Zusammenfassung
Um einen genauen Fit zwischen einem Produkt und den Wünschen sowie Bedürfnissen von Kunden herzustellen, nutzen Unternehmen neben Marktforschungsaktivitäten zunehmend die Möglichkeit der Kundenintegration in den Innovationsprozess. Insbesondere da Interaktionen zwischen Kunden sowie zwischen Kunden und Mitarbeitern des Unternehmens einen wichtigen Erfolgsfaktor für eine gewinnbringende Kundenintegration darstellen, können elektronische Medien als Instrumente zur Verbesserung des Austauschs dienen. Vor diesem Hintergrund werden in diesem Beitrag die Grundlagen zu dem Thema Kundenintegration aufgezeigt und die Motive der Kundenbeteiligung sowie die damit verbundenen Chancen und Herausforderungen seitens Unternehmen erläutert. Schließlich wird dargelegt, wie virtuelle Communities, virtuelle Stimuli und mobile Endgeräte die digitale Kundenintegration in den Innovationsprozess unterstützen können. Im abschließenden Fazit wird diskutiert, ob und wie durch diese digitalen Medien die Qualität und Quantität von Interaktionen im Rahmen der Kundenintegration erhöht werden können.
Aus Gründen der besseren Lesbarkeit wird auf die gleichzeitige Verwendung männlicher und weiblicher Sprachformen verzichtet. Sämtliche Personenbezeichnungen gelten gleichermaßen für beiderlei Geschlecht.
Literatur
Anderson, Eugene W., Claes Fornell, und Donald R. Lehmann. 1994. Customer satisfaction, market share, and profitability: Findings from Sweden. The Journal of Marketing 58(3): 53–66.
Athaide, Gerard A., und Jason Q. Zhang. 2011. The determinants of seller-buyer interactions during new product development in technology-based industrial markets. Journal of Product Innovation Management 28(1): 146–158.
Bainbridge, William S. 2007. The scientific research potential of virtual worlds. Science 317(5837): 472–476.
Bartl, Michael, Johann Füller, Hans Mühlbacher, und Holger Ernst. 2012. A manager’s perspective on virtual customer integration for new product development. Journal of Product Innovation Management 29(6): 1031–1046.
Bell, Mark W. 2008. Toward a definition of „virtual worlds“. Journal of Virtual Worlds Research 1(1).
Bretschneider, Ulrich, Jan M. Leimeister, und Lars Mathiassen. 2015. IT-enabled product innovation: Customer motivation for participating in virtual idea communities. International Journal of Product Development 20(2): 126–141.
Brockmann, Tobias. 2013. Virtuelle Kundenintegration mittels mobiler Endgeräte. GI-Jahrestagung 2296–2307.
Büttgen, Marion. 2009. Kundenintegration in Innovationsprozesse unter Einsatz von Web 2.0-Anwendungen. In Kundenintegration und Kundenbindung, Hrsg. Katja Gelbrich und Rainer Souren, 55–66. Wiesbaden: Gabler.
Castronova, Edward. 2005. Synthetic worlds: The business and culture of online games. Chicago: The University of Chicago Press.
Chan, Kimmy Wa, Chi Kin Yim, und Simon S. K. Lam. 2010. Is customer participation in value creation a double-edged sword? Evidence from professional financial services across cultures. Journal of Marketing 74(3): 48–64.
Chen, Injazz J., und Karen Popovich. 2003. Understanding customer relationship management (CRM) People, process and technology. Business Process Management Journal 9(5): 672–688.
Chiu, Chao-Min, Meng-Hsiang Hsu, und Eric T. Wang. 2006. Understanding knowledge sharing in virtual communities: An integration of social capital and social cognitive theories. Decision Support Systems 42(3): 1872–1888.
Cooper, Robert G. 1994. New products: The factors that drive success. International Marketing Review 11(1): 60–76.
Cui, Anna S., und Fang Wu. 2016. Utilizing customer knowledge in innovation: Antecedents and impact of customer involvement on new product performance. Journal of the Academy of Marketing Science 44(4): 516–538.
Daecke, Julia. 2009. Nutzung virtueller Welten zur Kundenintegration in die Neuproduktentwicklung. Wiesbaden: Gabler.
Dahan, Ely, und John R. Hauser. 2002. The virtual customer. Journal of Product Innovation Management 19(5): 332–353.
Dahan, Ely, und V. Srinivasan. 2000. The predictive power of internet-based product concept testing using visual depiction and animation. Journal of Product Innovation Management 17(2): 99–109.
Di Gangi, Paul M., und Molly Wasko. 2009. Steal my idea! Organizational adoption of user innovations from a user innovation community: A case study of Dell IdeaStorm. Decision Support Systems 48(1): 303–312.
Eisingerich, Andreas B., Seigyoung Auh, und Omar Merlo. 2014. Acta non verba? The role of customer participation and word of mouth in the relationship between service firms’ customer satisfaction and sales performance. Journal of Service Research 17(1): 40–53.
Enkel, Ellen, Christoph Kausch, und Oliver Gassmann. 2005. Managing the risk of customer integration. European Management Journal 23(2): 203–213.
Ernst, Holger. 2002. Success factors of new product development: A review of the empirical literature. International Journal of Management Reviews 4(1): 1–40.
Franceschi, Katherine, Ronald M. Lee, und David Hinds. 2008. Engaging E-learning in virtual worlds: Supporting Group Collaboration. Proceedings of the 41st annual hawaii international conference on system sciences.
Franke, Nikolaus, und Frank Piller. 2004. Value creation by toolkits for user innovation and design: The Case of the Watch Market. Journal of Product Innovation Management 21(6): 401–415.
Franz, Reinhard, und Thomas Wolkinger. 2002. Customer integration with virtual communities. Case study: The online community of the largest regional newspaper in Austria. Proceedings of the 36th annual hawaii international conference on system sciences.
Füller, Johann, und Kurt Matzler. 2007. Virtual product experience and customer participation – A chance for customer-centred, really new products. Technovation 27(6): 378–387.
Füller, Johann, und Hans Mühlbacher. 2005. Active consumers as innovators: Virtual customer integration as form of consumer empowerment. Working Paper der Innsbruck University School of Management.
Füller, Johann, Michael Bartl, Holger Ernst, und Hans Mühlbacher. 2006. Community based innovation: How to integrate members of virtual communities into new product development. Electronic Commerce Research 6(1): 57–73.
Füller, Johann, Gregor Jawecki, und Hans Mühlbacher. 2007. Innovation creation by online basketball communities. Journal of Business Research 60(1): 60–71.
Füller, Johann, Kurt Matzler, und Melanie Hoppe. 2008. Brand community members as a source of innovation. Journal of Product Innovation Management 25(6): 608–619.
Füller, Johann, Katja Hutter, Julia Hautz, und Kurt Matzler. 2014. User roles and contributions in innovation-contest communities. Journal of Management Information Systems 31(1): 273–308.
Galvagno, Marco, und Daniele Dalli. 2014. Theory of value co-creation: A systematic literature review. Managing Service Quality 24(6): 643–683.
Gängl-Ehrenwerth, Christina, Rita Faullant, und Erich J. Schwarz. 2013. Kundenintegration in den Neuproduktentwicklungsprozess. In Kreativität, Innovation, Entrepreneurship, Hrsg. Diana Krause, 371–384. Wiesbaden: Springer Fachmedien.
Gemünden, Hans Georg 1981. Innovationsmarketing: Interaktionsbeziehungen zwischen Hersteller und Verwender innovativer Investitionsgüter. Tübingen: Mohr.
Gassmann, Oliver, Christoph Kausch, und Ellen Enkel. 2010. Negative side effects of customer integration. International Journal of Technology Management 50(1): 43–63.
Gruner, Kjell E., und Christian Homburg. 2000. Does customer interaction enhance new product success? Journal of Business Research 49(1): 1–14.
Gruner, Richard L., Christian Homburg, und Bryan A. Lukas. 2014. Firm-hosted online brand communities and new product success. Journal of the Academy of Marketing Science 42(1): 29–48.
Hemetsberger, Andrea, und Georg Godula. 2007. Integrating expert customers in new product development in industrial business-virtual routes to success. Innovative Marketing 3(3): 28.
Hippel, Eric von. 1986. Lead users: A source of novel product concepts. Management Science 32(7): 791–805.
Hofbauer, Günter. 2013. Customer Integration Prinzipien der Kundenintegration zur Entwicklung neuer Produkte. Working Papers der Technischen Hochschule Ingolstadt 26.
Hürst, Wolfgang, und Matthias Helder. 2011. Mobile 3D graphics and virtual reality interaction. Proceedings of the 8th international conference on advances in computer entertainment technology.
Kohler, Thomas, Kurt Matzler, und Johann Füller. 2009. Avatar-based innovation: Using virtual worlds for real-world innovation. Technovation 29(6): 395–407.
Kohler, Thomas, Johann Fueller, Daniel Stieger, und Kurt Matzler. 2011. Avatar-based innovation: Consequences of the virtual co-creation experience. Computers in Human Behavior 27(1): 160–168.
Kollmann, Tobias. 2016. E-Business – Grundlagen elektronischer Geschäftsprozesse in der Digitalen Wirtschaft, 6. Wiesbaden: Springer Fachmedien.
Laaki, Heikki, Karel Kaurila, Karl Ots, Vik Nuckchady, und Petros Belimpasakis. 2010. Augmenting virtual worlds with real-life data from mobile devices. Virtual Reality Conference.
Mahr, Dominik, Annouk Lievens, und Vera Blazevic. 2014. The value of customer cocreated knowledge during the innovation process. Journal of Product Innovation Management 31(3): 599–615.
Mills, Peter K. 1986. Managing service industries: Organizational practices in a postindustrial economy. Cambridge, MA: Ballinger Publishing Company.
Möller, Sabine. 2008. Customer integration – a key to an implementation perspective of service provision. Journal of Service Research 11(2): 197–210.
Nambisan, Satish. 2002. Designing virtual customer environments for new product development: Toward a theory. Academy of Management Review 27(3): 392–413.
Nishikawa, Hidehiko, Martin Schreier, und Susumu Ogawa. 2013. User-generated versus designer-generated products: A performance assessment at Muji. International Journal of Research in Marketing 30(2): 160–167.
Piller, Frank T., und Dominik Walcher. 2006. Toolkits for idea competitions: A novel method to integrate users in new product development. R&D Management 36(3): 307–318.
Piller, Frank, Christoph Ihl, Jason Fuller, und C. Stotko. 2004. Toolkits for open innovation-the case of mobile phone games. Proceedings of the 37th annual hawaii international conference on system sciences.
Poetz, Marion K., und Martin Schreier. 2012. The value of crowdsourcing: Can users really compete with professionals in generating new product ideas? Journal of Product Innovation Management 29(2): 245–256.
Prahalad, Coimbatore K., und Venkat Ramaswamy. 2004. Co-creating unique value with customers. Strategy & Leadership 32(3): 4–9.
Prügl, Reinhard, und Martin Schreier. 2006. Learning from leading-edge customers at The Sims: Opening up the innovation process using toolkits. R&D Management 36(3): 237–250.
Rigby, Darrel, und Chris Zook. 2002. Open-market innovation. Harvard Business Review 80(10): 80–93.
Ritter, Thomas, und Hans G. Gemünden. 2004. The impact of a company’s business strategy on its technological competence, network competence and innovation success. Journal of Business Research 57(5): 548–556.
Rode, Philipp. 2012. Virtuelle Stimuli für Kundentests im Innovationsprozess, Bd. 1. Wiesbaden: Springer.
Rohrbeck, René, Fee Steinhoff, und Felix Perder. 2010. Sourcing innovation from your customer: How multinational enterprises use Web platforms for virtual customer integration. Technology Analysis & Strategic Management 22(2): 117–131.
Rügge, Ingrid. 2007. Mobile solutions – Adoption potentials, usage issues and solutions. Advanced Studies Mobile Research Center Bremen, Teubner Research. Wiesbaden.
Sandmeier, Patricia, und Christoph H. Wecht. 2004. Von der Kundenorientierung zur Kundenintegration. Technische Rundschau 96(4): 31–33.
Stieglitz, Stefan, und Tobias Brockmann. 2012. Virtual worlds as environments for virtual customer integration. Proceedings of the 45th hawaii international conference on system sciences.
Stock, Ruth M. 2014. How should customers be integrated for effective interorganizational NPD teams? An input–process–output perspective. Journal of Product Innovation Management 31(3): 535–551.
Tseng, Mitchell M., Jiao Jianxin, und Su Chuan-Jun. 1998. Virtual prototyping for customized product development. Integrated Manufacturing Systems 9(6): 334–343.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer Fachmedien Wiesbaden GmbH, ein Teil von Springer Nature
About this entry
Cite this entry
Peschl, A. (2018). Virtuelle Kundenintegration. In: Kollmann, T. (eds) Handbuch Digitale Wirtschaft. Springer Reference Wirtschaft . Springer Gabler, Wiesbaden. https://doi.org/10.1007/978-3-658-17345-6_72-1
Download citation
DOI: https://doi.org/10.1007/978-3-658-17345-6_72-1
Received:
Accepted:
Published:
Publisher Name: Springer Gabler, Wiesbaden
Print ISBN: 978-3-658-17345-6
Online ISBN: 978-3-658-17345-6
eBook Packages: Springer Referenz Wirtschaftswissenschaften