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Product uniqueness as a driver of customer utility in mass customizationFranke, Nikolaus, Schreier, Martin 06 1900 (has links) (PDF)
Mass customization (MC) constitutes a promising strategy for companies which aim to provide products which are better adapted to individual customers' aesthetic and functional preferences. Drawing on commodity theory, we argue that the perceived uniqueness of a self-designed product is a second driver of utility in MC. We find that in addition to the significant effect of aesthetic and functional fit, the perceived uniqueness of a self-designed product (1) contributes independently to the utility a customer experiences, and (2) that this effect is moderated by the consumer's need for uniqueness. In product categories which can serve this counterconformity motive for consumers, this suggests that MC toolkits should be constructed with the objective of facilitating the creation of unique products as well as providing affirmative feedback that this uniqueness has been achieved. (authors' abstract)
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Product Uniqueness as a Driver of Customer Utility in Mass CustomizationFranke, Nikolaus, Schreier, Martin 28 December 2007 (has links) (PDF)
Mass customization (MC) constitutes a promising strategy for companies which aim to provide products which are better adapted to individual customers' aesthetic and
functional preferences. Drawing on commodity theory, we argue that the perceived uniqueness of a self-designed product is a second driver of utility in MC. We find that in
addition to the significant effect of aesthetic and functional fit, the perceived uniqueness of a self-designed product (1) contributes independently to the utility a customer experiences, and (2) that this effect is moderated by the consumer's need for uniqueness. In product categories
which can serve this counterconformity motive for onsumers, this suggests that MC toolkits should be constructed with the objective of facilitating the creation of unique products as well as providing affirmative feedback that this uniqueness has been achieved. (authors' abstract)
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Why Customers Value Mass-customized Products: The Importance of Process Effort and EnjoymentFranke, Nikolaus, Schreier, Martin 14 October 2010 (has links) (PDF)
We test our hypotheses on 186 participants designing their own scarves with an MC toolkit. After completing the process, they submitted binding bids for "their" products in Vickrey auctions. We therefore observe real buying behavior, not merely stated intentions. We find that the subjective value of a self-designed product (i.e., one's bid in the course of the auction) is indeed not only impacted by the preference fit the customer expects it to deliver, but also by (1) the process enjoyment the customer reports, (2) the interaction of preference fit and process enjoyment, and (3) the interaction of preference fit and perceived process effort. In addition to its main effect, we interpret preference fit as a moderator of the valuegenerating effect of process evaluation: In cases where the outcome of the process is perceived as positive (high preference fit), the customer also interprets process effort as a positive accomplishment, and this positive affect adds (further) value to the product. It appears that the perception of the self-design process as a good or bad experience is partly constructed on the basis of the outcome of the process. In the opposite case (low preference fit), effort creates a negative affect which further reduces the subjective value of the product. Likewise, process enjoyment is amplified by preference fit, although enjoyment also has a significant main effect, which means that regardless of the outcome, customers attribute higher value to a self-designed product if they enjoy the process. The importance of the self-design process found in this study bears clear relevance for companies which offer or plan to offer MC systems. It is not sufficient to design MC toolkits in such a way that they allow customers to design products according to their preferences. The affect caused by this process is also highly important. Toolkits should therefore stimulate positive affective reactions and at the same time keep negative affect to a minimum. (authors' abstract)
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The value increment of mass-customized products: An empirical assessmentSchreier, Martin 10 August 2006 (has links) (PDF)
The primary argument in favor of mass customization is the delivery of superior customer
value. Using willingness-to-pay (WTP) measurements, Franke & Piller (2004) have recently
shown that customers designing their own watches with design toolkits are willing to pay
premiums of more than 100% (DWTP). In the course of three studies, we found that this type
of value increment is not a singular occurrence but might rather be a general phenomenon, as
we again found average DWTPs of more than 100% among customers designing their own
cell phone covers, T-shirts, and scarves. Building on this, we discuss the sources of benefits
that are likely to explain this tremendous value increment. We argue that compared to
conventional standard products, a mass-customized product might render the following
utilitarian and hedonic benefits: (1) First, the output might be beneficial as self-designed
products offer a much closer fit between individual needs and product characteristics. In
addition to this mere functional benefit, extra value might also stem from (2) the perceived
uniqueness of the self-designed product. As the customer takes on the role of an active codesigner,
there may also be two general 'do-it-yourself effects': (3) First, the process of
designing per se is likely to allow the customer to meet hedonic or experiential needs (process
benefit). (4) Customers may also be likely to value the output of self-design more highly if
they take pride in having created something on their own (instead of traditionally buying
something created by somebody else). This is referred to as the 'pride of authorship' effect. (author's abstract)
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World Automatic (((((The Really Real Project)))))Mayer, Jonna January 2019 (has links)
In a prospective post-work society, a select group of citizens participate in a cross-temporal project. As we follow along their journeys, questions arise. How does time move when it is no longer a commodity? What is design in the age of rampant robotics? How do we define creativity? What is wasted potential, and is it possible to be a failure? Most importantly, can fiction teach us anything about reality?
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