Lead-User Research for Breakthrough Innovation

2011 ◽  
Vol 54 (1) ◽  
pp. 50-58 ◽  
Author(s):  
Ivy Eisenberg
2015 ◽  
Vol 17 (2) ◽  
pp. 1-13 ◽  
Author(s):  
José A. Corral-Marfil ◽  
Núria Arimany Serrat ◽  
Xavier Ferràs ◽  
Petra A. Nylund

This teaching case considers the situation of a small Catalan company without the support of a local cluster, which is competing in a dynamic global industry characterized by rapid technological change. The company faces the challenge of creating and commercializing a breakthrough innovation for digital education, with educational content for teachers and easy-to-use authoring tools for modifying this content. The case analysis includes an internal and external analysis of the company and the industry, and introduces concepts associated to rapidly changing markets such as lead-user innovation, first-mover advantage, and transient advantage. The case is therefore adequate for courses on technology management, innovation, competitive strategy, or marketing management.


2018 ◽  
Vol 15 (03) ◽  
pp. 1850022 ◽  
Author(s):  
Alexander Brem ◽  
Volker Bilgram ◽  
Adele Gutstein

Research on the lead user method has been conducted for more than thirty years and has shown that the method is more likely to generate breakthrough innovation than traditional market research tools. Based on a systematic literature review, this paper shows a detailed view on the broad variety of research on lead user characteristics, lead user processes, lead user identification and application, and success factors. The main challenge of the lead user method as identified in literature is the resource issue regarding time, manpower, and costs. Also, internal acceptance and the processing of the method have been spotted in literature, as well as the intellectual property protection issue. From the starting point of the initial lead user method process introduced by Lüthje and Herstatt (2004), results are integrated into a revisited view on the lead user method process. In addition, concrete suggestions for corporate realization options are given. The article closes with limitations and future research suggestions.


2017 ◽  
Vol 14 (04) ◽  
pp. 1750022 ◽  
Author(s):  
Markus Ernst ◽  
Alexander Brem

An important and frequently researched concept in the field of open innovation is the integration of lead users into the process for developing innovative product concepts. Social media has offered promising new possibilities for companies in terms of supporting lead user integration. This paper provides an overview of relevant aspects of lead user research, as well as the identification of lead users. Furthermore, we connect lead user theory with social media and discuss possible ways to identify lead users. Based on the conclusion that existing research does not yet sufficiently provide a detailed understanding on identifying lead users in social media, we conducted an empirical study to gain deeper insights in the social media habits of lead users; this involved a case study comprising 20 interviews. This study’s findings present a rather ambivalent picture, concluding that identifying lead users via social media may work with some limitations. Social media can contribute complementary with established approaches like pyramiding to the identification of lead users, but it is not a standalone solution. It strongly depends on the content of the project and on the group of individuals where lead users should be originated. Based on these findings, we derive theoretical and managerial implications and show how companies can utilize social media in addition to established methods for identifying lead users. Finally, the paper concludes with a discussion of study limitations and recommendations for areas of further research.


2020 ◽  
Vol 1 ◽  
pp. 2099-2108
Author(s):  
V. Pannunzio ◽  
M. Kleinsmann ◽  
C. Duarte ◽  
D. Snelders

AbstractThis contribution explores the potential of lead user research for early-stage designing for intelligent ecosystems through a literature review and a single case study concerning a lead user research initiative on blood pressure monitoring. The results suggest advantages of executing lead user research in early-stage designing for intelligent ecosystems from the points of view envisioning broad initial ecosystem boundaries, developing first intelligence components, and overcoming research challenges related to technical issues.


2013 ◽  
Vol 10 (4) ◽  
pp. 48-57 ◽  
Author(s):  
Christopher Buschow ◽  
Beate Schneider ◽  
Kira Drabner ◽  
Alena Bauer ◽  
Lisa Carstensen
Keyword(s):  

Social TV ist kein Phänomen, das von kapitalstarken Organisationen in Innovationsprozessen strategisch entwickelt wurde. Es entstand vielmehr in der Alltagspraxis von Nutzern, die neue Möglichkeitsräume in digitalen Medien erschlossen haben. Der Beitrag stellt Ergebnisse einer Befragung dieser Lead User vor und gibt Auskunft über ihre Nutzungsgewohnheiten, ihre technologische Ausstattung, genutzte Plattformen und Genrepräferenzen. Vergleichend werden Ergebnisse einer Untersuchung von Nichtnutzern herangezogen. Auf Basis der empirischen Erkenntnisse können Handlungsoptionen für die Marktteilnehmer, insbesondere für Fernsehunternehmen, abgeleitet werden.


Author(s):  
Lennart E. Nacke

This chapter presents the physiological metrics used in Games User Research (GUR). Aimed at GUR professionals in the games industry, it explains what methods are available to researchers to measure biometric data while subjects are engaged in play. It sets out when it is appropriate to use biometric measures in GUR projects, the kind of data generated, and the differing ways it can be analysed. The chapter also discusses the trade-offs required when interpreting physiological data, and will help games researchers to make informed decisions about which research questions can benefit from biometric methodologies. As the equipment needed to collect biometric data becomes more sophisticated as well as cheaper, physiological testing of players during a game’s development will become more common. At the same time, Games User Researchers will become more discriminating in its use. Where in the past professionals in the games industry have used biometric testing to generate quick, actionable feedback about player responses to elements of a game, and have been less concerned with the scientific robustness of their methodology, as GUR develops a new breed of games industry professionals are attempting to deploy good academic practice in their researches.


Author(s):  
Sebastian Long

Towards informing the development of new playtesting labs, this chapter outlines the process we used at Player Research for setting up our labs. Setting up a functional lab environment requires a range of considerations—across floor plans, materials selection, technology choices, testing strategies, and more—and in this chapter we describe some of the key lessons we learned along the way.


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