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Page 1: Enabling co-creation of e-services through virtual worlds

Thomas  Kohlera,  Robin  Teiglandb,  Elia  Giovacchinib  

[email protected]  a  Hawaii  Pacific  University,  b  Stockholm  School  of  Economics  

Enabling  co-­‐crea.on  of  e-­‐services  through  virtual  worlds  

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TECHNOLOGY TRIGGER

PEAK OF INFALTED EXPECTATIONS

TROUGH OF DISILLUSIONMENT

SLOPE OF ENLIGHTENMENT

PLATEAU OF PRODUCTIVITY

EXPECTATIONS

TIME

MAY 1, 2006

July 24, 2007

Jan 28, 2010

SOURCE: GARTNER

Is  Second  Life  sGll  alive?  

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Minds are like parachutes – they only function when open.

Thomas R. Dewar

IMAGE SOURCE: tanja.guettersberger

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Innovation processes are like parachutes – they only function when open.

IMAGE SOURCE: hey mr glen

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Structure  

Co-­‐creaGon  in  virtual  worlds  

Research  project  

Preliminary  findings  and  open  quesGons  

1  

3  

2  

Work in

progress

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CO-­‐CREATION  IN  VIRTUAL  WORLDS  1

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Understanding customer needs

Developing products that meet those needs

+ = Successful innovation

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8  IMAGE SOURCE: EKLUND 2009

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Armed with new connective tools, consumers want to interact

and co-create value... Prahalad and Ramaswamy, 2003

„ “

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Virtual Worlds

Computer-generated physical space

Represented graphically in three dimensions

Experienced by many people at once

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Avatar

Virtual representation

Appearance - Looks -  Clothing -  Accessoires

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Technological  advances  

Technological  advances  

 Real-­‐Gme   Media  Richness   InteracGve  collaboraGon  

“When you are at Amazon.com you are actually there with 10.000 concurrent other people, but you cannot see them or talk to them. At Second Life, everything you experience is inherently experienced with others.” (P. Rosedale)

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“ They could use their virtual-world sensibility to design products with real-world potential (Hemp, 2006)

User-­‐generated  content  

 NaGve  creaGvity   Playful  environment   Freedom  to  experiment    

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Need identification and idea generation

Concept and design Test and launch

Philips Ideation Quest

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Steelcase Chair Designs

Need identification and idea generation

Concept and design Test and launch

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KTM Ideation Quest

Need identification and idea generation

Concept and design Test and launch

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RESEARCH  PROJECT  1

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RunAlong

Swedish web startup

Web community for female runners

Goal: Enable knowledge exchange from disperse locations about local markets

Travel for Change

Non-profit project

Volunteer travel platform

Goal: Co-Design of Service Experience

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Social worker

Com

munity

dev

eloper

Web designer

Frequent couch surfer

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Become aware

Get critical

Get creative

Get inspired

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Research Method

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FINDINGS  AND  OPEN  QUESTIONS  3

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PRAGMATIC SOCIABILITY

USABILITY HEDONIC

VIRTUAL CUSTOMER

ENVIRONMENTS

Nambisan and Nambisan 2008

Findings  

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Provide clear navigation structure

Provide individual support USABILITY

PRAGMATIC Design to inspire

Create immersive environments

HEDONIC

Provide challenging tasks

Nurture playfulness

SOCIABILITY Encourage collaboration

Engage in conversations

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Recrui.ng  Collaborate  with  influencers  

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How does users’ representation as avatars influence their contribution to the co-creation workshop?

What is the real value of virtual co-creation?

A

B

Open questions

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Conclusion  

New opportunities for co-creation

Innovation-related knowledge creation

Technological challenges remain

Inquiry into co-creation of e-services enabled by virtual worlds

Insights on how to manage co-creation workshops

TheoreGcal  contribuGon  

Managerial  implicaGons  

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Interested in joining a workshop?

Please register at tiny.cc/t4c or email

me at [email protected]

DISCUSSION  


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