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Archive for the ‘Crowd Sourcing’ Category

Top 5 tips for community management (May 07)
In a world restricted by budgets and processes, community management sticks out like a sore thumb. On a daily basis a community manager deals with something that frightens the life out of lots of people in business – unpredictability.

A guide to the Co-Creation, Crowd-sourcing Conundrum (May 18)
A common mistake of those new to open innovation & research is to confuse the practice of co-creation with that of crowdsourcing. As a result I thought I would give a quick guide to both, hopefully clearing up any confusion people might have.

Sherlock Holmes and the origins of co-creation (June 11) 
Innovative
 doesn’t necessarily meannew. It means new in a particular context, not ‘absolute new’. So if anyone ever pitched you co-creation as a new groovy ’social’ thingy, they were simply and utterly lying.

Cello Group takes majority stake in face (May 11)
So last Friday the very sensible people at Cello Group upped their stake in Face to 51% following an original 23% acquisition in December 2007.
Being part of the Cello family for the past 18 months has enabled Face to develop a strong international offering and has helped to establish us as the leading on-line qualitative research and co-creation agency.

The Co-creation 6 Step Process: why we need a structured approach to brand-consumer collaboration (June 04)
When talking about co-creation people often get the impression that it’s not an exact science but more of an undefined practice. However here at Face we have aclear structured process for successful co-creation, and we thought it’s probably about time we talked about it! 

trekkiesInnovative doesn’t necessarily mean new. It means new in a particular context, not ‘absolute new’. So if anyone ever pitched you co-creation as a new groovy ‘social’ thingy, they were simply and utterly lying.

Long before user-generated content, the prosumer, crowdsourcing, co-creation, Lego collaborative brand Factory, Philips creative consumer, Axe co-creation adventures and our user-generated Tango, consumers had already been heavily involved in shaping the present and the future of their beloved brands.

And when I say long before, I really mean it. As Scott Brown narrates in his recent Wired feature, when Sir Arthur Conan Doyle decided to kill Sherlock Holmes just ten years after its birth, an army of mourning fans wearing black armbands took to the streets of London to show him how disappointed they were. But their protest didn’t end up in an ante-litteram flash mob. They knew exactly what their brand should have been doing so they started co-creating it. They started writing Sherlock Holmes adventures themselves, giving birth to the first co-created product: fan-fiction.

Fanfiction, as Wikipedia puts it, is a “broadly-defined term used to describe stories about characters or settings written by fans of the original work, rather than by the original creator.”

From unauthorized published sequels to Don Quixote, to parodies and revisions of Lewis Carroll’s Alice in Wonderland; from fan-written stories based on Jane Austen’s characters to the explosion of modern fan-fiction popularized via the Star Trek fandom in the 60s, fan-fiction has progressively invaded magazines since the 20s and has been blossoming online for 20 years thanks to newsgroups, mailing lists, forums and blogs which made its distribution easier, faster and massive.

So, in a way, co-creation started with fan-fiction and one of the main reasons for this is that storylines and fictional characters are the most flexible brands you can work on. And all you need is a pretty traditional set of tools to influence and shape/co-create them.

So what’s the difference with today’s brand-consumer co-creation? Well, mostly the types of brand that are involved in the game and the tools we use to make it work. Web 2.0 made 100 years old fandom mechanisms smoother, more commercial, easily replicable and paved the way for making them into commodities. And one of the outputs of this ‘commoditization’ of fandom interactivity is certainly the brand-consumer co-creation we do today.

However, the mechanisms of today’s brand-consumer relationship are pretty much still the same of the good old character-fan engagement and that’s why looking at fan-fiction can provide us with a number of useful indications about how the brand-consumer relationship works and about how can we recreate the spontaneous fan-based co-creation process ‘artificially’.

To start with, fan interactivity tells us that co-creation happens in various ways and implies various degrees of collaboration, creativity and cross-influence between brands and consumers. Amongst these various forms of fan interactivity, Ivan Askwith identified five patterns of engagement that can easily apply to the brand-consumer relationship:

1) identification
fandom is a quick way for fans to express things about themselves and their identity. As you can say “I am a fan of x” you’re saying something rich and distinctive about yourself very quickly. It happens the same with brands, so your role is to facilitate and foster this identification as a first level of co-creation with your consumers.

2) mastery
passionate fans know everything about your brand and your products so they are a natural vehicle for delivering the full meaning and symbolic universe behind your brand. That’s why your consumers should be the first to know all the details about what you’re doing and why you’re doing it. Engage them in networks of brand insiders and they will become your most efficient advocates.

3) production
media companies and media brands look more and more for ways to involve their audiences into the actual production of content. Bring your consumers on board when it comes to innovate, provide them with the right tools to play with your brand and re-use it in creative ways, help them make the brand a part of their daily lives.

4) participation
consumers want to be part of the brand building strategies. ARGs for example have been an excellent way for turning a movie franchise into an interactive storytelling adventure where the fans become the main characters of the plot and help the story progress. (check out the Dark Knight viral campaign as an example) When we translate this for more traditional products, giving consumer a leading role in planning and rolling out activation strategies is one of the best way of engaging with them.

5) appropriation
once your product is out into the world, you don’t really own it anymore. Well, you still actually own it, but you don’t get to decide exactly how it’s going to be used and what are the meanings that will be associated to it. Remix and alterations are key to appropriation and endorsement, so make sure your brand is flexible enough to support it.

From this list of engagement patterns it’s quite clear then that there’s more to co-creation than just new product development. There are so many levels of contribution and ways to co-create that the types of output can be fundamentally endless. Co-creation has been mainly used for innovation and NPD so far but the there’s a huge potential in areas like activation and brand strategy, and we’ve just begun to scrape the surface of it.

In the participatory culture and media ecosystem in which we live, spontaneous co-creation is happening in many forms, anyway, whether you plan it or not, in legitimate and illegitimate ways. So, better embrace it and guide it, than ignore it or block to try and own it.

 As Alan Moore uses to say, “let them create it and they will embrace it”.

confused about co creation and crowd sourcing

A common mistake of those new to open innovation & research is to confuse the practice of co-creation with that of crowdsourcing. As a result I thought I would give a quick guide to both, hopefully clearing up any confusion people might have.

Co-creation

Co creation is the act of company stakeholders collaborating directly with selected (usually smaller) groups of consumers to work on a specific brief. This can take place on-line in communities or offline in workshops. The aim of co-creation is to develop ideas together with consumers that meet their needs and fulfill business requirements of the company.

Benefits

-Produces more robust products and ideas that consumers want to buy and companies can produce

-Faster way of generating new & disruptive ideas and solving problems

-Immerses companies in the lives, aspirations and needs of their consumers

-Builds strong and lasting relationships between companies and consumers

Examples of Co-creation in Practice

Axe

Philips

Lego

Crowdsourcing

Crowdsourcing is the act of a company taking a function once performed by employees and outsourcing it to a large community of people in the form of an open brief. This is primarily undertaken by individuals on-line who compete against each, with the winning idea being voted for by the community or by the company (more like a competition).

Benefits

-It is cost effective as companies pay by results

-The company can tap a wider range of talent than might be present in its own organization

-By listening to the crowd, companies gain consumer insight

-The community may feel a stronger relationship with the company which is the result of an earned sense of ownership through contribution & collaboration

Examples of Crowdsourcing in Practice

Doritos

My Starbucks idea

Dell Ideastorm