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This whitepaper is written with the quest to understand idea crowdsourcing from the
point of view of current scholarly research. The theme is very topical and a lot of
progress is excpected in this area in the next few years – both from practical
application and from social science research. Nokia’s idea crowdsourding team is
looking forward to the shared learning journey with the audience of this report.
Pia Erkinheimo, Head of Crowdsourcing, Nokia.
The Promise of Idea Crowdsourcing – Benefits, Contexts,
Limitations
Tanja Aitamurto, Stanford University
Aija Leiponen,1 Imperial College London and Cornell University
Richard Tee, Imperial College London
Introduction
Idea crowdsourcing has become a hype term associated with unrealistic expectations for
innovation and unclear understanding of its requirements and challenges. This paper intends
to bring together and evaluate the key insights that shed light on the phenomenon
conceptually or empirically and help us qualify and attenuate the expectations. What do we
know about crowdsourcing as of early 2011?
We review the concept of idea crowdsourcing, focusing particularly on findings reported in
the academic literature. Going beyond studies on the sources of inputs for innovation, we
review research published in journals, conferences, and working papers in a variety of fields
and disciplines, including strategic management, innovation, information systems,
communication, and marketing.
Overall, we find that existing work clearly indicates that crowdsourcing potentially
contributes significantly to innovation. When applied in the right circumstances,
crowdsourcing can deliver considerable benefits to firms in terms of inputs into innovation.
However, success requires careful analysis of goals, problem-solving environment, required
expertise, firm‟s strategies, complementary activities and capabilities, and the competitive
environment.
1
Contact author, email a.leiponen@imperial.ac.uk. The authors would like to thank Pia Erkinheimo for
supporting this research and look forward to continued cooperation with the Nokia Crowdsourcing Team.
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We also attempt to evaluate the direct costs and benefits of crowdsourcing with the limited
data available from a few well-documented crowdsourcing platforms. Meanwhile, there is
little empirical research on the indirect strategic value of crowdsourcing such as brand
leverage or innovation real options. We see this as a potential avenue for further research.
Future research should also seek to quantify the impact of crowdsourcing compared to and
complementing more traditional methods of innovation. Furthermore, research on companies‟
absorptive capacity to utilize crowdsourced ideas and to co-create and refine ideas further
with customers would benefit both academia and industry.
Our report is inspired by Nokia‟s recent and ongoing experiments in this area. The paper is
structured as follows. In section 1, we define the concept of crowdsourcing, position it in
relation to other literatures, and discuss it in the wider context of open innovation. Section 2
analyzes how crowdsourcing can be utilized and implemented. In section 3 we investigate
what existing evidence can tell us about the benefits of crowdsourcing. Section 4 looks at the
context in which crowdsourcing can best be utilized. In section 5 we discuss possible
downsides and limitations of crowdsourcing and in section 6 how crowdsourcing might be
combined with more traditional methods. Section 7 assesses the crowdsourcing business case.
In section 8 we look at the methods used in crowdsourcing research. Finally, in section 9 we
assess open research questions and conclude in section 10.
1.
What is crowdsourcing?
Crowdsourcing is a new phenomenon enabled by evolving information and communication
technologies (ICT) that has only very recently begun to be investigated by academic
researchers.2 Before we further characterize crowdsourcing, it is useful to position the
concept vis-à-vis related phenomena. Crowdsourcing is often based on the framework of
collective intelligence (Lévy, 1997), the idea that knowledge is the most accurate when it
consists of inputs from a distributed population - „all of us together are smarter than any one
of us individually.‟ The opposite of collective intelligence is relying on a single agent, for
example, a knowledgeable expert. The concept of collective intelligence has been
popularized as the wisdom of crowds (Surowiecki, 2004), and crowdsourcing can be defined
as a tool to gather collective intelligence for certain tasks. Related concepts to crowdsourcing
are co-creation (Prahalad and Ramaswamy, 2000), open innovation (Chesbrough, 2003) and
user innovation (Von Hippel, 1976; 1988; 2003)
First, as suggested by Brabham (forthcoming), we might position crowdsourcing as one
particular form of participatory social media, of which other examples include open-source
production, blogging, and video and photo-sharing sites. Crowdsourcing distinguishes itself
by involving an organization-participant relationship, where the organization engages in a
top-down, managed process to seek a bottom-up, open input by users in an online
community. Brabham (forthcoming) identifies four types of crowdsourcing:
2 Howe is generally credited as coining the term “crowdsourcing” in 2006.
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1) Knowledge discovery and management (e.g. Peer-to-Patent Community Patent Review)
2) Broadcast search (e.g. Innocentive)
3) Peer-vetted creative production (e.g. Threadless), and
4) Distributed human intelligence tasking (e.g. Amazon's Mechanical Turk, Microtask)
In a related framework, Howe argues that “crowdsourcing isn‟t a single strategy. It is an
umbrella term for a highly varied group of approaches that share one obvious attribute in
common: they all depend on some contribution from the crowd” (2009: 280). Howe also
presents a taxonomy that focuses attention on (1) crowd wisdom (similar to broadcast search
above), (2) crowd creation (similar to peer-vetted creative production), (3) crowd voting,
including prediction markets, and (4) crowd funding, including crowd-based microlending
institutions.
Second, from a conceptual point of view, crowdsourcing also overlaps with related notions of
collaborative innovation, such as open innovation (see e.g. Chesbrough, 2003) and user
innovation (see e.g. Von Hippel, 2005). Following Schenk and Guittard (2009), we might
visualize how crowdsourcing relates to other concepts as shown in Figure 1. Here,
crowdsourcing is a subset of user innovation, which in turn is a subset of open innovation.
The notion of “co-creation” combines user innovation and crowdsourcing and also is a subset
of the open innovation concept (also termed “crowd-creation, see Howe 2008).
Schenk and Guittard provide an alternative typology of crowdsourcing, distinguishing
between integrative and selective crowdsourcing. For integrative crowdsourcing, the goal is
to pool vast amounts of complementary information from a large number of users (e.g.
OpenStreetMap,Ushahidi). On the other hand, for selective crowdsourcing, the goal is to
identify and select input from competing users. The latter type might take the form of idea
contest or other types of open competition.
Figure 1. Crowdsourcing, Open Innovation, User Innovation and Open Source
Open innovation
User innovation
Co-Creation
Crowdsourcing
Source: Modified from Schenk and Guittard, 2009
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Generally, crowdsourcing can be defined by the following two elements: 1) an open call and
2) a crowd (Burger, Helmchen and Penin, 2010). The open call refers to the fact that, in
crowdsourcing, there is no selection mechanism that identifies upfront who the “supplier” of
the required content will be (which can be e.g. an idea, solution, prototype, or intellectual
property). Participation is non-discriminatory and in principle anyone can answer the call.
Given the usage of an open call, “the crowd” will usually be characterized by several
features: a large number of participants; heterogeneity of participants (e.g. in terms of
knowledge, geographical background etc.), and voluntary participation.3 The alternative to
crowdsourcing, in this sense, is outsourcing a task to a specific agent (cf. Afuah and Tucci,
2011).
Within the open innovation paradigm, crowdsourcing can be perceived as a tool to gather
ideas, innovations, or information for certain purposes. It can thus be viewed as a method of
open innovation. As defined by Henry Chesbrough (2006a), open innovation is the use of
purposive inflows and outflows of knowledge to accelerate internal innovation and expand
the markets for external use of innovation. The concept of „open innovation‟ refers to a new
research and development paradigm in which the there are two key factors that are changing
the economics of innovation: the increasing costs of research and development and the
shortening product lifecycle (Chesbrough, 2006a). To thrive in this challenging innovation
landscape, firms are increasingly attracted to use open innovation as a part of their research
and development strategy (see e.g., the Procter and Gamble discussion by Huston and
Sakkab, 2006).
Open innovation means shifting away from the traditional closed innovation system, where
innovation processes mainly happen inside the organization and ideas from outside of the
organization are often treated with “not-invented-here” mentality. Open innovation
establishes new paths to commercialize the innovations done within the company, both by
using informal and formal ties to partners, for example through exploiting the possibilities for
revenue streams by using open application programming interfaces. (Chesbrough 2003,
Simard and West, 2006; Aitamurto and Lewis, 2011).
Chesbrough (2011) applies the open innovation paradigm in the service business and claims
that in numerous industries, including telecommunications, service ecosystems are offering a
competitive edge to traditional product-based businesses. Products, whether traditional goods
or services, rapidly become commoditized, and companies can find competitive advantage by
differentiating their products in a co-created process with customers. Furthermore, customers
are demanding more customized products, and to meet this need, companies may need to use
co-creation to build on the tacit knowledge from customers‟ experiences.
Co-creation is another concept related to crowdsourcing, and perceived as a tool in the open
innovation toolkit. Co-creation is a joint effort of the producer and the customer to develop
new products or services (Prahalad & Ramaswamy, 2000; 2004), involving a two-way
3 What constitutes “large” or “heterogeneous” is relative to the number of participants when the task would be
conducted in a traditional manner.
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interaction between customers and companies, as well as peer-to-peer communication among
customers. In marketing, co-creation is seen as a new branding paradigm (Hatch & Schultz,
2010), which “breaks free from the industrial age paradigm for branding”. In this scheme, the
meaning of value and the process of value creation are evolving from company- and productbased value to personal consumer experience (Prahalad and Ramaswamy, 2004).
For example, Lego Group has successfully built a brand community, in which Lego users
interact about the product and the brand and design new products to Lego group (Hatch &
Schultz, 2010). This initiative has resulted in entire school curriculum developed to teach
children robotics using Legos, and new products such as the Architecture line, in which Lego
builds kits imitating famous architectural designs, often co-created with users (Chesbrough,
2011). In this paradigm, the company sees the value of process-oriented offerings, instead of
focusing only on the traditional product-oriented offerings. In the new approach, value is
created also in the process, in which customers interact with the company and with each
other, the shared object being the company‟s product, or, in the wider perspective, the brand.
This approach has been called User-Generated Branding (UGB) in brand management
literature. Here, the brand is created in interaction with customers rather than in the outside-in
flow of building the brand image. UGB can be defined as a result of voluntarily created and
publicly distributed brand messages, from comments to reviews, ratings, and blog posts.
However, UGB does not refer to a co-design process in which solutions are sought for
defined problems, but to personal brand meaning. In this approach, the users are considered
as creative consumers (Burmann, 2010).
To operationalize the concepts of open innovation, crowdsourcing, and co-creation, let‟s
discuss a real-world example. Procter and Gamble has successfully shifted its R&D strategy
to open innovation, according to Huston and Sakkab (2006). P&G started looking for
innovations more actively outside the company instead of investing only in internal R&D
work. The core of the new "connect & develop" strategy is to find connections to externally
sourced ideas to develop highly profitable innovations, through both proprietary networks
and open platforms such as NineSigma and InnoCentive, etc.
Initially, when launching the new strategy, the goal was to acquire 50% of innovations
outside the company. The authors state that after implementing the strategy, 35% of
company's new products originate from outside the company, and 45% of the initiatives in
the product development have key elements that were discovered externally. R&D
productivity has increased by nearly 60%, and R&D investment as a percentage of sales is
down from 4.8% in 2000 to 3.4%. The case describes some best practices how to implement
the strategy in finding adjacencies to existing products, and using technology game boards to
evaluate the consequences of technology acquisition in the product portfolio. Crowdsourcing
in the Procter & Gamble case was used as a way to gather solutions to scientific problems the
company posted on InnoCentive. The company had a systematic approach to the open
innovation strategy, which emphasizes crowdsourcing as one tool in the company‟s open
innovation toolkit.
The term crowdsourcing itself is being debated. Many prefer the broader term co-creation,
because it suggests a two-way interaction. The term crowdsourcing often seems refer to oneway interaction whereby individuals submit information or ideas to a specific task. For well-
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defined problem solving (e.g. Ushahidi), this may work, but for more creative ouputs, or
seeing value in the interaction process with the customers themselves, crowdsourcing may be
a too narrow term. In contrast, co-creation refers to collaboration rather than to harvesting
ideas from the public. Moreover, as the nascent market for labor crowdsourcing (e.g.
Mechanical Turk, SamaaSource, Crowdflower, Microtask) is growing and the supply of
crowdsourcing work intermediaries becoming more plentiful, a political debate of labor
exploitation has heated up. In addition to the term co-creation, mass collaboration has gained
popularity in referring to processes where large numbers of individuals may participate and
contribute to innovative activities.
2.
How can crowdsourcing be utilized and implemented?
There are several ways through which firms or organizations can deploy crowdsourcing
strategies. Broadly speaking, we can distinguish between internal, firm-developed
crowdsourcing initiatives to leverage the knowledge within a company, as opposed to
crowdsourcing with external collaborators. External collaboration can be implemented on
companies‟ virtual communication environments (VCE‟s), such as Lego Group‟s Lugnet,
Dell‟s IdeaStorm, Starbucks‟ MyStarbucksIdea, or Nokia‟s ideasproject. Alternatively,
collaboration can be outsourced to specialist service vendors, such as InnoCentive or
NineSigma, which other firms can also use. These intermediaries offer the co-creation
process either for anybody (Jovoto, OpenIdeo), or for a pre-defined group of participants.
Furthermore, crowdsourcing efforts can happen in either temporary innovation challenges or
more permanent and ongoing VCE settings. Additionally, when companies use
crowdsourcing as their fundamental strategic function (e.g., Threadless, the t-shirt company),
this can arguably be identified as yet another form of crowdsourcing.
Below we illustrate, first, internal idea-crowdsourcing initiatives, specifically IBM‟s
Innovation Jam and the SAPiens platform at SAP, and then crowdsourcing initiatives with
external collaborators at Dell‟s IdeaStorm-project and Salt Lake City‟s design contest.
Based on an in-depth case study, Bjelland and Wood (2008) analyze how IBM leverages its
firm-wide intelligence located at geographically dispersed sites through a process called
“innovation jams”. The innovation jams serve as tools to promote ideas internally to other
units or divisions and to win funding for projects. Overall the process focuses on goal
identification, idea generation and commercialization. It consists of several stages:
·
Planning, which focuses on goal and topic identification, and preparation of
infrastructure (e.g. websites, wiki's)
·
Jam Phase 1 (72 hour period online, to allow collaboration across time zones and
geographies) followed by a face to face review session (review "big ideas" by 50
senior exectutives)
·
Jam Phase 2: refinement of ideas in phase 1, again followed by review stage using eclustering and human review.
·
Propose new businesses, funding for new business units.
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Another example of an idea competition is SAPiens, a web-based idea competition initiated
by software producer SAP (Leimeister et al., 2009). The design of SAPiens was informed by
earlier idea competitions (see Table 1). The authors of the study focus on incentives
(learning, direct compensation, self-marketing, and social motives) and "activation
supporting" elements (focused on collecting, relating, creating, and donating ideas) and how
these influence motivations of participants. They survey a randomly selected sample of
student SAP users who submit ideas to improve SAP's software, and analyze students‟
motivations to participate. They find that appreciation of the organizer scores particularly
high.
Table 1. Selected Examples of Ideas Competitions
Source: Leimeister et al. (2009)
Benbya and Van Alstyne (2011; see table 2) studied a broader set of internal knowledge
markets focusing on how these facilitate information sharing in large organizations. Based on
interview data with over 30 companies the authors provide lessons to design an effective
internal knowledge market. They distinguish three phases: launch, development and
evolution. For each phase, they highlight both the challenges involved (e.g. lack of critical
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mass of content), as well as the response the firm might take (e.g. seed the market with
critical knowledge).
Table 2
How to design an effective internal knowledge market
Source: Benbya and Van Alstyne (2011)
To understand when firms should use firm-owned as opposed to intermediary platforms,
Terwiesch and Xu (2008) analyze what the appropriate mechanisms are for different
innovation types, focusing on costs and the number of problem solvers. Distinguishing
between internal development and open innovation via firm-owned or intermediary
platforms, they develop a model that classifieds projects according to technical and market
uncertainty. For each project they analyze the appropriate reward structure (winner-take-all
vs. multiple-prize; performance-contingent vs. fixed-price) in relation to firm profit. From a
profit perspective, winner-takes-all rewards outperform multiple-prize structures for both
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ideation and trial-and-error projects, whereas performance-contingent structures outperform
fixed-price rewards.
Dell IdeaStorm is an example of co-creation with customers in a permanent virtual
collaboration environment (VCE). Dell IdeaStorm launched four years ago, in February 2007.
By February 2011, there has been about 15,400 ideas posted on the platform, 740,000 votes
have been cast on the platform, and 91,000 comments have been posted. Through IdeaStorm,
end users contribute their business ideas - either about new products or improvements to
existing Dell products - to be reviewed, discussed, and voted upon by the user community.
A case study by Di Gangi and Wasko (2009) analyses the factors which influence an
organization‟s adoption decision when innovations come from outside of organization‟s
boundaries, from an external innovation community. The study concludes that the decision to
adopt ideas from the innovation community depends on the complexity of the innovation and
Dell's ability to reduce the innovation complexity through its absorptive capacity. The study
indicates that Dell‟s decisions to whether absorb or reject an idea is affected by the reasoning
and pressure performed by the user community, and the amount of data they provide to both
reduce the ambiguity of the idea and to bridge the knowledge gap between the users and the
company. In order to create and maintain successful innovation communities, the study
encourages companies to further develop their capability to understand the behavior of user
communities so that the companies could more effectively gain benefit from their VCE
efforts. However, a quick browsing of the current ideastorm website suggests that the ideas
largely consist of regular customer feedback rather than more elaborate or sophisticated
business or innovation ideas.
Numerous non-profit organizations, including public and government organizations, are also
using open innovation model in their product development processes. In the United States,
the Federal Transit Administration (FTA) pilot project focused on bus stop design project
called "Next Stop Design" in Salt Lake City, Utah. The goal was to collaborate with a
neighborhood's residents to design a better functioning bus stop. 47 designs were submitted
to the design challenge over the course of the study. The study concludes that crowdsourcing
is effective in transit planning. Open method brings variety to the designs, and the designs
include both amateur and professional-level submissions. However, preliminary findings
suggest that once the quality of submissions rises to professional level, the amateurparticipants might not see the value in their participation. The case highlights the need to
carefully define and communicate the goal of the project, whether it is to get more innovative
ideas for new products, to harvest the most ready and refined ideas to be manufactured by the
organization, or to establish co-creation as an integral part of value chain. This is a critical
issue in planning crowdsourcing initiatives, because the goal determines how the initiative
should be executed.
Our last example is an entire business built on crowdsourced submissions. The company is
called Threadless, a firm that crowdsources T-shirt designs from the public. Anybody can
submit a t-shirt design on Threadless‟ open platform, and users can also vote for the designs
they like. The most popular designs are manufactured, and usually the designs sell out
because people who have voted order the designs they have supported. Threadless has
managed to create a lucrative business with high profit margins. Brabham (2010) identifies
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four primary motivators for participation at Threadless: the opportunity to receive prize
money, the opportunity to develop one‟s creative skills, the potential to take up freelance
work, and the love of community at Threadless.
An additional source of motivation for collective intelligence participation is “glory”, as
suggested by Malone et al. (2010). This is the case when individuals respond to the
opportunities to be recognized by peers in a community. Brabham also discusses the role
played by addiction that makes the participants to return to the Threadless site. The author
suggests that when using crowdsourcing, organizations should develop more deliberate
means for the crowd to support problem-solving missions, to contribute to the public good
and express their addiction to – or love for – the project, product, or activity.
Table 3.
Examples of crowdsourcing projects
Source: Schenk and Guittard (2009)
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Does crowdsourcing work?
Even though the potential benefits of crowdsourcing are intuitively compelling, there has
been surprisingly little concrete evidence of how crowdsourcing performs compared to
established alternatives. There are several important exceptions however, which we discuss
below.
A study by Poetz and Schreier (2011) convincingly demonstrates the potential value of
crowdsourcing in a real-world setting, a firm specializing in baby products. The authors
compare the quality of ideas generated by users to those of professionals (e.g. marketers,
engineers, designers). The quality of ideas was measured in terms of 1) novelty, 2) customer
benefit, and 3) feasibility (technically and economically), and they were evaluated by firm
executives in a blind survey, in other words, the raters were not aware of the source of the
idea. The study finds that user-generated ideas score significantly higher than those
generated by professionals. Interestingly, whereas user ideas scored somewhat lower in
feasibility (but not so much that they were seen to constitute a barrier), they were more
frequently rated as among the best on novelty and customer benefit. As such, at least in this
context, idea crowdsourcing appears to be a very useful complement to internally developed
ideas. Future research might shed more light on the extent to which the findings from this
particular setting (i.e. technologically relatively simple products) translates to other domains.
A defining characteristic of crowdsourcing is an emphasis on “openness”, assuming that
heterogeneity of participants will lead to better outcomes. A study by Jeppesen and Lakhani
(2010) provides evidence that broadening participation can indeed be beneficial. In their
study, the authors analyze how the margina (peripheral) nature of problem solvers relates to
effectiveness in problem solving in open R&D calls. The study focuses on a data set of
InnoCentive.com, a platform where scientists compete to solve real-world challenges
formulated by clients of InnoCentive. The dataset covers 166 problems, coming from R&D
labs of 26 firms in 10 countries. The analysis demonstrates that technical and social
marginality is positively related to successful problem resolution. Here, technical marginality
is measured based on a self-assessed distance of the problem field in terms of technical
expertise. Social marginality is measured by being female, a proxy for distance of the
establishment in the science community. The findings highlight the importance of broadening
participation to address solving problems; as such it demonstrates the value of openness, by
disclosing problems and removing barriers to entry to non-obvious participants.
4.
When does crowdsourcing work?
As explained in section 1, a central feature of crowdsourcing is using an “open call”, where a
large section of the public can volunteer to participate. To understand whether crowdsourcing
is a useful solution to a business problem, we first need to understand whether the problem is
best addressed by an “open” solution. A study by Pisano and Verganti (2008; see figure 2)
sheds more light on this topic. Here, the authors provide a framework to understand what
collaboration mode is most suitable depending on the situation. They distinguish two key
dimensions, participation (open or closed) and governance (hierarchical or flat). Most
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relevant to crowdsourcing are the open participation modes: hierarchical ones are labeled
"innovation malls" (e.g. InnoCentive), and flat ones "innovation communities" (e.g. Linux).
The general advantage of the open mode is to attract a wide range of ideas beyond the focal
firm's domain. Challenges include the costs involved screening the ideas, as well as that the
best idea generators may prefer closed networks, since their ideas are more likely to be
realized that way. Generally, the open mode is the most suitable when proposed solutions can
be cheaply evaluated, or when user needs are unclear. The authors also recommend choosing
the mode that is best suited to the organization's own capabilities.
If an “open” process is clearly the best approach, the next question is how to organize this
distributed innovation process. An important question in this respect is whether to make use
of collaborative communities or competitive markets, a topic addressed by Boudreau and
Lakhani (2009; see table 4). They find that communities are especially useful when an
innovation problem is based on cumulative knowledge, i.e. when it continually builds on past
advances. On the other hand, markets are more appropriate when an innovation problem is
best addressed by broad experimentation. Furthermore, communities are more focused on
intrinsic motivations of external innovators (e.g. the desire to be a part of a larger cause). On
the other hand, markets usually reward extrinsic motivations (such as financial
compensation). The authors integrate these findings with the platforms and business model
literature, illustrated with several empirical examples.
A large number of participants involved is also a key feature of crowdsourcing. However, as
highlighted in the following section, large numbers of ideas are not necessarily beneficial to
firms, and might in some cases constitute a major burden. To better understand how quantity
of participants affects quality, a study by Boudreau, Lacetera and Lakhani (2011) examine
how the size of innovation contests affects outcomes. Their study is based on a dataset of
Topcoder.com, a site specialized in software programming contests. It focuses in particular
on the effect of competition size (i.e. number of participants) on overall quality of solutions.
On one hand, a larger number of participants might diminish incentives because of the lower
likelihood of success for any individual. On the other hand, a larger number of participants
might increase the likelihood of finding an optimal solution. Both effects are found in the
dataset. The nature of the problem (in terms of degree of uncertainty) acts as a moderator - in
particular, multi-domain problems (which have a higher degree of uncertainty) benefit more
from increased numbers of participants, and also exhibit a lesser negative incentive effect. As
such, the study provides insights to managers who design innovation contests: adding more
participants is likely to lead to improved contest performance, but only when problems are
highly uncertain and require a greater breadth of search for the best approach or path to a
solution.
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Figure 2. How to choose the mode of collaboration
Source: Pisano and Verganti (2008)
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Table 4. Examples of alternative platform business models
Source: Boudreau and Lakhani (2009)
When setting up a crowdsourcing effort, firms also need to decide whether to include experts
in the process. Analyzing the costs of two crowdsourced encyclopedia initiatives,
Citizendium and Wikipedia, a study by O‟Neil (2010) compares the effect of having
credentialed and identified experts in a leading role in Citizendium, versus Wikipedia where
the model is based on anonymity and anti-credentialism. Citizendium was founded by a
Wikipedia co-founder, Larry Sanger, who has been emphasizing the role of expertise in
online mass-collaboration. In Citizendium, the experts (called Editors) self-certify by
providing their resumes and relevant links to their work. The experts work with regular,
uncertified collaborators, and their role is to write guiding articles, advise contributors, and
solve disputes. When comparing these two cases, it appears that Citizendium failed to attract
users: In January 2010 Citizendium listed 65 editors and 3,492 authors, whereas the English
Wikipedia listed 1,700 administrators and 11,380,900 registered users. Nevertheless, success
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doesn‟t come without challenges, and O‟Neil lists three types of direct costs the Wikipedia
non-expert approach: uncertainty, lack of perspective, and irresponsibility. The greatest
indirect cost is fighting among Wikipedia contributors.
To analyze and classify different types of crowdsourcing, Malone et al. (2010) argue that to
classify different types of collective intelligence, it is useful to analyze four dimensions:
What, why, who, and how. “What” refers to the goals of the activity; “why” refers to the
incentives to participate; “who” is the staffing of the activity; and “how” explains what
structure and process are followed. Goals may include collective creation or decision making,
and process can be independent or interdependent. The intersections of these characteristics
generate a 2x2 matrix with the following cells: Collection (including contests; e.g., Flickr,
Threadless, InnoCentive), collaboration (e.g., open-source projects), individual decisions
(e.g. online markets), and group decisions (e.g., voting; prediction markets).
Table 5. Structures for crowdsourcing
Independent
(Inter)dependent
Create
Collection
Collaboration
Decide
Individual decisions
Group decisions
Source: Malone et al. (2010)
Applying the above framework shows that examples such as Threadless and InnoCentive
include both creation and decision tasks. Both services‟ mode of collection of creative
solutions is a contest, and they are associated with monetary motivation (rewards). The
decision tasks include choosing among the proposed solutions, and here is where their
structures diverge: At InnoCentive, it is the management of client companies who decide the
“beauty contest”, whereas, at Threadless, even this part of the process is delegated to the
crowd. The latter uses an averaging/voting process that is motivated by “love”, i.e., voluntary
contributions based on intrinsic motivation and enthusiasm for the community. Similarly, the
process utilized by Wikipedia can be classified according to this framework. Its tasks include
both creation and decision (editorial decisions about inclusion of and updates for articles);
most tasks are done by the crowd, although the final decision about deleting articles is done
by an administrator through an existing insider hierarchy; and all activities are motivated by
“love” (intrinsic motivation for knowledge) and “glory” (opportunities to advance in the
insider/intellectual hierarchy).
According to these authors, the prerequisite for engagement with crowdsourcing is that the
resources needed to complete the task are widely distributed or not known. They also suggest
that “love” is a powerful motivator but that money and glory may speed up activities (but not
always). However, there is not enough systematic research on which motivator to utilize in
different circumstances, as money (or even glory) can sometimes alienate intrinsically
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motivated and perhaps more creative participants, whereas appealing to intrinsic motivation
may backfire if the firm is perceived as trying to get people to work for them for free.
Table 6. When are different forms of collective intelligence useful?
Source: Malone, Laubacher and Dellarochas (2010).
According to the Malone et al. framework, the “collection” mode of creation works best
when the problem can be partitioned such that individuals can provide meaningful solutions.
Those solutions can be obtained through a “contest” when only one or few are needed. In
contrast, “collaboration” modes of creation are appropriate when the task cannot be
partitioned in this way but it is possible to modularize the project sufficiently to allow people
to work separately but contribute to the shared goal.
Finally, group decision-making can be categorized into voting, averaging, and prediction
markets. Whereas the voting mechanism is well understood based on its offline applications,
averaging can be useful if the decision to be made can be summarized as one number and
when the crowd is unlikely to be systematically biased. If there is reason to suspect biases,
prediction markets may be more accurate. Here, participants buy and sell “shares” of
predictions about future events. They may be rewarded with real money or other prizes. For
example, prediction markets can be used to predict the delay or success of projects. Malone et
al. (p. 9) provide an example from Microsoft predicting the delay of a major project. Another
example of a successful prediction was the Intrade market that correctly predicted the 2006
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elections in the US, where, somewhat surprisingly, Democrats gained both houses of
Congress (see Bonabeau, 2009).
Reviewing the large literature on innovative search, Afuah and Tucci (2011) emphasize the
unique ability of crowdsourcing to convert “distant” search (search for information, ideas or
solutions in a field not very familiar to an individual or a group) to “local” search (search in
domains where the underlying knowledge is well known and can be built on). Crowdsourcing
should thus be utilized in problems where relevant knowledge is likely to be dispersed and
particularly distant from the innovating organization. Afuah and Tucci also suggest that the
nature of the relevant problem-solving expertise, the nature of the problem itself, and the
characteristics of potential problem-solving agents determine whether crowdsourcing should
be used for a specific task. In summary, these authors propose a number of factors that
increase the likelihood that crowdsourcing is feasible (see table 7).
Table 7. Factors increasing the probability that crowdsourcing is a feasible approach
Firm‟s own expertise is low
Likely availability of expertise in the crowd is high
Firm‟s own expertise is distant from the likely solution to the problem
The problem to be solved is NOT tacit, immobile, unique, or complex
Relevant expertise is dispersed
The problem is modular
Relevant expertise to solve the problem is tacit, immobile, unique, or complex
IP associated with the problem (not necessarily with the solution) is protected
Firm‟s relevant complementary assets are valuable or inimitable
Firm has a monopoly/monopsony position
Source: Afuah and Tucci (2011)
In summary, these factors describe the relevant characteristics of the firm itself, the crowd,
the problem, the required expertise, associated IP conditions, and the firm‟s competitive
position. Of course, many of these factors are not necessarily explicitly known, and the firm
needs to form assumptions or make educated guesses about them up front. Nevertheless,
these feasibility factors may be useful to consider in deciding about engagement in
crowdsourcing.
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When should crowdsourcing NOT be used?
In the previous sections, it has become clear that there are several potential benefits
associated with crowdsourcing. We have also discussed situations in which crowdsourcing
might best be utilized. It is also important to understand the limitations of crowdsourcing and
its potential downsides.
First, Burger, Helmchen and Penin (2010) provide a conceptual discussion to understand the
limits of crowdsourcing, focusing on crowdsourcing inventive activities (abbreviated as
"CIA"). Drawing on transaction cost economics and evolutionary theories of the firm, they
suggest that CIA (as opposed to crowdsourcing routine work or content) is only feasible
when a problem is clearly defined (i.e. highly codified) and can be legally protected (e.g. via
patents). These conditions are strongly present in e.g. in science-based industries such as
chemistry and pharmaceuticals, as well as software development. Conversely, the authors
predict that in sectors where clear knowledge codification is more challenging and protection
mechanisms absent, crowdsourcing inventive activity will not occur.
Second, Alexy, Salter and Criscuolo (2010) highlight the potential problems firms may face
in crowdsourcing. The authors focus on the specific challenges of incorporating unsolicited
ideas generated by end-users to commercial firms. The authors use exploratory interviews
and a web-based analysis of management practices to understand the costs involved,
including managerial attention (e.g. identifying internal expertise) and legal issues (e.g. IP
ownership). Contrary to existing work that has mostly emphasized the upsides to utilizing
external ideas, this study highlights the challenges involved in this process. The authors
uncover three distinct processes, labeled signaling, structuring, and selecting, that firms can
use to improve the efficiency and efficacy of incorporating unsolicited ideas (see figure 3).
In the study based on interviews with 48 interviews in 31 European industrial firms,
Lichtenthaler (2010) analyzes the potential risks of open innovation, more generally, and
associated managerial countermeasures. For example, external technology exploration
(including crowdsourcing) could lead to problems such as deficiencies in internal
development of critical technological knowledge; reduced possibilities to develop or renew
core competencies based on such knowledge; problems in identifying external sources of
knowledge; and negative feedback effects from internal R&D employees because of their
potentially lower level of motivation. The author concludes that managerial countermeasures
are needed for firms to fully profit from open innovation activities. In the area of
technological exploration these might include continued and sufficient investments in internal
R&D and explicit efforts to find strategic complementarities between internal and external
exploration activities.
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Figure 3. The unsolicited ideas processes, issues, and potential solutions
Source: Alexy, Salter and Criscuolo (2010)
Finally, we have found little information on legal issues directly related to crowdsourcing. A
partial exception is a study by Alexy et al. (2010), who highlight three implications related to
acquiring and integrating these unsolicited ideas: exclusion, ownership and usage, and
misappropriation. First, the possibility of excludability is a key issue if gaining intellectual
property rights is relevant to the firm. This means that the idea has to be sufficiently novel,
for instance, it has not been publicly revealed earlier. Second, getting ownership of the idea
so that the firm is able to use it is a non-trivial issue. In some cases, users may freely forfeit
their ownership rights. In other cases, the idea submitter might want to sell the idea as
intellectual property, in which case complex negotiation processes might need to take place.
Third, misappropriation can be an issue when a firm is working on an idea independently of a
similar one that has been externally submitted. Establishing this proof can be a costly process,
in terms of having a well-documented “paper trail of novelty” (Alexy et al. 2010). However,
in areas where innovations are moving away from high-level system designs (e.g. computer
manufacturers, phone manufacturers) and their proprietary components (Pisano, 2006), to
new ecosystems e.g. based on services, the question of intellectual property rights in the
traditional sense can become less relevant. Either way, firms should strategically maximize
the value of IP rather than maximizing the control of IP.
Relatedly, Afuah and Tucci (2011) suggest that the more the IP related to the firm‟s problem
is protected, the more likely they will outsource (crowdsource) the problem. Furthermore, if
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the firm has complementary assets (capabilities that facilitate commercialization of the
underlying business idea) for which it can protect the IP or that are otherwise difficult to
imitate, the more feasible it is to use crowdsourcing for problem-solving or ideation.
Similarly, a monopolistic position in an industry segment might facilitate crowdsourcing
strategies because there is relatively little threat of imitation.
As a more practical example, InnoCentive has very clear guidelines and services related to IP
transfer from problem solvers to solution seekers. The types of challenges at InnoCentive
include reduction to practice, where solvers provide original research data or experimental
results; and paper/theory, where solvers provide theoretical papers and research proposals.
More novel categories include ideation, where solvers would provide only a brief submission
and it is guaranteed that at least one solver would receive the prize. IP-wise this form of
challenge is unique, however, as seekers receive nonexclusive licenses to use any of the
submitted ideas, independent of their winning or not. Finally, electronic requests for
proposals involve seekers posting product or service requirements and solvers bidding to
provide the most cost-effective solution. Here, contractual terms are negotiated directly
between seekers and solvers after the bidding.
InnoCentive challenges impose a strong form of anonymity, whereby seekers and solvers do
not know anything about each other ex ante. During the challenge, solvers provide a
temporary license for seekers to evaluate the solution according to the InnoCentive rules. For
selected solutions IPRs are then transferred to the seeker, but for all other solutions, seekers
cannot use any part of the solution in the future, and InnoCentive has a right to audit this.
Around 200 solvers typically express interest in any given challenge, and on average ten
solutions are received per challenge. As Lakhani (2008) suggests, seekers are thus presented
with ten parallel experiments in problem solving. In terms of solvers‟ benefits, although the
monetary benefits are important, intrinsic motivation is also stimulated by the problemsolving experience.
6.
How can crowdsourcing be combined with other forms of innovation
ideation?
In addition to the potential benefits and downsides associated with crowdsourcing, it is
important to emphasize that crowdsourcing can also be incorporated within existing (more
traditional) innovation practices. Several authors have illustrated how crowdsourcing can
complement existing firm practices.
Magnusson (2009) analyzes the role of ordinary users in the ideation process of technologybased services, focusing on mobile telephony services. The study employs a comparative
quasi-experimental design to simulate three scenarios of user involvement: (1) no user
involvement: ideation by professional service developers from TeliaSonera; (2) guided users:
technically skilled and ordinary users instructed about the underlying technology; and (3)
pioneering users: ordinary users without training or with creativity training. The analysis
focuses on the quality of ideas in terms of user value, “producibility” (i.e. feasibility), and
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originality (as well as combinations of these). The main finding is that professional
developers‟ ideas score the highest on producibility; guided users‟ ideas score on user-value
and producibility; and pioneering users‟ ideas score the highest on originality and user-value.
These results are thus quite highly aligned with those reviewed earlier by Poetz and Schreier
(2011). As such, users can fulfill different roles in ideation, and they can be utilized in
different ways depending on the goal of the ideation process. This emphasizes the need to
design the potential crowdsourcing activity with a view to the rest of the innovation process.
Piller and Walcher (2006) discuss methods to integrate users in new product development,
focusing on "toolkits," i.e. specific processes for idea competitions. Their exploratory
analysis is based on a pilot study conducted at sporting goods firm Adidas Salomon in
Germany. The authors map idea competitions in terms of two dimensions: task specificity
(low for open tasks, high for specific tasks) and degree of elaboration of user input (low for
simple ideas, high for solutions). The Adidas case scores low on both dimensions, i.e. users
generate ideas (as opposed to solutions) in open (as opposed to specific) tasks. The pilot
involved 136 customers, whose output (creativity of the idea) was measured based on a
standardized creativity (CAT) score, measuring originality, usefulness, and level of
elaboration. Among the highest scoring ideas, two reached the implementation stage. Overall,
the authors suggest that a toolkit for idea competitions involving users can serve as a useful
complement to traditional New Product Development (NPD).
7.
Crowdsourcing business case
As the available literature does not contain much about the actual costs and quantifiable
benefits of in-house crowdsourcing (as opposed to that conducted using service
intermediaries), we decided to triangulate the cost of running such a service through analysis
of existing services. InnoCentive being the most well known and studied crowdsourcing
service, it makes sense to explore their financials and economic impact.
The HBS InnoCentive case study by Lakhani (2008) shows that the company has run about
930 challenges between 2000 and 2008; this is approximately 100 challenges per year. 45%
of these have been solved and the total cash prizes awarded amount to $4.7 million, which
implies about $9000 per solved contest. In return for the prize, in most cases, the seeker firm
receives IP rights to the solution. Each seeker pays a posting fee of $15,000 up front and
receives help defining the problem and support during the solution evaluation process. In
successful challenges, InnoCentive also retains a commission, the size of which is not
revealed in the HBS case, although a case study by Forrester Consulting (2009) calculates an
average commission/”finder‟s fee” of $6500 per challenge.
These data combined with additional information in the case suggest that in 2008-2009, the
revenue side of the InnoCentive business model generated about $3 million per year from
posting fees and unknown amounts (but probably less than the posting fee revenue; assuming
mean commission of $6500, they would probably generate in the order of
90*$6500=$585,000) from commissions. With a 30 strong workforce, the calculation
suggests that the firm may still be making a loss, or else the average numbers don‟t
accurately reflect the latest years. In 2008 the company received additional venture capital
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funding of $6.5 million. This is quite late in the startup process, but was probably justified by
the rapid growth of posting revenue (most recently 100% annual growth rate) and the
potential of a user base of 140,000 problem solvers, which needs to be efficiently monetized.
The InnoCentive website also posts (not surprisingly) highly positive client case studies by
Forrester Consulting that indicate the total ROI from InnoCentive challenges for a large
consumer products organization has been about 74% (quantifiable benefits). In addition to
cost savings and resource savings in R&D, the client company achieved access to a more
diverse network of experts; fostered a more innovative culture; improved its ability to frame
R&D problems; and achieved a smoother IP transfer process. In summary, total quantifiable
benefits amounted to $1.3 million and total costs to $745,000, mostly consisting of challenge
posting fees, but also including internal costs of setting up challenges (usually 40h of work
per challenge). In another case study using the same methodology, Forrester found that the
ROI was 182% for a large multinational agricultural company. These cases suggest very
positive outcomes are possible although the returns are probably quite highly variable.
However, no negative ROI cases were published on the InnoCentive.com website, for
obvious reasons.
Another well-known and thoroughly-analyzed crowdsourcing case is Threadless.com that has
a user community of 700,000 individuals who contribute t-shirt designs, give each other
feedback, vote on the best designs, and eventually buy those that the company decides to
produce (based on votes and staff opinions). The company gives cash prizes of $2500 to the
winners of weekly contests and does not retain IP rights to the produced designs, so designers
are free to use their creations in other applications. Although the company says it pays around
$1.5 million to designers on an annual basis, with over 130,000 designs submitted every year,
the probability of winning the prize is less than 1%. It is thus clear that the extrinsic reward
cannot be driving the enthusiasm and dedicated participation of users, many of whom are
professionally trained in arts and design. Meanwhile, the business model has turned out to be
very profitable. Harvard Business School multimedia case on this company (Lakhani and
Kanji, 2008) suggests that in 2007, with $23 million in sales, the company raked in about $7
million, or 30% in profits. The cost structure estimated by the case writers indicates that 30
full-time employees, most of whom work at the warehouse, run the operations. The IT
infrastructure costs around $750,000; warehouse operations $750,000; and shirts themselves
cost $7 each (1.5 million shirts sold in 2007).
Additionally, numerous co-creation and ideation platforms such as Jovoto offer services to
set up and run innovation challenges, the cost ranging from $40,000 to $60,000. The cost
includes usually the whole “challenge package” from community organization and
management to running the challenge.
Although these numbers do not provide a clear answer to the question of how beneficial and
costly might an in-house crowdsourcing facility and activity be, they suggest a few possible
interpretations. First, the InnoCentive-type crowdsourcing service can be very helpful for
certain types of problems, but with the cost vs. impact suggested in the Forrester research, it
might not be worthwhile to organize such activity internally. For one thing, the consulting
and training provided by InnoCentive appears to be a very important part of the service, and
for any other company, developing this expertise internally might take quite long because an
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in-house team would probably not be exposed to hundreds of challenges in a short amount of
time. Second, the sunk investment in InnoCentive systems has most likely been substantial,
whereas the payoff has taken years to emerge. For example, building a user community of
140,000 experts, of which 40% have PhD degrees would not be feasible for an individual
company seeking to engage an external community in its own innovation activities. On the
other hand, a very different type of a community at Threadless is meaningfully contributing
to a very profitable continuous t-shirt design contest. This product is very simple and the
design space clearly constrained, which facilitates broad and also non-expert participation in
creation and voting. Nevertheless, the enthusiasm of the community is exceptional and the
company takes great care to balance business imperatives with legitimacy and trust of the
community. To summarize, crowdsourcing can be both economically and intellectually
(providing longer-term unquantifiable benefits) fruitful activity, but firms may need to be
realistic about what types of problems and users they can feasibly engage, and what
capabilities they have or need to manage the community and its expectations.
8.
Methods and reliability of crowdsourcing research
There is a variety of research methods used in research on crowdsourcing:
-
Conceptual papers that develop definitions and categorizations for the crowdsourcing
concept (e.g. Brabham, forthcoming) or that relate the notion of crowdsourcing to
other literatures (e.g. Schenk and Guittard, 2009; Burger et al., 2010).
-
Conceptual papers based on mathematical economic models (e.g. Terwiesch and Xu,
2008).
-
Empirical studies based on econometric analyses of external firm-based datasets such
as Innocentive.com and TopCoder.com (see e.g. Jeppesen and Lakhani, 2010;
Boudreau et al., 2011)
-
Empirical research using comparative experiments and survey data derived from users
and other constituents (Leimeister et al., 2009; Poetz and Schreier, 2011; Magnusson,
2009; Piller and Walcher, 2006).
-
Empirical studies based on one or multiple case studies, using interviews and other
archival data sources (Alexy et al., 2010; Pisano and Verganti, 2008; Benbya and Van
Alstyne, 2011; Bjelland Wood, 2008; Boudreau and Lakhani, 2009).
Naturally, each of these methods used have value in their own right, and are typically chosen
depending on the overall research question. However, as highlighted earlier, we have
relatively little direct evidence of the value of crowdsourcing, in particular in technologyintensive sectors. To gain more insight into the actual impact of crowdsourcing, we think
comparative field experiments are a particularly useful method, especially if complemented
by interview data from relevant stakeholders. Further, a longitudinal perspective (e.g. tracing
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the entire trajectory from idea to product and its subsequent reception in the market place)
would also deliver valuable insights into the quantitative and qualitative value of
crowdsourcing, and could generate ways to improve utilization, and our understanding, of the
potential of crowdsourcing as a supplementary tool of open innovation.
Overall, the rapidly expanding literature demonstrates the great interest this topic currently
receives. However, the literature on crowdsourcing is in its early stages and still suffers from
vague definitions and lack of clarity and comparability regarding the relevant dimensions of
the phenomenon, and hence regarding the relevant directions of research.
9.
Open research questions
As highlighted in previous sections, existing research has clearly highlighted the potential of
crowdsourcing, emphasizing the benefits of openness and diversity as a source of value.
There is also empirical evidence (as described in section 3) that utilizing the “crowd” might
have strong benefits. At the same time, it is important to emphasize that many of these studies
(with the exception of Magnusson, 2009) have not directly focused on mobile
communications. For instance, the study by Poetz and Schreier (2011) examined baby
products; Jeppesen and Lakhani (2010) looked at scientific problem solving contests, and
Brabham et al (2009) highlighted an innovation challenge for designing bus stops, organized
by a public organization Obviously, these settings differ from mobile communications in
important ways, such as the amount of technical user knowledge required (in the case of baby
products). Therefore, the extent to which these findings apply to other settings is still an open
question. It seems that it would be important to more thoroughly investigate the potential
benefits of crowdsourcing to generate ideas for different types of innovations. For example,
new service ideation, services being less tangible than physical goods, might benefit from a
different type of a process than product ideation. Research designs that allow generalization
or at a minimum comparison across technology fields would thus be very valuable.
Furthermore, we have found limited research regarding the significance of the organization‟s
capability to absorb innovations from external contributors, apart from di Gangi‟s and
Wasko‟s study on Dell IdeaStorm. This is an important factor, as the ideas offered by the
crowd could have a lot of potential, but the company might not have the capability to utilize
and execute them in the best possible manner due to the organization‟s internal product
development system. However, if the open innovation approach, including crowdsourcing, is
embedded systematically in a company‟s long-term strategy and becomes an integral part of
the R&D process, the company can profit significantly, as Huston and Sakkab (2006) argue.
It is also important to emphasize that the overall benefits of crowdsourcing might extend to
areas that are not immediately obvious to the particular crowdsourcing project. Sometimes
these benefits are difficult to quantify (e.g. what is the exact value of an “enthusiastic” user or
developer community?), but may be very important when strengthening the brand, and
creating more personalized product-and brand-related experiences for the users, and to access
the tacit knowledge of users.
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As mentioned in section 9, we think there is great value and much promise in examining the
benefits and limitations of crowdsourcing, e.g. via an experimental study comparing different
user groups. This would allow researchers and managers to further investigate the impact of
crowdsourcing in the mobile communications setting and to shed light on the factors that
influence how to use crowdsourcing in a company such as Nokia. This type of a study can
give more solid and reliable direct empirical evidence regarding the value of crowdsourcing
practices in a high-tech sector such as mobile communications.
10.
Conclusion
This survey of the various literatures – innovation strategy, New Product Development
management, Intellectual Property Rights management, information systems, and
communication – has uncovered a number of aspects that should be considered when
implementing crowdsourcing practices to enhance external innovation sourcing.
The first key consideration appears to be the decision about the goals of crowdsourcing
activity. Internal or external crowdsourcing can contribute to a number of different aspects of
a business, but the design of the process should be driven by the goals. For example, if brand
enhancement or market research are the primary goals, broad external engagement with a
large number of non-expert users with attractive demographic characteristics would be
desirable, whereas technical problem solving would necessitate capturing the attention of
highly-educated and intrinsically-motivated experts in a diverse set of fields and locations,
but the demographics and buying power of these individuals would be irrelevant.
After the goal has been set, the information and problem-solving environment needs to be
analyzed in order to determine what processes, participants, and system features generate the
most appropriate environment for user inputs. The literature has thus far discussed a number
of characteristics of the information environment (see table 8). Characteristics of the targeted
ideas or solutions can be mapped in terms of the targeted audience (experts vs non-experts;
fields of expertise), the appropriate governance structure for the process (hierarchical vs. flat;
open vs. closed), and the degree of competitive vs. community processes (including incentive
structures and numbers of participants). For example, uncertainty about the problem or the
knowledge base required to solve it suggests an open governance approach with a large
number of participants to mitigate the effects of uncertainty. On the other hand, when
knowledge needed for the solution is cumulative, a community approach is better than
anonymous competition. An open governance approach is also likely to be beneficial here.
Finally, there may be a tradeoff between expert and non-expert contributors, as the former are
likely to generate more feasible, but the latter more creative solutions. Balancing the needs
for originality and feasibility is thus an important consideration. Alternatively, these needs
may need to be targeted in different challenges or designs.
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Table 8.
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Characteristics of targeted ideas or solutions
Dimension
Implications for crowdsourcing design
Potential structure
Uncertainty about the
problem/solution
Increase number of participants when
problem uncertainty is higher, e.g. for
multi-domain problems (Boudreau et al.
2011)
Use experts and/or
non-experts (i.e. no
exclusion ex-ante).
Governance: open
Cumulativeness of
associated knowledge
When an innovation is based on
cumulative knowledge, use communitybased solutions (as opposed to marketbased), via e.g. integrator, product or twosided platforms (Boudreau and Lakhani,
2009)
Use experts and/or
non-experts.
Governance: open
Community process
Complexity of
problem/knowledge/
innovation
Firm can reduce complexity through its
absorptive capacity; whether ideas get
absorbed further depends on user
community pressure/arguments (Di Gangi
and Wasko 2009)
Originality/creativity/
variety
Focus on ideation by end-users as opposed
to professionals (Piller and Walcher, 2006;
Magnusson, 2009; Poetz and Schreier,
2011)
Use non-experts
Feasibility
Focus on ideation by professionals if
feasibility is key priority, though end-users
can also submit feasible ideas (Magnusson,
2009; Poetz and Schreier, 2011)
Use experts (possibly
complemented by nonexperts)
Usefulness/user value
Focus on ideation by end-users
(Magnusson, 2009)
Use non-experts
Task specificity
Task specificity is usually low in
crowdsourcing initiatives, to stimulate
heterogeneity of potential ideas (Piller and
Walcher, 2006)
Use experts and/or
non-experts
Governance: open
To conclude, the academic and practitioner literatures on crowdsourcing have begun to
generate useful conceptual material to support thinking about these practices and to facilitate
their adoption and design in corporate contexts. However, at this early stage, there is no
comprehensive understanding and coherence about the relative importance of the
characteristics mentioned in the table above, their interactions with each other, or their causal
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implications for the design of a crowdsourcing system. In particular, only a handful of highquality empirical studies have been completed and results published, and each study, by
necessity, can only address a limited set of research questions. Hence, there is ample room for
more empirical research that utilizes state-of-the-art research methods and builds on and
extends insights from innovation, decision sciences, and strategic management. For example,
although motivation to participate is an ancient topic in information systems and management
more generally, there is no clear consensus about why and when intrinsic or extrinsic
motivations dominate and how they interact. The safest conclusion is to say that both matter,
but it seems that extrinsic motivators rarely work in isolation – intrinsic ones are essential and
can be enhanced by extrinsic ones. For example, Google found in its internal prediction
markets that, although the $1000 cash prize was appreciated, people really liked the “cool” tshirts that enabled them to show they had been top-performing traders in the market (Coles,
Lakhani, McAfee, 2007). Exploring the mediating role of participants‟ motivation in online
real-time experiments would seem to be a way forward.
We propose to study crowdsourcing of innovation inputs with Nokia in a systematic way,
attempting to identify the aforementioned dimensions (table 8) and their implications in the
company‟s ongoing crowdsourcing initiatives, and participate in designing future
crowdsourcing activities such that enlightened and selective experiments can be set up to
understand the true drivers of successful, high-impact, and effective crowdsourcing.
Preliminarily, the following research questions have surfaced that would seem to be of broad
interest in strategic innovation research:
1. How to design crowdsourcing processes that match the relevant characteristics of the
firm, the problem, required expertise, and the competitive environment to calls?
2. How to define the calls in a way that enhances user group targeting, user
appeal/motivation, and quality or appropriateness of solutions/inputs?
3. How to integrate these processes with internal innovation systems, and with other
open innovation practices?
We feel there is already much data accumulating within Nokia to shed light on these
questions in a preliminary study, and going forward, we could work with the Nokia
crowdsourcing team to enhance the design of new challenges in a variety of experimental
contexts to really highlight the causal relationships between the conceptual dimensions.
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