Professional Documents
Culture Documents
Business Models:
HOW TO CREATE AND CAPTURE
VALUE
Thomas Kohler
Technology has transformed individuals from mere consumers of products to empowered participants in value
co-creation. While numerous firms experiment with involving a crowd in value creation, few companies turn
crowdsourcing projects into thriving platforms with a powerful business model. To address this challenge, this
article analyzes successful platforms to identify patterns of effective crowdsourcing-based business models. The
results provide guidance for managers who need to create new (or adapt existing) business models.
(Keywords: Crowdsourcing, Open Innovation, Business Model Innovation, Co-Creation, Platforms)
T
he emergence of crowdsourcing-based business models is driven by
technology, active users, and the move towards open innovation.1
Crowd-based businesses enable organizations to harness the collective
energy and creativity of a large number of contributors. Through differ-
ent crowdsourcing processes, companies reach out to a large, unknown population
by inviting users to create value. They capture a share of the value created as profit
and, depending on the platform model, share revenue with the crowd. This busi-
ness model innovation represents a fundamental shift in the way business is done.
Today, users not only contribute ideas and input to product development,2 but they
also share goods, services, space, and money to deliver solutions that traditionally
have been performed strictly by the companies themselves.
A number of prominent new ventures have made crowdsourcing the back-
bone of their business models. By successfully capitalizing on the participation and
collaboration of the crowd, these businesses are rapidly transforming industries.
They empower users to leverage their creativity (Zooppa’s community creates
advertisements for leading brands), share their skills (Threadless’s community sub-
mits designs), or use their product domain knowledge (Innocentives’s community
tackles challenges). Existing companies are under pressure to reinvent their busi-
ness models as company borders are dissolving and the value creation process is
changing from linear to networked, from top-down to bottom-up, from centralized
This in turn results in higher productivity for companies. Collaborating with a great
number of contributors can reduce the time it takes to get new offerings to market
or to solve problems. Consider the example of the Quirky community. Since its
launch in 2009, it has created almost 400 products. This is unlikely to be matched
by companies that rely solely on closed internal development. Quirky crowdsources
the entire product development process and coordinates activities from collecting
initial ideas to naming the product. Then, it manufactures and distributes the prod-
ucts online and through retail partners.
Many crowdsourcing models are structured in ways that improve risk struc-
tures.17 The integrator platform often employs collective customer commitment
where users are asked for their vote or commitment before the product is manufac-
tured.18 Threadless employs this strategy. Unlike a traditional t-shirt manufacturer
that employs designers to come up with new products, Threadless is built upon a
creative and passionate art community of 120,000 designers who compete for
designs that will be produced by the company. The crowd is also involved in evalu-
ating the quality of submissions and helping to market the products. Two-sided
marketplaces share the risks of delivering products and services with external
parties. Airbnb is a good example. It became the largest hotel chain without owning
a single hotel (and the associated risks).
The success stories of companies embracing crowdsourcing-based business
models illustrate their effectiveness in enabling significant value capture. Lego
Ideas, for instance, is highly profitable by sourcing the product ideas from the
community and then selling them through their mass-market channels. Every
product co-created by this community has sold out. Many two-sided platforms
also successfully restructured value capture. The iPhone App Store, for instance,
operates as a marketplace that takes a cut from each transaction, which goes to
the bottom line.
Crowdsourcing platforms that manage to build a thriving crowd as a resource
are hard to imitate by competitors. Replicating the technology for a platform is a
considerably smaller challenge compared to replicating its community of creators.
does not translate into a thriving platform that is needed to repeat the successes. The
platform strived to help individuals bring their ideas to market, was able to build a
committed crowd of 5,000 active users, and partnered with companies such as Mattel
to run contests. However, after three years, they closed down after announcing that
they had to reevaluate their business model.21
Why do many companies struggle to create an effective business model built
upon the crowd? Why do most crowdsourcing platforms never take off? Why are
they difficult to sustain and scale? One explanation is that crowdsourcing platforms
coordinate an astonishingly complex array of human actions that require a different
set of skills. Considering the shifts that occur when moving from a traditional busi-
ness models to one that is built upon crowdsourcing, some key challenges include:
§ Role of the Customers: From Passive Consumers to Empowered Co-Creators—Embrace
customers as co-creation partners rather than as consumers at the end of
the value chain requires new business models. Organizers need to provide
the appropriate structure and incentives to motivate users to participate in
value co-creation.22
§ Role of the Company: From Selling Products to Enabling Interactions—Crowdsourcing
allows the radical alteration of the long-standing role of companies as the pro-
ducers. Instead of hierarchical and centralized decisions, crowdsourcing leads
to distributed input, decision making, and ownership. Success is less a function
of traditional product design than system engineering. Competition shifts from
value delivered by the product to value creation enabled by the platform. The
challenge for business strategy is how to enable interactions and orchestrate the
company’s and the crowd’s activities.
§ Value Creation: From Linear to Networked—Crowdsourcing has created a new
logic of value creation.23 While traditional business models work in a sequen-
tial fashion, with the company as the creator of value and customers as the
consumer of value, today everyone can create and contribute to value crea-
tion. Crowdsourcing-based business models are networked and call for differ-
ent strategies and activities to enable value creation. If companies aim to build
a crowdsourcing platform with traditional strategies, they are setting them-
selves up for failure.
§ Value Capture: From Centralized to Distributed—Companies opening up their
business models to follow a more collaborative approach are challenged with
issues related to value capture.24 Before the advent of crowdsourcing, value
was mostly captured by transferring ownership to consumers through a sales
transaction or charging customers for a service. Since the value is created in
interactions and not transferred in a one-way transaction, the power is shared
between the company and the crowd. This calls for new models of value
capture to account for the contribution of value-creating participants.
100 crowdsourcing sites. For each company, we analyzed the value creation and
value capture mechanisms by studying the platform and available publications.
Next, we narrowed down this initial selection to 35 cases for an in-depth analysis
based on certain criteria. First, we aimed to collect diverse cases with different forms
of crowdsourcing processes. Second, we chose sites that have crowdsourcing as a
core standalone platform, rather than those involving peripheral and time-limited
crowdsourcing projects. Third, we were particularly interested in platforms with
solid traction. To estimate the traction we identified key metrics around the
number or value of the unit that is created on the platform.
To generate data we conducted interviews with managers (n=35) and crowd
members (n=14). We interviewed executives and managers to understand the
company’s business model design and how they engage the crowd. With the partici-
pant interviews, we aimed to gather insights about their motivation and their
perspective on the value co-creation and co-capture aspects. Primary interview data
was complemented through observations of the platform and publicly available
material. All interviews were transcribed and coded. To guide our analysis, we added
a “crowd layer” to the business model canvas developed by Osterwalder and
Pigneur.25 We chose this structure because the template has gained significant recog-
nition among practitioners and scholars26 and studies demonstrated its usefulness
for generating business model innovation.27 We studied similarities and compared
differences to identify common patterns of crowdsourcing-based business models.28
We asked the company to verify the final case write-up for correctness. Exhibit 1 lists
the cases, segmented by primary platform type and captures the interviewees.
software on top of its own code. This characteristic has extended Salesforce
beyond a product into a platform. The activities of the crowd are focused on
building products on top of the platform, testing new platform features, and
shaping development decisions.
The main activity for businesses that choose a two-sided platform model is
to connect creators and customers. These companies facilitate the exchanges and
interactions between the interdependent groups. The creators don’t need to inter-
act directly with the platform owner. The company offers an online meeting
point, online database, and a communication service that connects these individ-
uals. The value of the platform increases as more groups or as more individual
members of each group are using it. For example, iStockphoto is a crowdsourcing
platform that allows individual artists to create photos and other visuals. All con-
tributors are rewarded directly for their value creation. Transactions rather than
relationships are the focus on these open markets. Users’ activities for this model
are to supply the inventory and to market the offerings by diffusing information
about their listing.
The rise of the Maker Movement and the growing democratization of 3D
printing have led to the producer platform business model. The core interaction is
between the creators (who are also the consumers) and the company that produces
the creations. The key activity for the company is to produce crowd innovation. An
online platform provides the customer with the product design tools and necessary
manufacturing support in order to design and manufacture the product. There are
two main differences from the integrator model. First, a user is both the manufac-
turer and the consumer. Second, the company takes the creation of the crowd and
produces what the crowd creators request. Thus for this form of user manufacturing,
the company only supports the customers in their undertakings. Users benefit from
the potential to realize entrepreneurial ideas without having to provide the required
infrastructure. For example, Shapeways gives designers the possibility to quickly
realize any product they can imagine at an affordable price. The platform also helps
designers sell their products through the company’s own marketplace. This elimi-
nates traditional entry barriers by providing creators the instruments to create and
distribute their work through an online marketplace. The distribution typically relies
on a long tail of user-generated niche content. Lulu.com is another example that
turned the traditional publishing model on its head by enabling anyone to publish.
Thanks to Lulu’s self-service tools, anyone can publish and sell books. Books are
printed only in response to actual orders. This business model is often combined with
the two-sided model, where the platforms also provide creators access to the desired
audience in the form of an online shop to sell their product. User activities for the
producer model are to create the product innovation based on the specifications of
the provided tools and to submit the design to the manufacturer.
While companies that start a business model based on crowdsourcing should
focus on one core interaction, they may use a combination of the above activities to
create value. In the early stages of crowdsourcing, the activities that are shared with
creators are limited. However, the most successful platforms crowdsource increas-
ingly more activities. For example, The Noun Project, a community that is building
a visual language of icons anyone can understand, is a two-sided platform that opens
up their APIs for platform extension. The marketplace connects icon creators with
buyers of icons. In addition, they rely on a product platform approach and encourage
developers to use their API to build on top of their platform. Similarly, product plat-
forms are building out marketplaces, as in the case with Salesforce’s app store. These
cases show that the strength of crowd-based business lies not in the activities the
company performs to create value, but how well it enables and empowers the crowd
to create value through multiple interactions.
All platform types need to focus their activities on enabling creation, cura-
tion, and consumption.
First, the company needs to help creators create. This starts with designing
the crowdsourcing process and the definition of the task. Platform managers need
to work towards optimizing how they ask the crowd to engage in value creation.
The higher the complexity of the core value unit, the more attention needs to be
directed to this initial step. A number of the design platform managers we inter-
viewed pointed out that they decided to start with a simple product for this very
reason. The requirements of a logo design are easier to convey to the crowd than
a redesign of a website. Athlete Originals created a visual way for their athletes to
specify their design requirements to a community of designers. Zooppa seeks to
make the clients’ needs clearer by bringing clients and creatives together in a
webinar. Platforms often follow the strategy of “plug and play” as they strive to
make it easy for creators to plug-in and create on the platform. Providing the
crowd with off the shelf applications lowers creators’ start cost. During the process
companies need to provide resources to the crowd to enable innovation. Manag-
ing a community of creators depends on empowering them to do the best job they
can. How Local Motors thinks about supporting the crowd is inspirational: “You
are essentially asking external recreational participants to come in and participate
at a level of an internal professional employee, so how can you expect that from
them if you give them anything less than the puzzle pieces you give to the inter-
nal employee?”35 So when asking a community member to contribute at the
same level as an employee, they need to be given the resources. Forums and
workshops are helpful to equip creators across all groups with the skills to partici-
pate. Platforms with a strong community are able to share the support of the cre-
ators with the crowd, and the members of the community support each other.
Second, companies need to ensure curation of the core value unit. This
ensures the quality and quantity of value creation. The curation mechanisms—
whether social, algorithmic, or editorial—show high-quality contribution and sepa-
rate the signal from the noise. If a platform fails to encourage curation, it gets
loaded with poor quality and fails to stay relevant, useful, and engaging. Leading
platforms create different feedback loops that encourage users to participate in the
curation process through reporting, voting, or reviewing the core value unit. A con-
sistent theme from our interviews related to curation is building trust within the
company’s system. Many or the multi-sided platforms in our sample have solved
this problem. Leading platforms, for example, often institute a feedback system
for both creators and consumers. Zooppa plans to include reciprocal voting to
enhance the trust among creators and clients. User profiles and ranking are other
features to keep participants reliable and honest. It also conveys status, which can
satisfy the members’ desire to receive recognition. The platform leader needs to
communicate openly and facilitate conversations to earn the trust of participants.
Third, companies need to bring consumers to the platform. Once a crowdsourc-
ing project has led to the creation and curation of a product or result, a lack of attention
can keep it from thriving. Engineers contributing to cars want to get the attention from
Local Motors and the community, logo designers want to be seen by the client, and
musicians want their songs to be purchased via NeedaJingle. The Salesforce app store
provides a marketplace on top of their product platform, which gets developers
excited: “There is no other app store that you can develop an app for and earn a
reasonable income on scalable basis. I think if they wouldn’t do anything else apart
from that they would get 80% of the developers that they are getting right now.”36
Cost Structure: Reduce Costs for the Company and the Crowd
While companies are able to reduce their operating costs by sharing the
work with crowd members, the activities performed by the company and the
crowd lead to other costs. The costs that all crowdsourcing companies share are
the expenses related to building and maintaining the platform. For two-sided plat-
forms, their operating costs are low and their percentage margins are high.
Because integrators must produce and then sell their offerings, they typically have
higher revenues but also have higher capital and operating costs and lower per-
centage margins. Crowdsourcing can create new costs, as creators demand a
larger share of the value created.
While the crowd reduces costs for the company, the crowd also has its own
costs to cover. Costs for creators include time, efforts, money, giving up intellec-
tual property rights, and sharing resources. For intellectual property rights, there
is a range of options for establishing ownership rights of crowdsourced creations.
Companies may pursue outright ownership of the created product or seek joint
ownership. There are also various levels of usage rights. Although we are seeing
the early stages of a movement toward more favorable terms for the crowd, the
common form is that the company takes over the usage rights. Reducing the
costs of participating can increase value. For instance, the crowdsourced music
product platform NeedaJingle lowers the costs for crowd contributors by struc-
turing the music rights in a way that artists retain the copyright and the client
only licenses the created track. As the founder explained, this leads to increase
value capture for the crowd: “We’re a music licensing company. There is no
transfer of copyright and the musicians love that.”38
§ Transaction Fees: When producers and consumers transact, one or both sides
pay the platform a transaction cut. These are especially applicable where
crowd platforms are essentially acting as a broker. Two-sided platforms
receive revenue from their intermediation services performed on behalf
of two or more parties. Etsy, for example, earns revenues by taking a per-
centage of the value of each transaction executed between artist and
seekers. Two-sided marketplaces allow for a long tail strategy where indi-
viduals provide niche products. Individually, these neither demand high
volumes nor allow for a high margin. If a vast variety of these products
are offered in sufficient amounts, the profits from resulting small sales
can add up to a significant amount.
§ Advertising: Many high-traffic platforms rely on advertising revenue. YouTube
is a prominent example for highly profitable user-driven advertising model,
where the platform monetizes consumers’ attention for the user-generated
content.
§ Service Fees: Producer platforms charge a service fee for their revenue mech-
anism. Intermediary integrator platforms like eYeka that connect brands and
creatives through online challenges charge a service fee for running the con-
tests. A similar case is Jovoto, which also charges for additional services such
as coordinating the jury evaluation or documentation of the contest out-
comes.
§ Donations, Grants, or Sponsorship: Platforms that are built upon the collabora-
tive community model, where volunteers create something that is given
away for free to the public, often rely on noncommercial revenues.
revenue sharing and pay rates that vary from model to model, depending on the
position and the power of the platform. Integrator platforms retain the largest part
of the revenue and pass on a smaller share to the crowd of creators. Two-sided
marketplaces pay out the largest share to the crowd members and retain a small frac-
tion. For instance, iStockphoto takes a 20% cut from each purchase. User-driven
content sites share ad revenues with their content-producing members as incentive
strategies. There are numerous examples of idea competitions, where many individ-
uals are involved in value creation but only a few receive some form of prize money.
The amount of prize money varies from a substantial reward for large competitions
(several million for the XPRIZE), to solid payouts for solving complex problems
(Innocentive: $10,000-$1,000,000) to smaller amounts for consumer product chal-
lenges (eYeka: $1,000-$10,000). When platforms promise direct returns for their
creative accomplishments, platform hosts need to pay careful attention to fairness
to avoid negative reactions. Research by Franke and colleagues43 confirms that par-
ticipants’ likelihood of joining a crowdsourcing contest depends on their expectations
for the distribution of value between the firm and contributors (distributive fairness)
and the fairness of the procedures leading to this distribution (procedural fairness).
The equity rule44 aptly applies to the crowdsourcing context, where individuals draw
comparisons between perceptions of their own outcome-to-input ratio to the out-
come-to-input ratio of reference parties. While many companies might have started
with an opportunistic approach, systems that encourage many to participate but
benefit a few are setting themselves up for failure. For crowd-based companies to
endure, they must get the crowd’s value creation and crowd’s value capture in the
right balance. Participants who feel treated unfairly will terminate their relationship
with the crowdsourcing host. Users are also aware of their powerful position within a
business model that leverages crowdsourcing. This is best described in the words of a
user who reminded us that Threadless “is community based and can only be as big
and strong as the community will allow.” Many interviewees from integrator and
product platforms agree that monetary incentives are a valid way to attract new cre-
ators, but are unsustainable as scalable incentives. A one-time incentive such as prize
money attracts initial attention, but to sustain a crowd, ongoing emotional rewards
are required.
To provide glory for the crowd, companies need to recognize creators’ con-
tributions. Across all platforms members are driven by the potential recognition
they may get for their contributors. Programmers in open source software com-
munities are driven by the desire to be recognized by peers, and respect was men-
tioned as the only currency that matters to developers. For those that don’t win in
contest models, many platform managers expressed that recognition is the key to
keep participants coming back. The quality of the relationship between the plat-
form host and the crowd depends on users’ perception of being valued by the
company. Henry James’s quote offers guidance for platform managers: “The deep-
est principle in human nature is the craving to be appreciated.” Successful plat-
forms treat the crowd not as cheap labor but rather as a respected partner. One
mechanism to show appreciation for the crowd’s effort is to provide visibility for
contributions. Platforms compile and publish top contributor lists or give out
performance-based memberships to convey various degrees of status. Events are
another way to recognize key contributors. Blog posts or stories about their con-
tributions or showcasing the contributions in user profiles are other ways to
acknowledge crowd members. The recognition received fuels further value crea-
tion activities.
Love as a motivational category challenges companies to find ways to fuel
participants’ intrinsic motivation. Many creators are driven by purely intrinsic
motives such as enjoyment of an activity, socializing with others, or when they
feel they are contributing to a cause larger than themselves. If there is a strong
intrinsic motivation, users can be “paid” in the currency of having fun, learning,
a sense of belonging, and recognition.45 If participants are driven by social
motives, platforms need to provide systems to connect the people to each other.
Learning is another strong intrinsic motive platforms need to address. Several
managers emphasized their efforts to provide learning opportunities through
offering resources, advice, or connecting them with each other.
Conclusion
Crowdsourcing raises a new set of strategic choices related to how value is
created and captured. Following are questions managers should ask when creat-
ing crowdsourcing-based business models.
Crowdsourcing platforms have emerged over the past decade as some of
the most powerful and valuable business models around. However, achieving suc-
cess with crowdsourcing platforms can be difficult. Crowd-driven business models
are fundamentally different from traditional producer-consumer transactions. By
studying crowdsourcing platform strategies that have worked, managers can find
ways to innovate their business models to prosper and endure.
Notes
1. H.W. Chesbrough and M.M. Appleyard, “Open Innovation and Strategy,” California Manage-
ment Review, 50/1 (Fall 2007): 57-76.
2. For a discussion of different user roles see S. Nambisan and P. Nambisan, “How to Profit from a
Better ‘Virtual Customer Environment’,” MIT Sloan Management Review, 49/3 (Spring 2008):
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International Journal of Electronic Commerce, 15/1 (Fall 2010): 11-48.
3. H. Chesbrough, Open Business Models (Boston, MA: Harvard Business Press, 2006).
4. C. Zott, R. Amit, and L. Massa, “The Business Model: Recent Developments and Future
Research,” Journal of Management, 37/4 (July 2011): 1019-1042.
5. D.J. Teece, “Business Models, Business Strategy and Innovation,” Long Range Planning, 43/2-3
(April 2010): 172-194.
6. C. Zott and R. Amit, “The Fit between Product Market Strategy and Business Model: Implica-
tions for Firm Performance,” Strategic Management Journal, 29/1 (January 2008): 1-26.
7. R. Amit, C. Zott, and A. Pearson, “Creating Value through Business Model Innovation,” MIT
Sloan Management Review, 53/3 (Spring 2012): 41-49.
8. H. Chesbrough (2006), op. cit.
9. R. Amit and C. Zott, “Value Creation in E-Business,” Strategic Management Journal, 22/6-7
(June/July 2001): 493; C. Zott, R. Amit, and L. Massa, “The Business Model: Recent Develop-
ments and Future Research,” Journal of Management, 37/4 (July 2011): 1019-1042; P. Timmers,
“Business Models for Electronic Markets,” Electronic Markets, 8/2 (1998): 3-8; L. Dahlander and
M. Magnusson, “How Do Firms Make Use of Open Source Communities?” Long Range Plan-
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10. A. Gawer and M.A. Cusumano, Platform Leadership (Boston, MA: Harvard Business School
Press, 2002), p. 316.
11. K.J. Boudreau and K.R. Lakhani, “How to Manage Outside Innovation,” Sloan Management
Review, 50/4 (Summer 2009).
12. H. Chesbrough, W. Vanhaverbeke, and J. West, Open Innovation: Researching a New Paradigm
(Oxford: Oxford University Press 2006), pp. 69-76.
13. J. West and D. Wood, “Creating and Evolving an Open Innovation Ecosystem: Lessons from
Symbian Ltd,” available at SSRN 1532926, 2008.
14. Teece (2010), op. cit.
15. C. Hienerth, P. Keinz, and C. Lettl, “Exploring the Nature and Implementation Process of
User-Centric Business Models,” Long Range Planning, 44/5-6 (October 2011): 344-374.
16. C. Prahalad and V. Ramaswamy, “The Co-Creation Connection,” Strategy + Business, 27 (2002).
17. Note that crowdsourcing models face different risks that need to be managed. Contests, for
instance, have an uncertain outcome and all platform types need to manage the risk related
to the level of quality.
18. S. Ogawa and F. Piller, “Reducing the Risks of New Product Development,” Sloan Management
Review, 47/2 (Winter 2006): 65-71.
19. The case is described by V. Chanal and M.-L. Caron-Fasan, “The Difficulties Involved in Devel-
oping Business Models Open to Innovation Communities: The Case of a Crowdsourcing Plat-
form,” M@n@gement, 13/4 (2010): 318-340.
20. C. Rover, “Myoo Create Wants to Teach the World to Scheme,” 2010, <www.triplepundit.com/
2010/09/myoo-create-wants-to-teach-the-world-to-scheme>; A. Walker, “Myoo Uses Crowd-
sourcing for Sustainability Solutions,” Fastcompany, June 22, 2010, <www.fastcompany.com/
1662684/myoo-uses-crowdsourcing-sustainability-solutions>.
21. Crowdsourcing.org, “Genius Crowds Closes Its Doors,” May 21, 2013, <www.crowdsourcing.
org/editorial/genius-crowds-closes-its-doors/25946>.
22. J. Fueller, “Refining Virtual Co-Creation from a Consumer Perspective,” California Management
Review, 52/2 (Winter 2010): 98-122.
23. Suvi Nenonen and Kaj Storbacka, “Business Model Design: Conceptualizing Networked Value
Co-Creation,” International Journal of Quality and Service Sciences, 2/1 (2010): 43-59.
24. Chesbrough and Appleyard (2007), op. cit.
25. A. Osterwalder and Y. Pigneur, Business Model Generation: A Handbook for Visionaries, Game
Changers, and Challengers (Hoboken, NJ: John Wiley and Sons, 2009).
26. H. Chesbrough, “Business Model Innovation: Opportunities and Barriers,” Long Range Plan-
ning, 43/2-3 (April 2010): 354-363.
27. M.J. Eppler, F. Hoffmann, and S. Bresciani, “New Business Models through Collaborative
Idea Generation,” International Journal of Innovation Management, 15/6 (December 2011):
1323-1341.
28. To reduce individual coding biases, synonyms were corrected in several team sessions by nego-
tiating meanings and checking with the transcripts. Through joint discussions and iterative
referrals to the theoretical foundation, we reached consensus and ensured that each pattern
appeared in the data repeatedly to achieve concept saturation. Qualitative analysis software
(Dedoose) was used to assist with coding.
29. Adam M. Brandenburger and Barry J. Nalebuff, Co-opetition (New York, NY: Crown Business,
2011).
30. S. Choudary, “The Three Design Elements for Designing Platforms,” 2015, <http://platformed.
info/the-three-design-elements-for-designing-platforms>.
31. Annabelle Gawer and Michael A. Cusumano, “Industry Platforms and Ecosystem Innovation,”
Journal of Product Innovation Management, 31/3 (May 2014): 417-433.
32. Personal interview with Mark Hinkle, Community Manager, Citrix.
33. M. Bonchek and S. Choudary, “Three Elements of a Successful Platform Strategy,” Harvard
Business Review, January 31, 2013, online.
34. K.J. Boudreau and K.R. Lakhani, “Using the Crowd as an Innovation Partner,” Harvard Busi-
ness Review, 91/4 (April 2013): 60-69.
35. Personal interview with Alex Fiechter, Head of Innovation, Local Motors.
36. Personal interview with Roel Masselink, Founder, Crowdsite.
37. Personal interview with Evan Buist, Founder, Needajingle.
38. Personal interview with Rob Spectre, Developer Evangalist Twillio.
39. Fueller (2010), op. cit.; S. Nambisan and R.A. Baron, “Different Roles, Different Strokes: Orga-
nizing Virtual Customer Environments to Promote Two Types of Customer Contributions,”
Organization Science, 21/2 (March/April 2010): 554-572.
40. Personal interview with Stiven Kerestegian, Head of Open Innovation, Lego Ideas.
41. P. Blau, Exchange and Power in Social Life (New York, NY: John Wiley & Sons, Inc., 1964).
42. T.W. Malone, R. Laubacher, and C. Dellarocas, “The Collective Intelligence Genome,” MIT
Sloan Management Review, 51/3 (Spring 2010): 21-31.
43. N. Franke, P. Keinz, and K. Klausberger, “‘Does This Sound Like a Fair Deal?’: Antecedents
and Consequences of Fairness Expectations in the Individual’s Decision to Participate in Firm
Innovation,” Organization Science, 24/5 (September/October 2013): 1495-1516.
44. J. Adams, “Inequity in Social Exchange,” in L. Berkowitz, ed., Advances in Experimental Social
Psychology, Volume 2 (New York, NY: Academic Press, 1965), pp. 267-299.
45. Nambisan and Baron (2010), op. cit.
California Management Review, Vol. 57, No. 4, pp. 63–84. ISSN 0008-1256, eISSN 2162-8564. © 2015 by
The Regents of the University of California. All rights reserved. Request permission to photocopy or
reproduce article content at the University of California Press's Rights and Permissions website at
http://www.ucpressjournals.com/reprintinfo.asp. DOI: 10.1525/cmr.2015.57.4.63.