requirement enables collective action
projects to avoid the social loss associated with the restricted access
to knowledge of the private investment model. At the same time, it
creates problems with respect to recruiting and motivating potential
contributors. Since contributions to a collective action project are a
public good, users of that good have the option of waiting for others
to contribute and then free riding on what they have done (Olson 1967).
	</text>
</object>
<object id="335">
	<ocn>335</ocn>
	<text class="norm">
		The literature on collective action deals with the problem of
recruiting contributors to a task in a number of ways. Oliver and
Marwell (1988) and Taylor and Singleton (1993) predict that the
description of a project's goals and the nature of recruiting efforts
should matter a great deal. Other researchers argue that the creation
and deployment of selective incentives for contributors is essential to
the success of collective action projects. For example, projects may
grant special credentials to especially productive project members
(Friedman and McAdam 1992; Oliver 1980). The importance of selective
incentives suggests that small groups will be most successful at
executing collective action projects. In small groups, selective
incentives can be carefully tailored for each group member and
individual contributions can be more effectively monitored (Olson 1967;
Ostrom 1998).
	</text>
</object>
<object id="336">
	<ocn>336</ocn>
	<text class="norm">
		Interestingly, successful open source software projects do not appear
to follow any of the guidelines for successful collective action
projects just described. With respect to project recruitment, goal
statements provided by successful open source software projects vary
from technical and narrow to ideological and broad, and from precise to
vague and emergent (for examples, see goal statements posted by
projects hosted on Sourceforge.net).<en>8</en> Further, such projects
may engage in no active recruiting beyond simply posting their intended
goals and access address on a general public website customarily used
for this purpose (for examples, see the Freshmeat.net website). Also,
projects have shown by example that they can be successful even if
large groups---perhaps thousands---of contributors are involved.
Finally, open source software projects seem to expend no effort to
discourage free riding. Anyone is free to download code or seek help
from project websites, and no apparent form of moral pressure is
applied to make a compensating contribution (e.g., "If you benefit from
this code, please also contribute . . .").
	</text>
	<endnote notenumber="8">
		<number>8</number>
		<note>
			As a specific example of a project with an emergent goal, consider
the beginnings of the Linux open source software project. In 1991,
Linus Torvalds, a student in Finland, wanted a Unix operating system
that could be run on his PC, which was equipped with a 386 processor.
Minix was the only software available at that time but it was
commercial, closed source, and it traded at US$150. Torvalds found this
too expensive, and started development of a Posix-compatible operating
system, later known as Linux. Torvalds did not immediately publicize a
very broad and ambitious goal, nor did he attempt to recruit
contributors. He simply expressed his private motivation in a message
he posted on July 3, 1991, to the USENET newsgroup comp.os.minix
(Wayner 2000): <i>Hello netlanders, Due to a project I'm working on (in
minix), I'm interested in the posix standard definition.</i> [Posix is
a standard for UNIX designers. A software using POSIX is compatible
with other UNIX-based software.] <i>Could somebody please point me to a
(preferably) machine-readable format of the latest posix-rules?
Ftp-sites would be nice.</i> In response, Torvalds got several return
messages with Posix rules and people expressing a general interest in
the project. By the early 1992, several skilled programmers contributed
to Linux and the number of users increased by the day. Today, Linux is
the largest open source development project extant in terms of number
of developers.
		</note>
	</endnote>
</object>
<object id="337">
	<ocn>337</ocn>
	<text class="norm">
		What can explain these deviations from expected practice? What, in
other words, can explain free revealing of privately funded innovations
and enthusiastic participation in projects to produce a public good?
From the theoretical perspective, Georg von Krogh and I think the
answer involves revisiting and easing some of the basic assumptions and
constraints conventionally applied to the private investment and
collective action models of innovation. Both, in an effort to offer
"clean" and simple models for research, have excluded from
consideration a very rich and fertile middle ground where incentives
for private investment and collective action can coexist, and where a
"private-collective" innovation model can flourish. More specifically,
a private-collective model of innovation occupies the middle ground
between the private investment model and the collective action model
by:
	</text>
</object>
<object id="338">
	<ocn>338</ocn>
	<text class="norm">
		Eliminating the assumption in private investment models that free
revealing of innovations developed with private funds will represent a
loss of private profit for the innovator and so will not be engaged in
voluntarily. Instead the private-collective model proposes that under
common conditions free revealing of proprietary innovations may
increase rather than decrease innovators' private profit.
	</text>
</object>
<object id="339">
	<ocn>339</ocn>
	<text class="norm">
		Eliminating the assumption in collective action models that a free
rider obtains benefits from the completed public good that are equal to
those a contributor obtains. Instead, the private-collective model
proposes that contributors to a public good can <i>inherently</i>
obtain greater private benefits than free riders. These provide
incentives for participation in collective action projects that need
not be managed by project personnel (von Hippel and von Krogh 2003).
	</text>
</object>
<object id="340">
	<ocn>340</ocn>
	<text class="norm">
		In summation: Innovations developed at private cost are often revealed
freely, and this behavior makes economic sense for participants under
commonly encountered conditions. A private-collective model of
innovation incentives can explain why and when knowledge created by
private funding may be offered freely to all. When the conditions are
met, society appears to have the best of both worlds---new knowledge is
created by private funding and then freely revealed to all.
	</text>
</object>
<object id="341">
	<ocn>341</ocn>
	<text class="h4">
		7 Innovation Communities
	</text>
</object>
<object id="342">
	<ocn>342</ocn>
	<text class="norm">
		It is now clear that users often innovate, and that they often freely
reveal their innovations. But what about informal cooperation among
users? What about <i>organized</i> cooperation in development of
innovations and other matters? The answer is that both flourish among
user-innovators. Informal user-to-user cooperation, such as assisting
others to innovate, is common. Organized cooperation in which users
interact within communities, is also common. Innovation communities are
often stocked with useful tools and infrastructure that increase the
speed and effectiveness with which users can develop and test and
diffuse their innovations.
	</text>
</object>
<object id="343">
	<ocn>343</ocn>
	<text class="norm">
		In this chapter, I first show that user innovation is a widely
distributed process and so can be usefully drawn together by innovation
communities. I next explore the valuable functions such communities can
provide. I illustrate with a discussion of free and open source
software projects, a very successful form of innovation community in
the field of software development. Finally, I point out that innovation
communities are by no means restricted to the development of
information products such as software, and illustrate with the case of
a user innovation community specializing in the development of
techniques and equipment used in the sport of kitesurfing.
	</text>
</object>
<object id="344">
	<ocn>344</ocn>
	<text class="norm">
		<b>User Innovation Is Widely Distributed</b>
	</text>
</object>
<object id="345">
	<ocn>345</ocn>
	<text class="norm">
		When users' needs are heterogeneous and when the information drawn on
by innovators is sticky, it is likely that product-development
activities will be widely distributed among users, rather than produced
by just a few prolific user-innovators. It should also be the case that
different users will tend to develop different innovations. As was
shown in chapter 5, individual users and user firms tend to develop
innovations that serve their particular needs, and that fall within
their individual "low-cost innovation niches." For example, a mountain
biker who specializes in jumping from high platforms and who is also an
orthopedic surgeon will tend to develop innovations that draw on both
of these types of information: he might create a seat suspension that
reduces shock to bikers' spines upon landing from a jump. Another
mountain biker specializing in the same activity but with a different
background---say aeronautical engineering---is likely to draw on this
different information to come up with a different innovation. From the
perspective of Fleming (2001), who has studied innovations as
consisting of novel combinations of pre-existing elements, such
innovators are using their membership in two distinct communities to
combine previously disparate elements. Baldwin and Clark (2003) and
Henkel (2004a) explore this type of situation in theoretical terms.
	</text>
</object>
<object id="346">
	<ocn>346</ocn>
	<text class="norm">
		The underlying logic echoes that offered by Eric Raymond regarding
"Linus's Law" in software debugging. In software, discovering and
repairing subtle code errors or bugs can be very costly (Brooks 1979).
However, Raymond argued, the same task can be greatly reduced in cost
and also made faster and more effective when it is opened up to a large
community of software users that each may have the information needed
to identify and fix some bugs. Under these conditions, Raymond says,
"given a large enough beta tester and co-developer base, almost every
problem will be characterized quickly and the fix obvious to someone.
Or, less formally, `given enough eyeballs, all bugs are shallow."' He
explains: "More users find more bugs because adding more users adds
more ways of stressing the program. . . . Each [user] approaches the
task of bug characterization with a slightly different perceptual set
and analytical toolkit, a different angle on the problem. So adding
more beta-testers . . . increases the probability that someone's
toolkit will be matched to the problem in such a way that the bug is
shallow to <i>that person</i>." (1999, pp. 41--44)
	</text>
</object>
<object id="347">
	<ocn>347</ocn>
	<text class="norm">
		The analogy to distributed user innovation is, of course, that each
user has a different set of innovation-related needs and other assets
in place which makes a particular type of innovation low-cost
("shallow") to <i>that user</i>. The assets of <i>some</i> user will
then generally be found to be a just-right fit to many innovation
development problems. (Note that this argument does not mean that
<i>all</i> innovations will be cheaply done by users, or even done by
users at all. In essence, users will find it cheaper to innovate when
manufacturers' economies of scale with respect to product development
are more than offset by the greater scope of innovation assets held by
the collectivity of individual users.)
	</text>
</object>
<object id="348">
	<ocn>348</ocn>
	<text class="norm">
		Available data support these expectations. In chapter 2 we saw evidence
that users tended to develop very different innovations. To test
whether commercially important innovations are developed by just a few
users or by many, I turn to studies documenting the functional sources
of important innovations later commercialized. As is evident in table
7.1, most of the important innovations attributed to users in these
studies were done by <i>different</i> users. In other words, user
innovation does tend to be widely distributed in a world characterized
by users with heterogeneous needs and heterogeneous stocks of sticky
information.
	</text>
</object>
<object id="349">
	<ocn>349</ocn>
	<text class="norm">
		<b>Table 7.1</b> User innovation is widely distributed, with few users
developing more than one major innovation. NA: data not available.
	</text>
</object>
<object id="350">
	<ocn>350</ocn>
	<text class="norm">
		Number of users developing this number of major innovations
	</text>
</object>
<object id="351">
	<ocn>351</ocn>
	<text class="table">	
		<table summary="normal text css" width="100%" border="0" bgcolor="white" cellpadding="2" align="center">
      <tr><th width="30%"></th><th width="10%">1</th><th width="10%">2</th><th width="10%">3</th><th width="10%">6</th><th width="10%">NA</th><th width="20%">Sample (n)</th></tr>
      <tr><td width="30%">Scientific Instruments<sup>a</sup></td><td width="10%">28</td><td width="10%">0</td><td width="10%">1</td><td width="10%">0</td><td width="10%">1</td><td width="20%">32</td></tr>
      <tr><td width="30%">Scientific Instruments<sup>b</sup></td><td width="10%">20</td><td width="10%">1</td><td width="10%">0</td><td width="10%">1</td><td width="10%">0</td><td width="20%">28</td></tr>
      <tr><td width="30%">Process equipment<sup>c</sup></td><td width="10%">19</td><td width="10%">1</td><td width="10%">0</td><td width="10%">0</td><td width="10%">8</td><td width="20%">29</td></tr>
      <tr><td width="30%">Sports equipment<sup>d</sup></td><td width="10%">7</td><td width="10%">0</td><td width="10%">0</td><td width="10%">0</td><td width="10%">0</td><td width="20%">7</td></tr>
    </table>
	</text>
</object>
<object id="352">
	<ocn>352</ocn>
	<text class="norm">
		a. Source: von Hippel 1988, appendix: GC, TEM, NMR Innovations.<br />
b. Source: Riggs and von Hippel, Esca and AES.<br /> c. Source: von
Hippel 1988, appendix: Semiconductor and pultrusion process equipment
innovations.<br /> d. Source: Shah 2000, appendix A: skateboarding,
snowboarding, and windsurfing innovations.
	</text>
</object>
<object id="353">
	<ocn>353</ocn>
	<text class="norm">
		<b>Innovation Communities</b>
	</text>
</object>
<object id="354">
	<ocn>354</ocn>
	<text class="norm">
		User-innovators may be generally willing to freely reveal their
information. However, as we have seen, they may be widely distributed
and each may have only one or a few innovations to offer. The practical
value of the "freely revealed innovation commons" these users
collectively offer will be increased if their information is somehow
made conveniently accessible. This is one of the important functions of
"innovation communities."
	</text>
</object>
<object id="355">
	<ocn>355</ocn>
	<text class="norm">
		I define "innovation communities" as meaning nodes consisting of
individuals or firms interconnected by information transfer links which
may involve face-to-face, electronic, or other communication. These
can, but need not, exist within the boundaries of a membership group.
They often do, but need not, incorporate the qualities of communities
for participants, where "communities" is defined as meaning"networks of
interpersonal ties that provide sociability, support, information, a
sense of belonging, and social identity" (Wellman et al. 2002, p.
4).<en>9</en>
	</text>
	<endnote notenumber="9">
		<number>9</number>
		<note>
			When they do not incorporate these qualities, they would be more
properly referred to as networks---but communities is the term commonly
used, and I follow that practice here.
		</note>
	</endnote>
</object>
<object id="356">
	<ocn>356</ocn>
	<text class="norm">
		Innovation communities can have users and/or manufacturers as members
and contributors. They can flourish when at least some innovate and
voluntarily reveal their innovations, and when others find the
information revealed to be of interest. In previous chapters, we saw
that these conditions do commonly exist with respect to user-developed
innovations: users innovate in many fields, users often freely reveal,
and the information revealed is often used by manufacturers to create
commercial products---a clear indication many users, too, find this
information of interest.
	</text>
</object>
<object id="357">
	<ocn>357</ocn>
	<text class="norm">
		Innovation communities are often specialized, serving as collection
points and repositories for information related to narrow categories of
innovations. They may consist only of information repositories or
directories in the form of physical or virtual publications. For
example, userinnovation.mit.edu is a specialized website where
researchers can post articles on their findings and ideas related to
innovation by users. Contributors and non-contributors can freely
access and browse the site as a convenient way to find such
information.
	</text>
</object>
<object id="358">
	<ocn>358</ocn>
	<text class="norm">
		Innovation communities also can offer additional important functions to
participants. Chat rooms and email lists with public postings can be
provided so that contributors can exchange ideas and provide mutual
assistance. Tools to help users develop, evaluate, and integrate their
work can also be provided to community members---and such tools are
often developed by community members themselves.
	</text>
</object>
<object id="359">
	<ocn>359</ocn>
	<text class="norm">
		All the community functionality just mentioned and more is visible in
communities that develop free and open source software programs. The
emergence of this particular type of innovation community has also done
a great deal to bring the general phenomenon to academic and public
notice, and so I will describe them in some detail. I first discuss the
history and nature of free and open source software itself (the
product). Next I outline key characteristics of the free and open
source software development projects typically used to create and
maintain such software (the community-based development process).
	</text>
</object>
<object id="360">
	<ocn>360</ocn>
	<text class="norm">
		<b>Open Source Software</b>
	</text>
</object>
<object id="361">
	<ocn>361</ocn>
	<text class="norm">
		In the early days of computer programming, commercial "packaged"
software was a rarity---if you wanted a particular program for a
particular purpose, you typically wrote the code yourself or hired
someone to write it for you. Much of the software of the 1960s and the
1970s was developed in academic and corporate laboratories by
scientists and engineers. These individuals found it a normal part of
their research culture to freely give and exchange software they had
written, to modify and build on one another's software, and to freely
share their modifications. This communal behavior became a central
feature of "hacker culture." (In communities of open source
programmers, "hacker" is a positive term that is applied to talented
and dedicated programmers.<en>10</en> )
	</text>
	<endnote notenumber="10">
		<number>10</number>
		<note>
			<b>hacker</b> n. [originally, someone who makes furniture with an
axe] 1. A person who enjoys exploring the details of programmable
systems and how to stretch their capabilities, as opposed to most
users, who prefer to learn only the minimum necessary. 2. One who
programs enthusiastically (even obsessively) or who enjoys programming
rather than just theorizing about programming. 3. A person capable of
appreciating <b>hack value</b>. 4. A person who is good at programming
quickly. . . . 8. [deprecated] A malicious meddler who tries to
discover sensitive information by poking around. Hence <i>password
hacker</i>, <i>network hacker</i>. The correct term for this sense is
<b>cracker</b> (Raymond 1996).
		</note>
	</endnote>
</object>
<object id="362">
	<ocn>362</ocn>
	<text class="norm">
		In 1969, the Defense Advanced Research Projects Agency, a part of the
US Department of Defense, established the ARPANET, the first
transcontinental high-speed computer network. This network eventually
grew to link hundreds of universities, defense contractors, and
research laboratories. Later succeeded by the Internet, it also allowed
hackers to exchange software code and other information widely, easily,
and cheaply---and also enabled them to spread hacker norms of behavior.
	</text>
</object>
<object id="363">
	<ocn>363</ocn>
	<text class="norm">
		The communal hacker culture was very strongly present among a group of
programmers---software hackers---housed at MIT's Artificial
Intelligence Laboratory in the 1960s and the 1970s (Levy 1984). In the
1980s this group received a major jolt when MIT licensed some of the
code created by its hacker employees to a commercial firm. This firm,
in accordance with normal commercial practice, then promptly restricted
access to the "source code"<en>11</en> of that software, and so
prevented non-company personnel---including the MIT hackers who had
been instrumental in developing it---from continuing to use it as a
platform for further learning and development.
	</text>
	<endnote notenumber="11">
		<number>11</number>
		<note>
			Source code is a sequence of instructions to be executed by a
computer to accomplish a program's purpose. Programmers write computer
software in the form of source code, and also document that source code
with brief written explanations of the purpose and design of each
section of their program. To convert a program into a form that can
actually operate a computer, source code is translated into machine
code using a software tool called a compiler. The compiling process
removes program documentation and creates a binary version of the
program---a sequence of computer instructions consisting only of
strings of ones and zeros. Binary code is very difficult for
programmers to read and interpret. Therefore, programmers or firms that
wish to prevent others from understanding and modifying their code will
release only binary versions of the software. In contrast, programmers
or firms that wish to enable others to understand and update and modify
their software will provide them with its source code. (Moerke 2000,
Simon 1996).
		</note>
	</endnote>
</object>
<object id="364">
	<ocn>364</ocn>
	<text class="norm">
		Richard Stallman, a brilliant programmer in MIT's Artificial
Intelligence Laboratory, was especially distressed by the loss of
access to communally developed source code. He also was offended by a
general trend in the software world toward development of proprietary
software packages and the release of software in forms that could not
be studied or modified by others. Stallman viewed these practices as
morally wrong impingements on the rights of software users to freely
learn and create. In 1985, in response, he founded the Free Software
Foundation and set about to develop and diffuse a legal mechanism that
could preserve free access for all to the software developed by
software hackers. Stallman's pioneering idea was to use the existing
mechanism of copyright law to this end. Software authors interested in
preserving the status of their software as "free" software could use
their own copyright to grant licenses on terms that would guarantee a
number of rights to all future users. They could do this by simply
affixing a standard license to their software that conveyed these
rights. The basic license developed by Stallman to implement this
seminal idea was the General Public License or GPL (sometimes referred
to as copyleft, in a play on the word "copyright"). Basic rights
transferred to those possessing a copy of free software include the
right to use it at no cost, the right to study its source code, the
right to modify it, and the right to distribute modified or unmodified
versions to others at no cost. Licenses conveying similar rights were
developed by others, and a number of such licenses are currently used
in the open source field. Free and open source software licenses do not
grant users the full rights associated with free revealing as that term
was defined earlier. Those who obtain the software under a license such
as the GPL are restricted from certain practices. For example, they
cannot incorporate GPL software into proprietary software that they
then sell.<en>12</en> Indeed, contributors of code to open source
software projects are very concerned with enforcing such restrictions
in order to ensure that their code remains accessible to all (O'Mahony
2003).
	</text>
	<endnote notenumber="12">
		<number>12</number>
		<note>
			See www.gnu.org/licenses/licenses.html#GPL
		</note>
	</endnote>
</object>
<object id="365">
	<ocn>365</ocn>
	<text class="norm">
		The idea of free software did not immediately become mainstream, and
industry was especially suspicious of it. In 1998, Bruce Perens and
Eric Raymond agreed that a significant part of the problem resided in
Stallman's term "free" software, which might understandably have an
ominous ring to the ears of businesspeople. Accordingly, they, along
with other prominent hackers, founded the open source software movement
(Perens 1999). Open source software uses the licensing practices
pioneered by the free software movement. It differs from that movement
primarily on philosophical grounds, preferring to emphasize the
practical benefits of its licensing practices over issues regarding the
moral importance of granting users the freedoms offered by both free
and open source software. The term "open source" is now generally used
by both practitioners and scholars to refer to free or open source
software, and that is the term I use in this book.
	</text>
</object>
<object id="366">
	<ocn>366</ocn>
	<text class="norm">
		Open source software has emerged as a major cultural and economic
phenomenon. The number of open source software projects has been
growing rapidly. In mid 2004, a single major infrastructure provider
and repository for open source software projects,
Sourceforge.net,<en>13</en> hosted 83,000 projects and had more than
870,000 registered users. A significant amount of software developed by
commercial firms is also being released under open source licenses.
	</text>
	<endnote notenumber="13">
		<number>13</number>
		<note>
			&lt;<link xmlns:xlink="http://www.w3.org/1999/xlink"
xlink:type="simple"
xlink:href="http://www.sourceforge.net">http://www.sourceforge.net</link>&gt;
		</note>
	</endnote>
</object>
<object id="367">
	<ocn>367</ocn>
	<text class="norm">
		<b>Open Source Software Development Projects</b>
	</text>
</object>
<object id="368">
	<ocn>368</ocn>
	<text class="norm">
		Software can be termed "open source" independent of how or by whom it
has been developed: the term denotes only the type of license under
which it is made available. However, the fact that open source software
is freely accessible to all has created some typical open source
software development practices that differ greatly from commercial
software development models---and that look very much like the "hacker
culture" behaviors described above.
	</text>
</object>
<object id="369">
	<ocn>369</ocn>
	<text class="norm">
		Because commercial software vendors typically wish to sell the code
they develop, they sharply restrict access to the source code of their
software products to firm employees and contractors. The consequence of
this restriction is that only insiders have the information required to
modify and improve that proprietary code further (Meyer and Lopez 1995;
Young, Smith, and Grimm 1996; Conner and Prahalad 1996). In sharp
contrast, all are offered free access to the source code of open source
software if that code is distributed by its authors. In early hacker
days, this freedom to learn and use and modify software was exercised
by informal sharing and co-development of code---often by the physical
sharing and exchange of computer tapes and disks on which the code was
recorded. In current Internet days, rapid technological advances in
computer hardware and software and networking technologies have made it
much easier to create and sustain a communal development style on
ever-larger scales. Also, implementing new projects is becoming
progressively easier as effective project design becomes better
understood, and as prepackaged infrastructural support for such
projects becomes available on the Web.
	</text>
</object>
<object id="370">
	<ocn>370</ocn>
	<text class="norm">
		Today, an open source software development project is typically
initiated by an individual or a small group seeking a solution to an
individual's or a firm's need. Raymond (1999, p. 32) suggests that
"every good work of software starts by scratching a developer's
personal itch" and that "too often software developers spend their days
grinding away for pay at programs they neither need nor love. But not
in the (open source) world. . . ." A project's initiators also
generally become the project's "owners" or "maintainers" who take on
responsibility for project management.<en>14</en> Early on, this
individual or group generally develops a first, rough version of the
code that outlines the functionality envisioned. The source code for
this initial version is then made freely available to all via
downloading from an Internet website established by the project. The
project founders also set up infrastructure for the project that those
interested in using or further developing the code can use to seek
help, provide information or provide new open source code for others to
discuss and test. In the case of projects that are successful in
attracting interest, others do download and use and "play with" the
code---and some of these do go on to create new and modified code. Most
then post what they have done on the project website for use and
critique by any who are interested. New and modified code that is
deemed to be of sufficient quality and of general interest by the
project maintainers is then added to the authorized version of the
code. In many projects the privilege of adding to the authorized code
is restricted to only a few trusted developers. These few then serve as
gatekeepers for code written by contributors who do not have such
access (von Krogh and Spaeth 2002).
	</text>
	<endnote notenumber="14">
		<number>14</number>
		<note>
			"The owner(s) [or `maintainers'] of an open source software project
are those who have the exclusive right, recognized by the community at
large, to redistribute modified versions. . . . According to standard
open source licenses, all parties are equal in the evolutionary game.
But in practice there is a very well-recognized distinction between
`official' patches [changes to the software], approved and integrated
into the evolving software by the publicly recognized maintainers, and
`rogue' patches by third parties. Rogue patches are unusual and
generally not trusted." (Raymond 1999, p. 89)
		</note>
	</endnote>
</object>
<object id="371">
	<ocn>371</ocn>
	<text class="norm">
		Critical tools and infrastructure available to open source software
project participants includes email lists for specialized purposes that
are open to all. Thus, there is a list where code users can report
software failures ("bugs") that they encounter during field use of the
software. There is also a list where those developing the code can
share ideas about what would be good next steps for the project, good
features to add, etc. All of these lists are open to all and are also
publicly archived, so anyone can go back and learn what opinions were
and are on a particular topic. Also, programmers contributing to open
source software projects tend to have essential tools, such as specific
software languages, in common. These are generally not specific to a
single project, but are available on the web. Basic toolkits held in
common by all contributors tends to greatly ease interactions. Also,
open source software projects have version-control software that allows
contributors to insert new code contributions into the existing project
code base and test them to see if the new code causes malfunctions in
existing code. If so, the tool allows easy reversion to the status quo
ante. This makes "try it and see" testing much more practical, because
much less is at risk if a new contribution inadvertently breaks the
code. Toolkits used in open source projects have been evolved through
practice and are steadily being improved by user-innovators. Individual
projects can now start up using standard infrastructure sets offered by
sites such as Sourceforge.net.
	</text>
</object>
<object id="372">
	<ocn>372</ocn>
	<text class="norm">
		Two brief case histories will help to further convey the flavor of open
source software development.
	</text>
</object>
<object id="373">
	<ocn>373</ocn>
	<text class="norm">
		<b>Apache Web Server Software</b>
	</text>
</object>
<object id="374">
	<ocn>374</ocn>
	<text class="norm">
		Apache web server software is used on web server computers that host
web pages and provide appropriate content as requested by Internet
browsers. Such 7 computers are a key element of the Internet-based
World Wide Web infrastructure.
	</text>
</object>
<object id="375">
	<ocn>375</ocn>
	<text class="norm">
		The web server software that evolved into Apache was developed by
University of Illinois undergraduate Rob McCool for, and while working
at, the National Center for Supercomputing Applications (NCSA). The
source code as developed and periodically modified by McCool was posted
on the web so that users at other sites could download it, use it,
modify it, and develop it further. When McCool departed NCSA in mid
1994, a small group of webmasters who had adopted his web server
software for their own sites decided to take on the task of continued
development. A core group of eight users gathered all documentation and
bug fixes and issued a consolidated patch. This "patchy" web server
software evolved over time into Apache. Extensive user feedback and
modification yielded Apache 1.0, released on December 1, 1995.
	</text>
</object>
<object id="376">
	<ocn>376</ocn>
	<text class="norm">
		In 4 years, after many modifications and improvements contributed by
many users, Apache became the most popular web server software on the
Internet, garnering many industry awards for excellence. Despite strong
competition from commercial software developers such as Microsoft and
Netscape, it is currently used by over 60 percent of the world's
millions of websites. Modification and updating of Apache by users and
others continues, with the release of new versions being coordinated by
a central group of 22 volunteers.
	</text>
</object>
<object id="377">
	<ocn>377</ocn>
	<text class="norm">
		<b>Fetchmail---An Internet Email Utility Program</b>
	</text>
</object>
<object id="378">
	<ocn>378</ocn>
	<text class="norm">
		Fetchmail is an Internet email utility program that "fetches" email
from central servers to a local computer. The open source project to
develop, maintain, and improve this program was led by Eric Raymond
(1999).
	</text>
</object>
<object id="379">
	<ocn>379</ocn>
	<text class="norm">
		Raymond first began to puzzle about the email delivery problem in 1993
because he was personally dissatisfied with then-existing solutions.
"What I wanted," Raymond recalled (1999, p. 31), "was for my mail to be
delivered on snark, my home system, so that I would be notified when it
arrived and could handle it using all my local tools." Raymond decided
to try and develop a better solution. He began by searching databases
in the open source world for an existing, well-coded utility that he
could use as a development base. He knew it would be efficient to build
on others' related work if possible, and in the world of open source
software (then generally called free software) this practice is
understood and valued. Raymond explored several candidate open source
programs, and settled on one in small-scale use called "popclient." He
developed a number of improvements to the program and proposed them to
the then maintainer of popclient. It turned out that this individual
had lost interest in working further on the program, and so his
response to Raymond's suggestions was to offer his role to Raymond so
that he could evolve the popclient further as he chose.
	</text>
</object>
<object id="380">
	<ocn>380</ocn>
	<text class="norm">
		Raymond accepted the role of popclient's maintainer, and over the next
months he improved the program significantly in conjunction with advice
and suggestions from other users. He carefully cultivated his more
active beta list of popclient users by regularly communicating with
them via messages posted on an public electronic bulletin board set up
for that purpose. Many responded by volunteering information on bugs
they had found and perhaps fixed, and by offering improvements they had
developed for their own use. The quality of these suggestions was often
high because "contributions are received not from a random sample, but
from people who are interested enough to use the software, learn about
how it works, attempt to find solutions to the problems they encounter,
and actually produce an apparently reasonable fix. Anyone who passes
all these filters is highly likely to have something useful to
contribute." (ibid., p. 42)
	</text>
</object>
<object id="381">
	<ocn>381</ocn>
	<text class="norm">
		Eventually, Raymond arrived at an innovative design that he knew worked
well because he and his beta list of co-developers had used it, tested
it and improved it every day. Popclient (now renamed fetchmail) became
standard software used by millions users. Raymond continues to lead the
group of volunteers that maintain and improve the software as new user
needs and conditions dictate.
	</text>
</object>
<object id="382">
	<ocn>382</ocn>
	<text class="norm">
		<b>Development of Physical Products by Innovation Communities</b>
	</text>
</object>
<object id="383">
	<ocn>383</ocn>
	<text class="norm">
		User innovation communities are by no means restricted to the
development of information products like software. They also are active
in the development of physical products, and in very similar ways. Just
as in the case of communities devoted to information product,
communities devoted to physical products can range from simple
information exchange sites to sites well furnished with tools and
infrastructure. Within sports, Franke and Shah's study illustrates
relatively simple community infrastructure. Thus, the boardercross
community they studied consisted of semi-professional athletes from all
over the world who meet in up to 10 competitions a year in Europe,
North America, and Japan. Franke and Shah report that community members
knew one another well, and spent a considerable amount of time
together. They also assisted one another in developing and modifying
equipment for their sport. However, the community had no specialized
sets of tools to support joint innovation development.
	</text>
</object>
<object id="384">
	<ocn>384</ocn>
	<text class="norm">
		More complex communities devoted to the development of physical
products often look similar to open source software development
communities in terms of tools and infrastructure. As an example,
consider the recent formation of a community dedicated to the
development and diffusion of information regarding novel kitesurfing
equipment. Kitesurfing is a water sport in which the user stands on a
special board, somewhat like a surfboard, and is pulled along by
holding onto a large, steerable kite. Equipment and technique have
evolved to the point that kites can be guided both with and against the
wind by a skilled kitesurfer, and can lift rider and board many meters
into the air for tens of seconds at a time.
	</text>
</object>
<object id="385">
	<ocn>385</ocn>
	<text class="norm">
		Designing kites for kitesurfing is a sophisticated undertaking,
involving low-speed aerodynamical considerations that are not yet well
understood. Early kites for kitesurfing were developed and built by
user-enthusiasts who were inventing both kitesurfing techniques and
kitesurfing equipment interdependently. In about 2001, Saul Griffith,
an MIT PhD student with a long-time interest in kitesurfing and kite
development, decided that kite-surfing would benefit from better online
community interaction. Accordingly, he created a site for the worldwide
community of user-innovators in kitesurfing (www.zeroprestige.com).
Griffith began by posting patterns for kites he had designed on the
site and added helpful hints and tools for kite construction and use.
Others were invited to download this information for free and to
contribute their own if they wished. Soon other innovators started to
post their own kite designs, improved construction advice for novices,
and sophisticated design tools such as aerodynamics modeling software
and rapid prototyping software. Some kitesurfers contributing
innovations to the site had top-level technical skills; at least one
was a skilled aerodynamicist employed by an aerospace firm.
	</text>
</object>
<object id="386">
	<ocn>386</ocn>
	<text class="norm">
		Note that physical products are information products during the design
stage. In earlier days, information about an evolving design was
encoded on large sheets of paper, called blueprints, that could be
copied and shared. The information on blueprints could be understood
and assessed by fellow designers, and could also be used by machinists
to create the actual physical products represented. Today, designs for
new products are commonly encoded in computer-aided design (CAD) files.
These files can be created and seen as two-dimensional and
three-dimensional renderings by designers. The designs they contain can
also be subjected to automated analysis by various engineering tools to
determine, for example, whether they can stand up to stresses to which
they will be subjected. CAD files can then be downloaded to
computer-controlled fabrication machinery that will actually build the
component parts of the design.
	</text>
</object>
<object id="387">
	<ocn>387</ocn>
	<text class="norm">
		The example of the kitesurfing group's methods of sharing design
information illustrates the close relationship between information and
physical products. Initially, users in the group exchanged design ideas
by means of simple sketches transferred over the Internet. Then group
members learned that computerized cutters used by sail lofts to cut
sails from large pieces of cloth are suited to cutting cloth for
surfing kites. They also learned that sail lofts were interested in
their business. Accordingly, innovation group members began to exchange
designs in the form of CAD files compatible with sail lofts' cutting
equipment. When a user was satisfied with a design, he would transmit
the CAD file to a local sail loft for cutting. The pieces were then
sewn together by the user or sent to a sewing facility for assembly.
The total time required to convert an information product into a
physical one was less than a week, and the total cost of a finished
kite made in this way was a few hundred dollars---much less than the
price of a commercial kite.
	</text>
</object>
<object id="388">
	<ocn>388</ocn>
	<text class="norm">
		<b>User-to-User Assistance</b>
	</text>
</object>
<object id="389">
	<ocn>389</ocn>
	<text class="norm">
		Clearly, user innovation communities can offer sophisticated support to
individual innovators in the form of tools. Users in these innovation
communities also tend to behave in a collaborative manner. That is,
users not only distribute and evaluate completed innovations; they also
volunteer other important services, such as assisting one another in
developing and applying innovations.
	</text>
</object>
<object id="390">
	<ocn>390</ocn>
	<text class="norm">
		Franke and Shah (2003) studied the frequency with which users in four
sporting communities assisted one another with innovations, and found
that such assistance was very common (table 7.2). They also found that
those who assisted were significantly more likely to be innovators
themselves (table 7.3). The level of satisfaction reported by those
assisted was very high. Seventy-nine percent agreed strongly with the
statement "If I had a similar problem I would ask the same people
again." Jeppesen (2005) similarly found extensive user-to-user help
being volunteered in the field of computer gaming.
	</text>
</object>
<object id="391">
	<ocn>391</ocn>
	<text class="norm">
		<b>Table 7.2</b> Number of people from whom innovators received
assistance.
	</text>
</object>
<object id="392">
	<ocn>392</ocn>
	<text class="table">	
		<table summary="normal text css" width="100%" border="0" bgcolor="white" cellpadding="2" align="center">
      <tr><th width="34%">Number of people</th><th width="33%">Number of cases</th><th width="33%">Percentage</th></tr>
      <tr><td width="34%">0</td><td width="33%">0</td><td width="33%">0</td></tr>
      <tr><td width="34%">1</td><td width="33%">3</td><td width="33%">6</td></tr>
      <tr><td width="34%">2</td><td width="33%">14</td><td width="33%">26</td></tr>
      <tr><td width="34%">3--5</td><td width="33%">25</td><td width="33%">47</td></tr>
      <tr><td width="34%">6--10</td><td width="33%">8</td><td width="33%">15</td></tr>
      <tr><td width="34%">&#62; 10</td><td width="33%">3</td><td width="33%">6</td></tr>
      <tr><td width="34%">Total</td><td width="33%">53</td><td width="33%">100</td></tr>
    </table>
	</text>
</object>
<object id="393">
	<ocn>393</ocn>
	<text class="norm">
		Source: Franke and Shah 2003, table 4.
	</text>
</object>
<object id="394">
	<ocn>394</ocn>
	<text class="norm">
		<b>Table 7.3</b> Innovators tended to be the ones assisting others with
their innovations (p &lt; 0.0001).
	</text>
</object>
<object id="395">
	<ocn>395</ocn>
	<text class="table">	
		<table summary="normal text css" width="100%" border="0" bgcolor="white" cellpadding="2" align="center">
      <tr><th width="40%"></th><th width="20%">Innovators</th><th width="20%">Non-innovators</th><th width="20%">Total</th></tr>
      <tr><td width="40%">Gave assistance</td><td width="20%">28</td><td width="20%">13</td><td width="20%">41</td></tr>
      <tr><td width="40%">Did not give assistance</td><td width="20%">32</td><td width="20%">115</td><td width="20%">147</td></tr>
      <tr><td width="40%">Total</td><td width="20%">60</td><td width="20%">128</td><td width="20%"></td></tr>
    </table>
	</text>
</object>
<object id="396">
	<ocn>396</ocn>
	<text class="norm">
		Source: Franke and Shah 2003, table 7.
	</text>
</object>
<object id="397">
	<ocn>397</ocn>
	<text class="norm">
		Such helping activity is clearly important to the value contributed by
innovation communities to community participants. Why people might
voluntarily offer assistance is a subject of analysis. The answers are
not fully in, but the mysteries lessen as the research progresses. An
answer that appears to be emerging is that there are private benefits
to assistance providers, just as there are for those who freely reveal
innovations (Lakhani and von Hippel 2003). In other words, provision of
free assistance may be explicable in terms of the private-collective
model of innovation-related incentives discussed earlier.
	</text>
</object>
<object id="398">
	<ocn>398</ocn>
	<text class="h4">
		8 Adapting Policy to User Innovation
	</text>
</object>
<object id="399">
	<ocn>399</ocn>
	<text class="norm">
		Government policy makers generally wish to encourage activities that
increase social welfare, and to discourage activities that reduce it.
Therefore, it is important to ask about the social welfare effects of
innovation by users. Henkel and von Hippel (2005) explored this matter
and concluded that social welfare is likely to be higher in a world in
which both users and manufacturers innovate than in a world in which
only manufacturers innovate.
	</text>
</object>
<object id="400">
	<ocn>400</ocn>
	<text class="norm">
		In this chapter, I first explain that innovation by users complements
manufacturer innovation and can also be a source of success-enhancing
new product ideas for manufacturers. Next, I note that innovation by
users does not exhibit several welfare-reducing effects associated with
innovation by manufacturers. Finally, I evaluate the effects of public
policies on user innovation, and suggest modifications to those
that---typically unintentionally---discriminate against innovation by
users.
	</text>
</object>
<object id="401">
	<ocn>401</ocn>
	<text class="norm">
		<b>Social Welfare Effects of User Innovation</b>
	</text>
</object>
<object id="402">
	<ocn>402</ocn>
	<text class="norm">
		Social welfare functions are used in welfare economics to provide a
measure of the material welfare of society, using economic variables as
inputs. A social welfare function can be designed to express many
social goals, ranging from population life expectancies to income
distributions. Much of the literature on product diversity, innovation,
and social welfare evaluates the impact of economic phenomena and
policy on social welfare from the perspective of total income of a
society without regard to how that income is distributed. We will take
that viewpoint here.
	</text>
</object>
<object id="403">
	<ocn>403</ocn>
	<text class="norm">
		<b>User Innovation Improves Manufacturers' Success Rates</b>
	</text>
</object>
<object id="404">
	<ocn>404</ocn>
	<text class="norm">
		It is striking that most new products developed and introduced to the
market by manufacturers are commercial failures. Mansfield and Wagner
(1975) found the overall probability of success for new industrial
products to be only 27 percent. Elrod and Kelman (1987) found an
overall probability of success of 26 percent for consumer products.
Balachandra and Friar (1997), Poolton and Barclay (1998), and Redmond
(1995) found similarly high failure rates in new products
commercialized. Although there clearly is some recycling of knowledge
from failed projects to successful ones, much of the investment in
product development is highly specific. This high failure rate
therefore represents a huge inefficiency in the conversion of R&amp;D
investment to useful output, and a corresponding reduction in social
welfare.
	</text>
</object>
<object id="405">
	<ocn>405</ocn>
	<text class="norm">
		Research indicates that the major reason for the commercial failure of
manufacturer-developed products is poor understanding of users' needs
by manufacturer-innovators. The landmark SAPPHO study showed this in a
very clear and convincing way. This study was based on a sample of 31
product pairs. Members of each pair were selected to address the same
function and market. (For example, one pair consisted of two "roundness
meters," each developed by a separate company.) One member of each pair
was a commercial success (which showed that there was a market for the
product type); the other was a commercial failure. The development
process for each successful and failing product was then studied in
detail. The primary factor found to distinguish success from failure
was that a deeper understanding of the market and the need was
associated with successful projects (Achilladelis et al. 1971; Rothwell
et al. 1974). A study by Mansfield and Wagner (1975) came to the same
conclusion. More recent studies of information stickiness and the
resulting asymmetries of information held by users and manufacturers,
discussed in chapter 3, support the reasonableness of this general
finding. Users are the generators of information regarding their needs.
The decline in accuracy and completeness of need information after
transfer from user to manufacturer is likely to be substantial because
important elements of this information are likely to be sticky (von
Hippel 1994; Ogawa 1998).
	</text>
</object>
<object id="406">
	<ocn>406</ocn>
	<text class="norm">
		Innovations developed by users can improve manufacturers' information
on users' needs and so improve their new product introduction success
rates. Recall from previous chapters that innovation by users is
concentrated among lead users. These lead users tend, as we have seen,
to develop functionally novel products and product modifications
addressing their own needs at the leading edge of markets where
potential sales are both small and uncertain. Manufacturers, in
contrast, have poorer information on users' needs and use contexts, and
will prefer to manufacture innovations for larger, more certain
markets. In the short term, therefore, user innovations will tend to
<i>complement</i> rather than substitute for products developed by
manufacturers. In the longer term, the market as a whole catches up to
the needs that motivated the lead user developments, and manufacturers
will begin to find production of similar innovations to be commercially
attractive. At that point, innovations by lead users can provide very
useful information to manufacturers that they would not otherwise have.
	</text>
</object>
<object id="407">
	<ocn>407</ocn>
	<text class="norm">
		As lead users develop and test their solutions in their own use
environments, they learn more about the real nature of their needs.
They then often freely reveal information about their innovations.
Other users then may adopt the innovations, comment on them, modify and
improve them, and freely reveal what they have done in turn. All of
this freely revealed activity by lead users offers manufacturers a
great deal of useful information about both needs embodied in solutions
and about markets. Given access to a user-developed prototype,
manufacturers no longer need to understand users' needs very accurately
and richly. Instead they have the much easier task of replicating the
function of user prototypes that users have already demonstrated are
responsive to their needs. For example, a manufacturer seeking to
commercialize a new type of surgical equipment and coming upon
prototype equipment developed by surgeons need not understand precisely
why the innovators want this product or even precisely how it is used;
the manufacturer need only understand that many surgeons appear willing
to pay for it and then reproduce the important features of the
user-developed prototypes in a commercial product.
	</text>
</object>
<object id="408">
	<ocn>408</ocn>
	<text class="norm">
		Observation of innovation by lead users and adoption by follow-on users
also can give manufacturers a better understanding of the size of the
potential market. Projections of product sales have been shown to be
much more accurate when they are based on actual customer behavior than
when they are based on potential buyers' pre-use expectations.
Monitoring of field use of user-built prototypes and of their adoption
by other users can give manufacturers rich data on precisely these
matters and so should improve manufacturer's commercial success. In
net, user innovation helps to reduce information asymmetries between
users and manufacturers and so increases the efficiency of the
innovation process.
	</text>
</object>
<object id="409">
	<ocn>409</ocn>
	<text class="norm">
		<b>User Innovation and Provisioning Biases</b>
	</text>
</object>
<object id="410">
	<ocn>410</ocn>
	<text class="norm">
		The economic literature on the impact of innovation on social welfare
generally seeks to understand effects that might induce society to
create too many product variations (overprovisioning) or too few
(underprovisioning) from the viewpoint of net social economic income
(Chamberlin 1950). Greater variety of products available for purchase
is assumed to be desirable, in that it enables consumers to get more
precisely what they want and/or to own a more diverse array of
products. However, increased product diversity comes at a cost: smaller
quantities of each product will be produced on average. This in turn
means that development-related and production-related economies of
scale are likely to be less. The basic tradeoff between variety and
cost is what creates the possibility of overprovisioning or
underprovisioning product variety. Innovations such as flexible
manufacturing may reduce fixed costs associated with increased
diversity and so shift the optimal degree of diversity upward.
Nonetheless, the conflict still persists.
	</text>
</object>
<object id="411">
	<ocn>411</ocn>
	<text class="norm">
		Henkel and I studied the welfare impact of adding users as a source of
innovation to existing analyses of product diversity, innovation, and
social welfare. Existing models uniformly contained the assumption that
new products and services were supplied to the economy by manufacturers
only. We found that the addition of innovation by users to these
analyses largely avoids the welfare-reducing biases that had been
identified. For example, consider "business stealing" (Spence 1976).
This term refers to the fact that commercial manufacturers benefit by
diverting business from their competitors. Since they do not take this
negative externality into account, their private gain from introducing
new products exceeds society's total gain, tilting the balance toward
overprovision of variety. In contrast, a freely revealed user
innovation may also reduce incumbents' business, but not to the
innovator's benefit. Hence, innovation incentives are not socially
excessive.
	</text>
</object>
<object id="412">
	<ocn>412</ocn>
	<text class="norm">
		Freely revealed innovations by users are also likely to reduce
deadweight loss caused by pricing of products above their marginal
costs. (Deadweight loss is a reduction in social welfare that occurs
when goods are sold at a price above their marginal cost of
production.) When users make information about their innovations
available for free, and if the marginal cost of revealing that
information is zero, an imitator only has to bear the cost of adoption.
This is statically efficient. The availability of free user innovations
can also induce sellers of competing commercial offerings to reduce
their prices, thus indirectly leading to another reduction in
dead-weight loss.
	</text>
</object>
<object id="413">
	<ocn>413</ocn>
	<text class="norm">
		Reducing prices toward marginal costs can also reduce incentives to
over-provision variety (Tirole 1988).
	</text>
</object>
<object id="414">
	<ocn>414</ocn>
	<text class="norm">
		Henkel and I also explored a few special situations where social
welfare might be <i>reduced</i> by the availability of freely revealed
user innovations. One of these was the effect of reduced pricing power
on manufacturers that create "platform" products. Often, a manufacturer
of such a product will want to sell the platform---a razor, an ink-jet
printer, a video-game player---at a low margin or a loss, and then
price necessary add-ons (razor blades, ink cartridges, video games) at
a much higher margin. If the possibility of freely revealed add-ons
developed by users makes development of a platform unprofitable for a
manufacturer, social welfare can thereby be reduced. However, it is
only the razor-vs.-blade pricing scheme that may become unprofitable.
Indeed, if the manufacturer makes positive margins on the platform,
then the availability of user-developed add-ons can have a positive
effect: it can increase the value of the platform to users, and so
allow manufacturers to charge higher margins on it and/or sell more
units. Jeppesen (2004) finds that this is in fact the outcome when
users introduce free game modifications (called mods) operating on
proprietary game software platform products (called engines) sold by
game manufacturers. Even though the game manufacturers also sell mods
commercially that compete with free user mods, many provide active
support for the development and diffusion of user mods built on their
proprietary game engines, because they find that the net result is
increased sales and profits.
	</text>
</object>
<object id="415">
	<ocn>415</ocn>
	<text class="norm">
		<b>Public Policy Choices</b>
	</text>
</object>
<object id="416">
	<ocn>416</ocn>
	<text class="norm">
		If innovation by users is welfare enhancing and is also significant in
amount and value, then it makes sense to consider the effects of public
policy on user innovation. An important first step would be to collect
better data. Currently, much innovation by users---which may in
aggregate turn out to be a very large fraction of total economic
investment in innovation--- goes uncounted or undercounted. Thus,
innovation effort that is volunteered by users, as is the case with
many contributions to open source software, is currently not recorded
by governmental statistical offices. This is also the case for user
innovation that is integrated with product and service production. For
example, much process innovation by manufacturers occurs on the factory
floor as they produce goods and simultaneously learn how to improve
their production processes. Similarly, many important innovations
developed by surgeons are woven into learning by doing as they deliver
services to patients.
	</text>
</object>
<object id="417">
	<ocn>417</ocn>
	<text class="norm">
		Next, it will be important to review innovation-related public policies
to identify and correct biases with respect to sources of innovation.
On a level playing field, users will become a steadily more important
source of innovation, and will increasingly substitute for or
complement manufacturers' innovation-related activities. Transitions
required of policy making to support this ongoing evolution are
important but far from painless. To illustrate, we next review issues
related to the protection intellectual property, related to policies
restricting product modifications, related to source-biased subsidies
for R&amp;D, and related to control over innovation diffusion channels.
	</text>
</object>
<object id="418">
	<ocn>418</ocn>
	<text class="norm">
		<b>Intellectual Property</b>
	</text>
</object>
<object id="419">
	<ocn>419</ocn>
	<text class="norm">
		Earlier, when we explored why users might freely reveal their
innovations, we concluded that it was often their best <i>practical</i>
choice in view of how intellectual property law actually functions (or,
often, does not function) to protect innovations today. For example,
recall from chapter 6 that most innovators do not judge patents to be
very effective, and that the availability of patent grant protection
does not appear to increase innovation investments in most fields.
Recall also that patent protection is costly to obtain, and thus of
little value to developers of minor innovations---with most innovations
being minor. We also saw that in practice it was often difficult for
innovators to protect their innovations via trade secrecy: it is hard
to keep a secret when many others know similar things, and when some of
these information holders will lose little or nothing from freely
revealing what they know.
	</text>
</object>
<object id="420">
	<ocn>420</ocn>
	<text class="norm">
		These findings show that the characteristics of present-day
intellectual property regimes as actually experienced by innovators are
far from the expectations of theorists and policy makers. The
fundamental reason that societies elect to grant intellectual property
rights to innovators is to increase private investment in innovation.
At the same time, economists have long known that there will be social
welfare losses associated with these grants: owners of intellectual
property will generally restrict the use of their legally protected
information in order to increase private profits. In other words,
intellectual property rights are thought to be good for innovation and
bad for competition. The consensus view has long been that the good
outweighs the bad, but Foray (2004) explains that this consensus is now
breaking down. Some---not all---are beginning to think that
intellectual property rights are bad for innovation too in many cases.
	</text>
</object>
<object id="421">
	<ocn>421</ocn>
	<text class="norm">
		The need to grant private intellectual property rights to achieve
socially desirable levels of innovation is being questioned in the
light of apparent counterexamples. Thus, as we saw earlier, open source
software communities do not allow contributing innovators to use their
intellectual property rights to control the use of their code. Instead,
contributors use their authors' copyright to assign their code to a
common pool to which all--- contributors and non-contributors
alike---are granted equal access. Despite this regime, innovation seems
to be flourishing. Why? As we saw in our earlier discussions of why
innovators might freely reveal their innovations, researchers now
understand that significant private rewards to innovation can exist
independent of intellectual property rights grants. As a general
principle, intellectual property rights grants should not be offered if
and when developers would seek protection but would innovate without
it.
	</text>
</object>
<object id="422">
	<ocn>422</ocn>
	<text class="norm">
		The debate rages. Gallini and Scotchmer (2002) assert that
"intellectual property is the foundation of the modern information
economy" and that "it fuels the software, lifesciences and computer
industries, and pervades most other products we consume." They also
conclude that the positive or negative effect of intellectual property
rights on innovation depends centrally on "the ease with which
innovators can enter into agreements for rearranging and exercising
those rights." This is precisely the rub from the point of view of
those who urge that present intellectual property regimes be
reconsidered: it is becoming increasingly clear that in practice
rearranging and exercising intellectual property rights is often
difficult rather than easy. It is also becoming clear that the
protections afforded by existing intellectual property law can be
strategically deployed to achieve private advantage at the expense of
general innovative progress (Foray 2004).
	</text>
</object>
<object id="423">
	<ocn>423</ocn>
	<text class="norm">
		Consider an effect first pointed out by Merges and Nelson (1990) and
further explored as the "tragedy of the anticommons" by Heller (1998)
and Heller and Eisenberg (1998). A resource such as innovation-related
information is prone to underuse---a tragedy of the anticommons---when
multiple owners each have a right to exclude others and no one has an
effective privilege of use. The nature of the patent grant can lead to
precisely this type of situation. Patent law is so arranged that an
owner of a patent is not granted the right to practice its
invention---it is only granted the right to exclude others from
practicing it. For example, suppose you invent and patent the chair. I
then follow by inventing and patenting the rocking chair---implemented
by building rockers onto a chair covered by your patent. In this
situation I cannot manufacture a rocking chair without getting a
license from you for the use of your chair patent, and you cannot build
rocking chairs either without a license to my rocker patent. If we
cannot agree on licensing terms, no one will have the right to build
rocking chairs.
	</text>
</object>
<object id="424">
	<ocn>424</ocn>
	<text class="norm">
		In theory and in a world of costless transactions, people could avoid
tragedies of the anticommons by licensing or trading their intellectual
property rights. In practice the situation can be very different.
Heller and Eisenberg point specifically to the field of biomedical
research, and argue that conditions for anticommons effects do exist
there. In that field, patents are routinely allowed on small but
important elements of larger research problems, and upstream research
is increasingly likely to be private. "Each upstream patent," Heller
and Eisenberg note, "allows its owner to set up another tollbooth on
the road to product development, adding to the cost and slowing the
pace of downstream biomedical innovation."
	</text>
</object>
<object id="425">
	<ocn>425</ocn>
	<text class="norm">
		A second type of strategic behavior based on patent rights involves
investing in large portfolios of patents to create "patent
thickets"---dense networks of patent claims across a wide field (Merges
and Nelson 1990; Hall and Ham Ziedonis 2001; Shapiro 2001; Bessen
2003). Patent thickets create plausible grounds for patent infringement
suits across a wide field. Owners of patent thickets can use the threat
of such suits to discourage others from investing research dollars in
areas of technical advance relevant to their products. Note that this
use of patents is precisely opposite to policy mak' intentions to
stimulate innovation by providing ways for innovators to assert
intellectual property rights. Indeed, Bessen and Hunt (2004) have found
in the field of software that, on average, as firm's investments in
patent protection go up, their investments in research and development
actually go down. If this relationship proves causal, there is a
reasonable explanation from the viewpoint of private profit:
corporations that can use a patent thicket to deter others' research in
a field might well decide that there is less need to do research of
their own.
	</text>
</object>
<object id="426">
	<ocn>426</ocn>
	<text class="norm">
		Similar innovation-retarding strategies can be applied by owners of
large collections of copyrighted work in the movie, publishing, and
software fields. Copyright owners can prevent others from building new
works on characters (e.g. Mickey Mouse) that are already familiar to
customers. The result is that owners of large portfolios of copyrighted
work can gain an advantage over those with no or small portfolios in
the creation of derivative works. Indeed, Benkler (2002) argues that
institutional changes strengthening intellectual property protection
tend to foster concentration of information production in general.
Lessig (2001) and Boldrin and Levine (2002) arrive at a similarly
negative valuation of overly strong and lengthy copyright protection.
	</text>
</object>
<object id="427">
	<ocn>427</ocn>
	<text class="norm">
		These types of innovation-discouraging effects can affect innovation by
users especially strongly. The distributed innovation system we have
documented consists of users each of whom might have only a few
innovations and a small amount of intellectual property. Such
innovators are clearly hurt differentially by a system that gives
advantage to the owners of large shares of the intellectual property in
a field.
	</text>
</object>
<object id="428">
	<ocn>428</ocn>
	<text class="norm">
		What can be done? A solution approach open to policy makers is to
change intellectual property law so as to level the playing field. But
owners of large amounts of intellectual property protected under the
present system are often politically powerful, so this type of solution
will be difficult to achieve.
	</text>
</object>
<object id="429">
	<ocn>429</ocn>
	<text class="norm">
		Fortunately, an alternative solution approach may be available to
innovators themselves. Suppose that many elect to contribute the
intellectual property they individually develop to a commons in a
particular field. If the commons then grows to contain reasonable
substitutes for much of the proprietary intellectual property relevant
to the field, the relative advantage accruing to large holders of this
information will diminish and perhaps even disappear. At the same time
and for the same reason, the barriers that privately held stocks of
intellectual property currently may raise to further intellectual
advance will also diminish. Lessig supports this possibility with his
creation and publication of standard "Creative Commons" licenses on the
website creativecommons.org. Authors interested in contributing their
work to the commons, perhaps with some restrictions, can easily find
and adopt an appropriate license at that site.
	</text>
</object>
<object id="430">
	<ocn>430</ocn>
	<text class="norm">
		Reaching agreement on conditions for the formation of an intellectual
commons can be difficult. Maurer (2005) makes this clear in his
cautionary tale of the struggle and eventual failure to create a
commons for data on human mutations. However, success is possible. For
example, an extensive intellectual commons of software code is
contained and maintained in the many open source software projects that
now exist.
	</text>
</object>
<object id="431">
	<ocn>431</ocn>
	<text class="norm">
		Interesting examples also exist regarding on the impact a commons can
have on the value of intellectual property innovators seek to hold
apart from it. Weber (2004) recounts the following anecdote: In 1988,
Linux developers were building new graphical interfaces for their open
source software. One of the most promising of these, KDE, was offered
under the General Public License. However, Matthias Ettrich, its
developer, had built KDE using a proprietary graphical library called
Qt. He felt at the time that this could be an acceptable solution
because Qt was of good quality and Troll Tech, owner of Qt, licensed Qt
at no charge under some circumstances. However, Troll Tech did require
a developer's fee be paid under other circumstances, and some Linux
developers were concerned about having code not licensed under the GPL
as part of their code. They tried to convince Troll Tech to change the
Qt license so that it would be under the GPL when used in free
software. But Troll Tech, as was fully within its rights, refused to do
this. Linux developers then, as was fully within their rights, began to
develop open source alternatives to Qt that could be licensed under the
GPL. As those projects moved toward success, Troll Tech recognized that
Qt might be surpassed and effectively shut out of the Linux market. In
2000 the company therefore decided to license Qt under the GPL.
	</text>
</object>
<object id="432">
	<ocn>432</ocn>
	<text class="norm">
		Similar actions can keep conditions for free access to materials held
within a commons from degrading and being lost over time. Chris Hanson,
a Principal Research Scientist at MIT, illustrates this with an
anecdote regarding an open source software component called ipfilter.
The author of ipfilter attempted to "lock" the program by changing
licensing terms of his program to disallow the distribution of modified
versions. His reasoning was that Ipfilter, a network-security filter,
must be as bug-free as possible, and that this could best be ensured by
his controlling access. His actions ignited a flame war in which the
author was generally argued to be selfish and overreaching. His
program, then an essential piece of BSD operating systems, was replaced
by newly written code in some systems within the year. The author,
Hanson notes, has since changed his licensing terms back to a standard
BSD-style (unrestricted) license.
	</text>
</object>
<object id="433">
	<ocn>433</ocn>
	<text class="norm">
		We will learn over time whether and how widely the practice of creating
and defending intellectual commons diffuses across fields. There
obviously can be cases where it will continue to make sense for
innovators, and for society as well, to protect innovations as private
intellectual property. However, it is likely that many user innovations
are kept private not so much out of rational motives as because of a
general, not-thought-through attitude that "we do not give away our
intellectual property," or because the administrative cost of revealing
is assumed to be higher than the benefits. Firms and society can
benefit by rethinking the benefits of free revealing and (re)developing
policies regarding what is best kept private and what is best freely
revealed.
	</text>
</object>
<object id="434">
	<ocn>434</ocn>
	<text class="norm">
		<b>Constraints on Product Modification</b>
	</text>
</object>
<object id="435">
	<ocn>435</ocn>
	<text class="norm">
		Users often develop prototypes of new products by buying existing
commercial products and modifying them. Current efforts by
manufacturers to build technologies into the products they sell that
restrict the way these products are used can undercut users'
traditional freedom to modify what they purchase. This in turn can
raise the costs of innovation development by users and so lessen the
amount of user innovation that is done. For example, makers of ink-jet
printers often follow a razor-and-blade strategy, selling printers at
low margins and the ink cartridges used in them at high margins. To
preserve this strategy, printer manufacturers want to prevent users
from refilling ink cartridges with low-cost ink and using them again.
Accordingly, they may add technical modifications to their cartridges
to prevent them from functioning if users have refilled them. This
manufacturer strategy can potentially cut off both refilling by the
economically minded and modifications by user-innovators that might
involve refilling (Varian 2002). Some users, for example, have refilled
cartridges with special inks not sold by printer manufacturers in order
to adapt ink-jet printing to the printing of very high-quality
photographs. Others have refilled cartridges with food colorings
instead of inks in order to develop techniques for printing images on
cakes. Each of these applications might have been retarded or prevented
by technical measures against cartridge refilling.
	</text>
</object>
<object id="436">
	<ocn>436</ocn>
	<text class="norm">
		The Digital Millennium Copyright Act, a legislative initiative intended
to prevent product copying, may negatively affect users' abilities to
change and improve the products they own. Specifically, the DMCA makes
it a crime to circumvent anti-piracy measures built into most
commercial software. It also outlaws the manufacture, sale, or
distribution of code-cracking devices used to illegally copy software.
Unfortunately, code cracking is also a needed step for modification of
commercial software products by user-innovators. Policy makers should
be aware of "collateral damage" that may be inflicted on user
innovation by legislation aimed at other targets, as is likely in this
case.
	</text>
</object>
<object id="437">
	<ocn>437</ocn>
	<text class="norm">
		<b>Control over Distribution Channels</b>
	</text>
</object>
<object id="438">
	<ocn>438</ocn>
	<text class="norm">
		Users that innovate and wish to freely diffuse innovation-related
information are able to do so cheaply in large part because of steady
advances in Internet distribution capabilities. Controls placed on such
infrastructural factors can threaten and maybe even totally disable
distributed innovation systems such as the user innovation systems
documented in this book. For example, information products developed by
users are commonly distributed over the Internet by peer-to-peer
sharing networks. A firm that owns both a channel and content (e.g., a
cable network) may have a strong incentive to shut out or discriminate
against content developed by users or others in favor of its own
content. The transition from the chaotic, fertile early days of radio
in the United States when many voices were heard, to an era in which
the spectrum was dominated by a few major networks---a transition
pushed by major firms and enforced by governmental policy making---
provides a sobering example of what could happen (Lessig 2001). It will
be important for policy makers to be aware of this kind of incentive
problem and address it---in this case perhaps by mandating that
ownership of content and ownership of channel be separated, as has long
been the case for other types of common carriers.
	</text>
</object>
<object id="439">
	<ocn>439</ocn>
	<text class="norm">
		<b>R&amp;D Subsidies and Tax Credits</b>
	</text>
</object>
<object id="440">
	<ocn>440</ocn>
	<text class="norm">
		In many countries, manufacturing firms are rewarded for their
innovative activity by R&amp;D subsidies and tax credits. Such measures
can make economic sense if average social returns to innovation are
significantly higher than average private returns, as has been found by
Mansfield et al. (1977) and others. However, important innovative
activities carried out by users are often not similarly rewarded,
because they tend to not be documentable as formal R&amp;D activities.
As we have seen, users tend to develop innovations in the course of
"doing" in their normal use environments. Bresnahan and Greenstein
(1996a) make a similar point. They investigate the role of
"co-invention" in the move by users from mainframe to client-server
architecture.<en>15</en> By "co-invention" Bresnahan and Greenstein
mean organizational changes and innovations developed and implemented
by users that are required to take full advantage of a new invention.
They point out the high importance that co-invention has for realizing
social returns from innovation. They consider the federal government's
support for creating "national information infrastructures"
insufficient or misallocated, since they view co-invention is the
bottleneck for social returns and likely the highest value locus for
invention.
	</text>
	<endnote notenumber="15">
		<number>15</number>
		<note>
			See also Bresnahan and Greenstein 1996b; Bresnahan and Saloner 1997;
Saloner and Steinmueller 1996.
		</note>
	</endnote>
</object>
<object id="441">
	<ocn>441</ocn>
	<text class="norm">
		Efforts to level the playing field for user innovation and manufacturer
innovation could, of course, also go in the direction of lessening
R&amp;D subsidies or tax credits for all rather than attempting to
increase user-innovators' access to subsidies. However, if directing
subsidies to user-innovators seems desirable, social welfare will be
best served if policy makers link them to free revealing by
user-innovators as well as or instead of tying them to users' private
investments in the development of products for exclusive in-house use.
Otherwise, duplication of effort by users interested in the same
innovation will reduce potential welfare gains.
	</text>
</object>
<object id="442">
	<ocn>442</ocn>
	<text class="norm">
		In sum, the welfare-enhancing effects found for freely revealed user
innovations suggest that policy makers should consider conditions
required for user innovation when creating policy and legislation.
Leveling the playing field for user-innovators and
manufacturer-innovators will doubtless force more rapid change onto
manufacturers. However, as will be seen in the next chapter,
manufacturers can adapt to a world in which user innovation is at
center stage.
	</text>
</object>
<object id="443">
	<ocn>443</ocn>
	<text class="h4">
		9 Democratizing Innovation
	</text>
</object>
<object id="444">
	<ocn>444</ocn>
	<text class="norm">
		We have learned that lead users sometimes develop and modify products
for themselves and often freely reveal what they have done. We have
also seen that many users can be interested in adopting the solutions
that lead users have developed. Taken together, these findings offer
the basis for user-centered innovation systems that can entirely
supplant manufacturer-based innovation systems under some conditions
and complement them under most. User-centered innovation is steadily
increasing in importance as computing and communication technologies
improve.
	</text>
</object>
<object id="445">
	<ocn>445</ocn>
	<text class="norm">
		I begin this chapter with a discussion of the ongoing democratization
of innovation. I then describe some of the patterns in user-centered
innovation that are emerging. Finally, I discuss how manufacturers can
find ways to profitably participate in emerging, user-centered
innovation processes.
	</text>
</object>
<object id="446">
	<ocn>446</ocn>
	<text class="norm">
		<b>The Trend toward Democratization</b>
	</text>
</object>
<object id="447">
	<ocn>447</ocn>
	<text class="norm">
		Users' abilities to develop high-quality new products and services for
themselves are improving radically and rapidly. Steady improvements in
computer software and hardware are making it possible to develop
increasingly capable and steadily cheaper tools for innovation that
require less and less skill and training to use. In addition, improving
tools for communication are making it easier for user innovators to
gain access to the rich libraries of modifiable innovations and
innovation components that have been placed into the public domain. The
net result is that rates of user innovation will increase even if
users' heterogeneity of need and willingness to pay for "exactly right"
products remain constant.
	</text>
</object>
<object id="448">
	<ocn>448</ocn>
	<text class="norm">
		The radical nature of the change that is occurring in design
capabilities available to even individual users is perhaps difficult
for those without personal innovation experience to appreciate. An
anecdote from my own experience may help as illustration. When I was a
child and designed new products that I wanted to build and use, the
ratio of not-too-pleasurable (for me) effort required to actually build
a prototype relative to the very pleasurable effort of inventing it and
use-testing it was huge. (That is, in terms of the design, build, test,
evaluate cycle illustrated in figure 5.1, the effort devoted to the
"build" element of the cycle was very large and the rate of iteration
and learning via trial and error was very low.)
	</text>
</object>
<object id="449">
	<ocn>449</ocn>
	<text class="norm">
		In my case it was especially frustrating to try to build anything
sophisticated from mechanical parts. I did not have a machine shop in
which I could make good parts from scratch, and it often was difficult
to find or buy the components I needed. As a consequence, I had to try
to assemble an approximation of my ideas out of vacuum cleaner parts
and other bits of metal and plastic and rubber that I could buy or that
were lying around. Sometimes I failed at this and had to drop an
exciting project. For example, I found no way to make the combustion
chamber I needed to build a large pulse-jet engine for my bicycle (in
retrospect, perhaps a lucky thing!). Even when I succeeded, the result
was typically "unaesthetic": the gap between the elegant design in my
mind and the crude prototype that I could realize was discouragingly
large.
	</text>
</object>
<object id="450">
	<ocn>450</ocn>
	<text class="norm">
		Today, in sharp contrast, user firms and increasingly even individual
hobbyists have access to sophisticated design tools for fields ranging
from software to electronics to musical composition. All these
information-based tools can be run on a personal computer and are
rapidly coming down in price. With relatively little training and
practice, they enable users to design new products and services---and
music and art---at a satisfyingly sophisticated level. Then, if what
has been created is an information product, such as software or music,
the design is the actual product---software you can use or music you
can play.
	</text>
</object>
<object id="451">
	<ocn>451</ocn>
	<text class="norm">
		If one is designing a physical product, it is possible to create a
design and even conduct some performance testing by computer
simulation. After that, constructing a real physical prototype is still
not easy. However, today users do have ready access to kits that offer
basic electronic and mechanical building blocks at an affordable price,
and physical product prototyping is becoming steadily easier as
computer-driven 3-D parts printers continue to go up in sophistication
while dropping in price. Very excitingly, even today home-built
prototypes need not be poorly fashioned items that will fall apart with
a touch in the wrong place---the solution components now available to
users are often as good as those available to professional designers.
	</text>
</object>
<object id="452">
	<ocn>452</ocn>
	<text class="norm">
		Functional equivalents of the resources for innovation just described
have long been available within corporations to a lucky few. Senior
designers at firms have long been supported by engineers and designers
under their direct control, and also with other resources needed to
quickly construct and test prototype designs. When I took a job as
R&amp;D manager at a start-up firm after college, I was astounded at
the difference professional-quality resources made to both the speed
and the joy of innovation. Product development under these conditions
meant that the proportion of one's effort that could be focused on the
design and test portions of the innovation cycle rather than on
prototype building was much higher, and the rate of progress was much
faster.
	</text>
</object>
<object id="453">
	<ocn>453</ocn>
	<text class="norm">
		The same story can be told in fields from machine design to clothing
design: just think of the staffs of seamstresses and models supplied by
clothing manufacturers to their "top designers" so that these few can
quickly realize and test many variations on their designs. In contrast,
think of the time and effort that equally talented designers without
such staff assistance must engage in to stitch together even a single
high-quality garment prototype on their own.
	</text>
</object>
<object id="454">
	<ocn>454</ocn>
	<text class="norm">
		But, as we learned in chapter 7, the capability and the information
needed to innovate in important ways are in fact widely distributed.
Given this finding, we can see that the traditional pattern of
concentrating innovation-support resources on just a few pre-selected
potential innovators is hugely inefficient. High-cost resources for
innovation support cannot be allocated to "the right people," because
one does not know who they are until they develop an important
innovation. When the cost of high-quality resources for design and
prototyping becomes very low---which is the trend we have
described---these resources can be diffused widely, and the allocation
problem then diminishes in significance. The net result is and will be
to democratize the opportunity to create.
	</text>
</object>
<object id="455">
	<ocn>455</ocn>
	<text class="norm">
		Democratization of the opportunity to create is important beyond giving
more users the ability to make exactly right products for themselves.
As we saw in a previous chapter, the joy and the learning associated
with creativity and membership in creative communities are also
important, and these experiences too are made more widely available as
innovation is democratized. The aforementioned Chris Hanson, a
Principal Research Scientist at MIT and a maintainer in the Debian
Linux community, speaks eloquently of this in his description of the
joy and value he finds from his participation in an open source
software community:
	</text>
</object>
<object id="456">
	<ocn>456</ocn>
	<text class="indent1">
		Creation is unbelievably addictive. And programming, at least for
skilled programmers, is highly creative. So good programmers are
compelled to program to feed the addiction. (Just ask my wife!)
Creative programming takes time, and careful attention to the details.
Programming is all about expressing intent, and in any large program
there are many areas in which the programmer's intent is unclear.
Clarification requires insight, and acquiring insight is the primary
creative act in programming. But insight takes time and often requires
extensive conversation with one's peers.
	</text>
</object>
<object id="457">
	<ocn>457</ocn>
	<text class="indent1">
		Free-software programmers are relatively unconstrained by time.
Community standards encourage deep understanding, because programmers
know that understanding is essential to proper function. They are also
programming for themselves, and naturally they want the resulting
programs to be as good as they can be. For many, a free software
project is the only context in which they can write a program that
expresses their own vision, rather than implementing someone else's
design, or hacking together something that the marketing department
insists on. No wonder programmers are willing to do this in their spare
time. This is a place where creativity thrives.
	</text>
</object>
<object id="458">
	<ocn>458</ocn>
	<text class="indent1">
		Creativity also plays a role in the programming community: programming,
like architecture, has both an expressive and a functional component.
Unlike architecture, though, the expressive component of a program is
inaccessible to non-programmers. A close analogy is to appreciate the
artistic expression of a novel when you don't know the language in
which it is written, or even if you know the language but are not
fluent. This means that creative programmers want to associate with one
another: only their peers are able to truly appreciate their art. Part
of this is that programmers want to earn respect by showing others
their talents. But it's also important that people want to share the
beauty of what they have found. This sharing is another act that helps
build community and friendship.
	</text>
</object>
<object id="459">
	<ocn>459</ocn>
	<text class="norm">
		<b>Adapting to User-Centered Innovation---Like It or Not</b>
	</text>
</object>
<object id="460">
	<ocn>460</ocn>
	<text class="norm">
		User-centered innovation systems involving free revealing can sometimes
supplant product development carried out by manufacturers. This outcome
seems reasonable when manufacturers can obtain field-tested user
designs at no cost. As an illustration, consider kitesurfing
(previously discussed in chapter 7). The recent evolution of this field
nicely shows how manufacturer-based product design may not be able to
survive when challenged by a user innovation community that freely
reveals leading-edge designs developed by users. In such a case,
manufacturers may be obliged to retreat to manufacturing only,
specializing in modifying user-developed designs for producibility and
manufacturing these in volume.
	</text>
</object>
<object id="461">
	<ocn>461</ocn>
	<text class="norm">
		Recall that equipment for kitesurfing was initially developed and built
by user-enthusiasts who were inventing both kitesurfing techniques and
kitesurfing equipment interdependently. Around 1999, the first of
several small manufacturers began to design and sell kitesurfing
equipment commercially. The market for kitesurfing equipment then began
to grow very rapidly. In 2001 about 5,000 kite-and-board sets were sold
worldwide. In 2002 the number was about 30,000, and in 2003 it was
about 70,000. With a basic kite-and-board set selling for about $1,500,
total sales in 2003 exceeded $100 million. (Many additional kites,
home-made by users, are not included in this calculation.) As of 2003,
about 40 percent of the commercial market was held by a US firm called
Robbie Naish (Naishkites.com).
	</text>
</object>
<object id="462">
	<ocn>462</ocn>
	<text class="norm">
		Recall also that in 2001 Saul Griffith, an MIT graduate student,
established an Internet site called Zeroprestige.com as a home for a
community of kitesurfing users and user-innovators. In 2003, the
general consensus of both site participants and manufacturers was that
the kite designs developed by users and freely revealed on
Zeroprestige.com were at least as advanced as those developed by the
leading manufacturers. There was also a consensus that the level of
engineering design tools and aggregate rate of experimentation by kite
users participating on the Zeroprestige.com site was superior to that
within any kite manufacturer. Indeed, this collective user effort was
probably superior in quality and quantity to the product-development
work carried out by all manufacturers in the industry taken together.
	</text>
</object>
<object id="463">
	<ocn>463</ocn>
	<text class="norm">
		In late 2003, a perhaps predictable event occurred: a kite manufacturer
began downloading users' designs from Zeroprestige.com and producing
them for commercial sale. This firm had no internal kitesurfing
product-development effort and offered no royalties to
user-innovators---who sought none. It also sold its products at prices
much lower than those charged by companies that both developed and
manufactured kites.
	</text>
</object>
<object id="464">
	<ocn>464</ocn>
	<text class="norm">
		It is not clear that manufacturers of kitesurfing equipment adhering to
the traditional developer-manufacturer model can---or should---survive
this new and powerful combination of freely revealed collaborative
design and prototyping effort by a user innovation community combined
with volume production by a specialist manufacturer. In effect, free
revealing of product designs by users offsets manufacturers' economies
of scale in design with user communities' economies of scope. These
economies arise from the heterogeneity in information and resources
found in a user community.
	</text>
</object>
<object id="465">
	<ocn>465</ocn>
	<text class="norm">
		<b>Manufacturers' Roles in User-Centered Innovation</b>
	</text>
</object>
<object id="466">
	<ocn>466</ocn>
	<text class="norm">
		Users are not required to incorporate manufacturers in their
product-development and product-diffusion activities. Indeed, as open
source software projects clearly show, horizontal innovation
communities consisting entirely of users can develop, diffuse,
maintain, and consume software and other <i>information</i> products by
and for themselves---no manufacturer is required. Freedom from
manufacturer involvement is possible because information products can
be "produced" and distributed by users essentially for free on the web
(Kollock 1999). In contrast, production and diffusion of physical
products involves activities with significant economies of scale. For
this reason, while product development and early diffusion of copies of
physical products developed by users can be carried out by users
themselves and within user innovation communities, mass production and
general diffusion of physical products incorporating user innovations
are usually carried out by manufacturing firms.
	</text>
</object>
<object id="467">
	<ocn>467</ocn>
	<text class="norm">
		For information products, general distribution is carried out within
and beyond the user community by the community itself; no manufacturer
is required:
	</text>
</object>
<object id="468">
	<ocn>468</ocn>
	<text class="norm">
		Innovating lead users ➔ All users.
	</text>
</object>
<object id="469">
	<ocn>469</ocn>
	<text class="norm">
		For physical products, general distribution typically requires
manufacturers:
	</text>
</object>
<object id="470">
	<ocn>470</ocn>
	<text class="norm">
		Innovating lead users ➔ Manufacturer ➔ All users.
	</text>
</object>
<object id="471">
	<ocn>471</ocn>
	<text class="norm">
		In light of this situation, how can, should, or will manufacturers of
products, services, and processes play profitable roles in
user-centered innovation systems? Behlendorf (1999), Hecker (1999) and
Raymond (1999) explore what might be possible in the specific context
of open source software. More generally, many are experimenting with
three possibilities: (1) Manufacturers may produce user-developed
innovations for general commercial sale and/or offer a custom
manufacturing service to specific users. (2) Manufacturers may sell
kits of product-design tools and/or "product platforms" to ease users'
innovation-related tasks. (3) Manufacturers may sell products or
services that are complementary to user-developed innovations.
	</text>
</object>
<object id="472">
	<ocn>472</ocn>
	<text class="norm">
		<b>Producing User-Developed Products</b>
	</text>
</object>
<object id="473">
	<ocn>473</ocn>
	<text class="norm">
		Firms can make a profitable business from identifying and mass
producing user-developed innovations or developing and building new
products based on ideas drawn from such innovations. They can gain
advantages over competitors by learning to do this better than other
manufacturers. They may, for example, learn to identify commercially
promising user innovations more effectively that other firms. Firms
using lead user search techniques such as those we will describe in
chapter 10 are beginning to do this systematically rather than
accidentally---surely an improvement. Effectively transferring
user-developed innovations to mass manufacture is seldom as simple as
producing a product based on a design by a single lead user. Often, a
manufacturer combines features developed by several independent lead
users to create an attractive commercial offering. This is a skill that
a company can learn better than others in order to gain a competitive
advantage.
	</text>
</object>
<object id="474">
	<ocn>474</ocn>
	<text class="norm">
		The decision as to whether or when to take the plunge and commercialize
a lead user innovation(s) is also not typically straightforward, and
companies can improve their skills at inviting in the relevant
information and making such assessments. As was discussed previously,
manufacturers often do not understand emerging user needs and markets
nearly as well as lead users do. Lead users therefore may engage in
entrepreneurial activities, such as "selling" the potential of an idea
to potential manufacturers and even lining up financing for a
manufacturer when they think it very important to rapidly get
widespread diffusion of a user-developed product. Lettl, Herstatt, and
Gem&#253;nden (2004), who studied the commercialization of major
advances in surgical equipment, found innovating users commonly
engaging in these activities. It is also possible, of course, for
innovating lead users to become manufacturers and produce the products
they developed for general commercial sale. This has been shown to
occur fairly frequently in the field of sporting goods (Shah 2000; Shah
and Tripsas 2004; Hienerth 2004).
	</text>
</object>
<object id="475">
	<ocn>475</ocn>
	<text class="norm">
		Manufacturers can also elect to provide custom production or "foundry"
services to users, differentiating themselves by producing users'
designs faster, better, and/or cheaper than competitors. This type of
business model is already advanced in many fields. Custom machine shops
specialize in manufacturing mechanical parts to order; electronic
assembly shops produce custom electronic products, chemical
manufacturers offer "toll" manufacturing of custom products designed by
others, and so on. Suppliers of custom integrated circuits offer an
especially good example of custom manufacture of products designed by
users. More than $15 billion worth of custom integrated circuits were
produced in 2002, and the cumulative average growth rate of that market
segment was 29 percent. Users benefit from designing their own circuits
by getting exactly what they want more quickly than manufacturer-based
engineers could supply what they need, and manufacturers benefit from
producing the custom designs for users (Thomke and von Hippel 2002).
	</text>
</object>
<object id="476">
	<ocn>476</ocn>
	<text class="norm">
		<b>Supplying Toolkits and/or Platform Products to Users</b>
	</text>
</object>
<object id="477">
	<ocn>477</ocn>
	<text class="norm">
		Users interested in designing their own products want to do it
efficiently. Manufacturers can therefore attract them to kits of design
tools that ease their product-development tasks and to products that
can serve as "platforms" upon which to develop and operate
user-developed modifications. Some are supplying users with proprietary
sets of design tools only. Cadence, a supplier of design tools for
corporate and even individual users interested in designing their own
custom semiconductor chips, is an example of this. Other manufacturers,
including Harley-Davidson in the case of motorcycles and Microsoft in
the case of its Excel spreadsheet software, sell platform products
intentionally designed for post-sale modification by users.
	</text>
</object>
<object id="478">
	<ocn>478</ocn>
	<text class="norm">
		Some firms that sell platform products or design tools to users have
learned to systematically incorporate valuable innovations that users
may develop back into their commercial products. In effect, this second
strategy can often be pursued jointly with the manufacturing strategy
described above. Consider, for example, StataCorp of College Station,
Texas. StataCorp produces and sells Stata, a proprietary software
program designed for statistics. It sells the basic system bundled with
a number of families of statistical tests and with design tools that
enable users to develop new tests for operation on the Stata platform.
Advanced customers, many of them statisticians and social science
researchers, find this capability very important to their work and do
develop their own tests. Many then freely reveal tests they have
developed on Internet websites set up by the users themselves. Other
users then visit these sites to download and use, and perhaps to test,
comment on, and improve these tests, much as users do in open source
software communities.
	</text>
</object>
<object id="479">
	<ocn>479</ocn>
	<text class="norm">
		StataCorp personnel monitor the activity at user sites, and note the
new tests that are of interest to many users. They then bring the most
popular tests into their product portfolio as Stata modules. To do
this, they rewrite the user's software code while adhering to the
principles pioneered by the user-innovator. They then subject the
module to extensive validation testing---a very important matter for
statisticians. The net result is a symbiotic relationship.
User-innovators are publicly credited by Stata for their ideas, and
benefit by having their modules professionally tested. StataCorp gains
a new commercial test module, rewritten and sold under its own
copyright. Add-ons developed by users that are freely revealed will
increase StataCorp's profits more than will equivalent add-ons
developed and sold by manufacturers (Jokisch 2001). Similar strategies
are pursued by manufacturers of simulator software (Henkel and Thies
2003).
	</text>
</object>
<object id="480">
	<ocn>480</ocn>
	<text class="norm">
		Note, however, that StataCorp, in order to protect its proprietary
position, does not reveal the core of its software program to users,
and does not allow any user to modify it. This creates problems for
those users who need to make modifications to the core in order to
solve particular problems they encounter. Users with problems of this
nature and users especially concerned about price have the option of
turning to non-proprietary free statistical software packages available
on the web, such as the "R" project (www.r-project.org). These
alternatives are developed and supported by user communities and are
available as open source software. The eventual effect of open source
software alternatives on the viability of the business models of
commercial vendors such as StataCorp and its competitors remains to be
seen.
	</text>
</object>
<object id="481">
	<ocn>481</ocn>
	<text class="norm">
		A very similar pattern exists in the online gaming industry. Vendors of
early online computer games were surprised to discover that
sophisticated users were deciphering their closed source code in order
to modify the games to be more to their liking. Some of these "mods"
attracted large followings, and some game vendors were both impressed
and supportive. Manufacturers also discovered that the net effect of
user-developed mods was positive for them: mods actually increased the
sales of their basic software, because users had to buy the vendors'
proprietary software engine code in order to play the mods.
Accordingly, a number of vendors began to actively support
user-developers by supplying them with design tools to make it easier
for them to build mods on their proprietary engine platforms (Jeppesen
and Molin 2003).
	</text>
</object>
<object id="482">
	<ocn>482</ocn>
	<text class="norm">
		Both manufacturers and users involved with online gaming are
experimenting with the possibilities of user-manufacturer symbiosis in
a number of additional ways. For example, some vendors are
experimenting with creating company-supported distribution channels
through which users---who then become vendors---can sell their mods
rather than simply offering them as free downloads (Jeppesen 2004). At
the same time, some user communities are working in the opposite
direction by joining together to develop open source software engines
for video games. If the latter effort is successful, it will offer mod
developers a platform and design tools that are entirely
non-proprietary for the first time. As in the case of statistical
software, the eventual outcomes of all these experiments are not yet
clear.
	</text>
</object>
<object id="483">
	<ocn>483</ocn>
	<text class="norm">
		As a final example of a strategy in which manufacturers offer a
platform to support user innovation of value to them, consider General
Electric's innovation pattern with respect to the magnetic-resonance
imaging machines it sells for medical use. Michael Harsh (GE's Director
of R&amp;D in the division that produces MRI machines) and his
colleagues realized that nearly all the major, commercially important
improvements to these machines are developed by leading-edge users
rather than by GE or by competing machine producers. They also knew
that commercialization of user-developed improvements would be easier
and faster for GE if the users had developed their innovations using a
GE MRI machine as a platform rather than a competitor's machine. Since
MRI machines are expensive, GE developed a policy of selectively
supplying machines at a very low price to scientists GE managers judged
most likely to develop important improvements. These machines are
supplied with restrictive interlocks removed so that the users can
easily modify them. In exchange for this research support, the medical
researchers give GE preferred access to innovations they develop. Over
the years, supported researchers have provided a steady flow of
significant improvements that have been first commercialized by GE.
Managers consider the policy a major source of GE's commercial success
in the MRI field.
	</text>
</object>
<object id="484">
	<ocn>484</ocn>
	<text class="norm">
		<b>Providing Complementary Products or Services</b>
	</text>
</object>
<object id="485">
	<ocn>485</ocn>
	<text class="norm">
		Many user innovations require or benefit from complementary products or
services, and manufacturers can often supply these at a profit. For
example, IBM profits from user innovation in open source software by
selling the complement of computer hardware. Specifically, it sells
computer servers with open source software pre-installed, and as the
popularity of that software goes up, so do server sales and profits. A
firm named Red Hat distributes a version of the open source software
computer operating system Linux, and also sells the complementary
service of Linux technical support to users. Opportunities to provide
profitable complements are not necessarily obvious at first glance, and
providers often reap benefits without being aware of the user
innovation for which they are providing a complement. Hospital
emergency rooms, for example, certainly gain considerable business from
providing medical care to the users and user-developers of physically
demanding sports, but may not be aware of this.
	</text>
</object>
<object id="486">
	<ocn>486</ocn>
	<text class="norm">
		<b>Discussion</b>
	</text>
</object>
<object id="487">
	<ocn>487</ocn>
	<text class="norm">
		All the examples above explore how manufacturers can integrate
themselves into a user-centered innovation system. However,
manufacturers will not always find user innovations based on or related
to their products to be in their interest. For example, manufacturers
may be concerned about legal liabilities and costs sometimes associated
with "unauthorized user tinkering." For example, an automaker might
legitimately worry about the user-programmed engine controller chips
that racing aficionados and others often install to change their cars'
performance. The result can be findings of eventual commercial value as
users explore new performance regimes that manufacturers' engineers
might not have considered. However, if users choose to override
manufacturers' programming to increase engine performance, there is
also a clear risk of increased warrantee costs for manufacturers if
engines fail as a consequence (Mollick 2004).
	</text>
</object>
<object id="488">
	<ocn>488</ocn>
	<text class="norm">
		We have seen that manufacturers can often find ways to profit from user
innovation. It is also the case, however, that user innovators and user
innovation communities can provide many of these same functions for
themselves. For example, StataCorp is successfully selling a
proprietary statistical software package. User-developed alternatives
exist on the web that are developed and maintained by user-innovators
and can be downloaded at no charge. Which ownership model will prove
more robust under what circumstances remains to be seen. Ultimately,
since users are the customers, they get to choose.
	</text>
</object>
<object id="489">
	<ocn>489</ocn>
	<text class="h4">
		10 Application: Searching for Lead User Innovations
	</text>
</object>
<object id="490">
	<ocn>490</ocn>
	<text class="norm">
		Users and manufacturers can apply the insights developed in this book
to improve their innovation processes. In this chapter, I illustrate by
showing how firms can profit by <i>systematically</i> searching for
innovations developed by lead users. I first explain how this can be
done. I then present findings of a study conducted at 3M to assess the
effectiveness of lead user idea-generation techniques. Finally, I
briefly review other studies reporting systematic searches for lead
users by manufacturers, and the results obtained.
	</text>
</object>
<object id="491">
	<ocn>491</ocn>
	<text class="norm">
		<b>Searching for Lead Users</b>
	</text>
</object>
<object id="492">
	<ocn>492</ocn>
	<text class="norm">
		Product-development processes traditionally used by manufacturers start
with market researchers who study customers in their target markets to
learn about unsatisfied needs. Next, the need information they uncover
is transferred to in-house product developers who are charged with
developing a responsive product. In other words, the approach is to
find a user need and to fill it by means of in-house product
development.
	</text>
</object>
<object id="493">
	<ocn>493</ocn>
	<text class="norm">
		These traditional processes cannot easily be adapted to systematic
searching for lead user innovations. The focus on target-market
customers means that lead users are regarded as outliers of no
interest. Also, traditional market-research analyses focus on
collecting and analyzing need information and not on possible solutions
that users may have developed. For example, if a user says "I have
developed this new product to make task X more convenient,"
market-research analyses typically will note that more convenience is
wanted but not record the user-developed solution. After all, product
development is the province of in-house engineers!
	</text>
</object>
<object id="494">
	<ocn>494</ocn>
	<text class="norm">
		We are therefore left with a question: How can manufacturers build a
product-development process that systematically searches for and
evaluates lead user-generated innovations? (See figure 10.1.) It turns
out that the answer differs depending on whether the lead users sought
are at the leading edge of "advanced analog" fields or at the leading
edge of target markets. Searching for the former is more difficult, but
experience shows that the user-developed innovations that are most
radical (and profitable) relative to conventional thinking often come
from lead users in "advanced analog" fields.
	</text>
</object>
<object id="495">
	<ocn>495</ocn>
	<text class="norm">
		<image xmlns:xlink="http://www.w3.org/1999/xlink" xlink:type="simple"
xlink:actuate="onLoad" xlink:show="embed"
xlink:href="../_sisu/image/di_evh_f10-1.png" width="640" height="323"
/>[di_evh_f10-1.png]
	</text>
</object>
<object id="496">
	<ocn>496</ocn>
	<text class="norm">
		<b>Figure 10.1</b> Innovations by lead users precede equivalent
commercial products.
	</text>
</object>
<object id="497">
	<ocn>497</ocn>
	<text class="norm">
		<b>Identifying Lead Users in Advanced Analog Fields</b>
	</text>
</object>
<object id="498">
	<ocn>498</ocn>
	<text class="norm">
		Lead users in advanced analog fields experience needs that are related
to but more extreme than those being faced by <i>any</i> users,
including lead users, within the target market. They also often face a
different set of constraints than those affecting users in the target
market. These differences can force them to develop solutions that are
entirely new from the perspective of the target market.
	</text>
</object>
<object id="499">
	<ocn>499</ocn>
	<text class="norm">
		As an example, consider the relationship between the braking
requirements faced by users of automobiles (let's call auto users the
target market) and the braking requirements faced by large commercial
airplanes as they land on an airport runway (the advanced analog
market). Clearly, the braking demands on large airplanes are much more
extreme. Airplanes are much heavier than autos and land at higher
speeds: their brakes must rapidly dissipate hundreds of times more
energy to bring the vehicle to a stop. Also, the situational
constraints are different. For example, auto drivers are often assisted
in braking in winter by the application of salt or sand to icy roads.
These aids cannot be applied in the case of aircraft: salt would damage
aircraft bodies, and sand would be inhaled into jet engines and damage
them.
	</text>
</object>
<object id="500">
	<ocn>500</ocn>
	<text class="norm">
		The result of the more extreme demands and additional constraints
placed on solutions to aircraft braking was the development of antilock
braking systems (ABS) for aircraft. Auto firms conducting searches for
valuable lead user innovations regarding auto braking were able to
learn about this out-of-field innovation and adapt if for use in
autos---where it is common today. Before the development of ABS for
autos, an automobile firm could have learned about the underlying
concept by studying the practices of users with a strong need for
controlling skidding while braking such as stock car auto racing teams.
These lead users had learned to manually "pump" their brakes to help
control this problem. However, auto company engineers were able to
learn much more by studying the automated solutions developed in the
"advanced analog" field of aerospace.<en>16</en>
	</text>
	<endnote notenumber="16">
		<number>16</number>
		<note>
			ABS braking is intended to keep a vehicle's wheels turning during
braking. ABS works by automatically and rapidly "pumping" the brakes.
The result is that the wheels continue to revolve rather than "locking
up," and the operator continues to have control over steering.
		</note>
	</endnote>
</object>
<object id="501">
	<ocn>501</ocn>
	<text class="norm">
		Finding lead users in advanced analog markets can be difficult because
discovering the relevance of a particular analog can itself be a
creative act. One approach that has proven effective is to ask the more
easily identified lead users in target markets for nominations. These
lead users tend to know about useful advanced analogs, because they
have been struggling with their leading-edge problems for a long time,
and often have searched beyond the target market for information.
	</text>
</object>
<object id="502">
	<ocn>502</ocn>
	<text class="norm">
		Networking from innovators to more advanced innovators in this way is
called pyramiding (von Hippel, Thomke, and Sonnack 1999). Pyramiding is
a modified version of the "snowballing" technique sometimes used by
sociologists to identify members of a group or accumulate samples of
rare respondents (Bijker 1995). Snowballing relies on the fact that
people with rare interests or attributes tend to know others like
themselves. Pyramiding modifies this idea by assuming that people with
a strong interest in a topic or field can direct an enquiring
researcher to people <i>more</i> expert than themselves. Experiments
have shown that pyramiding can identify high-quality informants much
more efficiently than can mass-screening techniques under many
conditions (von Hippel, Franke, and Pr&#253;gl 2005). Pyramiding was
made into a practical industrial process by Mary Sonnack, a Division
Scientist at 3M, and Joan Churchill, a psychologist specializing in the
development of industrial training programs.
	</text>
</object>
<object id="503">
	<ocn>503</ocn>
	<text class="norm">
		<b>Identifying Lead Users in Target Markets</b>
	</text>
</object>
<object id="504">
	<ocn>504</ocn>
	<text class="norm">
		In general it is easier to identify users at the leading edge of target
markets than it is to identify users in advanced analog fields.
Screening for users with lead user characteristics can be used. When
the desired type of lead user is so rare as to make screening
impractical---often the case---pyramiding can be applied. In addition,
manufacturers can take advantage of the fact that users at the leading
edge of a target market often congregate at specialized sites or events
that manufacturers can readily identify. At such sites, users may
freely reveal what they have done and may learn from others about how
to improve their own practices still further. Manufacturers interested
in learning from these lead users can easily visit the sites and listen
in. For example, sports equipment companies can go to sporting meets
where lead users are known to compete, observe user innovations in
action, and compare notes.
	</text>
</object>
<object id="505">
	<ocn>505</ocn>
	<text class="norm">
		Essentially the same thing can be done at virtual sites. For example,
recall the practices of StataCorp, a supplier of statistical software.
Stata sells a set of standard statistical tests and also a language and
tools that statisticians can use to design new tests to serve their own
evolving needs. Some Stata users (statisticians) took the initiative to
set up a few specialized websites, unaffiliated with StataCorp, where
they post their innovations for others to download, use, comment on,
and improve. StataCorp personnel visit these sites, learn about the
user innovations, and observe which tests seem to be of interest to
many users. They then develop proprietary versions of the more
generally useful tests as commercial products.
	</text>
</object>
<object id="506">
	<ocn>506</ocn>
	<text class="norm">
		When specialized rendezvous sites for lead users don't exist in a
particular field, manufacturers may be able to create them. Technicon
Corporation, for example, set up a series of seminars at which
innovating users of their medical equipment got together and exchanged
information on their innovations. Technicon engineers were free to
listen in, and the innovations developed by these users were the
sources of most of Technicon's important new product improvements (von
Hippel and Finkelstein 1979).
	</text>
</object>
<object id="507">
	<ocn>507</ocn>
	<text class="norm">
		<b>The 3M Experiment</b>
	</text>
</object>
<object id="508">
	<ocn>508</ocn>
	<text class="norm">
		To test whether lead users in advanced analog fields can in fact
generate information that leads to commercially valuable new products,
Lilien, Morrison, Searls, Sonnack, and von Hippel (2002) studied a
natural experiment at 3M. That firm was carrying out both lead user
projects and traditional market research-based idea-generation projects
in the same divisions at the same time, and in sufficient numbers to
make statistical comparisons of outcomes possible.
	</text>
</object>
<object id="509">
	<ocn>509</ocn>
	<text class="norm">
		<b>Methods</b>
	</text>
</object>
<object id="510">
	<ocn>510</ocn>
	<text class="norm">
		3M first began using the lead user method in one division in 1996. By
May 2000, when data collection began, five divisions of 3M had
completed seven lead user (LU) idea-generation projects and had funded
further development of the product concepts generated by five of these.
These same five divisions also had 42 contemporaneously funded projects
that used "find a need and fill it" idea-generation methodologies that
were traditional practice at 3M. We used these two samples of funded
ideas to compare the performance of lead user idea-generation projects
with traditional idea-generation projects. Although 3M cooperated in
the study and permitted access to company records and to members of the
product-development teams, the firm did not offer a controlled
experimental setting. Rather, we as researchers were required to
account for any naturally occurring differences after the fact.
	</text>
</object>
<object id="511">
	<ocn>511</ocn>
	<text class="norm">
		Our study methodology required a pre-post/test-control situation, with
at least quasi-random assignments to treatment cells (Cook and Campbell
1979). In other words, our goal was to compare samples of development
projects in 3M divisions that differed with respect to their use of
lead user idea-generation methods, but that were as similar as possible
in other respects. Identifying, understanding, and controlling for the
many potential sources of difference that could affect the natural
experiment involved careful field explorations. Thus, possible
differences between project staffing and performance incentives applied
to LU and non-LU idea-generation projects were assessed. We looked for
(and did not find) differences in the capabilities or motivation of LU
and non-LU project team members with respect to achieving a major new
product advance. 3M managers also said that there was no difference in
these matters, and a content analysis of formal annual performance
goals set for the individual LU and non-LU team members in a division
that allowed access to these data supported their views.
	</text>
</object>
<object id="512">
	<ocn>512</ocn>
	<text class="norm">
		We also found no major differences in the innovation opportunities
teams faced. They also looked for Hawthorne or placebo effects that
might affect the project teams differentially, and found none. (The
Hawthorne effect can be described as "I do better because extra
attention is being paid to me or to my performance." The placebo effect
can be described as "I expect this process will work and will strive to
get the results I have been told are likely.") We concluded that the 3M
samples of funded LU and non-LU idea-generation projects, though not
satisfying the random assignment criterion for experimental design,
appeared to satisfy rough equivalence criteria in test and control
conditions associated with natural or quasi-experimentation. Data were
collected by interviews and by survey instruments.
	</text>
</object>
<object id="513">
	<ocn>513</ocn>
	<text class="norm">
		With respect to the intended difference under study---the use of lead
user methods within projects---all lead user teams employed an
identical lead user process taught to them with identical coaching
materials and with coaching provided by members of the same small set
of internal 3M coaches. Each lead user team consisted of three or four
members of the marketing and technical departments of the 3M division
conducting the project. Teams began by identifying important market
trends. Then, they engaged in pyramiding to identify lead users with
respect to each trend both within the target market and in advanced
analog markets. Information from a number of innovating lead users was
then combined by the team to create a new product concept and business
plan---an "LU idea" (von Hippel, Thomke, and Sonnack 1999).
	</text>
</object>
<object id="514">
	<ocn>514</ocn>
	<text class="norm">
		Non-lead-user idea-generation projects were conducted in accordance
with traditional 3M practices. I refer to these as non-LU idea
generation methods and to teams using them as non-LU teams. Non-LU
teams were similar to lead user teams in terms of size and make-up.
They used data sources for idea generation that varied from project to
project. Market data collected by outside organizations were sometimes
used, as were data from focus groups with major customers and from
customer panels, and information from lab personnel. Non-LU teams
collected market information from target markets users but not from
lead users.
	</text>
</object>
<object id="515">
	<ocn>515</ocn>
	<text class="norm">
		<b>Findings</b>
	</text>
</object>
<object id="516">
	<ocn>516</ocn>
	<text class="norm">
		Our research compared all funded product concepts generated by LU and
non-LU methods from February 1999 to May 2000 in each of the five 3M
divisions that had funded one or more lead-user-developed product
concepts. During that time, five ideas generated by lead user projects
were being funded, along with 42 ideas generated by non-LU
idea-generation methods. The results of these comparisons can be seen
in table 10.1. Product concepts generated by seeking out and learning
from lead users were found to be significantly more novel than those
generated by non-LU methods. They were also found to address more
original or newer customer needs, to have significantly higher market
share, to have greater potential to develop into an entire product
line, and to be more strategically important. The lead-user-developed
product concepts also had projected annual sales in year 5 that were
greater than those of ideas generated by non-LU methods by a factor of
8---an average of $146 million versus an average of $18 million in
forecast annual sales. Thus, at 3M, lead user idea-generation projects
clearly did generate new product concepts with much greater commercial
potential than did traditional, non-LU methods (p &lt; 0.005).
	</text>
</object>
<object id="517">
	<ocn>517</ocn>
	<text class="norm">
		<b>Table 10.1</b> Concepts for new products developed by lead user
project teams had far more commercial promise than those developed by
non-lead-user project teams.
	</text>
</object>
<object id="518">
	<ocn>518</ocn>
	<text class="table">	
		<table summary="normal text css" width="100%" border="0" bgcolor="white" cellpadding="2" align="center">
      <tr><th width="40%"></th><th width="20%">LU product concepts (n =5)</th><th width="20%">Non-LU product concepts (n = 42)</th><th width="20%">Significance</th></tr>
      <tr><td width="40%">Factors related to value of concept</td><td width="20%"></td><td width="20%"></td><td width="20%"></td></tr>
      <tr><td width="40%">Novelty compared with competition a</td><td width="20%">9.6</td><td width="20%">6.8</td><td width="20%">0.01</td></tr>
      <tr><td width="40%">Originality/newness of customer needs addressed</td><td width="20%">8.3</td><td width="20%">5.3</td><td width="20%">0.09</td></tr>
      <tr><td width="40%">% market share in year 5</td><td width="20%">68%</td><td width="20%">33%</td><td width="20%">0.01</td></tr>
      <tr><td width="40%">Estimated sales in year 5 (deflated for forecast error)</td><td width="20%">$146m</td><td width="20%">$18m</td><td width="20%">0.00</td></tr>
      <tr><td width="40%">Potential for entire product family a</td><td width="20%">10.0</td><td width="20%">7.5</td><td width="20%">0.03</td></tr>
      <tr><td width="40%">Operating profit</td><td width="20%">22%</td><td width="20%">24.0%</td><td width="20%">0.70</td></tr>
      <tr><td width="40%">Probability of success</td><td width="20%">80%</td><td width="20%">66%</td><td width="20%">0.24</td></tr>
      <tr><td width="40%">Strategic importance a</td><td width="20%">9.6</td><td width="20%">7.3</td><td width="20%">0.08</td></tr>
      <tr><td width="40%">Intellectual property protection a</td><td width="20%">7.1</td><td width="20%">6.7</td><td width="20%">0.80</td></tr>
      <tr><td width="40%">Factors related to organizational fit of concept</td><td width="20%"></td><td width="20%"></td><td width="20%"></td></tr>
      <tr><td width="40%">Fit with existing distribution channels a</td><td width="20%">8.8</td><td width="20%">8.0</td><td width="20%">0.61</td></tr>
      <tr><td width="40%">Fit with existing manufacturing capabilities a</td><td width="20%">7.8</td><td width="20%">6.7</td><td width="20%">0.92</td></tr>
      <tr><td width="40%">Fit with existing strategic plan a</td><td width="20%">9.8</td><td width="20%">8.4</td><td width="20%">0.24</td></tr>
    </table>
	</text>
</object>
<object id="519">
	<ocn>519</ocn>
	<text class="norm">
		Source: Lilien et al. 2002, table 1.<br /> a. Rated on a scale from 1
to 10.
	</text>
</object>
<object id="520">
	<ocn>520</ocn>
	<text class="norm">
		Note that the sales data for both the LU and non-LU projects are
forecasts. To what extent can we rely on these? We explored this matter
by collecting both forecast and actual sales data from five 3M division
controllers. (Division controllers are responsible for authorizing new
product-development investment expenditures.) We also obtained data
from a 1995 internal study that compared 3M's sales forecasts with
actual sales. We combined this information to develop a distribution of
forecast errors for a number of 3M divisions, as well as overall
forecast errors across the entire corporation. Those errors range from
forecast/actual of +30 percent (over-forecast) to --13 percent
(underforecast). On the basis of the information just described, and in
consultation with 3M management, we deflated all sales forecast data by
25 percent. That deflator is consistent with 3M's historical experience
and, we think, provides conservative sales forecasts.<en>17</en>
Deflated data appear in table 10.1 and in the following tables.
	</text>
	<endnote notenumber="17">
		<number>17</number>
		<note>
			In the general literature, Armstrong's (2001) review on forecast
bias for new product introduction indicates that sales forecasts are
generally optimistic, but that that upward bias decreases as the
magnitude of the sales forecast increases. Coller and Yohn (1998)
review the literature on bias in accuracy of management earnings
forecasts and find that little systematic bias occurs. Tull's (1967)
model calculates $15 million in revenue as a level above which
forecasts actually become pessimistic on average. We think it
reasonable to apply the same deflator to LU vs. non-LU project sales
projections. Even if LU project personnel were for some reason more
likely to be optimistic with respect to such projections than non-LU
project personnel, that would not significantly affect our findings.
Over 60 percent of the total dollar value of sales forecasts made for
LU projects were actually made by personnel not associated with those
projects (outside consulting firms or business analysts from other
divisions).
		</note>
	</endnote>
</object>
<object id="521">
	<ocn>521</ocn>
	<text class="norm">
		Rather strikingly, all five of the funded 3M lead user projects created
the basis for major new product lines for 3M (table 10.2). In contrast,
41 of 42 funded product concepts generated by non-LU methods were
improvements or extensions of existing product lines (χ<sup>2</sup>
test, p &lt; 0.005).
	</text>
</object>
<object id="522">
	<ocn>522</ocn>
	<text class="norm">
		Following tt, p &lt; 0.005).e advice of 3M divisional controllers,
major product lines were defined as those separately reported in
divisional financial statements. In 1999 in the 3M divisions we
studied, sales of individual major product lines ranged from 7 percent
to 73 percent of total divisional sales. The sales projections for
funded lead user project ideas all fell well above the lower end of
this range: projected sales five years after introduction for funded LU
ideas, conservatively deflated as discussed above, ranged from 25
percent to over 300 percent of current total divisional sales.
	</text>
</object>
<object id="523">
	<ocn>523</ocn>
	<text class="norm">
		<b>Table 10.2</b> Lead user project teams developed concepts for major
new product lines. Non-lead-user project teams developed concepts for
incremental product improvements.
	</text>
</object>
<object id="524">
	<ocn>524</ocn>
	<text class="table">	
		<table summary="normal text css" width="100%" border="0" bgcolor="white" cellpadding="2" align="center">
      <tr><th width="34%"></th><th width="33%">Incremental product improvements</th><th width="33%">Major new product lines</th></tr>
      <tr><td width="34%">LU method</td><td width="33%">0</td><td width="33%">5</td></tr>
      <tr><td width="34%">Non-LU method</td><td width="33%">41</td><td width="33%">1</td></tr>
    </table>
	</text>
</object>
<object id="525">
	<ocn>525</ocn>
	<text class="norm">
		Source: Lilien et al. 2002, table 2.
	</text>
</object>
<object id="526">
	<ocn>526</ocn>
	<text class="norm">
		To illustrate what the major product line innovations that the LU
process teams generated at 3M were like, I briefly describe four (one
is not described for 3M proprietary reasons):
	</text>
</object>
<object id="527">
	<ocn>527</ocn>
	<text class="norm">
		A new approach to the prevention of infections associated with surgical
operations. The new approach replaced the traditional "one size fits
all" approach to infection prevention with a portfolio of
patient-specific measures based on each patient's individual biological
susceptibilities. This innovation involved new product lines plus
related business and strategy innovations made by the team to bring
this new approach to market successfully and profitably. _* Electronic
test and communication equipment for telephone field repair workers
that pioneered the inclusion of audio, video, and remote data access
capabilities. These capabilities enabled physically isolated workers to
carry out their problem-solving work as a virtual team with co-workers
for the first time.
	</text>
</object>
<object id="528">
	<ocn>528</ocn>
	<text class="norm">
		A new approach, implemented via novel equipment, to the application of
commercial graphics films that cut the time of application from 48
hours to less than 1 hour. (Commercial graphics films are used, for
example, to cover entire truck trailers, buses, and other vehicles with
advertising or decorative graphics.) The LU team's solutions involved
technical innovations plus related channel and business model changes
to help diffuse the innovation rapidly.
	</text>
</object>
<object id="529">
	<ocn>529</ocn>
	<text class="norm">
		A new approach to protecting fragile items in shipping cartons that
replaces packaging materials such as foamed plastic. The new product
lines implementing the approach were more environmentally friendly and
much faster and more convenient for both shippers and package
recipients than other products and methods on the market.
	</text>
</object>
<object id="530">
	<ocn>530</ocn>
	<text class="norm">
		Lilien, Morrison, Searls, Sonnack, and I also explored to see whether
the major product lines generated by the lead user projects had
characteristics similar to those of the major product lines that had
been developed at 3M in the past, including Scotch Tape. To determine
this we collected data on all major new product lines introduced to the
market between 1950 and 2000 by the five 3M divisions that had executed
one or more lead user studies. (The year 1950 was as far back as we
could go and still find company employees who could provide some data
about the innovation histories of these major products lines.) Examples
from our 1950--2000 sample include the following:
	</text>
</object>
<object id="531">
	<ocn>531</ocn>
	<text class="norm">
		Scotch Tape: A line of transparent mending tapes that was first of its
type and a major success in many household and commercial applications.
	</text>
</object>
<object id="532">
	<ocn>532</ocn>
	<text class="norm">
		Disposable patient drapes for operating room use: A pioneering line of
disposable products for the medical field now sold in many variations.
	</text>
</object>
<object id="533">
	<ocn>533</ocn>
	<text class="norm">
		Box sealing tapes: The first type of tape strong enough to reliably
seal corrugated shipping boxes, it replaced stapling in most
"corrugated shipper" applications.
	</text>
</object>
<object id="534">
	<ocn>534</ocn>
	<text class="norm">
		Commercial graphics films: Plastic films capable of withstanding
outdoor environments that could be printed upon and adhered to large
surfaces on vehicles such as the sides of trailer trucks. This product
line changed the entire approach to outdoor signage.
	</text>
</object>
<object id="535">
	<ocn>535</ocn>
	<text class="norm">
		Table 10.3 provides profiles of the five LU major product lines and the
16 non-LU major product lines for which we were able to collect data.
As can be seen, innovations generated with inputs from lead users are
similar in many ways to the major innovations developed by 3M in the
past.
	</text>
</object>
<object id="536">
	<ocn>536</ocn>
	<text class="norm">
		<b>Table 10.3</b> Major new product lines (MNPLs) generated by
lead-user methods are similar to MNPLs generated by 3M in the past.
	</text>
</object>
<object id="537">
	<ocn>537</ocn>
	<text class="table">	
		<table summary="normal text css" width="100%" border="0" bgcolor="white" cellpadding="2" align="center">
      <tr><th width="55%"></th><th width="15%">LU MNPLs (n = 5)</th><th width="15%">Past 3M MNPLs (n = 16)</th><th width="15%">Significance</th></tr>
      <tr><td width="55%">Novelty a compared with competition</td><td width="15%">9.6</td><td width="15%">8.0</td><td width="15%">0.21</td></tr>
      <tr><td width="55%">Originality/newness of customer needs addressed<sup>a</sup></td><td width="15%">8.3</td><td width="15%">7.9</td><td width="15%">0.78</td></tr>
      <tr><td width="55%">% market share in year 5</td><td width="15%">68%</td><td width="15%">61%</td><td width="15%">0.76</td></tr>
      <tr><td width="55%">Estimated sales in year 5 (deflated for forecast error)</td><td width="15%">146m<sup>b</sup></td><td width="15%">$62m<sup>b</sup></td><td width="15%">0.04</td></tr>
      <tr><td width="55%">Potential for entire product family<sup>a</sup></td><td width="15%">10.0</td><td width="15%">9.4</td><td width="15%">0.38</td></tr>
      <tr><td width="55%">Operating profit</td><td width="15%">22%</td><td width="15%">27%</td><td width="15%">0.41</td></tr>
      <tr><td width="55%">Probability of success</td><td width="15%">80%</td><td width="15%">87%</td><td width="15%">0.35</td></tr>
      <tr><td width="55%">Strategic importance*</td><td width="15%">9.6</td><td width="15%">8.5</td><td width="15%">0.39</td></tr>
      <tr><td width="55%">Intellectual property protection<sup>a</sup></td><td width="15%">7.1</td><td width="15%">7.4</td><td width="15%">0.81</td></tr>
      <tr><td width="55%">Fit with distribution channels<sup>a</sup></td><td width="15%">8.8</td><td width="15%">8.4</td><td width="15%">0.77</td></tr>
      <tr><td width="55%">Fit with manufacturing capabilities<sup>a</sup></td><td width="15%">7.8</td><td width="15%">6.7</td><td width="15%">0.53</td></tr>
      <tr><td width="55%">Fit with strategic plan<sup>a</sup></td><td width="15%">9.8</td><td width="15%">8.7</td><td width="15%">0.32</td></tr>
    </table>
	</text>
</object>
<object id="538">
	<ocn>538</ocn>
	<text class="norm">
		Source: Lilien et al. 2002, table 4.<br /> a. Measured on a scale from
1 to 10.<br /> b. Five-year sales forecasts for all major product lines
commercialized in 1994 or later (5 LU and 2 non-LU major product lines)
have been deflated by 25% in line with 3M historical forecast error
experience (see text). Five-year sales figures for major product lines
commercialized before 1994 are actual historical sales data. This data
has been converted to 1999 dollars using the Consumer Price Index from
the Economic Report of the President (Council of Economic Advisors
2000).
	</text>
</object>
<object id="539">
	<ocn>539</ocn>
	<text class="norm">
		<b>Discussion</b>
	</text>
</object>
<object id="540">
	<ocn>540</ocn>
	<text class="norm">
		The performance comparison between lead user and "find a need and fill
it" idea-generation projects at 3M showed remarkably strong advantages
associated with searching for ideas among lead users in advanced analog
fields with needs similar to, but even more extreme than, needs
encountered in the intended target market. The direction of this
outcome is supported by findings from three other real-world industrial
applications of lead user idea-generation methods that studied lead
users in the target market but not in advanced analog markets. I
briefly describe these three studies next. They each appear to have
generated primarily next-generation products--- valuable for firms, but
not the basis for radically new major product lines.
	</text>
</object>
<object id="541">
	<ocn>541</ocn>
	<text class="norm">
		Recall that Urban and von Hippel (1988) tested the relative commercial
attractiveness of product concepts developed in the field of
computer-aided systems for the design of printed circuit boards
(PC-CAD). One of the concepts they tested contained novel features
proposed by lead users that had innovated in the PC-CAD field in order
to serve in-house need. The attractiveness of the "lead user concept"
was then evaluated by a sample of 173 target-market users of PC-CAD
systems relative to three other concept choices---one of which was a
description of the best system then commercially available. Over 80
percent of the target-market users were found to prefer the concept
incorporating the features developed by innovating lead users. Their
reported purchase probability for a PC-CAD system incorporating the
lead user features was 51 percent, over twice as high as the purchase
probability indicated for any other system. The target-market users
were also found willing to pay twice as much for a product embodying
the lead user features than for PC-CAD products that did not
incorporate them.
	</text>
</object>
<object id="542">
	<ocn>542</ocn>
	<text class="norm">
		Herstatt and von Hippel (1992) documented a lead user project seeking
to develop a new line of pipe hangers---hardware used to attach pipes
to the ceilings of commercial buildings. Hilti, a major manufacturer of
construction-related equipment and products, conducted the project. The
firm introduced a new line of pipe hanger products based on the lead
user concept and a post-study evaluation has shown that this line has
become a major commercial success for Hilti.
	</text>
</object>
<object id="543">
	<ocn>543</ocn>
	<text class="norm">
		Olson and Bakke (2001) report on two lead user studies carried out by
Cinet, a leading IT systems integrator in Norway, for the firm's two
major product areas, desktop personal computers, and Symfoni
application GroupWare. These projects were very successful, with most
of the ideas incorporated into next-generation products having been
collected from lead users.
	</text>
</object>
<object id="544">
	<ocn>544</ocn>
	<text class="norm">
		Active search for lead users that have innovated enables manufacturers
to more rapidly commercialize lead user innovations. One might think
that an alternative approach would be to identify lead users before
they have innovated. Alert manufacturers could then make some prior
arrangements to get preferred access to promising user-developed
innovations by, for example, purchasing promising lead user
organizations. I myself think that such vertical integration approaches
are not practical. As was shown earlier, the character and
attractiveness of innovations lead users may develop is based in part
on the particular situations faced by and information stocks held by
individual lead users. User innovation is therefore likely to be a
widely distributed phenomenon, and it would be difficult to predict in
advance which users are most likely to develop very valuable
innovations.
	</text>
</object>
<object id="545">
	<ocn>545</ocn>
	<text class="norm">
		How do we square these findings with the arguments, put forth by
Christensen (1997), by Slater and Narver (1998), and by others, that
firms are likely to miss radical or disruptive innovations if they pay
close attention to requests from their customers? Christensen (1997, p.
59, n. 21) writes: "The research of Eric von Hippel, frequently cited
as evidence of the value of listening to customers, indicates that
customers originate a large majority of new product ideas. . . . The
[Christensen] value network framework would predict that the
innovations toward which the customers in von Hippel's study led their
suppliers would have been sustaining innovations. We would expect
disruptive innovations to have come from other sources."
	</text>
</object>
<object id="546">
	<ocn>546</ocn>
	<text class="norm">
		Unfortunately, the above contains a basic misunderstanding of my
research findings. My findings, and related findings by others as well,
deal with innovations by lead users, not customers, and <i>lead users
are a much broader category than customers of a specific firm</i>. Lead
users that generate innovations of interest to manufacturers can
reside, as we have seen, at the leading edges of target markets, and
also in advanced analog markets. The innovations that some lead users
develop are certainly disruptive from the viewpoint of some
manufacturers---but the lead users are unlikely to care about this.
After all, they are developing products to serve their own needs. Tim
Berners-Lee, for example, developed the World Wide Web as a lead user
working at CERN---a user of that software. The World Wide Web was
certainly disruptive to the business models of many firms, but this was
not Berners-Lee's concern. Lead users typically have no reason to lead,
mislead, or even contact manufacturers that might eventually benefit
from or be disrupted by their innovations. Indeed, the likely absence
of a preexisting customer relationship is the reason that manufacturing
firms must search for lead user innovations <i>outside</i> their
customer lists---as 3M did in its lead user idea generation studies.
"Listening to the voice of the customer" is <i>not</i> the same thing
as seeking out and learning from lead users (Danneels 2004).
	</text>
</object>
<object id="547">
	<ocn>547</ocn>
	<text class="norm">
		That basic misunderstanding aside, I do agree with Christensen and
others that a manufacturer may well receive mainly requests for
sustaining innovations from its <i>customers</i>. As was discussed in
chapter 4, manufacturers have an incentive to develop innovations that
utilize their existing capabilities---that are "sustaining" for them.
Customers know this and, when considering switching to a new
technology, are unlikely to request it from a manufacturer that would
consider it to be disruptive: they know that such a manufacturer is
unlikely to respond positively. The net result is that manufacturers'
inputs from their existing customers may indeed be biased towards
requests for sustaining innovations.
	</text>
</object>
<object id="548">
	<ocn>548</ocn>
	<text class="norm">
		I conclude this chapter by reminding the reader that studies of the
sources of innovation show clearly that users will tend to develop some
types of innovations but not all. It therefore makes sense for
manufacturers to partition their product-development strategies and
portfolios accordingly. They may wish, for example, to move away from
actual new product development and search for lead users' innovations
in the case of functionally novel products. At the same time
manufacturers may decide to continue to develop products that do
<i>not</i> require high-fidelity models of need information and use
environments to get right. One notable category of innovations with
this characteristic is dimension-of-merit improvements to existing
products. Sometimes users state their needs for improved products in
terms of dimensions on which improvements are desired---dimensions of
merit. As an example, consider that users may say "I want a computer
that is as fast and cheap as possible." Similarly, users of medical
imaging equipment may say "I want an image that is of as high a
resolution as is technically possible." If manufacturers (or users)
cannot get to the end point desired by these users right away, they
will instead progressively introduce new product generations that move
along the dimension of merit as rapidly and well as they can. Their
rate of progress is determined by the rate at which <i>solution</i>
technologies improve over time. This means that sticky solution
information rather than sticky need information is central to
development of dimension-of-merit improvements. Manufacturers will tend
to have the information they need to develop dimension of merit
innovations internally.
	</text>
</object>
<object id="549">
	<ocn>549</ocn>
	<text class="h4">
		11 Application: Toolkits for User Innovation and Custom Design
	</text>
</object>
<object id="550">
	<ocn>550</ocn>
	<text class="norm">
		An improved understanding of the relative innovation capabilities of
users and manufacturers can enable designs for more effective joint
innovation processes. Toolkits for user innovation and custom design
illustrate this possibility. In this new innovation process design,
manufacturers actually <i>abandon</i> their efforts to understand
users' needs accurately and in detail. Instead, they outsource only
<i>need-related</i> innovation tasks to their users, who are equipped
with appropriate toolkits. This process change differs from the lead
user search processes discussed earlier in an interesting way. Lead
user searchs identify existing innovations, but do nothing to change
the conditions affecting user-innovators at the time a new product or
service is being developed. Toolkits for users, in contrast, do change
the conditions potential innovators face. By making innovation cheaper
and quicker for users, they can increase the volume of user innovation.
They also can channel innovative effort into directions supported by
toolkits.
	</text>
</object>
<object id="551">
	<ocn>551</ocn>
	<text class="norm">
		In this chapter, I first explore why toolkits are useful. Next, I
describe how to create an appropriate setting for toolkits and how
toolkits function in detail. Finally, I discuss the conditions under
which toolkits are likely to be of most value.
	</text>
</object>
<object id="552">
	<ocn>552</ocn>
	<text class="norm">
		<b>Benefits from Toolkits</b>
	</text>
</object>
<object id="553">
	<ocn>553</ocn>
	<text class="norm">
		Toolkits for user innovation and design are integrated sets of
product-design, prototyping, and design-testing tools intended for use
by end users. The goal of a toolkit is to enable non-specialist users
to design high-quality, producible custom products that exactly meet
their needs. Toolkits often contain "user-friendly" features that guide
users as they work. They are specific to a type of product or service
and a specific production system. For example, a toolkit provided to
customers interested in designing their own, custom digital
semiconductor chips is tailored precisely for that purpose--- it cannot
be used to design other types of products. Users apply a toolkit in
conjunction with their rich understanding of their own needs to create
a preliminary design, simulate or prototype it, evaluate its
functioning in their own use environment, and then iteratively improve
it until they are satisfied.
	</text>
</object>
<object id="554">
	<ocn>554</ocn>
	<text class="norm">
		A variety of manufacturers have found it profitable to shift the tasks
of custom product design to their customers along with appropriate
toolkits for innovation. Results to date in the custom semiconductor
field show development time cut by 2/3 or more for products of
equivalent complexity and development costs cut significantly as well
via the use of toolkits. In 2000, more than $15 billion worth of custom
integrated circuits were sold that had been designed with the aid of
toolkits---often by circuit users---and produced in the "silicon
foundries" of custom semiconductor manufacturers such as LSI (Thomke
and von Hippel 2002). International Flavors and Fragrances (IFF), a
global supplier of specialty flavors to the food industry, has built a
toolkit that enables its customers to modify flavors for themselves,
which IFF then manufactures. In the materials field, GE provides
customers with Web-based tools for designing better plastic products.
In software, a number of consumer product companies provide toolkits
that allow people to add custom-designed modules to their standard
products. For example, Westwood Studios provides its customers with
toolkits that enable them to design important elements of their own
video games (Jeppesen 2005).
	</text>
</object>
<object id="555">
	<ocn>555</ocn>
	<text class="norm">
		The primary function of toolkits for user design is to co-locate
product-development and service-development tasks with the sticky
information needed to execute them. Need-intensive tasks involved in
developing a particular type of product or service are assigned to
users, along with the tools needed to carry those tasks out. At the
same time, solution-intensive tasks are assigned to manufacturers.
	</text>
</object>
<object id="556">
	<ocn>556</ocn>
	<text class="norm">
		As was discussed in chapter 5, problem solving in general, and product
and service development in particular, is carried out via repeated
cycles of learning by trial and error. When each cycle of a
trial-and-error process requires access to sticky information located
at more than one site, colocation of problem-solving activity with
sticky information is achieved by repeatedly shifting problem solving
to the relevant sticky information sites as product development
proceeds.
	</text>
</object>
<object id="557">
	<ocn>557</ocn>
	<text class="norm">
		For example, suppose that need information is sticky at the site of the
potential product user and that solution information is sticky at the
site of the manufacturer. A user may initiate a development project by
drawing on local user-need information to specify a desired new product
or service (figure 11.1). This information is likely to be sticky at
least in part. Therefore, the user, even when exerting best efforts,
will supply only partial and partially correct need and use-context
information to the manufacturer. The manufacturer then applies its
solution information to the partially accurate user information and
creates a prototype that it thinks is responsive to the need and sends
it to the user for testing. If the prototype is not satisfactory (and
it often is not), the product is returned to the manufacturer for
refinement. Typically, as empirical studies show (Tyre and von Hippel
1997; Kristensen 1992), sites of sticky need and / or solution
information are repeatedly revisited as problem solvers strive to reach
a satisfactory product design (figure 11.2).
	</text>
</object>
<object id="558">
	<ocn>558</ocn>
	<text class="norm">
		<image xmlns:xlink="http://www.w3.org/1999/xlink" xlink:type="simple"
xlink:actuate="onLoad" xlink:show="embed"
xlink:href="../_sisu/image/di_evh_f11-1.png" width="640" height="595"
/>[di_evh_f11-1.png]
	</text>
</object>
<object id="559">
	<ocn>559</ocn>
	<text class="norm">
		Figure 11.1
	</text>
</object>
<object id="560">
	<ocn>560</ocn>
	<text class="norm">
		<image xmlns:xlink="http://www.w3.org/1999/xlink" xlink:type="simple"
xlink:actuate="onLoad" xlink:show="embed"
xlink:href="../_sisu/image/di_evh_f11-2.png" width="640" height="350"
/>[di_evh_f11-2.png]
	</text>
</object>
<object id="561">
	<ocn>561</ocn>
	<text class="norm">
		Figure 11.2
	</text>
</object>
<object id="562">
	<ocn>562</ocn>
	<text class="norm">
		Explicit management of user-manufacturer iterations has been built into
a number of modern product-development processes. In the rapid
application development method (Martin 1991), manufacturers learn to
respond to initial user need inputs by quickly developing a partial
prototype of a planned product containing the features likely to be
most important to users. They deliver this to users, who apply it in
their own setting to clarify their needs. Users then relay requests for
changes or new features to the product developers, and this process is
repeated until an acceptable fit between need and solution is found.
Such iteration has been found to "better satisfy true user requirements
and produce information and functionality that is more complete, more
accurate, and more meaningful" (Connell and Shafer 1989).
	</text>
</object>
<object id="563">
	<ocn>563</ocn>
	<text class="norm">
		Even with careful management, however, iterative shifts in problem
solving between users and manufacturer-based developers involve
significant coordination costs. For example, a manufacturer's
development team may be assigned to other tasks while it waits for user
feedback, and so will not be immediately able to resume work on a
project when needed feedback is received. It would be much better still
to eliminate the need for cross-boundary iteration between user and
manufacturer sites during product development, and this is what
toolkits for user design are intended to do. The basic idea behind
toolkits for user design is, as was mentioned earlier, to partition an
overall product-development task into subproblems, each drawing on only
one locus of sticky information. Then, each task is assigned to the
party already having the sticky information needed to solve it. In this
approach, both the user and the manufacturer still engage in iterative,
trial-and-error problem solving to solve the problems assigned to them.
But this iteration is internal to each party---no costly and
time-consuming cross-boundary iteration between user and manufacturer
is required (von Hippel 1998, 2001; Thomke and von Hippel 2002; von
Hippel and Katz 2002).
	</text>
</object>
<object id="564">
	<ocn>564</ocn>
	<text class="norm">
		To appreciate the major advantage in problem-solving speed and
efficiency that concentrating problem solving within a single locus can
create, consider a familiar example: the contrast between conducting
financial strategy development with and without "user-operated"
financial spreadsheet software:
	</text>
</object>
<object id="565">
	<ocn>565</ocn>
	<text class="norm">
		Before the development of easy-to-use financial spreadsheet programs
such as Lotus 1-2-3 and Microsoft Excel, a firm's chief financial
officer might have carried out a financial strategy development
exercise as follows. First, the CFO would have asked an assistant to
develop an analysis incorporating a list of assumptions. A few hours or
days might elapse before the result was delivered. Then the CFO would
use her rich understanding of the firm and its goals to study the
analysis. She would typically almost immediately spot some implications
of the patterns developed, and would then ask for additional analyses
to explore these implications. The assistant would take the new
instructions and go back to work while the CFO switched to another
task. When the assistant returned, the cycle would repeat until a
satisfactory outcome was found.
	</text>
</object>
<object id="566">
	<ocn>566</ocn>
	<text class="norm">
		After the development of financial spreadsheet programs, a CFO might
begin an analysis by asking an assistant to load up a spreadsheet with
corporate data. The CFO would then "play with" the data, trying out
various ideas and possibilities and "what if" scenarios. The cycle time
between trials would be reduced from days or hours to minutes. The
CFO's full, rich information would be applied immediately to the
effects of each trial. Unexpected patterns---suggestive to the CFO but
often meaningless to a less knowledgeable assistant---would be
immediately identified and explored further.
	</text>
</object>
<object id="567">
	<ocn>567</ocn>
	<text class="norm">
		It is generally acknowledged that spreadsheet software that enables
expert users to "do it themselves" has led to better outcomes that are
achieved faster (Levy 1984; Schrage 2000). The advantages are similar
in the case of product and service development. Learning by doing via
trial and error still occurs, of course, but the cycle time is much
faster because the complete cycle of need-related learning is carried
out at a single (user) site earlier in the development process.
	</text>
</object>
<object id="568">
	<ocn>568</ocn>
	<text class="norm">
		<b>Repartitioning of Development Tasks</b>
	</text>
</object>
<object id="569">
	<ocn>569</ocn>
	<text class="norm">
		To create the setting for a toolkit, one must partition the tasks of
product development to concentrate need-related information in some and
solution-related information in others. This can involve fundamental
changes to the underlying architecture of a product or service. As
illustration, I first discuss the repartioning of the tasks involved in
custom semiconductor chip development. Then, I show how the same
principles can be applied in the less technical context of custom food
design.
	</text>
</object>
<object id="570">
	<ocn>570</ocn>
	<text class="norm">
		Traditionally, fully customized integrated circuits were developed in
an iterative process like that illustrated in figure 11.1. The process
began with a user specifying the functions that the custom chip was to
perform to a manufacturer of integrated circuits. The chip would then
be designed by manufacturer employees, and an (expensive) prototype
would be produced and sent to the user. Testing by the user would
typically reveal faults in the chip and/or in the initial
specification, responsive changes would be made, a new prototype would
be built. This cycle would continue until the user was satisfied. In
this traditional manufacturer-centered development process,
manufacturers' development engineers typically incorporated
need-related information into the design of both the fundamental
elements of a circuit--- such as transistors, and the electrical
"wiring" that interconnected those elements into a functioning circuit.
	</text>
</object>
<object id="571">
	<ocn>571</ocn>
	<text class="norm">
		The brilliant insight that allowed custom design of integrated circuits
to be partitioned into solution-related and need-related subtasks was
made by Mead and Conway (1980). They determined that the design of a
digital chip's fundamental elements, such as its transistors, could be
made standard for all circuits. This subtask required rich access to
the manufacturer's sticky solution information regarding how
semiconductors are fabricated, but did not require detailed information
on users' specific needs. It could therefore be assigned to
manufacturer-based chip-design and chip-fabrication engineers. It was
also observed that the subtask of interconnecting standard circuit
elements into a functioning integrated circuit required only sticky,
need-related information about a chip's function---for example, whether
it was to function as a microprocessor for a calculator or as a voice
chip for a robotic dog. This subtask was therefore assigned to users
along with a toolkit that enabled them to do it properly. In sum, this
new type of chip, called a gate array, had a novel architecture created
specifically to separate the problem-solving tasks requiring access to
a manufacturer's sticky solution information from those requiring
access to users' sticky need information.
	</text>
</object>
<object id="572">
	<ocn>572</ocn>
	<text class="norm">
		The same basic principle can be illustrated in a less technical
context: food design. In this field, manufacturer-based designers have
traditionally undertaken the entire job of developing a novel food, and
so they have freely blended need-specific design into any or all of the
recipe-design elements wherever convenient. For example,
manufacturer-based developers might find it convenient to create a
novel cake by both designing a novel flavor and texture for the cake
body, and designing a complementary novel flavor and texture into the
frosting. However, it is possible to repartition these same tasks so
that only a few draw on need-related information, and these can then be
more easily transferred to users.
	</text>
</object>
<object id="573">
	<ocn>573</ocn>
	<text class="norm">
		The architecture of the pizza pie illustrates how this can be done.
Many aspects of the design of a pizza, such as the dough and the sauce,
have been made standard. User choice has been restricted to a single
task: the design of toppings. In other words, all need-related
information that is unique to a particular user has been linked to the
toppings-design task only. Transfer of this single design task to users
can still potentially offer creative individuals a very large design
space to play in (although pizza shops typically restrict it sharply).
Any edible ingredient one can think of, from eye of newt to edible
flowers, is a potential topping component. But the fact that
need-related information has been concentrated within only a single
product-design task makes it much easier to transfer design freedom to
the user.
	</text>
</object>
<object id="574">
	<ocn>574</ocn>
	<text class="norm">
		<b>The Functionality of Toolkits</b>
	</text>
</object>
<object id="575">
	<ocn>575</ocn>
	<text class="norm">
		If a manufacturer outsources need-intensive design tasks to users, it
must also make sure that users have the information they need to carry
out those tasks effectively. This can be done via a toolkit for user
innovation. Toolkits are not new as a general concept---every
manufacturer equips its own engineers with a set of tools suitable for
developing the type of products or services it wishes to produce.
Toolkits for users also are not new---many users have personal
collections of tools that they have assembled to help them create new
items or modify standard ones. For example, some users have woodworking
tools ranging from saws to glue which can be used to create or modify
furniture---in very novel or very standard ways. Others may have a kit
of software tools needed to create or modify software. What is new,
however, is integrated toolkits enabling users to create <i>and</i>
test designs for custom products or services that can then be produced
"as is" by manufacturers.
	</text>
</object>
<object id="576">
	<ocn>576</ocn>
	<text class="norm">
		Present practice dictates that a high-quality toolkit for user
innovation will have five important attributes. (1) It will enable
users to carry out complete cycles of trial-and-error learning. (2) It
will offer users a solution space that encompasses the designs they
want to create. (3) It will be user friendly in the sense of being
operable with little specialized training. (4) It will contain
libraries of commonly used modules that users can incorporate into
custom designs. (5) It will ensure that custom products and services
designed by users will be producible on a manufacturer's' production
equipment without modification by the manufacturer.
	</text>
</object>
<object id="577">
	<ocn>577</ocn>
	<text class="norm">
		<b>Learning through Trial and Error</b>
	</text>
</object>
<object id="578">
	<ocn>578</ocn>
	<text class="norm">
		It is crucial that user toolkits for innovation enable users to go
through complete trial-and-error cycles as they create their designs.
Recall that trial-and-error problem solving is essential to product
development. For example, suppose that a user is designing a new custom
telephone answering system for her firm, using a software-based
computer-telephony integration (CTI) design toolkit provided by a
vendor. Suppose also that the user decides to include a new rule to
"route all calls of X nature to Joe" in her design. A properly designed
toolkit would allow her to temporarily place the new rule into the
telephone system software, so that she could actually try it out (via a
real test or a simulation) and see what happened. She might discover
that the solution worked perfectly. Or she might find that the new rule
caused some unexpected form of trouble---for example, Joe might be
flooded with too many calls---in which case it would be "back to the
drawing board" for another design and another trial.
	</text>
</object>
<object id="579">
	<ocn>579</ocn>
	<text class="norm">
		In the same way, toolkits for innovation in the semiconductor design
field allow users to design a circuit that they think will meet their
needs and then test the design by "running" it in the form of a
computer simulation. This quickly reveals errors that the user can then
quickly and cheaply fix using toolkit-supplied diagnostic and design
tools. For example, a user might discover by testing a simulated
circuit design that a switch needed to adjust the circuit had been
forgotten and make that discovery simply by trying to make a needed
adjustment. The user could then quickly and cheaply design in the
needed switch without major cost or delay.
	</text>
</object>
<object id="580">
	<ocn>580</ocn>
	<text class="norm">
		One can appreciate the importance of giving the user the capability for
trial-and-error learning by doing in a toolkit by thinking about the
consequences of not having it. When users are not supplied with
toolkits that enable them to draw on their local, sticky information
and engage in trial-and-error learning, they must actually order a
product and have it built to learn about design errors---typically a
very costly and unsatisfactory way to proceed. For example, automobile
manufacturers allow customers to select a range of options for their
cars, but they do not offer the customer a way to learn during the
design process and before buying. The cost to the customer is
unexpected learning that comes too late: "That wide-tire option did
look great in the picture. But now that the car has been delivered, I
discover that I don't like the effect on handling. Worse, I find that
my car is too wide to fit into my garage!"
	</text>
</object>
<object id="581">
	<ocn>581</ocn>
	<text class="norm">
		Similar disasters are often encountered by purchasers of custom
computers. Many custom computer manufacturers offer a website that
allows users to "design your own computer online." However, these
websites do not allow users to engage in trial-and-error design.
Instead, they simply allow users to select computer components such as
processor chips and disk drives from lists of available options. Once
these selections have been made, the design transaction is complete and
the computer is built and shipped. The user has no way to test the
functional effects of these choices before purchase and first field
use---followed by celebration or regret.
	</text>
</object>
<object id="582">
	<ocn>582</ocn>
	<text class="norm">
		In contrast, a sophisticated toolkit for user innovation would allow
the user to conduct trial-and-error tests to evaluate the effects of
initial choices made and to improve on them. For example, a computer
design site could add this capability by enabling users to actually
test and evaluate the hardware configuration they specify on their own
programs and computing tasks before buying. To do this, the site might,
for example, provide access to a remote computer able to simulate the
operation of the computer that the user has specified, and provide
performance diagnostics and related choices in terms meaningful to the
user (e.g., "If you add option x at cost y, the time it takes to
complete your task will decrease by z seconds"). The user could then
modify or confirm initial design choices according to trade-off
preferences only he or she knows.
	</text>
</object>
<object id="583">
	<ocn>583</ocn>
	<text class="norm">
		<b>Appropriate Solution Spaces</b>
	</text>
</object>
<object id="584">
	<ocn>584</ocn>
	<text class="norm">
		Economical production of custom products and services is achievable
only when a custom design falls within the pre-existing capability and
degrees of freedom built into a particular manufacturer's production
system. My colleagues and I call this the <i>solution space</i> offered
by that system. A solution space may vary from very large to small, and
if the output of a toolkit is tied to a particular production system,
then the design freedom that a toolkit can offer a user will be
accordingly large or small. For example, the solution space offered by
the production process of a manufacturer of custom integrated circuits
offers a huge solution space to users---it will produce any combination
of logic elements interconnected in any way that a user-designer might
desire, with the result that the user can invent anything from a novel
type of computer processor to a novel silicon organism within that
space. However, note that the semiconductor production process also has
stringent limits. It will only implement product designs expressed in
terms of semiconductor logic---it will not implement designs for
bicycles or houses. Also, even within the arena of semiconductors, it
will only be able to produce semiconductors that fit within a certain
range with respect to size and other properties. Another example of a
production system offering a very large solution space to
designers---and, potentially to user-designers via toolkits---is the
automated machining center. Such a device can basically fashion any
shape out of any machinable material that can be created by any
combination of basic machining operations such as drilling and milling.
As a consequence, toolkits for innovation intended to create designs
that can be produced by automated machining centers can offer users
access to that very large solution space.
	</text>
</object>
<object id="585">
	<ocn>585</ocn>
	<text class="norm">
		Large solution spaces can typically be made available to user-designers
when production systems and associated toolkits allow users to
manipulate and combine relatively basic and general-purpose building
blocks and operations, as in the examples above. In contrast, small
solution spaces typically result when users are only allowed to combine
a relatively few pre-designed options. Thus, users who want to design
their own custom automobiles are restricted to a relatively small
solution space: they can only make choices from lists of options
regarding such things as engines, transmissions, and paint colors.
Similarly, purchasers of eyeglasses are restricted to combining "any
frame from this list" of pre-designed frames, with "any lens type from
that list" of pre-designed options.
	</text>
</object>
<object id="586">
	<ocn>586</ocn>
	<text class="norm">
		The reason producers of custom products or services enforce constraints
on the solution space that user-designers may use is that custom
products can be produced at reasonable prices only when custom user
designs can be implemented by simply making low-cost adjustments to the
production process. This condition is met within the solution space on
offer. However, responding to requests that fall outside that space
will require small or large additional investments by the manufacturer.
For example, a producer of integrated circuits may have to invest many
millions of dollars and rework an entire production process in order to
respond to a customer's request for a larger chip that falls outside
the solution space associated with its present production equipment.
	</text>
</object>
<object id="587">
	<ocn>587</ocn>
	<text class="norm">
		<b>User-Friendly Tools</b>
	</text>
</object>
<object id="588">
	<ocn>588</ocn>
	<text class="norm">
		User toolkits for innovation are most effective and successful when
they are made "user friendly" by enabling users to use the skills they
already have and to work in their own customary and well-practiced
design language. This means that users don't have to learn
the---typically different---design skills and language customarily used
by manufacturer-based designers, and so they will require much less
training to use the toolkit effectively.
	</text>
</object>
<object id="589">
	<ocn>589</ocn>
	<text class="norm">
		For example, in the case of custom integrated circuit design, the users
of toolkits are typically electrical engineers who are designing
electronic systems that will incorporate custom semiconductor chips.
The digital design language normally used by electrical engineers is
Boolean algebra. Therefore, user-friendly toolkits for custom
semiconductor design are provided that allow toolkit users to design in
this language. That is, users can create a design, test how it works,
and make improvements using only their own, customary design language.
At the conclusion of the design process, the toolkit then translates
the user's logical design into the design inputs required by the
semiconductor manufacturer's production system.
	</text>
</object>
<object id="590">
	<ocn>590</ocn>
	<text class="norm">
		A design toolkit based on a language and skills and tools familiar to
the user is only possible to the extent that the user <i>has</i>
familiarity with some appropriate and reasonably complete language and
set of skills and tools. Interestingly, this is the case more
frequently than one might initially suppose, at least in terms of the
<i>function</i> that a user wants a product or service to
perform---because functionality is the face that the product or a
service presents to the user. (Indeed, an expert user of a product or
service may be much more familiar with that functional face than
manufacturer-based experts.) Thus, the user of a custom semiconductor
is the expert in what he or she wants that custom chip to <i>do</i>,
and is skilled at making complex tradeoffs among familiar functional
elements to achieve a desired end: "If I increase chip clock speed, I
can reduce the size of my cache memory and. . . ."
	</text>
</object>
<object id="591">
	<ocn>591</ocn>
	<text class="norm">
		As a less technical example, consider the matter of designing a custom
hairstyle. There is certainly a great deal of information known to
hairstylists that even an expert user may not know, such as how to
achieve a certain look by means of layer cutting, or how to achieve a
certain streaked color pattern by selectively dying some strands of
hair. However, an expert user is often very well practiced at the skill
of examining the shape of his or her face and hairstyle as reflected in
a mirror, and visualizing specific improvements that might be desirable
in matters such as curls, shape, or color. In addition, the user will
be very familiar with the nature and functioning of everyday tools used
to shape hair, such as scissors and combs.
	</text>
</object>
<object id="592">
	<ocn>592</ocn>
	<text class="norm">
		A user-friendly toolkit for hairstyling innovation can be built upon
these familiar skills and tools. For example, a user can be invited to
sit in front of a computer monitor, and study an image of her face and
hairstyle as captured by a video camera. Then, she can select from a
palette of colors and color patterns offered on the screen, can
superimpose the effect on her existing hairstyle, can examine it, and
can repeatedly modify it in a process of trial-and-error learning.
Similarly, the user can select and manipulate images of familiar tools,
such as combs and scissors, to alter the image of the length and shape
of her own hairstyle as projected on the computer screen, can study and
further modify the result achieved, and so forth. Note that the user's
new design can be as radically new as is desired, because the toolkit
gives the user access to the most basic hairstyling variables and tools
such as hair color and scissors. When the user is satisfied, the
completed design can be translated into technical hairstyling
instructions in the language of a hairstyling specialist---the intended
production system in this instance.
	</text>
</object>
<object id="593">
	<ocn>593</ocn>
	<text class="norm">
		In general, steady improvements in computer hardware and software are
enabling toolkit designers to provide information to users in
increasingly friendly ways. In earlier days, information was often
provided to users in the form of specification sheets or books. The
user was then required to know when a particular bit of information was
relevant to a development project, find the book, and look it up.
Today, a large range of potentially needed information can be embedded
in a computerized toolkit, which is programmed to offer the user items
of information only if and as a development being worked on makes them
relevant.
	</text>
</object>
<object id="594">
	<ocn>594</ocn>
	<text class="norm">
		<b>Module Libraries</b>
	</text>
</object>
<object id="595">
	<ocn>595</ocn>
	<text class="norm">
		Custom designs seldom are novel in all their parts. Therefore, a
library of standard modules will be a valuable part of a toolkit for
user innovation. Provision of such standard modules enables users to
focus their creative work on those aspects of their product or service
designs that cannot be implemented via pre-designed options. For
example, architects will find it very useful to have access to a
library of standard components, such as a range of standard structural
support columns with pre-analyzed structural characteristics, that they
can incorporate into their novel building designs. Similarly, users who
want to design custom hairstyles will often find it helpful to begin by
selecting a hairstyle from a toolkit library. The goal is to select a
style that has some elements of the desired look. Users can then
proceed to develop their own desired style by adding to and subtracting
from that starting point.
	</text>
</object>
<object id="596">
	<ocn>596</ocn>
	<text class="norm">
		<b>Translating Users' Designs for Production</b>
	</text>
</object>
<object id="597">
	<ocn>597</ocn>
	<text class="norm">
		The "language" of a toolkit for user innovation must be convertible
without error into the language of the intended production system at
the conclusion of the user's design work. If it is not, the entire
purpose of the toolkit will be lost---because a manufacturer receiving
a user design will essentially have to do the design work over again.
Error-free translation need not emerge as a major problem---for
example, it was never a major problem during the development of
toolkits for integrated circuit design, because both chip designers and
chip producers already used a language based on digital logic. In
contrast, in some fields, translating from the design language
preferred by users to the language required by intended production
systems can be <i>the</i> central problem in toolkit design. As an
illustration, consider a recent toolkit test project managed by Ernie
Gum, the Director of Food Product Development for the USA FoodServices
Division of Nestl&#233;.
	</text>
</object>
<object id="598">
	<ocn>598</ocn>
	<text class="norm">
		One major business of Nestl&#233; FoodServices is producing custom food
products, such as custom Mexican sauces, for major restaurant chains.
Custom foods of this type have traditionally been developed by or
modified by the chains' executive chefs, using what are in effect
design and production toolkits taught by culinary schools: recipe
development procedures based on food ingredients available to
individuals and restaurants, and processed with restaurant-style
equipment. After using their traditional toolkits to develop or modify
a recipe for a new menu item, executive chefs call in Nestl&#233;
Foodservices or another custom food producer and ask that firm to
manufacture the product they have designed---and this is where the
language translation problem rears its head.
	</text>
</object>
<object id="599">
	<ocn>599</ocn>
	<text class="norm">
		There is no error-free way to translate a recipe expressed in the
language of a traditional restaurant-style culinary toolkit into the
language required by a food-manufacturing facility. Food factories must
use ingredients that can be obtained in quantity at consistent quality.
These are not the same as, and may not taste quite the same as, the
ingredients used by the executive chef during recipe development. Also,
food factories use volume production equipment, such as
huge-steam-heated retorts. Such equipment is very different from
restaurant-style stoves and pots and pans, and it often cannot
reproduce the cooking conditions created by the executive chef on a
stove-top---for example, very rapid heating. Therefore, food-production
factories cannot simply produce a recipe developed by or modified by an
executive chef "as is" under factory conditions---it will not taste the
same.
	</text>
</object>
<object id="600">
	<ocn>600</ocn>
	<text class="norm">
		As a consequence, even though an executive chef creates a prototype
product using a traditional chef's toolkit, food manufacturers find
most of that information---the information about ingredients and
processing conditions---useless because it cannot be straightforwardly
translated into factory-relevant terms. The only information that can
be salvaged is the information about taste and texture contained in the
prototype. And so, production chefs carefully examine and taste the
customer's custom food prototype, then try to make something that
tastes the same using factory ingredients and methods. But an executive
chef's taste buds are not necessarily the same as production chef taste
buds, and so the initial factory version---and the second and the
third---is typically not what the customer wants. So the producer must
create variation after variation until the customer is finally
satisfied.
	</text>
</object>
<object id="601">
	<ocn>601</ocn>
	<text class="norm">
		To solve the translation problem, Gum created a novel toolkit of
pre-processed food ingredients to be used by executive chefs during
food development. Each ingredient in the toolkit was the Nestl&#233;
factory version of an ingredient traditionally used by chefs during
recipe development: That is, it was an ingredient commercially
available to Nestl&#233; that had been processed as an independent
ingredient on Nestl&#233; factory equipment. Thus, a toolkit designed
for developing Mexican sauces would contain a chili puree ingredient
processed on industrial equipment identical to that used to produce
food in commercial-size lots. (Each ingredient in such a toolkit also
contains traces of materials that will interact during production---for
example, traces of tomato are included in the chili puree---so that the
taste effects of such interactions will also be apparent to toolkit
users.)
	</text>
</object>
<object id="602">
	<ocn>602</ocn>
	<text class="norm">
		Chefs interested in using the Nestl&#233; toolkit to prototype a novel
Mexican sauce would receive a set of 20--30 ingredients, each in a
separate plastic pouch. They would also be given instructions for the
proper use of these ingredients. Toolkit users would then find that
each component differs slightly from the fresh components he or she is
used to. But such differences are discovered immediately through direct
experience. The chef can then adjust ingredients and proportions to
move to the desired final taste and texture that is desired. When a
recipe based on toolkit components is finished, it can be immediately
and precisely reproduced by Nestl&#233; factories--- because now the
executive chef is using the same language as the factory. In the
Nestl&#233; case, field testing by Food Product Development Department
researchers showed that adding the error-free translation feature to
toolkit-based design by users reduced the time of custom food
development from 26 weeks to 3 weeks by eliminating repeated redesign
and refinement interactions between Nestl&#233; and purchasers of its
custom food products.
	</text>
</object>
<object id="603">
	<ocn>603</ocn>
	<text class="norm">
		<b>Discussion</b>
	</text>
</object>
<object id="604">
	<ocn>604</ocn>
	<text class="norm">
		A toolkit's success in the market is significantly correlated with that
toolkit's quality and with industry conditions. Thus, Pr&#253;gl and
Franke (2005) studied the success of 100 toolkits offered in a single
industry: computer gaming. They found that success, evaluated by
independent experts, was significantly correlated with the quality of
execution of the attributes of toolkits that have been discussed in
this chapter. That is, success was found to be significantly affected
by the quality of trial-and-error learning enabled by a toolkit, by the
quality of fit of the solution space offered to users' design problems,
by the user friendliness of the tools provided, and by the quality of
module libraries offered with the toolkit. Schreier and Franke (2004)
also obtained information on the importance of toolkit quality in a
study of the value that users placed on consumer products (scarves, T
shirts, cell phone covers) customized with a simple,
manufacturer-supplied toolkit. They found user willingness to pay for
custom designs, as measured by Vickrey auctions, was significantly
negatively affected by the difficulty of creating custom designs with a
toolkit. In contrast, willingness to pay was significantly positively
affected by enjoyment experienced in using a toolkit.
	</text>
</object>
<object id="605">
	<ocn>605</ocn>
	<text class="norm">
		With respect to industry and market conditions, the toolkit-for-user
innovation approach to product design is likely to be most appealing to
toolkit suppliers when the heterogeneous needs of <i>many</i> users can
be addressed by a standard solution approach encoded in a toolkit. This
is because it can be costly to encode all the solution and production
information relevant to users' design decisions. For example, a toolkit
for custom semiconductor design must contain information about the
semi-conductor production process needed to ensure that product designs
created by users are in fact producible. Encoding such information is a
one-time cost, so it makes the best economic sense for solution
approaches that many will want to use.
	</text>
</object>
<object id="606">
	<ocn>606</ocn>
	<text class="norm">
		Toolkits for user innovation are not an appropriate solution for all
product needs, even when heterogeneous needs can be addressed by a
common solution approach. Specifically, toolkits will not be the
preferred approach when the product being designed requires the highest
achievable performance. Toolkits incorporate automated design rules
that cannot, at least at present, translate designs into products or
software as skillfully as a human designer can. For example, a design
for a gate array generated with a toolkit will typically take up more
physical space on a silicon chip than would a fully custom-developed
design of similar complexity. Even when toolkits are on offer,
therefore, manufacturers may continue to design certain products (those
with difficult technical demands) while customers take over the design
of others (those involving complex or rapidly evolving user needs).
	</text>
</object>
<object id="607">
	<ocn>607</ocn>
	<text class="norm">
		Toolkits can be designed to offer a range of capabilities to users. At
the high end, with toolkits such as those used to design custom
integrated circuits, users can truly innovate, creating anything
implementable in digital electronics, from a dishwasher controller to a
novel supercomputer or form of artificial life. At the low end, the
product configurators commonly offered by manufacturers of
mass-customized products enable, for example, a watch purchaser to
create a custom watch by selecting from lists of pre-designed faces,
hands, cases, and straps. (Mass-customized production systems can
manufacture a range of product variations in single-unit quantities at
near mass-production costs (Pine 1993). In the United States,
production systems used by these manufacturers are generally based on
computerized production equipment.)
	</text>
</object>
<object id="608">
	<ocn>608</ocn>
	<text class="norm">
		The design freedom provided by toolkits for user innovation may not be
of interest to all or even to most users in a market characterized by
heterogeneous needs. A user must have a great enough need for something
different to offset the costs of putting a toolkit to use for that
approach to be of interest. Toolkits may therefore be offered only to a
subset of users. In the case of software, toolkits may be provided to
all users along with a standard, default version of the product or
service, because the cost of delivering the extra software is
essentially zero. In such a case, the toolkit's capability will simply
lie unused in the background unless and until a user has sufficient
incentive to evoke and employ it.
	</text>
</object>
<object id="609">
	<ocn>609</ocn>
	<text class="norm">
		Provision of toolkits to customers can be a complement to lead user
idea-generation methods for manufacturers. Some users choosing to
employ a toolkit to design a product precisely right for their own
needs will be lead users, whose present strong need foreshadows a
general need in the market. Manufacturers can find it valuable to
identify and acquire the generally useful improvements made by lead
users of toolkits, and then supply these to the general market. For
this reason, manufacturers may find it valuable implement toolkits for
innovation even if the portion of the target market that can directly
use them is relatively small.
	</text>
</object>
<object id="610">
	<ocn>610</ocn>
	<text class="norm">
		Toolkits can affect existing business models in a field in ways that
may or may not be to manufacturers' competitive advantage in the longer
run. For example, consider that many manufacturers of products and
services profit from both their design capabilities and their
production capabilities. A switch to user-based customization via
toolkits can affect their ability to do this over the long term. Thus,
a manufacturer that is early in introducing a toolkit approach to
custom product or service design may initially gain an advantage by
tying that toolkit to its particular production facility. However, when
toolkits are made available to customer designers, this tie often
weakens over time. Customers and independent tool developers can
eventually learn to design toolkits applicable to the processes of
several manufacturers. Indeed, this is precisely what has happened in
the custom integrated circuit industry. The toolkits revealed to users
by the initial innovator, LSI, and later by rival producers were
producer-specific. Over time, however, Cadance and other specialist
toolkit supply firms emerged and developed toolkits that could be used
to make designs producible by a number of vendors. The end result is
that manufacturers that previously benefited from selling their
product-design skills and their production skills can be eventually
forced by the shifting of design tasks to customers via toolkits to a
position of benefiting from their production skills only.
	</text>
</object>
<object id="611">
	<ocn>611</ocn>
	<text class="norm">
		Manufacturers that think long-term disadvantages may accrue from a
switch to toolkits for user innovation and design will not necessarily
have the luxury of declining to introduce toolkits. If any manufacturer
introduces a high-quality toolkit into a field favoring its use,
customers will tend to migrate to it, forcing competitors to follow.
Therefore, a firm's only real choice in a field where conditions are
favorable to the introduction of toolkits may be whether to lead or to
follow.
	</text>
</object>
<object id="612">
	<ocn>612</ocn>
	<text class="h4">
		12 Linking User Innovation to Other Phenomena and Fields
	</text>
</object>
<object id="613">
	<ocn>613</ocn>
	<text class="norm">
		This final chapter is devoted to describing links between user-centered
innovation and other phenomena and literatures. Of course, innovation
writ large is related to anything and everything, so the phenomena and
the literatures I will discuss here are only those hanging closest on
the intellectual tree. My goal is to enable interested readers to
migrate to further branches as they wish, assisted by the provision of
a few important references. With respect to phenomena, I will first
point out the relationship of user innovation to <i>information</i>
communities---of which user innovation communities are a subset. With
respect to related fields, I begin by linking user-centric innovation
phenomena explored in this book to the literature on the economics of
knowledge, and to the competitive advantage of nations. Next I link it
to research on the sociology of technology. Finally, I point out how
findings regarding user innovation could---but do not yet---link to and
complement the way that product development is taught to managers.
	</text>
</object>
<object id="614">
	<ocn>614</ocn>
	<text class="norm">
		<b>Information Communities</b>
	</text>
</object>
<object id="615">
	<ocn>615</ocn>
	<text class="norm">
		Many of the considerations I have discussed with respect to user
innovation communities apply to <i>information</i> communities as
well---a much more general category of which user innovation
communities are a subset. I define information communities as
communities or networks of individuals and/or organizations that
rendezvous around an information commons, a collection of information
that is open to all on equal terms.
	</text>
</object>
<object id="616">
	<ocn>616</ocn>
	<text class="norm">
		In close analogy to our discussions of innovation communities, I
propose that commons-based information communities or networks will
form when the following conditions hold: (1) Some have information that
is not generally known. (2) Some are willing to freely reveal what they
know. (3) Some beyond the information source have uses for what is
revealed. On an intuitive basis, one can immediately see that these
conditions are often met. Of course, people and firms know different
things. Of course there are many things that one would not be averse to
freely revealing; and of course others would often be interested in
what is freely revealed. After all, as individuals we all regularly
freely reveal information not generally known to people who ask, and
presumably these people value at least some of the information we
provide.
	</text>
</object>
<object id="617">
	<ocn>617</ocn>
	<text class="norm">
		The economics of information communities can be much simpler than that
of the user innovation communities discussed earlier, because valuable
proprietary information is often not at center stage. When the service
provided by information communities is to offer non-proprietary
"content" in a more convenient and accessible form, one need consider
only the costs and benefits associated with information diffusion. One
need not also consider potential losses associated with the free
revealing of proprietary innovation-related information.
	</text>
</object>
<object id="618">
	<ocn>618</ocn>
	<text class="norm">
		It is likely that information communities are getting steadily more
pervasive for the same reasons that user innovation communities are:
the costs of diffusing information are getting steadily lower as
computing and communication technologies improve. As a result,
information communities may have a rapidly increasing impact on the
economy and on the landscape of industry. They are and will be
especially empowering to fragmented groups, whose members may for the
first time gain low-cost access to a great deal of rich and fresh
information of mutual interest. As is the case for user innovation
networks, information networks can actually store content that
participants freely reveal and make it available for free downloading.
(Wikipedia is an example of this.) And/or, information networks can
function to link information seekers and information holders rather
than actually storing information. In the latter case, participants
post to the network, hoping that someone with the requested information
will spot their request and provide an answer (Lakhani and von Hippel
2003). Prominent examples can be found in the medical field in the form
of specialized websites where patients with relatively rare conditions
can for the first time find each other and also find specialists in
those conditions. Patients and specialists who participate in these
groups can both provide and get access to information that previously
was scattered and for most practical purposes inaccessible.
	</text>
</object>
<object id="619">
	<ocn>619</ocn>
	<text class="norm">
		Just as is the case in user innovation groups, open information
communities are developing rapidly, and the behaviors and
infrastructure needed for success are being increasingly learned and
codified. These communities are by no means restricted to
user-participants. Thus, both patients and doctors frequently
participate in medical information communities. Also, information
communities can be run by profit-making firms and/or on a non-profit
basis for and by information providers and users themselves--- just as
we earlier saw was the case with innovation communities. Firms and
users are developing many versions of open information communities and
testing them in the market. As an example of a commercially supported
information commons, consider e-Bay, where information is freely
revealed by many under a structure provided by a commercial firm. The
commercial firm then extracts a profit from commissions on transactions
consummated between information providers and information seekers. As
an example of an information community supported by users themselves,
again consider Internet sites specializing in specific diseases---for
example, childrenfacingillness.com.
	</text>
</object>
<object id="620">
	<ocn>620</ocn>
	<text class="norm">
		Information communities can have major effects on established ways of
doing business. For example, markets become more efficient as the
information provided to transaction participants improves. Thus,
product and service manufacturers benefit from good information on the
perceptions and preferences of potential buyers. Similarly, product and
service purchasers benefit from good information on the characteristics
of the various offerings in the market. Traditionally, firms have
collected information on users' needs and on products' characteristics
by means of face-to-face interviewing and (in the case of mass markets)
questionnaires. Similar information of high quality now can be
collected nearly without cost and can be posted on special Internet
sites by users themselves and/or by for-profit enterprises. Dellarocas,
Awad, and Zhang (2004) show that volunteered online movie reviews
provide information that is just as accurate as that collected by
surveys of representative samples of respondents. This emerging new
approach to data aggregation will clearly affect the established
business models of firms specializing in information collection, with
websites like www.ciao.co.uk illustrating new possibilities. If the
quality of information available to transaction participants goes up
and the information price is low, transaction quality should go up.
With the aid of online product-evaluation sites, it is likely that
consumers will be able to apply much better information even to small
buying decisions, such as the choice of a restaurant for tonight's
dinner.
	</text>
</object>
<object id="621">
	<ocn>621</ocn>
	<text class="norm">
		What Paul David and colleagues call "open science" is a type of
information community that is closely related to the innovation
communities discussed earlier (David 1992; Dasgupta and David 1994;
David 1998). Free revealing of findings is, of course, a characteristic
of modern science. Academic scientists publish regularly and so freely
reveal information that may have high proprietary value. This raises
the same question explored in the case of innovation communities: Why,
in view of the potential of free ridership, do scientists freely reveal
the information they have developed at private cost? The answer
overlaps with but also differs from the answers provided in the case of
free revealing of proprietary innovations by innovation users. With
respect to similarities, sociologists of science have found that
reputation among peers is important to scientists, and that priority in
the discovery of new knowledge is a major component of reputation.
Because of the importance of priority, scientists generally rush their
research projects to completion and then rush to freely reveal their
new findings. This dynamic creates a great advantage from the point of
view of social welfare (Merton 1973).
	</text>
</object>
<object id="622">
	<ocn>622</ocn>
	<text class="norm">
		With respect to major differences, it is public policy in many
countries to subsidize research with public funds. These policies are
based on the assumption that only inadequate amounts of scientific
research can be drawn forth by reputational inducements alone. Recall
that, in contrast, innovations developed and freely revealed by
innovation users are not subsidized from any source. Users, unlike
"scientists," by definition have a personal or corporate use for the
innovation-related knowledge they generate. This additional source of
private reward may explain why user innovation communities can flourish
without subsidy.
	</text>
</object>
<object id="623">
	<ocn>623</ocn>
	<text class="norm">
		<b>The Economics of Knowledge</b>
	</text>
</object>
<object id="624">
	<ocn>624</ocn>
	<text class="norm">
		In this field, Foray (2004) provides a rich road map regarding the
economics of knowledge and the central role played by users. Foray
argues that the radical changes in information and communication
technologies (ICT) are creating major changes in the economics of
knowledge production and distribution. Economists have traditionally
reduced knowledge production to the function of research and
development, defined as the activity specifically devoted to invention
and innovation. Starting with Machlup (1962), economists also have
identified the knowledge-based economy as consisting of specialized
sectors focused on activities related to communication, education, the
media, and computing and information-related services. Foray argues
that these simplifications, although providing a rationale for a way to
measure knowledge-generation activities, were never appropriate and now
are totally misleading.
	</text>
</object>
<object id="625">
	<ocn>625</ocn>
	<text class="norm">
		Knowledge generation, Foray says, is now a major activity across all
industrial sectors and is by no means restricted to R&amp;D
laboratories: we are in the age of the knowledge economy. He makes a
central distinction between R&amp;D that is conducted in laboratories
remote from doing, and learning by doing at the site of production. He
argues that both are important, and have complementary advantages and
drawbacks. Laboratory research can ignore some of the complexities
involved in production in search of basic understanding. Learning by
doing has the contrasting advantage of being in the full fidelity of
the real production process. The drawback to learning by doing,
however, is that one is attempting to do two things at once---producing
and learning---and this can force compromises onto both.
	</text>
</object>
<object id="626">
	<ocn>626</ocn>
	<text class="norm">
		Foray positions users at the heart of knowledge production. He says
that one major challenge for management is to capture the knowledge
being generated by users "on line" during the process of doing and
producing, and to integrate it with knowledge created "off line" in
laboratories. He discusses implications of the distributed nature of
knowledge production among users and others, and notes that the
increased capabilities of information and communication technologies
tend to reduce innovators' ability to control the knowledge they
create. He proposes that the most effective knowledge-management
policies and practices will be biased toward knowledge sharing.
	</text>
</object>
<object id="627">
	<ocn>627</ocn>
	<text class="norm">
		Weber (2004, pp. 72--73) explores similar ideas in the specific context
of open source software. "The conventional language of industrial-era
economics," he notes, "identifies producers and consumers, supply and
demand. The open source process scrambles these categories. Open source
software users are not consumers in the conventional sense. . . . Users
integrate into the production process itself in a profound way."
Weber's central thesis is that the open source process is a new way of
organizing production:
	</text>
</object>
<object id="628">
	<ocn>628</ocn>
	<text class="indent1">
		One solution is the familiar economy that depends upon a blend of
exclusive property rights, divisions of labor, reduction of transaction
costs, and the management of principal-agent problems. The success of
open source demonstrates the importance of a fundamentally different
solution, built on top of an unconventional understanding of property
rights configured around distribution. . . . And it relies on a set of
organizational structures to coordinate behavior around the problem of
managing distributed innovation, which is different from the division
of labor. (ibid., p. 224)
	</text>
</object>
<object id="629">
	<ocn>629</ocn>
	<text class="norm">
		Weber details the property-rights regime used by open source projects,
and also the nature of open source innovation communities and
incentives acting on participants. He then argues that this new mode of
production can extend beyond the development of open source software,
to an extent and a degree that are not yet understood:
	</text>
</object>
<object id="630">
	<ocn>630</ocn>
	<text class="norm">
		One important direction in which the open source experiment points is
toward moving beyond the discussion of transaction as a key determinant
of institutional design. . . . The elegant analytics of transaction
cost economics do very interesting work in explaining how divisions of
labor evolve through outsourcing of particular functions (the decision
to buy rather than make something). But the open source process adds
another element. The notion of open-sourcing as a strategic
organizational decision can be seen as an efficiency choice around
distributed innovation, just as outsourcing was an efficiency choice
around transactions costs. . . . As information about what users want
and need to do becomes more fine-grained, more individually
differentiated, and harder to communicate, the incentives grow to shift
the locus of innovation closer to them by empowering them with freely
modifiable tools. (ibid., pp. 265--267)
	</text>
</object>
<object id="631">
	<ocn>631</ocn>
	<text class="norm">
		<b>National Competitive Advantage</b>
	</text>
</object>
<object id="632">
	<ocn>632</ocn>
	<text class="norm">
		Understanding national innovation systems and the competitive advantage
of a nation's firms is an important matter for national policy makers
(Nelson 1993). Can what we have learned in this book shed any light on
their concerns? Porter (1991), assessing national competitive advantage
through the intellectual lens of competitive strategy, concludes that
one of four major factors determining the competitive advantage of
nations is demand conditions. "A nation's firms," he argues, "gain
competitive advantage if domestic buyers are, or are among, the world's
most sophisticated and demanding buyers for the product or service.
Such buyers provide a window into the most advanced buyer needs. . . .
Buyers are demanding where home product needs are especially stringent
or challenging because of local circumstances." For example: "The
continental United States has been intensely drilled, and wells are
being drilled in increasingly difficult and marginal fields. The
pressure has been unusually great for American oil field equipment
suppliers to perfect techniques that minimize the cost of difficult
drilling and ensure full recovery from each field. This has pushed them
to advance the state of the art and sustain strong international
positions." (ibid., pp. 89--90)
	</text>
</object>
<object id="633">
	<ocn>633</ocn>
	<text class="norm">
		Porter also argues that <i>early</i> domestic demand is also important:
"Provided it anticipates buyer needs in other nations, early local
demand for a product or service in a nation helps local firms to move
sooner than foreign rivals to become established in an industry. They
get the jump in building large-scale facilities and accumulating
experience. . . . Only if home demand is anticipatory of international
need will home demand contribute to advantage." (ibid., p. 95)
	</text>
</object>
<object id="634">
	<ocn>634</ocn>
	<text class="norm">
		From my perspective, Porter is making the case for the value of a
nation's domestic lead users to national competitive advantage.
However, he is also assuming that it is <i>manufacturers</i> that
innovate in response to advanced or stringent user demand. On the basis
of the findings reported on in this book, I would modify this
assumption by noting that, often, domestic manufacturers' links to
<i>innovating lead users</i> have the impacts on national competitive
advantage that he describes---but that the lead users' input to favored
domestic firms would include innovations as well as needs.
	</text>
</object>
<object id="635">
	<ocn>635</ocn>
	<text class="norm">
		Domestic lead users make a difference to national competitive
advantage, Porter argues, because "local firms often enjoy some natural
advantages in serving their home market compared to foreign firms, a
result of proximity as well as language, regulation, and cultural
affinities (even, frequently, if foreign firms are staffed with local
nationals)." Porter continues: "Preferred access to a large domestic
customer base can be a spur to investment by local firms. Home demand
may be perceived as more certain and easier to forecast, while foreign
demand is seen as uncertain even if firms think they have the ability
to fill it." (ibid., p. 93)
	</text>
</object>
<object id="636">
	<ocn>636</ocn>
	<text class="norm">
		What new insights and research questions can the work of this book
contribute to this analysis of national competitive advantage? On the
one hand, I certainly see the pattern Porter describes in some studies
of lead user innovation. For example, early in the history of the US
semiconductor industry, AT&amp;T, the inventor of the transistor and an
early innovator, developed a number of novel types of production
equipment as a user organization. AT&amp;T engineers went to local
machine shops to have these machines produced in volume to meet
AT&amp;T's in-house production needs. A side effect of this procurement
strategy was to put many of these previously undistinguished firms into
the business of producing advanced semi-conductor equipment to the
world (von Hippel 1977, 1988).
	</text>
</object>
<object id="637">
	<ocn>637</ocn>
	<text class="norm">
		On the other hand, the findings of this book suggest that the "natural
advantages" Porter proposes that domestic manufacturers will have with
respect to filling the needs of local lead users may be eroding in the
Internet age. As has been seen in the case of open source software, and
by extension in the cases of other information-based products, users
are capable of developing complex products in a coordinated way without
geographic proximity. Participants in a particular open source project,
for example, may come from a number of countries and may never meet
face to face. In the case of physical products, the emergence of a
pattern of user-based design followed by "foundry-style" production may
also reduce the importance of propinquity between innovating lead users
and manufacturers. As in the cases of integrated circuits and
kitesurfing discussed earlier in this book, users can transmit CAD
product-design information files from anywhere to any suitably equipped
manufacturer for production. Probably only in the case of physical
products where the interaction between product and production methods
are not clear will geography continue to matter deeply in the age of
the Internet. Nations may be able to create comparative advantages for
domestic manufacturers with respect to profiting from innovation by
lead users; however, they cannot assume that such advantages will
continue to exist simply because of propinquity.
	</text>
</object>
<object id="638">
	<ocn>638</ocn>
	<text class="norm">
		<b>The Sociology of Technical Communities</b>
	</text>
</object>
<object id="639">
	<ocn>639</ocn>
	<text class="norm">
		Relevant elements of this field include studies in the sociology of
technology in general and studies of the sociology of open source
software communities in particular. Historical accounts of the
evolution of a technology have often taken a linear view of their
subject. In the linear view, a technology such as aerodynamics and
related technological artifacts such as the airplane start at point A
and then naturally evolve to end point B. In other words, it is
implicitly assumed that the airplane will evolve from the artifact of
wood and fabric and wire developed by the Wright brothers to the
characteristics we associate with aircraft today. Nothing much to
explain about that.
	</text>
</object>
<object id="640">
	<ocn>640</ocn>
	<text class="norm">
		In the Social Construction of Technology (SCOT) model of technological
evolution (Pinch and Bijker 1987), the direction in which an artifact
(a product, for example) evolves depends very much on the meanings that
different "groups with a problem" construct for it. These meanings, in
turn, affect which of the many possible variations of a product are
developed, how they evolve, and whether and how they eventually die.
Groups that construct the meanings of a product centrally include, but
are not restricted to, product users. For example, in the case of the
bicycle, some relevant groups were users of various types---people who
wanted to travel from place to place via bicycle, people who wanted to
race bicycles, etc. Relevant non-user groups included "anticyclists,"
who had a negative view of the bicycle in its early days and wanted it
to fail (Bijker 1995).
	</text>
</object>
<object id="641">
	<ocn>641</ocn>
	<text class="norm">
		When one takes the views of all relevant groups into account, one gets
a much richer view of the "socially constructed" evolution of a
technology. As a relatively recent example, consider the supersonic
transport plane (SST) planned in the United States during the 1970s.
Airlines, and potential passengers were "groups with a problem" who
presumably wanted the technology for different reasons. Other relevant
groups with a problem included people who expected to be negatively
affected by the sonic boom the SST would cause, people who were
concerned about the pollution its engines would cause in the
stratosphere, and people who had other reasons for opposing or
supporting the SST. Proposed designs evolved in an attempt to satisfy
the various contending interest groups. Eventually it became clear that
the SST designers could not arrive at a generally acceptable compromise
solution and so the project failed (Horwich 1982).
	</text>
</object>
<object id="642">
	<ocn>642</ocn>
	<text class="norm">
		Pinch and Kline (1996, pp. 774--775) elaborated on the original SCOT
model by pointing out that the way a product is interpreted is not
restricted to the design stage of a technology, but also can continue
during the product's use. They illustrated with the case of the
automobile: . . .
	</text>
</object>
<object id="643">
	<ocn>643</ocn>
	<text class="indent1">
		although [automobile] manufacturers may have ascribed a particular
meaning to the artifact they were not able to control how that artifact
was used once it got into the hands of the users. Users precisely as
users can embed new meanings into the technology. This happened with
the adaptation of the car into rural life. As early as 1903, farm
families started to define the car as more than a transportation
device. In particular, they saw it as a general source of power. George
Schmidt, a Kansas farmer, advised readers of the <i>Rural New
Yorker</i> in 1903 to "block up the hind axle and run a belt over the
one wheel of the automobile and around the wheel on a [corn] sheller,
grinder, saw, pump, or any other machine that the engine is capable of
running, and see how the farmer can save money and be in style with any
city man." T. A. Pottinger, an Illinois farm man, wrote in <i>Wallace's
Farmer</i> in 1909 that "the ideal farm car should have a detachable
backseat, which could turn the vehicle into a small truck." Other
Phenomena and Fields 173
	</text>
</object>
<object id="644">
	<ocn>644</ocn>
	<text class="norm">
		Of course, user innovations and modifications are involved in these
cases along with users' reinterpretation of product uses. Kline and
Pinch report that manufacturers adopted some of the rural users'
innovations, generally after a lag. For example, a car that could also
serve as a small truck was eventually offered as a commercial product.
	</text>
</object>
<object id="645">
	<ocn>645</ocn>
	<text class="norm">
		Research on communities of practice offers another link between studies
of user innovation and sociology (Brown and Duguid 1991; Wenger 1998).
The focus of this research is on the functioning of specialist
communities. Researchers find that experts in a field spontaneously
form interest groups that communicate to exchange their views and
learnings on how to carry out and improve the practices of their
profession. Members of communities of practice exchange help in
informal ways that seem similar to the practices described above as
characteristic of open source software projects and communities of
sports innovators.
	</text>
</object>
<object id="646">
	<ocn>646</ocn>
	<text class="norm">
		Research on brand communities is still another related research thread
(Muniz and O'Guinn 2001). Brand communities form around commercial
brands and products (e.g., Lego construction toys) and even around
products discontinued by their manufacturers e.g., Apple's Newton
personal digital assistant). Brand communities can be intensely
meaningful to participants and can involve user innovation. In Newton
groups, for example, users develop new applications and exchange
information about how to repair aging equipment (Muniz and Schau 2004).
In Lego communities, lead users develop new products, new building
techniques, and new offline and online multiplayer building projects
that later prove to be of interest to the manufacturer (Antorini 2005).
	</text>
</object>
<object id="647">
	<ocn>647</ocn>
	<text class="norm">
		<b>The Management of Product Development</b>
	</text>
</object>
<object id="648">
	<ocn>648</ocn>
	<text class="norm">
		Finally, I turn to links between user-centered innovation and teaching
on the management of product development. Information on lead users as
a source of new product ideas now appears in most marketing textbooks.
There also should be a link to other elements of user-centered
innovation processes in the literature on product-development
management---but there really isn't much of one yet. Although much of
the research on user innovation cited in this book is going on in
schools of management and business economics, little of this
information has moved into teaching related to the product-development
process as of yet.
	</text>
</object>
<object id="649">
	<ocn>649</ocn>
	<text class="norm">
		Clearly, it would be useful to provide managers of both user firms and
manufacturing firms with a better understanding of the management of
user-centered innovation. It is a curious fact that even managers of
firms that have built major product lines upon user-developed
innovations may hold the manufacturer-centric view that "we developed
that." For example, an early study of innovation in scientific
instruments documented that nearly 80 percent of the major improvements
commercialized by instrument manufacturers had been developed by users
(von Hippel 1976). When I later discussed this finding with managers in
instrument firms, most of them were astonished. They insisted that all
the innovations in the study sample had been developed within
manufacturing firms. They could be convinced otherwise only when
supplied with actual publications by user-scientists describing
user-built prototypes of those instrument improvements---prototypes
developed from 5 to 7 years before any instrument firm had sold a
functionally equivalent commercial product.
	</text>
</object>
<object id="650">
	<ocn>650</ocn>
	<text class="norm">
		My inquiries into why managers in this field and others held---and
largely still hold---such contrary-to-fact beliefs identified several
contributing factors. First, manufacturers seldom track where the major
new products and product improvements they sell actually came from.
Managers see no need to set up a tracking system, because the
conventional wisdom is clear: "Everyone knows new products are
developed by manufacturers such as ourselves based on user needs
identified by market research." Further, the manufacturing firms have
market-research and product-development departments in place, and
innovations are somehow being produced. Thus, it is easy to conclude
that the manufacturers' innovation processes must be working as
expected.
	</text>
</object>
<object id="651">
	<ocn>651</ocn>
	<text class="norm">
		In fact, however, important, functionally novel innovations are often
brought into manufacturers by informal channels. Product-development
engineers may attend conferences and learn about important user
innovations, salesmen and technical service personnel discover
user-modified equipment on field visits, and so on. Once the basic
innovation-related information is in house, the operating principles of
a user's prototype will often be adopted, but the detailed design of
the device will be changed and improved for production. After a while,
the user's prototype, if remembered at all, will begin to look quite
primitive to the firm's engineers relative to the much better product
they have designed. Finally, when sales begin, the firm's advertising
will urge customers to buy "<i>our</i> wonderful new product." Other
Phenomena and Fields 175
	</text>
</object>
<object id="652">
	<ocn>652</ocn>
	<text class="norm">
		The net result is understandable: the user roots of many new commercial
products, never widely known in manufacturing firms, are forgotten. And
when it is time to develop the next innovation, management again turns
to the conventional methods that "worked so well for us last time."
Eventually, information about new user innovations will again arrive by
pathways unnoticed and unmanaged---and with an unnecessary lag.
	</text>
</object>
<object id="653">
	<ocn>653</ocn>
	<text class="norm">
		To improve matters, managers must learn when it is appropriate to
follow user-centered and manufacturer-centered innovation process
paradigms and how user-centered innovation can best be managed when it
is the method of choice. Managers in user firms and in manufacturing
firms need tools with which to understand the innovate-or-buy decisions
they face---to understand which product needs or which service needs
users (rather than manufacturers) should invest in developing. Managers
in user firms also need to learn how their firms can best carry out
development work in their low-cost innovation niches: how they can best
deploy their information-related advantages of being actual users and
residing in the context of use to cheaply learn by doing. Managers in
manufacturing firms will want to learn how they can best play a
profitable role in user-centered innovation patterns when these play a
role in the markets they serve.
	</text>
</object>
<object id="654">
	<ocn>654</ocn>
	<text class="norm">
		Innovating users may also want to learn whether and how to diffuse
their innovations by becoming manufacturers. This may be a fairly
common practice in some fields. Shah (2000) found that users of sports
equipment sometimes became manufacturers by a very natural process. The
users would demonstrate the performance and value of their innovations
as they used them in public sporting events. Some of the participants
in the meets would then ask "Can you make one of those for me too?"
Informal hobby-level production would then sometimes become the basis
of a major company. Lettl, Herstatt, and Gem&#253;nden (2004) report on
case histories in which user-innovators became heavily involved in
promoting the commercialization of important innovations in surgical
equipment. These innovations tended to be developed by surgeons, who
then often made major efforts to induce manufacturers to commercialize
them. Hienerth (2004) documents how user-innovators in "rodeo kayaking"
build their own boats, discover that kayak manufacturers (even those
established by a previous generation of user-innovators) are unwilling
to manufacture what they want, and so are driven to become
manufacturers themselves.
	</text>
</object>
<object id="655">
	<ocn>655</ocn>
	<text class="norm">
		Managers must learn that no single locus of innovation is the "right"
one for either user firms or manufacturer firms. The locus of
innovation varies between user firms and manufacturing firms according
to market-related and information-related conditions. These conditions
may well vary predictably over product life cycles. Utterback and
Abernathy (1975) proposed that innovation by users is likely to be more
important in the early stages of such cycles. Early in the life of a
new product, there is a "fluid" stage in which the nature and the use
of a product are unclear. Here, Utterback and Abernathy say, users play
a big part in sorting the matter out, in part through innovation.
Later, a dominant product design will emerge---a shared sense of
exactly what a particular product is, what features and components it
should include, and how it should function. (We all know, for example,
that a car has four wheels and moves along the ground in directions
determined by a steering wheel.) After that time, if the market for the
product grows, innovation will shift from product to process as firms
shift from the problem of what to produce to the problem of how to
produce a well-understood product in ever greater volumes. From a lead
user innovation perspective, of course, both functionally novel
products and functionally novel processes are likely to be developed by
users---in the first case users of the product, and in the second by
manufacturing firms that use the process.
	</text>
</object>
<object id="656">
	<ocn>656</ocn>
	<text class="norm">
		<b>In Conclusion</b>
	</text>
</object>
<object id="657">
	<ocn>657</ocn>
	<text class="norm">
		In this book I have explored how and why users, individually and in
firms and in communities, develop and freely reveal innovations. I have
also argued that there is a general trend toward a open and distributed
innovation process driven by steadily better and cheaper computing and
communications. The net result is an ongoing shift toward the
democratization of innovation. This welfare-enhancing shift is forcing
major changes in user and manufacturer innovation practices, and is
creating the need for change in government policies. It also, as I
noted at the start of the book, presents major new opportunities for us
all. Other Phenomena and Fields 177
	</text>
</object>
<object id="658">
	<ocn>658</ocn>
	<text class="h4">
		Notes
	</text>
</object>
<object id="659">
	<ocn>659</ocn>
	<text class="norm">
		<b>Chapter 2</b>
	</text>
</object>
<object id="660">
	<ocn>660</ocn>
	<text class="norm">
		1. LES contains four types of measures. Three ("benefits recognized
early," "high benefits expected," and "direct elicitation of the
construct") contain the core components of the lead user construct. The
fourth ("applications generation") is a measure of a number of
innovation-related activities in which users might engage: they
"suggest new applications," they "pioneer those applications," and
(because they have needs or problems earlier than their peers) they may
be "used as a test site" (Morrison, Midgely, and Roberts 2004).
	</text>
</object>
<object id="661">
	<ocn>661</ocn>
	<text class="norm">
		<b>Chapter 3</b>
	</text>
</object>
<object id="662">
	<ocn>662</ocn>
	<text class="norm">
		1. Cluster analysis does not specify the "right" number of
clusters---it simply segments a sample into smaller and smaller
clusters until the analyst calls a halt. Determining an appropriate
number of clusters within a sample can be done in different ways. Of
course, it always possible to say that "I only want to deal with three
market segments, so I will stop my analysis when my sample has been
segmented into three clusters." More commonly, analysts will examine
the increase of squared error sums of each step, and generally will
view the optimal number of clusters as having been reached when the
plot shows a sudden "elbow" (Myers 1996). Since this technique does not
incorporate information on remaining within-cluster heterogeneity, it
can lead to solutions with a large amount of within-cluster variance.
The "cubic clustering criterion" (CCC) partially addresses this concern
by measuring the within-cluster homogeneity relative to the
between-cluster heterogeneity. It suggests choosing the number of
clusters where this value peaks (Milligan and Cooper 1985). However,
this method appears to be rarely used: Ketchen and Shook (1996) found
it used in only 5 of 45 segmentation studies they examined.
	</text>
</object>
<object id="663">
	<ocn>663</ocn>
	<text class="norm">
		2. &lt;<link xmlns:xlink="http://www.w3.org/1999/xlink"
xlink:type="simple"
xlink:href="http://groups-beta.google.com/group/comp.infosystems.www.servers.unix">http://groups-beta.google.com/group/comp.infosystems.www.servers.unix</link>&gt;
	</text>
</object>
<object id="664">
	<ocn>664</ocn>
	<text class="norm">
		3. &lt;<link xmlns:xlink="http://www.w3.org/1999/xlink"
xlink:type="simple"
xlink:href="http://modules.apache.org/">http://modules.apache.org/</link>&gt;
	</text>
</object>
<object id="665">
	<ocn>665</ocn>
	<text class="norm">
		4. To measure heterogeneity, Franke and I analyzed the extent to which
j standards, varying from [1; i], meet the needs of the i individuals
in our sample. Conceptually, we first locate a product in
multi-dimensional need space (dimensions = 45 in the case of our
present study) that minimizes the distances to each individual's needs.
(This step is analogous to the Ward's method in cluster analysis that
also minimizes within cluster variation; see Punj and Stewart 1983.)
The "error" is then measured as the sum of squared Euclidean distances.
We then repeated these steps to determine the error for two optimally
positioned products, three products, and so on up to a number equaling
I -- 1. The sum of squared errors for all cases is then a simple
coefficient that measures how much the needs of i individuals can be
satisfied with j standard products. The "coefficient of heterogeneity"
just specified is sensitive both to the (average) distance between the
needs and for the configuration of the needs: when the needs tend to
form clusters the heterogeneity coefficient is lower than if they are
evenly spread. To make the coefficient comparable across different
populations, we calibrate it using a bootstrapping technique (Efron
1979) involving dividing the coefficient by the expected value (this
value is generated by averaging the heterogeneity of many random
distributions of heterogeneity of the same kind). The average random
heterogeneity coefficient is then an appropriate value for calibration
purposes: it assumes that there is no systematic relationship between
the needs of the individuals or between the need dimensions.
	</text>
</object>
<object id="666">
	<ocn>666</ocn>
	<text class="norm">
		5. Conceptually, it can be possible to generate "one perfect product"
for everyone--- in which case heterogeneity of demand is zero---by
simply creating all the features wanted by anyone (45 + 92 features in
the case of this study), and incorporating them in the "one perfect
product." Users could then select the features they want from a menu
contained in the one perfect product to tailor it to their own tastes.
Doing this is at least conceptually possible in the case of software,
but less so in the case of a physical product for two reasons: (1)
delivering all possible physical options to everyone who buys the
product would be expensive for physical goods (while costing nothing
extra in the case of information products); (2) some options are
mutually exclusive (an automobile cannot be both red and green at the
same time).
	</text>
</object>
<object id="667">
	<ocn>667</ocn>
	<text class="norm">
		6. The difference between actual willingness to pay and expressed
willingness to pay is much lower for private goods (our case) than for
public goods. In the case of private goods, Loomis et al. (1996) found
the expressed willingness to pay for art prints to be twice the actual
WTP. Willis and Powe (1998) found that among visitors to a castle the
expressed WTP was 60 percent lower than the actual WTP. In the case of
public goods, Brown et al. (1996), in a study of willingness to pay for
removal of a road from a wilderness area, found the expressed WTP to be
4--6 times the actual WTP. Lindsey and Knaap (1999), in a study of WTP
for a public urban greenway, found the expressed WTP to be 2-10 times
the actual WPT. Neil et al. (1994) found the expressed WTP for
conserving an original painting in the desert to be 9 times the actual
WTP. Seip and Strand (1992) found that less than 10 percent of those
who expressed interest in paying to join an environmental organization
actually joined.
	</text>
</object>
<object id="668">
	<ocn>668</ocn>
	<text class="norm">
		<b>Chapter 6</b>
	</text>
</object>
<object id="669">
	<ocn>669</ocn>
	<text class="norm">
		1. As a specific example of a project with an emergent goal, consider
the beginnings of the Linux open source software project. In 1991,
Linus Torvalds, a student in Finland, wanted a Unix operating system
that could be run on his PC, which was equipped with a 386 processor.
Minix was the only software available at that time but it was
commercial, closed source, and it traded at US$150. Torvalds found this
too expensive, and started development of a Posix-compatible operating
system, later known as Linux. Torvalds did not immediately publicize a
very broad and ambitious goal, nor did he attempt to recruit
contributors. He simply expressed his private motivation in a message
he posted on July 3, 1991, to the USENET newsgroup comp.os.minix
(Wayner 2000): Hello netlanders, Due to a project I'm working on (in
minix), I'm interested in the posix standard definition. [Posix is a
standard for UNIX designers. A software using POSIX is compatible with
other UNIX-based software.] Could somebody please point me to a
(preferably) machine-readable format of the latest posix-rules?
Ftp-sites would be nice. In response, Torvalds got several return
messages with Posix rules and people expressing a general interest in
the project. By the early 1992, several skilled programmers contributed
to Linux and the number of users increased by the day. Today, Linux is
the largest open source development project extant in terms of number
of developers.
	</text>
</object>
<object id="670">
	<ocn>670</ocn>
	<text class="norm">
		<b>Chapter 7</b>
	</text>
</object>
<object id="671">
	<ocn>671</ocn>
	<text class="norm">
		1. When they do not incorporate these qualities, they would be more
properly referred to as networks---but communities is the term commonly
used, and I follow that practice here.
	</text>
</object>
<object id="672">
	<ocn>672</ocn>
	<text class="norm">
		2. hacker n. [originally, someone who makes furniture with an axe] 1. A
person who enjoys exploring the details of programmable systems and how
to stretch their capabilities, as opposed to most users, who prefer to
learn only the minimum necessary. 2. One who programs enthusiastically
(even obsessively) or who enjoys programming rather than just
theorizing about programming. 3. A person capable of appreciating hack
value. 4. A person who is good at programming quickly. . . . 8.
[deprecated] A malicious meddler who tries to discover sensitive
information by poking around. Hence password hacker, network hacker.
The correct term for this sense is cracker (Raymond 1996).
	</text>
</object>
<object id="673">
	<ocn>673</ocn>
	<text class="norm">
		3. Source code is a sequence of instructions to be executed by a
computer to accomplish a program's purpose. Programmers write computer
software in the form of source code, and also document that source code
with brief written explanations of the purpose and design of each
section of their program. To convert a program into a form that can
actually operate a computer, source code is translated into machine
code using a software tool called a compiler. The compiling process
removes program documentation and creates a binary version of the
program---a sequence of computer instructions consisting only of
strings of ones and zeros. Binary code is very difficult for
programmers to read and interpret. Therefore, programmers or firms that
wish to prevent others from understanding and modifying their code will
release only binary versions of the software. In contrast, programmers
or firms that wish to enable others to understand and update and modify
their software will provide them with its source code. (Moerke 2000,
Simon 1996).
	</text>
</object>
<object id="674">
	<ocn>674</ocn>
	<text class="norm">
		4. See www.gnu.org/licenses/licenses.html#GPL
	</text>
</object>
<object id="675">
	<ocn>675</ocn>
	<text class="norm">
		5. &lt;<link xmlns:xlink="http://www.w3.org/1999/xlink"
xlink:type="simple"
xlink:href="http://www.sourceforge.net">http://www.sourceforge.net</link>&gt;
	</text>
</object>
<object id="676">
	<ocn>676</ocn>
	<text class="norm">
		6. "The owner(s) [or `maintainers'] of an open source software project
are those who have the exclusive right, recognized by the community at
large, to redistribute modified versions. . . . According to standard
open source licenses, all parties are equal in the evolutionary game.
But in practice there is a very well-recognized distinction between
`official' patches [changes to the software], approved and integrated
into the evolving software by the publicly recognized maintainers, and
`rogue' patches by third parties. Rogue patches are unusual and
generally not trusted." (Raymond 1999, p. 89)
	</text>
</object>
<object id="677">
	<ocn>677</ocn>
	<text class="norm">
		<b>Chapter 8</b>
	</text>
</object>
<object id="678">
	<ocn>678</ocn>
	<text class="norm">
		1. See also Bresnahan and Greenstein 1996b; Bresnahan and Saloner 1997;
Saloner and Steinmueller 1996.
	</text>
</object>
<object id="679">
	<ocn>679</ocn>
	<text class="norm">
		<b>Chapter 10</b>
	</text>
</object>
<object id="680">
	<ocn>680</ocn>
	<text class="norm">
		1. ABS braking is intended to keep a vehicle's wheels turning during
braking. ABS works by automatically and rapidly "pumping" the brakes.
The result is that the wheels continue to revolve rather than "locking
up," and the operator continues to have control over steering.
	</text>
</object>
<object id="681">
	<ocn>681</ocn>
	<text class="norm">
		2. In the general literature, Armstrong's (2001) review on forecast
bias for new product introduction indicates that sales forecasts are
generally optimistic, but that that upward bias decreases as the
magnitude of the sales forecast increases. Coller and Yohn (1998)
review the literature on bias in accuracy of management earnings
forecasts and find that little systematic bias occurs. Tull's (1967)
model calculates $15 million in revenue as a level above which
forecasts actually become pessimistic on average. We think it
reasonable to apply the same deflator to LU vs. non-LU project sales
projections. Even if LU project personnel were for some reason more
likely to be optimistic with respect to such projections than non-LU
project personnel, that would not significantly affect our findings.
Over 60 percent of the total dollar value of sales forecasts made for
LU projects were actually made by personnel not associated with those
projects (outside consulting firms or business analysts from other
divisions).
	</text>
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</body>
</document>

