This research seeks to develop a coherent framework for understanding the multiple theories and social practices associated with the emerging field of ‘user-led innovation’. It presents a synthesis of current user-led thinking which is informed by interviews with thought leaders, lead users and insights from the secondary literature. It uses this to develop a model of an emerging ‘User-led Services Ecology’, and explores its possible impact on CRC stakeholders. The research investigates how user-led practices generate business and social value through a major case study of the virtual world Second Life. It also canvasses a number of pathways for organisations to leverage the participation of their audiences, customers and citizens, in the interest of co-creating new services, media and knowledge.
The first section of the report attempts to answer the following:
What are the key drivers of user-led innovation?
How does user-led innovation affect organisations’ relationships with key stakeholders?
What are the most effective strategies to engage user participation?
And the second section was constructed in response to these questions:
What are the components of Second Life that engender the surge in user-led innovation?
What are users of Second Life creating and experiencing?
Who are Second Life’s ‘lead users’ in Australia and what activities are they engaged in?
This research seeks to develop a coherent framework for understanding the multiple theories and social practices associated with the emerging field of ‘user-led innovation’. It presents a synthesis of current user-led thinking which is informed by interviews with thought leaders, lead users and insights from the secondary literature. It uses this to develop a model of an emerging ‘User-led Services Ecology’, and explores its possible impact on CRC stakeholders. The research investigates how user-led practices generate business and social value through a major case study of the virtual world Second Life. It also canvasses a number of pathways for organisations to leverage the participation of their audiences, customers and citizens, in the interest of co-creating new services, media and knowledge.
The first section of the report attempts to answer the following:
What are the key drivers of user-led innovation?
How does user-led innovation affect organisations’ relationships with key stakeholders?
What are the most effective strategies to engage user participation?
And the second section was constructed in response to these questions:
What are the components of Second Life that engender the surge in user-led innovation?
What are users of Second Life creating and experiencing?
Who are Second Life’s ‘lead users’ in Australia and what activities are they engaged in?