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July 24, 2008

RYZwear.com: Applying the Threadless Concept to Footwear

"At RYZ we’ve set out to create a people’s brand – a community of designers, sneakerheads and anyone that cares enough about art, fashion or sneakers to speak up. Together we’ll create sneakers that are designed and chosen, not by some big, faceless corporation, but by you.

Think of RYZ as a stage for designers to showcase their creativity and a forum for people to define what great sneaker design means. In other words, we just make comfortable sneakers – the rest is up to you."

Ryz_design_competition This is how Rob Langstaff announced his new business just one month ago, ryzwear.com The hope of RYZ is to become the Threadless of footwear, connecting people who design custom sneakers with those that vote on the designs and purchase. I am wondering since long what could be good fields where the extremely profitable Threadless idea can be applied to, and footwear could be one option.

Rob Langstaff is not an outsider of the sneaker world. The former Adidas America Inc. president has turned the business model of its former employer upside down, Instead of assigning design jobs to inhouse designers, he is relying on online clusters of consumers to design products and figure out which ones to sell. "In Ryz's case, it's MySpace meets "American Idol," with footwear as the unit of expression", as an online report called the business model.

"The corporate design team is limited by its walls," Langstaff is quoted in the news report, "The corporation shouldn't be dictating what the consumer wears. The consumers should."

This is how RYZ works:

  • Each month, Ryz will post a different standardized shoe silhouette on its Web site (a high-top shoe and a low-top shoe were the first two). Users can download the template and, using Adobe Photoshop, illustrate or add images across the shoe.

  • Site visitors can rate and comment on submissions. After a month, a winner will be declared and Ryz will order a run of the winning design -- 100 pairs to start and 1,000 pairs by next year -- from a contract manufacturer in China.

  • The winning designer will get $1000 for the start, plus royalties of $1/piece on ongoing sales, and get their profiles attached to each pair and a listing in Ryzwear.com's Hall of Fame.

  • Two weeks after the contest ends, Ryz will sell the winning shoes on the Web and, for now, in Xebio Co., a leading Japanese sporting-goods retailer that owns a stake in Ryz. The retail price: $75 to $90 a pair.

By 2012, Langstaff hopes to allow users to design the entire shoe, from the shape of the sole to the shape of the eyestay. He also hopes to get into athletic wear. He expects to rely on customers to do most of his marketing.

Rob Langstaff is putting $4 million into his shoe startup, saying there is too great a disconnect between businesses and consumers. He expects to do $40 million in revenue by 2012 (which would be about half the time of Threadless' way to scale, but could work given his larger experience in the market and the higher price tags).

Interestingly, among some of the people helping Langstaff to set to the business is Mikal Peveto, a former footwear executive who started design-your-own shoe site Customatix in 2000. In case you have followed mass customization since its beginning, you should know Customatix. The company got much attention and had one of the best online configurators of its time. But it also did offer too much of a good thing, giving users really zillions of choices at a time when consumers were not really educated in mass customization configurators.

But Peveto believes Ryzwear can succeed where Customatix failed because consumers today are more comfortable interacting and purchasing online from less-established companies.  "Our timing wasn't great. We couldn't get people to buy because they didn't trust the brand," Peveto said. "Now is a completely different time than in 2000 because there are so many different brands that are valid."

So I am curious to see whether Mikal Peveto and Rob Langstaff's predictions come true. They took some serious modifications of adopting the Threadless models for their industry. But Threadless' customers are as much purchasing the membership in a club, a community, by purchasing t-shirts frequently at $15 a pop. I am not quite sure that this will work with $90 sneakers.

To develop however a great (and profitable) underground line of sneakers with a great story, their approach may work will. They may want to take a bit more from the Muji, the Japanese's retailer, and its approach to the model. Muji is not just letting customers vote on new designs, but also asks them to make a small cash payment on the item they really want to have in stores. Thus, they can much better predict what people will purchase later. Such an approach also could benefit RYZ as it would connect the voting much closer with the purchasing of the line.

Context information:

A good article in Oregonlive told me first about RYZ

A recent article in the San Francisco Chronicle on crowdsourcing and user idea competitions is featuring RYZ, Threadless, and a number of other companies.

My previous reports about the CEC User Co-Design Competitionand Open Source Footwear.

May 24, 2008

Threadless - the full story: Inc. Magazine Feature on Threadless

Inc-magazine Max Chafkin, a staff writer the US Entrepreneurship journal Inc. Magazine, has written a great report on Threadless  for the June 2008 issue of the magazine. It is available in a free online pre-press version now.

Max tells the entire story of Threadless, starting with the episode of a meeting at MIT where the Threadless guys gave one of their first public presentations. I had the privilege to be part of this meeting, and it is fun to read about it in paper (especially as I am at MIT in the moment, writing these lines from the same building where we had the initial meeting with Threadless).

Max did a great job in documenting the history and genesis of Threadless, but also reflecting on its future. Here are some quotes of Max' analysis of the case, but head to the website to read the entire article:

On Threadless' Size and Development
This rapid engagement propelled the company through four years of phenomenal growth, beginning around 2004. The user base grew tenfold, from 70,000 members at the end of 2004 to more than 700,000 today. Sales in 2006 hit $18 million -- with profits of roughly $6 million. In 2007, growth continued at more than 200 percent, with similar margins. Though Nickell refuses to disclose the exact revenue number -- perhaps because he now counts Insight Venture Partners, a New York venture capital firm, as a minority shareholder -- it seems fair to assume that Threadless sold more than $30 million in T-shirts last year.

Ask Nickell what he makes of his company's whirlwind success, and he will respond rather sheepishly. "I think of it as common sense," he says. "Why wouldn't you want to make the products that people want you to make?" Indeed, the idea that the users of products are often best equipped to innovate is something many entrepreneurs know intuitively.

And it is supported by a growing body of research. A study published last year in the Strategic Entrepreneurship Journal suggested that the vast majority of companies are founded by "user-entrepreneurs" -- people who went into business to improve a product they used. Meanwhile, studies by von Hippel and others show that in industries as diverse as scientific instruments and snowboard equipment, more than half the innovations generally come from users, not from research labs.

On user innovation and the resistance of traditional companies to adopt it
Some companies actually punish these people by cracking down on unauthorized innovations. Apple has famously "bricked" -- that is, electronically disabled -- iPhones that have been enhanced by their owners. Other companies pay lip service to user innovation but have trouble following through on the concept. "Companies are very good at creating platforms for external input, but they're very bad at using this input," says Frank Piller …

Threadless is an exception to this. "You could say that what Threadless does is trivial, but it's not," says Harvard's Lakhani. In fact, the very triviality of Threadless's product -- something as low tech and as commoditized as a T-shirt -- proves that vibrant online communities can drive all sorts of nontechnical businesses. This should be encouraging news to entrepreneurs. Customer communities have become exceedingly inexpensive to build and manage; blogging software and social network platforms, for example, are now available for free from a handful of start-ups. "We thought that open source could only work in software, and now it's being successfully applied to a product as mundane as a T-shirt," Lakhani says.

On Threadless' Corporate Culture and Work Style
[Today], the company is suspiciously companylike. The go-carts generally stay parked, the buck stays mute, and the Ping-Pong table serves as a gathering place for impromptu meetings. "When I started, we spent half the day playing," says Lance Curran, a bearded 29-year-old wearing a beanie, jeans, and a flannel shirt. "That doesn't happen anymore." This is not to say Curran doesn't like his job. On the contrary, he nearly glows when he talks about his rise from a temporary warehouse worker in 2005 to the warehouse manager in charge of a staff of 18 today. ...

Like Curran, most of Threadless's employees come with no obvious qualifications for their jobs. The oldest staff member is 33, and many are under 25. The employees do, however, arrive with a deep and abiding love of Threadless, having joined the community long before they entered the work force.

Joe Van Wetering, a 21-year-old illustrator who works in the production department, was a frequent visitor to Threadless's offices as a teenager before taking a job in the warehouse in 2006. Ross Zietz had won seven competitions while studying art at Louisiana State University before he took a job as the company's janitor in 2004. He has since been promoted to art director, charged with helping the winning designers get their entries ready for printing. In fact, 75 percent of the company's 50 employees were community members before they were hired.

On other product categories Threadless is exploring
Now, Nickell is set to let his club loose on other businesses. In addition to expanding to children's clothing and retail, Threadless will begin selling prints and posters online. And later this year, the company will add a range of products, including handbags, wallets, and dinnerware, under the brand Naked & Angry. Each item will be adorned with patterns submitted by users, with a new product launched each month. "I think Naked & Angry, if handled properly, has the potential to be way bigger than Threadless, because we have the flexibility to do everything," says Kalmikoff, who envisions moving into high-end clothing as well as housewares. Jeff Lieberman, managing director of Insight Venture Partners and a board member, is even more bullish. "To say it's just a T-shirt company is absurd," he says. "I look at it as a community company that happens to use T-shirts as a canvas."
 
And Max' final evaluation of Threadless' Business Model: A fundamental economic shift


The way Eric von Hippel sees it, Threadless has tapped into a fundamental economic shift, a movement away from passive consumerism. One day in the not-too-distant future, he says, citizen inventors using computer design programs and three-dimensional printers will exchange physical prototypes in much the same way Nickell and cohorts played Photoshop tennis.

Eventually, Threadless-like communities could form around industries as diverse as semiconductors, auto parts, and toys. "Threadless is one of the first firms to systematically mine a community for designs, but everything is moving in this direction," says von Hippel. He foresees research labs and product-design divisions at manufacturing companies being outstripped by an "innovation commons" made up of tinkerers, hackers, and other devout customers freely sharing their ideas. The companies that win will be the ones that listen.

This may or may not come to pass, but the lesson of Threadless is more basic. Its success demonstrates what happens when you allow your company to become what your customers want it to be, when you make something as basic and quaint as "trust" a core competency. Threadless succeeds by asking more than any modern retail company has ever asked of its customers -- to design the products, to serve as the sales force, to become the employees. Nickell has pioneered a new kind of innovation. It doesn't require huge research budgets or creative brilliance -- just a willingness to keep looking outward.

Context:
- My earlier reports on Threadless are here and here.
- The full Inc. Magazin article

May 22, 2008

Spreadshirt Reveals New Crowdsourced Logo

Spreadshirt_NEW-LOGO Remember the Spreadshirt Crowdsourcing contest to get a new logo from its community, the Open Logo Project 1.6 (OLP) ? I was part of the judging panel, and it was a fun activity to do. "We wanted to take this to the community who use, create and live our product, rather than to an agency", Jana Eggers, Spreadshirt CEO, is quoted in a press release.

Spreadshirt_lovetabkimlarsen The results were in at the end of the year, and now finally the winning logo has been placed on the site and all CI materials. Kim Larsen’s ‘Love Tab’ was the winning design, chosen from 2,800 submissions (from 45 countries). Kim is a 23 year old graphic and interactive media designer from Sweden.

"I wanted to make personal branding visually simple and to embed a symbol everyone can relate to.", he says, "The heart resonates with the feeling of love you have for something you’ve created and the stitching with the hand-crafted nature of the product."

Context:
- My previous report about the contest.
- The official contest site
- Press release at Spreadshirt (and I do not know whether being a web 2.0 guru is a good thing or not today).

April 27, 2008

Ultimate Customization: Design and Deliver - a new project that examines the next era of mass customization

CardiffpicA guest article by Daniel Eyers from the Cardiff University Innovative Manufacturing Research Centre (CUIMRC). CUIMRC is a new center at Cardiff University in the UK. In this post, Daniel describes about the mission and research at this center.

Imagine the opportunities that exist when the freedom of design opportunities afforded by Mass Customisation can be realised using innovative Rapid Manufacturing technologies, where one-off custom manufacturing is the norm, not the exception. As these technologies mature and become increasingly accessible to end-users, will this enablement of Mass Customisation be achievable? If so, what will be the effects of customised demand for business when compared to traditional Mass Production?

Cardiff University Innovative Manufacturing Research Centre (CUIMRC), funded by the Engineering & Physical Sciences Research Council, is the UK’s leading research centre in the field of sustainable manufacturing R&D. Ultimate Customisation: Design & Deliver is a new project that examines the concept of Ultimate Customisation, the next era of Mass Customisation. Ultimate Customisation will involve much greater personalisation, where customers actively take part as co-designers and thus contribute to the value creation. The project aims to understand the viability of Ultimate Customisation using advanced manufacturing technologies such as those associated with Rapid Manufacturing. In this project we explore the possible implications of Rapid Manufacturing within a consumer facing environment, challenging traditional mass customisation production economics and disrupting existing commercial logistics, distribution and marketing paradigms.

Our previous consideration for Mass Customisation of logistics (through the McCLOSM study) demonstrated the implications for businesses in customising both logistics and manufacturing, and now that this project approaches its conclusion, the Ultimate Customisation: Design & Deliver project will continue to examine the implications of Rapid Manufacturing technology.

Considering the current status of knowledge, we have found that extensive literature exists for Mass Customisation, and separately, Rapid Manufacturing. However, as a result of rising individualism of consumer demand together with the technological improvement of Rapid Manufacturing, we believe these concepts will increasingly be implemented together in the short term. Despite numerous companies actively engaged in this field, as yet the body of knowledge analysing the overall topic has as yet received little research attention.

As a research centre, CUIMRC aims to help industry through creating greater understanding of the complex interrelationship between economics and environmental and social factors in developing a truly sustainable business. Our approach to research is to actively engage closely with our research partners and their associated supply chains in order to get an impartial, first hand viewpoint of their particular situation, while also allowing us to maximise the relevance and usefulness of our research outputs. Industrial secondments in which our researchers spend time embedded within host organisations have proven an extremely useful mechanism in this respect. We engage with stakeholders on several other levels, ranging from their participation in surveys and focus groups through to collaborative partnerships on individual projects and strategic input to the consortium through representation on our Steering Group.

The Ultimate Customisation project involves a number of collaborative industrial partners embarking on Rapid Manufacturing-Enabled Mass Customised production and through case studies and modelling approaches, we are exploring both demand and supply management implications arising from Mass Customisation. For the organisations involved in the project, our research aims to provide a clear understanding of both their present and prospective supply chains through ‘what-if’ simulations of futuristic business models for Ultimate Customisation. Additionally, from these assessments we can also assist in the optimisation of processes to directly benefit their business. The collaborative partners represent a cross section of industry, including highly experienced designers and manufacturers with capabilities both for rapid manufacture of customised products and traditional mass production.

During our research we anticipate making a number of Ultimate Customisation publications based on our research findings, many of which will be linked to our industrial collaboration. A warm invitation is extended to any individuals or organisations wishing to become involved with the research or receive project updates/dissemination information to register their interest with us.

Contact for more information Daniel Eyers (eyersDR@cf.ac.uk) or Hartanto Wong (wongH@cf.ac.uk).

March 31, 2008

New Blog on Mass Customization and Rapid Ranufacturing and how this will influence the design profession

MattWe dont do retro is the personal blog of Matt Sinclair, a designer based in Helsinki. I first met Matt on the MCPC 2007 conference and then again last week on a workshop in Helsinki, and he does REALLY interesting work on user co-design.

His blog mainly concerned with mass customization and rapid manufacturing, which are the areas he researching for his PhD at Loughborough University in the UK. But you’ll also find information about other subjects that interest him - lead user innovation, open source design and industrial design in general (Matt also wrote one of the most extensive MCPC 2007 reviews)!

His Ph.D. is titled "An investigation of the feasibility of product architectures to facilitate consumer-created designs in the consumer electronics industry, using rapid manufacturing technologies as an enabler"

While he expects not to be ready before Summer 2010, his early thoughts already are quite interesting:

"Rapid Manufacturing (RM) is defined as the direct production of finished parts or products, most often utilising one of a number of 3D printing technologies. ... The most important difference between rapid manufacturing technologies and traditional mass manufacturing technologies such as injection moulding is the absence of tooling. This has a number of important implications. One of the common features of mass manufacturing processes is that the means of production require substantial initial investment, however once in place the cost of manufacturing a single part or product (relative to the initial investment) is negligible. It is therefore a basic principle of mass manufacturing that as the number of parts produced increases, the cost of production of each individual part decreases. This inevitably leads to uniformity, since even small design changes require significant reinvestment in tooling.
...

Mass customisation offers the possibility of designing for niche markets, in small production runs, but it will be impossible for a designer, or even a design team, to be an expert in all these niches. Designers will therefore need to accept the necessity of inviting consumers to take part in the design process, even to design their own products. Furthermore, rapid manufacturing reduces the level of technological expertise required to design functioning parts. It is therefore likely that consumers will begin to design and produce their own products whether officially sanctioned by a brand or not.

The purpose of the traditional design process is not just to impose a uniform aesthetic however, it also refines and rejects on the basis of ergonomics, durability, integration with other products and systems, cost etc. These are all areas in which the designer’s expertise is the best tool to resolve the conflicting demands of a product brief. To make sense of the potential for multiple product variants which mass customisation offers, my hypothesis is therefore that the task of the industrial designer will in future be to create modular product architectures which define and limit the parameters of any possible design."


Go to Matt's blog here: We dont do retro

March 22, 2008

Un-Readymades: From Object to Experience. A study of mass customization from the perspective of industrial design

Interview with Martin Konrad Gloeckle, NYC, on consumer co-design and his series of "un-readymade" designs, a great interpretation of the customization trend

Un-ready mades by Martin Konrad Gloeckle. Pictures courtesy of Mr. Gloeckle.When I saw these pictures, I was fascinated immediately ... Martin Konrad Gloeckle, an Industrial Designer currently based in New York City, created some wonderful designs that are one of the best interpretations of the customization trend I ever saw. His designs are part of a study where he discusses the customization trend from the perspective of industrial design.

Born and raised in Germany, Martin relocated to the US in 1996, and recently finished his Master’s Degree in Industrial Design at the Pratt Institute in New York. Martin has additional degrees in Computer Science and Business Administration, and before returning to school had a successful career working for leading web and interactive advertising agencies both in Germany and the US. Martin’s design work has been featured in exhibitions, design blogs and magazines including New York Magazine, his award-winning Bendino lamp is currently produced and distributed in Europe.

Martin is the author of "Un-Readymades: From object to experience" – a study of mass customization from the perspective of industrial design. In this work, Martin has analyzed how consumers are moving away from being passive consumers to actively influencing and shaping their world. Parallel to this, consumers are increasingly looking for improved experiences, involvement, and personal expression. In return, user-generated content or the Do-It-Yourself movement are booming.

But how should product design react on this? Martin finds that up to today, most designers have not reacted on this trend and still are just focusing on providing ready-made, fixed and stable products. He also finds that conventional mass customization systems still do not provide a full user experience or often require advanced knowledge or tools.

In his study, he explores the next levels in this field. Based on research and design explorations, it proposes a framework for product design that engages the user and allows for deeper experience and involvement. It provokes a rethinking of the products we use and interact with on a daily basis, and presents several designs based on this.

Martin Konrad GloeckleIn a recent interview, we spoke about his work and how he developed his design.

Martin, what is the key element of the design framework you propose to engage consumers deeper into experiences?

Well, the proposed framework actually has six major principles. However, these are based on two key points: A) Create design opportunities for the user, and B) Use a low-tech approach.

Let me start with the first point: What we can observe today in the online or two-dimensional world are increasingly active, involved, and creative consumers. This includes things like the so-called ‘user generated content’ of blogs, YouTube, Wikipedia and so on, as well as the whole field of desktop publishing, desktop video, desktop music etc. However, when it comes to the world of three-dimensional products, there is very little happening at this point. There are simply very limited opportunities available to the consumer.
The series of products I created tries to address this. Called ‘Un-readymades’ to express the involvement of the end-users, they provide consumers with opportunities to design, create, and express themselves.

Of course, there are other developments related to this trend. Things like the many online customization tools, the fabber and prototyping tools, and the increasingly available D.I.Y. services like Ponoko or Buglags to name a few. These however generally are very technology driven. And this is where the second point comes in. Technology has opened many areas to the average consumer. But at the same time there still often is the need for certain knowledge and tools, be it of hard- or software. Therefore, this is not accessible to everyone. In addition, the user is physically removed from these products during the design process. Rarely is there any direct interaction between the product and consumer. By using a rather low-tech approach, I am trying to address some of these issues.

Browsing over your web site, I was fascinated by the originality of your designs that incorporate your ideas. Can you illustrate your framework with one of your own designs?

Drawn vase by MK Gloeckle. Pictures courtesy of Mr. Gloeckle.One of my goals was to create a multitude of designs, to explore different areas and address different users as well as to show the flexibility of the framework. To pick one piece out, the ‘drawn’ vase is probably a good example. It is essentially a combination of a dry-erase board with an opening for a flower and a water container mounted behind it. You can use it on the wall or on the table. What the dry-erase board does is to allow the user to redesign its surface and thereby the vase.

So lets go through the six framework principles:

Enable user involvement:
The vase is somewhere between an off-the-shelf product and a D.I.Y. project. While it provides the users with a starting point in form of the vase functionality, it allows them add to this.

Make it interactive: By drawing on the dry-erase board, the user directly and physically interacts with the vase, and thereby develops a closer relationship with it.

Provide room for play: While the vase offers a starting point in terms of functionaly, it otherwise literally provides an empty canvas. Not everything is predetermined, but is left open for playful exploration. Watching people creating all different kinds of designs with this was definitely one of the highlights of this project for me.

Keep it simple: I wanted these pieces to be approachable for everyone, meaning not requiring any extensive tools or knowledge. Everyone knows how to hold a pencil, so everyone can use this product. Of course, people‘s drawing skills differ, but that is were the erasable and forgiving nature of the dry-erase board comes in.

Make it personal: As the vase provides for more than just pick&choose within a predetermined selection, it really allows people to create very personal and unique pieces. No vase will ever look the same as any other.

Small Steps: The piece doesn’t require anybody to suddenly draw like an artist. Rather, the user can start with a very simple drawing. But as his confidence and capabilities grow, so can his created product.

What is the role of companies in your concept? What would you recommend a manager that wants to place your ideas into practice?

In terms of manufacturing, the beauty of these designs is that they do not require any major changes in the manufacturing infrastructure as is usually associated with mass customization. As the customization happens at the end user and not in the factory, the company still only needs to create one fixed product.

In terms of management, it probably more comes down to being open-minded and believing in the creativity of end-users. Basically giving the consumer more credit than most companies currently do.

At the same time, we of course need to realize that while customization is a major trend, it is still to be seen how much of the mainstream it will become. While especially Generations X and Y are increasingly interested in self-expression and involvement, the majority of consumers still prefers buying non-customizable products and maybe express themselves solely through selected purchases.

What did originally motivate your research? How did you choose this topic?

As I was researching potential thesis topics, certain personal interests of mine came up repeatedly. These are areas that I have always been fascinated by, like peoples desire to express themselves, peoples urge to create, the growing D.I.Y. movement, and finally new and evolving production methods. At one point, I realized that there might be a way to bring these different areas together, and to use this combination to enable and encourage creativity and self-expression for the consumer. And to simply provide for more joy and fun as part of a product experience.

Why do most industrial designers neglect the customization and self-impression trend? Do design schools educate your designers in these new topics?

First off, there are of course certain products where customization is not applicable, for example for safety reasons. Besides that, a couple of things come to mind.

For one, designing a product that is customizable means giving away some control of the final product. As a designer, you put a lot of time and thought into determining a very particular look, feel, and functionality to create something that addresses a specific need. While most products usually stay as intended when they leave your hands, with customizable pieces you control them only up to a certain degree. This is something not everyone is comfortable with, especially with more visually driven pieces.

In addition, there is also a school of thought with some designers that only they should be the ones ‘designing’. After all, that is what they went to school for and spent a lot of time on, learning how to do it right. According to them, the general consumer does not know about designing, and should not be allowed to do so.

This whole issue of ‘professional’ versus ‘amateur’ designer, across all areas from web over graphic to industrial design, is something we could easily talk about for hours. I personally do not subscribe to this rather elitist thinking, and believe that there is and always will be a place for both. However, and as in every other profession, we designers need to rethink our roles periodically, and adjust to a changing environment.

In terms of design school education, there is obviously an inherent delay of current trends manifesting themselves in the education curriculum. Which is not necessarily a bad thing. I believe the value of design school, besides teaching basics like form and color, is rather in teaching creative thinking. This together with providing the appropriate environment for exploration is the starting point. The rest is really up to the individual student, to investigate and explore different areas, and push his own limits as well as that of design in general.

What’s next for you now that you have finished this project?

In terms of the ‘Un-readymades’, I am starting to look into potential options of moving some of them out of the prototype stage and into production. Besides that, as I am done with my Industrial Design degree, I am also currently interviewing for a job. Things are still open though, so I guess I should use this opportunity to invite anybody looking for an Industrial Designer to take a look at my resume and portfolio on my website.

To conclude: What is, in general and beyond your industry, the greatest mass customization offering ever – either one that is already existing or that you would like to get in the future?

Well, this is a pretty grand and open question. Maybe to answer it in a similar open way, I would pick the human mind? It probably does not get much more mass-customized than that. And thinking of it, it actually fits pretty well in my framework. :-)

Contact Martin at martin@martin-konrad.com or http://martin-konrad.com
You can view an illustrated abstract of his work at http://martin-konrad.com/unreadymades

March 10, 2008

Zapfab: User-generated content meets 3D Printing

ZapfabA new Ponoko-alike company is coming from Manchester in the UK! Zapfab Ltd is a user manufacturing start up that offers a new way of delivering individualized, customized products. As other companies in this field, they are combining the creativity of user-generated content with the power of 3D Printing (fabbing).

In a press release I got today, the company is described as follows:

"User-generated content is ubiquitous throughout the internet, from weblogs to YouTube videos. Zapfab builds on this trend, by providing a website where users can easily generate unique designs for 3D objects.

3D Printing is rapidly gaining ground as a way of creating real, physical objects from 3D design data. Zapfab provides an easy way to access this technology: Once you have generated a 3D design you can choose to have it 3D printed: Zapfab will 3D print the design and deliver the finished object to you.

The Zapfab website has two main areas: the Design Catalog and the 3D Customizer. The Design Catalog contains all the designs on the site and is a repository like Google's 3D warehouse. The 3D Customizer is where the customizing takes place: Each design can be customized in different ways: color, size, pattern, etc. and the 3D Customizer contains simple controls for each of the options. So, once a user has customized a design, she can save it back into the catalog for other people to see. And then they in turn can customize and build on her design.

“We see three main groups of users for Zapfab.com,” said Julie Wood, Zapfab Director, in the press release “First, we have made the 3D Customizer really easy to use, so that anyone can create a unique, customized design in just a few minutes.

Second, there are a range of users with 3D modelling skills, who will be able to upload their designs to the site; and we aim to make it easy for them to add customizations to those designs.

Third, users with programming or scripting skill will be able to create new, highly-customizable designs. And all the designs, from the simplest to the most complex, are customizable through the same easy-to-use 3D Customizer.”

At the moment, Zapfab’s Design Catalog contains over 100 customized designs, ranging from bowls to boxes and bangles. All of the designs can be 3D printed “as is”, or freely customized. It is a nice, but at this stage not too creative collection of things. But I hope to see much more activity on their side, and given that they are located in Europe, I also will try this service by myself in the next weeks and let you know about my experiences.

March 06, 2008

Mass Customization in the Construction Industry: Industry Tour Visits Custom Home Manufacturers in Japan

MC Home from JapanThis sounds like the best of all worlds: "Zero-Energy" and "mass customization" in one home. I met Dr Masa Noguchi, a scholar at the Mackintosh School of Architecture at the Glasgow School of Art on the MCPC 2007 conference, where he was presenting at in the "Mass Customization & Architecture" track.

Masa is doing plenty of research on mass customization of homes, and coming from Japan, he has access to the manufacturers of the leading nation when it comes to the industrial fabrication of highly customized homes (pre fabs 2.0).

His institute is offering a unique field trip ("the mission") to see mass customization in this industry in practice during the

PV ZERO-ENERGY MASS CUSTOM HOME MISSION TO JAPAN 2007, 10-12 September, 2008.

From the announcement:

"The PV Zero-Energy Mass Custom Home Mission to Japan 2008 is aimed at offering industry professionals, academics and government officers opportunities to visit not only the state-of-the-art production facilities of five leading housing manufacturers in Japan, but also the sales center where a number of model homes are displayed allowing potential home buyers to examine the quality.

The mission also extends its visit to an existing solar community that consists of 100 prefabricated homes that are usually equipped with solar photo voltaic power generating systems. During the 1960s and 1970s, Japanese housing manufacturers focused solely on the mass production of their products, resulting in a supply of virtually identical, rather monotonous houses.

Due to the inferior image associated with the low-quality appearance of these mass produced houses, the public immediately rejected industrialized homes. Since then, the manufacturers have placed greater emphasis on improving housing quality, and thereby customer satisfaction, such that Japanese housing manufacturers today enjoy a reputation for providing reasonably-priced quality housing that, while still mass-produced, is customized—i.e. mass customization.

Japanese housing manufacturers are successful in commercializing their industrialized houses that are often equipped with a PV system, as a standard feature rather than options. In fact, between 1994 and 2003, the number of domestic PV installations in Japan drastically increased from 539 to 52,863 houses. Although the country has been experiencing the negative fluctuation of housing starts over the last few years, the PV housing manufacturers express their confidence in the increase of their sales for years to come.

The mission corresponds with the global market needs and demands for housing of today and tomorrow and helps the participants gain the knowledge of contemporary housing technologies being implemented for the commercialization of marketable and reproducible zero-energy houses.


For more information, please look in this PDF file with more information, or contact Dr Masa Noguchi, Mission Coordinator, at m.noguchi@gsa.ac.uk. Or go here for more information: http://www.masscustomhome.com.

March 01, 2008

Ponoko: Design Contest and Latest Press on User Manufacturing Enabler Ponoko

PonokoPonoko (see earlier report) gave one of the favorite presentations at the MCPC 2007 in Boston. The company is a perfect example of user manufacturing. Nic from Ponoko just informed me about their 10-day design challenge series, running from today until March 10. Each day, they ask for designs within a special category.

Being a small company, prices are not that big, but it will be lots of fun and it seems to be an easy way to test Ponoko. The Ponoko crew also can fill its assortment of user design with this project -- and thus, even if you do not win, chances are that other people like your design and you can sell it though their on-demand manufacturing system. The winner gets $1,000. 10 get $300. 25 get their designs made for free ...

For more details on the contest, go here.

Ponoko also got plenty of press in the last weeks, here is a review:

The New York Times – Tinkering at Home, Selling on the Web

The Economist – Bespoke Manufacturing – I made it my way

BBC News – The shape of things to come

Wired – (multiple articles)

MIT Technology Review – Automated Custom Manufacturing

TechCrunch – (multiple articles)

Engadget – Ponoko now live to make, market your gizmo

TrendWatching – 8 important consumer trends for 2008

Treehugger – (multiple articles)

January 03, 2008

Virtual Fashion Technology: New blog covers major pesonalization technology

Virtual fashion blogRecently I learned about a great new blog published by Elaine Polvinen, a professor of Fashion Textile Technology at Buffalo State College in Buffalo, New York. Elanie writes about "Virtual Fashion Technologies", a main enabler of mass customization and personalization in the fashion industry.

She wants to document with her blog the transition and expansion from traditional 2D designs to 2D Digital to 3D virtual for apparel textile product design, development and retailing.

Here is a selection of her recent posts:

# Transformational Avatar Retailing: The Missing Link For Mass Customization?

# A Conversation with Louise Guay from My Virtual Model

# Avatars in Second Life for Retail Marketing? It’s Not Only Coming – it’s Here! - Part 1 - Part 2 - Part 3.

# Highlights of MCPC 2007 in Montréal, Canada: Part 1 - Part 2

And much more at http://fashiontech.wordpress.com

January 02, 2008

User Manufacturing Trendwatching Report

Make-it-yourself trendTrendwatching, a large trend research network, has recently published its annual briefing on the main trends for 2008. Among them is my favorite new topic, user manufacturing (other terms for the same idea are desktop manufacturing, manufacturing as a service, fabbing, ...). Named "MIY – Make it Myself" the Trendwatching crew is naming user manufacturing as the next big thing in user-created content.

"[user generated content]" is a mainstream trend now, one that keeps giving, with millions of consumers uploading their creative endeavors online, and tens of millions of others enjoying the fruits of their creativity. User-generated content, at least in the online world, has grown from a teenage hobby to an almost equal contender to established entities in news, media, entertainment and craft."
These consumers expect to be able to create anything they want as long as it is digital, and to customize and personalize many physical goods with traditional mass customization offerings. The next step in this evolution will be their desire to transfer digitally designed products into real physical goods as well.

Trendwatching is expecting that "MIY | MAKE IT YOURSELF (and then SIY | SELL IT YOURSELF) becomes increasingly sophisticated in the next 12 months".

As references, they refer to old friends which have been covered in this blog before:

# New Zealand-based Ponoko (which works like a Zazzle for 3D objects, see my original article on them here)

# Fab Lab Bcn (Barcelona) is part of the worldwide network of Fab Labs, an initiative of MIT Center for Bits and Atoms, and provides a laser-cutter, water jet, 3D printer, mini-mill and other machines for participants to use. One of Fab Lab's initiators is Neil Gershenfeld, professor at MIT and author of FAB: The Coming Revolution on Your Desktop.

# The Desktop Factory 3D printer, with a list price of USD 4,995, uses an inexpensive halogen light source and drum printing technology to build robust parts from composite plastic powder, layer by layer. Desktop Factory envisages that within three years, Desktop Factory's 3D printers will be affordable for home use.

# They also mention the Swedish design group FRONT and their Sketch Furniture project. This trio materializes freehand sketches of furniture into real options. Very nice, very expensive with a chair starting at USD 10,500 per piece.

The last section of their trend report is very important to read, something that I always mention in my presentations on the limitations of user manufacturing:

"Now, we're not saying every consumer is going to design and manufacture his or her own furniture or appliances. Rather, MIY is yet another piece of the participation puzzle: enabling those consumers who feel like it to call the shots, bypassing traditional players. In future briefings we’ll address the implications of what this choice – being able to consume ready-made or create their own versions of anything and everything – will mean for the behavior and expectations of younger generations."

Context:
- The orginal Trendwatching report

- My original report about user manufacturing and my definition of this idea

- My earlier report about Ponoko (more here).

- My earlier report about the low cost 3D printers

- If you can read German, Jochen Krisch had many excellent postings on user manufacturing in the last months, a very good staring point is his recent listing of all 3D printing services on the web.

- A very good starting point also is press reports of Z-Printer, a manufacturer of 3D printers used to make custom objects.

November 09, 2007

Webinar: The Next Gen of Mass Customization: User Manufacturing, Instant Companies, and Customer Co-Creation (Nov 29, 2007 on your desktop)

How a new infrastructure is enabling consumers to become instant manufacturers – and your future competitor -- 10% discount for MC&OI Blog readers

Webinar on the future of mass customization

I am coming back to your desktop. After the large success of an earlier webinar on mass customization, London based Pure Inisghts is organizing a second webinar on the theme, this time around my new favorite topic of user manufacturing.

The topic: We are used to have a networked laser printer on every desk in our office and in every home, enabling us to print documents on the spot which a few decades ago demanded a specialized manufacturer. The same may be happening with the production of many other goods. Today new production technologies ("fabbing") and advanced design software allow average users to produce almost everything – on their own desk. Welcome to the factory in your kitchen.

This session will discuss the upcoming user manufacturing trend, a development that recently is taking shape in larger scope and scale: User manufacturing refers to a public available software, manufacturing, and distribution infrastructure that enables creative users and customers to design, build, and sell own creations to a larger public – without the traditional investments in setting up a business. User manufacturing supplements – or substitutes – mass customization strategies which many companies have implemented. It also may become the most efficient strategy to serve the long tail of variants in many industries.

Consider Spreadshirt, one of the world's largest producers of graphic t-shirts. This company just allows everyone to create an own assortment of designs, and then sell this assortments in highly targeted retail outlets, online and offline, to a small market segment the user knows best. Thus, Spreadshirt does not have to predict the long tail of heterogeneity of fashion products, but just focuses on allowing users to create and sell this assortment by their own.

User manufacturing is enabled by three main technologies: (1) Easy-to-operate design software that allows users to transfer their ideas into a design. (2) Design repositories where users upload, search, and share designs with other users. This allows a community of loosely connected users to develop a large range of applications. (3) Easy-to-access flexible manufacturing technology. New rapid manufacturing technologies ("fabbing") finally deliver the dream of translating any 3-D data files into physical products -- even in you living room. Combining this technology with recent web technologies can open a radical new way to provide custom products along the entire "long tail" of demand.

User manufacturing builds on the notion that users are not just able to configure a good within the given solution space (mass customization), but also to develop such a solution space by their own and utilize it by producing custom products. As a result, customers are becoming not only co-designers, but also manufacturers, using an infrastructure provided by some specialized companies.

The webinar will discuss recent trends and case examples of the user manufacturing trend. We also will compare the business models of companies which are building on the user manufacturing trend and which implement and operate the underlying infrastructure ´for creative users to become manufacturers.

WebinarPlanned session outline:

- A short review of conventional mass customization thinking

- Which recent trends and developments enhance these strategies and how mass customization is related to “The Long Tail” phenomena

- What is user manufacturing, and which trends does this strategy support?

- What are the components of an infrastructure that supports user manufacturing?

- A review of business models of established companies and recent startups which already successfully benefit from the opportunities of user manufacturing

- A discussion of the major challenges and open issues in this domain

- Session wrap-up: Idea for further action


To register, please go to http://www.pure-insight.com/webinars/mass-customization-next-generation and use promotional code aix (case sensitive!) wenn registering for a 10% discount.

Note: You also can download the webinar after its initial live broadcast – but only when joining live, you can interact and ask direct questions.

All further information can be found here.


Context information

- If you prefer to see the content of this webinar in action, a seminar on Fabbing and User generated Manufacturing in Essen, Germany, provides a great opportunity on Nov 22.

- My earlier posts on user manufacturing

- Article in CNN online on the fabbing trend

- Article in New Scientist on the fabbing trend

- Article in Make magazine on how to use a fabbing device

Rethinking Business: Products of tomorrow: Fabbing, personalization & custom manufacturing (Essen, 22. Nov 2007)

RethinkingbusinessnA VERY interesting focused event on the new world of fabbing, laser sintering, user manufacturing, and how to make business with this will take place in Essen (Germany) on Nov 22 afternoon & evening. Hosted by Z-Punkt, an innovative trend consultancy, and taking place in the Zeche Zollverein, a spectacular industrial location, the conference promised to become a real eye-opener and point of discussion.

For more information on the theme, have a look on this previous blog post: I will host a webinar on the same topic of user manufacturing on Nov 29 in case you cannot travel to Essen, Germany, for this event.

For a list of all speakers and the detailed program, please download the event flyer.

The event will be in German language, so all the following announcements are in German language as well.

Erfahren Sie, wie neue Materialien zu Innovationstreibern werden und warum der 3D-Druck das Business revolutioniert. Die Konferenz "Rethinking Business #02. Produkte von morgen" findet am 22. November 2007 auf der Zeche Zollverein in Essen statt. Themenschwerpunkte: Neue Materialien und individuelle Produktion.

Und noch mehr Informationen zum Thema finden Sie in einen Interview mit Frank Piller auf dem Z-Punkt-Blog.

Drucken wir in ein paar Jahren unser Geschirr jeden Tag frisch aus unserem persönlichen 3D-Drucker aus? Und werden die Fallschirme der Zukunft aus Nano-Spinnfäden gefertigt? Wie neue Materialien die Produktwelt von morgen prägen und welches Innovationspotenzial in einer individualisierten Produktionsweise steckt – das diskutiert Z_punkt im Rahmen der Konferenz „Produkte von morgen“ am 22. November 2007 in der Zollverein School of Management and Design in Essen.

Die zweite Veranstaltung im Rahmen des Konferenzzyklus „Rethinking Business“ setzt den Fokus auf „Neue Materialien und Individuelle Produktion“ – und schlägt dabei die Brücke von der Vision zur Praxis. Der nach dem Open-Source-Modell „fab@home“ für 2.000,- Euro gebaute Prototyp eines einfachen 3D-Druckers geht während der Konferenz live in Produktion und vermittelt den Teilnehmern einen Eindruck von den zukünftigen Möglichkeiten einer Fabrik im Taschenformat: Mit einem für Endkunden erschwinglichen 3D-Printer könnte das Ausdrucken von Alltagsprodukten nämlich bald flächendeckend zu Hause möglich sein.

„Uns beschäftigt im Rahmen der Rethinking-Business-Reihe die Frage, wie die Wirtschaft der Zukunft funktioniert. Dieses Mal interessieren wir uns für die Produktwelt. Wir fragen: Wie sehen die Produkte der Zukunft aus? Wie werden sie entwickelt und hergestellt? Und wie müssen sich Unternehmen aufstellen, um intelligente Materialien und individuelle Produktion als Innovationstreiber zu nutzen“, sagt Andreas Neef, geschäftsführender Gesellschafter von Z_punkt.

Darauf muss die Wirtschaft vorbereitet sein – wie einst beim Siegeszug des Personal Computers. Dr. Matthias Lüken, Produktentwickler bei Henkel, und Dr. Sigurd Buchholz, Technologieexperte bei der Bayer Technology Services GmbH, berichten aus der Industrieperspektive über Anwendungsmöglichkeiten und Innovationspotenziale einer individualisierten Produktionsweise.


Weitere Infos:
Rethinking Business #02. Produkte von morgen

22 Nov 2007, 16:00 - 21:30 Uhr at Zollverein School of Management & Design, Essen

http://www.rethinkingbusiness.de

Programm-Flyer und Anmeldung online (Studenten können für nur 50 Euro teilnehmen !)

Info: Silke Schneider (schneider@z-punkt.de)

November 05, 2007

Udate: Crowdlogoing the New Spreadshirt Tagline: New Design Competition Launched -- and finalized

Some recent entries to the Spreadshirt OLP(Update of the original posting from Sept 2007 -- now with the project's final result at the end of this post!).

Hey, you designers of the world. Treat me nice: I am on the panel of the new Spreadshirt Open Logo competition :-). Coined the Open Logo Project (OLP) 1.6, this is the second time that the company has started a crowdsourcing contest for its new logo. Anyone can submit a draft logo for comment and evaluation by an expert panel, other designers and the Spreadshirt community. Each week during the contest, the top entries will win awards and a place in the overall grand final.

The last contest (hosted 1.6 years ago) received over 1000 submissions from more than 600 designers mainly in Germany and France. This time, the entire world shall participate. The contest will run from the 27th August - 14th October. To take part in the contest - with submissions, comments, voting or just lurking - head to http://olp.spreadshirt.net.

Every branding textbook, however, will tell you not to change your logo every two (or even 1.6) years. But “…this is not a publicity stunt," said Jana Eggers, Spreadshirt’s new CEO. "We found a tagline that better represents what we do, and now is the right time to change our current logo to support it".

The new tagline, resulting from working with an international branding firm: "Your own label" shall reflect Spreadshirt's mission to be "the world's creative apparel platform". After deciding on the new tagline, the natural step for Spreadshirt was to turn to its community again for a logo that better supports the new tagline.

The cool thing: Adam Fletcher, who is coordinating the competition at Spreadshirt, even allowed me to pick my own prize. So: I will award a first price for the most innovative design, one, that really demonstrates uniqueness and out of the box thinking. And this price will be truly innovative and unique as well: You can win an entire mass customized outfit. More on the website!

But beyond the innovative prices, also the OLP idea competition itself has some nice features which make it a great example of open innovation and sets it ahead to other design contests on the web:

They have ten different awards and prizes for different categories which also honor not only WHAT, but HOW you design, awarding good competition citizenship. There are prices for community involvement, memorability, branding excellence, etc …

This also allows Spreadshirt to think of those that offer input but can't design (I would be a perfect candidate for this). Anyone who actively contributes to the OLP community by ratings, commenting, offering feedback, starting discussions etc can win one of every shirt that Spreadshirt’s “La Fraise” prints for the next year (should be around 100 shirts – so if you win, buy a new closet).

"We [want] to recognize out-of-the-box thinking, collaboration, community favorites and more," adds Adam Fletcher. "Even if you're not the winning designer, you can scoop a number of other prizes, or just waste a lot of your time, learn a lot from looking at the work of the other designers."

For real winning designers, they also provide more than cash, but help with the most valuable good for artists, recognition. Along with a MacBook pro and €3,000 cash, the winner will be featured with a photo and an interview in he “Computer Arts” magazine, an interview on “Computerlove” and a permanent “thank-you-page” at Spreadshirt.com

So, now get your creative fluids working … and submit a nice logo so that I have something to judge next week !!

------------

Labelhead - my personal winner of the OLPUPDATE: The project is over -- and it was an interesting experience for me to be on the panel of such an open innovation competition. Here some observations:

First: The winner: While Spreadshirt selected two first prices for their new logo (see the designs here) and is now working with the community on improving the designs. My personal short list looked a bit different, see it here.

Second: My winner: As written above, I could award my very special price for the most innovative design. My clear favorite was Labelhead, not just a logo but an entire logo configurator. Here is my long description why this is the most innovative (and in any case customizable) logo! (and this posting also gives you a rare view of my living room :-)

Third: Participants of an open innovation project get engaged and personal: The entire competition drew more than 2800 entires, generated millions of hits and views, a lot of postings and good press for Spreadshirt -- and did not cost really too much compared to the cost of getting a professional new logo (and PR campaign) from a regular agency (cost were about 10 K Euro for prices, Adam Fletcher's salary of running the contest, and some web site programming etc ..). The best insight into the enthusiasm and engagement of the participants can be found in the comments to the posts, just browse through some of the winning designs or see the comment on the selection of the winners (example).

For me, it was was interesting to read what people really thought about my selections (more comments here). I think I really do not look like a designer or pretend to know much about graphic design -- my task was to provide a business and customization perspective for the panel. But participants expected my real feedback on their designs ... learning_ pick panelists that really know what they are writing about.

Fourth: I learned a lot about customized toilets :) See comments in the middle of this stream.

August 08, 2007

Rapid Manufacturing for Mass Customization: Good Report in DESIGN NEWS Analyzes Recent Development

Design NewsJoseph Ogando, Senior Editor of DESIGN NEWS, a trade publication, recently published a great feature article on “ Rapid Manufacturing's Role in the Factory of the Future”.

It reports on the use of laser sintering and similar direct manufacturing technologies not just to make prototypes but also to turn out production parts. It’s a practice that goes by many names — including rapid manufacturing, direct digital manufacturing, solid freeform fabrication and low-volume-layered manufacturing. All of the names refer to the use of additive fabrication technologies, which were initially intended for prototyping, to make finished goods, instead. Rapid manufacturing is considered to be one of the main enablers of mass customization of the future.

The report has a number of nice case studies and analyzes the main challenges or rapid manufacturing:

The biggest barrier in the coming years is seen with regard to materials. Some additive parts simply don’t measure up to their molded, machined and cast counterparts when it comes to tensile and other mechanical properties. … Another material issue involves freedom of choice. With additive technologies, engineers currently have to settle for a limited materials line-up. But as the article shows, the scope of applicable materials is fast growing.

A second barrier is seen in the persistent lack of design data. “it’s not so much that current prototyping materials have some shortcomings as the fact engineers have no way of knowing exactly what those shortcomings are.” The article cites a lack of long-term creep and environmental data for additive plastic parts and fatigue data for metals as the most glaring examples of this data deficiency. But rapi