Incentives & Governance

2022
Ademir Vrolijk and Zoe Szajnfarber. 12/20/2022. “The Opportunists in Innovation Contests Understanding Whom to Attract and How to Attract Them.” Research-Technology Management, 66, 1, Pp. 30-40. Publisher's VersionAbstract
Organizations increasingly turn to innovation contests for solutions to their complex problems. But these contests still face a fundamental inefficiency: they need to attract many participants to find the right solution, resulting in high costs and uncertainty. Studies have identified multiple dichotomies of successful and unsuccessful solver types, but these diverge. These studies also offer little guidance on how to attract successful solver types. We introduce the opportunist-transactor dichotomy, bridging whom to attract and how to attract them. Opportunists view the contest as a onramp to a new pursuit instead of a temporary undertaking. Characterizing solvers according to this new dichotomy was a better predictor of success than existing ones: in our context, most winners were opportunists. This type of solver was also reliably attracted by the seeker’s in-kind incentives, unlike those described by the other dichotomies. Our insights provide a deeper understanding of participants in complex contests and a concrete lever for influencing who shows up to solve.
Milena Tsvetkova, Sebastian Müller, Oana Vuculescu, Haylee Ham, and Rinat A Sergeev. 11/11/2022. “Relative Feedback Increases Disparities in Effort and Performance in Crowdsourcing Contests: Evidence from a Quasi-Experiment on Topcoder.” Proceedings of the ACM on Human-Computer Interaction, 6, CSW2, Pp. 1-27. Publisher's VersionAbstract
Rankings and leaderboards are often used in crowdsourcing contests and online communities to motivate individual contributions but feedback based on social comparison can also have negative effects. Here, we study the unequal effects of such feedback on individual effort and performance for individuals of different ability. We hypothesize that the effects of social comparison differ for top performers and bottom performers in a way that the inequality between the two increases. We use a quasi-experimental design to test our predictions with data from Topcoder, a large online crowdsourcing platform that publishes computer programming contests. We find that in contests where the submitted code is evaluated against others' submissions, rather than using an absolute scale, top performers increase their effort while bottom performers decrease it. As a result, relative scoring leads to better outcomes for those at the top but lower engagement for bottom performers. Our findings expose an important but overlooked drawback from using gamified competitions, rankings, and relative evaluations, with potential implications for crowdsourcing markets, online learning environments, online communities, and organizations in general.
Frank Nagle, James Dana, Jennifer Hoffman, Steven Randazzo, and Yanuo Zhou. 3/2/2022. Census II of Free and Open Source Software — Application Libraries. The Linux Foundation. Harvard Laboratory for Innovation Science (LISH) and Open Source Security Foundation (OpenSSF). Publisher's VersionAbstract

Free and Open Source Software (FOSS) has become a critical part of the modern economy. There are tens of millions of FOSS projects, many of which are built into software and products we use every day. However, it is difficult to fully understand the health, economic value, and security of FOSS because it is produced in a decentralized and distributed manner. This distributed development approach makes it unclear how much FOSS, and precisely what FOSS projects, are most widely used. This lack of understanding is a critical problem faced by those who want to help enhance the security of FOSS (e.g., companies, governments, individuals), yet do not know what projects to start with. This problem has garnered widespread attention with the Heartbleed and log4shell vulnerabilities that resulted in the susceptibility of hundreds of millions of devices to exploitation.

This report, Census II, is the second investigation into the widespread use of FOSS and aggregates data from over half a million observations of FOSS libraries used in production applications at thousands of companies, which aims to shed light on the most commonly used FOSS packages at the application library level. This effort builds on the Census I report that focused on the lower level critical operating system libraries and utilities, improving our understanding of the FOSS packages that software applications rely on. Such insights will help to identify critical FOSS packages to allow for resource prioritization to address security issues in this widely used software.

The Census II effort utilizes data from partner Software Composition Analysis (SCA) companies including Snyk, the Synopsys Cybersecurity Research Center (CyRC), and FOSSA, which partnered with Harvard to advance the state of open source research. Our goal is to not only identify the most widely used FOSS, but to also provide an example of how the distributed nature of FOSS requires a multi-party effort to fully understand the value and security of the FOSS ecosystem. Only through data-sharing, coordination, and investment will the value of this critical component of the digital economy be preserved for generations to come.

In addition to the detailed results on FOSS usage provided in the report, we identified five high-level findings: 1) the need for a standardized naming schema for software components, 2) the complexities associated with package versions, 3) much of the most widely used FOSS is developed by only a handful of contributors, 4) the increasing importance of individual developer account security, and 5) the persistence of legacy software in the open source space.

lfresearch_harvard_census_ii_1.pdf
2021
Philip Brookins, Dmitry Ryvkin, and Andrew Smyth. 3/8/2021. “Indefinitely repeated contests: An experimental study.” Experimental Economics . Publisher's VersionAbstract
We experimentally explore indefinitely repeated contests. Theory predicts more cooperation, in the form of lower expenditures, in indefinitely repeated contests with a longer expected time horizon. Our data support this prediction, although this result attenuates with contest experience. Theory also predicts more cooperation in indefinitely repeated contests compared to finitely repeated contests of the same expected length, and we find empirical support for this. Finally, theory predicts no difference in cooperation across indefinitely repeated winner-take-all and proportional-prize contests, yet we find evidence of less cooperation in the latter, though only in longer treatments with more contests played. Our paper extends the experimental literature on indefinitely repeated games to contests and, more generally, contributes to an infant empirical literature on behavior in indefinitely repeated games with “large” strategy spaces.
Brookins - Indefinitely Repeated Contests
Philip Brookins and Paan Jindapon. 2/20/2021. “Risk preference heterogeneity in group contests.” Journal of Mathematical Economics. Publisher's VersionAbstract
We analyze the first model of a group contest with players that are heterogeneous in their risk preferences. In our model, individuals’ preferences are represented by a utility function exhibiting a generalized form of constant absolute risk aversion, allowing us to consider any combination of risk-averse, risk-neutral, and risk-loving players. We begin by proving equilibrium existence and uniqueness under both linear and convex investment costs. Then, we explore how the sorting of a compatible set of players by their risk attitudes into competing groups affects aggregate investment. With linear costs, a balanced sorting (i.e., minimizing the variance in risk attitudes across groups) always produces an aggregate investment level that is at least as high as an unbalanced sorting (i.e., maximizing the variance in risk attitudes across groups). Under convex costs, however, identifying which sorting is optimal is more nuanced and depends on preference and cost parameters.
Brookins - Risk Preference Heterogeneity
2020
Roberto Verganti, Luca Vendraminelli, and Marco Iansiti. 3/19/2020. “Innovation and Design in the Age of Artificial Intelligence”. Publisher's VersionAbstract

At the heart of any innovation process lies a fundamental practice: the way people create ideas and solve problems. This “decision making” side of innovation is what scholars and practitioners refer to as “design”. Decisions in innovation processes have so far been taken by humans. What happens when they can be substituted by machines? Artificial Intelligence (AI) brings data and algorithms to the core of innovation processes. What are the implications of this diffusion of AI for our understanding of design and innovation? Is AI just another digital technology that, akin to many others, will not significantly question what we know about design? Or will it create transformations in design that current theoretical frameworks cannot capture?

This article proposes a framework for understanding design and innovation in the age of AI. We discuss the implications for design and innovation theory. Specifically, we observe that, as creative problem solving is significantly conducted by algorithms, human design increasingly becomes an activity of sense making, i.e. understanding which problems should or could be addressed. This shift in focus calls for new theories and brings design closer to leadership, which is, inherently, an activity of sense making.

Our insights are derived from and illustrated with two cases at the frontier of AI ‐‐ Netflix and AirBnB (complemented with analyses in Microsoft and Tesla) ‐‐, which point to two directions for the evolution of design and innovation in firms. First, AI enables an organization to overcome many past limitations of human‐intensive design processes, by improving the scalability of the process, broadening its scope across traditional boundaries, and enhancing its ability to learn and adapt on the fly. Second, and maybe more surprising, while removing these limitations, AI also appears to deeply enact several popular design principles. AI thus reinforces the principles of Design Thinking, namely: being people‐centered, abductive, and iterative. In fact, AI enables the creation of solutions that are more highly user‐centered than human‐based approaches (i.e., to an extreme level of granularity, designed for every single person); that are potentially more creative; and that are continuously updated through learning iterations across the entire product life cycle.

In sum, while AI does not undermine the basic principles of design, it profoundly changes the practice of design. Problem solving tasks, traditionally carried out by designers, are now automated into learning loops that operate without limitations of volume and speed. The algorithms embedded in these loops think in a radically different way than a designer who handles complex problems holistically with a systemic perspective. Algorithms instead handle complexity through very simple tasks, which are iterated continuously. This article discusses the implications of these insights for design and innovation management scholars and practitioners.

Marco Iansiti and Karim R. Lakhani. 3/3/2020. “From Disruption to Collision: The New Competitive Dynamics.” MIT Sloan Management Review.Abstract
In the age of AI, traditional businesses across the economy are being attacked by highly scalable data-driven companies whose operating models leverage network effects to deliver value.
2019
Andrea Blasco, Olivia S. Jung, Karim R. Lakhani, and Michael E. Menietti. 4/2019. “Incentives for Public Goods Inside Organizations: Field Experimental Evidence.” Journal of Economic Behavior & Organization, 160, Pp. 214-229. Publisher's VersionAbstract

We report results of a natural field experiment conducted at a medical organization that sought contribution of public goods (i.e., projects for organizational improvement) from its 1200 employees. Offering a prize for winning submissions boosted participation by 85 percent without affecting the quality of the submissions. The effect was consistent across gender and job type. We posit that the allure of a prize, in combination with mission-oriented preferences, drove participation. Using a simple model, we estimate that these preferences explain about a third of the magnitude of the effect. We also find that these results were sensitive to the solicited person’s gender.

Incentives_for_Public_Goods_Inside_Orgs.pdf
2017
Teppo Felin, Karim R. Lakhani, and Michael L. Tushman. 2017. “Firms, Crowds, and Innovation.” Strategic Organization, 15:2, Special Issue on Organizing Crowds and Innovation, Pp. 119-140. Publisher's VersionAbstract

The purpose of this article is to suggest a (preliminary) taxonomy and research agenda for the topic of “firms, crowds, and innovation” and to provide an introduction to the associated special issue. We specifically discuss how various crowd-related phenomena and practices—for example, crowdsourcing, crowdfunding, user innovation, and peer production—relate to theories of the firm, with particular attention on “sociality” in firms and markets. We first briefly review extant theories of the firm and then discuss three theoretical aspects of sociality related to crowds in the context of strategy, organizations, and innovation: (1) the functions of sociality (sociality as extension of rationality, sociality as sensing and signaling, sociality as matching and identity); (2) the forms of sociality (independent/aggregate and interacting/emergent forms of sociality); and (3) the failures of sociality (misattribution and misapplication). We conclude with an outline of future research directions and introduce the special issue papers and essays.

Firms_crowds_and_innovation.pdf
Olivia Jung, Andrea Blasco, and Karim R. Lakhani. 2017. “Perceived Organizational Support For Learning and Contribution to Improvement by Frontline Staff.” Academy of Management Proceedings, 2017, 1. Publisher's VersionAbstract

Utilizing suggestions from clinicians and administrative staff is associated with process and quality improvement, organizational climate that promotes patient safety, and added capacity for learning. However, realizing improvement through innovative ideas from staff depends on their ability and decision to contribute. We hypothesized that staff perception of whether the organization promotes learning is positively associated with their likelihood to engage in problem solving and speaking up. We conducted our study in a cardiology unit in an academic hospital that hosted an ideation contest that solicited frontline staff to suggest ideas to resolve issues encountered at work. Our primary dependent variable was staff participation in ideation. The independent variables measuring perception of support for learning were collected using the validated 27-item Learning Organization Survey (LOS). To examine the relationships between these variables, we used analysis of variance, logistic regression, and predicted probabilities. We also interviewed 16 contest participants to explain our quantitative results. The study sample consisted of 30% of cardiology unit staff (n=354) that completed the LOS. In total, 72 staff submitted 138 ideas, addressing a range of issues including patient experience, cost of care, workflow, utilization, and access. Figuring out the cost of procedures in the catheterization laboratory and creating a smartphone application that aids patients to navigate through appointments and connect with providers were two of the ideas that won the most number of votes and funding to be implemented in the following year. Participation in ideation was positively associated with staff perception of supportive learning environment. For example, one standard deviation increase in perceived welcome for differences in opinions was associated with a 43% increase in the odds of participating in ideation (OR=1.43, p=0.04) and 55% increase in the odds of suggesting more than one idea (OR=1.55, p=0.09). Experimentation, a practice that supports learning, was negatively associated with ideation (OR=0.36, p=0.02), and leadership that reinforces learning was not associated with ideation. The perception that new ideas are not sufficiently considered or experimented could have motivated staff to participate, as the ideation contest enables experimentation and learning. Interviews with ideation participants revealed that the contest enabled systematic bottom-up contribution to quality improvement, promoted a sense of community, facilitated organizational exchange of ideas, and spread a problem-solving oriented mindset. Enabling frontline staff to feel that their ideas are welcome and that making mistakes is permissible may increase their likelihood to engage in problem solving and speaking up, contributing to organizational improvement.

2016
Andrea Blasco, Olivia S. Jung, Karim R. Lakhani, and Michael Menietti. 2016. Motivating Effort in Contributing to Public Goods Inside Organizations: Field Experimental Evidence. National Bureau of Economic Research. Publisher's VersionAbstract

We investigate the factors driving workers’ decisions to generate public goods inside an organization through a randomized solicitation of workplace improvement proposals in a medical center with 1200 employees. We find that pecuniary incentives, such as winning a prize, generate a threefold increase in participation compared to non-pecuniary incentives alone, such as prestige or recognition. Participation is also increased by a solicitation appealing to improving the workplace. However, emphasizing the patient mission of the organization led to countervailing effects on participation. Overall, these results are consistent with workers having multiple underlying motivations to contribute to public goods inside the organization consisting of a combination of pecuniary and altruistic incentives associated with the mission of the organization.

Motivating_Effort_in_Contributing_to_Public_Good_Inside_Organizations.pdf
Kevin J. Boudreau, Karim R. Lakhani, and Michael Menietti. 2016. “Performance Responses to Competition Across Skill-Levels in Rank Order Tournaments: Field Evidence and Implications for Tournament Design.” The RAND Journal of Economics, 47, 1, Pp. 140-165. Publisher's VersionAbstract

Tournaments are widely used in the economy to organize production and innovation. We study individual data on 2775 contestants in 755 software algorithm development contests with random assignment. The performance response to added contestants varies nonmonotonically across contestants of different abilities, precisely conforming to theoretical predictions. Most participants respond negatively, whereas the highest-skilled contestants respond positively. In counterfactual simulations, we interpret a number of tournament design policies (number of competitors, prize allocation and structure, number of divisions, open entry) and assess their effectiveness in shaping optimal tournament outcomes for a designer.

Performance_Responses_to_Competition.pdf
Dietmar Harhoff and Karim R. Lakhani. 2016. Revolutionizing Innovation: Users, Communities, and Open Innovation. Cambridge, MA: MIT Press. Publisher's VersionAbstract

The last two decades have witnessed an extraordinary growth of new models of managing and organizing the innovation process, which emphasize users over producers. Large parts of the knowledge economy now routinely rely on users, communities, and open innovation approaches to solve important technological and organizational problems. This view of innovation, pioneered by the economist Eric von Hippel, counters the dominant paradigm, which casts the profit-seeking incentives of firms as the main driver of technical change. In a series of influential writings, von Hippel and colleagues found empirical evidence that flatly contradicted the producer-centered model of innovation. Since then, the study of user-driven innovation has continued and expanded, with further empirical exploration of a distributed model of innovation that includes communities and platforms in a variety of contexts and with the development of theory to explain the economic underpinnings of this still emerging paradigm. This volume provides a comprehensive and multidisciplinary view of the field of user and open innovation, reflecting advances in the field over the last several decades.

The contributors—including many colleagues of Eric von Hippel—offer both theoretical and empirical perspectives from such diverse fields as economics, the history of science and technology, law, management, and policy. The empirical contexts for their studies range from household goods to financial services. After discussing the fundamentals of user innovation, the contributors cover communities and innovation; legal aspects of user and community innovation; new roles for user innovators; user interactions with firms; and user innovation in practice, describing experiments, toolkits, and crowdsourcing and crowdfunding.

2015
Karim R. Lakhani. 2015. Innovating with the Crowd. Harvard Business School Case. Harvard Business School. Publisher's VersionAbstract

This note outlines the structure and content of a seven-session module that is designed to introduce students to the fundamentals of innovating with the "crowd." The module has been taught in a second year elective course at the Harvard Business School on "Digital Innovation and Transformation" and is aimed at students that already have an understanding of how to structure an innovation process inside of a company. The module expands the students' innovation toolkit by exposing them to the theory and practice of extending the innovation process to external participants.

Kevin J. Boudreau and Karim R. Lakhani. 2015. “'Open' Disclosure of Innovations, Incentives and Follow-on Reuse: Theory on Processes of Cumulative Innovation and a Field Experiment in Computational Biology.” Research Policy, 44, 1, Pp. 4-19. Publisher's VersionAbstract

Most of society's innovation systems – academic science, the patent system, open source, etc. – are “open” in the sense that they are designed to facilitate knowledge disclosure among innovators. An essential difference across innovation systems is whether disclosure is of intermediate progress and solutions or of completed innovations. We theorize and present experimental evidence linking intermediate versus final disclosure to an ‘incentives-versus-reuse’ tradeoff and to a transformation of the innovation search process. We find intermediate disclosure has the advantage of efficiently steering development towards improving existing solution approaches, but also has the effect of limiting experimentation and narrowing technological search. We discuss the comparative advantages of intermediate versus final disclosure policies in fostering innovation.

'Open'_Disclosure_of_Innovations.pdf
Karim R. Lakhani and Greta Friar. 2015. Prodigy Network: Democratizing Real Estate Design and Financing. Harvard Business School Teaching Notes. Harvard Business School. Publisher's VersionAbstract

Teaching Note for HBS Case 614-064.

This case follows Rodrigo Nino, founder and CEO of commercial real estate development company Prodigy Network, as he develops an equity-based crowdfunding model for small investors to access commercial real estate in Colombia, then tries out the model in the U.S. U.S. regulations, starting with the Securities Act of 1933, effectively barred sponsors from soliciting small investors for large commercial real estate. However, the JOBS Act of 2013 loosened U.S. restrictions on equity crowdfunding. Nino believes that crowdfunding will democratize real estate development by providing a new asset class for small investors, revolutionizing the industry. The case also follows Nino's development of an online platform to crowdsource design for his crowdfunded buildings, maximizing shared value throughout the development process. Nino faces many challenges as he attempts to crowdfund an extended stay hotel in Manhattan, New York. For example, crowdfunded real estate faces resistance from industry leaders, especially in regards to the concern of fraud, and SEC regulations on crowdfunding remain undetermined at the time of the case.

Kevin J. Boudreau and Lars B. Jeppesen. 2015. “Unpaid Crowd Complementors: The Platform Network Effect Mirage.” Strategic Management Journal, 36, 12, Pp. 1761-1777. Publisher's VersionAbstract

Platforms have evolved beyond just being organized as multi-sided markets with complementors selling to users. Complementors are often unpaid, working outside of a price system and driven by heterogeneous sources of motivation—which should affect how they respond to platform growth. Does reliance on network effects and strategies to attract large numbers of complementors remain advisable in such contexts? We test hypotheses related to these issues using data from 85 online multi-player game platforms with unpaid complementors. We find that complementor development responds to platform growth even without sales incentives, but that attracting complementors has a net zero effect on on-going development and fails to stimulate network effects. We discuss conditions under which a strategy of using unpaid crowd complementors remains advantageous.

Unpaid_Crowd_Complementors.pdf
2014
Karim R. Lakhani, Katja Hutter, and Greta Friar. 2014. Prodigy Network: Democratizing Real Estate Design and Financing. Harvard Business School Case. Harvard Business School. Publisher's VersionAbstract

This case follows Rodrigo Nino, founder and CEO of commercial real estate development company Prodigy Network, as he develops an equity-based crowdfunding model for small investors to access commercial real estate in Colombia, then tries out the model in the U.S. U.S. regulations, starting with the Securities Act of 1933, effectively barred sponsors from soliciting small investors for large commercial real estate. However, the JOBS Act of 2013 loosened U.S. restrictions on equity crowdfunding. Nino believes that crowdfunding will democratize real estate development by providing a new asset class for small investors, revolutionizing the industry. The case also follows Nino's development of an online platform to crowdsource design for his crowdfunded buildings, maximizing shared value throughout the development process. Nino faces many challenges as he attempts to crowdfund an extended stay hotel in Manhattan, New York. For example, crowdfunded real estate faces resistance from industry leaders, especially in regards to the concern of fraud, and SEC regulations on crowdfunding remain undetermined at the time of the case.

2013
Andrea Blasco, Kevin Boudreau, Karim R. Lakhani, Michael Menietti, and Christoph Riedl. 2013. “Do Crowds Have the Wisdom to Self-Organize?”.Abstract

The “self-organizing” of online crowds — or workers, more generally — into teams is a non-trivial problem of coordination and matching, in a context in which other parties are simultaneously competing for partners. Here, we experimentally investigate the capacity for workers in online crowds to self-organize into teams, within a scientific crowdsourcing contest. We compare matching outcomes and performance to those in a comparison group in which we eliminate the coordination and matching problem altogether (by directly assigning individuals to Pareto efficient teams). Online crowd members do remarkably well relative to the benchmark achieving 13% more functioning teams. Teams also tended to be more effective, by several measures. (We found no evidence these levels depending on the size of the self-organizing pool of workers.) Conditional on having formed, the self-organizing teams also benefit from several advantages in performance.

Andrew King and Karim R. Lakhani. 2013. “Using Open Innovation to Identify the Best Ideas.” MIT Sloan Management Review 55 (1). Publisher's VersionAbstract

As innovation becomes more democratic, many of the best ideas for new products and services no longer originate in well-financed corporate and government laboratories. Instead, they come from almost anywhere and anyone.1 How can companies tap into this distributed knowledge and these diverse skills? Increasingly, organizations are considering using an open-innovation process, but many are finding that making open innovation work can be more complicated than it looks. PepsiCo, the food and beverage giant, for example, created controversy in 2011 when an open-sourced entry into its Super Bowl ad contest that was posted online featured Doritos tortilla chips being used in place of sacramental wafers during Holy Communion. Similarly, Kraft Foods Australia ran into challenges when it launched a new Vegemite-based cheese snack in conjunction with a public naming contest. The name Kraft initially chose from the submissions, iSnack 2.0, encountered widespread ridicule, and Kraft abandoned it. (The company instead asked consumers to choose among six other names. The company ultimately picked the most popular choice among those six, Vegemite Cheesybite.) Reports of such problems have fed uncertainty among managers about how and when to open their innovation processes. Managers tell us that they need a means of categorizing different types of open innovation and a list of key success factors and common problems for each type. Over the last decade, we have worked to create such a guide by studying and researching the emergence of open-innovation systems in numerous sectors of the economy, by working closely with many organizations that have launched open-innovation programs and by running our own experiments.2 This research has allowed us to gain a unique perspective on the opportunities and problems of implementing open-innovation programs. (See “About the Research.”) In every organization and industry, executives were faced with the same decisions. Specifically, they had to determine (1) whether to open the idea-generation process; (2) whether to open the idea-selection process; or (3) whether to open both. These choices led to a number of managerial challenges, and the practices the companies implemented were a major factor in whether the innovation efforts succeeded or failed.

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