Introduction

DI in Industry (DIiI)

Andy Weeger

Neu-Ulm University of Applied Sciences

February 26, 2025

Introduction

Relevance

To continually innovate, firms are opening their boundaries to engage external expertise.

Instead of simply collaborating with a select few known external parties, firms are increasingly innovating using crowdsourcing.

A challenge faced by a firm are broadcasted in an open call to individuals with relevant expertise outside the firm to become involved in solving the challenge (instead of asking internal research and development departments to solve the challenge) (Howe et al., 2006)

Definition

Crowdsourcing is a type of participative online activity in which an individual, an institution, a non-profit organization, or company proposes to a group of individuals of varying knowledge, heterogeneity, and number, via a flexible open call [i.e., announcement], the voluntary undertaking of a task.
(Arolas & Ladrón-de-Guevara, 2012, p. 9)

Crowdsourcing can be applied to multiple tasks including innovation (e.g., new products and services or changes to practices and processes)

We define innovation in a crowdsourcing context as the public generation of innovative solutions to a complex problem posed by the company sponsoring the challenge call. (Majchrzak & Malhotra, 2013, p. 258)

Underlying theorem

The theoretical basis for crowdsourcing being generative of innovation is the value of expertise diversity.

  • External crowds are more diverse in expertise and experiences than internal research and development units
  • This implies the possibility of a greater quantity and variety of ideas
  • Ideally, this leads to more innovative ideas

There is empirical evidence that a large diverse crowd of independent strangers performs better on certain types of challenges than a few experts (e.g., sports, stock forecasting) (Brabham, 2013)

Participation architectures

Definition

Participation architectures refer to sociotechnical systems design elements that encourage and integrate contributions made by participants to an open online forum focused on developing innovative solutions, such as open source software or Wikipedia
(Majchrzak & Malhotra, 2013, p. 258).

These architectures vary along multiple dimensions, including:

  • Production: the way community conducts its production processes
  • Co-creation boundary management: the process by which, through incentives and property rights management, only certain individuals will be encouraged to participate

Production

Crowdsourcing challenges may range from calls for incremental innovation such as improvements in existing product lines (e.g., Lego World Builder) or to calls for radical innovation such as developing entirely new service models (e.g., OpenIDEO) (Majchrzak & Malhotra, 2013, p. 259).

Design choices in the production dimensions include:

  • Type of contribution (text, images, etc.)
  • Selection-process (e.g., up-voting possibility)
  • Nature and type of discussions (e.g., moderated)
  • Challenge journey (e.g., state gate journey)

Co-creation boundary management

Co-creation boundary management refers to the basis by which individuals with certain identities are given preference over others when encouraging participation including incentive structures and intellectual property protections (Jarvenpaa & Lang, 2011).

Majchrzak & Malhotra (2013, p. 259) distinguish between outcome-based crowdsourcing and contribution-based crowdsourcing architectures.

In for-profit crowdsourcing projects, both types usually include that the members exchange IP for the opportunity to win a prize.

Challenges

Co-creation discussions

Collaborative discourse that leads to generative co-creation is a foundational requirement for innovation.

Generative co-creation is defined as a series of interactions in which different assumptions and perspectives are discussed in order to surface and resolve critical trade offs that were unresolvable previously (Majchrzak & Malhotra, 2013, p. 265).

According to Majchrzak & Malhotra (2013), following tensions need to be addressed:

  • Simultaneous encouragement of competition and collaboration
  • Idea evolution takes time, but crowd members spend little time
  • Creative abrasion requires familiarity with collaborators; yet crowd consists of strangers

Competition vs. collaboration

Options to manage the tension of simultaneously encouraging competition and collaboration include (Majchrzak & Malhotra, 2013):

  • Separation of idea generation and idea evolution (e.g., emphasizing re-combination of ideas)
  • Offering rewards to participants based both on how well they compete on ideas, and cooperate on contributing to others’ ideas
  • Providing multi-valenced rewards (e.g., earning, prizes, career opportunities, self-marketing, appreciation from peers, and appreciation by the sponsoring organization)

Spending enough time

Making not only the idea generation but also the knowledge evolution transparent to the crowd helps increase the time crowd members spend on idea evolution (Majchrzak & Malhotra, 2013):

  • Keeping the crowd informed of gaps in knowledge that need to be filled (e.g., allowing for a quick skim to identify recent changes and then jump into a discussion to make the next contribution)
  • Keeping the focus on evolving comprehensive solutions, rather than generating more ideas or point solutions
  • Increasing the diversity of expertise and the passion for the topic

Needed familiarity

Options for managing the need for familiarity with collaborators for creative abrasion include (Majchrzak & Malhotra, 2013):

  • Offering a front stage for minimal confrontation. Here ideas are posted or knowledge evolution is displayed
  • Tools specifically geared to discuss disagreements are provided at the back stage

Q&A

Literature

Arolas, E., & Ladrón-de-Guevara, F. G. (2012). Towards an integrated crowdsourcing definition. Journal of Information Science, 38(2), 189–200.
Brabham, D. C. (2013). Crowdsourcing. Mit Press.
Howe, J. et al. (2006). The rise of crowdsourcing. Wired Magazine, 14(6), 1–4.
Jarvenpaa, S. L., & Lang, K. R. (2011). Boundary management in online communities: Case studies of the nine inch nails and ccMixter music remix sites. Long Range Planning, 44(5-6), 440–457.
Majchrzak, A., & Malhotra, A. (2013). Towards an information systems perspective and research agenda on crowdsourcing for innovation. The Journal of Strategic Information Systems, 22(4), 257–268.