Co-creation has been widely used in
product development for quite some time. But there seem to be so many different
approaches and definitions to co-creation, that it become it hard to pin down.
For some, it's a way to new product innovation - and to making new ideas and
strategies for businesses. Others use co-creation as a path of crowd-sourcing
ideas - canvassing the mass collaboration enabled by Web 2.0 technologies.
However, online communities represent only one of the options in the wider
co-creation toolbox for collaboration and inclusion.
Our own favorite co-creation
definition comes from the creative strategy consultancy, Sense Worldwide who
write that co-creation 'is the practice of looking outside an organization to collaboratively
create ideas, products and services with clued-in consumers, creative
individuals or people with particularly relevant skills.' In short, co-creation
is collaborative creation. It isn't about jolly brainstorms and flip charts,
but rather about channeled creative energy - using well-planned tasks to meet a
business challenge in a smart and structured way.
Co-creation is gaining in
popularity. And it's easy to see why. Simply put, it is a faster, more
effective and cost efficient way of working - and one that reduces risk while
also enhancing the chances of success. The creative process and co-creation is
a match made in heaven. Why? Co-creation enables thinking outside the box,
bouncing around ideas, playing with color, words, imagery and so much more. Yet
many brand strategy and brand design consultancies are not exactly rushing to
adopt a co-creation approach. We think there are three key misconceptions
behind these organizations’ reluctance to adopt co-creation:
Market research derails
creativity
Any brand design consultancy can
wistfully list superb ideas and concepts that were murdered by Consumer ProductCompany research and sent to the great creative graveyard. It's safe to say
that the brand design industry's experience of consumer involvement in the
creative process has not been particularly positive. Andy Knowles from JKR
highlights the issue in Research World: 'We have witnessed, (suffered), a
complete reversal of the conclusion about a proposed design by reversing the
order of questioning between groups. Same moderator, same design, same
competitive set, same demographic group; rejected out of hand by the early
groups, lauded to the heavens by the later.'
One of the fundamental issues is
when in the creative process consumers should be brought in. The Big Picture
Design Research - one of the most respected agencies among brand strategists
and designers - describes a common problem: '...research brought in at the last
moment, as judge and jury, long after major decisions about the design approach
have been made, an approach which inevitably results in many research debriefs
that are seen to put the brakes on the creative process, rather than inspiring
it'. It's a bleak vision, but these issues that can be easily solved by
bringing consumers in to co-create at the start, rather than giving them the
final say-so at the end of a long and complex project. For more information - http://www.bellwether-institute.net

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