Democratizing Innovation (The MIT Press) by Eric von Hippel
Author:Eric von Hippel
Language: eng
Format: azw3
ISBN: 9780262002745
Publisher: MIT Press
Published: 2006-02-17T06:00:00+00:00
Development of Physical Products by Innovation Communities
User innovation communities are by no means restricted to the development of information products like software. They also are active in the development of physical products, and in very similar ways. Just as in the case of communities devoted to information product, communities devoted to physical products can range from simple information exchange sites to sites well furnished with tools and infrastructure. Within sports, Franke and Shahâs study illustrates relatively simple community infrastructure. Thus, the boardercross community they studied consisted of semi-professional athletes from all over the world who meet in up to 10 competitions a year in Europe, North America, and Japan. Franke and Shah report that community members knew one another well, and spent a considerable amount of time together. They also assisted one another in developing and modifying equipment for their sport. However, the community had no specialized sets of tools to support joint innovation development.
More complex communities devoted to the development of physical products often look similar to open source software development communities in terms of tools and infrastructure. As an example, consider the recent formation of a community dedicated to the development and diffusion of information regarding novel kitesurfing equipment. Kitesurfing is a water sport in which the user stands on a special board, somewhat like a surfboard, and is pulled along by holding onto a large, steerable kite. Equipment and technique have evolved to the point that kites can be guided both with and against the wind by a skilled kitesurfer, and can lift rider and board many meters into the air for tens of seconds at a time.
Designing kites for kitesurfing is a sophisticated undertaking, involving low-speed aerodynamical considerations that are not yet well understood. Early kites for kitesurfing were developed and built by user-enthusiasts who were inventing both kitesurfing techniques and kitesurfing equipment interdependently. In about 2001, Saul Griffith, an MIT PhD student with a long-time interest in kitesurfing and kite development, decided that kitesurfing would benefit from better online community interaction. Accordingly, he created a site for the worldwide community of user-innovators in kitesurfing (www.zeroprestige.com). Griffith began by posting patterns for kites he had designed on the site and added helpful hints and tools for kite construction and use. Others were invited to download this information for free and to contribute their own if they wished. Soon other innovators started to post their own kite designs, improved construction advice for novices, and sophisticated design tools such as aerodynamics modeling software and rapid prototyping software. Some kitesurfers contributing innovations to the site had top-level technical skills; at least one was a skilled aerodynamicist employed by an aerospace firm.
Note that physical products are information products during the design stage. In earlier days, information about an evolving design was encoded on large sheets of paper, called blueprints, that could be copied and shared. The information on blueprints could be understood and assessed by fellow designers, and could also be used by machinists to create the actual physical products represented.
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