[p2p-research] Fwd: Wharton: We Are Smarter Than Me
Paul B. Hartzog
paulbhartzog at gmail.com
Sat Dec 8 21:16:00 CET 2007
The exploitation form in action. Thx again Michel for pointing out
the difference between real p2p and "crowdsourcing"
<sigh>
-p
---------- Forwarded message ----------
From: Paul Saffo <paul at saffo.com>
Date: Dec 8, 2007 2:52 PM
Subject: Wharton: We Are Smarter Than Me
A very nice piece from Knowledge at Wharton, brought to my attention by
Stuart Silverstone.
-p
Paul Saffo
www.saffo.com
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How the Wisdom of Crowds Can Help Businesses Succeed
In We Are Smarter than Me (Wharton School Publishing), authors Barry Libert
and Jon Spector -- and a community of more than 4,000 people who contributed
insights to the book -- illustrate how businesses can profit from the wisdom
of crowds. Using case studies from product development, manufacturing,
marketing, customer service, finance and management, the book, whose
subtitle is How to Unleash the Power of Crowds in Your Business, shows what
works, and what doesn't, when managers try to build community into their
decision making. Below, Knowledge at Wharton excerpts parts of Chapter Two,
titled "Go from R&D to R&We."
Back in the Aussie summer of 2002, Liam Mulhall was ready to abandon the
high-stress, high-tech business. He had put in his time at the local office
of Red Hat, the big U.S.-based provider of open sourcing solutions, and now
he and his two buddies had a new Plan A. They wanted to buy a pub in Sydney.
The problem was, the price was more than the lads could afford. So they fell
back on Plan B, which, in this case, was Plan Brew. With a nothing-to-lose
attitude -- "It was our money and not a lot of it," Mulhall allows -- they
would make beer, but with a twist; they were going to tap the power of
community.
Mulhall had stumbled onto the story of PK-35, a Finnish soccer club. The
team's coach invited fans to determine its recruiting, training, and even
game tactics by allowing them to vote using their cell phones. The idea put
the fizz in Mulhall's lager. As he would later write, he had found "the best
way to run a business -- give the customers the reins."
Luckily, Mulhall and his two friends didn't know that the 2002 soccer season
would be so disastrous that PK-35 would fire its coach and scrap its
fan-driven ways. So they went ahead with their scheme, setting up a Web
site, Brewtopia.com.au, and inviting 140 of their friends to describe their
ideal beer. Within weeks, the community had built up a head of more than
10,000 people in 20 countries, and their votes determined everything from
the beer's style (lager), color (pale amber), and alcohol content (4.5
percent) to the shape of the bottle and the colors printed on the label.
The founders, however, were -- and are -- solely responsible for the beer's
name. For reasons comprehensible only to an Australian (let's just say it
has to do with sheep), they called it Blowfly.
Chief executive and "spokesmodel" Mulhall and pals, Greg Bunt and Larry
Hedges, contracted with a brewery to make and bottle their concoction. But
how to sell it? As the Brewtopia site explains, "In Australia there is a
'brewing duopoly,' two major brewers who have contracts with most outlets
and bars that restrict the smaller boutique beers. If you don't have the
bucks to throw at retailers, you just don't get exposure." The solution:
Blowfly would be sold in direct shipments through the Web site, beginning
with the people who helped design the beer, and, thus, would have what
Mulhall calls "viral equity" (a.k.a. shares in the company) and a
predilection to try the brew. And in line with the company's crowdsourcing
origins, the site would enable members of the Blowfly community to customize
the label on the bottle, choosing a template from among a dozen offered,
typing in their own text, and uploading their own photos or artwork.
Four years later, in 2007, with, as Mulhall would have it, "no brewing
experience, no industry experience, no marketing experience, no money, and
no idea what [they] were doing," Brewtopia had 50,000 customers in 46
nations. Having already branched out to wine and bottled water, soft drinks
were on the way, Mulhall told London-based marketing consultant Johnnie
Moore. Brewtopia also sells brand-promoting T-shirts and caps.
Mulhall and his buddies give Brewtopia a wisecracking zest that appeals to
their young customers, further reinforcing the sense of community. "Some
people think this is a cheap publicity stunt," the Web site proclaims.
"Well, there's nothing cheap about it!" If customers don't like the beer,
the message adds, "you're in desperate need of a taste bud transplant -- but
we'd rather not foot the bill for that -- instead we'll gladly refund your
money in return for the unused beer as long as you give us your feedback on
what didn't 'work for you.'"
In his telephone interview with Moore, conducted, fittingly enough, via
Skype, Mulhall declared that a business has to constantly keep moving,
reinventing itself "like Madonna." For Brewtopia, which is now flush with
cash from its initial public offering on Australia's National Stock
Exchange, the next move is into retail. "Unless you drop your stuff in a
shop, people don't believe you are a real company," he said. As for Mulhall
himself, he just might have a go at the financial industry, specifically
community banking, where giving customers a voice in how the business is run
could be a differentiating feature with great appeal (more on this topic
later in the book).
The Community Is Always Right
For businesses large and small, in Australia and elsewhere, it's no
inconsequential decision to let customers dictate what is sold. New product
development is among the most important activities any enterprise
undertakes. A business lives or dies on the strength of what it offers, and
it's understandable that leaders often resist losing control over the basic
nature of the goods they sell.
But there's much to be said for tapping the collective wisdom of a community
-- customer or otherwise -- for product ideas and improvements. In the case
of customers, it gives them a vested interest in the results and all but
guarantees they will like -- and buy -- what they have created. You might
even be able to skip the whole test-marketing process (but, of course,
that's up to you).
Imagine the computers that Acer or Gateway or Hewlett-Packard could create
with input from customers -- computers made not for geeks who love to
install memory cards and new software, but for the rest of us, who like to
drive cars without having to know how to repair the fuel injector.
In the pages that follow are a host of examples of innovative organizations
that, like Brewtopia, have pioneered product development by people not on
their payroll. These businesses range from food giants to the inventors of a
popular virtual world that has confounded skeptics who believed only nerds
would sign on. These organizations' commitment to the collaborative process
ranges from cautious to total immersion.
Nikoli
Maki Kaji likes to bet on the ponies, which explains why, when he started a
puzzle magazine in 1980, he named it Nikoli in honor of a winning racehorse.
The quarterly magazine, based in Tokyo, turned out to be a good bet, too. It
offers some 30 different types of puzzles with each issue, and a third of
them are brand new. They are the handiwork not of the company's employees,
but of its readers.
Kaji is the world's most prolific pencil-and-paper puzzle creator, and he
publishes them by the hundreds in Nikoli and in all sorts of books and other
puzzle magazines. But he relies on others to do the creating. In the case of
Sudoku, for example, which Kaji promoted around the globe, the inventor was
an American. For the rest, he looks to his tens of thousands of subscribers.
They submit their ideas for new kinds of puzzles, a staff of 20 goes through
them, and the most promising appear in the next issue of Nikoli. Readers
then send in their reactions and critiques. Out of that process, Kaji has
winnowed some 250 new kinds of puzzles, which get printed in his books.
In the case of Sudoku, he trademarked the game in Japan but nowhere else, so
he receives no royalties from the huge sales of the game around the world.
He claims to be unfazed, and he has no intention of trademarking other new
games. "This openness is more in keeping with Nikoli's open culture," he
told the New York Times. "We're prolific because we do it for the love of
the games, not the money." He prides himself on never having advertised
Nikoli, letting the Japanese love of mathematics and games do the selling.
Working a puzzle is like being at the track, he explains: "Not just the fun
of solving it, but the excitement before, even if you don't solve it. It's
that excitement before the finish line when the horses are roaring down the
stretch and you're cheering them on."
Nikoli first published a complicated version of Sudoku in 1984. Its readers
offered their modifications and corrections until Kaji had a puzzle he
thought was a winner, and it caught on in Japan. But it wasn't until the
London Times picked it up 20 years later that Sudoku took off. And that put
Kaji and his company in the spotlight as puzzle promoters. Lately, another
community-provided numbers puzzle from Nikoli, called Kakuro, has been
taking the world by storm.
Procter & Gamble
For generations, the research and development (R&D) team at Procter &
Gamble, 9,000-strong, had been the stuff of business legend, cranking out
dozens of high-profile, high-profit new products year after year. But in
2000, A. G. Lafley, the company's newly arrived chairman and chief executive
officer, stunned his prideful researchers. They were not, he announced,
producing winners big enough or fast enough to significantly boost corporate
revenues. His solution was drastic: By the end of the decade, fully half of
all new P&G products and technologies would have to come from outside the
company.
The object, Lafley insisted, was not to supplant the mighty in-house R&D
effort, but to supplement it. That turned out to be a vastly difficult
venture, though, and no wonder, given the company's size and complexity. For
one thing, the internal communication systems had to be reinvented to make
it possible for all parts of the company to exchange data and brainstorm.
Then that information had to be made available to noncompany entities,
including suppliers and distributors.
Another stumbling block was the resistance of many of P&G's key researchers.
Some complained that the proposed changes in their way of doing things would
stifle creativity. Others feared a loss of power and prestige if their
information and work had to be shared.
Lafley persevered. His most drastic move was a giant step into
crowdsourcing. P&G put together a global community made up of high-tech
entrepreneurs and open networks such as NineSigma, and including the retired
scientists and engineers of YourEncore and the marketplace for intellectual
property exchange called Yet2.com. P&G has also gone to Innocentive, a
network of 120,000 self-selected technical people from more than 175
countries who receive cash awards if their ideas prove out.
In seeking help from its extended community, P&G submits so-called "science
problems" for solutions. Sometimes the problems come from in-house R&D,
representing blind alleys those researchers have come up against. Sometimes
the company asks its online partners for help in adapting a feature of a
competitor's product to one of its own. The right answers have greatly
benefited P&G. In the case of Innocentive, for example, a third of the
dozens of problems posed have been solved. One crisp example of an early
crowdsourcing triumph: When the company was stymied for a way to print
messages on its Pringles potato chips, the development community found a
bakery in Italy with a little-publicized process that could do the job.
P&G is closing in on Lafley's goal. As of 2006, the company was deriving 35
percent of its ideas from outsiders. Meanwhile, R&D productivity has soared
60 percent. A whopping 80 percent of its product launches are successful,
compared to 30 percent for the consumer-products industry as a whole. And it
spends 3.1 percent, or about $2.1 billion, of its more than $68 billion in
annual worldwide revenue on research and development, much more than others
in the industry.
Linden Lab
General Motors has created a whole complex where you can go to a drive-in
theater or a tune-up shop and, oh yes, check out the Pontiac Solstice. Dell
has a factory where you can customize your PC and have it shipped to your
door. Reuters has set up a newsroom to help you keep up with what's going on
in the world. And you can enjoy it all without moving an inch from your
office desk or your easy chair.
You're in Second Life, the online virtual universe. Some people are still
calling it a game, but they don't include GM, Dell, Reuters, and dozens of
other corporations. They see this ultimate example of crowdsourcing as
strictly business.
The handiwork of Linden Lab, a San Francisco-based 3D entertainment company,
Second Life has been and is being shaped entirely by its five million or so
members. They are represented by cartoonlike avatars who can go to casinos,
sex clubs, and shopping malls; attend concerts (Suzanne Vega and Duran Duran
have performed there); design furniture; invent weapons; and drive cars.
They can also devise alternate lifestyles, make new friends, start new
careers, and adopt a new personality.
Second Lifers can also get their virtual flu shots from a virtual employee
of the Centers for Disease Control and Prevention; bump into House Speaker
Nancy Pelosi and other political types on Capitol Hill island; and attend
college-level lectures in virtual classrooms provided by the likes of
Harvard, Ohio University, the Australian Film TV and Radio School, and New
York University.
All sorts of companies have joined the crowd -- for all sorts of reasons.
Some are pitching or testing products. Starwood Hotels plans to open its new
prototype, The Aloft, in 2008, and has built a virtual version in Second
Life to get members' feedback on its design and features. It has sponsored
concerts there to bring in visitors, most recently featuring Ben Folds,
formerly the lead singer of the now-defunct Ben Folds Five.
Other companies are using Second Life as a meeting place where employees and
managers from around the country or the world can gather away from the
office while still sitting at their desks. At one virtual IBM session,
avatars representing researchers in Australia, Florida, India, and Ireland
hashed over supercomputing problems, instant messages bouncing back and
forth. Thousands of IBM employees now have routine meetings on the site.
Advanced Micro Devices prides itself on being "a leading global provider of
innovative processing solutions in the computing, graphics, and consumer
electronics markets." In other words, it lives or dies by software
developers. So it has created a pavilion in Second Life where developers,
new and old, can network and attend lectures and training courses. It's
located on the Second Life Developer Archipelago, and it includes an
exhibition hall with interactive booths, scripted banners, and streaming
videos.
Meanwhile, Linden Lab is not slowing down. In addition to instant messaging,
the company now offers members the option of actually speaking to each
other, using computer headsets. Not content with having established a
virtual world built by the crowd, Linden has taken its crowdsourcing a step
further.
SugarCRM
This start-up in Cupertino, California, uses the power of community to
create and continuously improve its open-source customer relationship
management (CRM) software. Founder and CEO John Roberts describes it as "the
collective work of bright CRM engineers around the world."
Before Roberts came along, open-source product development was limited to
the infrastructure side of the IT market. Betting that a growing number of
individual users and IT managers were fed up with having to pay big
licensing fees for proprietary applications designed to help manage sales
and keep tabs on customers, Roberts and his company offered customers free
software, but with real people and their cache of knowledge standing by for
support.
More than one million companies or individuals have downloaded the software
since the company released its first version in April 2004, and any one of
them can pitch in to patch holes, fix errors, provide more elegant
programming, or build third-party extensions. The open-source product
refinements and extensions take place in what the company calls the
SugarForge. Here interested parties can see what kind of functionality Sugar
has to offer at any given time. Sugar earns revenue by providing technical
support and customized versions of its software.
Some critics say Sugar's business model is confusing and failure prone
because it offers both an on-demand subscription version of its software and
the option of having the program installed on in-house networks; either
option allows for customer modifications. Others scoff at the notion that a
significant number of corporate software buyers will take a flyer on unknown
open-source CRM applications.
But fans of Sugar counter that it is precisely the business customers who
are clamoring for less expensive choices that can be customized to their
particular needs and wants. And even if the purchasing executives themselves
aren't savvy about open sourcing, their IT departments certainly are. Good
reviews for Sugar will filter up, they say.
Given that paying customers have migrated to Sugar over the past three years
-- all without any big and expensive corporate marketing campaigns -- the
proponents of the sweeter view seem to have the edge.
Virgin Mobile USA
The cell phone company uses 2,000 carefully selected online customers --
"Insiders," as Virgin calls them -- to keep it abreast of trends and
promising opportunities. Virgin describes the group as "a team of elite,
young, and active customers," and it rewards them with free calling minutes
and phone upgrades.
A joint venture of Richard Branson's Virgin Group and Sprint Nextel, the
company goes to its Insider community -- think: very hip focus group -- for
help on everything from designing phones to coming up with names for service
plans. As one officer of the company put it, "Ultimately, what we want to do
is put young consumers backstage."
But this is not high school, and being accepted as part of the in-crowd is
not the only way to be heard and earn rewards at Virgin Mobile USA. The
company, whose pay-as-you-go, no-contract service has attracted 4.6 million
phone users, offers all of its mostly young Chatty Cathys and Texter
Thomases the chance to earn free phone minutes simply by paying attention
and giving feedback on a corporate sponsor's advertisement. Any Virgin
Mobile customer who watches 30-second commercials on his or her computer
screen, reads text messages on a cell phone, or fills out brand survey
questionnaires can earn up to 75 minutes a month of free airtime. Called
Sugar Mama, the program gives a notoriously voluble group the chance to stay
one step ahead of a dead cell phone by voicing their opinions.
But more to the point, Sugar Mama enables sponsoring partners to tap into
the thoughts and opinions of a coveted marketing segment, and they're happy
to pay for the privilege. As one corporate media director pointed out,
knowing that the kids don't get paid unless they watch an ad and answer
questions helps assure advertisers that they are getting honest feedback.
Catering to the crowd has also delivered an unexpected benefit to Virgin
Mobile: buzz marketing. The kids are talking about the company, even those
who use another network. When the company kicked off a clever text-messaging
marketing program called Adopt-A-Mime that featured silent mimics in
whiteface, the word spread fast, both in and out of the Virgin Mobile
network. The buzz caused a notable number of non-Virgin customers to inquire
about adopting a mime.
Idea Crossing
Fresh strategic ideas from fresh-faced MBA students -- that's the product
marketed by Idea Crossing, a Los Angeles start-up. Each year it runs the
Innovation Challenge, a contest that tosses corporate problems into the laps
of 3,000 of the brightest minds on college campuses around the world.
Organizations ranging from the U.S. Postal Service to Hilton Hotels and
Whirlpool pay $50,000 and up to sponsor the brain-bending competitions among
school teams.
Founded in 2002 by Anil Rathi, then a gifted innovator himself at the
Thunderbird School of Global Management, Idea Crossing initially hoped to
link consumers who had come up with great product ideas to the companies
that could bring the ideas to market. The competition started as something
of an incidental experiment. But when the brainiacs leaped at the chance to
tackle real-world problems and the companies swooned over the solutions
these young outsiders came up with, the "experiment" graduated into the
annual Innovation Challenge.
In the 2006 competition, a team from the Desautels Faculty of Management at
McGill University in Montreal beat out 439 other teams of graduate students
from 88 universities for top honors and a $20,000 prize. Its winning ideas
centered on growth-enhancing partnerships for Hilton Hotels and ways to
connect Chrysler with baby boomers. The strategic details are not for public
consumption; they now become the intellectual property of the competition's
sponsors.
Business has only begun to tap the infinite potential of online communities
as arbiters and creators of new designs and products. Variations on Second
Life are popping up all over, for example, offering untold opportunities for
companies to interact with creative consumers in new and different ways.
But the contributions of crowdsourcing to the bottom line are by no means
limited to product development. In the next chapter, we describe how
companies are using communities to handle their customer service needs --
and the risks and rewards of that approach. We also explore the reasons so
many customers are so happy to help each other, for free.
December 06, 2007
Copyright of the Wharton School of the University of Pennsylvania
http://knowledge.wharton.upenn.edu/article.cfm?articleid=1855
--
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http://www.PaulBHartzog.org
http://www.panarchy.com
PaulBHartzog at PaulBHartzog.org
PaulBHartzog at panarchy.com
PHartzog at umich.edu
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The Universe is made up of stories, not atoms.
--Muriel Rukeyser
See differently, then you will act differently.
--Paul B. Hartzog
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