Professional Documents
Culture Documents
Adam Fletcher: Adam Fletcher - Do Consumers Want To Design Unique Product On The Internet. 2006 1
Adam Fletcher: Adam Fletcher - Do Consumers Want To Design Unique Product On The Internet. 2006 1
Adam Fletcher
Founder of http://www.hiphipuk.co.uk
Age: 23
Based: Leipzig/London
Thanks!
Mass Customisation has been portrayed as the ultimate form of marketing and the
“business opportunity of the next millennium”. However implementing a business
approach which balances the mass with customisation is difficult with few success
stories. This thesis presents the results of a case study undertaken with the online t-
shirt manufacturer Threadless and its Virtual Community. The literary assumption
that consumers want unique products, following recent renewed interest in Mass
Customisation has prompted this research. The aim of this study was to look at an
industry where it is technically possible to deliver a “pure” Mass Customisation
experience. Threadless’ business model instead aggregates user’s opinions of user
submitted designs and manufacturers the most popular. This studies looks at why this
model is an attractive proposition for customers and for Threadless. The secondary
focus of this study was to see how much collaboration occurred within Threadless’
Virtual Community, relating this back to the broader User Innovation & Mass
Customisation literature.
Abbreviations
BTO – Build to Order
LP – Lean Production
MC – Mass Customisation
NPD – New Product Development
VC – Virtual Community
Figure 8: Responses to Q.18 “Do you ask for feedback before you submit your design” ............. 49
(Hart 1995:1)
1.0 Introduction
This dissertation will investigate consumers attitudes to Mass Customisation (MC) and
collaboration for new product design conducted within a Virtual Community (VC).
Research in this thesis is centered on the online virtual community of the online t-shirt
invited to submit a t-shirt design to the Virtual Community. Any registered members can
rate the design out of five and can also provide qualitative feedback to the designer,
number of the highest rated t-shirts are then produced in short production runs and sold
on the site.
The definition of MC adopted by this paper is Hart (1995) who said MC was:
“The use of flexible process and organizational structures to produce varied and
often individually customized products and services at the low cost of a standardized,
(Pg. 1)
In short, increasing variety and involvement for every customer without losing
manufacturing efficiency. Despite being cited as not having had the business impact that
and industries. In the apparel sector Spreadshirt the online design your own t-shirt
business allows anyone to design their own t-shirt produced and dispatched within 48hrs.
Lego now actively engage their customer base in new product developments and allow
users to design their own Lego sets online (for more about the Lego Factory see Berger et
al 2005). In the footwear industry most of the major trainer manufacturers allow for
custom designing (such as Reebok “CUSTomer” or Nike through “NikeID”) and some
offer completely custom products exactly molded to fit the customers foot (such as
Adidas’ “miAdidas” service, see Berger et al 2005). Other MC products include Wine
(Elite Vintners), Cameras (Leica) or the extremely successful build to order model used
by Dell. Levi offer over 4,224 combinations of its customised jeans (Rifkin 1994), while
11 million bicycle variations are available from the National Bicycle Industrial
Companies made-to-order system. In other markets you can see the affects of a trend
towards individualization and flexibility. The financial services sector allows you to
almost pick your own loan interest rate at Prosper.com or odds for gambling at
Betfair.com. These are just some of the many examples of a shift to towards customer
Technology in recent years in particular e-commerce, the Internet and the creation of
what is now a global marketplace are recognized as the key enabler for adoption of MC
(Piller 2002, Von Hippel 1998, Schubert and Koch 2002, Pine et al 1993, Fuller and
Hienerth 2004)
MC is a fundamental shift away from the teachings of Mass Production (MP) which
attributed to the work of Henry Ford and the model T Ford back in the 1920’s. Mass
Customization is concerned with creating unique products or services using the efficiency
of Fords MP.
This paper will look at how a VC can support MC activity. To date there is no one
definition that has been adopted by the academic community for a VC, developing on
definitions from Schubert & Ginsburg (2000) and Sawhney & Prandelli (2000) we
within a shared semantic space on a regular basis. The communities provide sociability,
support, information, a sense of belonging, and social identity. This community is usually
research (for more information see Rheingold (2000)). Today what was one VC has
become many thousands devoted to almost any imaginable niche, from the huge
1.3 Context
MC as a concept has been discussed in academic literature with regularity since it was
first articulated some 25 years ago. The idea of a customer designing a product or service
was not a new concept even then, instead writings on MC were commenting on an
increasing shift away from Mass Production towards individualised products increasingly
The Internet has the potential to change the way we buy and sell, empowering small
reducing barriers of entry (Porter 2001). The internet facilitates direct and rich interaction
with customers (Piller & Walcher 2005), allowing customers to give feedback and
collaborate on new products. Internet sites such as MySpace or Ebay have shown that the
business.
designing the exact product or service they require. This will allow a business to develop
a 1:1 relationship with their customers, understanding their exact requirements, helping
topic worthy of discussion for a number of reasons. It is the focus of a large quantity of
academic interest and research in the past few years (Tseng & Piller 2003). Future
businesses adopting this business approach may be influenced after reading that they are
faced with an “uninterrupted trend towards individualization” (Piller & Muller 2004:1).
Mass Customisation has been described as the “business opportunity of the next
millennium” (Hart 1995;1) for businesses willing to recognise that “the traditional system
increasingly a thing of the past (Hart 1995:38). This thesis looks to address these
as the Internet have led to a resurgence in interest in MC, it is estimated that of the 2700
plus English language articles on MC 60% have been published since 2001 (Tseng &
Piller 2003). It is suggested that now more than ever, is the time that we should reassess
MC. Unlike at the ideas conception, today the tools needed to make it a successful
proposition with the advent of e-commerce and internet are available (Lee et al 1999).
proposal in today’s business environment. This thesis will look to re-assess the business
Research from the academic literature suggests that MC represents a huge potential
opportunity for businesses. Studies such as Berger et al 2005; Kamali and Loker 2002
have shown consumer dissatisfaction with standard products and a strong interest in
customisation, along with studies which suggest that consumers are willing to pay more
for a product or services if they are involved in the design process (Oon and Khalid 2001;
innovation maybe accelerated through collaboration (see Jeppesen and Frederiksen 2004
for an overview), when combined these suggest the business implications of the MC
(Hart 1995:1)
This chapter will begin with an explanation of MC, followed by an overview of the
assumptions behind MC. This aims to show that the current academic thinking regarding
MC adopted by the online retailer Threadless and discussion of how this model might
This paper takes the view of Hart (1995) who suggests that there are two different ways
“the ability to provide your customers with anything they want profitably, any time they
want it, anywhere they want it, any way they want.” (Hart 1995:1)
While this is only meant as a “transcendent, absolute idea that exists solely in the ideal”
(Hart 1995:1), it best describes the basic principal and inherent complexity of MC. The
key difference between MC and the traditional one size fits all, any colour as long as its
black approach of Mass Production made famous by Fordism is the unique, tailored
experience that the customer receives. You aim to reach large numbers of customers but
simultaneously treat them as individuals (Davis 1996), whilst aiming to maintain the
efficiency of mass production (Pine et al 1993; Piller 2003). The other perhaps more
individually customized products and services at the low cost of a standardized, mass
The key difference in this second definition is the idea of not promising to produce
anything a customer may desire but introducing flexibility, variety and where
possible individualisation to the experience. Note that this definition does suggest the
2003). Research suggests that in most industries this is at present unrealistic, even
commerce etc) technologies reducing the trade-off between variants and production
cost (Piller 2003) at present adding variety results in additional operational costs
Davis (1996) suggests that as technology advances markets become ever increasingly
“markets of one”, where an individuals needs are met with mass efficiency.
Definitions of MC in the academic literature have tended to overplay the need for MC
to create a unique product or service. This paper rejects this and suggests that its
experience itself more than what is created provides the unique value for each
individual (Prahalad and Ramaswamy 2004). The key differences between MC and
MC has been portrayed as a radical, polar opposite of MP, actually when as Table 1
thinking evolved from MP through to Lean Production (LP) made famous by Toyota in
Japan, the early mover competitive advantage from LP would have diminished. MC may
have been a natural shift, seeking extra value from lean production systems through
It is only when we consider the customer involvement in each model that MC can be seen
as a more fundamental shift in the manufacturing and marketing mindset from lean, niche
these economies came from streamlining the production process with suppliers. MC
however is not insular or internally focused along the value chain, instead it looks
externally to get greater customer involvement, earlier. This changes the process from a
than trying to sell a product you have already produced, you have already sold the
product before you’ve created it (Rifkin 1994). As figure 1 shows the customer
involvement is greatly increased while the quantity produced is often just one unit.
“customisation” into one profitable and successful business model may explain why MC
has not had business impact that was anticipated (Lee et al 1999) since the ideas
conception more than 25 years ago, with many business “failing miserably to get the
The literature tends to draw a picture of two opposing and distinct strategies and mindsets
continuum of strategies and it is the task of industry to decide which approach best
compliments the needs of their customers and the capabilities of their business. Dells
build to order model is often thought of as a MC showcase (Piller & Walcher 2006).
Applied to the Lampel & Mintzberg framework Dells approach it is not “pure” or even
select not from limitless options but from a pre-defined array of components (Brand
2004). This highlights how even the MC success stories infrequently achieved a MC
will look to critically evaluate the proposed benefits of MC cited in the literature.
If there really is nothing simple about MC (Hart 1995) then why is this topic worthy of
such academic and business interest? Teresko (1994:46) believes “If you can sell
everything you make, mass customisation is irrelevant”. This like Harts visionary
reality it is flawed. While today a business may sell everything that it produces, only in a
market monopoly are sales liable to be static and not subject to competition from rival
businesses. While today you may sell everything you make, a competitor moving to MC
and offering the customer increased choice may irreversibly change this. Just because
you are selling you may not be satisfying customers or selling profitably and fast enough
to reduce potential revenue sitting in stock. It also doesn’t address the fact that by
utilising MC you are co-designing with the consumer which will allow you to always sell
everything that you make and as suggested by empirical research (see Piller et al 2004 for
According to the literature a business’ choice not to pursue MC and encourage customer
experience and where possible a tailored product or service. The consumer does not have
to pick from a range of uniform, average products (Lee et al 2000). Once the customer
has seen just how responsive a manufacturer can be, the relationship it is suggested
information acquired by the supplier during the MC experience when used correctly will
for the relationship to be considered impervious there would have to be a link between
satisfaction and loyalty (repurchase intention). While the focus of this paper is not to test
that particular assumption it is worth mentioning that this is still an assumption and the
strength of the link between satisfaction and repurchase intention/loyalty is still open to
debate (see Seiders et al (2005) for more background on this or Iacobucci et al (1994) for
an interesting discussion of this as one of the many “satisfaction fables”). For this reason
statements about an impervious relationship are met with scepticism. Just as, at a time of
limited resources a manufacturer may opt for a more profitably client, the client’s loyalty
To the customer when asked if they are interested in MC, the idea of getting to produce
exactly what they want, would no doubt be a tempting proposition. Problems arise when
its time to create this product and articulate to the manufacturer their individual
Toolkits (see Von Hippel (2005) for an extensive review of these). Toolkits are defined
as
These technologies are great for the manufacturer as they reduce the cost of MC,
outsourcing most of the process to the customer (Piller 2002). However, the problem is
that when faced with an online toolkit, multiple or even unlimited configuration options
does the customer know what they want? If they do know are they able to articulate it?
Too many options and they may suffer “Mass Confusion” (Teresko 1994). This is when a
that mass confusion is one of the major explanatory factor for the delay in adoption of
MC by business (Piller et al 2005). Striking the correct balance between utility and
complexity will greatly increase the success of the MC experience, for example Nissan
found that although they offered advanced customisation options consumers didn’t want
For the manufacturer MC offers cost saving potential through better forecasting and
reduced wastage. Estimates suggest the apparel industry alone loses over $300bn every
year due to erroneous forecasting, heavy inventory and lost profits as a result of
is that consumers are incorporated into the design process, and design the exact product
or service they require. As manufacturers no longer have to predict demand for a product
they may theoretically be able to keep smaller inventories of finished goods. Heavy
discounts and promotions to move less popular products out of warehouses may become
a thing of the past achieving both manufacturer and consumer satisfaction (Lee & Chen
1999). Whilst potential lowering stocks of finished goods, MC may have a negative
effect on other areas of the manufacturing process. Large quantities and varieties of raw
materials will need to be held to help support uncertain, fluctuating demand which could
This loss of certainty is offset by the possibility of charging more for customised items.
Just how much, if any, of a price premium a customer is willing to pay is still open to
debate with contradictory studies in the literature. Some research has suggested that
customer’s want and are willing to pay more for customized or non-standard products
(Piller and Berger 2003; Piller and Muller 2004; Franke and Von Hippel 2003, see Piller
and Muller 2004 for an overview of research conducted). The problem with this research
but no experience of it (Piller & Muller 2004). It is worth noting that a large number of
(1994; 14) suggests that in fact “Customers don’t want choice. They want exactly, what
they want”. Leaving aside the idea that any of us actually know what we want, it is
for this experience. However, without experience in designing products online customers
may not be aware of the challenges in articulating what they want, a number of sources
suggest on the whole consumers find it almost impossible to do this (Berger et al 2005;
Zipkin 2001; Von Hippel 2005). They may also be unaware of the amount of time and
involvement required in this process (Piller & Muller 2003). It is suggested that if these
respondents were asked again after they had attempted to customise a product, the
number of people who said they would be interested and prepared to pay a premium
would be reduced. There is no guarantee that even with additional help provided by the
customer (sticky information, see Von Hippel 1998 for an overview), the consumer is
theory suggests this is only made harder as increased customers involvement will
incrementally increase customer expectations. It is for precisely these reasons that studies
proclaiming customers desire to MC and pay a premium for the privilege are met with
skepticism.
The willingness to pay a premium will also be dependent on the type of industry and
product. It’s not overly surprising that the one study which did not find any evidence of a
link between willingness to pay and customisation was Jiang (2002). This study looked at
market dominated by Dell which offers advanced customisation as standard why would a
Further research on the longevity of any potential competitive advantage is necessary and
missing from the literature to be able to conclude the long term effects of MC on an
industry.
approach is that of the automobile industry. This is said to have the demand
fragmentation and market saturation that might compliment a MC approach (Bardacki &
Whitelock 2003; Pine 1993; Cusumano 1994). It’s suggested that Vehicle Manufacturers
(VMs) must aim for mass customisation so that everyone can find what they want at a
price that they can afford (Cusumano 1994), particularly as they are saturated home
Vehicle manufacturers have found that progress implementing MC, despite a Mckinsey
report estimating a potential cost savings of $80bn, has been slow with MC still
representing the illusive Holy Grail (Economist 2001). What is also interesting is how
this industry perhaps more than most has already had to go through two radical shifts in
more recent times towards Lean Production pioneered by Toyota (Bardacki & Whitelock
2004). The problem in the automotive industry is that with a complicated manufacturing
process it is generally accepted that adding variety results in additional operational costs
variety, complicated manufacturing processes prohibit this. Instead scale economies may
processes can save a significant proportion of new vehicle costs (Alford 2000). The
successful Ford Puma for example is based on the Fiesta platform, delivered in just
seventeen months illustrates how derivatives for profitable niche markets can be rapidly
produced from a high-volume vehicle (Alford 2000). This example shows how
complimentary manufacturing approaches (in this case combining mass & niche) can be
used to deliver the right level of variety. In this example common platforms can given the
illusion of choice allowing many models to be produced from a core design, this sort of
Instead of MC, VMs have due largely to the size of the industry been able to give the
illusion of MC. Exploiting the Internet to find the whereabouts of a car that matches the
or distribution system, often called Virtual Build to Order (VBTO) or locate to order
(Brabazon & MacCarthy 2004). “VBTO exploits the variety that exists in automotive
pipelines […] easing the way for customers to buy from future stock rather than from
finished stock” (Economist 2001). In the automotive industry it seems that, customers
can only get close to a pure MC experience if they are prepared to pay a high premium.
Alford (2000) summarised the three commonly used MC approaches for VMs and these
The reason for highlighting this industry is that despite attempts to incorporate MC into
the business model there has been limited success. Instead the industry has adapted levels
configuring modules may be available, it is only at the very top end of market where it is
available to customers willing to pay a high price premium one example is BMWs
“Individual Program” (Piller 2002). While this might be close to meeting the original aim
of “anything the customer wants, when they want it” this is unlikely to be “at the price
that they can afford”. The car industry has realised that at present a “pure mass
due to technological challenges and the realization that consumers want choice and
involvement but not “eighty-seven different types of steering wheel” (Lampel &
Mintzberg 1996). It’s worth noting how here the car industry has in VBTO adopting a
In recent times there has been a resurgence of interest in MC. As previously mentioned
Piller & Tseng (2003) estimate that of the 2700 plus English language articles on MC
60% have been published since 2001. This renewed interest it is suggested is because of
the introduction of new technologies in particular the Internet, which is widely cited as
the key enabler of the adoption of MC (Piller 2002, Von Hippel 1998, Schubert & Koch
2002, Pine et al 1993, Fuller & Hienerth 2004). The Internet provides an efficient
platform to reduce the often difficult and costly process of transferring a customers wants
or needs to a manufacturer (Piller & Walcher 2005). Lee et al (1999) goes as far as to
suggest that mass customization is a “post facto reaction made possible by the
based on their interest areas and previous purchasing behaviour. One area that has
customising customers can improve their MC experience. One internet technology which
Despite that lack of consensus in what exactly constitutes a VC, they have existed online
in various forms for approximately 30 years (Ridings et al 2002). Today there are
thousands of these communities and a recent report found that 79% of Internet users
identified at least one community with which they maintained regular online contact
(Rainie & Packel, 2001). They are expected to have a significant impact on commercial
companies fundamentally changing how they develop, price and promote their products
(Hagel & Armstrong 1997). The definition adopted for this thesis is Sawhney & Prandelli
(2000):
within a shared semantic space on a regular basis. The communities provide sociability,
support, information, a sense of belonging, and social identity. This community is usually
The VC can take many forms each with their own characteristics (Wellman 1999,
Dholakia et al 2004). There isn’t scope in this research to cover them and explore the
suitability of each type for innovative activity (for further discussion on this see Jeppesen
& Frederiksen 2004). The main types of VC are shown below in Table 2, Threadless’
It is suggested in the literature that VCs are attractive to businesses as they provide a
mechanism to:
- Facilitate a stronger relationship between the firm and its customers (Brown et al
projects throughout the entire innovation process (Ernst and Gulati 2003).
Obviously before the consumer will be willing to openly share information and ideas
there is a need for trust in the community, trust that the community hosts will not exploit
Trust is defined as an implicit set of beliefs that the other party will refrain from
opportunistic behavior and take advantage of the situation (Hosmer 1995). Online
however trust is multi-faceted. A member may only be communicating directly with one
not only the trust that the two directly communicating members have with each other, but
their level of trust in the community as a whole, and with the communities provider
which will shape their communication (Ridings et al 2002). Repeated interactions can
help to build a culture of trust and commitment which only encourage further innovation
and involvement (Fuller and Heinerth 2004; Fuller et al 2004). Without this trust users
may be reluctant to contribute and the knowledge sharing potential between organisations
and the community is lost. Threadless helps to build this trust by having a clear privacy
and usage policy with explicitly states the rights it has over community generated content
and designs.
Online communities have been found to be highly innovative and can be found for almost
every product or service (Fuller & Hienerth 2004), with research suggesting that many
creativity and assist customers in making better choices than if they are left to design in
isolation, selecting from a large variety of choices (Von Hippel & Tyre, 1995; Franke &
Shah, 2003; Piller et al 2005). This support should help provide the knowledge that
Berger et al (2005) said was stopping consumer specifying an individualized solution that
Sawhney & Prandelli (2000) concluded that a business model that combined
communities into product development empowers peripheral players, giving them the
right to contribute their own experience and individual knowledge to the final output.
Each consumer can add to the collective knowledge of the community from their
experiences. This collaborative method of innovation has gained momentum and interest
in recent times because of the open source software movement, which has shown that
offerings (Fuller & Hienerth 2004). Jeppesen & Molin (2003) believe that this user
creation and development results in a longer product life and greater sales of the basic
product.
sponsor collaborative activity is already taking place. Franke & Shahs (2003) research
concluded that
isolation or secrecy; they receive important advice and assistance from other community
The little academic research into just how much help community members give each
other and what motivates them to support and share ideas with each other has ultimately
formed this thesis and research outlined below. Trust is expected to be even more
more than just communication on a shared interest, but plans ideas and innovations.
There will need to be a system for managing the intellectual property (IP) that these
members create (Sawhney and Prandelli 2000) and clear documentation on the rights of
the community host or sponsor on how this IP will be managed and utilized. Over time
trust and commitment in the sponsor and co-collaborators should increase. The consumer
becomes a virtual co-innovator, with strong ties to the company and new product (Fuller
et al 2004).
Instead of thinking of opposites this thesis suggests that it’s the towards the centre of the
continuum between MP & MC or Standardisation & Individualisation that may offer the
best fit for consumers and manufacturers. It’s suggested that conceptual polarization has
lead management thinkers to ignore strategies which combine these logics (Lampel &
Mintzberg 1996). One company which on the surface seems to combine these two
strategies well and will be the focus of this papers research is the online t-shirt
Lampel & Mintzbergs framework as it has one fundamental difference from all the
approaches, the customisation & customer input occurs at the earliest possible point in
the value chain, at the conception stage. Threadless’ business model is outlined below in
Figure 4.
and determining what is to be manufactured. Every customer has a say and equal input
but collectively they decide which product moves down the activity chain where the
members of the community submit t-shirt designs which the rest can comment and score
from 1-5. The top scoring designs are usually then manufactured (Threadless have the
final say and consider factors such as technical difficulty, number of colours etc) and sold
in limited quantities on the site. The winning designer receives $2000 in exchange for the
rights to the design. If we think why Lampel and Mintzbergs framework did not include
an approach which had only customisation at the products conception and design stage, it
might have been because the paper was written in 1996. The Internet, e-commerce and
Virtual Communities existed then but were still in their infancy. Since the widespread
adoption of the internet and subsequently e-commerce there has been an evolution in the
thinking concerning Mass Customisation. This thesis would like to show, contradictory
to the focus of the most of the literature (the exceptions being Lampel & Mintzberg 1996
and Piller & Walcher 2006) and with the help of Threadless and its VC that these
enabling technologies while reducing the cost of individualisation may also reduce the
cost of aggregation. The Threadless model works by grouping customers with similar
requirements and interests into niches, unifying a fragmented and heterogeneous market.
All the idea generation and designs are created and approved by the Virtual Community
with little involvement by Threadless. Only those products (t-shirt designs in this case)
that have enough support and interest from the community make it into production. In
quantities and some designs never printed more than once. In Threadless’ case this has
This research aims to look more closely at why the Threadless model is successful and
what motivates consumers to participate in this VC. The specific research areas can be
This section introduces the conceptual framework shown in Figure 5. This framework is
used as the basis for the primary research following conclusions drawn from the
academic literature concerning MC and VCs. It is believed that there has been an over
the other and ignoring strategies combining both these logics (Lampel & Mintzberg
inconveniences customers would probably rather create a unique offering to match their
needs. Today’s business climate does not seem to offer this, so at present there is
individualization, and the manufacturers desire for economies of scale and predictable,
manageable demand. Co-creation with consumers is not simplistic and as such there are a
number of shared factors which reduce the attractiveness of MC to both the consumer
and manufacturer. The framework outlines this perceived disconnect and recaps some
“Even if the content of the new theory is about customization, our thinking
remains standardized”
that underpin their use. The aim of this research is to try and answer the following
1. How much collaboration is there between designers and the rest of community
1.1 Do all community members submit designs? If not, what factors stop
so, how?
2.2 Sawhney and Prandelli (2000) believe that “a business model that
Threadless has been chosen as the focus of my research has it has an interesting and
unique business model, which could be said to contradict some of the MC literature. In
the Threadless model the consumers supply the customisation, collaboratively, while the
they want exactly what they want (Pine 1994) then they would have little reason to use
users to upload their design and specify shirt colour, size etc. These cost the same or
fractionally more than Threadless t-shirts and in the case of Spreadshirt are dispatched
conceptual framework have minimal impact in the t-shirt market, so why is Threadless
able to operate profitably and successfully? This its is suggested makes it an ideal case
study for what might happen when future technology removes the barriers to using close
To research Threadless a case study approach was adopted. While only focusing and
researching one community a case study approach offers an opportunity to gain a deeper
insight into a relatively unexplored phenomenon (Jeppesen & Frederiksen 2004). The
research uses different research methods to enhance the precision of conclusions by using
different data, but data related to the same phenomenon (Jick 1979). The research
A questionnaire was used as it allowed for further exploration of the emergent themes of
the action research but allows for drawing a broader consensus from the community in
of others (Bryman and Bell 2003). It also has the advantage of generating a large number
of responses in a short space of time. It can also be tailored to gather data on a specific
topic (to help answer the Research Questions), whilst also having questions which are
more open in nature, complimenting the exploratory nature of this study. Question
branching was used in the questionnaire to separate users that submit designs and those
A link to the questionnaire was posted on the Threadless “Blog Forum” which is a public
messageboard. Prior agreement had been received from Threadless to post the message
and link, to get their permission to use the forum. It was felt that this would encourage
respondents to complete the questionnaire and raise its profile amongst the community. A
prize draw was offered for those participants taking part to encourage participation, it is
noted that this could have resulted in repeat submission (these were removed by the
questionnaire software) and resulted in respondents only motivated by the prize and not
comprehensively or truthfully completing the questionnaire. The prize was only one t-
shirt which has a $15 value which should have stopped this type of behaviour.
The second piece of research was a participant observation, monitoring and classifying
observation lasted for seven days from the 1st – 8th March 2006. Further analysis and
classification of the comments posted below the first ten design submissions mentioned
researcher immersing themselves in the research setting, to sharing in the subject’s lives.
It is felt that this method was applicable as the aim of the research was to share in the
community’s lives and understand how the community members interact and what
(Paccagnella 1997). In this case all the data analysed is public discourse. The view taken
by this researcher is that while the communication may be deeply personal it is not
private (Sudweeks & Rafaeli 1995). To respect the privacy of the community members
no names of community members or links back to the text were recorded. Only
communication deemed relevant to this research was viewed & categorized. Observation
was preferred over active participation to reduce the likelihood that the presence of a
researcher may modify the phenomena being studied (Paccagnella 1997). A mixture of
quantitative & qualitative analysis was adopted. A purely quantitative approach might
have missed the subtle nuances of interaction that can meaningfully describe the
interactions of a community (Thomsen et al 1998). All topics were viewed & classified,
those relevant to the study (related to submissions or the process of designing) also had
features of this community as possible (Bryman & Bell 2003). Yin (1984) notes that a
case studies goal is to understand complex social phenomena that it is believed the
Threadless community represents. The research view was essentially constructivist, while
critics may argue that participant observation in this way lacks reliability and may lead to
bias this is accepted, the Threadless VC is not an absolute reality where scientific and
elaborate measurement may occur. A naturalist approach was adopted using just
observation, this approach aims to study the social world in as close to its natural state as
possible. The research questions are designed to be exploratory. With such little prior
research in this type of collaboration, the behavior and motivation of the Threadless
community is largely unknown. These research questions represent areas for research
Adopting this single case study approach is often argued will create results that are not
generalisable. In principal this is not disputed; however this Interpretivist approach may
suggest the existence of some key motivators or enablers which may exist in a number of
highlighting the experiences and motivations of this one community. Ultimately we are
looking at what is unique about this case and community to help generate a wider
communities and the opportunity to gain a deeper insight into Threadless (Jeppesen &
Frederiksen 2004).
All the research took place in a short time period of time (March – April) as it was
deemed important as this research is did not attempt to be longitudinal, with the ever
changing nature of VCs the gap between research methods kept as short as possible
Due to the exploratory nature of this research there are no firm hypotheses to test,
what follows is an outline of the findings from the empirical research addressing each
of the research questions in turn. The chapter concludes with further discussion
placing these findings in the context of the wider literature in this area before
In total the questionnaire was completed by 204 visitors to the Threadless “Blog
Forum” (the Threadless name for the public messageboard, the two will be used
community members have the ability to view the Threadless “Blog Forum” the
population is impossible to quantify. The “Blog Forum” is separate from the more
viewed by a large number of site visitors. In total 191 of these responses were
deemed usable for this survey, the other 13 contained incomplete information. In total
219 users started the questionnaire giving an 88% (approx) started/completed rate,
this high completion rate suggests that the questionnaire was of an acceptable length
Over the seven day participant observation a total of 422 messageboard threads
(threads begin with a single member posting a title and message which other
members may reply to) were viewed and had their topic category logged. Table 3
Thread types 3a-3e were deemed relevant to this study and likely to return data which
Although all initial posts that started each thread were viewed and categorised, only
type’s 3a-e (67 in total) were considered of interest to this research and had their
used on the Blog Forum. In total 6751 replies occurred in all threads over the seven
days. Of these 794 (11.6%) were in the threads categorized as 3a-3e on figure 6 and
therefore the type of each reply was also recorded and categorised using a similar
also shown. It may seem like only a small amount of all communication was
with the vast majority of topics started (over 80%) having nothing to do with
Threadless or design in general. While showing how close the community is and just
how much of their day to day lives they shared with other members, off-topic
subjects such as “Which superhero are you?” or “I’m going veggie” would have
The second stage of the participant observation was to look at the category of
communication used in the comments section below each submitted design. The
submissions chosen were the first 10 submitted designs mentioned on the “Blog Forum”
during the first stage of the participant observation. In total over the ten designs 589
comments were posted and these were all categorised. Table 4 shows that the most
The reduction in the number of categories needed in this part of the observation shows
that comments were generally on topic and either giving positive feedback such as “I
LOVE the drawing and the idea” (Comment on Submission ID:1) or making a suggestion
e.g.
“The grey/neutral one is my favourite. But I love the placement of the kelley green one.
The data collected from this research will now be used to help answer the research
questions.
to submitting designs?
wishing to use it. However of the 73 respondents who had submitted a design, 63%
37%
Yes
No
63%
The figure of 36% who responded “no” suggests that there is some collaboration
within the community but the specific nature of this collaboration is unclear due to
ambiguity in the question. The failure on the part of the researcher to clarify what
strength of any conclusions which can be drawn from this section of the
questionnaire. One user may consider the feedback they receive when another
and therefore answer “no” while another may not. The following questions further
highlighted this ambiguity in which 60% of respondents said they did ask for
feedback before submitting designs, shown below in figure 8. This suggests that
feedback.
Figure 8: Responses to Q.18 “Do you ask for feedback before you submit your
design”
In total 63 respondents (32%) said they had asked for help on the Blog Forum with
over 96% shown below in Table 5 indicated they received it. This suggests that while
not that commonly used there is supporting available for designers that wish to use it.
members useful”, 82% of those users that had received feedback said they found it
useful. Respondent n.118 said that they felt “It has helped me become a better
designer too, I've learned and picked up styles from those around me.”
critiquing and suggesting revisions at every stage of the design process from rough
idea to submitted design. In total there were 57 specific threads started by designers
about their designs. Of these 25 topics were for designs still in development and had
topic titles such as “Opinions Before Sub (submission)” and others shown below in
Table 6.
The conversation below shows an example of the type of support and feedback the
community gave designers asking for help. In this instance the topic author had
“if you go absinthe - go all out. Have the filter spoon, the sugar cubes.”
“What should (sic) i do with her? Have her coming out of a bottle of absinthe?
“Decent idea, but the drawing needs work. Maybe put a green bottle behind it or have
Further examples of this were found from the observation of comments placed below
design submissions. Of the 589 total comments posted, 114 comments suggested
potential revisions or alterations to the submission, some examples are shown below
“The grey placement is what I (sic) recommend, because it is very balanced, unlike
the green. I love the art style, and I'm giving it a 5.” (Respondent, Submission ID 3)
“I think you should get rid of the sun and then re-center the image.”
(Respondent, Submission ID 3)
Whilst not collaboration in the sense of dividing up the illustrative tasks this shows
product to match a subset of the communities needs or wants. Often these suggestions
4.2 Do all community members submit designs? If not, what factors stop
Surprisingly 118 respondents (61%) had not submitted a design to the site, which
considering the frequency of visits to the site suggests that the primary reason for
using the site is not to submit designs. Question 23 asked respondents that had not
submitted a design what was stopping them, the results are shown below in Figure 9
Here the community and rating of other peoples designs provides an activity for the
users that feel they don’t have the ability to submit a design. Designing a t-shirt is a
relatively simple task yet 30% of respondents who had not submitted a design said
they felt they lacked the artistic ability to submit. Some respondents who selected
“I expect a level of quality in the printed designs that is greater than what I can
(Respondent n.47)
“I hold threadless designs to a high standard, when I create something I think is worth
printing, the threadless name, and $1,000 - i'll submit it” (Respondent n.21)
Part of this reluctance might be due to the belief that their designs do not meet the
standard required to win the competition, however there is no way from this
questionnaire of knowing whether or not they would still produce that design for their
also not be simplified through the use of a dedicated toolkit which if used may have
simplified the process. Over the observation period there were 8 specific threads
asking for technical design help usually for a specific application such as Thread 351
“is there a way to smooth lines on Paint Shop Pro 7??” (Thread Author)
“Smooth lines? what are you using right now? Smudge usually works, but it can
depend on what tool you're using, like pen tool or just the paintbrush. “
(Respondent)
fact that the applications mentioned will most likely have their own support sites. In
design and this support the notion that some consumers lack the technical skills to
4.3 What aspects of the Threadless business model do its community members
When asked to prioritise from 1-7 the most important reasons why they purchased
from Threadless the top four variables cited 1-3 in importance as shown below in
Table 7.
Total 1-3
Voted Voted cotes for that
Voted 1 2 3 category. Ranking
Innovative designs 51.83% 15.18% 6.28% 73.30% 1
Exclusivity of designs
(short run production
cycles) 9.42% 28.80% 15.18% 53.40% 2
Involvement in the design
process 7.33% 16.75% 20.94% 45.03% 3
Price 10.47% 10.47% 20.94% 41.88% 4
The Threadless ethos and
brand 5.76% 11.52% 14.14% 31.41% 5
Sizing and colour ranges 3.66% 12.04% 15.18% 30.89% 6
Delivery times 11.52% 5.24% 7.33% 24.08% 7
which scored highest, instead it was “Innovative designs”. In fact the results
suggested that Involvement only ranked 3rd in importance. Customers liked the
a limited although not exclusive item. Verbatim feedback also supported this,
respondent n.146 said “Uniqueness, that’s all I want and search (sic) from these
shirts, it makes me feel as a single individual that doesn’t follow the clothing trends
that are made popular today.” Respondent n.164 agreed and said “I feel the greatest
reason people buy from threadless.com is the short runs of unique, clever designs.”
In this case the quality of the design might be far greater than they feel they can have
produced which is perhaps why 60% of the community have never submitted a
design. So it’s suggested that the community is being asked to make a trade off
between the losses in uniqueness (compared to pure MC) for the increase in the
how?
The strength of this type of NPD is in how it uses technology to simplify the cost of
aggregating user’s requirements. The ratings system acts as a form of online market
research gauging demand for an as yet un-manufactured product. During the research
other examples of this aggregation were also observed. The participant observation of
certain designs which were not popular enough to be put into manufacturing but were
“The design was very popular here on the blogs, but it did poorly out in the real
world, and threadless has told us they don't want to print it. the question becomes, do
we want to print it ourselves? if enough people are interested, i'll have the shirt
“Thanks for all the positive feedback everyone! (sic) and if this doesn't get picked, I
will be printing it for my own company.”
(Comment on Submission ID:10)
While not authorised by Threadless this shows that even sub-groups of community
members can use the functionality provided by Threadless to find other users with
similar design tastes. These groups may not be large enough to warrant Threadless
manufacturing the product but this showcases user led aggregation which may lead to
t-shirts being manufactured in smaller quantities for groups of users who meet on
Threadless..
running a non stop competition then the key actors are Threadless and the people that
over 60% of respondents having never submitted a design this leaves the majority of
that have actually submitted a design to the competition, the results are surprising.
Non-designers reported higher overall satisfaction, rated more designs, were more
likely to post or reply to messages on the Blog Forum and had also brought more t-
shirts in the past year. They have the same voting rights as everyone else and
although they may be lacking the technical skills to submit a design they are needed
by the designers to improve the ratings of their designs. The result of this is that in the
observation period 17 different threads asked for their (and the community in
generals) feedback on designs before submission and 24 during the ratings process.
This supports Sawhney and Prandelli (2000) showing that a strength in the Threadless
business model seems to be in the way that it offers different ways for peripheral
players to become involved, as one questionnaire respondent said “we get to become
a part of the t-shirt design we are helping somebody with… Involvement is a big
MC from the Literature review which was “Aim to reach large numbers of customers
but simultaneously treat them as individuals (Davis 1996)”. The Threadless model
seems to achieve this, the experience is different for every person visiting the site as
they decide what to rate, how to rate it and what feedback to leave, this experience
offers the unique value which Prahalad and Ramaswamy (2004) suggested MC
provides. The actual t-shirt purchased is not unique but because designs are limited
the likelihood of seeing somebody else in the design is small. Small batch production
over one off one off items should help the manufacturer towards another MC goal -
Hart (1995) suggested that the homogeneous market was a thing of the past. The
Threadless model contradicts this, the internet represents a global marketplace which
seems to increase the likelihood whilst reducing the cost of finding multiple
consumers with the same needs. It is believed that this highlights a potential gap in
the MC literature which has over emphasised the value consumer place on
tailored products or services” (Zipkin 2001), instead the ideal as suggested from the
Threadless research maybe closer to a limited (but not unique) product with the usual
high customer involvement. While the homogenous market may be in decline the
Piller and Walcher (2005:7) said that “The Internet provides an efficient platform to
reduce the often difficult and costly process of transferring need information from
designs in order that they would receive a better rating such as “I love the image, but
I’m not keen on that sun/moon thing, lose that and I would wear it!” (Comment on
Submission ID:7)
Previously getting this kind of need information through traditional market research
would have been time consuming and laborious. By utilizing community data
Threadless can look at the number of maximum ratings or average rating and from
previous experience make an estimate of the number of sales that figure equates to.
“Heavy discounts and promotions to move less popular products out of warehouses
may become a thing of the past achieving both manufacturer and consumer
satisfaction”
This we suggest is the key difference in the Threadless approach to MC, it delivers
customer involvement but minimises most of the challenges that reduce manufacturer
satisfaction with MC. Lee et al (1999) said that for the manufacturer keeping large
quantities and varieties of raw materials with uncertain, fluctuating demand could
send inventory costs out of control. For Threadless they only need to purchase raw
your not producing one off items. The consumer does not have to pick from a range
of uniform, “average” products (Lee et al 1999). The research also seems to suggest
that this business model helps overcome some of the other MC challenges cited in the
literature review, this is represented by Figure 10 below which adapts the original
form:
• The majority of users did not submit designs but still showed high
• Supporting the idea that consumer have difficulty articulating what they want,
the most popular reason for not submitting a design was “Lack of Artistic
Ability”.
designers at every design stage. Community members who felt they lack the
artistic ability to design could perform other functions in the design process.
This thesis has extended the current MC and customer collaboration literature by looking
at a unique business model offered by Threadless which has both characteristics. While
the literature is concerned with promoting the idea of offering customers unique products
from unique experiences, this thesis challenges the assumption that consumers want and
and a questionnaire this research highlights some the strengths of the Threadless
approach to MC.
This exploratory research aimed to find out why a consumer would buy a limited product
from Threadless when rival companies can offer them the chance to design a unique
product. It also tests literary assumptions that customers lack the knowledge to specify
their desired solution (Berger et al 2005), and if so can they may be supported through
The remainder of the chapter presents the final conclusions from the research. This is
followed by suggestions for recommendations for future research in this area. The
thesis concludes with a final critique of the process taken when conducting the
production, giving customers a unique experience but asking them to agree collectively
on which product best suits their needs. This aggregation allows the manufacturer to
produce in small batches instead of producing one off unique items. This approach is
“innovative designs” over involvement in the design process as the key reason they buy
from Threadless.
The first key finding was that consumers in this case seemed willing to make the trade off
between creating a unique product to receive a product that many suggested was of a
higher standard that they would have been able to produce. This has potential impact for
The second key finding observed in the participant observation was the willingness of the
VC to support each other and offer help and advice throughout the design process. This
support can help overcome the problems that customers have during the MC process and
The final conclusion drawn from this research is that while technology is cited as
easier to receive want information, it is also suggested that this same technology
facilitated the sharing of want information amongst customers. Threadless has developed
the products which best meet their aggregated needs. It’s proposed that this reduces the
current disconnect between a manufacturers desire for production efficiency and reliable
demand and a customers desire for involvement and unique (or at least limited) products.
This may have implications for manufacturers trying fruitlessly to offer the uniqueness
that the MC literature proclaims customers want, when an equally effective albeit less
It is felt that this thesis has achieved its initial aim of prompting further discussion about
the underlying assumptions within MC. However, there were some mistakes in the data
collection process. While these haven’t undermined the generalisability of the results,
they do represent missed opportunities. The original plan for the research was to conduct
Finding a company with a VC comparable to Threadless’ did not prove possible with
another questionnaire returning just 30 responses. The research was always supposed to
be cross-sectional, but with a need for further research to back up the results of the
Threadless Questionnaire, the participant observation was conducted late in the thesis
process and would really have benefited from being conducted for a longer period than
seven days. It is felt that as the results can only show one side of the story and that this
reduces the impact of the conclusions. The following recommendations recognise these
shortcomings but also that this thesis represents an excellent starting point for further
research.
The most obvious criticism that can be leveled at this research is that the relatively
simple task of designing a t-shirt is what accounts for the unexpected results. The
the customers preference for innovation over involvement need to be tested further by
to see if this model could be applied to the creation of other products and services with
In keeping with the original research plan it would be beneficial to compare the results
here with similar research at a VC of a pure mass customisation t-shirt manufacturer such
as Spreadshirt. A contrast could then be made of the behaviour reported here to that of
other VCs. As only one case has been studied it is difficult to gauge the generalisability
research on the role of the sponsor would be beneficial. How does a business go about
creating and supporting a community like this? At present very little research exists on
this topic. Is the sponsor role to govern the community, or more organically, let it govern
itself, what effect would this have on the innovative activity that happens there? Also
further research into the frequency and quality of the innovative activity and the type of
toolkit used may generate some guidelines for business looking at using this model for
NPD.
due to researcher error was to address the importance of branding. What effect does
brand perception have on the willingness of consumers to MC and collaborate with other
users?
The research hinted at a potential link between involvement and purchase intention.
Though not enough evidence was available to warrant including this in the results
section it would be interesting for further research either with Threadless or another
VC for user innovation to try and find a link between involvement in the innovation
process and likelihood of purchase. It seems probable that after contributing to the
innovation process a consumer would want to purchase the fruits of their labour, but
little empirical evidence exists to test this when the innovation occurs within a VC. A
majority of respondents felt that simply rating a design regardless of the rating given
increased the chance that they would purchase it. Respondent 11 said that they felt
they got “Way better scores when people feel they helped decide the final product...”
This could have important implications as it may mean that regardless of the quality
of the output simply being involved in the process might strengthen the likelihood of
interesting potential paradox between these two ideas which would benefit from
further research.
“As electronic markets continue to evolve, along with their infrastructure and
communication models, so will the complexity and importance of the social structures
which attach themselves to these markets. The understanding of these social structures
will be the key to designing a socially and technically efficient market space” Pg. 1954
Bardacki, A. & Whitelock, J. (2004) “How “ready” are customers for mass
customisation. An exploratory investigation”. Emerald Journal of Marketing Vol.38,
n.11/12, pg.1396-1416.
Brabrazon, P. & MacCarthy, B. (2004) “Giving customers the car they want” IEE
Manufacturing Engineer, Feb/March 2004
Brown, S.L., Tilton, A. & Woodside, D (2002) “The case for on-line communities.”
The Mckinsey Quarterly, 1.
Collin, S (1999) “Doing Business on the Internet”. 3rd Edition, Kogan Page; London
Cusumano, M (1994) “The Limits of lean” Sloan Management Review 35 (4) pg27-
32
Ernst, H. & Gulati, R. (2003) “Virtual Customer Integration – Bringing the Customer
back into the Organisation”. In Fuller et al (2004)
Franke, N. & Von Hippel, E. (2003) “Satisfying Heterogeneous User Needs via
Innovation Toolkits: The case of the Apache Security Software” Research Policy 32,
no.7: 1199-1215
Hagel & Armstrong (1997) “Net Gain: Expanding markets through virtual
communities.” Boston, MA: Harvard Business School Press
Hosmer, L.T. (1995) “Trust: the connecting link between organizational theory and
philosophical ethics.” Academy of Management Review 20 (2), 379-403
Oon, Y and Khalid, H (2001) “How does web site design and usability of online
configurators user satisfaction and site efficiency in supporting design activity?”
[Cited in Tseng & Piller (2003)]
Peppers, D. Rogers, M. & Dorf, B. (1999) “Is Your Company Ready For One-To-
One Marketing?” Harvard Business Review, January 1, 1999, Vol. 77, Issue 1.
Paccagnella, L. (1997) “Getting the Seat of Your Pants Dirty: Strategies for
Ethnographic Research on Virtual Communities.” Journal of Computer-Mediated
Communication, Vol.3, Issue 1.
Pine, J. (1994) “Customers don’t want choice”, Managers Journal, Wall Street
Journal, 18th April, p.A14
Porter, M. (2001) “Strategy and the Internet” Harvard Business Review, Vol.79, Iss.3,
pp. 62 -79.
Rainie, L., & Packel, D. (2001) “More online, doing more.” Pew Internet &
American Life Project. [online] Available from
http://www.pewtrusts.com/pdf/vf_pew_internet_community.pdf
[last accessed 14th December 2005]
Ridings, M. Gefen, D & Arinze, B. (2002) “Some antecedents and effects of trust in
virtual communities.” Journal of Strategic Information Systems 11; 271-295
Sudweeks, F. & Rafaeli, S. (1995) “How do you get a hundred strangers to agree?
Computer-mediated communication and collaboration.” In Harrison, M & Stephen, D
(1996) ”Computer networking and Scholarship in the 21st Century University”
SUNY Press, pp.115-136. [Cited in Paccagnella 1997]
Tseng, M. & Piller, F. (2003) The Customer Centric Enterprise. New York: Springer.
Von Hippel E. & Tyre, M. (1995) "How "Learning by Doing" is Done: Problem
Identification in Novel Process Equipment." Research Policy, (January) p. 1-12.
Yin, K. (1984) “Case study research: Design and methods” Newbury Park:CA.
The questions are shown below are in the exact order they appear to the respondents.
Branching was used on the questionnaire so a respondent would only see questions
relevant to them based on their previous responses (the question numbering was
handled by the questionnaire management software and as a result is a little illogical,
the respondents did not see the question number in this way).
2. How many t-shirts have you purchased from Threadless.com in the past year?
1. 0
2. 1
3. 2-5
4. 6-10
5. 10-15
6. 15+
3. Since your first purchase from Threadless.com, what percentage of ALL your t-
shirt purchases (including purchases from both online retailers and traditional offline
stores) have come from Threadless.com. For example, Paul has brought 10 t-shirts
since his first purchase, 5 of which were from Threadless so he would answer 50%.
1. 10%
2. 20%
3. 30%
4. 40%
5. 50%
6. 60%
7. 70%
8. 80%
9. 90%
10. 100%
11. Not sure
6. Do you think it is more likely that you will buy a t-shirt that you have rated?
1. Yes
2. No
3. Not Sure
7. Do you think it is more likely that you will buy a t-shirt that you have rated highly
(given a rating of 3 or more), than one you have rated 2 or less?
1. Yes
2. No
3. Not Sure
8. Have you ever looked at the Threadless.com Blog Forum (the public
messageboard)?
1. Yes
2. No
3. Not Sure
Branching = If answer is “2. No” or “3. Not Sure” move to question 15.
12. Approximately how many times have you responded offering assistance?
1. 1
2. 2-3
3. 4-5
4. 5-10
5. 10+
6. Not Sure
13. Have you ever posted requesting design assistance on the blog forum?
1. Yes
2. No
3. Not Sure
14. Did you receive a response from other members offering to help?
1. Yes
2. No
3. Not Sure
18. Do you ask for feedback (on or offline) from anyone before you submit your
designs?
1. Yes
2. No
19. Have you found feedback on your designs from other members useful (this
feedback could have been from direct contact or from messages posted below your
design)? Please also elaborate why you have answered this way.
1. Yes
2. No
3. Never Received Any
21. Have you incorporated any of the feedback in re-submissions of that design?
1. Yes
2. No
3. I have not resubmitted any designs
22. In your opinion did incorporating the changes recommended in feedback from
other users, result in a better overall design submission?
1. Yes
2. No
3. Not Sure
23. If you haven’t submitted a design, why not? (Tick as many of the below as you
agree with)
1. No interest in designing
2. Lack of artistic ability
3. Complexity of submission requirements
4. Shortage of free time to produce designs
5. Others (Please Specify)
_________________________________________________________________
__________
25. Please list any other factors you consider important, indicating which ranking
you would have given to them, had they been in the original 1-7 list. Please list the
responses and then the ranking in brackets e.g. T-shirt Quality (1) Reward/Street
Team (2)
26. Do you feel that you are part of a wider Threadless.com Virtual Community?
1. Yes
2. No
3. Not Sure
28. Below are several reasons why you might buy from Threadless.com. Please rate
their level of importance from 1-7 (1 being the most important and 7 the least)
29. Please list any other factors you consider important, indicating which ranking
you would have given to them, had they been in the original 1-7 list. Please list the
responses and then the ranking in brackets e.g. T-shirt Quality (1) Reward/Street
Team (2)
31. If you wish to enter the prize draw please leave your e-mail address below (this
will not be shared with anyone and only used for this prize draw)
Thread Msg N. of
N. Message Title Date Type Replies 1 2 3 3a 3b 3c 3d 3e 3f 3g 4 5 6 7 8
345 I will Love you all forever... "6th March" 9 0
346 nora est une CHIPIE! et toi? "6th March" 1 20
347 wtf?? "6th March" 11 4
348 screensavers "6th March" 1 3
349 My Shot At Another Design: "6th March" 3c 10 1 2 1 2 1 2
350 Shakespearian Love! "6th March" 3b 1 1
351 PSP7 HELP PLEASE "6th March" 3 21 6 8 4
x WINS!! --- but i need ur streetteam
352 link thing "6th March" 9 53
353 What's with all the Jesus shirts? "6th March" 4 79
354 Go me! "6th March" 4 7
355 Reprint!! "6th March" 6 4
356 Cold, clammy, and cuddly "6th March" 3c 3 1 1 1
357 I love this, but I refuse to buy it. "6th March" 4 12
The Evolution of you...as seen
358 through [objects] "6th March" 1 3
359 Villians Submission Preview "6th March" 3a 20 5 1 4 1 10
360 Size "6th March" 4 0
361 Untitled "6th March" 11 0
im trying to get myself a new shirt,
362 help me you can "6th March" 9 17
363 Green Computing... reducing the "6th March" 1 6
The Virtual Community of Threadless.com and their attitudes to Mass Customisation, Mass Production and Collaborative Design
Key
Type of Post Type of Reply
1. Social - not T-shirt related 1. Social - not T-shirt related
2. T-shirt related - not Threadless 2. T-shirt related - not Threadless
3. Design help 3a What do you think of my design
3a What do you think of my design 3b Discussion of t-shirt undergoing scoring (by the designer)
3b Discussion of t-shirt undergoing/completed 3c Vote request for T-shirt undergoing scoring (by the
scoring designer)
3c Discussion of t-shirt undergoing/completed
scoring (by the designer) 3d Making a design suggestion eg reduce text size
3d Vote request for T-shirt undergoing scoring (by
the designer) 3e Designer discussing incorporating design suggestions.
3e Vote request for T-shirt undergoing scoring (not
by the designer) 3h Giving design feedback - positive
4 Discussing a winning T-shirt 3i Giving design feedback - negative
5. Discussing Threadless (The company)/Talking to
Threadless 4. Thanking responses
6. Requesting a reprint 5. Feedback to Threadless
7. Suggestions of what Threadless should do next 6. Help (general not design related)
8. General Help not Threadless related 8. Discussion of a Winning Design
9. Street Team
10. Sponsor Post
11. Purchase/What to Purchase
____________________________________________________________________
- 83 -
The Virtual Community of Threadless.com and their attitudes to Mass Customisation, Mass Production and Collaborative Design
Appendix C – Excerpt from the Results of the comments placed below Submissions.
Sub. N. of
Key ID Submission Title Score Winner? Comments 1 2 3a 3b 3c 3d 3e 4
Type of Reply 1 Loyalty 2271 No 6 11 3 15 31 12 10 3
1. General Conversation - not T- I want you to hit me as
shirt related 2 hard as you can 1929 No 113 8 2 9 76 1 4 1 2
2 Designer discussing design 3 The Sun Catcher 1973 No 41 2 7 29 3 5
3 Making a design suggestion eg
reduce text size 4 Jollier Roger 1990 No 33 8 6 7 6 7 2
3b Giving design feedback -
positive 5 Devil's Most Wanted 1984 No 37 6 3 16 10 5 3
3c Giving design feedback -
negative 6 Misplaced Things 1777 Yes 65 5 1 14 49 1 1 0 0
3d Giving design feedback - mixed 7 Never 806 No 37 5 1 9 22 1 1
3e Talking about incorporating
responses in future sub 8 Designer Voodoo 432 No 26 2 1 2 21
4 Designer thanking members for
comments 9 Hipster Doll 2596 Yes 84 5 4 27 49 1 1 2 2
Migratory Patterns of the
10 Popsicle 2039 Yes 57 5 1 8 39 1 2
____________________________________________________________________
- 84 -