Sie sind auf Seite 1von 21

J PROD INNOV MANAG 2014;31(4):744764

2013 Product Development & Management Association


DOI: 10.1111/jpim.12121

Collaborative Prototyping: Cross-Fertilization of Knowledge


in Prototype-Driven Problem Solving*
Marcel Bogers and Willem Horst

This paper presents an inductive study that shows how collaborative prototyping across functional, hierarchical, and
organizational boundaries can improve the overall prototyping process. Our combined action research and case study
approach provides new insights into how collaborative prototyping can provide a platform for prototype-driven
problem solving in early new product development (NPD). Our findings have important implications for how to
facilitate multistakeholder collaboration in prototyping and problem solving, and more generally for how to organize
collaborative and open innovation processes.
Our analysis reveals two levels of prototyping. Besides the more formal managerial level, we identify the informal
designer level, where the actual practice of prototyping takes place. On this level, collaborative prototyping transforms
the act of prototyping from an activity belonging exclusively to the domain of design engineers to an activity integral to
NPD, with participants from within the organization (different functions and managers) and from outside (consultants
and users). In effect, this collapses the discrete steps in the prototyping process (at the managerial level) to an essentially
continuous process of iterative problem solving (at the designer level) that is centered around the collaborative
prototype, which allows participants to see their suggestions implemented and exposing them to the design constraints.
The study, moreover, shows how, at various stages of the prototyping process, the actual prototype was used as a tool
for communication or development, thus serving as a platform for the cross-fertilization of knowledge. In this way,
collaborative prototyping leads to a better balance between functionality and usability; it translates usability problems
into design changes, and it detects emerging usability problems through active engagement and experimentation. As
such, the collaborative prototype acts as a boundary object to represent, understand, and transform knowledge across
functional, hierarchical, and organizational boundaries.
Our study also identifies some constraints in involving the appropriate stakeholders at the right time. The paper
specifically elaborates on the role of users in collaborative prototyping, which is important in order to cover all phases
of the problem-solving cycle but triggers an interesting challenge due to the reverse empathy that a user may develop
for the design constraintsparallel to the designer empathy for the user context. Finally, our study shows that despite
the continuous nature of the (designer) practice of prototyping, there are certain windows of opportunities (at the
managerial level) during which the collaborative prototyping approach actually leads to changes in the product design.

Introduction 2008; Ulrich, 2011; Verganti, 2009). In particular,


prototyping is considered an important design practice,

T
he importance of design research and design which thereby becomes a central element in corporate
thinking is increasingly being recognized within innovation processes (Leonard and Rayport, 1997;
the context of new product development (NPD) Mascitelli, 2000; Schrage, 2000), as exemplified by
due to the emphasis on the process of problem solving to several important advances in this area (e.g., Buchenau
address user needs and create new opportunities (Brown, and Fulton Suri, 2000; Hartmann, 2009; Terwiesch and
Loch, 2004; Thomke, 1998). There is, moreover, a rec-
Address correspondence to: Marcel Bogers, Mads Clausen Institute,
ognition that prototyping can improve NPD by perform-
University of Southern Denmark, Alsion 2, Snderborg 6400, Denmark. ing it early in the process and by involving a number of
E-mail: bogers@mci.sdu.dk. Tel: +45 6550 1284. relevant stakeholders within and outside the design team
* The authors would like to thank the people at Danfoss Heating Solu-
tions who were involved in the project described in this paper for their and organization (Buchenau and Fulton Suri, 2000;
support during the project and their cooperation afterwards. Special thanks Mascitelli, 2000; Terwiesch and Loch, 2004).
go to Anders stergaard Clausen for his support and engagement through-
out the process. The authors are also grateful for the editors guidance and Within NPD, the product specification is typically
the constructive reviewer comments, which helped improve this paper. made before prototyping starts, which has been
COLLABORATIVE PROTOTYPING J PROD INNOV MANAG 745
2014;31(4):744764

questioned in both software and product development (cf. the early stages of the NPD process, typically before
Boehm, Gray, and Seewaldt, 1984; Rudd, Stern, and starting the design of the user interface (cf. Thomke,
Isensee, 1996; Thomke and Bell, 2001). In fact, in the 1998). However, how features are implemented and
early phase of the NPD process, prototyping can play an available in the product relates to their usability and use-
important role in informing the development of the fulness. Therefore, starting the design of the user inter-
product specification (Mascitelli, 2000; Thomke, 1998). face before finalizing the feature-set helps in defining an
For example, at IDEO, the development team starts with appropriate feature-set. Emphasizing the experiential
prototyping to develop the specification, and at later aspect in active engagement with prototypes, moreover,
stages develops prototypes based on this specification. enables coming up with new solutions in unknown
David Kelley, founder and chairman of IDEO, argues that design spaces (Buchenau and Fulton Suri, 2000). By
organizations intending to be innovative need to move making interactive prototypes that simulate the function-
from specification-driven prototypes to prototype-driven ality at this early stage, it is possible to iteratively evalu-
specifications (quoted in Schrage, 1996, p. 195). Hans- ate the prototypes usability as features are added or
Christoph Haenlein, (former) Director of Prototyping at removed, or implemented in different ways.
IDEO, describes three prototyping phases to inspire, This paper presents an exploration of a collaborative
evolve, and validate the specification. In the first two prototyping process within a particular organization, in
phases, project specifications are derived from the pro- which a prototype was used to help define the feature-set
totypes. Towards the end of a project, very complete by involving not only common stakeholders as interac-
prototypes are built to validate the design specification as tion designers and usability experts, but also other stake-
a whole (quoted in Hartmann, 2009, p. 22). holders as marketers, directors, and users. This study is
Combining the prototyping and specifying ap- based on an NPD project in which the prototyping
proaches in this way can also help deal with the tension process was initiated before the features were fully
within NPD between the number of features and the defined, and it continued until the final software specifi-
usability of the product (Keijzers, den Ouden, and Lu, cation over a 1-year period. During this process, the
2008). This is especially true for electronic products with purpose of the prototype changed as both the feature-set
a user interface, since features can be added at relatively and the user interface became more defined. Depending
low cost, making it tempting to do so in a competitive on the purpose of the prototype, different stakeholders
market where the number of features is an important were involved in a collaborative prototyping process.
competitive factor (Rust, Thompson, and Hamilton, This paper is structured as follows. The next section
2006). Specifying the feature-set of a product happens in presents a review of the relevant literature on (colla-
borative) prototyping in NPD. The following section
describes the research methodology and introduces the
company case. Next, the empirical results of our study
BIOGRAPHICAL SKETCHES
are presented based on reflection-in-action within an
action research approach and reflection-on-action
Dr. Marcel Bogers is an associate professor of innovation and entrepre-
neurship at the University of Southern Denmark. He received his Ph.D. within three cases of collaborative prototyping processes
in management of technology from the Ecole Polytechnique Fdrale de with different stakeholders. Then, the findings section
Lausanne (Swiss Federal Institute of Technology). He also studied at presents an analysis and discussion of our results, which
the Eindhoven University of Technology, University of California at
Berkeley, and Chalmers University of Technology. His main interests
suggest that (1) collaborative prototyping in early NPD
center around the design, organization, and management of technology creates a prototype-driven approach to problem solving
and innovation. More specifically, he has studied areas such as business that collapses problem-solving cycles into a continuous
models, open innovation, users as innovators, collaborative prototyping, iteration centered around the prototype, (2) it improves
entrepreneurship, improvisation, and learning-by-doing.
the functionalityusability balance and focuses on actual
Dr. Willem Horst is a user experience software producer at LEGO and is design changes, (3) active engagement in collaborative
also a freelance interaction design consultant. He received his Ph.D. in
design and innovation from the University of Southern Denmark, and
prototyping enables collaboration across various bound-
has a background in industrial design (BSc) and IT product design aries, and (4) there are certain windows of opportunities
(MSc). His research focuses on the potential of prototypes as platforms for actual changes in the product design. Finally, the
for participation across different stakeholders in new product develop-
conclusion section summarizes our results, which is fol-
ment. He has been involved in new product development projects at
Philips, LEGO, and Danfoss to develop a collaborative approach to lowed by a discussion of the implications for manage-
prototyping interactive products. ment practice and theory in relation to collaborative
prototyping in NPD and beyond.
746 J PROD INNOV MANAG M. BOGERS AND W. HORST
2014;31(4):744764

Literature Review describes the risk of exposing important stakeholders to


the prototype at a late stage in the project, as in such cases
Collaborative Prototyping in NPD the prototype becomes a medium for persuasion, rather
than a vehicle to evoke discussion. It is used to prove a
In the management literature, the prototyping process is point, rather than to create a platform for a design dialog.
conceptualized as an iterative trial-and-error learning This is especially true for top managers who are involved
process, following four steps: (1) design, (2) build, late in the design cycle and then are being asked to
(3) run, and (4) analyze (Thomke, 1998; von Hippel, approverather than to review or assistnew-product
2005). Moreover, as a design practice, prototyping is a creation (Schrage, 1996, p. 200).
central element in corporate innovation processes
(Leonard and Rayport, 1997; Mascitelli, 2000; Schrage, Toward Prototype-Driven Problem Solving
2000), thus making design (thinking) an important part
of problem solving within NPD (Brown, 2008; Ulrich, Boehm et al. (1984) make a distinction between taking a
2011; Verganti, 2009). An important development within specifying and a prototyping approach in software devel-
the literature related to prototyping (and NPD and inno- opment, concluding that a prototyping approach produces
vation at large) is a consideration of how designers can comparable prototypes but with significantly less code
better engage other stakeholders in the prototyping and effort than the specifying approach, although the
process. latter approach produced code that was more coherent
In the literature, various reasons are discussed for and easier to integrate.
involving others in the prototyping process. Terwiesch Moving from specifying to prototyping may enable a
and Loch (2004) describe the collaborative prototyping better understanding of both technical and customer
process as a search process for the ideal product specifi- need-related problems, for example due to the improved
cation for custom-made products involving the producer fidelity of the problem-solving process (Foray, 2004;
and user of the product. In participatory design, the idea Thomke and Bell, 2001; von Hippel, 2005). In the context
of cooperative prototyping, which involves the end users of rapid prototyping, for example of a user interface,
of the interface that is being designed rather than dem- high-fidelity prototypes are particularly beneficial to
onstrating it to them, is used to learn more about the provide a holistic perspective based on interactive explo-
actual use context and shape the technology (Bdker and ration and testing, although possible drawbacks may
Grnbk, 1991). Toolkits for innovation give users the include cost and time considerations (Dey, Abowd, and
possibility to design, simulate, or prototype a custom Salber, 2001; Rudd et al., 1996).
product or service (e.g., Franke and Piller, 2004; The transition from specification-driven prototypes to
Jeppesen, 2005). An important characteristic of such tool- prototype-driven specifications raises the question who
kits is that they enable users to carry out complete cycles should be involved in the prototyping process (cf.
of trial-and-error learning (von Hippel and Katz, 2002, Schrage, 1996). Usually, the people developing the speci-
p. 825), which is an important aspect of the prototyping fication (e.g., marketers or top management) are not the
process. Although this shifts the locus of innovation to same people who make the prototypes (e.g., design engi-
users, the design of the toolkit is a collaborative process, neers). In a prototype-driven process, it will thus be
where the manufacturer can optimize its design based on important to involve these various stakeholders, who may
feedback from users (Bogers, Afuah, and Bastian, 2010). be spread across various functions and hierarchical levels
Many such approaches relate to involving end users in (Adler, 1995; Buur and Matthews, 2008; Song et al.,
prototyping, and as such relate to cross-organizational 1998).
NPD processes. In addition, intra-organizational bound-
aries across the different functions involved, such as Experience Prototyping
research and development (R&D), production, and
management, also play an important role in NPD Collaborative prototyping can be seen as a practice that
(Atuahene-Gima and Wei, 2011; Song, Montoya-Weiss, relies on the involvement of various stakeholders. Engag-
and Schmidt, 1997; Song, Thieme, and Xie, 1998). In ing in such activities involves an exploration of the rel-
such context of internal NPD processes, Henderson evant design space as in line with the more general
(1995) considers the politics of prototypes, as they discussion of how to best use prototypes within (partici-
embody particular points of view, and can be used as patory) design (Hartmann, 2009; Lim, Stolterman, and
arguments in an organization. Schrage (1996, p. 200) Tenenberg, 2008; Schuler and Namioka, 1993). For
COLLABORATIVE PROTOTYPING J PROD INNOV MANAG 747
2014;31(4):744764

example, human embodied engagement has been Table 1. Overview of Data Sources
advocated within interaction design as a way to shape
Data Source Amount of Data
experience, understanding, and interactions in design
practices (Klemmer, Hartmann, and Takayama, 2006). Prototype iterations (total) (70)
Moreover, the concept of learning by doing highlights the Shared with larger team 25
Developed in workshops 13
important role of the use experience in identifying and
E-mails (total) (60)
solving problems within innovation activities (Macher Design line specialist 23
and Mowery, 2003; von Hippel and Tyre, 1995). Interaction design consultant 23
Buchenau and Fulton Suri (2000, p. 424) propose Intern 9
experience prototyping as a form of prototyping that R&D project manager 3
Other 2
enables design team members, users and clients to gain
Documentation (total) (22)
first-hand appreciation of existing or future conditions Click-thru scenarios 13
through active engagement with prototypes. The aim of Design change proposals 4
an experience prototype would be to design an integrated Usability reports 3
experience to better understand, explore, or communicate Organization structure 2
what it might be like to engage with the product that is Video material (total) (24 hours)
Workshops 9 hours
being designed (Buchenau and Fulton Suri, 2000). The Usability tests 15 hours
high fidelity of actively engaging in a prototype will Interviews (total number/time) (5/3 hours)
improve the overall performance of the problem-solving Design line specialist 1 hour
process (Foray, 2004; Lim et al., 2008). R&D project manager 30 minutes
R&D senior director 30 minutes
Global webmaster 30 minutes
Method and Research Context Product marketer 30 minutes
Most data are available in Danish, some in English, and some fractions in
Study Setting and Data Sources Dutch (depending on the people involved). Audio and video material was
transcribed in the original language and translated into English for the
analysis. Thus, all quotations used in this paper were translated into English
The study presented in this paper adopts multiple (if not in English already).
methods to report and analyze a series of experiences in
the development of the interface of the living eco radia-
tor thermostat at the Danish company Danfoss Heating behavior and interaction, and ties together all assets.
Solutionsa division of the larger Danfoss corporation. Second, 20 text files describe the structure of the inter-
The research presented here was developed in two stages. face (e.g., which icons are placed on each screen, or what
In the first stage, an action research approach was happens next when an icon is selected), and another 5
taken in which the second author was involved as an text files describing various default values and settings.
external interaction design consultant (IDC1) at Danfoss Finally, there are 80 graphics that simulate each of the
Heating Solutions over a period of a year (in 2009 and segments of the final segment display. Because each
2010). During this time, the collaborative prototyping iteration was stored in a different folder, it was possible to
method was developed and deployed in several work- trace back the development of the prototype, and pinpoint
shops, to develop the interactive prototype with when design decisions were taken by looking at the date
multistakeholder involvement. Data collected during this and time these files were last modified. Using a custom-
period include video material from those workshops, made analysis tool allowed stepping through the project
e-mail conversations with the design line specialist day by day, which enabled us to see, for example, what
(DLS), project documentation, and the 70 iterations of kind of design decisions were made in the various work-
the interactive prototype. See Table 1 for an overview of shops, when specifications were updated, and what the
the different data sources that are used in this paper. e-mail response was to the different prototype versions.
The prototype was run and developed on a PC. It was In the second stage, an exploratory case study
designed to be interactive and flexible. For this reason, it approach was followed using the case of Danfoss Heating
was broken up into three different components. First, Solutions. More specifically, the case study compared
there is the programming code, which defines the general three types of prototyping within Danfoss Heating Solu-
tions. The analyzed information about the prototyping
1
A complete list of acronyms of involved stakeholders can be found in activities came from different sources, such as documen-
Appendix A. tation about specifications, scenarios and strategies,
748 J PROD INNOV MANAG M. BOGERS AND W. HORST
2014;31(4):744764

e-mail correspondence related to the prototyping activi- laborative prototyping approachcf. thick description
ties, and video material from various workshops. In addi- (Geertz, 1973)and will describe how it was used in an
tion, five interviews were conducted with the DLS, the NPD project by organizing workshops that facilitate the
R&D senior director (RDSD), the R&D project manager involvement of various stakeholders. The presented evi-
(RDPM), the global webmaster, and a product marketer dence is based on the observations and reflections during
after the prototype had been used within the organization relevant events, as well as from video recordings (which
for over a year. The interviews focused on the role the also allow us to present evidence of conversations and
prototype had played in the work of the different disci- interactions). Thereby, illustrative examples of relevant
plines involved. Each interview was recorded and tran- activities, events, and discussions can be presented,
scribed, and lasted between 30 minutes and one hour. complemented by later reflections (cf. reflection-on-
(See Table 1 for an overview of data sources.) action below) and related literature to put our reflection-
in-action into a broader perspective. Especially the IDC
Data Analysis (i.e., the researcherdesigner) and the DLS will be central
in this reflective narrative given their roles in this project
In order to combine the two stages within our research and research study.
design, namely action research and case study, our The second part of this study entails reflection-on-
analysis is organized around reflection-in-action and action, in which the researchers, after the first stage of the
reflection-on-action, respectively (Schn, 1983). research was concluded, think back on a project they
Essentially reflecting the main principles of action have undertaken . . . and they explore the understandings
research, reflection-in-action entails that the researcher as they have brought to their handling of the case (Schn,
practitioner reflects on the phenomenon before him, and 1983, p. 61). As such, this exploratory study follows the
on the prior understandings which have been implicit in principles of the qualitative case study approach
his behaviour. He carries out an experiment which serves (Eisenhardt, 1989; Eisenhardt and Graebner, 2007; Yin,
to generate both a new understanding of the phenomena 2003). In order to ensure construct validity, a general
and a change in the situation (Schn, 1983, p. 68). structure of questions and framework was used to inves-
Action research works within the realm of practical tigate and analyze the different prototyping activities,
knowing while emphasizing cycles of action and while a time line of activities was also used to construct a
reflection, with activities comprising planning, action, chain of evidence (i.e., how certain events caused particu-
and fact-finding (Coghlan, 2011; Lewin, 1946). The lar effects). Triangulation was established by using mul-
reflection-in-action presented in this paper builds on an tiple sources of information and by relying on multiple
action research project that extended over a 1-year period. informants (e.g., interviews). Even though the case study
The project also built on design research, in which this is conducted in a single organization, our study is based
approach is commonly taken when an important aspect of on three separate casesthe unit of analysis being the
the research is to find out how new design methods work prototyping activitieswhich enable the prediction of
in practice (Binder and Redstrm, 2006). Instead of similar results across the cases (literal replication) and
observing what happens as an objective researcher, the predict contrasting results for predictable reasons (theo-
researcher takes a dual role of researcherdesigner who retical replication), which thereby increase external valid-
takes an active part in the design activity (i.e., the design ity of the study (Yin, 2003). The analysis of the
of the user interface in the NPD project). This type of prototyping cases was based on the identification of cat-
research is future-oriented and action-driventhrough egories of findings from within the cases, while compar-
doing interventions and analyzing the outcome, it is pos- ing the finding across cases as an analytic technique.
sible to develop field-tested and grounded technological Given the inductive nature of this research, the principles
rules to be used as design exemplars of managerial of grounded theory were applied to construct categories
problem solving (van Aken, 2004, p. 221). The of findings by developing categories of information
researcherdesigner works on a practice problem and (open coding), interconnecting the categories (selective
designs a solution concept. This is the basis for the design coding), and building a story that connects the categories
of the intervention, which is a context-specific solution. (axial coding), upon which the final findings are based
Through evaluating and reflecting on the outcome, the (Dougherty, 2002; Strauss and Corbin, 1990). As such,
researcher can revise the solution concept and redesign a the construction of categories can be seen as an iterative
specific solution (Andriessen, 2007). The findings section process that establishes common meaning across mul-
will provide an overview of the development of the col- tiple observations (Locke, 2001).
COLLABORATIVE PROTOTYPING J PROD INNOV MANAG 749
2014;31(4):744764

About the Company and NPD Project user interface would have to be revised multiple times.
Therefore, the interface and the exact features were not
This paper is based on the development of the Danfoss frozen until these tests were done, although some deci-
living eco radiator thermostat at Danfoss Heating Solu- sions were made on aspects that related to the product
tions. The eco is a programmable radiator thermostat hardware. These hardware decisions provided the frame-
containing electronics and a user interface, which can be work for choosing an appropriate prototyping approach
mounted onto any radiator and has a similar form factor and medium. It was decided that the product would have
as a conventional radiator thermostat. Based on the three buttons (up, down, and enter) and a circular segment
schedule set by the user and the temperature measured by display with a diameter of 25 mm. The choice for a
the temperature sensor, a small motor controls the radia- segment display, as opposed to for example a matrix
tor valve to regulate the temperature. The products offer display, was an important constraint. With a matrix
customers a convenient way of saving energy, by for display, the exact icons can be changed at a later stage of
example automatically lowering the temperature at night the project at low cost because it is possible to make them
and/or working hours. in code. With a segment display, all segments (icons,
The department responsible for the development of the digits, etc.) have to be specified and frozen during the
eco, normally develops mechanical products, such as electronics development. The cost of the chip required to
conventional radiator thermostats, and the eco is the drive the display depends on the number of segments it
first of its kind for this department. Since the department has to control. Moreover, segment displays are tailor-
did not have all the necessary expertise in-house, the made, and once such a display is made it is very costly to
internal development team had to collaborate with differ- change it. Therefore, defining the (minimum) number of
ent internal and external partners. Examples of external segments required to make up all the possible screens and
partners in this project are users, usability consultants, finding the right layout with appropriate icons on the right
and IDCs, and examples of internal partners are other scale were an important objective. For this reason, the
departments in the wider Danfoss Heating Solutions interactive prototype had to be very detailed with regard
organization with expertise in software or electronics. to graphics and be on the right scale, without the high cost
Each partner, both internal and external, was located at a of changing the segments. To do this, a touchscreen PC
different city, and this was the biggest managerial chal- running a virtual prototype of the interface scaled to the
lenge according to the RDPM: real dimensions was used, which enabled valid tests on
The biggest challenge is to manage a project where the the legibility of the icons in usability tests and the ability
resources are on three different geographical places: in to change the virtual segments if necessary at low cost
the UK, and in Denmark, a couple in Vejle. That was the (see Figure 1). This is a different type of prototype than
biggest one, the space between us. usually used during development, as the DLS explains:

And although it started as a regular project, it rapidly Usually when we talk about prototypes, then we are much
expanded as the project gained momentum, and grew to further in pure hardware terms before we can call it a
be the biggest project in the organization as the RDSD prototype. So it is perhaps the final display we sit and
explains: play with, which then gives us a lot of limitations,
because now we have this display and we cannot go
When we started the project, we did not think it would be back. So that is where the value really kicks in, that we
any more important than any other projects, but right have something that resembles reality early on.
now it is by far the biggest and most important project in
the whole Heating Solutions organization, also including
electronics. It is by far the biggest project. Looking at the Findings
cost and investment in the project, but also looking at the
market scope and money we will spend on communica- Reflection-in-Action: Developing a Collaborative
tion in the market and the interest from top management. Prototyping Approach
I think that is one of the first projects where they are
linked very close to our timeline and looking into all Designing a collaborative prototype. An important
details. challenge in this project was to design a user interface on
a small product surface, which is easy to use, yet offers a
Very early in the project, it was planned to do several high level of functionality to the end user, such as the
usability tests of the interface, and it was clear that the ability to fully customize a week schedule. The design of
750 J PROD INNOV MANAG M. BOGERS AND W. HORST
2014;31(4):744764

Figure 1. The First Virtual and the Final Physical Prototype

the user interface consisted of three stages that are Moreover, an export tool was built into the virtual proto-
described in this paper, each with particular challenges type to export a picture of the current screen with a single
and stakeholders the development team had to relate to. key press, to support effective communication as most of
Finding the limits of how many features can be offered the IDCs work was done remotely (cf. Horst, 2011).
without making the interface too complicated and clut- Thus, it was the active engagement of various stake-
tered was important in the early stage when the exact holders with the prototypein line with the principles of
feature-set was specified. Important stakeholders at this collaborative prototyping (Terwiesch and Loch, 2004)
stage were PMs, the product portfolio director (PPD), and and experience prototyping (Buchenau and Fulton
the RDSD. When the feature-set was defined, the chal- Suri, 2000)that enabled an efficient overall prototyping
lenge was to optimize the interface to ensure the usability process.
of the product. The external usability consultantsthe
senior user experience manager (SUEM) and user expe- Balancing functionality and usability in a
rience consultant (UEC)who conducted several usabil- collaborative prototyping workshop. Because of the
ity tests were key stakeholders in this stage. Furthermore, importance of the user interface within the collaborative
fine-tuning the interface details after a useable interface prototyping of this product, the tension between the
was developed was important in the last stage of the number of features and the usability soon became appar-
interface design to focus on the use experience beyond ent (Keijzers et al., 2008; Rust et al., 2006). Building on
ease of use. In this stage, end users were the main the main features that were developed in several work-
stakeholders. shops before the IDC joined the project, an initial version
In terms of developing an active involvement of the of the prototype was made based on 13 click-thru sce-
relevant stakeholders in this project, it turned out that narios describing those features. Participants in the first
flexibility and communicability were two important collaborative prototyping workshop were the IDC, the
issues in developing the specific prototyping approach. DLS, an innovation intern, two design engineers (DE1
That is, the IDC designed the prototype with flexibility in and DE2), the communication technology manager
mind, so changes could be made rapidly, allowing for (CTM) and marketing engineer (ME) from the develop-
many design iterationscf. Verganti (1999) on planned ment team, the R&D director (RDD), the RDSD, the
flexibility, and Thomke (1997) on flexibility in NPD. In PPD, and two external usability consultants (SUEM and
fact, it was so flexible that the IDC could change it on the UEC). Using the prototype triggered a discussion about
fly during collaborative prototyping sessions, going whether there were enough features to distinguish the
through the four steps of the informal prototyping product from competitors, or too many features that made
process; participants could try (run), evaluate (analyze), the interface overly complicated.
give input, and make suggestions (design), which the IDC By seeing the user interface on the real scale, the
implemented (build) in an iterative process until the par- trade-off became very concrete, especially for more
ticipants were satisfied. Second, the IDC designed sup- advanced features, such as full customization of the
portive tools to be used together with the prototype, by schedule:
both the IDC and others. Two of these tools were designed
to make changes to the prototype without coding: the first DE1 Now we have the possibility to have several
to edit basic parameters, such as blink frequencies and different periods, but we arent able to have dif-
time-outs, and the second to edit the virtual segments. ferent temperatures in those periods?
COLLABORATIVE PROTOTYPING J PROD INNOV MANAG 751
2014;31(4):744764

DLS No, that is something we decided not to do. CTM I think that the user interface as it is now, with
DE1 Can our competitors do that? all the functions that we desire, yes then it gets
PPD Yes. Yes, that is something we have to include. complicated. But if we could reduce the func-
DLS So we have to be able to, on the size of a 10 tion list, that would help a tremendous amount.
kroner [coin with diameter of ca. 25 mm], to
choose a flexible temperature change for every The important role of the prototype in finding a
single period? balance between functionality and usability is confirmed
RDSD So if I understand what DE1 is saying, you want by a later reflection of the DLS:
to be able to put it down to 17 degrees on
Monday evening and to 18 on Tuesday evening,
This [prototype] has also been used to set the boundaries
and . . .
for the basic specification during its development. . . . It
DE1 To have it on 23 degrees during one day, and 22
has also been used like some sort of evidence for when
on the next, and so on.
we have to stop to put features into this product. Because,
DLS What adds value? Does it add value to have a
again, we can see at an early stage: Well, we will never
completely clogged user interface? We just have
ever get this particular feature up and running with this
a set-point [normal temperature] and then a
screen size and this number of buttons. So there it has
set-back temperature [energy saving tempera-
been really strong. . . . There are many funny and wacky
ture] that you can change.
ideas for such an interface. Why cant we do this, and
UEC A competitive parameter is also user-
why cant we also do that too? And so on. But again, it
friendliness, not just the amount of features.
is enormously powerful to be able to prove why we do it
ME I think it is much more important to have the
like this, relatively easy. . . . With the pressure and the
freedom to set the period from this time to this
[feature] requests that have come from marketing I feel
time where we should lower the temperature.
we have struck, or found, the balance fairly well. [The
DLS Of course it is possible, and we have also played
balance] between what can and what cannot be done. It
with it, but there is a significant difference in the
could easily have gone to the wrong side without this
user interface, if we include the temperature
tool. There have been really many feature requests, both
parameter in programming the schedule.
from the market and from marketing.
DE1 So when they are setting the schedule they think:
Why cant I do this? Our competitors can.
DLS Yes, but does it add value? Not only the function list but also how these functions
SUEM In any case there is the problem with this trade- should be available on the product was discussed. One
off on the user-friendliness. It means that if you particular example is the mounting function. To put the
have to compromise the user-friendliness, you eco on the radiator or to take it off, the motor has to
could say, that you cant even reach that func- rewind the regulating pin to be able to screw it on/off.
tionality. You could say it has a price. Everybody agreed that this function should be in the
DLS It doesnt need to be worse, just because it is product, but who should access this function was a point
different [from our competitors]. We can argue of discussion:
for why we are doing it the way we do.
DE2 On the other side, we always hear from market-
This led to some reflection on the amount of functions ing that the end-user shouldnt be able to take it
the product should have: off so easily. For that they have to use a tool.
That was the idea: they shouldnt actually do
CTM We have really many functions, and I seriously that.
doubt to what extent these advanced functions CTM Why should they use a tool if they want to take
will be used in really many installations, it off to program it?
because its simply too difficult to figure out. We SUEM I think many will feel insecure about taking it
can of course write that we can do these fine off, I mean. If I would be at home . . .
things on the box, which our competitors can UEC I wouldnt do it either. Im not a plumber.
also do, so we have a product that matches that. CTM But we have to somehow, no matter what, be
ME We still have to turn the decision when it is out able to put it in that state.
in a shop. Then people have to say: ok, this UEC But the point is, it doesnt have to be that intui-
one can do this, and Danfoss cant do nearly as tive if it is anyway a service [and installation is
much, but it costs the same. Then I will choose done by a trained service mechanic].
the competitor. DLS It shouldnt be intuitive.
752 J PROD INNOV MANAG M. BOGERS AND W. HORST
2014;31(4):744764

CTM No, because if its intuitive then the end-user SUEM If youre going through the time, and you make
will also do it. Oh, what is it doing now? Ok, some mistake, then thats just too bad? Or can
the radiator is getting really hot . . . [with the you go back?
regulating pin pulled back the heating valve IDC No, then you have to go to the advanced menu.
will be completely open] (laughing) But it SUEM Then you will have to get your little user
should be there in some way. manual.
DLS We could of course have the ok icon . . .
In this early stage of the development of the product IDC . . . and the back icon there.
and related prototyping approach, there was a clear rec- SUEM You could easily imagine since this is the very
ognition and discussion of the tension between function- first thing they do when they get this one that
ality in terms of features and usability, given the strategic something can go wrong. That they do what I
importance of such issues (Keijzers et al., 2008; Rust just did, that they press next too quickly. And
et al., 2006). The prototype essentially offered a platform then youre sitting there like: Oh . . . already
now the first user makes a mistake . . .
to explain and relate various perspectives on the interface
(laughing)
that enabled cross-fertilization of knowledge (Atuahene-
Gima and Wei, 2011; Carlile, 2002; Nicolini, Mengis, At this point, the involved stakeholders realized that
and Swan, 2012). for the second usability test, starting with setting the date
and time instead of the normal home screen would be
Translating usability problems into design changes better to thereby simulate the user experience after insert-
within collaborative prototyping. In the next stage, the ing the batteries into the product for the first time. But
first usability test was done by the external consultancy, rather than seeing it as something that could go wrong, it
and the DLS and IDC worked on the interface to was more seen as a warm-up exercisehow hard could it
address the usability problems described in the usability be to set the date and time? However, having conducted
report. Decoding the usability report and translating many usability tests, she knew that the first task is impor-
usability problems into design changes were challeng- tant since it can either give the user confidence or insecu-
ing since the development team had not participated in rity for the rest of the test. Without this intervention and
the usability test. Then, the developers organized a the fast update of the screens, this problem would not have
prototyping workshop in which the SUEM participated. been detected until the next usability report. Thus, the
Having conducted the usability test, she knew a lot active engagement of various stakeholders, in this case to
more about the usability problems and how they arose better understand user needs within the context of usabil-
than was (and could be) described in the usability ity, continued to enable the possibility to bring together
report. different perspectives and shortcut some parts of the
An example of an instance where she drew on her prototyping process (Buchenau and Fulton Suri, 2000;
deep understanding of a problem was when she asked if Nicolini et al., 2012; Terwiesch and Loch, 2004).
it was possible to make a certain icon smaller since it Finally, when the end of the workshop was approach-
was overshadowing nearby icons. This was easily ing, she also raised the point that although she felt a lot of
done with the graphic editor, but it was difficult to the usability problems were going to be solved, the
evaluate if it was small enough. She then directed the changes might have undesired side effects resulting in
developers to go to the particular screen where the other usability problems:
problem had been most prominent in the test. This
DLS Im looking forward to seeing the next round.
enabled all participants to see that the icon needed to be
SUEM Me too, definitely. It is hard to anticipate how
even smaller, and a few seconds later the next problem
much will still be needed. We can sit here and
could be tackled.
change this and that, but . . . The things we have
Another example illustrates how she applied her changed now, Im thinking . . . We are of course
expertise in usability testing during the session. After working towards eliminating problems, but it is
setting relatively complex things like a schedule, the user hard to exclude that what we are changing now
has to go through an extra step to confirm, cancel, or go will introduce new problems. That would be
back. For setting the date and time, it had been decided unfortunate, but that is how it will be, and in the
this was not necessary. When she tried the function, she end it will help to prioritize some things, so they
asked what would happen if she made a mistake, which become more clear. Those are the trade-offs,
was the start of the following discussion. right.
COLLABORATIVE PROTOTYPING J PROD INNOV MANAG 753
2014;31(4):744764

IDC Then we also know what the focus should be in EU1 If I make a mistake, for example on Thursday.
the user manual, what they can do without and That I set it too early, and on a weird time
what they need the manual for and show it period, so it isnt quite right, and I want to do it
clearly and step-by-step how to. differently, that I then come back to Thursday.
That is nicer. (comes back to Thursday and
hits enter) Ah . . . this is confusing . . .
The role of the prototype in this setting is referred to as IDC Why?
a sketching tool by the DLS when discussing this par- EU1 Because now, look . . . So Thursday, Thursday,
ticular workshop in a later reflection: see, this one isnt right. So if I click here, I want
to return to Thursday. Yes. But then I have to do
It is always exciting to get things tested. It is a difficult this again (press down), and then I can set it
process, but also incredibly healthy. It has really given so again. So just before I clicked too quickly, and
much, it has. And one could say that, with the way in then I jumped back too many steps.
which we have used the tool as a sketching tool in the IDC The reason you cant stay on that day is because
beginning, it has also been an easy and fast process in otherwise you wouldnt be able to come back.
the adaptation towards the tests, and we could also easily So you need an extra step.
correct things between the different tests. We have done EU1 Yes, but this is already nicer . . . Oh no, wait . . .
multiple sessions of these end-user tests, and so the three See, if I for example make a mistake here, then I
of us could sit together and update it quickly in between have to go back to this one. Yes. But actually its
the tests. So from the one test to the next relatively little not so much easier [than before].
time passed. IDC So would it be easier . . . So, would it be more
logical if you return here . . . (swaps two lines of
It is, therefore, clear that even though the prototype code) That then the schedule is the default?
helps create a climate of problem solving and collabora- EU1 Yes.
tion (cf. Brown, 2008; Ulrich, 2011), there are also con- IDC Ill quickly go through this. Can you try it now?
straints in terms of creating a full understanding of the If it is more logical?
user experience. One of the lessons here is that the col- EU1 Thursday, change it, because I want to go to bed
laborative prototyping approach, which at this particular early and I make a mistake. Then if I want to
part of the development process only used a usability come back, yes, that Im directly on the clock, so
report and expert to represent the users perspective, can I can adjust it again. Yes, I like this better.
mostly shortcut the front end of the prototyping process, IDC Okay.
namely design and build, but the run and analyze steps EU1 I think this makes a big difference.
remain the domain of actual use (cf. Thomke, 1998).
The user and prototyper together make sense of why
Detecting emerging usability problems through active the change confused him, whether the change is an actual
engagement and experimentation. After the second improvement, and how the negative side effect can be
usability test, a number of problems were identified that addressed. In the course of a few minutes, these problems
were undesired side effects of some of the changesas are effectively solved. What is noteworthy is that in the
inherent to any design process. In order to explore final design of the interface, there are several (minor)
whether collaborative prototyping during the run step elements that can be traced back to these workshops
(usability testing) could help in detecting these side that is, users made contributions to product details.
effects immediately, end users were involved in Another aspect of doing prototyping in the run phase is
prototyping workshops. The IDC ran four such work- that the revised prototype embodies the input from users
shops with potential end users, and the DLS also ran 10 on the usability. The DLS compared receiving an updated
workshops, using the supportive tools to make modifica- prototype with receiving a usability report:
tions to the prototype.
During the first workshop by the IDC, there was an In that case [of getting a usability report] I can also
instance of an emerging usability problem as a side effect misunderstand the words, and I have to get in and inter-
of a change suggested by the end user (EU1). The change pret these words in such a report myself and develop my
related to which icon should be the default one to be own impression of this user interface. But when I am
selected when coming back from the schedule function provided with this piece of software, for example from
after making a mistake. The IDC made an update and [the IDC]; [the IDC has] done such a test, and then this
EU1 explains what he is doing: modified piece of software comes back. Well then I can
754 J PROD INNOV MANAG M. BOGERS AND W. HORST
2014;31(4):744764

directly relate to it and see the result of this test. In that organization. After further analyzing the three types of
way you save a lot of, firstly time, but also misunder- prototyping as already described above, the remainder of
standings, which can happen with a report. this section presents our general analysis in order to
further conceptualize the main elements and issues within
The DLS, who had no background in interactive our collaborative prototyping approach.
prototyping, used the supportive tools, and especially the
tool to edit dynamic settings, in collaboration with dif- Three cases of collaborative prototyping. Our study
ferent internal users. In a later interview: embeds three cases of the use of the collaborative
prototyping approach within Danfoss Heating Solutions.
The good thing about this tool is that you can try things In each case, the prototype was brought in for a different
out immediately. Especially with these soft-coded purpose, based on the practice problem at hand, and was
things, where you can very easily change a parameter staged in a different way to involve the relevant stake-
and test it right away. . . . Things we have played around
holders, which may be within or outside the design team
with a lot are the default values in it: blinking frequen-
and organization. Table 2 gives an overview of the cases,
cies, time-outs and such things. You call it participation
describing the role of the prototype, the practice problem,
workshops, where you test directly with a user and
correct immediately, until you reach a satisfying result.
research problem, solution concept, specific solution, and
. . . As a developer you lose the feeling for those param- outcome of each of the interventions (cf. Andriessen,
eters, time-outs and frequencies and things like that. So 2007). As such, it gives an overview of the types of
there it was very easy to go in and find the values, by problems for which a collaborative prototyping approach
being able to adjust them until the end-user says: Now can be used, and who to collaborate with.
it is good. . . . So it is of course about being able to In the first case, the prototype played an instrumental
correct things on-site, directly, instead of having to write role in negotiating the features by making the trade-off
something down, and tomorrow you have forgotten what between functionality and usability very concrete. This
it was you had to correct and what it was he said, and enabled the participants to prioritize the features that
these kinds of things. So to get it adapted to the test were most important to have and leave out the features
person you are sitting with, immediately, has also sped that added a lot of complexity but little value for the
up the process tremendously, and moreover you get consumer. Exposing the prototype to a broad range of
everything. stakeholders from the different departments involved in
the project at this early stage was important not only to
It, thus, became clear that the involvement of (in this communicate (as in Mascitelli, 2000) but also for them to
case) a possible end user was essential in extending the get ownership over the prototype as they saw their sug-
collaborative prototyping approach to all phases of gestions implemented (Amabile, Conti, Coon, Lazenby,
the problem-solving process (Thomke, 1998). It was the and Herron, 1996; Siegel and Kaemmerer, 1978). The
active engagement of the user that led to a better under- ability to make suggestions that could be implemented
standing of the relevant experience and related design directly in the prototype also played an important role for
parameters (Buchenau and Fulton Suri, 2000; Klemmer the part of the specification that was not yet detailed
et al., 2006), which was enabled by the direct interaction (Boehm et al., 1984), in line with the principles of expe-
with the prototype and the instant changes by the designer rience prototyping (Buchenau and Fulton Suri, 2000).
(cf. Mascitelli, 2000; Terwiesch and Loch, 2004). The Essentially, it created shortcuts in the design and proto-
face-to-face interaction provided an opportunity for type cycles, which speeded up the process because mis-
mutual improvisation to unstick and share relevant understandings were discovered immediately.
knowledge, as well as to increase NPD performance In the second case, the prototype was important as a
(Bogers and Larsen, 2012; Vera and Crossan, 2005). way to gain a deeper understanding of the usability prob-
lems described in the usability report. Involving the
Reflection-on-Action: Exploring usability consultant who conducted the usability test was
Collaborative Prototyping very important because she knew a lot more about the
problems than were described in the usability report. By
Building on the above-presented action research as going through the different screens and making changes,
reflection-in-action, a next step is to build on those find- the developers were able to address the problems
ings and further explore the notion of collaborative (Buchenau and Fulton Suri, 2000). Through the work-
prototyping as it has been developed in this particular shop, she could bring in her tacit knowledge and expertise
COLLABORATIVE PROTOTYPING J PROD INNOV MANAG 755
2014;31(4):744764

Table 2. Overview of the Different Collaborative Prototyping Cases


Characteristic Case 1 Case 2 Case 3

Role of prototype Communication tool Sketching tool Testing tool


Practice problem When specifying the features, the The usability report, which described After the second usability tests, a number
company was afraid that they a number of usability problems, did of usability problems were detected that
would add too much complexity, not provide concrete directions on were side effects of improvements that
which would have a big negative design improvements were made to the prototype
impact on usability
Research problem How can the impact of features on How can the usability report be How can undesired side effects and
usability be evaluated when the translated into design emerging usability problems be detected
feature-set is still flexible? improvements? when improvements are implemented?
Solution concept Start prototyping before the Involve the usability tester who wrote Involve end users in prototyping during the
feature-set is finalized to talk about the report in prototyping during the run (test) step
concrete features and their impact design step
on usability
Specific solution Prototyping workshop with Prototyping workshop with the Prototyping workshops with end users,
development team, usability developer, interaction design implementing and evaluating design
consultants, and management consultant, and usability consultant suggestions during the workshops
represented
Outcome A revised prototype (and revised A revised prototype addressing the A revised version of the prototype
specification), reflecting the input usability problems detected to be embodying the feedback from the users,
from all stakeholders, which could used in the next usability test which could be shared with the
be used in a usability test development team

(Mascitelli, 2000). However, design changes have side empathy of the user for the design context. However, it
effects, and it was difficult for the internal developers should also be noted that not all user involvement is
to assess if a change would introduce new usability equally productive. More generally, it became clear that
problems, thus calling for a need to implement the there may be varying capabilities, and thus roles for dif-
collaborative prototyping approach across a larger set ferent users in collaborative prototyping (cf. Terwiesch
of stakeholders and within all phases of the general and Loch, 2004). For example, one end user (EU2), who
problem-solving process (Atuahene-Gima and Wei, is familiar with traditional prototyping, noted that it
2011; Thomke, 1998). requires another attitude and more skills of the user to be
In the third case, the prototype was evaluated with end involved in such a collaborative prototyping approach
users, and usability problems were addressed as they which could thus be labeled as turning users from
were discovered. By implementing design changes and problem finders to problem solvers (cf. von Hippel, 1994,
evaluating them, emerging usability problems were 2005; von Hippel and Katz, 2002).
quickly identified and solved. The resulting modified pro-
totype proved to be an effective way for the other devel- Conceptualizing the prototyping process. Building on
opers to relate to since they can immediately see the the above cases, the next step is to further analyze how
changes. This is more difficult with usability reports, but our collaborative prototyping approach compares with
it should be stressed that collaborative prototyping with the general notion of prototyping. In the management
users cannot replace regular usability tests, as it is impor- literature, the prototyping process is conceptualized as an
tant to confirm how the changes improve usability for a iterative trial-and-error learning process, following four
broader range of users than the particular user who sug- steps: (1) design, (2) build, (3) run, and (4) analyze
gested it. Moreover, the end user learns more about the (Thomke, 1998; von Hippel, 2005). The results show
design rationale behind the interface through discussion that, based on the interactive and experiential charac-
with the prototyper, which has an influence on their teristics of the collaborative prototyping approach
ability to understand it and the perceived usability of the (Buchenau and Fulton Suri, 2000; Mascitelli, 2000;
system. Therefore, formal usability tests are complemen- Terwiesch and Loch, 2004), the general steps within the
tary to collaborative prototyping sessions with users, and prototyping process happened on two levels within the
the collaborative prototyping approach not only gives the NPD project. First, there is a formal or managerial
designer empathy for the user context (Brown, 2008; prototyping process, in which the four steps are separate
Leonard and Rayport, 1997) but also created reverse activities that can be planned on the project time line.
756 J PROD INNOV MANAG M. BOGERS AND W. HORST
2014;31(4):744764

Figure 2. Managerial Collaborative Prototyping Process (Adapted from Thomke, 1998)

Second, there is an informal or designer prototyping liseconds how fast an icon should blink. The prototyper
process, which is more fluid, and the four steps are more then has to go through another, much faster and informal,
difficult to distinguish. prototyping process. The four steps could be to (1) make
In the context of developing a user interface for a an educated guess about an appropriate blink frequency,
product, the managerial prototyping process could consist (2) implement it in the prototype, (3) run the prototype,
of the following steps: (1) designing the user interface, and (4) evaluate if the frequency indeed is appropriate,
(2) making a prototype of the interface, (3) doing a usabil- and repeat from (1) if necessary. In this particular
ity test, and (4) analyzing the results from the test, and example, these steps can take a few seconds each, and the
repeat from (1) if necessary (see Figure 2). What could be prototyper is likely not aware of following a four-step
referred to as the designer prototyping process is what process, but engages in reflection-in-action (Schn,
happens at the operational level during prototyping when 1983), or what Klemmer et al. (2006) call thinking
the involved stakeholders may not be aware of which step through prototyping.
of the prototyping cycle they are active in. Table 3 provides an overview of the different kinds of
For example, imagine that a prototyper gets a specifi- learning that happen in the managerial and designer
cation of the user interface as the outcome of the design prototyping processes, and indicates who is the learner,
step and has to implement it (normally in the build step). who is a stakeholder with an interest in what is learned,
However, often the specification does not contain all the and how long each trial-and-error learning cycle typically
details necessary for straightforward implementation. An takes in the context of the design of a product interface.
early specification may, for instance, not specify in mil- Moreover, Table 4 gives an example of how the

Table 3. The Managerial and Designer Processes in Collaborative Prototyping


Characteristic Managerial Prototyping Process Designer Prototyping Process

Learning Usability and performance of the product interface Familiarity with the design space, constraints, and implications of
decisions on usability
Knowledge Typically codified (e.g., usability report) Typically tacit or sticky (costly to transfer)
Learner Development team Prototyper(s)
Stakeholders Management Development team and management
Full learning cycle Few weeks per iteration Few seconds/minutes per iteration

Table 4. Exemplifying the Prototyping Process and Practice


Prototyping Process Prototyping Practice

Phase Build Phase Run Phase

Design Develop the interface specification Can we make this icon smaller? Can we change the order of these screens?
Make a document with suggested changes
and improvements
Build Implement the specification or changes into Make the icon smaller Change order of screens
a simulation of the interface
Run Conduct a usability test with end users Run the simulation, go to a specific Run the simulation, go through scenario
Run an internal test screen
Analyze Identify usability problems and document Assess if the icon is the right size Assess if the change is an improvement/
them in a usability report eliminates the problem
COLLABORATIVE PROTOTYPING J PROD INNOV MANAG 757
2014;31(4):744764

Design and interviewone finding is that our collaborative


prototyping approach especially enables communication
and collaboration across different kinds of boundaries. An
important element in this is that the prototype serves as a
communication tool in which direct interaction is possible,
which facilitates the informal practice of prototyping.
In line with Carliles (2002) pragmatic view of knowl-
Collaborative edge and boundaries, the prototype, as a communication
Analyze prototyping Build
tool, acts as a boundary object that can be used to repre-
sent, understand, and transform knowledge across bound-
aries. In our case, these boundaries can be between
functional areas, and between the organization and exter-
nal stakeholders, which are all important to facilitate
NPD and innovation performance (Atuahene-Gima and
Wei, 2011; Bogers and Lhuillery, 2011; Leonard-Barton,
Run
1995). In some cases, the prototype also enabled commu-
Figure 3. Designer Collaborative Prototyping Process as Col- nication and collaboration across hierarchical levels. As a
lapsed Problem-Solving Cycle
platform for collaboration, collaborative prototyping thus
develops and integrates knowledge that can serve as a
prototyping steps become fuzzy when going down to the source of innovation within NPD, although the actual
more informal designer level, which deals with the actual design will determine the facilitating or hampering nature
prototyping practice. of the platform (Brown, 2008; Carlile, 2002; Ulrich,
In essence, the collaborative prototyping approach 2011). As such, it not only directly triggers cross-
developed in this project activates the informal disciplinary collaboration and facilitates work across
prototyping process, which then brings together a wide different boundaries, but moreover provides the basic
variety of stakeholders who interact and collaborate in a infrastructural support of collaboration, thereby address-
way that shortcuts the general (managerial) prototyping ing the different roles of objects in cross-disciplinary
cycles (Atuahene-Gima and Wei, 2011; Mascitelli, 2000; collaboration (Nicolini et al., 2012).
Terwiesch and Loch, 2004). Thus, also in line with the Given the general difficulties to transfer and develop
principles of experience prototyping (Buchenau and innovative knowledge across boundaries, our approach
Fulton Suri, 2000), our collaborative prototyping to collaborative prototyping provides an explicit way
approach creates a direct and active involvement of to overcome interpretive barriers in NPD (Dougherty,
various stakeholders in which the respective (discrete) 1992), for example by direct feedback and face-to-face
prototyping activities are collapsed into an ongoing and interaction in relation to proposed solutions (Mascitelli,
almost continuous prototyping process. Figure 3 shows a 2000). In particular, it was the active engagement of the
representation of how collaborative prototyping serves as various stakeholders that led to a better understanding of
a hub among the design, build, run, and analyze activities. the relevant experience and related design parameters, as
The traditional or managerial prototyping cycles are in line with experience prototyping (Buchenau and
hereby made less discrete as there is an (almost) continu- Fulton Suri, 2000), while the high fidelity enables the use
ous iteration among these activities through the collab- of the prototype as an interactive tool for development,
orative prototyping approach. marketing, and sales (Rudd et al., 1996). In a sense, the
collaborative prototyping platform created a local com-
Collaborative prototyping as a platform for munity of practice (Brown and Duguid, 1991) centered
collaboration. The actual practice of collaborative around the prototyping activity, and the interface devel-
prototyping at the informal level of the problem-solving opment in particular, which in turn created a collective
process, as described above, involves an approach in transformation of understanding through a process of
which the actual prototype acts as a platform for collabo- shared meaning and sense-making (Bechky, 2003;
ration. As a prototype-driven approach to problem solving Weick, Sutcliffe, and Obstfeld, 2005).
within NPD, the results show a number of themes
that become relevant in this context. As shown in Windows of opportunities within collaborative
Table 5which provides evidence from the workshops prototyping. The practice of collaborative prototyping
758 J PROD INNOV MANAG M. BOGERS AND W. HORST
2014;31(4):744764

Table 5. Collaborative Prototyping as Platform for Communication and Collaboration


Element Evidence from Interviews Evidence from Workshops

Prototype as DLS At a very early stage . . . it has been a really SUEM If youre going through the time, and you
communication strong tool, where we were able to exploit make some mistake, then thats just too
tool the flexibility of it, precisely by using it bad? Or can you go back?
early on. In addition it was used in the IDC No, then you have to go to the advanced
whole communication part, which turned menu.
out to be very important. And we have SUEM Then you will have to get your little user
used it a lot as an internal facilitator to get manual.
people to get a thorough understanding of DLS We could of course have the OK icon . . .
what concept this is, and what kind of IDC . . . and the back icon there.
product it is, also at a very early stage. SUEM You could easily imagine since this is the very
RDPM It is always good to use tools and first thing they do when they get this one
information that are as easy to understand that something can go wrong. That they do
as possible. If I had written this in what I just did, that they press next too
wordsyou know, one picture tells more quickly. And then youre sitting there like:
than a thousand words. That was very Oh . . . already now the first user makes a
good to use that as communication mistake . . . (laughing)
material.
Cross-functional RDSD It has also been used as a communication DE1 Now we have the possibility to have several
communication tool towards our sales people, sales and different periods, but we arent able to have
marketing. So I am sure that we have different temperatures in those periods?
saved both money and time in this project DLS No, that is something we decided not to do.
using this tool. It has been involved in so DE1 Can our competitors do that?
many different parts of the project. So it is PPD Yes. Yes, that is something we have to
not only to settle the Man-Machine include.
Interface, but also as documentation in DLS ...
different ways. RDSD So if I understand what DE1 is saying, you
DLS We presented the ideas, what kind of ideas want to be able to put it down to 17
we are going for now, to practically all degrees on Monday evening and to 18 on
departments that are involved in this Tuesday evening, and . . .
project. So they got an understanding of it
DE1 ...
and had the opportunity to provide
feedback early on. DLS What adds value? . . .
UEC A competitive parameter is also user-
friendliness, not just the amount of features.
ME I think it is much more important to have the
freedom to set the period from this time to
this time where we should lower the
temperature.
DLS/DE1 ...
SUEM In any case there is the problem with this
trade-off on the user-friendliness. . . .
Collaboration across RDPM In the beginning, the purpose of using the EU1 . . . if I for example make a mistake here, then
organizational prototype was to develop a user-friendly I have to go back to this one. . . .
boundaries user interface. That was in the beginning IDC . . . So, would it be more logical if you return
of this prototype, but because this here. . . [swaps two lines of code] . . .
prototype was so good and excellent we EU1 Yes.
used it in different ways. Then we used it IDC Ill quickly go through this. Can you try it
also for communication towards now? If it is more logical?
customers; possible, potential future EU1 Tries the updated prototype Yes, I like this
customers. And we also used it for how to better.
do the instructions, user guides.
DLS Things we have played around with a lot are
the default values in it: blinking
frequencies, time-outs and such things.
You call it participation workshops, where
you test directly with a user and correct
immediately, until you reach a satisfying
result.
COLLABORATIVE PROTOTYPING J PROD INNOV MANAG 759
2014;31(4):744764

Figure 4. Time Line of Prototyping Iterations at the Managerial Level (6 Months)

at the designer levelwhich thus serves as a platform invitations for change, typically preceding the iteration,
for prototype-driven problem solving, can be described as while in some cases the iterations are done leading up to
a process in which the traditional phases within problem a certain event.
solving (see Figure 2) are collapsed into an almost con- What is then interesting to observe is that the iterations
tinuous iteration that blurs the boundaries between those within a short period of time; that is, within one
phases (see Figure 3). In this process, the collaborative of the windows of opportunities, become much less
prototyping approach brings together a wide variety of discontinuousas in line with our proposed process of
stakeholders who interact and collaborate to solve rel- collaborative prototyping (see Figure 3). Accordingly,
evant problems in the early stage of NPD (cf. Atuahene- Figure 5 shows the cumulative iterations within a specific
Gima and Wei, 2011; Mascitelli, 2000; Terwiesch 2-hour period (on August 25, 2009) as an indication of
and Loch, 2004). However, the highly interactive and the more continuous or stepwise process, as enabled by
collapsed/continuous nature of this prototyping process the collaborative prototyping approach in which the rel-
does not mean that all stakeholders are solving problems evant scale is minutes or even seconds rather than days or
and adjusting the prototypes all the time. In fact, by weeks (cf. Dey et al., 2001; Rudd et al., 1996). Thus,
relying on several sourcesincluding prototype while the designer level of prototyping essentially entails
iterations, event descriptions, e-mails, and other a continuous problem-solving cycle, the managerial level
documentationit was possible to construct a history of of the prototyping project is in fact more discontinuous.
interactions and iterations related to the actual prototype,
which shows that the overall process, at the managerial
level, is highly discontinuous. Conclusion
Figure 4 shows a time line with an overview of all
iterations that were made in the course of a 6-month This paper presented a particular approach to collabora-
period within the project. These iterations comprise tive prototyping, which involves the active engagement of
changes in programming code, structure of the interface, various stakeholders across functional, hierarchical, and
and graphics that are part of segment display. As the organizational boundaries. Our combined action research
figure shows, the iterations tend to be performed in and case study of the development of a radiator thermo-
narrow time windows, separated by longer periods of stat at Danfoss Heating Solutions provides a rich descrip-
limited or no iterationsmuch in line with Tyre and tion and analysis of how collaboration across various
Orlikowskis (1994) finding of windows of opportuni- boundaries was needed in order to successfully develop
ties within the process of technological adaptation. the product. The action research approach was embedded
Most of these windows were triggered by certain in the challenge to design a user interface on a small
events or interactions. The top of Figure 4 (above the product surface, which is easy to use but also offers a high
chart) shows the main events and interactionssuch as level of functionality to the end user. The design of the
workshops, tests, and intensive e-mail exchangethat user interface consisted of three stages, which serve as
are often linked to a chain of iterations as triggers or three cases of collaborative prototyping practices, each
760 J PROD INNOV MANAG M. BOGERS AND W. HORST
2014;31(4):744764

Figure 5. Cumulative Prototyping Iterations at the Designer Level (2 Hours)

with particular challenges and involved stakeholders, fol- problem-solving cycle is collapsed into an ongoing,
lowed by a further analysis of the overall case. almost continuous process. This approach of colla-
In terms of developing an active involvement of the borative prototyping was used in the NPD project by
relevant stakeholders in this project, it turned out that organizing workshops that facilitate involving various
flexibility and communicability were two important stakeholders across functional and organizational bound-
issues in developing the specific prototyping approach. aries. In particular, it was the active engagement of
Therefore, a prototype was developed that allowed for various stakeholders with the prototype that enabled an
rapid changes and many design iterations (cf. Dey et al., efficient overall prototyping process, in line with the prin-
2001; Thomke, 1997; Verganti, 1999). Combining per- ciples of collaborative prototyping (Terwiesch and
spectives within design and management research led Loch, 2004) and experience prototyping (Buchenau
to the conceptualization that breaking up the formal and Fulton Suri, 2000). As such, our collaborative
prototyping process into discrete steps, which are done by prototyping approach enabled a shift from specification-
different experts (e.g., a prototype that is designed by driven prototypes to prototype-driven specification.
interaction designers, built by design engineers, and The prototype essentially offered a platform to explain
tested by usability experts), is problematic because it is a and relate various perspectives on the interface that
learning process in which not all the learning can be enabled cross-fertilization of knowledge (Atuahene-
easily coded and subsequently decoded from the outcome Gima and Wei, 2011), and thus effectively acted as a
of each step (e.g., a specification, prototype, or usability boundary object for cross-disciplinary collaboration
test). For example, separating making from evaluation in (Carlile, 2002; Nicolini et al., 2012). As such, the collab-
the prototyping process is problematic because the design orative prototyping approach also enabled the translation
rationale of the prototyper may be hard to decode by the of usability problem into actual design changes. The
evaluators, and the feedback that the prototyper receives active engagement of various stakeholders, in this case to
through evaluation may be hard to implement since the better understand user needs within the context of usabil-
evaluators are not aware of the concrete constraints the ity, continued to enable the possibility to bring together
prototyper has to deal with (cf. Leonard-Barton, 1988; different perspectives and shortcut some parts of the
von Hippel and Tyre, 1995). prototyping process (Buchenau and Fulton Suri, 2000;
Our findings suggest that involving these experts in Klemmer et al., 2006; Nicolini et al., 2012; Terwiesch
the other steps of the problem-solving process and intro- and Loch, 2004).
ducing an element of prototyping, which allows going More generally, the prototype helps create a climate of
through full trial-and-error learning cycles, is a way to problem solving and collaboration (cf. Brown, 2008;
share this tacit knowledge and integrate it into the devel- Ulrich, 2011), although some constraints in terms of cre-
oping prototype (Mascitelli, 2000; Thomke, 1998). By ating a full understanding of the user experience were
focusing on the actual practice of prototyping, another also identified, while the knowledge and skills of the user
finding that emerged was that the ordinary prototyping to act as a problem solver should also be considered (cf.
process mostly refers to a managerial level, whereas our Danneels, 2003; von Hippel, 1994, 2005). For example,
approach activates a designer level in which the entire the opportunities and constraints of users developing
COLLABORATIVE PROTOTYPING J PROD INNOV MANAG 761
2014;31(4):744764

reverse empathy for the design constraintsparallel to is relatively easy to involve, for example, a large team in
the designer developing empathy for the user context a brainstorming session in a build step, or do an internal
should be considered. One of the lessons is that the col- evaluation of the product with top management in a run
laborative prototyping approach can mostly shortcut the step. This is more difficult in the designer prototyping
front end of the prototyping process (design and build), process because it happens fast and requires technical
but that the later run and analyze steps largely remain expertise to be involved. However, in the designer
the domain of actual use (Terwiesch and Loch, 2004; process, many small decisions are made on the exact
Thomke, 1998). Therefore, end user involvement is an implementation, and the prototyper learns what the impli-
important element in extending the collaborative prototy- cations are of design decisions, and becomes familiar
ping approach to all phases of the problem-solving pro- with the design space and constraints. This knowledge is
cess (cf. Bogers et al., 2010). The case, thus, shows that sticky in that it is not easily transferred by exposing
the active engagement of the user leads to a better under- others to the prototype that comes out of this process (von
standing of the relevant experience and related design Hippel, 1994). In line with Mascitelli (2000), face-to-face
parameters (Buchenau and Fulton Suri, 2000; Klemmer interaction between relevant stakeholders in NPD can
et al., 2006), which was enabled by the direct interaction enable creative improvisation and real-time knowledge
with the prototype and the instant changes by the designer sharing. Involving others in the informal prototyping then
(Mascitelli, 2000; Terwiesch and Loch, 2004). would be a way for them to learn about the design space,
The continued analysis, moreover, shows that despite constraints, and implications. This could be done either
the continuous nature of the (designer) practice of by involving them in this process during the build step, or
prototyping, there are certain windows of opportunities by introducing a degree of prototyping in the design or
(at a more managerial level) during which the collabora- run steps since the informal process consists of the same
tive prototyping approach actually leads to changes in the four steps. Prototyping could be a part of, for example,
product design (cf. Tyre and Orlikowski, 1994). Thus, team brainstorming sessions or evaluation sessions.
while the designer level of prototyping essentially entails The early phase of the NPD project in our study shows
a continuous problem-solving cycle, the managerial level that there is always a balance between the specification
of the prototype and NPD project is in fact more discon- and the prototype in the sense that there were a number of
tinuous, triggered by certain events of interactions that features that were set at the outset, but otherwise many
act as invitations for change. design parameters were left open (cf. Boehm et al.,
1984). Starting prototyping before and during the devel-
Implications opment of the specification is especially relevant for
products with user interfaces. Prototype-driven problem
Our results have several implications for prototyping solving allows the evaluation of the usability of an inter-
theory and practice. Most generally, our conceptualiza- face, and makes the trade-off between adding features
tion of the prototyping process at different levels, com- and adding complexity very concrete. This can help in
prising a managerial and designer level, brings together specifying a feature-set, which does not only look good
literature from both design and management to work on the box, but also adds most value for the customer in
toward an integrative model of the prototyping process. use. Another aspect of product interfaces is that they often
In particular, the prototype-driven problem-solving include dynamic aspects, such as how fast icons blink or
process as an informal practice implies an important role how long a backlight stays on after the last interaction.
of the active engagement of various stakeholders, thereby Although it is possible to estimate appropriate times for a
integrating the principles of collaborative prototyping blink frequency or a backlight time-out, finding a good
(Terwiesch and Loch, 2004) and experience proto- value is often a trial-and-error process. When the proto-
typing (Buchenau and Fulton Suri, 2000), as well as the type is used to help define the feature-set, it will be
more general principles of prototyping (Schrage, 1996; important to not only involve stakeholders, such as
Thomke, 1998; Ulrich and Eppinger, 2008) and (partici- interaction designers and usability experts, but also for
patory) design (Hartmann, 2009; Leonard and Rayport, example marketers and the PPD.
1997; Schuler and Namioka, 1993; Ulrich, 2011). Our study, moreover, has important implications for
Making a distinction between the designer and mana- managers and academics alike who are interested in col-
gerial prototyping process is important because there is a laborative prototyping as a way to effectively involve not
difference in how internal stakeholders can be brought only external stakeholders such as users (Bogers et al.,
into the process. In the managerial prototyping process, it 2010; Poetz and Schreier, 2012; Terwiesch and Loch,
762 J PROD INNOV MANAG M. BOGERS AND W. HORST
2014;31(4):744764

2004) but also internal stakeholders across hierarchical and Bogers, 2013). As such, the focus on external stake-
and functional boundaries (Adler, 1995; Buur and holders could be extended beyond a user-centric perspec-
Matthews, 2008; Song et al., 1998). Furthermore, it is tive (e.g., Baldwin and von Hippel, 2011; von Hippel,
important to both separate and link the formal managerial 2005) to include the broader value network or ecosystem
level of prototyping and the informal practice of (Adner and Kapoor, 2010; Bogers and West, 2012;
prototyping, where the actual prototype acts as an impor- Laursen and Salter, 2006). Our multistakeholder
tant boundary object for communication (Carlile, 2002; approach is embedded within the concept of experience
Nicolini et al., 2012). Collaborating with various experts prototyping, which enables involved stakeholders to gain
in different steps of the (formal) prototyping process in first-hand appreciation of existing or future conditions
prototyping workshops enables the different participants through active engagement with prototypes (Buchenau
to unstick their knowledge, which is directly imple- and Fulton Suri, 2000; Klemmer et al., 2006). This
mented in the evolving prototype. However, our study approach to prototyping, as a way to design an integrated
also shows some constraints in prototype-driven problem experience to better understand, explore, or communicate
solving, while our finding of windows of opportunities at what it might be like to engage with the product that is
the level of the prototype project emphasizes the triggers being designed, could be further explored in future
or invitation for change, as well as that the periods of research. Moreover, a particular finding in this context is
actual change are characterized by more continuous that the collaborative prototype integrates different roles
adaptationthus reinforcing the need to consider differ- of boundary objects (Carlile, 2002; Nicolini et al., 2012),
ent levels of the problem-solving process. which offers a basis for further exploration of the mutual
This approach is most relevant for managers in NPD benefit of collaborative prototypes and boundary objects.
projects where prototyping starts at an early stage, and On the other hand, there may be value in applying
who are managing a cross-functional team (Song et al., some of our finding to a number of established or
1997; Ulrich and Eppinger, 2008). Our study provides growing research streams. For example, different areas of
problem classes that this approach successfully addressed design may be affected by a better understanding of col-
in this particular case, although the results from this case laborative prototyping, including product design and
study are not yet field-tested and grounded technological organization design (Tushman and Nadler, 1978; Ulrich,
rules (van Aken, 2004). In the terms of van Aken (2004), 2011), also considering the notion of modularity
this project is at the stage of -testing where the solution (Baldwin and Clark, 2000; Sanchez and Mahoney, 1996).
concept has been tried in multiple prototyping cases Moreover, it may be useful to integrate our conceptual-
within a single company context. In subsequent research, ization of collaborative prototyping into a complementar-
the technological rules should be applied to practice ity perspective on the interface between intra- and
problems in different cases and by third parties to interorganizational sources and processes of innovation
do -testing until theoretical saturation is reached (Bogers and Lhuillery, 2011; Hillebrand and Biemans,
(Eisenhardt, 1989) to establish field-tested and grounded 2004; Neyer, Bullinger, and Moeslein, 2009). Finally, our
technological rules. perspective on collaborative prototyping could, in some
More broadly, out inductively derived framework way, inform how organizations build innovation capabili-
could be further developed and applied within the context ties and routines at various interfaces, in line with the
of a number of theoretical frameworks and perspectives. recent calls for more research into the microfoundations
On the one hand, there are a number of perspectives that of such processes (Barney and Felin, 2013; Felin and
are the basis for our analysis, which could be further Foss, 2005; Lewin, Massini, and Peeters, 2011).
elaborated in future research. For example, our study
extends Terwiesch and Lochs (2004) definition of col-
laborative prototyping by not only focusing on the user
References
producer interface but also developing a more general Adler, P. S. 1995. Interdepartmental interdependence and coordination: The
multistakeholder view on collaborative prototyping, case of the design/manufacturing interface. Organization Science 6 (2):
14767.
which can include any stakeholder from within and
Adner, R., and R. Kapoor. 2010. Value creation in innovation ecosystems:
outside the organization. As such, it would be useful to How the structure of technological interdependence affects firm per-
link our collaborative prototyping approach to perspec- formance in new technology generations. Strategic Management
Journal 31 (3): 30633.
tives that deal with the involvement of a variety of stake-
Amabile, T. M., R. Conti, H. Coon, J. Lazenby, and M. Herron. 1996.
holders in NPD within more open innovation models Assessing the work environment for creativity. Academy of Manage-
(Chesbrough, 2003; Dahlander and Gann, 2010; West ment Journal 39 (5): 115484.
COLLABORATIVE PROTOTYPING J PROD INNOV MANAG 763
2014;31(4):744764

Andriessen, D. 2007. Combining design-based research and action research Dougherty, D. 1992. Interpretive barriers to successful product innovation
to test management solutions. 7th World Congress Action Learning, in large firms. Organization Science 3 (2): 179202.
Action Research and Process Management, Netherlands, Groningen, Dougherty, D. 2002. Grounded theory research methods. In The Blackwell
August 2224, 2007. Companion to Organizations, J.A.C. Baum (Ed.). Oxford: Blackwell.
Atuahene-Gima, K., and Y. Wei. 2011. The vital role of problem-solving Eisenhardt, K. M. 1989. Building theories from case study research.
competence in new product success. The Journal of Product Innovation Academy of Management Review 14 (4): 53250.
Management 28 (1): 8198.
Eisenhardt, K. M., and M. E. Graebner. 2007. Theory building from cases:
Baldwin, C. Y., and K. B. Clark. 2000. Design rules: The power of modu- Opportunities and challenges. Academy of Management Journal 50 (1):
larity. Cambridge, MA: MIT Press. 2532.
Baldwin, C. Y., and E. von Hippel. 2011. Modeling a paradigm shift: From Felin, T., and N. J. Foss. 2005. Strategic organization: A field in search of
producer innovation to user and open collaborative innovation. Orga- micro-foundations. Strategic Organization 3 (4): 44155.
nization Science 22 (6): 1399417.
Foray, D. 2004. The economics of knowledge. Cambridge, MA: MIT Press.
Barney, J. B., and T. Felin. 2013. What are microfoundations? Academy of
Management Perspectives 27 (2): 13855. Franke, N., and F. T. Piller. 2004. Value creation by toolkits for user
innovation and design: The case of the watch market. The Journal of
Bechky, B. A. 2003. Sharing meaning across occupational communities: Product Innovation Management 21 (6): 40115.
The transformation of understanding on a production floor. Organiza-
tion Science 14 (3): 31230. Geertz, C. 1973. The interpretation of culture. New York, NY: Basic Books.
Hartmann, B. 2009. Gaining design insight through interaction prototyping
Binder, T., and J. Redstrm. 2006. Exemplary design research. Design
tools. Unpublished doctoral thesis, Stanford University, Stanford, CA.
Research Society Wonderground International Conference, Lisbon,
Portugal, November 14, 113. Henderson, K. 1995. The political career of a prototype: Visual represen-
tation in design engineering. Social Problems 42 (2): 27499.
Bdker, S., and K. Grnbk. 1991. Design in action: From prototyping by
demonstration to cooperative prototyping. In Design at work: Coop- Hillebrand, B., and W. G. Biemans. 2004. Links between internal and
erative design of computer systems, ed. J. Greenbaum and M. Kyng, external cooperation in product development: An exploratory study.
197218. Hillsdale, NJ: Lawrence Erlbaum Associates. Journal of Product Innovation Management 21 (2): 11022.
Boehm, B. W., T. E. Gray, and T. Seewaldt. 1984. Prototyping versus Horst, W. 2011. Supportive tools for collaborative prototyping. Proceedings
specifying: A multiproject experiment. IEEE Transactions on Software of the Nordic Design Research Conference (NORDES), Helsinki,
Engineering 10 (3): 290303. Finland, May 2931.
Bogers, M., A. Afuah, and B. Bastian. 2010. Users as innovators: A review, Jeppesen, L. B. 2005. User toolkits for innovation: Consumers support each
critique, and future research directions. Journal of Management 36 (4): other. Journal of Product Innovation Management 22 (4): 34763.
85775. Keijzers, J., E. den Ouden, and Y. Lu. 2008. The double-edged sword of
Bogers, M., and H. Larsen. 2012. The role of improvisation in processes of high-feature products: An explorative study of the business impact,
innovation. Proceedings of the Participatory Innovation Conference, Proceedings of the 32nd Annual Product Development and Manage-
Melbourne, Australia, January 1214, 2012. ment Association (PDMA) International Research Conference.
Bogers, M., and S. Lhuillery. 2011. A functional perspective on learning Klemmer, S. R., B. Hartmann, and L. Takayama. 2006. How bodies matter:
and innovation: Investigating the organization of absorptive capacity. Five themes for interaction design. Proceedings of the 6th Conference
Industry and Innovation 18 (6): 581610. on Designing Interactive Systems, ACM, University Park, PA, 140
149.
Bogers, M., and J. West. 2012. Managing distributed innovation: Strategic
utilization of open and user innovation. Creativity and Innovation Man- Laursen, K., and A. Salter. 2006. Open for innovation: The role of openness
agement 21 (1): 6175. in explaining innovation performance among U.K. manufacturing
firms. Strategic Management Journal 27 (2): 13150.
Brown, J. S., and P. Duguid. 1991. Organizational learning and
communities-of-practice: Toward a unified view of working, learning, Leonard, D., and J. Rayport. 1997. Spark innovation through empathic
and innovation. Organization Science 2 (1): 4057. design. Harvard Business Review 75 (6): 10213.
Brown, T. 2008. Design thinking. Harvard Business Review 86 (6): 8492. Leonard-Barton, D. 1988. Implementation as mutual adaptation of technol-
ogy and organization. Research Policy 17 (5): 25167.
Buchenau, M., and J. Fulton Suri. 2000. Experience prototyping. Proceed-
ings of the Conference on Designing Interactive Systems 2000 (DIS Leonard-Barton, D. 1995. Wellsprings of knowledge: Building and sustain-
00), ACM Press, New York, NY, 424433. ing the sources of innovation. Boston, MA: Harvard Business School
Press.
Buur, J., and B. Matthews. 2008. Participatory innovation. International
Journal of Innovation Management 12 (3): 25573. Lewin, A. Y., S. Massini, and C. Peeters. 2011. Microfoundations of internal
and external absorptive capacity routines. Organization Science 22 (1):
Carlile, P. R. 2002. A pragmatic view of knowledge and boundaries: Bound- 8198.
ary objects in new product development. Organization Science 13 (4):
Lewin, K. 1946. Action research and minority problems. Journal of Social
44255.
Issues 2 (4): 3446.
Chesbrough, H. W. 2003. Open innovation: The new imperative for creat-
Lim, Y.-K., E. Stolterman, and J. Tenenberg. 2008. The anatomy of proto-
ing and profiting from technology. Boston, MA: Harvard Business
types: Prototypes as filters, prototypes as manifestations of design
School Press.
ideas. ACM Transactions on Computer-Human Interaction 15 (2):
Coghlan, D. 2011. Action research: Exploring perspectives on a philosophy 127.
of practical knowing. Academy of Management Annals 5 (1): 5387.
Locke, K. 2001. Grounded theory in management research. Thousand
Dahlander, L., and D. M. Gann. 2010. How open is innovation? Research Oaks, CA: Sage.
Policy 39 (6): 699709.
Macher, J. T., and D. C. Mowery. 2003. Managing learning by doing: An
Danneels, E. 2003. Tightloose coupling with customers: The enactment of empirical study in semiconductor manufacturing. The Journal of
customer orientation. Strategic Management Journal 24 (6): 55976. Product Innovation Management 20 (5): 391410.
Dey, A. K., G. D. Abowd, and D. Salber. 2001. A conceptual framework Mascitelli, R. 2000. From experience: Harnessing tacit knowledge to
and a toolkit for supporting the rapid prototyping of context-aware achieve breakthrough innovation. The Journal of Product Innovation
applications. HumanComputer Interaction 16 (24): 97166. Management 17 (3): 17993.
764 J PROD INNOV MANAG M. BOGERS AND W. HORST
2014;31(4):744764

Neyer, A.-K., A. C. Bullinger, and K. M. Moeslein. 2009. Integrating inside Ulrich, K. T., and S. D. Eppinger. 2008. Product design and development
and outside innovators: A sociotechnical systems perspective. R&D (4th ed.). New York, NY: McGraw-Hill.
Management 39 (4): 41019. van Aken, J. E. 2004. Management research based on the paradigm of the
Nicolini, D., J. Mengis, and J. Swan. 2012. Understanding the role of design sciences: The quest for field-tested and grounded technological
objects in cross-disciplinary collaboration. Organization Science 23 rules. Journal of Management Studies 41 (2): 21946.
(3): 61229.
Vera, D., and M. Crossan. 2005. Improvisation and innovative performance
Poetz, M. K., and M. Schreier. 2012. The value of crowdsourcing: Can in teams. Organization Science 16 (3): 20324.
users really compete with professionals in generating new product
ideas? The Journal of Product Innovation Management 29: 24556. Verganti, R. 1999. Planned flexibility: Linking anticipation and reaction in
product development projects. Journal of Product Innovation Manage-
Rudd, J., K. Stern, and S. Isensee. 1996. Low vs. high-fidelity prototyping ment 16 (4): 36376.
debate. Interactions 3 (1): 7685.
Verganti, R. 2009. Design-driven innovation: How to compete by radically
Rust, R. T., D. V. Thompson, and R. W. Hamilton. 2006. Defeating feature innovating the meaning of products. Boston, MA: Harvard Business
fatigue. Harvard Business Review 84 (2): 98107. School Press.
Sanchez, R., and J. T. Mahoney. 1996. Modularity, flexibility, and knowl- von Hippel, E. 1994. Sticky information and the locus of problem
edge management in product and organization design. Strategic Man- solving: Implications for innovation. Management Science 40 (4): 429
agement Journal 17 (Winter Special Issue): 6376. 39.
Schn, D. A. 1983. The reflective practitioner: How professionals think in
von Hippel, E. 2005. Democratizing innovation. Cambridge, MA: MIT
action. New York, NY: Basic Books.
Press.
Schrage, M. 1996. Cultures of prototyping. In Bringing design to software,
ed. T. Winograd, 191205. New York, NY: ACM Press. von Hippel, E., and R. Katz. 2002. Shifting innovation to users via toolkits.
Management Science 48 (7): 82133.
Schrage, M. 2000. Serious play: How the worlds best companies simulate
to innovate. Boston, MA: Harvard Business School Press. von Hippel, E., and M. J. Tyre. 1995. How learning by doing is done:
Problem identification in novel process equipment. Research Policy 24
Schuler, D., and A. Namioka. 1993. Participatory design: Principles and (1): 112.
practices. Hillsdale, NJ: Lawrence Erlbaum Associates.
Weick, K. E., K. M. Sutcliffe, and D. Obstfeld. 2005. Organizing and the
Siegel, S. M., and W. F. Kaemmerer. 1978. Measuring the perceived process of sensemaking. Organization Science 16 (4): 40921.
support for innovation in organizations. Journal of Applied Psychology
63 (5): 55362. West, J., and M. Bogers. 2013. Leveraging external sources of innovation:
A review of research on open innovation. Journal of Product Innova-
Song, X. M., M. M. Montoya-Weiss, and J. B. Schmidt. 1997. Antecedents
tion Management, doi:10.1111/jpim.12125.
and consequences of cross-functional cooperation: A comparison of
R&D, manufacturing, and marketing perspectives. The Journal of Yin, R. K. 2003. Case study research: Design and methods (3rd ed.).
Product Innovation Management 14 (1): 3547. Thousand Oaks, CA: Sage Publications.
Song, X. M., R. J. Thieme, and J. Xie. 1998. The impact of cross-functional
joint involvement across product development stages: An exploratory
study. The Journal of Product Innovation Management 15 (4): 289 Appendix A. Acronyms of Involved
303. Stakeholders and Participants
Strauss, A. L., and J. Corbin. 1990. Basics of qualitative research:
Grounded theory procedures and techniques. Newbury Park, CA: Sage.
Terwiesch, C., and C. H. Loch. 2004. Collaborative prototyping and the CTM Communication technology manager
pricing of custom-designed products. Management Science 50 (2): DE Design engineers (DE1 and DE2)
14558. DLS Design line specialist
Thomke, S. H. 1997. The role of flexibility in the development of new EU External user (EU1 and EU2)a
products: An empirical study. Research Policy 26 (1): 10519. GW Global webmaster
Thomke, S. H. 1998. Managing experimentation in the design of new IDC Interaction design consultantb
products. Management Science 44 (6): 74362. INT Innovation intern
Thomke, S. H., and D. E. Bell. 2001. Sequential testing in product devel- ME Marketing engineer
opment. Management Science 47 (2): 30823. PPD Product portfolio director
Tushman, M. L., and D. A. Nadler. 1978. Information processing as an RDD R&D director
integrating concept in organizational design. Academy of Management RDPM R&D project manager
Review 3 (3): 61324.
RDSD R&D senior director
Tyre, M. J., and W. J. Orlikowski. 1994. Windows of opportunities: Tem- SUEM Senior user experience managera
poral patterns of technological adaptation in organizations. Organiza-
tion Science 5 (1): 98118.
UEC User experience consultanta
a
Ulrich, K. T. 2011. Design is everything? The Journal of Product Innova- External stakeholder.
b
tion Management 28 (3): 39498. Researcherdesigner.

Das könnte Ihnen auch gefallen