Füller et al. (2011): Why co-creation experience matters? Creative experience and its impact on the quantity and quality of creative contributions

11 important questions on Füller et al. (2011): Why co-creation experience matters? Creative experience and its impact on the quantity and quality of creative contributions

What is investigated in the paper by Füller et al. (2011)?

This research
  • Explores participants’ creative experience during virtual idea and design competitions
  • Investigates the impact of an autonomous, enjoyable, and competent experience on the quality of creative contributions as well as the interest in engaging in future design competitions
  • Context: Design competition Swarovski Enlightened Jewellery

What can be a possible explanation for individual's lack of interest in participating in idea and design competitons?

Companies fail to create an experience which motivates participants to engage in virtual co-creation projects and to submit their ideas

What can be a possible explanation for individual's lack of interest in participating in idea and design competitons?

Companies fail to create an experience which motivates participants to engage in virtual co-creation projects and to submit their ideas
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What have idea competitons enabled for individuals and online communities?

To become contributors in the innovation process in a much more active and in-depth way than traditional market research methods such as focus groups.

What are the 2 advantages of idea and design competitions?

  • They help the company to get access to highly creative and knowledgeable communities from all over the world in a short period of time and at manageable expense.
  • They enable corporations to be perceived as customer-oriented and innovative, which further strengthens the brand and increases customer loyalty

Which 6 hypptheses are formulated in the paper by Füller et al. (2011)? And are they supported or not?

  1. H1: Co-creation experience is a second order factor and is determined through the factors that provide a feeling of autonomy, competence, and task enjoyment.
  2. H2: Sense of community has a positive impact on the co-creation experience.
  3. H3: Compelling co-creation experience has positive impact on the quality of participants’ contribution.
  4. H4: Compelling co-creation experience has a positive impact on the amount of participants’ contributed content.
  5. H5: Compelling co-creation experience has a positive impact on participants’ number of visits.
  6. H6: Compelling experience has a positive effect on participants’ interest in future participation.

All hypotheses are supported.

For which three reasons do individuals engage in creative activities and what do these three apects entail?

Individuals engage in creative activities because they look for experiences that provide feelings of competence, autonomy, and task enjoyment.
  • Competence reflects the satisfaction derived from the successful completion of a creative project
  • Autonomy refers to the enjoyment derived from the freedom to choose the process and/or design of the creative task
  • Task enjoyment entails enjoying interacting with like-minded others and want to establish social relationships

Result: What should a virtual idea and design competition offer to be able to attract participants who submit a high quantity of high-quality ideas and designs? And why is this important?

Competitions should offer some community functionality and provide competent, autonomous, and enjoyable experience

A competent, autonomous, and enjoyable experience has a positive impact on participants’ interest and the amount of quality of contributions.

What are the main conclusions of the paper by Füller et al. (2011)?

  • Communities that evolved out of a design competition may be an underestimated relational resource for a company’s value creation
  • Co-creation experience:
    • significantly impact participants’ quality and number of submitted designs
    • Positively effects individuals’ participation frequency and interest in future competitions

Which managerial implications provide the paper by Füller et al. (2011)?

The results provide guidance in designing successful co-creation platforms:
  • Companies have to provide experiences that allow participants to gain a sense of self-efficacy and mastery.
  • Managers have to provide possibilities of social interaction among participants when setting up a virtual design or idea competition
  • A co-creation community platform has a social function inherent: its importance is reflected by the strong impact of sense of community on co-creation experience

Result: What should a virtual idea and design competition offer to be able to attract participants who submit a high quantity of high-quality ideas and designs? And why is this important?

Competitions should offer some community functionality and provide competent, autonomous, and enjoyable experience

A competent, autonomous, and enjoyable experience has a positive impact on participants’ interest and the amount of quality of contributions.

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