enabling co-creation of e-services through virtual worlds

32
Thomas Kohler a , Robin Teigland b , Elia Giovacchini b [email protected] a Hawaii Pacific University, b Stockholm School of Economics Enabling cocrea.on of e services through virtual worlds

Upload: thomas-kohler

Post on 15-Jul-2015

691 views

Category:

Technology


1 download

TRANSCRIPT

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  

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?  

3  

Minds are like parachutes – they only function when open.

Thomas R. Dewar

IMAGE SOURCE: tanja.guettersberger

4  

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

IMAGE SOURCE: hey mr glen

Structure  

Co-­‐creaGon  in  virtual  worlds  

Research  project  

Preliminary  findings  and  open  quesGons  

1  

3  

2  

Work in

progress

CO-­‐CREATION  IN  VIRTUAL  WORLDS  1

7  

Understanding customer needs

Developing products that meet those needs

+ = Successful innovation

8  IMAGE SOURCE: EKLUND 2009

Armed with new connective tools, consumers want to interact

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

„ “

Virtual Worlds

Computer-generated physical space

Represented graphically in three dimensions

Experienced by many people at once

Avatar

Virtual representation

Appearance - Looks -  Clothing -  Accessoires

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)

“ 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    

Need identification and idea generation

Concept and design Test and launch

Philips Ideation Quest

Steelcase Chair Designs

Need identification and idea generation

Concept and design Test and launch

KTM Ideation Quest

Need identification and idea generation

Concept and design Test and launch

RESEARCH  PROJECT  1

18  

19  

20  

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

21  

22  

Social worker

Com

munity

dev

eloper

Web designer

Frequent couch surfer

23  

24  

Become aware

Get critical

Get creative

Get inspired

Research Method

FINDINGS  AND  OPEN  QUESTIONS  3

PRAGMATIC SOCIABILITY

USABILITY HEDONIC

VIRTUAL CUSTOMER

ENVIRONMENTS

Nambisan and Nambisan 2008

Findings  

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

Recrui.ng  Collaborate  with  influencers  

30  

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

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  

Interested in joining a workshop?

Please register at tiny.cc/t4c or email

me at [email protected]

DISCUSSION