Romero, D. and Molina, A. (2011). Collaborative Networked Organisations and Customer Communities: Value Co-Creation and Co-Innovation in the Networking Era, in Journal of Production Planning & Control, Volume 22, Issue 4, Special Issue on “Co-Innovation and Collaborative Networks". Taylor & Francis, ISSN: 0953-7287 (Print) 1366-5871 (Online), Impact Factor 0.561 (2008) DOI: 10.1080/09537287.2010.536619 1 Collaborative Networked Organisations and Customer Communities: Value Co-Creation and Co-Innovation in the Networking Era David Romero * , Arturo Molina Tecnológico de Monterrey, Ciudad de México, México Abstract. Strategic networks such as Collaborative Networked Organisations (CNOs) and Virtual Customer Communities (VCCs) show a high potential as drivers of value co-creation and co-innovation. Both look at the network structures as a source of jointly value creation and open-innovation through access to new skills, knowledge, markets and technologies by sharing risk and integrating complementary competencies. This collaborative endeavour is able to enhance the adaptability and flexibility of CNOs and VCCs value creating systems in order to react in response to external drivers such as collaborative (business) opportunities. Strategic business networks are active entities continuously adapting to their environment in order to enhance their capabilities to respond to short-term business opportunities, and therefore allow their business ecosystems to follow the rhythm of industry dynamics, and customers changing needs and preferences. Value co-creation is the new trend in open-business models trying to integrate organisations‟ competencies and involve customers‟ individual preferences into network and community formations for the co-creation of the next level of value for products, services and experiences to be launched into the market. This paper presents a literature review on value co-creation and co-innovation concepts and styles, and proposes a reference framework for creating interface networks, also known as „experience-centric networks‟, as enablers for linking networked organisations and customer communities in order to support the establishment of sustainable user-driven and collaborative innovation networks. Keywords: Collaborative Networked Organisations, Customer Communities, Interactive Marketing, Co-Innovation, Open-Innovation, Value Co-Creation, Value Systems, Virtual Breeding Environments, Virtual Organisations. 1. Introduction In today‟s global economy, organisations are collaborating more and more. Thus organisations are engaging in new forms of highly collaborative mechanisms and networked structures capable of providing a competitive advantage by combining the best skills or core competencies and resources of two or more organisations, as well as customer 1 knowledge of a product or a service to co-create a value proposition more compelling and relevant to the consumers‟ needs and expectations. In this sense, collaborative networks represent a promising paradigm together with customer communities to emphasis on core competencies, personalisation and innovation, supported by collaborative mechanisms. This allows the consumer to stamp a product or a service with his/her own applications, preferences and configurations, and therefore co-create value in a collaborative endeavour (Romero & Molina, 2009). Collaborative Networked Organisations (CNOs) show a high potential as drivers of value co-creation, allowing organisations access to new knowledge, sharing risk and resources, joining complementary skills and capacities, which allow them to focus on their core competencies. In addition, collaborative networks induce innovation, and thus co-create new sources of value by confrontation of ideas and practices, combination of resources and technologies, and creation of synergies (Camarinha-Matos & Afsarmanesh, 2006). On the other hand, Virtual Customer Communities (VCCs) show a promising (business) value as “online social networks” capable to leverage all aspects of a product or a service, from product design and marketing communication to creating the overall brand experience. VCCs can support mass-customisation strategies by allowing customers to become co-designers of their products and services (Sawhney et al, 2003; Foray, 2004; Fiore et al, 2004; Piller et al, 2005); sales and marketing initiatives through viral marketing strategies (Anderson, 1998; Subramani & Rajagopalan, 2003); and branding strategies through connecting customers around the lifestyles associated with their products (McWilliam, 2000; Andersen, 2005). 1 The terms “consumer” and “customer” are used interchangeably throughout this paper. * Corresponding Author: Tecnológico de Monterrey, Campus Mexico City, Del Puente 222, Col. Ejidos de Huipulco, Tlalpan, 14380, México, D.F. E-mail: [email protected] Phone +52 55-54831605 Fax +52 55-54831606
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Romero, D. and Molina, A. (2011). Collaborative Networked Organisations and Customer Communities: Value Co-Creation and Co-Innovation in
the Networking Era, in Journal of Production Planning & Control, Volume 22, Issue 4, Special Issue on “Co-Innovation and Collaborative Networks".
Table 2 New Product Design & Development (Lead-Users): P&G‟s Connect & Develop Program Example Strategy Description Actors Interaction Value Activities Producer Value Customer Value
New Product
Design and
Development
(Lead-Users)
Lead-users and creative
minds are invited into
P&G to joint the new
product development
team to share its ideas,
needs and desires, and
also to test some new
product developments.
Engineers +
Marketers +
Lead-Users
=
Innovation
Team
Brainstorming
Focus-Groups
Open-Innovation
Platforms
Customer:
- Discover latent needs
in the market.
- Provide fresh insights
about existing products.
Producer:
- Design and develop
new products based-on
lead-user insights.
- Bring to the market
products conceived
by their potential
consumers.
P&G ideas sourcing
tool (named: connect
& develop program)
results in highly
innovative products
foreseen by lead-
users, and helps
to increase revenues
in niche or new
markets.
Lead-users ideas and
fresh insights help
P&G to innovative
faster with new
products that comply
with the customers
emerging needs.
(3) Existing Product Adaptation (Customer Feedback): This mode of value co-creation involves
bridging customer relationship best practices (e.g. Customer Relationship Management tools) with
product lifecycle strategies (e.g. Product Lifecycle Management tools) to involve customers into product
feedback process, also known as product requirements planning or prioritisation. Customer feedback
refers to an organisational commitment to continual improvement. Customer feedback also refers to
an active dialogue with consumers for listening what they want to say, and react based-on their opinions,
observations, concerns and suggestions to improve products, processes and services. Furthermore,
customers‟ feedback can be in the form of information requested to the customer (e.g. customer surveys,
customer-service reports, focus groups), but also be in the form of there unsolicited comments or
complaints, in both forms paying attention to what the consumer want to say is the key for customer
satisfaction and retention.
Listening the customer‟s voice has been always a good way to obtain ideas and insights for successful
product adaptation, but a much better way has been putting in the hands of a limited number of consumers
prototypes/products to observe and gain feedback on how the design and features of a product can be
improved. Therefore, successful organisations today are those capable to quickly adapt different versions
of their products and services according to instant consumer feedback with a real agile product adaptation
model competent to support short product release cycles based-on frequent feedback (Boztepe, 2005).
Lastly, existing product adaptation is a process of continuous value offer improvement aimed at
guarantee that customers are receiving what they really want and that organisations are performing at
the level of consumers‟ expectations (e.g. Sony Antenna Shops, Cisco Knowledge Centre, and Microsoft
Knowledge Base).
Table 3 Existing Product Adaptation: Microsoft Knowledge Base Example Strategy Description Actors Interaction Value Activities Producer Value Customer Value
Existing
Product
Adaptation
(Customer
Feedback)
Microsoft strategy to
develop new service
packs for continuously
improve its software
applications based-on
its community of users
using/testing different
programs & identifying
bugs on them, so
engineers and expert
users can solve these
problems and post their
solutions in a knowledge
base so other users can
search for solutions for
their problems.
Engineers +
Expert Users +
Normal Users
=
New
Customer
Service Team
Customer
Service
Knowledge Base
Platforms
Updates
Services
Customer:
- Post new bugs identified
in different programs.
- Search & find solutions
for software application
problems.
Producer:
- Post solutions to different
programs problems.
- Develop new service
packs as part of softwares
updates services.
Microsoft
continuously
receives feedback
from the users
to repair bugs in
its software
applications in order
to improve them.
Customers
continuously receive
from Microsoft
solutions and
updates to fix their
problems and
improve their
software
applications.
(4) Mass-Customisation: This style of value co-creation obeys to a growing market demand in
the personalisation of products and services. Mass-customisation represents ones of the organisational
attempts to provide unique value to the customer in an efficient manner, in other words, offer low-cost,
high quality and variety of value offers to satisfy customer‟s individual needs.
From consumer‟s perspective, mass-customisation refers to a customer co-design process, limited to a
set of choices or options regarding a certain features to be personalised in a standard product or service
template. From organisational perspective, mass-customisation refers to a flexible and responsive value
creation system (e.g. manufacturing system) capable of producing or offering products and/or services
tailored by the customer‟s specifications. Therefore, the challenges for organisations in this mode of value
co-creation are to embrace a closer interaction with the customer, in order to acquire information that can
be used in the production process to meet certain specific requirements; to empower customers to become
collaborators in the process of designing products or services to meet their specific needs regarding
certain product features; and to develop organisational capability to transfer customers needs and desires
into concrete product specifications (Piller et al, 2005; Zhelka, 2005).
In conclusion, mass-customisation seeks the establishment of an outgoing interaction firm-customer
to build up a lasting relationship for customers‟ deep involvement in the adequacies of products and
services features to fulfil each particular demand by offering individually customised products
and services (Fiore et al, 2004) (e.g. My Adidas, Nike iD, DELL, Car Manufacturers).
Table 4 Mass-Customisation: Nike iD Example Strategy Description Actors Interaction Value Activities Producer Value Customer Value
Mass-
Customisation
Nike offers pre-
determined options
to the customer to
customise its shoes,
letting him/her to
participate in the
design process.
Manufacture
+ Users as
Co-designers
=
Custom
Shoes
Customisation
Tools
Customer:
- Product Co-design
Producer:
- Mass Customisation
Nike facilitates a
product and the
tools that allow
those customers
willing to pay a
premium price to
design their own
shoes, increasing
Nike value offer
(utility).
Customers can
customise certain
elements of their
Nike shoes to meet
their personal taste
with regard to
buying a shoe with
a standard design.
(5) Open Community Ideation and Product Design & Development: This mode of value
co-creation refers to “creative innovation thanks to the wisdom of crowds”. Open community ideation
expression describes a collaborative and pro-active behaviour within social innovation networks
encouraging and harvesting the creativity of all its members to conceive fresh ideas for the design and
development of new products, processes and services, or the improvement of existing ones. Therefore,
customer collaboration innovation communities represent social network environments with promising
opportunities to capture a greater number of profitable ideas, through the incorporation of customers‟
thoughts (ideas) in a more quick and efficient way than using the traditional R&D approaches, into
product design and development processes. Additionally, organisations can demonstrate by following this
approach a greater commitment to serve to the specific and changing customers‟ needs by include them
into the value creation process (Piller et al, 2005).
Summarising, the openness in this type of community model represents an enabling factor for
unlocking creativity and innovation in customers and engineers, allowing them to share their wildest ideas
without restrictions, hopping that in this may any member in the community can get inspired to come up
with a set of workable ideas that can really contribute to the development of a more rich knowledge base
about needs and applications which should be translated sooner or later into concrete production
specifications to craft products, solutions, and services for the customers. An open community of ideation
is build upon users in a collaborative endeavour with organisations, and the second ones should be
responsible for capturing the largest number of contributions (ideas) from their engineers and customers
for the design and development of a high valuable offer (product, service, or both) using the power of
networks around a common interest or need. Finally, an open community of ideation represents a space
without boundaries to free customers and engineers minds for the co-creation of innovative value offers
(Piller et al, 2005) (e.g. Computer Games, Linux, LEGO Mindstorms, Firefox, and Sugar CRM).
Table 5 Open Community Ideation and Product Design & Development: LEGO Mindstroms Example Strategy Description Actors Interaction Value Activities Producer Value Customer Value
Open
Community
Ideation and
Product Design
& Development
LEGO strategy for
developing and
marketing new
interactive products
in a collaborative
process with users.
Manufacturer
& Users as
Designers
=
Lego Factory
Team
Creative
Tool-Kit
Customer:
- Products Co-design
- Products Animation
Producer:
- Tool-Kit Provider
LEGO integrates
the customer into
the innovation and
marketing processes
in order to design,
develop and sale
the best products.
Customers can
virtually design their
own products and
order the customised
set of blocks to build
them and also they
can program them
to be animated.
(6) New Service Design: This style of value co-creation is similar to the “New Product Design and
Development” approach, but with some differences regarding the value offer design implications, since
the process of new service design is distinguished from new product design for its intangible nature,
difficult standardisation, and impossibility to be stocked because service production and consumption are
inseparable (Bateson, 1977). Current practices in service design are challenging because formalisation of
service innovation process is difficult, since in general is required a knowledge pre-requisite about the
specific aspects of services design. In other words, in order to design a new service it its required to create
a short life-cycle channel to interact with the customer for feedback about a given set of service
requirements, even so the design and development of a new service is often a result of customer feedback,
but in case that feedback is requested, the typical service design process involves establishing contact
with the customer and start by setting objectives, generating ideas, and analysing them to test a service
to see if it may meet customer needs.
Romero, D. and Molina, A. (2011). Collaborative Networked Organisations and Customer Communities: Value Co-Creation and Co-Innovation in
the Networking Era, in Journal of Production Planning & Control, Volume 22, Issue 4, Special Issue on “Co-Innovation and Collaborative Networks".
In few words, service design process requires a concept development phase (identification and
specification of customers‟ needs and requirements) to provide detailed service information required
to design a process with the balance of service quality versus costs to deliver services that satisfy the
needs, desires, or aspirations of customers.
Last but not least, the service design process starts to present some elements of the “Personalised
Experience Value and Knowledge Co-creation” mode of value co-creation by considering that a service is
assembled from multiple interaction-points with the customer that come together to co-create a consistent
and compelling perception about the quality of a service towards real customer satisfaction (Sawhner
et al, 2003; Matthing et al, 2004) (e.g. TeliaSonera Mobile Phone Network, Alaris Medical Systems).
Table 6 New Service Design: TeliaSonera Mobile Phone Network Example Strategy Description Actors Interaction Value Activities Producer Value Customer Value
New
Service Design
TeliaSonera strategy
allows the customer
to test most of its
mobile services with
certain limitations so
the customer can get
familiar with them
and choose those
services that satisfy
its personal needs.
Service
Provider +
User as
Service
Designer &
Configurator
=
New Service
Configurations
Service
Configuration
Tools
Customer:
- Servicer Designer
- Service Configuration
Producer:
- Service Provider
TeliaSonera
provides mobile
services (telephony,
text and multimedia
messaging, Internet
access, etc.) that are
configured by the
customer according
its personal needs,
allowing TeliaSonera
to create revenues
streams based-on a
pay-for-service
model.
Customers receive
and pay just for
those services that
better suit their
communication
service needs.
(7) Real-Time Marketing and Service Adaptation: The valuation of products and services will
always depend strongly on customer perspective, according to his/her specific needs in certain time,
location and context. Thus, service adaptation and on-demand customisation are required nowadays
to satisfy customers‟ needs in the right moment, place and way. Hence, with higher adaptability in a value
creation system to enhance service features through incorporating interactivity into the configuration of
service components, the higher service value (and profitability), since the value creation system is capable
of satisfying the specific current needs of a customer with a tailored service. In today‟s business world,
reducing time-to-market is the only way to address customer needs at runtime, and this ability is the key
factor to respond successfully to the existing business opportunities, strongly related to the present
customers needs (Tien and Berg, 2003).
This style of value co-creation tries to provide a more direct interaction between the customer and
the service provider, allowing the customer to play a more active role in the service adaptation process,
and therefore in a real-time value co-creation process. Thus, higher levels of customer interaction are
required to facilitate dialogue (communication) between the firm and the individual customer, and in this
sense ICT-infrastructures plays a key factor as enablers of intelligent customer interaction platforms that
represent a service creation environment in which service adaptation is tailored by the customer on
the concept of context of use and related to a service level agreement negotiated with the service provider.
In order to conclude, service adaptation frequently falls on the shoulders of frontline customer contact
employees, meaning that real-time marketing and service adaptation depends more on employees‟ ability
to perform the complex customisation task through an interpersonal interaction with the customer, that on
technology that just represents a tool that helps to facilitate a communication channel during the process
of service customisation (Gwinner, 2005) (e.g. Contact Centre Dialogue, CEMEX, FEDEX Tracking
Systems).
Table 7 Real-Time Marketing and Service Adaptation: FEDEX Example Strategy Description Actors Interaction Value Activities Producer Value Customer Value
Real-Time
Marketing
and Service
Adaptation
FEDEX service
strategy offers a
catalogue of services
to be selected by the
customer according
to its needs and
preferences, together
with some optional
adding value services
such as: package
insurance, tracking,
delivering
confirmation, etc.
Servicer
Provider +
User as
Servicer
Selector
=
Service
Adaptation
Service
Provision
Platforms
Customer:
- Service Features Selection
Producer:
- Service Provider based-on
a catalogue, including some
added-value services.
FEDEX adapts its
service based-on a
catalogue from
which the customer
can select different
mailing features
such as: traditional
or express deliver,
insurance amount
for its package, etc.
and complements it
value offer with
some free additional
added-value services
to win the customer
preference.
Customers will
receive more than
a typical mailing
service including
some other added-
value services that
guarantee the safe
package delivery:
e.g. Insured in case
of lost or damage,
package tracking
during the mailing
process, and
confirmation of
who received and at
what time and date
the package.
Romero, D. and Molina, A. (2011). Collaborative Networked Organisations and Customer Communities: Value Co-Creation and Co-Innovation in
the Networking Era, in Journal of Production Planning & Control, Volume 22, Issue 4, Special Issue on “Co-Innovation and Collaborative Networks".
(8) Personalised Experience Value and Knowledge Co-Creation: Finally, this is the new
value co-creation style promoted by Prahalad & Ramaswamy (2004) where the firm and the customer
interact within an experience environment to co-create unique experiences of value, or an “experience of
one”. The personalised experience of a value co-creation process is about high-quality interactions with
individual customers with the aim of engaging consumers and organisations in an on-going dialogue
about the pros and cons of tailoring a product or a service, allowing them to make joint decisions about
the principles of informed choices, and recognising the cost, quality and risk/safety implications of
the choices made.
By engaging in an on-going dialogue consumers and organisation both can evaluate jointly their
choices as they go along in the value co-creation process of a product or a service that serve as facilitator
to deliver the co-creation experience. The value co-creation process gives the customer an experience of
greater level of knowledge and expertise about the product or the service that he/she helps to co-construct,
and of course a greater level of self-esteem that could be translated into customer satisfaction; and on
the other hand, organisations (engineers) feel that they have more insights about customers‟ individual
desires to serve better to their specific needs. The basis of value therefore shifts from physical
products/services (outputs) to a total co-creation experience, which includes the whole product/service
lifecycle from its co-design to its delivery. As well as other interactions with the customer that enhance
consumers‟ trust in company‟s capabilities to co-construct unique value, which implies personal meaning
to customers knowledge, insight, enjoyment, satisfaction, and excitement during their individual
involvement in the value co-creation process and its derivation on an on-demand experience in a specific
context of space and time, and for a specific event or need (Ramaswamy, 2006).
In this new value co-creation mode, managers must attend to the quality of co-creation experiences
(e.g. experience quality management), and not just the quality of the firms products, processes and
services (e.g. total quality management), considering that quality depends on the infrastructure for
interaction (the experience environment) and the quality of service attendance (dialogue/interaction)
between company‟s employees and the consumer. Therefore, the organisational challenge relies on
understanding how customers differ in their perceptions of experience attributes (e.g. convenience
factors) in order to create the organisational capabilities to be able to grant customer wishes and
aspirations and solve its frustrations in different experience-based forms of value that rely on a
combination of sensory and rational judgement of value, because products or services could be the same
but the customer co-constructs different and unique experiences of value (Ramaswamy, 2006)
(e.g. iPod/iTunes, AMAZON, MEDTRONICS, JOHN DEERE, ON STAR).
Table 8 Personalised Experience Value and Knowledge Co-Creation: iPod/iTunes by Apple Example Strategy Description Actors Interaction Value Activities Producer Value Customer Value
Personalised
Experience
Value and
Knowledge
Co-Creation
Apple offers multiple
experiences to their
customers when
they buy an iPOD,
through iTunes
interactive platform,
allowing them to
personalise and add
content to their
devices and evolve
them by acquiring
and installing new
gadgets on them.
Experiences
Providers +
Users =
Unique
Experiences
Interactive
Platforms
Customer:
- Interact
- Experience
Producer:
- Experiences Providers
Apple using iTunes
platform creates
an open dialogue
channel with
the iPod owners,
through which can
help the customer
to evolve and live
new experiences
with its product by
personalising it with
new gadgets that are
sale or some of them
provided for free in
the iTunes store.
Apple iTunes
platform allows
the iPod owners
to reproduce their
music and videos,
organise their
playing-lists, buy
music and videos
over the Internet,
receive music news
according to their
preferences (new
releases, concerts,
etc.), keep statistics
of the music listen
and videos watched,
listen to Internet
radio stations, etc.
living multiple
experiences.
In summary, what can be concluded of this section is that each style of value co-creation requires
different capabilities in organisations to get effectively involved in the value co-creation process together
with their customers, and of course that some of the co-creation modes can be overlapped in a combined
strategy for value co-creation. Following section will present a reference framework as a first intent
towards the formalisation of a methodology for building and sustaining experience-centric networks
conformed by collaborative networked organisations and customer communities.
Romero, D. and Molina, A. (2011). Collaborative Networked Organisations and Customer Communities: Value Co-Creation and Co-Innovation in
the Networking Era, in Journal of Production Planning & Control, Volume 22, Issue 4, Special Issue on “Co-Innovation and Collaborative Networks".
(1) Value Co-Creation Strategy Definition. Strategy helps organisations to be prepared for
competing in the future. A strategy definition allows organisations to identify new opportunities to bring
value to their customers and stakeholders. A value co-creation strategy refers to the description of
the manner in which a network of organisation intents to gain competitive advantage by involving their
customers and business allies in a jointly value creation process. A value co-creation strategy describes
the actions aimed at configuring a value co-creation system as a set of people, organisations and
technology acting as a symbiotic business ecosystem in which organisations and customers interact in
dynamic and reciprocal relations towards their commitment in the process of co-producing offerings:
products, services and experiences, in a mutually beneficial producer/customer relationship (Normman &
Ramirez, 1993). In this sense, value should be understood as the benefits created from helping customers
to achieve their desires and aspirations with their products and services (experiences), and as a result of
the revenue created from tailoring customer individual requirements (Romero & Molina, 2009).
2 Experience(s) – Interactions between customer and producer for personalising/shaping a product or
service based upon the customer‟s specific needs and situations (e.g. context). 3 Interface Network – A meta-network compromising a network of enterprises (designers, manufactures,
brokers, etc.) merged with a network of (lead) customers, which is supported by an adequate
collaboration platform and infrastructure, creating a synergetic innovation ecosystem.
Romero, D. and Molina, A. (2011). Collaborative Networked Organisations and Customer Communities: Value Co-Creation and Co-Innovation in
the Networking Era, in Journal of Production Planning & Control, Volume 22, Issue 4, Special Issue on “Co-Innovation and Collaborative Networks".
In this sense, this paper may be concluded by mentioning that the effectiveness of co-creation will
depend on how much value can be jointly created for customers and organisations in experience
environments, and also on how much the ability of single or networked organisation is developed
to select, invest and exploit co-creation opportunities with the highest potential to improve customers
satisfaction, business revenue streams and perhaps create a new source of competitive advantage in
today‟s emerging experience economy.
8. Acknowledgement
The research presented in this document is a contribution for the ECOLEAD Project, funded by
the European Community, FP6 IP 506958, for the “Rapid Product Realisation for Developing Markets
Using Emerging Technologies” Research Chair, ITESM, Campus Monterrey, and for the “New Business
Models for the Knowledge Economy” Research Chair, ITESM, Campus Ciudad de México. This paper is
an extended version of the original article published in the 10th IFIP Working Conference on Virtual
Enterprises (PRO-VE‟10) (Romero & Molina, 2009).
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