Why co‐creation experience matters? Creative experience and its impact on the quantity and quality of creative contributions Flashcards
What is “Füller, J., Hutter, K., & Faullant, R. (2011). Why co‐creation experience matters? Creative experience and its impact on the quantity and quality of creative contributions” about?
The article examines the role of the co-creation experience in determining the quantity and quality of creative contributions in virtual design competitions, focusing on how an enjoyable, autonomous, and competence-driven experience shapes participant engagement. The study explores:
1. The relationship between co-creation experience and creative outputs.
2. The influence of a sense of community on the co-creation experience.
3. Managerial implications for designing successful co-creation platforms.
What 4 dimensions of the co-creative experience were monitored?
1) autonomy - the freedom to make design choices
2) competence - feeling inspired & capable
3) task enjoyment - intrinsic pleasure derived from activity
4) sense of community (
What is “experiential creation”?
a broad range of activities in which an individual actively produces an outcome
What is “coopetition”?
The phenomenon of competition and cooperation (together)
What are the managerial implications from “Füller, J., Hutter, K., & Faullant, R. (2011). Why does co‐creation experience matter? Creative experience and its impact on the quantity and quality of creative contributions.”
- These results provide guidelines on how to construct successful co-creation platforms (ie. empower autonomy, include customizable design interfaces, facilitate competence through constructive feedback mechanisms, and ensure the platform is engaging and enjoyable to sustain motivation)
o Encourage interactions among participants to foster a sense of community.
o Use social features (e.g., forums, commenting tools) to deepen connections and inspire collaboration.
o Leverage insights from competitions to inform product development and branding strategies.
a. Companies have to provide experiences that allow participants to gain a sense of self-efficacy and mastery
b. Companies need to develop relational resources in order to establish and manage online idea and design competitions
c. An essential capability of a company is to provide compelling and enjoyable experiences
What are the limitations of “Füller, J., Hutter, K., & Faullant, R. (2011). Why does co‐creation experience matter? Creative experience and its impact on the quantity and quality of creative contributions.”
- While several sectors have seen success, it would be difficult to apply these generalizations to the R&D sectors with more technical problems and solutions
- The glamor of the Swarovski brand may have led to a bigger amount of response, studies in other businesses may be helpful
- The study considered the experience of participants only, it could be interesting to get insight into what kind of experience non-designers expect to engage in such competitions
What are the areas of potential research of “Füller, J., Hutter, K., & Faullant, R. (2011). Why does co‐creation experience matter? Creative experience and its impact on the quantity and quality of creative contributions.”
- It would be interesting to see how crowdsourcing ideas, like Swarovski, could be helpful in other industries when applied to internal R&D
a. Some researchers claim the process itself along with management have to be changed in order to benefit from this sort of cross-unit collaboration and community-like environment - May be interesting to explore what levels of collaboration & competition lead to the best outcomes
- Further research into the roles of participants and their content play in creating such lively online innovation community platforms
- Exploring factors which may moderate the relationship between co-creation experience and creative contributions
What are the key findings from “Füller, J., Hutter, K., & Faullant, R. (2011). Why does co‐creation experience matter? Creative experience and its impact on the quantity and quality of creative contributions.”
o Participants appreciated the freedom to express their creativity, which enhanced engagement and satisfaction.
o Positive feedback reinforced feelings of capability, driving participants to produce higher-quality designs.
o Intrinsic motivation sustained participation and creativity.
* Participants’ interactions fostered a supportive environment, amplifying autonomy, competence, and enjoyment.
* Example: Feedback and voting within the community helped participants refine their designs, increasing output quality.
o Positive experiences led to more frequent submissions and platform visits.
o High-quality designs were more likely to be submitted by participants reporting strong co-creation experiences.