roles and relationships
social
network i n g
open
source
Mass es
Periphery
(Customers)
(Prosumers)
Kernel
(Developers)
(end users)
value of a good. In contrast, “service”
is now considered “a process of doing
something for another party.” 27 This
service-dominant logic requires a shift
on the part of businesses to viewing
customers not as passive recipients of
goods but as co-creators of value. This
implies more than just a move from
goods to services but a reframing of the
purpose of the enterprise and its role in
value creation. The service-dominant
perspective has profoundly changed
how organizations think about their relationships with their customers—“the
crowds”—and how they leverage them
and their resources. This shift in perspective greatly challenges traditional
methods of system development.
Traditionally, system analysts are
trained to focus on the “value propositions” of firms, not on “value co-creation.” At best, “co-production” with
customers has been used in such design methodologies as Joint Product
Design, Joint Application Design, Rapid Application Development, and, more
recently, agile methods in which customer requirements are solicited and
modeled through an iterative process
that incorporates immediate customer
feedback. But this still reflects a goods-dominant logic. Product-focused and
goods-focused design treats customers as isolated entities—recipients of
value—neglecting the customers’ own
resources and networks for dynamic
collaborative value co-creation. Service-dominant design, on the other hand,
considers resource integration from
various entities, including customers
and firms and their suppliers and networks, for value co-creation. 6 Examples
of co-creation have emerged, from OSS
to Wikipedia, Facebook, Amazon’s Me-
chanical Turk, and many other community-based service systems (CBSSs). 15
Each is a complex software-intensive or
software-enabled system co-created by
its participants—the crowds. 4
Our existing models of software
and system development are of little
help in understanding and managing this new form of value co-creation.
The older models all contain a “closed
world” assumption—that projects
have dedicated finite resources, management “manages” these resources,
requirements are known, and systems
are developed, tested, and released in
planned increments. However, these
assumptions all break down in a crowdsourced world.
Here, we offer a set of principles
on which a new system-development
model—more appropriate for the service-dominant, crowdsourced world—