Idea Generation in Virtual Communities for Innovation: The Influence of Participantss Motivation on Idea Quality

2012 ◽  
Author(s):  
Ulrich Bretschneider ◽  
Balaji Rajagopalan ◽  
J. M. Leimeister
2019 ◽  
Vol 11 (3) ◽  
pp. 325-343 ◽  
Author(s):  
Chih-Huei Ko ◽  
Sou-Chin Wu ◽  
Chien-Yu Chen

Purpose Numerous studies have examined individual attitudes and behaviors in both face-to-face (FTF) communication and computer-mediated communication (CMC). However, little research has focused on differences between FTF communication and CMC with respect to idea generation for new product development or on the role of their individual characteristics. Thus, the purpose of this study is to examine the influences of FTF, CMC and brand knowledge on idea generation. Design/methodology/approach This study conducted a 4 × 2 quasi-experimental design to examine the effects of four types of interactive groups (low and high level of FTF × low and high level of CMC) and brand knowledge (low and high) on novel and practical idea generation. Data from168 members of the Mondeo Motor Club in Taiwan were assessed. Findings Participants with more FTF interaction were more likely to generate novelty ideas than practicality ideas. In addition, participants with high brand knowledge produced more novel and practical ideas compared with participants with low brand knowledge. However, the empirical findings did not support the moderating role of brand knowledge in the relationship between interactive behaviors and idea generations. Research limitations/implications The results of this study are relevant for facilitating the “novelty” and “practicality” ideas in virtual brand communities. However, this research examined a single community, which may limit the generalizability of its results to other virtual communities. Originality/value Few studies have focused on online idea generation from a consumer-to-consumer (C2C) interaction perspective. The results of this study can assist marketers to understand how C2C interactive behaviors differentiate the “novelty” and “practicality” ideas.


2021 ◽  
Author(s):  
Harshika Singh

Social influence is not evenly distributed in teams. Some individuals, referredto here as influencers, become more influential than others. Consequentially,these influencers play a significant role in shaping project performance.The current work simulates the presence of influencers duringidea generation in co-design teams to better understand emergent socio-cognitivephenomena. Besides providing, a novel approach for modelling learningin concept generation the model highlights the results related to individualcognition during idea generation. Idea quality and exploration of designspace are affected by the presence of influencers in design teams. Teamswith no well-defined influencers produce solutions with high general explorationbut less quality. In contrast, the agents in the teams with only oneinfluencer produce solutions high quality than those teams with no influencers.


Kybernetes ◽  
2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Jing Yu ◽  
Chen Liu

Purpose Online user innovation community (OUIC) has become a vital source for enterprises to obtain user innovation ideas and interact with users in new product development. However, most studies only focus on the relationship between users and ideas, often ignoring the influence of employees in the innovation platform. The purpose of this study is to explore the impact of employee behaviors on idea quality in OUIC. Design/methodology/approach In this paper, the authors collected sample data of open user innovation community – Idea Exchange – and then, the authors examined the direct roles of employee’s idea generation behaviors and idea promotion behaviors on idea quality and the moderating roles of social networks position and enthusiasm by using binary logistic regression model. Findings Results indicated that employee’s idea generation behaviors and idea promotion behaviors have a positive influence on users’ idea quality. Also, the social network position and characteristics show the moderation effect of employee behavior and idea quality. Originality/value This study is different from prior studies because it emphasizes the role of employees in the open source platform. The findings suggest that enterprises and platform managers pay more attention to the impact of employees and improve the quality of ideas and promote the development of OUIC.


Author(s):  
Tat Koon Koh ◽  
Muller Y. M. Cheung

Crowdsourcing ideation contests allow solution-seeking firms (seekers) to solicit ideas from external individuals (solvers). Contest platforms often recommend seekers to provide examples of solutions (i.e., seeker exemplars) to guide and inspire solvers in generating ideas. In this study, we delve into solvers’ ideation process and examine how different configurations of seeker exemplars affect the quantitative outcomes in solvers’ scanning, shortlisting, and selection of ideas. Results from an online experiment show that solvers generally search for, shortlist, and/or submit fewer ideas when shown certain seeker exemplars. In addition, solvers who submit fewer ideas tend to submit lower-quality ideas, on average. Thus, a key insight from this study is that showing seeker exemplars, which contest platforms encourage and seekers often do, could negatively affect quantitative ideation outcomes and thereby impair idea quality. To help mitigate these adverse ideation outcomes, we propose a few areas of which seekers should be mindful. We also suggest ways that contests’ platforms can contribute to the idea generation process that solvers undertake.


2021 ◽  
Author(s):  
Ranran Li ◽  
Matthijs Baas

Organizations often try to stimulate creative problem-solving by inducing competition among group members. This facilitative effect of intragroup competition lies in group members’ enhanced motivation to outperform the others. Previous research, however, has mainly focused on idea generation, thereby overlooking the subsequent idea selection stage. In fact, groups are poor at selecting both original and feasible ideas (i.e., creative), which may be further exacerbated when group members compete against each other. Furthermore, while originality and feasibility are two key factors of creativity, people seem to have difficulty taking both into account. The current research investigated how intragroup competition, through incorporating a rewarding scheme, influences group idea generation and selection, and whether explicit instructions of focusing on either originality or feasibility (performance criteria) could steer groups’ focus in the intended direction. An experimental study was conducted with 78 three-person groups. Results showed that overall, neither intragroup competition nor performance criteria influenced groups’ generation and selection performance. Nevertheless, some interesting findings emerged - Originality and feasibility were indeed inversely correlated; idea quality at the generation stage predicted the idea quality at the selection stage; furthermore, certain group processes during the group task might have indirectly linked the competition-selection performance relationship. Study limitations, theoretical and practical implications were discussed.


Author(s):  
Jérôme Guegan ◽  
Claire Brechet ◽  
Julien Nelson

Abstract. Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress’s office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress’s office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.


2019 ◽  
Vol 10 (1) ◽  
pp. 17-23
Author(s):  
Bruce D. Fischer ◽  
◽  
Holly B. Bachman ◽  

There is a lack of broad participation in most idea generating programs in American organizations. In this paper, we consider ways to increase the participation rate in generating ideas across organizations. These approaches include measuring innovation rates and reporting them, encouraging continuous improvement in idea generation, raising participation in programs such as Business Process Reengineering and Quality Circles, and training in creativity that includes team efforts at ideation. We also consider the importance of encouragement in helping employees to take the risks necessary to generate ideas.


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