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    Innovation creation by online basketball communities

    Johann Fller, Gregor Jawecki 1, Hans Mhlbacher1

    Department of Strategic Management, Marketing and Tourism; Innsbruck University School of Management, Universittsstrasse 15, A-6020 Innsbruck, Austria

    Received 1 August 2006; received in revised form 1 September 2006; accepted 1 September 2006

    Abstract

    This article investigates joint-development activities within online consumer groups. While research on user-innovations within communitiesexists for open source software as well as for emerging extreme sports like kite-surfing or rodeo kayaking in offline contexts, this study focuses on

    innovation activities within online consumer communities for basketball shoes, a physical consumer product in a mature market. The research

    shows that a small number of consumers are highly creative and possess sufficient domain specific skills and motivation to develop new

    innovative basketball shoes. While many community members state their experiences and problems with existing shoe models, those actively

    participating in joint-innovation activities tend to be driven by excitement rather than by pure need for product improvement. The high quality and

    variety of innovations, and general willingness of community members to share their ideas with producers, lead to the discussion of how to

    integrate creative online communities into a company's innovation process.

    2006 Elsevier Inc. All rights reserved.

    Keywords: Innovation; Online community; Consumer goods; Knowledge creation; Virtual consumer integration; New product development

    1. Introduction

    Examples of commercially successful consumer goods likethe

    snowboard (Shah, 2000) and the rodeo kayak (Hienerth, 2004a)

    as well as numerous empirical studies (e.g., Von Hippel, 2005)

    demonstrate that consumers are highly innovative and often

    develop new products. Consumers rarely innovate in isolation,

    but rather in cooperation with like-minded people acquain-

    tances, colleagues, and friends who bring in additional know-

    how and offer active support necessary for transforming an idea

    into a product (Franke and Shah, 2003; Von Hippel, 2005).

    Online communities centering on common shared hobbies

    attract innovative consumers (e.g., Kozinets, 1999; Lynn et al.,1997; McAlexander et al., 2002; McWilliam, 2000; Sawhney

    and Prandelli, 2000; Verona et al., 2004). The consumers'

    motivation is to use the Internet to exchange use experiences

    with latest equipment and to share their ideas for product

    modifications or entirely new developments. As onlineconsumer groups represent a large pool of relating product

    know-how, such groups are a promising source of innovations

    (Morrison et al., 2004; Verona et al., 2004).

    While in-depth analyses of the development of open source

    software (OSS) (e.g., Butler et al., 2002; Hemetsberger and

    Pieters, 2001; Lakhani and Wolf, 2003; Von Krogh, 2003),

    computer games in online communities (e.g., Jeppesen and

    Molin, 2003; Prgl and Schreier, 2004), and the development of

    physical consumer goods in offline communities, especially for

    emerging sports without a dominant equipment design (Franke

    and Shah, 2003; Lthje, 2004; Lthje et al., 2002; Shah, 2000),

    already exist, to the authors knowledge, so far, no empiricalstudy has considered physical product development in online

    communities as a subject for analysis.

    As innovation creation, like knowledge creation, depends on

    context, expanding on the possible differences is worthwhile.

    Offline innovation communities in the sporting goods industry

    and online communities developing software differ in two di-

    mensions: the medium used (offline vs. online), and the product

    (tangible vs. intangible) that is created. In sports like

    windsurfing, enthusiasts jointly develop new or modify existing

    products and test their advanced products directly (Von Hippel,

    2001). In OSS projects, users with different skill levels

    Journal of Business Research 60 (2007) 60 71

    The authors thank Eric von Hippel for his important and very helpful

    suggestions for improving earlier versions of this article. Corresponding author. Tel.: +43 512 507 7201; fax: +43 512 507 2842.

    E-mail addresses: [email protected](J. Fller),

    [email protected] (G. Jawecki), [email protected]

    (H. Mhlbacher).1 Tel.: +43 512 507 7201; fax: +43 512 507 2842.

    0148-2963/$ - see front matter 2006 Elsevier Inc. All rights reserved.doi:10.1016/j.jbusres.2006.09.019

    mailto:[email protected]:[email protected]:[email protected]://dx.doi.org/10.1016/j.jbusres.2006.09.019http://dx.doi.org/10.1016/j.jbusres.2006.09.019mailto:[email protected]:[email protected]:[email protected]
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    voluntarily contribute to collaborative software administered on

    the Internet. As software consists of intangible code, software is

    easy to produce and distribute via the Internet. Members of

    OSS communities benefit almost immediately from their

    innovation activities by using the newly developed software.

    In contrast, physical products can neither be produced nor

    distributed virtually. At best, joint development activities oftangible products on the Internet may result in animated virtual

    models, manuals and 3D-data that allow the members to make a

    physical product. Further, tangible products, especially in

    advanced markets (e.g., cars, mobile phones, TVs, basketball

    shoes, or skis), often consist of several components and in-

    corporate complex technologies. Hence such products require

    investments in production capabilities which normally lie

    beyond the reach of consumer communities (Fller and

    Schmidt-Gabriel, 2003; Von Hippel, 2002). Consequently, cre-

    ative members of online communities which develop physical

    products will hardly ever be able to immediately benefit from

    using their innovation.Despite the challenges, several scholars underline the

    innovative potential of online communities for consumer pro-

    ducts (e.g., Kozinets, 2002; McWilliam, 2000; Prahalad and

    Ramaswamy, 2004; Sawhney et al., 2003). For example, in the

    virtual caf alt.coffee, devoted coffee connoisseurs share their

    ideas and thoughts about how to improve coffee machines and

    bean roasters in order to enjoy the optimal coffee experience

    (Kozinets, 1999, 2002). Another popular example of an

    innovative online community is the Harley-Owners-Group

    www.hog.com. Members of this online community dedicated to

    Harley Davidson motorcycles discuss and demonstrate concepts

    for individualized motorbikes and accessories and the producer

    Harley Davidson later includes the users' ideas in the devel-opment process (McWilliam, 2000). For almost every product

    category (e.g., wines, cameras, and cars), hobby (e.g., rock

    climbing, music, and chess), or life situation (e.g., retirement,

    diseases, and pregnancy), online communities exist which re-

    present a large pool of product know-how and consumption

    experience.

    Despite the recognition of the innovative potential of online

    consumer groups for new product development (Kozinets,

    2002; Prahalad and Ramaswamy, 2004; Verona et al., 2004), so

    far, little is known about the phenomenon of joint innovation

    creation in online consumer groups. Building from the pro-

    mising examples found in literature, this study provides deeperinsights into:

    (1) the quality and quantity of ideas innovated by consumers

    on the Internet,

    (2) the reasons that drive individuals to jointly innovate in

    online communities,

    (3) the process through which innovations emerge, and

    (4) the community members' willingness to share their ideas

    with inquiring companies.

    The next two sections are a review of relevant literature on

    innovation and knowledge creation in communities and a de-

    scription of the research method applied for this study. Fol-

    lowing this is a presentation of the findings on joint innovation

    creation activities in online basketball communities, a discus-

    sion of the findings and an outline of the possible implications

    on virtual integration of online community members into a

    company's innovation process.

    2. Innovation creation in communities

    Insights into the process and motives of innovation creation

    within online communities derive from several streams of

    literature.

    2.1. User innovation communities

    In user innovation communities, members actively discuss

    provided ideas, offer possible solutions, further elaborate and

    test them, or just give their opinion. User innovators get in

    contact with their friends, peer group members, relatives, and

    acquaintances to look for complimentary knowledge and skillsneeded to realize their new product ideas (Von Hippel, 2005,

    2002). The confrontation with an innovator's new product,

    discussing the proposal, and providing feedback create a com-

    mon understanding about the innovation new common

    knowledge emerges (Hienerth, 2004b; Sawhney and Prandelli,

    2000). Through the ongoing dialogue the innovator is

    constantly challenged. The innovator may rethink the proposed

    idea with respect to the suggestions made by the community

    members and may be able to overcome previously unsolved

    problems. The innovator learns from the community and com-

    plements the common knowledge. In addition, the disseminated

    knowledge will encourage other community members to build

    upon this idea (Hemetsberger and Reinhardt, 2004). Throughintense interactions, finally, a new product may result that is

    superior to a proposal innovated by a single user and that is

    superior to the sum of the individual outputs, because new

    knowledge is created through the emerging relationships

    (Sawhney and Prandelli, 2000). While explicit knowledge is

    codifiable and expressible in words and numbers and shareable

    in data forms, formula and manuals, tacit knowledge is highly

    personal, subject to automatic processing and, therefore, hard to

    formalize, difficult to communicate or to share with others

    (Nonaka and Konno, 1998). Hence, tacit knowledge is sticky

    (Andersen, 1999; Ogawa, 1998; Szulanski, 1996; Von Hippel,

    1998, 1994).

    2.2. Communities of practice

    Knowledge creation literature within communities of

    practice, which provides an interesting analogy to the devel-

    opment of innovations within communities, gives further in-

    sight into how innovation creation in communities works

    (Franke and Shah, 2003; Sawhney and Prandelli, 2000).

    Members of communities of practice continuously interact

    and communicate. This includes talking about their work,

    posing questions, raising problems, offering solutions, con-

    structing answers, laughing at mistakes or discussing changes in

    their work (e.g., Brown and Duguid, 1991; Wenger, 2004). In

    61J. Fller et al. / Journal of Business Research 60 (2007) 6071

    http://www.hog.com/http://www.hog.com/
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    all their activities, members keep each other up to date about

    their knowledge, their learnings, and their actions (Brown and

    Duguid, 2000). The community members develop a pool of

    collective knowledge which transcends any individual's

    knowledge and which is open accessible for all members. If

    community members confront an unfamiliar situation beyond

    their current know-how, the members conduct a series ofalternating experimentation and improvisation stages, accom-

    panied by sharing and reflecting stories of similar situations,

    which eventually leads to a solution for the problem. This

    process of improvisation resembles what Levi-Strauss (1966)

    calls bricolage: the ability to perform tasks and find solutions

    with whatever materials and tools are at hand, from odds and

    ends (Brown and Duguid, 1991).

    2.3. Concept of ba

    Similarly, the concept ofba, which roughly means place,

    offers interesting insights into how people share, create andutilize knowledge physically, virtually, or mentally (Nonaka

    and Konno, 1998). According to ba, a spiraling process of

    interactions among individuals with different types and contents

    of knowledge creates new knowledge. Within several loops of

    interaction where community members share their experiences,

    ideals and ideas with others, new knowledge individual as

    well as collective emerges. According to Sawhney and

    Prandelli (2000), besides the generation of new knowledge, this

    process of deep and recurrent knowledge sharing explains the

    origins of every community.

    2.4. Motives of free revealing

    Analyzing four different offline sports communities, Franke

    and Shah (2003) report that on average one third of the com-

    munity members improve their sporting equipment or even

    design their own products. As users benefit from using and not

    from selling the product, most of the time, hiding the innovation

    does not represent an advantage. On the contrary, users look for

    ways to share their innovation with others users and

    manufacturers (Von Hippel, 2002). Users get in contact with

    manufacturers with the aim of finding professional support.

    Among others, Harhoff, Henkel, and von Hippel (2003) show

    that consumers may derive several benefits by freely revealing

    information about their developed product. Freely revealingmeans that the innovator voluntarily gives up all intellectual

    property rights to that information and gives access to all

    interested parties the information becomes public property

    (Von Hippel, 2005). This has a number of effects that explain

    the received benefits. These benefits are; network effects,

    reputational gains, revealing of related innovations by others,

    and the setting of an informal standard (Harhoff et al., 2003;

    Von Hippel, 2002). Following Franke and Shah (2003), another

    reason for consumers to participate in joint innovation activities

    is that doing so is fun and exciting. From this perspective,

    innovators do not view sharing of innovation-related informa-

    tion as a loss requiring compensation, but rather as enjoyable in

    and of itself. Studies in OSS contexts, provide similar findings,

    but offer additional reasons why community members share

    their ideas and support each other, including e.g., communal

    norms, sense of belonging, friendship, intellectual stimulation,

    and gain of knowledge (e.g., Butler et al., 2002; Hemetsberger

    and Pieters, 2001; Hertel et al., 2003; Lakhani and Von Hippel,

    2003; Lakhani and Wolf, 2003).

    2.5. Constraints of the Internet

    While agreement exists on the fact that the Internet is capable

    of transferring information and explicit knowledge (Barrett

    et al., 2004; Carayannis, 1998; Descantis et al., 2004), scholars

    often considered the online environment as inadequate for user

    collaboration on highly complex tasks such as product

    innovation which require high levels of creativity and flexibility

    (Nemiro, 2002; Nonaka et al., 2000). However, Hemetsberger

    and Reinhardt (2004) show that virtual communities can also

    manage complex tasks and overcome the problems related to

    the transfer of tacit knowledge through technological tools, taskrelated features, collective reflection, stories and usage sce-

    narios. Thus, even more complex tasks of joint consumer pro-

    duct innovation may be realized on the Internet.

    Although, extensive research on user innovations in offline

    communities and for OSS exists, little is known about inno-

    vation creation in online communities in the field of consumer

    products. Further, no empirical study addresses how a company

    could systematically use the innovative potential of online

    consumer groups in the innovation process. This study sheds

    light on joint development activities in online basketball com-

    munities and gives ideas how companies could use the inno-

    vative potential of online communities.

    3. Method

    This research focuses on the field of basketball sports, as a

    typical physical product of a mature market. The authors con-

    sidered netnography (Kozinets, 2002) as adequate for the

    research as the methodology includes data from a host of dif-

    ferent sources: observations of community behavior, qualitative

    analyses of the members' communication, and interviews with

    experts in the product field.

    3.1. Research field

    Four considerations prompted this study's selection of online

    communities focusing on basketball shoes: first, a great number

    of people play and watch basketball. Thus, researchers may

    expect a high number of online communities. Second, as

    basketball is typically a team activity, players likely have tight

    relationships and share their experiences. Third, one of the

    authors was an enthusiastic basketball player for more than ten

    years and possesses profound knowledge in the field of

    basketball footwear, indispensable in understanding the con-

    versation among community members. Fourth, the basketball

    shoe sector is an already established, highly competitive market

    with a variety of new models each year. Product innovations

    consist mainly of modifications in the optical appearance of

    62 J. Fller et al. / Journal of Business Research 60 (2007) 6071

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    shoes whereas radical innovations are rare and often require a

    very long development time. For instance, the company Nike

    spent 16 years from conception to creation of the new

    cushioning technology Nike Shox (Von Wartburg, 2002).

    The focus on an already established major mass market with

    highly sophisticated and advanced products distinguishes this

    research from former studies on creative sports communitiesmainly focusing on product innovations in emerging sports.

    3.2. Netnographic approach

    Netnography (Kozinets, 1999, 2002) originated from

    ethnography (e.g., Arnould and Wallendorf, 1994). Netnogra-

    phy uses information publicly available on the Internet to study

    the nature and behavior of online consumer groups (e.g., Muniz

    and Schau, 2005; Nelson, 2005). The netnography approach

    describes how to identify and contact online communities and

    how to analyze and check the trustworthiness of community

    insights. Further, netnography covers the question how toconduct online marketing research in an appropriate, ethical

    way. The method provides a grounded knowledge (Glaser and

    Strauss, 1967) concerning a certain research question.

    For this study, the netnography divides into four steps: (1)

    determination of user characteristics, (2) community identifi-

    cation and selection, (3) observation and data gathering, (4) data

    analysis and interpretation of findings.

    The first step comprised the compilation of a list of personal

    characteristics indicative of creative and innovative community

    members (Amabile, 1996). Such members behave in a similar

    way to lead users (Morrison et al., 2004; Von Hippel, 1986).

    The description of the user characteristics gave a fairly good

    picture of the most relevant individuals in the research scope:highly enthusiastic basketball players who are creative, have

    extensive use-experience and product-related knowledge in the

    field of basketball equipment, and are the most active members

    within online communities related to their interest. According to

    Kozinets (2002), these insiders and devotees represent the

    most important data sources for marketing research. Step two

    comprised the identification of more than 500 online commu-

    nities dedicated to basketball-related topics. Extensive screening

    related to quality of content, posting frequency, professionalism

    (Kozinets, 2002), as well as member profile, identified five

    online communities, more precisely five basketball message

    boards, as most promising for this research: Niketalk, Basket-ballboards, Solecollector, Kickz101, Kicksology. Table 1 gives a

    brief description of the selected basketball communities.

    In step three, the researchers observed all five communities

    over a period of 6 months from October 2003 to March 2004,

    screening more than 240,000 posts in more than 18,000

    discussions and filing all innovation-related content electroni-

    cally. This approach is similar to purposive sampling in eth-

    nography (Wallendorf and Belk, 1989). In step four, the

    researchers used QSR NVivo software (Paccagnella, 1997) to

    analyze and interpret 460 discussions including 11,000 posts

    (9000 of the posts were innovation-related). In accordance with

    the proposed guidelines of ethics in online research (Kozinets,

    2002) the researchers asked for and the web administrators of

    the selected online communities gave their agreement to the

    analysis of the communication and interaction of their members.

    You certainly have my permission to utilize NikeTalk in

    your academic study. If you have any specific requests,

    please let us know. Otherwise, you're certainly more than

    welcome to analyze anything that's been posted to the

    community (Method Man, NikeTalk Staff, 2004).

    Following data analysis, four experienced product managers

    checked the trustworthiness of the findings and interpretations

    and evaluated the quality and variety of user ideas (Wallendorf

    and Belk, 1989). Several past examples and other publications

    found on the Internet helped to validate other aspects, like the

    assessment of the members' willingness to share their ideas with

    producers.

    4. Findings

    The first part gives an overview of the selected basketball

    communities and their members followed by the findings

    Table 1

    The five online basketball communities in the research sample

    Community Members Posts/

    day

    Origin Operator Description

    Niketalk 34,000 5000 US Private Based on number of

    members and content

    best communityNo official affiliation

    with Nike Inc.

    Clear preferences

    towards Nike footwear

    Basketball-

    boards

    11,600 1000 US Private Members are of

    younger age

    Most topics are

    dedicated to

    professional players

    and leagues

    One forum

    specifically for apparel

    Solecollector 9000 3000 US Official

    forum of

    SoleCollector

    Magazine

    Often mentioned as

    second best online

    communityMembers discuss all

    brands frequently

    Formerly called

    Instyleshoes

    Kickz101 3300 2000 A US Sporting

    apparel

    store

    Interesting because of

    international perspective

    Separate footwear and

    apparel sections

    Often early pictures

    of new models

    Kicksology N/A 200 US Private Reviews of more than

    150 basketball shoes

    Reviews strongly

    influence purchase

    decisionsTerminated in 2004

    due to limited time of

    operator

    63J. Fller et al. / Journal of Business Research 60 (2007) 6071

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    regarding the type of innovations, members' motivations for

    innovation creation, and the innovation creation process.

    Finally, the article gives evidence of community members'

    willingness to collaborate with producers.

    4.1. Communities and their members

    From time to time participants start threads to introduce

    themselves and their basketball obsession (Schau and Gilly,

    2003). This behavior provides a fairly good picture of the

    participants in the selected online basketball communities.

    Typically, members are between 15 and 25 years old and still go

    to school or university. Several members are employees of

    sporting goods stores, however, their contributions show that

    such employees do not participate with the intention of ad-

    vertising their stores, but rather because of their passion for

    basketball footwear. Among other things, ownership of a high

    number of shoes demonstrates the members' high involvement

    in basketball footwear. Often, such collections include betweentwenty and fifty different pairs of basketball shoes. For the most

    enthusiastic members, the online community is like a virtual

    family. One member of the Niketalk community explains,

    Niketalk really has grown into a family, nationwide!

    Similar to offline relationships, the community provides a

    sense of belonging to members:

    it does feel like a community, even way out here in Tokyo.

    Social ties among the most active participants are so strong,

    that these members even organize so-called summits to meet

    and to get to know each other offline. The communication among

    members is typically marked by mutual respect. Memberscommonly accept different points of view and often use other

    opinions as a starting point for constructive discussions.

    While each of the selected communities has several thousands

    members, a much smaller group of users make the majority of

    postings. Table 2 illustrates the different categories of community

    members based on their frequency of contribution and describes

    their typical behavior and role within the community.

    At Solecollector for example, the 212 most active users make

    80% of the postings (3.4% of total 6216 members). The top 50

    contributors (0.8%) produce 50% of all messages. 2399

    members (39%) are frequent posters, while 3600 members

    (58%) are lurkers (cf. Nonnecke et al., 2004). In each com-munity a group of highly active, broadly respected, well-known,

    long-standing, and knowledgeable insiders exists. Most other

    members of the community immediately adopt what these

    opinion leaders express. This is how one community member

    experiences the special standing of the two opinion leaders ekin

    and airmax:

    I have been here since 2001. I don't really post I tend to just

    observe, but what I noticed is that whenever ekin or airmax

    puts up a post everyone magically does not ever affront him,

    says the shoes sucklike he or she is a god or something.

    Many community members are heavy users of equipment

    and thus have extensive use-experience with a variety of models

    and brands. Members frequently share their experiences,

    thoughts, and opinions in detailed shoe reviews including

    detailed judgments of specific features e.g., cushioning and

    comfort. These product discussions do not only support others

    in their purchase decisions, but are also starting points for newinnovative product ideas.

    4.2. Joint innovation creation ideas, motives, and process

    Creative members conceptualize not only improvements of

    current models but also develop entirely new technologies and

    basketball shoes from scratch. Numerous innovative ideas exist

    for almost every shoe component, e.g., design, cushioning,

    lacing, and ventilation. In total, the analysis identified 24

    components and attributes of a shoe to which community

    members make specific contributions, come up with modifica-

    tions, and new ideas. Table 3 shows the number of innovation-related passages identified and coded for each shoe component,

    differing between 10 and 307. These numbers give first

    indication of the popularity and importance of the respective

    shoe components for basketball players.

    For example, a lively discussion is going on about what makes

    the design of a basketball shoe attractive and what does not.

    Contributors use existing shoe models as a reference to point out

    which design elements are, in their opinion, desirable and which

    are overdone or unaesthetic. Members provide a lot of information

    as to the ideal design for a basketball shoe. A further example is

    sharing of shoe customization guidelines and manuals. In order to

    stand out from the crowd, many basketball shoe enthusiasts

    customize their footwear by applying paint, glitter, and even

    Table 2

    Categorization of members based on their posting frequency (numbers

    exemplary for Solecollector community)

    Absolute

    number

    Percentage

    of total

    members

    Behavior and role in community

    Lurkers 3605 58% Registered members who rarelycontribute

    Passively observe communication to

    gather information and to read interesting

    discussions

    Do not hold social ties to other members

    Numerous unregistered lurkers can also

    be expected

    Posters 2399 39% Contribute regularly to topics of interest

    Share shoe reviews with other members

    Are also members of other basketball

    communities

    Are interested in social interaction

    besides of footwear-related discussions

    Frequent

    posters

    212 3% Contribute frequently or even daily

    Hold strong social ties to other frequentposters

    Possess extensive product-related know-

    how

    Most respected members of their

    communities

    Some take the role of opinion leaders

    64 J. Fller et al. / Journal of Business Research 60 (2007) 6071

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    denim. However, to do so community members have to overcome

    some difficulties, such as how to make the paint flexible and thin inorder to avoid creases. Members who modify their shoes share

    their experiences and give detailed advice as to how to achieve the

    best results e.g., for shoe painting; which acetone to use, the best

    ratio to mix acetone and paint, and how many coats of paint to

    apply. These examples, as well as the following expressions of

    gratitude demonstrate that typically, members freely share their

    innovations within the community either in form of verbal

    descriptions or self-made drawings:

    Continue producing your masterpieces and thank you for

    always sharing with the community.

    Members' motives for freely revealing their innovations are

    manifold: the perception that doing so is a community norm, the

    inner satisfaction when doing so, the desire to give back to the

    community, the need for recognition from other members, and the

    hope of feedback from a knowledgeable audience. As one

    member of the Niketalk community states his desire to give back:

    If I ever make it in shoe design (like 10 years from now) I

    will forever be indebted to this board and will give back tothe Niketalk community. That will be a long time, but I am

    Table 3

    Categories and number of text passages coded for each category

    Component/

    attribute

    Number of posts

    coded

    Component/

    attribute

    Number of posts

    coded

    Design 307 Lace cover 69

    Cushioning 206 Soles 63

    Comfort 167 Shoe cleaning 48Customization 162 Material 43

    Ankle support 152 Shoe lacing 38

    Durability 122 Outdoor use 23

    Imitations 115 Color 22

    Insole 106 Fit 21

    Traction 89 Courtfeel 18

    Quality 87 Laces 13

    Injury 81 Ventilation 12

    Weight 72 Responsiveness 10

    Table 4

    Comparison ofneed-driven and excitement-driven innovators

    Criteria Need-driven innovators Excitement-driven innovators

    % of total number of

    ideas posted

    20% 80%

    Motives that trigger

    innovation

    activities

    Perception of so-far unsatisfied needs when

    using equipment

    Fun and enjoyment from the innovation activity itself

    Desire to improve skills

    Aim to receive competent feedback

    Want recognition from other members and potentially companiesFrequency of

    innovation

    Infrequent Regularly

    Continuous innovation activities

    Role in online

    community

    Regular members Highly respected members

    Commonly known members within their communities,

    so-called designers

    Opinion leaders

    Form of sharing

    and advancing

    innovative ideas

    Description of an experienced problem Innovation activity is triggered by a design challenge stated by

    one of the designers or just by the desire to design a new

    basketball shoe

    Present only a first rough idea how to improve the problem Presentation of a sophisticated innovative idea

    with lengthy explanations of the proposed solution

    Typically do not make attempts to further advance the

    innovative idea

    Besides a verbal descriptions, innovators visualize ideas in form

    of detailed designs or even 3-dimensional computer renderings

    Excitement-driven innovators make first attempts to realize

    their innovative ideasAdvancement of innovations by incorporating the

    feedback from other members

    Example of typical

    contribution

    pattern

    Several members report about serious ankle injuries when

    playing basketball. The injury is commonly attributed to

    insufficient ankle protection and cushioning in existing

    basketball shoes.

    Driven by his interest in designing basketball shoes,

    the Niketalk Designer Vocaldigital23 develops an entirely new

    basketball shoe from scratch. Vocaldigital23 visualizes the new

    concept (see Fig. 2), including a new cushioning and lacing

    technology, in more than 50 designs which show the shoe as a

    whole and all key-components. The innovator then presents a

    selection of these designs to the members of the Niketalk

    community, who are astonished by the skills displayed:

    Starting from this problem, members come up with the idea,

    that by taking out the insoles of one basketball shoe and

    inserting the insoles into another model, the cushioning

    could be drastically improved while, at the same time,

    guaranteeing ankle stability.Thanks for the worthwhile critique. I did not go to school, man.

    This is just what I do. I worked on this project from sun up to

    sundown from July to November of 03 and created a 50 page book

    on its development. Almost drove me nuts.

    This is only 15 pages of it.

    What I do right now is go half a size big on shoes with zoom

    air and use that extra space to insert another insolewhich

    provides me with that great court feelbut better impact protection

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    determined to make it happen. Thanks again guys, and

    continue to be honest with your opinions and impressions.

    Another member sees the community as a source of feedback

    from some of the most knowledgeable basketball shoe

    enthusiasts:

    Thank you very much for your kind feedback. It's nice to

    get critics and try to top my own limits.

    Consumer-innovators in the selected online basketball

    communities seem to be motivated either by the perception of

    a so-far unsatisfied need or by the inner satisfaction when

    engaging in the creative activity itself. Thus, this study labels

    creative community members as either (1) need-driven or (2)

    excitement-driven innovators. Table 4 shows the typical

    characteristics of the two groups of innovators.

    A search for excitement triggers approximately 80% of all

    ideas posted in the sample and need only 20%. Need-driven

    innovators become active because of a perception of needswhich are as yet not satisfied by any existing product on the

    market. For instance, one member has the idea of protective

    equipment to play basketball more safely:

    I think basketball is a leading cause of injuries. I've hurt

    myself the most in ball. I've hurt my wrist, both my ankles,

    knees, and shoulders. I think it's because there's no protective

    equipment for the sport.

    Excitement-driven innovators develop and pursue new ideas

    because of the fun,pleasure, and enjoyment from the activity itself

    and less because of a desired outcome (e.g., the protection from

    injury in the pervious example). In contrast to need-driven

    innovators for whom innovating is not part of their community

    routines and who typically express their ideas solely in a verbal

    manner, innovators driven by excitement regularly and con-sciously engage in innovation activities. Excitement-driven

    innovators contribute more sophisticated ideas which are usually

    translated into virtual prototypes in the form of drawings or even

    3-D renderings. The community knows the most ambitious

    excitement-driven innovators as designers. The small group

    of designers (e.g., approximately 20 members of the total

    34,000 members of Niketalk) contribute, by far, the highest

    number and quality of innovative ideas (see Figs. 1 and 2).

    Designers spend significant time making their own

    drawings of basketball shoes or shoe features and demonstrate

    impressive drawing and design skills. These members see

    sharing their work with the community as a way to gainrecognition and feedback from a knowledgeable audience

    which in turn helps to further improve the designer's skills.

    Now, I begin to understand how important it s to get inputs

    from this community (which is made of truly kicks lovers as

    I am) to improve my skills and refine my technique.

    For many designers making own renderings is not simply a

    hobby, but their intended career.Designers dream of becoming

    Fig. 1. Innovative basketball shoe designs by Archeever, Air Elijah, Archeever; and Zenith (Sources: Niketalk 2004).

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    professional basketball footwear designers for one of the major

    brands. In order to achieve this goal, many study industrial

    design or go to art schools. Table 5 shows the typical char-

    acteristics ofdesigners as well as their sources of inspiration.

    To increase the challenge and fun when making renderings,

    communities from time to time initiate so called Designer's

    Roll Calls (DRCs). In these friendly competitions a community

    member assigns a specific innovation task e.g., design the

    basketball shoe for the year 2050 and then the designers of the

    community try to creatively fulfill this task within the given

    deadline. Then, numerous members (not only the designers)

    give their feedback on the posted submissions. Table 6 illustrates

    the pattern of innovation creation by means of an exemplary

    Designer's Roll Call.

    Feedback and comments of the knowledgeable audience

    indicate the quality of contributions. The following is just one

    example:

    WhoaI really think ALL the submissions from you guys

    are (read: wow!!) there ain't never gonna be a shortage of

    creative talent in here.

    The archive of Niketalk provided perhaps the most intriguing

    example illustrating the high innovative and creative potential of

    community members: Jason Petrie, known under the username

    Fig. 2. Concept of an entirely new basketball shoe named Odonata by Vocaldigital23, including new lacing and cushioning technologies as well as a detailed

    construction plan (Source: Niketalk, 2004).

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    Alphaproject, continuously showcased his renderings in the

    Niketalk community, and improved his skills through the

    competent feedback from other shoe-enthusiasts. At that time,

    one member, amazed by one of his designs, predicted:

    One day I will hold your first designed Nike sneaker in my

    hands, telling myself that this one is from Alpha, who had

    his beginning at Niketalk.

    The prediction came true. Alphaproject was discovered by

    Fila and now works as basketball footwear designer at Nike

    (Kicksguide, 2003). Besides the impressive example of

    Alphaproject, in an interview, four experienced product man-

    agers of a leading sporting goods company confirmed the high

    quality of ideas and their attractiveness for manufacturers. As

    the managers did not want to reveal their identity for this paper,

    further explications regarding the company and their positions

    cannot be made at this point.

    4.3. Community collaboration with producers

    Several statements indicated that community members are

    aware of the high potential value of their knowledge to

    companies in the sporting goods industry. As one member

    stated:

    Nike gains millions dollars worth of R&D information per

    year from this websiteOne thing that is very valuable to

    companies is unbiased, candid feedback, hey what do we

    have here?? DIRECT CANDID UNBIASED FEEDBACK

    HMMMMMMM it has to be worth something.

    Despite this knowledge, several observations indicate that

    community members are typically willing to share their thoughts

    with producers free of charge. In November 2003, one visitor of

    the Niketalk community claimed to work for Reebok and asked

    how the firm could improve their basketball equipment. Al-

    though the person who claimed to work for Reebok did not offer

    any rewards for those who contributed, the question initiated a

    Table 5

    Typical characteristics ofdesigners and their sources of inspiration

    Typical characteristics of designers

    Characteristics Play basketball and thus have extensive use experience with

    basketball shoes

    Typically between 20 and 25 years old

    Longtime members of their communityDream of becoming professional footwear designers for one

    of the major companies

    Often study design or go to art schools to pursue their career

    dream

    Demonstrate impressive drawing and design skills (e.g.,

    former member Alphaproject is now working as a footwear

    designer for Nike)

    Combine their interest for basketball and design in their

    creative activities (e.g., although designing also other things

    such as running shoes from time to time, basketball shoes are

    their most favorite and most frequently addressed topic)

    Have a very profound knowledge about current and past

    basketball shoes

    Typically agree which basketball shoes are the best and

    worst in terms of designAre not the users with the highest number of posts but with the

    highest quality of innovative content

    Freely share their ideas as well as insights into their design

    techniques with other members who are eager for knowledge to

    improve their own design skills

    Highly acknowledged members of their community

    Organize friendly innovation competitions with self-stated

    tasks from time to time

    Honor the work of otherdesigners and give advices how to

    improve their ideas

    Sources of

    inspiration

    The statements of the designers indicate that their ideas are

    stimulated by a variety of factors:

    Existing basketball shoes on the market (mainly high-end

    shoes of the major companies)

    Inspiration for new shoes from a variety of sources, such ascars, airplanes, animals (e.g., the basketball shoe Odonata by

    Vocaldigital23, shown in Fig. 2, is inspired by a shark)

    Pure phantasy stimulated by the challenge to come up with

    something new

    Problems stated by other members

    Feedback of other members to their posted designs

    Journals which are dedicated to basketball shoes

    Own usage experience when playing basketball

    Table 6

    The pattern of contribution in Designer's Roll Calls along the example of the Air

    Jordan XIX

    Air Jordan XIX Designer's Roll Call

    Total number of

    replies

    317

    Innovation ideas 40 designs by 20 members

    Feedback to

    innovations

    250 posts by 100 members

    Pattern of participation

    Time ActionsStart of Designer's

    Roll Call

    One of the designers assigns the task to draw the

    upcoming so-called Air Jordan XIX basketball shoe

    The designer asks the participants to submit their ideas

    within the next two weeks

    1st week Most of the designers confirm their participation

    Interested members ask questions to the task and discuss

    their planned submissions

    Some designers submit their first drawings after two days

    Community members (not only designers) give their

    feedback to submissions

    Members start asking for designers who so-far did not

    confirm their participation

    2nd week Number of new posts per day reaches peak in the first half

    of week 2 (approx. 20 per day)

    Some designers already submit their 2nd or 3rdrenderings

    Designers incorporate feedback of members to advance

    their initial submissions

    Not so experienced designers ask for advice to improve

    their technique

    Numerous community members point out their favorite

    submission

    3rd week Despite official deadline end new designs are submitted

    Number of new posts per day continuously drops during

    week 3

    Designers Roll Call is revitalized by the week's end

    through new submissions of some of the most respected

    designers

    4th week Number of new posts per day falls below five

    Last post 26 days after discussion started

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    very productive discussion with more than 100 detailed replies

    within five days. Even when doubts about the author's identity

    arose, the discussion continued unaffected. Despite the lack of

    award, the contributors felt sufficiently rewarded by the

    challenge of the task and their participation in an interesting

    discussion:

    I for one couldn't care less if the guy was really from

    Reebok or not. It's still an interesting discussion and a lot of

    the comments make for interesting reading.

    On another occasion, the shoe manufacturing firm Nike

    approached Niketalk through one of the moderators with the

    invitation to share their experiences with basketball shoe imi-

    tations (fakes). Also in this case the participants had no guar-

    antee for rewards and only the best submissions had the chance to

    be printed in the firm's official magazine. Still, more than 40

    members reported about their experiences with fakes.

    One example which illustrates that innovative members even

    actively initiate contacts with sporting goods companies is adesign contest on Kicksguide.com, a private user homepage

    dedicated to basketball shoes. Several creative basketball shoe

    enthusiasts contribute their drawings to each month's theme.

    The winning designs compete for the Artist Series Shoe

    Design of the Year and the site submits the artwork of the

    winner to various shoe manufacturers. Several of the de-

    signers in the observed online communities also take part in the

    Kicksguide design contest. Their hope is to become known as

    creative and innovative designers, get in touch with one of the

    major brands, get an opportunity to start working for a well-

    known basketball company, and that one day their creative shoe

    designs become realized.

    5. Discussion

    As the research shows, online gatherings of consumers at

    least in the field of basketball shoes participate in the

    development of tangible consumer goods. Similar to OSS and

    offline innovation communities, members of online basketball

    communities do not innovate in isolation but in interaction with

    like-minded people. The members consider sharing their product-

    related knowledge and ideas for new products or product

    modifications as a fun and rewarding activity. The consumers'

    innovation experience generates value in itself (Prahalad and

    Ramaswamy, 2004; Von Hippel, 2005). For many enthusiasticcommunity members, the exchange of innovation-related product

    knowledge is one of the main reasons for belonging to the

    community. This is in line with scholars describing that task

    involvement combined with learning constitutes a self-sustaining

    system that helps to establish and maintain an online community

    (e.g., Hemetsberger and Pieters, 2001; Sawhney and Prandelli,

    2000).

    The findings show that at least a small number of community

    members are very knowledgeable, highly skilled, and able to

    create their own virtual products with an impressively high

    quality and level of innovation. Hence, not only are software

    development communities (Franke and Von Hippel, 2003; Von

    Hippel and Von Krogh, 2003) and offline user innovation

    communities (Franke and Shah, 2003; Shah, 2000) highly

    innovative, but also online consumer groups in mature markets,

    despite the fact that the designers of virtual basketball shoes

    will never benefit from wearing their own creations. In contrast

    to lead user innovations (Urban and Von Hippel, 1988; Von

    Hippel, 1986), excitement rather than pure need drives inno-

    vation creation in basketball communities. Lately, Shah (2005)identified similar motives as main drivers for most dedicated

    software developers of OSS.

    Further, similarly to OSS developers, highly skilled com-

    munity members post their innovations in the hope of getting

    visibility helpful for future employment as professional shoe

    designers (Butler et al., 2002).

    The Designer's Roll Calls pattern that this study identifies is

    an interesting, new process of innovation generation. These

    friendly self-stated design competitions stimulate innovation

    creation and dissemination of highly complex knowledge. Further,

    such contests emphasize the playful element of innovation creation

    in online communities (Csikszentmihalyi, 2002; Mathwick andRigdon, 2004), as Designer's Roll Calls can be interpreted as

    kind of games with self-defined roles. Regarding the effect of play

    on creative output, Csikszentmihalyi (1975) notes: Philosophers

    from Plato to Sartre have remarked that people are most human,

    whole, free and creative when they play.

    By posting pictures and drawings of self-created shoe designs

    and concepts, the so - called designers not only disclose their

    explicit but also implicit knowledge. In the design of an

    innovative shoe the consumers' implicit, non verbally articulat-

    ed knowledge about basketball equipment such as values,

    feelings, perceptions of latest trends, and design preferences

    surface ( Nonaka, 1994). Visual models help in transferring

    sticky knowledge to the community (Ogawa, 1998; Von Hippel,1998). While only a few community members are capable of

    creating professional shoe designs, many less skilled members

    help to improve the innovation by giving their opinions, coming

    up with proposals for improvement, or asking challenging

    questions. The proposals of others may in turn inspire some to

    come up with even more radical innovations. Through intense

    interactions, numerous contributions, and countless loops of

    trial and error experimentations, finally, a new product results

    that is superior to that innovated by a single user. A sense of

    group efficacy emerges (Hemetsberger, 2001). The overall

    community can be seen as a dynamic system of adaptive learning

    that produces innovations from the ideas of communitymembers (Hienerth, 2004b). Besides contributing their knowl-

    edge, another important function of less skilled community

    members is to admire thedesigners, to show recognition and to

    take on the role of fans (Schouten and McAlexander, 1995).

    While the study at hand gives initial insights into joint-

    innovation creation within online consumer groups and provides

    a lot of plausible evidence that online consumer groups are a

    promising source of innovation, further research is required to

    come up with more generalizable and quantifiable results. Based

    on the findings, interest arises to examine, whether online com-

    munities centering around physical consumer goods other than

    basketball footwear, e.g., mobile phones, cameras, or skis, dem-

    onstrate similar innovative potential and patterns of innovation.

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    In addition, a quantitative study on what innovative communi-

    ties expect from companies when sharing their ideas is overdue.

    This subject needs a variety of conceptual and empirical studies

    to explore the topic of virtual integration of communities in a

    company's innovation process in more detail.

    6. Managerial implications

    In all of the five observed consumer online communities, very

    knowledgeable members think of innovative ways to modify

    existing or create new basketball footwear. In addition, these

    community members seem to be willing to share their ideas

    when approached by a sports equipment manufacturing com-

    pany. Thus, the observable process fulfills two main precondi-

    tions for successful virtual integration of community members

    into a company's innovation process the community's inno-

    vative potential and the willingness to participate. Members of

    online consumer groups could provide valuable contributions

    information, knowledge, and assistance to various tasks whenintegrated in a company's innovation process (Dahan and

    Hauser, 2002; Nambisan, 2002).

    Managers, intending to actively integrate online community

    members into new product development, may ask how the

    interaction between community and producer works. Regarding

    this question, two basic forms of virtual community integration

    exist: (1) the virtual integration of community members for

    specific innovation tasks from time to time, and (2) the con-

    tinuous collaboration with online communities as a permanent

    source of new ideas and co-developers of new products. For

    specific innovation tasks, a company could provide special

    interaction tools like toolkits (Von Hippel and Katz, 2002) or

    virtual customer tools (Dahan and Hauser, 2002) that facilitateparticipation and transfer of the community members' know-

    how. Selected communities may serve as pools of qualified

    consumers that are invited to participate via postings and ban-

    ners (Fller et al., 2006). For example, given that several

    members of the observed basketball communities discussed

    customizable cushioning systems which allow adjustment of the

    responsiveness of the shoe cushioning according to personal

    preference, the question about new, customizable cushioning

    technologies could become the topic of such a project.

    In contrast to punctual integration of community members

    for specific tasks, a company could aim to benefit from the

    ongoing knowledge exchange and innovation activities withinonline communities. Obviously, continuously monitoring the

    communication of thousands of community members for inno-

    vative ideas represents high efforts in terms of time and cost.

    Hence, community members with new ideas should become

    active themselves and contact the company of their choice. In

    the basketball community example, one possibility is to install a

    permanent link; which directly connects community members

    with the innovation team of a company of their choice; on

    basketball community websites such as Niketalk. The commu-

    nity itself could take on a central position by activating the link

    if and when the members think that a certain innovation should

    be introduced to and discussed with a company. Of course,

    issues regarding intellectual property and gratifications have to

    be clarified before a company may collaborate with communi-

    ties. At present, most of the time consumers have to accept the

    terms and conditions of the respective company and surrender

    their intellectual property rights (Chung and Grimes, 2005).

    With their community of creation model, Sawhney and

    Prandelli (2000) offer an alternative, far more cooperative

    approach for continuous interaction with online communities. Intheir community of creation model, a central firm acts as

    sponsor and defines the ground rules for participation. The entire

    community then owns the intellectual property rights arising

    from joint innovation activities. This permeable governance

    model acts to blend the benefits of hierarchies and markets.

    Effective and efficient interaction with online communities

    requires certain knowledge and skills which not every company

    may have, especially in reaching the right consumers, or creating

    a certain context of integration. Under such conditions, Sawhney

    et al. (2003) note that relying on innomediaries is advisable,

    that is, third-party actors who facilitate the mediating innovation

    and specialize in the virtual dialogue with communities.

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