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Enabling	
  co-­‐crea.on	
  of	
  e-­‐
   services	
  through	
  virtual	
  worlds	
  
Thomas	
  Kohlera,	
  Robin	
  Teiglandb,	
  Elia	
  Giovacchinib	
  

                                 tkohler@hpu.edu	
  
   a	
  Hawaii	
  Pacific	
  University,	
  b	
  Stockholm	
  School	
  of	
  Economics	
  
Is	
  Second	
  Life	
  sGll	
  alive?	
  
EXPECTATIONS


                          MAY 1, 2006




                                                  July 24, 2007




                                                 Jan 28, 2010




                                                                                 TIME
    TECHNOLOGY PEAK OF         TROUGH  OF         SLOPE OF        PLATEAUOF
    TRIGGER    INFALTED        DISILLUSIONMENT    ENLIGHTENMENT   PRODUCTIVITY
               EXPECTATIONS
                                                                        SOURCE: GARTNER
Minds are like parachutes –
they only function when open.
                           Thomas R. Dewar
                                                                         3	
  
                                             IMAGE SOURCE: tanja.guettersberger
Innovation processes are like parachutes –
they only function when open.
                                             IMAGE SOURCE: hey mr glen   4	
  
Wor k in                   Structure	
  
  rog ress
 p
    1	
     Co-­‐creaGon	
  in	
  virtual	
  worlds	
  

    2	
     Research	
  project	
  


    3	
     Preliminary	
  findings	
  and	
  open	
  quesGons	
  
1   CO-­‐CREATION	
  IN	
  VIRTUAL	
  WORLDS
                                           	
  
Successful       Understanding         Developing products
             =                    +
innovation       customer needs       that meet those needs




                                                              7	
  
IMAGE SOURCE: EKLUND 2009
                            8	
  
“                            „
    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)
User-­‐generated	
  content	
  
  NaGve	
  creaGvity	
  
  Playful	
  environment	
  
  Freedom	
  to	
  experiment	
  	
  




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




Need identification and   Concept and design   Test and launch
idea generation
Steelcase Chair Designs




Need identification and   Concept and design   Test and launch
idea generation
KTM Ideation Quest




Need identification and   Concept and design   Test and launch
idea generation
1   RESEARCH	
  PROJECT
                      	
  
18	
  
19	
  
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




                                        20	
  
21	
  
Fre
     que
        nt c
             ouc
                h su
                    rfer




Web designer                                     Social worker




                           Community developer




                                                                 22	
  
23	
  
Become aware




               Get inspired




                              Get creative




                                             Get critical




                                                            24	
  
Research
Method
3   FINDINGS	
  AND	
  OPEN	
  QUESTIONS	
  
Findings	
  


               PRAGMATIC              SOCIABILITY

                            VIRTUAL
                           CUSTOMER
                       ENVIRONMENTS


               USABILITY               HEDONIC




                                      Nambisan and Nambisan 2008
Provide clear navigation structure
USABILITY
              Provide individual support



              Design to inspire
PRAGMATIC

              Create immersive environments



               Provide challenging tasks
 HEDONIC
               Nurture playfulness



                Encourage collaboration
SOCIABILITY
                Engage in conversations
Recrui.ng	
  
Collaborate	
  with	
  influencers	
  
A




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




         B



                 What is the real value of virtual co-
                 creation?
                                                             30	
  
New opportunities for co-creation

                                Innovation-related knowledge
       Conclusion	
             creation

                                Technological challenges remain




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




Managerial	
  implicaGons
                        	
      Insights on how to manage co-
                                creation workshops
Interes te d in
                                 shop?
                 jo ining a work
                                   at
                 Please reg is ter
DISCUSSION	
     tiny.cc/t4c or e
                 me at
                                   mail

                                   u
                 tkohler@hpu.e d

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Enabling co-­creation of e-services through virtual worlds

  • 1. Enabling  co-­‐crea.on  of  e-­‐ services  through  virtual  worlds   Thomas  Kohlera,  Robin  Teiglandb,  Elia  Giovacchinib   tkohler@hpu.edu   a  Hawaii  Pacific  University,  b  Stockholm  School  of  Economics  
  • 2. Is  Second  Life  sGll  alive?   EXPECTATIONS MAY 1, 2006 July 24, 2007 Jan 28, 2010 TIME TECHNOLOGY PEAK OF TROUGH OF SLOPE OF PLATEAUOF TRIGGER INFALTED DISILLUSIONMENT ENLIGHTENMENT PRODUCTIVITY EXPECTATIONS SOURCE: GARTNER
  • 3. Minds are like parachutes – they only function when open. Thomas R. Dewar 3   IMAGE SOURCE: tanja.guettersberger
  • 4. Innovation processes are like parachutes – they only function when open. IMAGE SOURCE: hey mr glen 4  
  • 5. Wor k in Structure   rog ress p 1   Co-­‐creaGon  in  virtual  worlds   2   Research  project   3   Preliminary  findings  and  open  quesGons  
  • 6. 1 CO-­‐CREATION  IN  VIRTUAL  WORLDS  
  • 7. Successful Understanding Developing products = + innovation customer needs that meet those needs 7  
  • 9. „ Armed with new connective tools, consumers want to interact and co-create value... Prahalad and Ramaswamy, 2003
  • 10. Virtual Worlds Computer-generated physical space Represented graphically in three dimensions Experienced by many people at once
  • 11. Avatar Virtual representation Appearance - Looks -  Clothing -  Accessoires
  • 12. 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)
  • 13. User-­‐generated  content    NaGve  creaGvity    Playful  environment    Freedom  to  experiment     “ They could use their virtual-world sensibility „ to design products with real-world potential (Hemp, 2006)
  • 14. Philips Ideation Quest Need identification and Concept and design Test and launch idea generation
  • 15. Steelcase Chair Designs Need identification and Concept and design Test and launch idea generation
  • 16. KTM Ideation Quest Need identification and Concept and design Test and launch idea generation
  • 17. 1 RESEARCH  PROJECT  
  • 18. 18  
  • 19. 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 20  
  • 21. 21  
  • 22. Fre que nt c ouc h su rfer Web designer Social worker Community developer 22  
  • 23. 23  
  • 24. Become aware Get inspired Get creative Get critical 24  
  • 26. 3 FINDINGS  AND  OPEN  QUESTIONS  
  • 27. Findings   PRAGMATIC SOCIABILITY VIRTUAL CUSTOMER ENVIRONMENTS USABILITY HEDONIC Nambisan and Nambisan 2008
  • 28. Provide clear navigation structure USABILITY Provide individual support Design to inspire PRAGMATIC Create immersive environments Provide challenging tasks HEDONIC Nurture playfulness Encourage collaboration SOCIABILITY Engage in conversations
  • 29. Recrui.ng   Collaborate  with  influencers  
  • 30. A Open questions How does users’ representation as avatars influence their contribution to the co- creation workshop? B What is the real value of virtual co- creation? 30  
  • 31. New opportunities for co-creation Innovation-related knowledge Conclusion   creation Technological challenges remain TheoreGcal  contribuGon   Inquiry into co-creation of e-services enabled by virtual worlds Managerial  implicaGons   Insights on how to manage co- creation workshops
  • 32. Interes te d in shop? jo ining a work at Please reg is ter DISCUSSION   tiny.cc/t4c or e me at mail u tkohler@hpu.e d