Innovation in Sport. Bastien Soule

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in different forms of sports itinerancy illustrates the great creativity of even the most ordinary sportsmen and women: repackaging, using things for different purposes, fashioning things themselves, etc. (Boutroy and Vignal 2018).

      Beyond the questioning of the monopoly of innovation capacities held by industrialists alone and the demonstration of the specific functioning of lead user communities, the essential contribution of the LUT is to show how companies can be inspired and fed by users’ achievements. Cases of co-production with lead users are not rare. This process of open innovation provides manufacturers with a wealth of information on the contexts of use, which would be difficult to access by other means (for example, a series of formal tests). In this respect, user creativity is a positive externality for the commercial world, which may have an interest in developing processes of innovation through use.

      1.2.2. Innovation through use: user participation

      Making the user a partner in innovation is not a new idea. The approach is the result of the observation that 80 to 90% of innovation attempts (whether they be products or services) end in failure. There are many different approaches to innovation that implicate users (innovation through use, user-centered approach, etc.). Whatever the favored one, innovation is thought of as an iterative and whirlwind-like process, during which a good, a service or a process encounters users, or not. The challenge is, of course, to encourage this adoption.

      Faced with the order to innovate, recourse to the sociology of uses (Akrich and Méadel 2004) makes it possible to accompany the action, particularly in the case of disruptive innovations (Cardon 1997). The user then becomes a kind of useful resource for innovation actors (designers, marketers, etc.), as they can reduce risks by testing and validating ergonomic or technological choices as early as possible, for example. Ultimately, it is a matter of optimizing the creation of value and ensuring its perception. Any reusability is only possible if the user is interested in the object or service, and if we can verify that its use makes sense in his daily life. This perspective reflects renunciation into technical determinism, whereby the user is no longer considered a passive being nor a docile absorber of an innovative proposal.

      Depending on the approach, the question of usage can be raised at certain key points (usage-based approach) or during each of the major phases of the innovation process, that is anticipation, design, adaptation and adoption (user-centered approach). For each of these phases, specific tools from the human and social sciences and dedicated devices (places of interaction, co-creation platforms, test prototypes and usage analyses) are deployed in order to anticipate the technical requirements of users and their social and cultural anchoring. Finally, these methods allow for concrete tests, within the ordinary environment of practice, in order to study the ways of doing things, the resistances, and also the new configurations employed (appropriations, other uses or “misuses”).

      1.2.3. Co-creating value: the consumer at the heart of innovation

      The participation of users in innovative processes is an important factor in the success of an innovation, particularly during the ideation, testing (concept, prototype) and marketing phases (Gatignon et al. 2016). The various forms of open innovation that we have just described also refer to a certain heterogeneity of terms: depending on the case, we speak of involvement, participation or even co-production.

      A more recent paradigm – value co-creation (VCC) – is also interested in these interactions between companies and consumers but goes further in recognizing the active role of the latter (Vargo and Lusch 2004, 2008). This approach reverses the classical perspectives to postulate that value is generated not by companies (which only make value propositions), but by consumers during their participation and then use. An organization therefore becomes co-creative if it reinforces its interactions with users, in order to foster the iterative emergence of value-generating propositions for end users (Grönroos 2011). Interactions do not aim to change the consumer, but on the contrary to transform the company.

      Fostering consumer-centric interactive approaches should not be idealized as it does not protect against a symmetrical phenomenon of value co-destruction through misuse (Plé and Chumpitaz Cáceres 2010), resistance (fan protests in sports shows, see (Stieler et al. 2014)), or loss of value for other stakeholders. Boutroy and Bodet (2017) showed, for example, how an innovation process based on a strong co-creative approach adopted by a sports goods manufacturer (relying on its fan community) failed to succeed owing to the co-destruction of value for ordinary consumers as much as for intermediaries. Focusing on the Nike Run Club mobile sports app, Charitsis et al. (2018) also show that the co-creator of value can be somewhat unknowingly co-creative, as the data harvested on their physical activity is subject to secondary use by the producers of these apps.

      In this respect, it remains important to move beyond the company-consumer dyad to take into account all interacting stakeholders (Woratschek et al. 2014), relying in particular on the notion of stakeholder network, as Grohs et al. (2020)3 did in the case of sports events.

      THE LIMITS OF THESE APPROACHES – While this approach has led to decisive advances, it leaves some questions unanswered. By emphasizing the primary role of lead users, the proponents of the LUT

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