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The next step in open innovation | The next step in open innovation |
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The creation of knowledge, products, and services by online communities
of companies and consumers is still in its earliest stages. Who knows where it
will lead?
June 2008
For most companies, innovation is a proprietary
activity conducted largely inside the organization in a series of closely
managed steps. Over the last decade, however, a few consumer product, fashion,
and technology businesses have been opening up the product-development process
to new ideas hatched outside their walls—from suppliers, independent
inventors, and university labs.
Executives
in a number of companies are now considering the next step in this trend toward
more open innovation.1 For one
thing, they are looking at ways to delegate more of the management of
innovation to networks of suppliers and independent specialists that interact
with each other to cocreate products and services. They also hope to get their
customers into the act. If a company could use technology to link these
outsiders into its development projects, could it come up with better ideas for
new products and develop those ideas more quickly and cheaply than it can
today? Suppose that a wireless carrier, say, were to orchestrate the design of
a new generation of mobile devices through an open network of interested
customers, software engineers, and component suppliers, all working
interactively with one another.
This
is the model of innovation as a convergence of like-minded parties. Increasing
numbers of organizations are now taking that approach: distributed cocreation,
to use its technical name. LEGO, for instance, famously invited customers to
suggest new models interactively and then financially rewarded the people whose
ideas proved marketable. The shirt retailer Threadless sells merchandise
online—and now in a physical store, in
Distributed
cocreation is too new for us to draw definitive conclusions about whether and
how companies should implement it. But our research into these online communities
and our work with a number of open-innovation pioneers show that it isn’t
too soon for senior executives to start seriously examining the possibilities
for distributed cocreation or to identify the challenges, such as the ownership
of intellectual property and increased operational risk, they face in adopting
it. The
new face of innovation
In
nearly every sector, many of the ideas and technologies that generate products
emerge from a number of participants in the value chain. Boeing designs its
aircraft, but suppliers make (and own the intellectual property for) many of
the components. Likewise, HP’s computers and Apple’s iPod include
hundreds of parts invented and manufactured by companies in more than two dozen
countries. In many sectors, suppliers understand the technology and
manufacturability of their pieces of the end product better than the OEMs do.
Eli Lilly licenses and sells products that other companies develop;
high-technology and media giants continually scan the horizon for innovations
developed by start-ups and try to acquire whatever seems promising.
The
benefits of specialization and collaboration seem obvious today. Clearly, an
automaker’s suppliers can make better headlights at lower cost than the
OEM can, because specialization promotes focus and innovation. Many companies
participate in joint ventures for individual products or marketing packages and
collaborate with university labs or specialists. Businesses are increasingly
open to insights and ideas gleaned from any source—especially their
customers, through call centers, retail data, and focus groups. Collaboration
extends in many directions: when companies pursue a new product, many of them
consult with contract specialists and suppliers and test prototypes with their
customers.
But
collaboration looks very different on Wikipedia, the online encyclopedia that
represents a true phenomenon on the Internet. Wikipedia is created entirely by
its users, not by a corporate-development staff in
The
example of Wikipedia suggests that companies can take even greater advantage of
specialization by ceding more control over decisions about the content of
products to networks of participants (suppliers, customers, or both) who
interact with one another. Does this seem far-fetched? IBM apparently
doesn’t think so: it has adopted the open operating system Linux for some
of its computer products and systems, drawing on a core code base that is
continually improved and enhanced by a massive global community of software
developers, only a small fraction of whom work for IBM. In software,
open-source packages are gaining such favor that they are cutting into profit
margins and drawing market share from proprietary software brands.
Many
other examples of cocreation are now under way. One of them, participatory
marketing, which encourages customers to help create marketing campaigns, is
sometimes more than just a new tactic to attract attention. Approached in the
right way, it is also an opportunity to start cocreating products with them.
Last year, for instance, Peugeot invited people to submit car designs online
and attracted four million page views on its site. The company built a
demonstration model of the winning design to exhibit at automotive marketing
events and partnered with software developers to get it included in a video
game. Even business-to-business companies are starting to cocreate with
customers: corporate users of SugarCRM’s customer-relationship-management
software customize it to meet the specific needs of their industries.
Companies
have three ways to win by adopting distributed cocreation. First, they can
capture value from the cocreated product or service itself, as LEGO and
Threadless have, by merchandising good ideas gleaned from the network. (In Hurdles
ahead
While
distributed cocreation does seem promising, it isn’t entirely clear what
capabilities companies will need (or how they will organize those capabilities)
to make the most of it. Many of the answers will become clear as companies gain
greater experience with various open-innovation approaches, including
distributed cocreation. But a few challenges are already apparent. Attracting
and motivating cocreators
Since
companies must provide the right incentives to the right participants, they
should understand what talented contributors find valuable about interacting
with a community. Financial incentives may be necessary in some instances, but
other participants can be inspired to cocreate by mechanisms like community
recognition. Companies will also have to spot hurdles to
participation—such as the ease or difficulty of contributing and the time
needed to do so—and take steps to minimize any problems. In addition,
they may need to implement well-structured paths to coax participants to move
from lower to higher levels of participation. Wikipedia, for instance, now has
500 participating administrators who have earned special privileges to prevent
edits on certain articles, usually to stop vandals who have targeted them. Structuring
problems for participation
To
make it possible for many contributors to participate effectively in a cocreation
community, problems should be broken down to let contributors work in parallel
on different pieces. Otherwise, it will be impossible for a critical mass of
participants to cocreate effectively. A global team of more than 2,000
scientists, for example, participated in the design of the ATLAS particle
detector, a complex scientific instrument that will be used to detect and
measure subatomic particles in high-energy physics. The effort was
disaggregated into many different components and distributed across 165 working
groups, which used Internet-based tools to help coordinate the work.3 Governance
mechanisms to facilitate cocreation
Communities
are productive when they have clear rules, clear leadership, and transparent
processes for setting goals and resolving conflicts among members. Sun
Microsystems, for instance, developed its Solaris operating system, cocreated
with a global community of software developers, in the early 1990s. The company
established a board, including two Sun employees and a third member from the
larger software community, charged with loosely overseeing the project’s
progress. Even then, by the way, the community wanted Sun to relinquish more
control.
The
leadership must also maintain a cohesive vision, since there is always a risk
that community members will “fork” intellectual property and use it
to develop their own cocreated product or service. Mozilla, the online
application suite distributed by the Mozilla Foundation, was cocreated by a
software community.4 As the
programs were being developed, two contributing engineers, dissatisfied with
the project’s direction, used the Mozilla code to create the Firefox Web
browser. Community leaders eventually made it the primary supported browser. Maintaining
quality
Many
cocreating online communities assume that “crowds”5 know more
than individuals do and can therefore create better products; as the
open-source-software expert Eric S. Raymond has said, “Given enough
eyeballs, all bugs are shallow.”6 It is far
too early to know with certainty if this idea holds true across all kinds of
products, but a growing consensus maintains that in software development, at
least, distributed cocreation is a ticket to quality. A study published in the European Journal of Information
Systems in 2000, for instance, noted that
“open-source software often attains quality that outperforms commercial
proprietary” approaches.7
What’s more, a December 2005 study published in the scientific journal Nature
concluded that Wikipedia’s entries on scientific subjects were generally
as accurate as those in the Encyclopædia Britannica.8 Still,
some have questioned these conclusions and the accuracy or insights of the
entries on which they were based.
A
number of cocreated products have crossed a quality threshold to become widely
adopted. A survey by Netcraft, an Internet research firm, showed that the
cocreated open-source Web-server program Apache runs more than half of all Web
sites and that eight of the ten most reliable Internet hosting companies run
Linux. While the general thesis that cocreated products are higher in quality
is difficult to prove, companies are increasingly willing to rely on them for
mission-critical business processes. Lessons
from communities
Although
it is still too early to develop useful frameworks for success with cocreation,
they will no doubt emerge over the next few years. Meanwhile, some lessons
about how to proceed are coming out of both the consumer and the professional
online communities.
Participative
media supply some of these lessons. Our research suggests that 25 percent of
These
numbers suggest that people are more and more willing to participate with
companies online and that companies can tap into that willingness today. To
give an example, in the online environment Second Life, where participants
assume three-dimensional likenesses called avatars and interact digitally with
each other, approximately one participant in ten is cocreating with
companies—for example, testing prototypes or helping to design new
products and services. We expect that percentage to rise. At present, Second
Life has few brands (virtual destinations, within the site, created by companies
well known in the offline world), and participants generally don’t know
how to interact with them. In fact, during our recent research on the behavior
of Second Life participants, we found that only four in ten members know about
the possibility of cocreating with their favorite brands. When they do become
aware of this, 60 percent of them say they would be willing to experiment with
cocreation.
Research
that we and others have conducted on consumers participating in online
communities demonstrates that most cocreators recognize that the
brand—not they—will own the resulting intellectual property. Why
then do they get involved? Rewards and fame were certainly motivators, but
participants are largely interested in making a contribution and seeing it
become a reality. An important factor we’ve found in our Second Life
study is the extent to which participants are willing to trust brands. In
choosing between competing ones, brand affinity is the most important factor
for users willing to cocreate, and 40 percent of would-be cocreators will
refuse to cocreate with companies they don’t like or trust.9
Our
research also suggests that companies will need a combination of incentives to
encourage consumer participation. In a recent analysis of user-generated video
sites,10 we found
that participants had various nonfinancial motives, such as fame, fun, and
altruism. This insight has been confirmed by the Second Life research, which
found that only one-third of the users who cocreate with brands do so for a
financial reward. Furthermore, people who seek to increase their online fame
often expend considerable effort enlisting others to join their networks in
hopes of increasing the size of the audience, thereby helping to create a
larger pool of participants for cocreation itself. One key seems to be
attracting participants with as many kinds of motives as possible, so that they
reinforce each other. Of course, incentives might have to evolve if cocreation
reached the limits of individual “volunteerism.” Communities could,
for instance, start paying participants for their contributions or actively
promote their reputations outside the community—say, in marketing
campaigns.
In
professional online communities, trust and affinity are important. At the
Myelin Repair Foundation (MRF), for example, scientists from five universities
have accepted a complex IP-sharing agreement that will let MRF retain the
rights to license discoveries to pharmaceutical companies. This novel
medical-research model is based on cocreation among a closed group of
researchers who aim to develop a drug that will treat multiple sclerosis (MS)
by promoting the repair of myelin, the coating surrounding the nerve fibers
that MS affects. MRF hopes to complete its work within five years—75
percent faster than the time required by current research models—and half
of the royalties will be put back into the foundation to finance future
projects. Since the researchers started work, in 2004, they have identified ten
targets and three therapeutic candidates, developed 11 tools to study Myelin,
and published nearly 20 scientific articles. Cocreation
through evolution
Companies
do not have to reconceive their business systems to start experimenting with
distributed cocreation. In many cases, the first step is to identify where it
may already have spouted within the company. At LEGO, for example, the
executive team recognized the possibilities in part because of the success of a
product launched in 1998: Mindstorms, programmable bricks originally developed
as an educational tool through a partnership with the MIT Media Lab. A
remarkable community of Mindstorms enthusiasts—adults as well as
children—embraced the product and began to share designs online. This
success prompted LEGO’s executives to consider how the company could use
its online LEGO Gallery to harness the creative efforts of customers to develop
ideas or products in its main toy-brick business.
Companies
have other ways as well to experiment with cocreation by using existing systems
or resources. When the telecom operator BT decided to allow third-party
software developers to create applications for BT’s network (a variant
approach to cocreation), it could take advantage of the fact that its internal
software developers were already familiar with the practices of open-source
software and were designing standardized Web interfaces for many of its
existing business applications.
Even the most advanced businesses are just taking the first
few steps on a long path toward distributed cocreation. Companies should
experiment with this new approach to learn both how to use it successfully and
more about its long-term significance. Pioneers may have ideas about
opportunities to capture value from distributed cocreation, but fresh ones will
appear. To benefit from them, companies should be flexible about all aspects of
these experiments. About
the Authors
Jacques Bughin is a director in McKinsey’s
The
authors wish to thank their McKinsey colleagues Markus Löffler, James Manyika,
Nathan Marston, Andy Miller, and Roger Roberts for their contributions to this
article. Notes
1A number of books and articles
discuss how companies are adopting open innovation. Four particularly useful
sources are C. K. Prahalad and M. S. Krishnan, The New Age of Innovation: Driving Co-created Value
through Global Networks, McGraw-Hill, 2008; Henry
Chesbrough, Open
Innovation: The New Imperative for Creating and Profiting from Technology,
Boston: Harvard Business School Press, 2003; Henry Chesbrough, Open Business Models: How to Thrive
in the New Innovation Landscape, Boston: Harvard
Business School Press, 2006; and Eric von Hippel, Democratizing Innovation,
Cambridge, MA: MIT Press, 2005.
2The English-language version
recently passed two million articles, compared with only 120,000 for the Encyclopædia Britannica.
3We researched the design project in
collaboration with the Oxford Internet Institute. For more information, see
Philipp Tuertscher, “The ATLAS Collaboration: A Distributed Problem-Solving Network in Big
Science,” http://www.oii.ox.ac.uk,
2007.
4See Lenny T. Mendonca and Robert
Sutton, “Succeeding at open-source
innovation: An interview with Mozilla’s Mitchell Baker,”
mckinseyquarterly.com, January 2008.
5See Renée Dye, “The promise of prediction markets: A
roundtable,” mckinseyquarterly.com, April 2008.
6Eric S. Raymond, The Cathedral & the Bazaar:
Musings on Linux and Open Source by an Accidental Revolutionary,
7Jan Ljungberg, “Open source
movements as a model for organising,” European Journal of Information Systems,
2000, Volume 9, Number 4, pp. 208–16.
8Jim Giles, “Internet
encyclopaedias go head to head,” Nature, 2005, Volume 438,
Number 7070, pp. 900–1.
9Paul Alpar and Steffen Blaschke, Web 2.0 – Eine empirische
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