Extending the DART model for social media

The DART framework is one of the most appreciated theoretical arguments about the co-creation of new products and services by firms with the support of customers. In the internet age, companies very often started using web and social media in order to develop and/or design their new products and services with the support of users. This spread innovation approach made the DART framework somehow incomplete (at least for this form of co-creation) owing to its scant attention to technology. The aim of this study is to extend the traditional DART framework with a fifth dimension: technology management. The study reports the case of ‘Lost in Google’, a web-series of an Italian independent video-making company. The analysis shows that technology management is equally as important as the other four dimensions in order to manage properly co-creation by social media. A revised version of this model (DARTT) should fit better for the understanding of this phenomenon.

[1]  M. Hatch,et al.  Toward a theory of brand co-creation with implications for brand governance , 2010 .

[2]  T. Oko Interviewing as Qualitative Research: A Guide for Researchers in Education and the Social Sciences. , 1992 .

[3]  A. Payne,et al.  Managing the co-creation of value , 2008 .

[4]  Henri Barki,et al.  User Participation, Conflict, and Conflict Resolution: The Mediating Roles of Influence , 1994, Inf. Syst. Res..

[5]  M. Lecompte,et al.  Ethnography and Qualitative Design in Educational Research , 1984 .

[6]  Aric P Rindfleisch,et al.  Customer Co-Creation , 2010 .

[7]  Darren W. Dahl,et al.  Thinking inside the Box: Why Consumers Enjoy Constrained Creative Experiences , 2007 .

[8]  P. Whitla,et al.  Crowdsourcing and its application in marketing activities , 2009 .

[9]  R. Yin Case Study Research: Design and Methods , 1984 .

[10]  Stephen L. Vargo,et al.  Evolving to a New Dominant Logic for Marketing , 2004 .

[11]  T. S. Ragu-Nathan,et al.  Relationship of the Rank of Information Systems Executive to the Organizational Role and Planning Dimensions of Information Systems , 1989, J. Manag. Inf. Syst..

[12]  Izak Benbasat,et al.  The Case Research Strategy in Studies of Information Systems , 1987, MIS Q..

[13]  Johann Füller,et al.  Co-Creation in Virtual Worlds: The Design of the User Experience , 2011, MIS Q..

[14]  F. Piller,et al.  From Social Media to Social Product Development: The Impact of Social Media on Co-Creation of Innovation , 2012 .

[15]  Rajiv Sabherwal,et al.  The Alignment between Organizational Critical Success Factors and Information Technology Capability in Academic Institutions , 1994 .

[16]  Chin-Lung Hsu,et al.  Acceptance of blog usage: The roles of technology acceptance, social influence and knowledge sharing motivation , 2008, Inf. Manag..

[17]  J. Füller Refining Virtual Co-Creation from a Consumer Perspective , 2010 .

[18]  Rohan Miller,et al.  Social Media and its implications for Viral Marketing , 2010 .

[19]  Roland Ortt,et al.  Innovation management: different approaches to cope with the same trends , 2006, Int. J. Technol. Manag..

[20]  Johann Füller,et al.  Avatar-Based Innovation: Consequences of the Virtual Co-Creation Experience , 2010, 2010 43rd Hawaii International Conference on System Sciences.

[21]  J. Zaichkowsky Measuring the Involvement Construct , 1985 .

[22]  Anandhi S. Bharadwaj,et al.  A Resource-Based Perspective on Information Technology Capability and Firm Performance: An Empirical Investigation , 2000, MIS Q..

[23]  E. Hippel,et al.  Lead users: a source of novel product concepts , 1986 .

[24]  P. Nambisan,et al.  How to Profit From a Better ¿Virtual Customer Environment¿ , 2008 .

[25]  R. Sohi,et al.  IT competency and firm performance: is organizational learning a missing link? , 2003 .

[26]  C. Prahalad,et al.  The Future of Competition: Co-Creating Unique Value With Customers , 2004 .

[27]  S. Nambisan,et al.  Virtual Customer Environments: Testing a Model of Voluntary Participation in Value Co‐creation Activities , 2009 .

[28]  S. Nambisan,et al.  Interactions in virtual customer environments: Implications for product support and customer relationship management , 2007 .

[29]  M. Sawhney,et al.  Collaborating to create: The Internet as a platform for customer engagement in product innovation , 2005 .

[30]  Satish Nambisan,et al.  DESIGNING VIRTUAL CUSTOMER ENVIRONMENTS FOR NEW PRODUCT DEVELOPMENT : TOWARD A THEORY , 2005 .

[31]  Toni M. Somers,et al.  Impact of Competitive Strategy and Information Technology Maturity on Firms' Strategic Response to Globalization , 1996, J. Manag. Inf. Syst..

[32]  A. Kaplan,et al.  Users of the world, unite! The challenges and opportunities of Social Media , 2010 .

[33]  Jakki J. Mohr,et al.  Drucker’s insights on market orientation and innovation: implications for emerging areas in high-technology marketing , 2009 .

[34]  Toni M. Somers,et al.  Impact of Information Technology Management Practices on Customer Service , 2001, J. Manag. Inf. Syst..

[35]  C. Prahalad,et al.  Co-creation experiences: The next practice in value creation , 2004 .

[36]  M. Sawhney,et al.  Communities of Creation: Managing Distributed Innovation in Turbulent Markets , 2000 .

[37]  Kristina Risom Jespersen,et al.  User-Involvement And Open Innovation: The Case Of Decision-Maker Openness , 2010 .

[38]  Etienne Wenger,et al.  Communities of Practice: Learning, Meaning, and Identity , 1998 .

[39]  R. Rothwell Issues in user–producer relations in the innovation process: the role of government , 2014 .

[40]  Natalie Fenton Social Media Is , 2015 .

[41]  Rachel S. Cobcroft,et al.  Consumer Co‐creation and Situated Creativity , 2008 .

[42]  Maija Rökman,et al.  MUSICIANS, FANS´ AND RECORD COMPANYS VALUE CO­CREATION IN INTERNET , 2011 .