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Co-creation
Driving Innovation through Co-Creation
By Uday Dandavate,
December 8th, 2008
1.1 Background
The field of design has reinvented itself with the purpose of keeping
itself relevant to market realities. Traditionally, design was considered
a domain of creative minds—of people who were trained to envision
and execute ideas that could change the course of consumers’ lives.
Designers had the power to manipulate everyday lives of consumers.
Unfortunately, this power did not always translate into business
success. The result was a typical tension between creative teams and
the product planning teams on one hand, and the engineering and
marketing teams on the other. Inevitable culmination of this tension
was a lot of finger pointing for failed ideas and missed opportunities.
Designers were quick to recognize the benefits of a User-Centered
Design (UCD) process to enhance the chances of design ideas
succeeding. In the course of time, designers began to integrate creative
teams with experts in anthropology and cognitive psychology, who
could bring the knowledge of consumers’ needs and aspirations to the
innovation process. Ethnographic research methods became popular
amongst designers and innovation teams in global corporations. With
the advent of UCD methods, designers had to adjust their internal
conceptualization processes to the need for understanding,
internalizing, and being inspired by information from and about the
“real” users of their products.
The main difference between UCD and PD is that UCD uses end users
in a consultative role, whereas the latter users are included in the
ideation process by way of having access to the tools and methods
similar to the ones designers would use to conceptualize ideas.
Figure 1. (L) Even adults discover the freedom of expression when given the task of
representing a complex experience in a collage form. (R) Velcro modeling, like
LEGO, triggers the imagination of the participants. It helps translate the tacit
knowledge they have about their own needs and aspirations into solutions.
The benefit of the PD process is that, when users are given the tools of
conceptualization that designers typically use, they are able to translate
their tacit knowledge about their own needs and aspirations into
solutions. Wickepedia itself is a good example of PD. The solutions
created by the participants of this process are analyzed to understand
the motivations behind the solutions suggested by the participants.
The design field is now moving beyond the PD stage of evolution.
While PD was focused on eliciting user inputs about the end product, it
still did not address the need for moving the ideas efficiently and
effectively through the value chain. Getting various stakeholders in the
value chain to own the insights and ideas, get their commitment to
execute innovation, required a new approach. This is where the
concept of co-creation emerged. C K Prahalad, professor of Corporate
Strategy at the Stephen M. Ross School of Business, University of
Michigan, was the first to introduce the concept. In suggesting a shift
from creating designs for consumers to developing experience
platforms, Prahalad stated that “innovation” is not necessarily
innovation in technology, but it comes from the ability to personalize
an experience (Prahalad 2004). A key consideration in introducing the
co-creation process in an organization is to recognize the fact that one
cannot isolate the experience of an end user from the experience of the
designer, the client, the marketer, the channel partners, and all the
other stakeholders within the value chain. Each one of them has their
own motivations and constraints within the value chain. Unless all of
these considerations are taken into account while developing an
innovative idea, it would be difficult to follow through with the
execution of it. This is where co-creation becomes imperative for
innovation.
Figure 4: The data collected from the fieldwork activity is organized to find
patterns in user behaviors, needs, and aspirations.
Figure 5: (L) Developing frameworks, use scenarios of the future, and tangible
product and service ideas is the final phase of the co-creation process. (R) Individual
members of the co-creation team are encouraged to draw quick visual
representations of patterns they see in the information. These visual patterns help us
arrive at a shared understanding of the findings.
1.4 Application of co-creation
CHS had earlier hired Frank Gehry and Bruce Mau Design to
collaboratively develop a vision for the design of a new museum
complex. The board of the museum, while appreciating the vision
presented by these two world-renowned designers, felt compelled to
elicit the input of the local community. The idea was to integrate the
vision of great designers with the aspirations of the local community.
Figure 6: (L) Preparing for an interview with a village milkman in (R) A designer
from the client company riding a camel in an Indian village as a part of a
“journey into the heartland of consumer experience.”
The morning after every visit, the team met at a makeshift war room
set up at the hotel in Delhi. There we discussed our observations and
implications, wrote down the observations on index cards, and then
organized them based on themes and aspirations.
On the last day, a full-day workshop was conducted where the themes
and aspirations were organized into finer categories, and a preliminary
brainstorming session was conducted to identify implications and
opportunities.
Later, the SonicRim team spent two weeks organizing the information
collected from the field visit and the daily synthesis workshops. Then
various stakeholders from the client organization met for a two-day co-
creation workshop. During this workshop, SonicRim set up large panel
displays that depicted visual information about the lifestyles, needs,
and aspirations of the people we visited. On the first day of the
workshop, the team deliberated over the observations from the field,
and identified specific persona and their significant goals that were
relevant to the client business. On the second day, the team developed
unique scenarios of how, through the use of technology, each of these
persona could fulfill their goals. These scenarios were then analyzed to
develop a refined matrix of persona and their associated goals. Finally,
the team participated in a brainstorming exercise where specific
solutions (products, services, and marketing messages) were
conceptualized based on which goals were relevant to which persona.
References:
Trigg, Randall H., and Susan Irwin Anderson. 1996. Special issue:
Current Perspectives on Participatory Design. Human-Computer
Interaction 11
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Written for Muotoilun Johtaminen (Design Management handbook)
Q1- 2007, published by Kauppalehti, Finland. Original is printed in
Finnish language.
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www.sonicrim.com