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RESIDENT'S
POINT OF VIEW ABOUT CO-CREATION
The first learning
we developed was that Second Life® is considered
as a creativity tool by consumers themselves. The bridge
with Real Life is made without any ambiguity or reservation.
Moreover, there are no predefined ideas of product or service
to develop: regardless of the product/service, co-designers
mainly want to design something that is:
- innovative
in its shape, form, usage, …
- not limited
to Second Life®, i.e. transposable into Real
Life.
However the brand
is of particular importance: the co-designer must share
the brand’s values to be willing to take part to it.
The second learning
was that it is key respect the co-designers (their desires,
their terms). Brands are expected to be more involved than
in a traditional commercial relationship. Marginally, there
is a fear of having his ideas stolen. That’s why mutual
involvement is an illustration of a complete, trusting collaboration.
[extract from
qualitative focus groups - July 2007]
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