THE ROLE OF USER-CENTRIC DESIGN IN GLOBAL PLATFORM ECONOMY VALUE CREATION PDF Free Download

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THE ROLE OF USER-CENTRIC DESIGN IN GLOBAL PLATFORM ECONOMY VALUE CREATION PDF Free Download

THE ROLE OF USER-CENTRIC DESIGN IN GLOBAL PLATFORM ECONOMY VALUE CREATION PDF free Download. Think more deeply and widely.

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THE ROLE OF USER-CENTRIC DESIGN IN GLOBAL
PLATFORM ECONOMY VALUE CREATION
Master’s Thesis
Leevi Lindfors & Kalle Perälä
Aalto University School of Business
Global Management
Spring 2024
Aalto University, P.O. BOX 11000, 00076 AALTO
www.aalto.fi
Abstract of master’s thesis
ii
Authors Leevi Lindfors & Kalle Perälä
Title of thesis THE ROLE OF USER-CENTRIC DESIGN IN GLOBAL PLATFORM ECONOMY
VALUE CREATION
Degree Master of Science in Economics and Business Administration
Degree programme Global Management / CEMS Master in International Management
Thesis advisor(s) Daria Kautto
Year of approval 2024
Number of pages 60
Language English
Abstract
This research focuses on how digital platforms should be designed and what kind of design
aspects must be considered when building and managing a digital platform. Design is an
important part of software development due to its ability to affect users’ willingness to pay for
their desired service or good online. When designing a global digital platform, designers must
consider the whole customer life cycle to create the optimal software solution. The research
explores value creation in the digital platform economy, and how the value creation can be
achieved by utilizing user-centric design principles. Both user-centric design and value creation
are relevant for managing and growing digital platforms internationally. Many of the most
significant players in digital platform industry are multinational enterprises, such as Uber,
Meta, and DoorDash. Significant digital platforms can be described as global platforms that
operate in either social media, transport, or asset-sharing service industries.
Since value creation is a crucial part of business, the research focus is on design features and
processes that generate value for customers and other stakeholders within the digital platform
economy. The research is divided into two parts. The first part introduces the current academic
understanding of value creation and user-centric design practices while highlighting the concept
of user life cycle management in the literature review. The literature review and existing
conceptualizations serve for further development of the conceptual framework of the study. The
second part of the research consists of findings from eight one-hour long expert interviews
which have been anonymously conducted in a narrative and semi-structured matter. The
findings are then analysed together with the academic literature in the discussion part. The
research provides a final conceptual framework that can be used to manage user life cycle in
digital platform product development.
Keywords User-centric Design, Value Creation, User Life Cycle, Digital Platform, Innovation
Table of Contents
1. Introduction ................................................................................................................ 1
1.1. Background ........................................................................................................... 1
1.2. Key Definitions ...................................................................................................... 3
1.3. Research Questions .............................................................................................. 5
2. Literature Review ....................................................................................................... 6
2.1. Value Creation ..................................................................................................... 6
2.1.1. Value Creation Spheres ................................................................................. 7
2.1.2. Value Co-Creation Between Stakeholders ..................................................... 9
2.1.3. Digital Service Design in Value Co-Creation ................................................ 11
2.1.4. Value Co-Destruction Between Stakeholders .............................................. 16
2.1.5. Customer Life Cycle Management in Value Creation ................................... 18
2.2. User-Centric Design ............................................................................................ 22
2.2.1. Understanding User-Centricity in the Design Process ................................. 22
2.2.2. User-Centric Design and User Experience in the Digital Platform Economy 23
2.2.3. User-Centric Design Practices in the Digital Platform Economy .................. 25
2.2.4. Feature Personalization for Scalable Digital Software ................................. 27
2.2.5. Managing Feature innovation Within Software Development ....................... 29
2.5. Conceptual Framework ....................................................................................... 31
3. Methodology ............................................................................................................. 34
3.1. Analysis Method .................................................................................................. 34
3.2. Data Collection Method ....................................................................................... 38
3.3. Limitations and Ethical Considerations ............................................................... 39
3.4. Interviewees’ Background ................................................................................... 40
3.5. Interview Guide ................................................................................................... 41
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1. ............................................................................................................................. 41
4. Findings .................................................................................................................... 41
4.1. Findings from Industry Professionals .................................................................. 42
4.1.1. Value Creation .............................................................................................. 42
4.1.2. User Life Cycle Management ....................................................................... 46
4.1.3. User-Centric Design ..................................................................................... 49
4.2. Revised Conceptual Framework ......................................................................... 53
5. Discussion ................................................................................................................ 56
5.1. Similarities Found from Literature Review and Expert Interviews ....................... 56
5.2. Managerial Implications ...................................................................................... 58
5.3. Applicability to International Business ................................................................. 59
5.4. Suggestions for Future Research ....................................................................... 60
References ................................................................................................................... 61
Appendix ....................................................................................................................... 69
Appendix 1: Interview Guide ...................................................................................... 69
Questions About the Interviewee ............................................................................ 69
Questions About Global Platform Economy ........................................................... 70
Questions About Value Creation in General ........................................................... 70
Question About User-centric Design and Managing Software Development ......... 70
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1. Introduction
1.1. Background
Design is an important part of software development due to its ability to affect users’
willingness to pay for their desired service or good online. When designing a global digital
platform, designers must consider the whole customer life cycle to create the optimal
software solution. There are many unknowns in the field of global digital platforms. For
example, the concepts of new feature adoption and feature personalization is not typically
discussed upon in the academic literature as opposed to new application adoption.
However, it is vital to understand as many digital platforms must constantly update their
software to make sure their platform co-creates value in the future. This is why the
research intends to enhance the understanding of how different user-centric design
choices affect the digital platform economy and how value creation typically works in the
current business environment. The researchers have established a consumer brand start-
up called Taskify, which is a transactional digital platform that targets both households
and professional service segments. Building a start-up encouraged the researchers to
explore the elements of digital platform design in more detail by making them aware how
just a small design detail can have a huge impact on the user satisfaction. Due to the
existing presence and involvement in the digital platform economy while finding a possible
market fit for Taskify. digital platform design and value creation was found to be optimal
contribution to the existing academic research, while also helping the researcher
understand what type of design features to add and include in the user interface. Both
user-centric design and value creation are relevant for managing and growing digital
platforms (Hassenzahl & Tractinsky, 2006; Carroll, 2012; Lallemand et al., 2015,
Rodríguez-Vilá et al., 2020).
Nowadays digital platforms like Airbnb, Uber or Meta are common in the service sector
(Ruutu et al., 2017; Kirchner & Schüßler, 2020) and they have grown to be enormous
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companies. According to CIA (2024) around 63% of the world’s GDP is generated though
services and the service sector is the biggest driver of GDP. Furthermore, one of the
largest industries alongside social media is gig economy within the digital platform
segment (Mastercard, 2020; Business Research Insight, 2023A; Business Research
Insight, 2023B; Statista, 2024). Gig economy platforms’ market size is globally estimated
to be around 14 750 million USD in 2021 and is expected to reach 92 897 million USD by
2031 (Business Research Insight, 2023A). Another report that considered digital
platforms more broadly estimated the market size of the global gig economy to be around
355 000 million USD in 2021 and expected it to reach 1 864 000 million USD by 2031
(Business Research Insight, 2023B). Either way, the market size of gig economy platform
is large and growing at a fast pace (Business Research Insight, 2023A; Business
Research Insight, 2023B). Many of the most significant players in digital platform industry
are multinational enterprises or MNEs in the economy such as Uber, Airbnb, and Meta.
Significant digital platforms can be described as global platforms that operate in either
social media, transport, or asset-sharing service industries (Mastercard, 2020).
One reason why many global digital platforms have grown big is thanks to good business
and platform design. User Experience and User Interface are all concepts linked to user-
centric design practices and they directly involve the user by influencing the perceived
value that the users gain from using the platform. User-centric design practices that lead
to value creation have a crucial role in the society due to their ability to co-create value.
Since value creation is a crucial part of business (Volkov & Garanina, 2007), one of the
focuses in the research is on design features and processes that generate value within
the digital platform economy. The other research focus is on how to generate value for
customers, while making sure all stakeholders within the digital platform are adequately
considered. The research is divided into two parts. The first part introduces the current
academic findings about value creation and user-centric design practices while
highlighting the concept of user life cycle management. The research literature consists
of articles from management journals, while also covering some information systems
journals. Existing conceptual frameworks that define factors that affect value creation and
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user-centric practices will be referred to in the study when they are relevant for the
research and help the understanding of key concepts. The second part of the research
consists of findings from eight one-hour long expert interviews which are then analysed
together with the academic literature in the discussion part. The eight experts are working
or have been working with digital platforms for many years and have made valuable
contributions to the field. Every expert has been anonymized and given different names
to make them unrecognizable. All in all, the research focuses on how digital platforms
should be designed and what kind of design aspects must be considered when building
and managing a digital platform. The research provides two conceptual frameworks that
can be used to manage user life cycle in digital platform product development. The first
conceptual framework is constructed based on only the existing academic literature, while
the second conceptual framework is a revised version of the first framework. The second
framework will be based the additional findings from the industry experts, and it can be
used as a general visualization of how digital platforms are able to create value with user-
centric design practices while keeping in mind the whole life cycle of the user.
1.2. Key Definitions
Digital platform refers to an IT infrastructure which facilitates different interactions and
transactions between different users while providing an easily accessible digital context
for buying and selling of both goods and services through a digital interface (Deloitte,
2019; Gawer, 2021; European Commission, 2022). According to European Commission
(2022) Digital Platforms increase consumer choice, improve efficiency and
competitiveness of an industry, and can enhance civil participation in the society. Firm
scope is one of three key pillars that defines Digital Platforms (Gawer, 2021). Firm Scope
refers to the extent of which the firm operating the platform goes beyond traditional
organisational boundaries such as external partners and users. Digital Platforms typically
have many sides that interact with each other which in turn create value through network
effects such as consumers and producers being able to connect efficiently. Digital
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interfaces are important for the platform, and they must be effective while providing a
seamless UX to enable value creation (ibid.).
Value Creation in Digital Platforms happens through interactions between stakeholders
on the platform (Grönroos & Voima, 2013). In digital platform value creation, the service
provider helps the customer, value creator, to create value based on the needs of the
customer (ibid.). Value creation is identified as one of the key concepts in the success of
platform-based business models (Rohn et al., 2021). The development of information and
communication technologies has established new ways of generating value in the digital
platforms (ibid.).
Data Network Effects identifies the value of data collection in digital platforms (Gregory
et al., 2021). The value of the platform increases as the number of people using the
platform increases. The more people use the platform, the more data the platform is
collecting from the daily activities of the users. The data network effects realize when the
collected data is utilized to train data models of the platform. (ibid.)
Customer Life Cycle Management or CLCM for short, takes care the customer
experience from acquiring the customer to the customer retention (Lee et al., 2017).
Knowledge management, KM, and customer relationship management, CRM, relate to
the CLCM. The KM is about the transfer of existing company knowledge between internal
stakeholders while the CRM manages the current relationship between the customers.
The KM helps CLCM to understand the existing customers and adjust the CLCM
operations, like customer retention and new product development, according to the needs
of the customers. In turn, the CRM manages current relationships with customer in
ongoing basis and CLCM as a part of CRM contributes to the success of CRM. (ibid.)
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Customer Lifetime Value or CLV for short, looks at the economic value of the customer
overtime (Kumar & Reinartz, 2016). The CLV model predicts how much economic value
for the company each customer is creating over their lifetime (ibid.). The CLV predicts the
future value of revenue per customer. The CLV can be used to justify the CLCM costs,
like customer acquisition costs (Kumar & Reinartz, 2016; Lee et al., 2017).
Human-Computer Interaction or HCI for short, explores how computers and software’s
interact with people (Carroll, 2012). HCI highlights the necessity of user-centred design
principles in software development since it drives users to adopt the software (ibid.).
According to Benyon (2014) the interdisciplinary nature of HCI means that it focuses the
understanding of many factors that make IT systems usable, effective, and enjoyable for
people.
1.3. Research Questions
This study answers to three research questions. These three research questions explore
value creation in the digital platform economy, and how the value creation can be
achieved by utilizing user-centric design principles. The role of business processes in
value creation will be discussed in the study, which considers managerial perspective on
how to promote value creation within the design process where it might fail to do so. The
research questions make identifying different factors within the design possible by
mapping them into a timeline that is customer life cycle.
What is the role of user-centric design principles in the global digital platform
economy?
How can IT management processes support both user-centric design and value
creation?
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What kind of User-Centric Design practices could be identified along the Customer
Life Cycle?
2. Literature Review
2.1. Value Creation
Digital platforms modify the way people exchange goods, and services with each other.
The platforms reduce transaction costs between the parties by providing digital interface
where the trade happens (Hein et al., 2019). The digital platforms bring the trade from
traditional marketplaces to online where people can interact with one another and
exchange goods and services from home (ibid.). Also, the digital platforms are able
connect resources of parties even beyond country borders easily, and hence ease the
barriers for trade (ibid.). The network effects increase the value of the platform for each
user as the userbase grows (Gregory et al., 2021). Further, the data network effects
presented by Gregory et al. (2021) increase the value of the platform for each user as the
amount of data gathered from platform activities grows. With the continuous data
collection, the platform learns to serve its users better according to their needs (ibid.). The
platforms create value in multiple ways and introduce new value creation mechanisms
that were non-existent beforehand (Hein et al., 2019, Gregory et al., 2021). The digital
platforms re-design the value creation in the economy by introducing new type of digital
ecosystems (Autio et al., 2018).
Grönroos & Voima (2013) divide value based on the interactions between the
stakeholders in the value creation context. Instead, Rodríguez-Vilá et al. (2020)
emphasizes more of how both the customer and company value can be created and what
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kind of possibilities there are for the value generation both for customer and company
rather than looking at the relationship between customer and company. Although
Rodríguez-Vilá et al. (2020) does mention how the companies should track data and
analyse the effectiveness of value creation in the case of marketing, the discussion of
how the value is created within the stakeholders is less focused on. Rodríguez-Vilá et al.
(2020) focuses more on the business side of value creation and how can marketeers
approach the value creation from the point of view of an organization, whereas the
Grönroos & Voima (2013) discusses on the value creation from customer’s point of view.
In the article written by Grönroos & Voima (2013), the concept of value creation introduced
is heavily based on the customers willingness to use and pay for the service. Therefore
Grönroos & Voima (2013) indirectly say that in value creation customers should be the
key focus, whereas the business is more in a facilitator role. Both the Grönroos & Voima
(2013) and Rodríguez-Vilá et al. (2020) provide good basis for understanding the value
creation, and how the value creation should be viewed both from the perspective of
customer, and organization while taking into account the other stakeholders such as
service providers, and potential knowledgeable strategic business partners, like start-ups,
to enhance the value creation.
2.1.1. Value Creation Spheres
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Figure 1: Value Creation Spheres. (Grönroos & Voima, 2013)
Grönroos & Voima (2013) discuss further about how the value creation process can be
divided into a provider sphere, joint sphere, and customer sphere (Figure 1). The idea of
a provider sphere is to act as a value facilitator and to help the customer to co-create the
value together with other actors by providing digital platform to use for instance (ibid.). On
the other hand, the customer sphere is about acting independently and using the existing
service to provide the value (ibid.). The customer sphere is also referred to as value in
use. In the value in use the customer determines how to perceive the service or product,
and builds thoughts based on the experience (ibid.). Moreover, the joint sphere is about
value co-creation bringing together the resources of provider sphere, and customer
sphere, and interacting with one another to create value (ibid.). The value creation
spheres represent elements of the value creation logics, and the logics explain how the
value creation happens in the value creation process (ibid.). Understanding the concept
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of value co-creation discussed in Grönroos & Voima (2013), Alqayed et al. (2022), Bal et
al. (2023), and Tuunanen et al. (2023), and value co-destruction discussed in Lintula et
al. (2017), Järvi et al. (2018), and Sthapit & Björk (2019) help to understand value creation
logics within the value creation spheres. Upon the interaction of independent resources,
customer and provider sphere, the value creation process moves into joint sphere and
the value co-creation begins (Grönroos & Voima, 2013).
The importance of interaction comes up in the value creation sphere framework
(Grönroos & Voima, 2013). Grönroos & Voima (2013) recognize that interaction is part of
the value creation process and is crucial for the value co-creation to happen. Sthapit &
Björk (2019), Algayed et al. (2022), Bal et al. (2023) and Deloitte (2019) recognize
interaction to be prominent in value creation. The interaction between the stakeholders is
strongly part of the value creation process (ibid.).
2.1.2. Value Co-Creation Between Stakeholders
According to Grönroos & Voima (2013), value creation consists of at least two
stakeholders, the customer and service provider. The interaction between the
stakeholders creates value (ibid.). This phenomenon is also referred as the co-creation
of value (ibid.). The stakeholders in the value creation process create the value together
by interacting with each other rather than operating independently (ibid.). In digital
platforms the co-creation of value goes beyond the single firm, and hence the process of
value creation is redesigned (Grönroos & Voima, 2013; Rodríguez-Vilá, 2020). In digital
platforms there are multiple distinct stakeholders in place which co-create the value on
the platform together (Bal et al., 2023). The platform provides the convenient playground
for the interaction between stakeholders, which co-create the value (ibid.). The degree of
value co-creation depends on how the stakeholders perceive the platform in use (Alqayed
et al., 2022). According to Alqayed et al. (2022) the perceived quality of the platform, and
proper resources integration has a significant effect on the degree of value co-creation.
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The high-quality platform builds trust among customers while encouraging customer to
engage in the digital context more by sharing their resources (ibid.). Also, the platform
quality drives the positive perception of the platform, which is important as customers
prefer high quality platforms over less established ones (ibid.). On the proper resource
integration, the convenient customer experience is in important role to further strengthen,
the trust, and positive customer experience in the platform (ibid.) Whereas Grönroos &
Voima (2013) elaborate on the importance of customer interaction leading to the value
co-creation, Algayed et al. (2022) discuss on the factors supporting the customer
interaction, like offering high quality service platform. The understanding of the value co-
creation has advanced over the years based on the literature where article written by
Grönroos & Voima (2013) is one of the first in the field of value co-creation.
The value creation mechanisms differ between transaction and innovation platforms
(Gawer, 2021). According to Gawer (2021) digital platforms are divided into transaction,
and innovation platforms. The transaction platforms facilitate the exchange of goods and
operate as intermediaries between the parties. In turn, the innovation platforms help other
parties to innovate by utilizing the existing platform. Whether the platform becomes an
innovation or transaction platform depends on the platform design. Also, there are hybrid
platforms, which have characteristics of both the transaction platforms and innovation
platforms. For instance, Amazon is given as an example of a hybrid platform where
products are exchanged between parties but also the parties can start to utilize the
Amazon Web Services while hosting their ecommerce mobile application. The value
creation of the transaction platform is based on the exchange of goods and services,
whereas in the innovation platforms the value creation requires innovativeness support
from the platform users. Without the further innovations, the innovation platforms fail to
create value, whereas the transaction platforms still thrive as long as parties keep
exchanging the goods and services with one another. (ibid.)
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2.1.3. Digital Service Design in Value Co-Creation
Tuunanen et al. (2023) build up on the value co-creation concept discussed in Grönroos
& Voima (2013). In the research article, Tuunanen et al. (2023) discuss about the five
mechanisms that support the value co-creation in the design of digital services. The
mechanisms identified are social use, customer orientation and decision making, service
experience, service use context, and customer values and goals (ibid.). By taking the
mechanism into consideration when designing the digital service, companies can
increase their customer’s service experience, and hence increase the value co-creation
further (ibid.). Tuunanen et al. (2023) identifies that the digital service design is important
part of value co-creation and should be taken into a consideration, especially nowadays
when the services are being digitalized.
Tuunanen et al. (2023) study is a qualitative study, where 113 interviews were conducted
from 5 different organizations. The companies were either business-to-business, B2B, or
consumer-to-consumer, C2C, oriented. For instance, online CRM system, and online
system for geocaching hobby were chosen as organizations. The users of the
organizations were interviewed to understand how the users think about the digital service
they are using. The research question the study aims to answer is: “What micro-level
mechanisms of value co-creation support the design of digital services and how they can
be identified?”. (ibid.)
In the figure 2 is seen the value co-creation mechanisms, which can be utilized to increase
the user’s service experience. The constructs are in the circles while the
interdependencies are illustrated with arrows. There are 5 pathways identified in total,
which are numbered from 1 to 5 in the figure 2. The pathways 1-4 lead to values and
goals constructs while the 5 pathway represents the linkage between utilitarian values &
goals, and hedonic values goals constructs. The Ps in the Figure 2 represent the
propositions, which are linked to the mechanism. The P1 propositions relate to the social
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service use, P2 propositions relate to the customer orientation and decision making, P3
propositions relate to the service experience, P4 propositions relate to the service use
context, and P5 propositions relate to the customer values and goals. The key constructs
are numbered in the figure 2 from 1 to 11. Tuunanen et al. (2023) suggest that P1-P4
pathways are linked to the customer’s values and goals constructs, P5. (ibid.)
Figure 2: “Value co-creation mechanisms and propositions.” (Tuunanen et al., 2023)
Tuunanen et al. (2023) lack clear definitions on what is meant by the mechanisms
identified. However, based on the descriptive examples of consequence and value codes
on the constructs, and inspecting the value co-creation mechanism pathways presented
in figure 2 some level of explanation is implied in the study. The social use is about how
the users perceive the digital service themselves and discuss upon about it with the
surrounding stakeholders. The customer orientation and decision making are about
understanding the user’s needs, informing users, and offering support for users. The
service experience is about how user feels using the service, and how motiving the usage
of the service is on the user. The service use context refers to how the underlying context
where, and when the service is used affects to the value co-creation. Lastly, the customer
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values and goals are divided into utilitarian values and goals and hedonic values and
goals. The customer values and goals imply the importance of understanding whether
user values more practicality in the use of services or the feeling of satisfaction and
enjoyment in the use of services. (Tuunanen et al., 2023)
Tuunanen et al. (2023) also state that the mechanisms to enhance value co-creation
depend on the type of digital service, and more specifically compares the differences
between business-to-business, B2B, and customer-to-customer, C2C, service types. In
the study, B2B digital services mean that only businesses interact with one another,
whereas in C2C the digital services are customer oriented and so the interactions as well
(ibid.). The C2C types were digital services for metal detecting, and geocaching hobbies,
whereas in B2B the services chosen were mining equipment system, customer
relationship platform, and event planning platform in the study (ibid.).
The choices of how to design the service on ongoing basis should be thought carefully,
as the costs of the constant design chances can outweigh the added value (Tuunanen et
al., 2023). The economic viability of the service is an important topic raised in the article
and it should be considered by businesses as well (Ibid.). Although new changes in design
might seem to only benefit the customer, the business should think of the long-term
implications of each design choices when it comes to value creation (ibid.). From the
perspective of value creation, one should think both the customer and the company value,
like introduced in by Rodríguez-Vilá (2020) and align the service design practices based
on what creates value for both the customer and the company in the long term.
During the research Tuunanen et al. (2023) conducted multiple interviews with the chosen
companies that operated either in B2B or C2C digital services. Further, qualitative data
was coded, and key constructs were identified based on which the value co-creation
mechanisms were found. The study is only based on the five digital services so the
findings may not be applicable to the design of all digital services. While the study well
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elaborates on the design mechanism, the practical implication of how to apply the
mechanisms is lacking. (ibid.)
The mechanisms identified by Tuunanen et al. (2023) affected on the B2B, and C2C
digital services. Some mechanisms mainly affect B2B digital services such as customer
orientation, and decision making (ibid.). In turn, some constructs in the mechanisms, like
service experience construct has nearly equal impact on both B2B and C2C digital
services (ibid.). The study conducted by Tuunanen et al. (2023) gives perspective on the
micro-level mechanisms affecting the value-creation in the digital services at a design
level. Tuunanen et al. (2023) build up on the value creation spheres presented in
Grönroos & Voima (2013) by identifying which mechanisms can increase the customer’s
service experience, and hence value co-creation. Tuunanen et al. (2023) argue that
exploring the identified mechanisms, and interdependencies, illustrated in the figure 2
with arrows, help to understand how and why the value is co-created in digital services
on the joint sphere presented by Grönroos & Voima (2013).
Tuunanen et al. (2023) presents the value co-creation mechanisms and suggest how
digital services are perceived by digital service users, and how value co-creation can be
increased by acknowledging the mechanisms. In turn, Gregory et al. (2021) discusses on
leveraging data in digital platforms and discusses that user-centric design is important
part of the leveraging the platform data. Gregory et al. (2021) touches on the digital
service design upon discussing on the ways of increasing the value of the platform with
data collection.
Study written by Gregory et al. (2021) discusses on the leverage of the artificial
intelligence, and data in value creation. The data-based value creation could help the
value co-creation mechanisms identified by Tuunanen et al. (2023). For instance, the data
predictions made by artificial intelligence, AI, can help in understanding the customer’s
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needs, which is important in the customer orientation and decision-making mechanism
(Gregory et al., 2021; Tuunanen et al., 2023).
Figure 3: Data-based value creation. (Gregory et al., 2021)
The figure 3 illustrates how a platform benefits from data network effects. The network
effect means the more people use the platform the more valuable it becomes to its users
as they create value together (Gregory et al., 2021). Gregory et al. (2021) extends the
network effect definition by presenting data network effects. In data network effects, the
amount of data the collected increases the value of the platform. The more the platform
learns from the data collected from the user activities within the platform, the more
valuable the platform becomes to each user (ibid.).
“The data network effects themselves are manifested in the positive direct relationship between
the AI capability of a platform and the value of the platform as perceived by its usersa
relationship that is moderated by platform legitimation, data stewardship, and user-centric design.”
-Figure 3 (Gregory et al., 2021)
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The more data the platform has available to train the internal data models, and the higher
the quality of the data is the better the platform will be in predicting platform activities
(Gregory et al., 2021). The design of the platform further helps to bring up the benefits of
the AI prediction models to users and increase the perceived value of the customer (ibid.).
Moreover, the increase perceived value can contribute to the increase in the service
experience and increase in value co-creation (Gregory et al., 2021; Tuunanen et al.,
2023)
2.1.4. Value Co-Destruction Between Stakeholders
According to Lintula et al. (2017) value can be co-destructed as well along with co-
creating value. Occasionally the relationship between the customer, and the service
provider might experience some flaws, and setbacks while the value in exchange might
lack (Grönroos and Voima, 2013). The research on value co-destruction is more limited
compared to value co-creation, although value destruction tends to happen now and then.
Lintula et al. (2017) divide the value co-destruction into orientation, resources, and
perceptions. Value co-destruction can happen for instance due to contradictions of values,
misuse of resources, and insufficient perceived value (ibid.).
The misuse of resources happens for instance when the company fails to deliver on time
due to the lack of proper use of existing supply chain network and set processes (Lintula
et al., 2017). Insufficient perceived value is about the customer perception and customer’s
expectation on receiving certain level of service, and hence in turn expects to be served
with similar level of service on other occasions as well (ibid.). In the contradictions of
values, the customer challenges the way the organization operates in (Grönroos & Voima,
2013). Many companies state values on their website but fail to act according to the
values (Sull et al., 2020). Sull et al. (2020) discusses on the importance of internal
communication upon the company values as a way to improve the transparency of values
17
for stakeholders, like customer (ibid.). Furthermore, the correlation between the
company’s official values, and corporate culture is often non-existent (ibid.). Sull et al.
(2020) suggests aligning the values stated and company culture. The value alignment,
and being transparent is part of stakeholder management, and strengthens the trust with
stakeholders, like customers (ibid.). The contradiction of values, misuse of resources, and
insufficient perceived value can be enhanced by companies with proper operational
practices, consistent stakeholder management, and a high service quality (Lintula et al.,
2017; Sull et al., 2020).
In the study written by Sthapit & Björk (2019), the value co-desctruction is discussed from
the perspective of digital platforms, and especially from Uber’s point of view. According
to the study poor customer service, and Uber drivers’ misbehaviour where the most
significant factors leading to value co-destruction (ibid.) Also, other errors in the customer
journey, like cancellation of the ride and overcharging has a negative effect on customer
experience, and well-being (ibid.). Also, Järvi et al. (2018) connect the decline in
customers well-being to the value co-desctruction. The poor customer service, and
drivers’ misbehaviour further contribute on resources losses physically, emotionally,
financially or temporally (Sthapit & Björk, 2019). In Uber’s case, the lacking customer
experience was insufficient to meet the expectations of the customers, which eventually
led to value co-destruction (ibid.).
Within digital platforms, the sufficient interaction, and engagement of the customer has
an important role in the service experience (Sthapit & Björk, 2019). Having reliable, and
high-quality customer service within the digital platforms helps to manage the customer
expectations of the service while promoting the positive customer experience (ibid.). The
sufficient education of service providers and minimizing negative customer experiences
help to prevent value co-destruction (ibid.). The platform policies enhance the efficient
use of resources (ibid.). Lintula et al. (2017) discussion on the misuse of resources in the
service dominant logics suits well with the suggestion by Sthapit & Björk (2019) to set
policies for service providers to promote positive customer experience. The learnings
18
from Sthapit & Björk (2019) can help minimizing the value destruction by addressing the
issue of misuse, and non-integration of services presented by Lintula et al. (2017). In
digital platforms, a well-established customer service, positive customer journey,
education of service providers and suitable platform policies help with the orientation,
resources and perceptions in the value destruction framework to prevent the value
destruction (Lintula et al., 2017, Järvi et al., 2018; Sthapit & Björk, 2019).
The value co-destruction concept introduced by Lintula et al. (2017) adds depth into the
discussion of how the value can be created within the digital platforms. The discussion of
customer value by Rodríguez-Vilá et al. (2020) resonates well with the value destruction
aspect by keeping the customers satisfied and engaged during the buying process of the
service or goods. While Rodríguez-Vilá et al. (2020) identifies some elements which might
explain where the customer engagement and satisfaction comes from, Lintula et al.
(2017) builds up customer value discussion with the concepts in the value co-destruction
framework. The company value, and customer value framework by Rodríguez-Vilá et al.
(2020) can be combined with the concept of value co-creation introduced by Grönroos &
Voima (2013), and value co-destruction by Lintula et al. (2017). While the Rodríguez-Vilá
et al. (2020) emphasize the perspective of an organization in the value creation and the
importance of good management practices in marketing, Grönroos & Voima (2013) and
Lintula et al. (2017) build up on the customer value and give suggestions on what kind of
elements within the customer engagement, and journey should be considered to enhance
the customer value further.
2.1.5. Customer Life Cycle Management in Value Creation
The customer life cycle management sees the interactions between company, and the
customer valuable (Lee et al., 2017). The interactions with customers determine how long
the customers will keep using the product or service. Customer life cycle management
sees customer activities with the company as important, and the customer management
19
is adjusted based on the type of the customer. Further, the customer life cycle
management increases the customer lifetime value. The customer life cycle management
practices respond to the changing needs of customers and adjusts operating activities
accordingly. Customer life cycle management is part of the customer relationship
management, CRM, which ensures that customers are happy, and continue to benefit
from the product or service. (Ibid.)
Figure 4: Customer Life Cycle Management. (Lee et al., 2017)
According to Lee et al. (2017) knowledge management, KM, and information technology,
IT, has a positive effect on customer life cycle management, CLCM (Figure 4). In turn,
the CLCM affects positively to customer relationship management, CRM. The KM refers
to the transfer of existing internal company knowledge between stakeholders. In CLCM,
the proper knowledge management helps to understand the customers current activities
and adjust CLCM operations in customer acquisition, sales, customer retention and
product development. (ibid.)
20
The IT enhances transfer of knowledge which contributes to the customer life cycle
management (Lee et al., 2017). However, negative impact is found between the
knowledge protection, and product development. The restriction of employee accessibility
to resources may lead to misalignment of resources. Further, the misalignment of
resources can lead to the less interaction between the employees working on product
development. Each employee has certain level of understanding on the customers
preferences. The restriction might discourage interaction between employees, which is
crucial part of product development where the understanding of customers is required.
Yet overall, the IT does help in knowledge management to ensure good results from
customer life cycle management. (ibid.)
Customer life cycle management together with knowledge management helps to utilize
the customer data and increase value creation (Lee et al., 2017). The utilization of the
customer data can have positive impact on the customer life cycle management, for
instance on the new product development, and new customer acquisition. Accounting
customer data into knowledge management increases the understanding of the
customers among internal stakeholders within the company. Further, the knowledge
management has positive impact on the customer life cycle management. Applying
customer data with the knowledge management and the customer life cycle management
is an example of increasing the value creation with the use of customer life cycle
management. Customer life cycle management together with knowledge management
helps to apply the customer data into the operations. The IT is used in facilitating the
transfer of customer data between stakeholders. (ibid.)
According to Bhargava et al. (2020) the data collection fosters the value creation in digital
platforms and increases competitive advantage when the data is strategically used in the
platform development. The CLCM and KM discussed in Lee et al. (2017) can help in
applying the data strategically to foster the value creation. The internal data sharing
introduced in Bhargava et al. (2020) as part of the data strategy remind of the KM where
knowledge is transferred smoothly between stakeholders. The CLCM and KM discussed
21
in Lee et al. (2017) can help in applying the data strategically to foster the value creation
(Bhargava et al., 2020).
The CLCM along with KM can help in understanding the right marketing focus, and hence
increase the value creation (Lee et al., 2017; Rodríguez-Vilá, 2020). The ongoing CLCM
and KM can help to understand and react to the changing customer preferences and
therefore bring in valuable information on the customer profiles. Moreover, the customer
profiles can help to determine the right scope for the marketing activities and budget
marketing to support the continuous value creation. (ibid.)
Customer lifetime value can be seen as a tool to measure the effectiveness of CLCM and
even justify CLCM related costs (Lee et al., 2017). In customer lifetime value, CLV, the
company mathematically predicts the future value of revenue from customer spending so
how much economic value is created overtime for the company per customer (Kumar &
Reinartz, 2016). Some CLCM related costs tend to be applied in the CLV model, like
customer retention costs (Kumar & Reinartz, 2016; Lee et al., 2017). There are multiple
CLV-based models in use in differing markets and industries. The CLV estimation is
utilized in evaluating the value creation in operations, for instance in marketing (Kumar &
Reinartz, 2016). The CLV, is calculated for different operating units at the firm or even for
the whole company as one entity (ibid.). Although the CLV is good concept for analysing
value creation, still the CLV lacks to indicate what are the value creation logics to create
the value (ibid.).
The customer life cycle management discussed in Lee et al. (2017) along with the
concepts of knowledge management and customer relationship management should be
researched further in the future. Especially, the implications of customer life cycle
management to customer’s management in general. Also, the differences between
customer relationship management, and customer life cycle management could be
discussed more in academic journals. The customer life cycle management concept is
22
especially intriguing in relation to the digital platforms and how the customers can be
managed to ensure value creation in the long term.
2.2. User-Centric Design
2.2.1. Understanding User-Centricity in the Design Process
Design is something that affects each of us every day subconsciously and often people
only notice or talk about it if something is either exceptionally good or bad. From a user
centric-design perspective, it is important to understand the users’ needs, capabilities,
and limitations that have an impact on the design process (Norman, 2013). According to
Norman (2013), products need to be designed so that they are intuitive to use, and they
are obvious from the user’s perspective to use. Users must be able to get feedback when
they interact with the product. In a software-based product this can be done by e.g.,
highlighting which actions the user can do, while providing them with immediate feedback.
Designing a software product that tackles all these issues is challenging but it can help to
think about the users’ mental models or schemes about how they are used to interacting
for example with the real world. Users’ feedback must be always taken seriously, and
based on research, improvements can be made often with great results. (ibid.)
Nielsen (1993) emphasises user-centricity’s importance when creating a product. In the
design process, it is essential to think about how to meet users’ needs, preferences, and
expectations effectively when designing the product. Feedback should be integrated into
every single stage of the design process since understanding users’ point of view helps
to identify issues early on (Nielsen, 1993; Norman, 2013). Design decisions should be
empirically driven through methods such as cognitive analysis to reduce the chance of
wasting resources on purely intuitive assumptions (Nielsen, 1993). There should always
be established usability goals and metrics to evaluate the success of the design (Nielsen,
23
1993; ISO, 2019). Meeting usability goals in the minimum viable product, MVP, becomes
more likely when evaluating the usability metrics thoroughly (ibid.)
In accordance with Nielsen (1993) and Norman (2013), ISO (2019) also advocates for
active user feedback as a resource for designers to make design decisions. Involving the
user in the design process, while refining the software based on the feedback through
testing, prototyping etc. is an important factor to ensure user-centricity and great user
experience, UX (ISO, 2019). In addition to the user involvement, ISO (2019) emphasizes
accessibility and inclusivity in the design elements. Accessibility and inclusivity not only
ensure that the MVP is designed for everyone, but it also helps the designers create a
product that is likely very intuitive to use and self-explanatory. (ibid.; Carroll, 2012)
2.2.2. User-Centric Design and User Experience in the Digital Platform Economy
Figure 5: (Hassenzahl & Tractinsky, 2006)
24
Hassenzahl and Tractinsky (2006) investigated what is meant by user experience or UX
for short. They found that interactive software designers need to start looking into UX with
a broader view rather than just the usability of the design. From a digital platform’s
perspective, the design must be dynamic, and it needs to have multiple layers to it to
make sure it is able to capture users’ attention. Pragmatic aspects such as usability and
hedonic aspects like enjoyment are all factors that contribute to UX, and designers must
make sure that the design addresses all of them. Many contextual factors e.g., the
environment where the user is in, affects the UX. Hence, from a design’s perspective, a
wide variety of conditions such as the hardware or the cultural dimensions must be
addressed to cater the experience for every individual interaction (Figure 5). In addition
to functionality and efficiency, platforms must be developed so that they are aesthetic and
raise emotions to facilitate UX in its design. (ibid.)
“UX is a consequence of a user’s internal state (predispositions, expectations, needs, motivation,
mood, etc.), the characteristics of the designed system (e.g. complexity, purpose, usability,
functionality, etc.) and the context (or the environment) within which the interaction occurs (e.g.
organisational/social setting, meaningfulness of the activity, voluntariness of use, etc.).”
- Figure 5 (Hassenzahl & Tractinsky, 2006)
Human-Computer Interaction or HCI for short, explores how computers and software’s
interact with people (Carroll, 2012). According to Carroll (2012), HCI highlights the
necessity of user-centred design principles in software development since it drives users
to adopt the software. The design principles are very important for any software,
especially for a new platform, due to the userbase being low and the heavy reliance on
good reviews. HCI principles help developers to create personalized experiences for each
user which is essential for any good UX. HCI promotes accessibility and inclusivity which
is helpful for platforms that are meant to be used and experienced by a wide variety of
people, especially in a Business-to-Consumer context. In addition to typical testing that
is done to ensure the software design is adequate, developers should also analyse how
users are interacting within the app to make identifying possible issues or inefficiencies
25
in the design possible. Ethical considerations such as privacy and security in the
information technology systems are important for HCI, because it fosters trust. For
platforms, reputation and credibility are important success factors and transparency
between every stakeholder helps to enhance them. (ibid.)
Lallemand et al. (2015) explored in a gross national survey the concept of user experience.
Their aim was to figure out what UX means from the practitioners’ point of view. They
found the concept of UX to be very diverse and complex and it is crucial for the designers
of platform-based services to understand the full extent of UX due to the complex nature
of having multiple stakeholders within one software design (Carroll, 2012; Lallemand et
al., 2015). Lallemand et al. (2015) highlight how user-centric design is essential for the
success of the platform to make the interaction with the software engaging and satisfying.
Practitioners agree the UX to be multidimensional and subjective in nature. Therefore,
understanding what makes users act in the desired way within the platform is paramount.
Feedback, testing, and refining throughout the software’s life cycle are important tools for
developers to utilize to ensure the UX is seamless and intuitive. (Hassenzahl & Tractinsky,
2006; Carroll, 2012; Lallemand et al., 2015)
2.2.3. User-Centric Design Practices in the Digital Platform Economy
Sundararajan (2016) investigates the global digital sharing economy and gives an
overview of the current global platforms that dominate the market. According to
Sundararajan (2016) global platforms’ design must be made so that it understands users’
needs, preferences, and behaviours across many diverse cultural and geographic
contexts. All successful designs should prioritize encouraging users’ interaction and
participation within the digital platforms. User engagement can be encouraged by e.g.,
building a phenomenal UX that fosters community-building features and gives tools for all
stakeholders to share what they think about the platform, and thereby being able to co-
create value. Throughout Sundararajan’s (2016) research, trust, transparency,
26
accessibility, fairness, and inclusivity was found to be essential for a successful digital
platform to facilitate for the demanding value co-creation. (ibid.)
Like discussed previously, user-centric design practices are paramount for the
functionality of the global digital platform economy (Hassenzahl & Tractinsky, 2006;
Carroll, 2012; Lallemand et al., 2015). Edelman and Luca (2014) looked into a well-
established global platform called Airbnb, which provides a digital venue for individuals to
rent out rooms or properties to guests in exchange of money. They found that social
discrimination within the platform was common. Guests with African American sounding
names were around 16 % less likely to have their booking request accepted by the hosts
when compared to white-sounding names (ibid.). Social discrimination within platforms is
an important finding as it demonstrates in practice how designers of the software must
think of creative ways to ensure good user experience. The UX can be quickly tainted by
bad experiences from minorities, and it takes a toll on the reputation of the software (ISO,
2019). Edelman and Luca (2014) discuss in their paper the potential interventions that
should be made to policymakers or to the platforms themselves to increase transparency,
and accountability in the platforms. For platforms, the main component that carries value
for them are users, and gathering feedback and improving upon them is the only way to
ensure continuous improvement within the life cycle of the design (Hassenzahl &
Tractinsky, 2006; Carroll, 2012; Lallemand et al., 2015).
Luca (2016) discusses several different user-centric practices within the digital platform
economy that enhance the user-experience by building trust. Review systems are often
implemented within the design so that the stakeholders can provide feedback to each
other based on their individual experiences. Reviews often help the users to make
informed decisions, but they also increase the risk of manipulation of the reviews,
selection bias, and promotional content that reduce the trust. Information sharing is a
benefit that digital platforms provide within limits, and sharing often increases the
stakeholders’ confidence to utilize the service. Some digital platforms also provide the
users with transactional flexibility, which means to let the users decide who they want to
27
engage with. Transactional flexibility contributes to a positive UX and fosters trust. While
positive UX and trust are important, Luca (2016) also highlight the importance of ethical
considerations which influence the trust and reputation mechanisms. Ethics such as
workers’ well-being need to be balanced well with other parts of the business when
designing user-centric features. (ibid.)
2.2.4. Feature Personalization for Scalable Digital Software
Personalization for the masses is defined as the ability to produce customized products
or services at scale (Tseng et al., 2010) and it is very important for global digital platforms
due to the need for scalability. Tseng et al. (2010) emphasize the need for data
management, flexible manufacturing, and adaptive supply chain to accommodate for
different demands by the customers. Listening to the customer and implementing their
feedback into the design is very important for the design to meet users’ expectations and
requirements (ibid.). Global digital platforms must be aware of the most recent
developments in the users’ needs to optimize the users’ interface design for the constantly
changing environment.
“Personalization is envisioned as one of the major drivers for the next transformation of the global
economy. As opposed to customization which emphasizes on design for market segments,
personalization considers each customer as an individual and explores customer’s innate
preference and implicit needs. - - Design is the key to realize mass personalization.”
- (Tseng et al., 2010)
Findlater and McGrenere (2009) discuss in their paper about feature awareness in
personalized interfaces. Personalized interfaces often prioritize performance metrics
such as task completion time and error rates over feature awareness, and they may not
always capture the full UX in the software. Most users need to comprehend how the
28
interface works to make decisions and effectively utilize all the available features. Factors
that affect feature awareness are e.g., design, user training, and system feedback.
Contextual cues and interactive tutorials are features that help the user to understand the
software. Sometimes eliminating previously unused features may be a better option than
adding new ones in newer versions of the software. (ibid.)
Figure 6: Framework for personalization (Al-Khanjari, 2013)
Al-Khanjari (2013) addresses the need for personalized user experiences for many
software-based applications by proposing a common framework for the personalization.
There are many challenges associated with personalization due to the complexity of
diverse data sources and the interoperability among different systems, especially since
scalable solutions are needed for the efficient operation of digital multifaced platforms.
The framework (Figure 6) provides an approach to personalization that incorporates many
key components of scalable personalization into a software-based application (Findlater
& McGrenere, 2009; Al-Khanjari, 2013). User-centric design and user involvement are all
paramount in the personalization process (Al-Khanjari, 2013).
29
2.2.5. Managing Feature innovation Within Software Development
Kaushik (2019) explores how digital platforms play a crucial role in managing the modern
economy. Due to the importance of innovation, there’s a growing interest in understanding
how innovation is managed in the software development. Digital platforms need to make
sure that the innovators are able gather and search for information from sources such as
customers, suppliers, competitors etc. Successful digital platforms involve interactions
from other organizations outside the company hosting the platform to create more value
they can alone. In fact, new problem-solving organizations and crowdsourcing platforms
have emerged from the need to facilitate innovation such as GitHub. (ibid.)
30
.
Figure 7: Design for User-Centered Innovation methodology (Zaina & Álvaro, 2015)
Zaina and Álvaro (2015) propose that HCI and Entrepreneurship concepts should be
more closely integrated into software development projects by utilizing Design for User-
Centered Innovation methodology or DUCI for short (Figure 7). The DUCI methodology
emphasizes the development of software solutions that address real world problems while
possibly establishing start-ups that can deliver marketable solutions. DUCI’s
31
effectiveness has been illustrated through case studies that highlight its ability to foster
new software ideas and encourage entrepreneurship. (ibid.)
Figure 8: Design Sprint (Google Ventures, n.d., Arce et al., 2022)
Design Sprint by Google Ventures (n.d.) some principles from the DUCI methodology
(Figure 7) and categorises them into an agile package that is very easy and fast to
implement within a design team. Design Spring (Figure 8) is a method which purpose is
to help development teams design, prototype, and test ideas quickly. In Design Sprint,
there are typically five phases which are meant to be completed within five days (Figure
8). The first phase starts out by understanding the problem and defining what are the
goals of the Sprint. After that, team members diverge, and they start generating wide
range of ideas through brainstorming and sketching. After sketching, teams decide what
is the most promising solution and then prototype and test it. Testing is important as it
provides valuable feedback and insights to the team that can be used to refine the solution
further. Design sprint is known to be very efficient method that encourages collaboration
and creativity that can be innovated and validated quickly. (ibid.)
2.5. Conceptual Framework
32
Framework 1: User Life Cycle Management in Digital Platform Product Development
In Framework 1, user life cycle management in digital platform product development is
presented in a way that incorporates user-centric design principles as the core elements
that co-create value. Product innovation, feature personalization and testing are tools that
ensure that value is created in a sufficient way. If the testing shows that value is being co-
destructed, the platform will have to start again with the user-centric design principles until
value can be co-created.
User-centric design consists of many things, but simply put, User Experience and Human
Computer Interaction are the key concepts in the literature. Both have many different
characteristics and practices that drive them forward into a better user-centric design.
One of the key elements that global digital platforms must be aware of and must pay close
attention to are trust, functionality, and engagement. By ensuring these factors are
incorporated in the design, digital platforms are able co-create value with its users. By
incorporating feedback mechanisms within the software itself the design can evolve
throughout its life cycle.
Product Innovation refers to Zaina and Álvaro (2015) and Google Ventures (n.d.)
frameworks about how to manage feature innovation. It is essential for global digital
User-Centric
Design
UX
HCI
Product
Innovation
Feature
Personalization
Testing
Value Co-
Creation
Value Co-
Destruction
33
platforms to innovate efficiently and thereby create a product that is valuable and
convenient for its users. Once the innovation has been done, feature personalization (Al-
Khanjari, 2013) is needed for platforms to cater for the different needs of the multiple
stakeholders of the digital platform. Personalized interfaces that utilize user data can be
made into a scalable solution that keep the users engaged in the platform. Personalized
interfaces also have the benefit of keeping the UX and HCI simple without having
unnecessary features that the users are not aware of (Findlater and McGrenere, 2009;
Tseng et al., 2010). Testing is a key concept in the literature that ensures throughout the
design process that the platform can provide value for someone. Testing is also done
during the digital platform’s life cycle to ensure the product is evolving.
In value co-creation, the stakeholders and customers create value together. High-quality
platform drives the value co-creation as customer are more willing to interact when they
perceive the digital platform to be high-quality. High-quality platform increases the positive
perception of the digital platform which drives trust. Customer having a positive perception
of the platform encourages the customers to choose the platform with good perception
over the others (Alqayed et al., 2022). Moreover, convenient customer service
strengthens the trustworthiness of digital platforms and helps customer to understand
how the platform is used. Customers having positive experience while trusting the
platform embraces value co-creation.
In value co-destruction, the value is destroyed due to flaws in interaction. The
stakeholders within the digital platform should avoid the value co-destruction as it can
lead to losing the value creator or the customer. The value co-destruction happens during
the interactions between the stakeholders, and hence the interactions within the digital
platforms should be thought and designed carefully. The value co-destruction can happen
due to contradictions of values, misuse of resources, and insufficient perceived value
(Lintula et al., 2017). For instance, poor customer service in the digital platform, and
service provider’s misbehaviour can lead to value co-destruction. In turn, educating
service providers, good customer service, positive customer journey, and platform
34
policies help to prevent value co-destruction (Lintula et al., 2017, Järvi et al., 2018; Sthapit
& Björk, 2019).
3. Methodology
3.1. Analysis Method
The research conducted is qualitative and the focus is on understanding concepts
identified in framework 1 further. Through the qualitative research, we expand on the
identified key concepts within the user life cycle management in digital platform
development. These identified key concepts are e.g., user-centric design, product
innovation, and feature personalization. The qualitative research method helps the
researchers to understand the elements included in the key concepts broadly while
expanding on the reasons behind user-centric design choices that lead to value creation.
Furthermore, less researched topics such as user-centric design in the digital platform
value creation benefit from added descriptive studies, which guide the research further
(Tenny et al, 2022). Also, the qualitative research helps in generating novel research
hypothesis, which can then be used in quantitative studies (ibid.).
The research uses only primary data from interviews due to its ability to generate in-depth
and rich insights which is essential when trying to understand and advance the knowledge
of complex issues (Driscoll, 2011). Primary data from interviews also provides the needed
flexibility for a deeper understanding of key concepts (ibid.) which have not yet been
discussed much in the academic literature.
35
The qualitative research is narrative, and the semi-structured interviews with one
interview group help to understand how the key stakeholders see value creation and user-
centric design in the global platform economy (Riessman, 2008). In the narrative study,
stakeholders’ perceptions and experiences are studied through multiple interviews (ibid.).
Afterwards, the interviews are compared with each other with the help of qualitative data
coding (Saldaña, 2016). The data coding helps to identify common patterns among the
stakeholders. Once the common patterns are identified, findings are drawn based on
them and then applied within the global platform economy. Furthermore, the potential
conflicts found within the interviewees’ answers give insight on how the management and
feature design of digital platforms should be changed or further improved. Also, future
research topics can be identified.
Figure 9: Gioia Methodology Codes
The data gathered from the interviews will be analysed based on the Gioia methodology
(Gioia et al., 2013; Figure 9). The method starts with coding raw data from the interviews
in the 1st order groups. These 1st order groups are then put into 2nd order which are higher
level themes that reflect similar themes found within the different interviews. Finally, the
data is gathered into the 3rd and final group called aggregate dimensions. These
aggregate dimensions help with the understanding of theoretical constructs. (ibid.)
Aggregate
Dimensions
2nd Order -
Themes
1st Order -
Concepts
36
Figure 10: Gioia Aggregate Dimensions
Figure 11: Gioia 2nd Order Themes
User-Centric
Design
Value Creation
User Life
Cycle
Management
Internal
Expertise
Evaluating
Value of Digital
Products
Multiple Levels
of Value
Creation
Customer in
the Key Role in
Creating Value
Societal Value
Key Features
Viewpoints of
the End Users
and Customers
Understanding
that Users
Might be
Different from
Who Pay for
the Product
Realising Who
Uses the
Software the
Most
Product Life
Cycles
Evaluating the
Success
Customer
Profiling
Adjusting the
Design Based
on the User
Feedback and
Perception
Piloting MVP
with Target
Customers
Defining the
Requirements
of the Digital
Product Based
on Customers
Needs
Combining the
Business Case
and Design
Feature
Personalization
User Interface
and Design
Design Process
Reducing
Waste and
Simplifying
Processes
37
Figure 12: 1st Order Concepts
Figure 10 shows how aggregate dimensions are divided into three distinct categories and
highlighted with a distinctive colour. In Figure 11, the three dimensions are further coded
into themes which utilize the same colour pattern to be able distinguish which theme
follows the same dimension. Figure 12 gives concrete examples or concepts about what
was said, by who, and how it relates to the previously identified themes.
The research will focus on the analysis of both the business-to-customer and business-
to-business products developed within the digital platform economy to understand the
applicability of the Framework 1. As the digital platforms can have both B2B and B2C
Tarmo: Easy t o use,
clear, intuitive
Anne: Clear and
intuitive UI. Customer
understands platforms
without needing to
contact the
support
Pekka: The
societal value added
would diminish if the
digital platforms would
become nonexistent
Tar mo :
Businesses tend to
derive from customer's
demand rather than from
"abstract" product
innovation
Pekka: involve
customer in product
development by
acquiring feedback
Matti:
Value is created
through efficiency that
platforms provide, but
they are also
replaceable
Tuomas:
analytics from
customer activities
within the product
Matti:
Value proposition
for the consumers
must be clear from
the first click
Pekka:
Rarely the
technological expertise is
the main constraint. Its more
about finding the right
product/market fit
Liisa:
product designer
works together with
technology team to
understand software
constraints
Pekka: user test
groups can be
used
Matti: Research and
R&D is cheaper nowadays
due to the tools that can test
the software's features
before its developed
Tar mo:
User experience
data help to define the
requirements of the digital
product design after
which the design is
further developed
Liisa: Active
feedback from
customers
Tuomas: important
to acknowledge how
much development costs in
relations to benefits: cost/
benefits analysis
Anne:
difficult to find
common ground with
highly technical
developers
Pekka: AI can
personalize services
in the future
sophisticatedly
probably
Tuomas:
interface
responsiveness
important, less text
more photos
Piia:
accessibility
standards for crucial
digital platforms
Tuomas:
the more closely
designers, and
developers communicate
with each other the
better
Pekka:
AI analytics help
in iterating the
existing user
interface
Matti: Users
are often tested in the
piloting phase and based on
their feedback and other
measurements the
software is modified
Pekka: The
usage data used in
profiling the customers
into segments. Further
conclusions drawn from
customer groups
Piia: Learning
from users
activities
Tar mo:
the users differing
from the parties that pay
for the product might bring
some challenges. Digital
platform should consider
both parties
involved
Matti: Even tho
users my think the
platform is free, they are
paying by trading data and
through that some other
stakeholder may pay
for the service
Anne: surveying
Tuomas: listening
to customer
Tar mo :
adjusting the user
hierarchy and
importance based on
which users tend to use
the software the
most
Anne: surveying
Liisa: AI
models can
predict the success
of product
launches
Matti: Customer
feedback, efficiency
metrics, Ratings ( can be
unreliable) Test groups,
targeted feedback
Pekka:
acknowledging how
customer react to the
product launches
and updates
Arno:
Increases
convenience, makes
the feel valued.
Arno:
Developers,
Scrum master, Lead
developer, -
architect
Arno: I dont
see society working
without digital
platforms
Arno:
Convenience and
data harvesting
creates value for all
stakeholders
Arno: Platforms have
to adjust their business all
the time because they are
easy to make and
competitors get
competitive advantage
quickly
Tar mo: D ig it al
platforms help in
transforming complex
processes into simplistic
user experience with the
help of software
Tuomas:
Simplifying processes,
reducing outcome waste.
Much more efficient
operations, increased quality
with the help of
digitalisation
38
stakeholders, both experts can help the research to understand digital platforms
functionality. Most of the interviewees have operated in B2C and B2B contexts at some
point in their career.
3.2. Data Collection Method
Interviews are one of the most common ways of conducting qualitative research (DiCicco-
Bloom & Crabtree, 2006). According to DiCicco-Bloom & Crabtree (2006), the in-depth
interviews are good in understanding and discovering complex topics together with the
interviewee. DiCicco-Bloom & Crabtree (2006) describes the discoveries in interviews so
that it allows the “- researchers to co-create meaning with interviewees by reconstructing
perceptions of events and experiences -”. Furthermore, quickly building a positive
relationship with the interviewee at the beginning of the interview is necessary (ibid.).
Establishing a safe and comfortable setting for the interviewee is crucial to enable them
to share personal experiences (ibid.). The importance of making the interviewees feel
comfortable is also identified in Lo Iacono et al. (2016). Especially the first questions
during the interview should be thought carefully and in a way that they are open and non-
threatening to build up a positive relationship already from the beginning (DiCicco-Bloom
& Crabtree, 2006).
The interviews are semi-structured with premade questions so that the interviewees have
a possibility to share additional insights. The semi-structured interviews help to narrow
down the topic of the interviews while keeping discussion open in favour of novel and
differing perspectives. With the semi-structured subjectivist approach, the interviewers
hope to discover new learnings and ways of thinking which can further contribute to
research findings. The focus with the subjectivist interviews is on people’s perceptions
and experiences (Friedman & Wyatt, 1997). Additionally, exploring various topics around
user-centric design and value creation in the digital platform economy, based on the
interviewee’s own expertise, helps to make the interviewee feel more comfortable even
39
when they are conducted online (Lo Iacono et al., 2016). This way the interviewees might
be more open to share thoughts and it can lead to a more in-depth discussion.
There is one interview group in research: the industry experts. From the industry experts,
the aim is to increase the understanding of value creation, design processes, and how to
manage between the customer and company value creation. The idea behind the
interview group is to see how the experts view stakeholder’s value creation and user-
centric design in digital platforms.
The industry expert interviews are in-depth, and around 1 hour each so that the
researchers have time to build a positive relationship with interviewees and co-discover
the concepts within user-centric design in digital platform economy value creation
(DiCicco-Bloom & Crabtree, 2006). With the lengthier interviews, the researchers hope
that interviewees have time to explore topics in-depth and feel no rush in sharing their
personal experiences.
The industry experts are selected based on their previous involvement in the platform
economy. The experts have all invested resources in the platform economy in the form of
invested capital or work hours. This ensures that the experts have sufficient knowledge
of how B2C platforms function within the global digital platform economy while also
understanding the complexities associated with the development of innovative digital
platforms. The experts have been found by utilizing personal or social media networks
such as LinkedIn. The interviewees have been contacted either via email, direct message,
or by calling.
3.3. Limitations and Ethical Considerations
40
The research is limited to 8 participants in total, and they have time to talk for a maximum
of 60 minutes. At the time of the research, only the first 8 participants that agreed to the
interview were selected due to the limited time to conduct the interviews (1 month).
Neither age, gender, ethnicity, or any other personal characteristic that is not relevant for
the research has affected the selection process of the industry experts. The industry
experts have been informed about what the research is about and have all agreed on
paper to participate in the study. The experts have been made unidentifiable and the data
collected from them follows strict GDPR rules (General Data Protection Regulation, 2016).
The data, including recording of the interviews and full transcripts, are deleted after the
study has been published and no records of them are available other than what is in this
document.
3.4. Interviewees’ Background
Table 1: Interviewees’ Background Information
Name
Expertise
Years of Relevant
Experience
Business
Type
Tarmo
Venture Capital, Co-Founder,
Sales, Marketing
25 years
B2B
Pekka
Director, IT and Business
Management
25 years
B2C / B2B
Anne
Consultant, IT solutions for
Financial Services, used to be part
of a Tech Start-up
3 years
B2B
Tuomas
Software Developer, Start-ups
20 years
B2C / B2B
Piia
Responsible of Software
Development and Clients
22 years
B2C
41
The interviewees’ names have been changed so that they remain anonymous. All of them
are considered experts in their field and only factors included in the Table 1 were
considered when selecting them. The experts have professional experience either on B2B
and B2C contexts, but sometimes they have enough relevant experience on both that
they can give example on both. The experts have 3 to 25 years of relevant experience
from working with the digital platform economy.
3.5. Interview Guide
The interview questions on the interview guide will be mainly open and neutral while the
interviewee will be given a chance to elaborate freely and choose to elaborate based on
their own experience. Also, the questions can be adjusted during the interview based the
interviewee’s experience. The value creation and user-centric design will be the main
topics in the interview unless otherwise decided based on the interview setting and
interviewee. The interview guide can be found in Appendix 1.
1.
4. Findings
Liisa
Consultant, Founder
15 years
B2B
Matti
Responsible of IT systems through
sales and systems’ architect
6 years
B2C / B2B
Arno
Responsible of Software
Development, IT and Consultancy
3 years
B2C / B2B
42
4.1. Findings from Industry Professionals
The findings elaborate around the 2nd order themes identified during the data coding.
The themes describe the aggregate dimensions from different perspectives and highlight
the important considerations according to industry professionals within the dimensions.
The research help to add depth into the existing literature discussion on value creation,
user-centric design and user life cycle management. The viewpoints of the experts
illustrate the current thinking among professionals operating in the field of digital platforms.
4.1.1. Value Creation
Industry experts see that use of digital platforms should be easy and convenient. Building
on the user friendly platforms some key features were found which digital platforms
should consider. According to Anne, the platforms should have clear and intuitive user
interfaces to enhance the accessibility of the platform. Anne states that “They should have
clear and intuitive UI so that customer understands where to go without need to contact
the platform.” Anne sees as a good metric for user friendliness is users' capability to
navigate within the platform and understands it without contacting to customer support.
Piia agrees with Anne that platforms should have easy to use and intuitive interfaces for
users. The intuitive user interface constructs a basis for value creation as otherwise users
may choose another platform if the interface is too challenging. Additionally, Anne sees
as key features that the user should have possibility give feedback easily and pricing is
showed transparently in transactional platforms. The possibility to give feedback helps to
address issues of the platform that users face, and overtime support the platform
development. In turn, the transparent pricing can build trust among customers. The user's
possibility to give feedback and transparent pricing on the user interface both support the
value creation by making users feel important and valuable. The platform focusing on
user experience drives value creation.
43
The societal value is emphasized by many of the interviewees. Digital platforms make
people’s live easier in many ways. For instance, Arno sees that nowadays the digital
platforms are a necessity for society in its current form. Further, Matti sees that the usage
of the platforms will likely increase in the future. Another point key point highlighted in
value creation for society is the stakeholder perspective. Liisa brings up that digital
platforms increase the value creation for stakeholders and enable new forms of value
creation. Also, Liisa reminds that the digital platforms are made for the users and the
motives of the users within the digital platforms should be considered thoroughly. Liisa
notes that the key in successful platform development is to understand the motives of the
users. Liisa states that "We continuously do research about our target customers to
understand what kind of challenges they face" (own translation). Piia builds on the
stakeholder perspective by highlighting that digital platform combine different
stakeholders and enhance communication between the stakeholders. The value creation
of the digital platforms has a great societal impact and one should think of the value
creation from the perspective stakeholders it serves.
The customer is in the key role in value creation. Tarmo states "-...rarely I have seen that
someone innovates a product from an empty table rather usually the customers tell what
is needed after which the company responds” (own translation). Tarmo discusses that
businesses tend to derive from the customer’s demand rather than abstract product
innovation. During the involvement of various digital platform projects Tarmo sees that
businesses should try to figure out the customer need to build successful platforms.
Although Tarmo notes that occasionally abstract innovations happen where the need of
the customer is rather obscure and the driver for the product development comes from
the business owner. Pekka advices that digital platforms should involve customers
already in the product development by acquiring user feedback. Anne agrees with Pekka
on the importance of customer involvement and adds that the feedback should be
collected consistently alongside the development of the platform. Liisa agrees with Anne
and Pekka on the early customer involvement. Additionally, Arno discusses on the
platform usage data created by the customer, which can be monetized. So, Arno sees
44
the customer platform activity data as a resource of the digital platform. Aligning with
customers interests, understanding the customers, and leveraging the user data drives
the value creation further.
Digital platforms have multiple levels of value creation of which the platforms developers
should consider. Tarmo notes that the value creation depends on the who’s perspective
is viewed. Many times, to understand the value creation thoroughly in digital platforms
one has to acknowledge the value creation process from the point of multiple
stakeholders according to Tarmo. In turn, Anne highlights that digital platform benefit
stakeholders in multiple ways, which resonates well within the Tarmo’s philosophy of
different levels of value creation. Pekka sees that customer tend to be the revenue drivers
for digital platforms, whereas Liisa sees identifying pain points of the customer as
prerequisite for value creation. Matti states that value is created for the stakeholders
through efficiency of the platforms. The experts have many different viewpoints of what
value creation is. The key themes raised when explaining value creation were value for
multiple stakeholders, value of the user data, and identifying the pain points of the
customers. Analysing value creation requires to understand the different stakeholders,
and their needs in addition to the digital platform characteristics that they use.
The experts give multiple different ways of evaluating the value of the digital products.
Pekka states that satisfying the user’s need is required to create value. The platform could
for instance measure the user satisfaction by asking for feedback which is mentioned as
a key feature for a digital platform. Further, Pekka continues that platforms should
consider the value of the platforms based on the usefulness and use cases of the platform.
For instance, the platform could see based on the feedback if users are able to complete
the task they wanted to with the platform. Before developing the digital platform service,
the platform has to consider does the service add value to prevent from wasting resources
according to Pekka. The value considerations can be conducted for instance with product
piloting according to Pekka. Further, Pekka states "-...we want digital platforms to involve
the customers and their stakeholders in the service design process as it is part of the
45
product validation and helps to understand both business needs and user needs” (own
translation). Pekka has noticed that many times businesses want to develop certain digital
products based on the industry trends rather than actual need for such product. Tuomas
builds up on Pekka’s comments by stating that one should think in what way the user
benefits from the platform. Also, Tarmo agrees with Tuomas by noting that perspective of
user helps to understand how value is created. The value creation should be evaluated
from the perspective of users before even developing the product, and collecting user
feedback is useful tool to measure to value creation for users.
Internal expertise of the organization creating the platform is seen as a necessity by most
of the experts interviewed. According to Tarmo having people with strong technical
background is important when building digital platforms. Pekka agrees with Tarmo,
although Pekka notes that rarely nowadays the constraint of the digital platforms is the
technological expertise. Rather, the constraint nowadays for digital platforms is finding
the right product /market fit according to Pekka. Pekka adds “Rarely the technology is the
constraint in these days as you can build variety of technological solutions but first you
should think about whether it is worth building” (own translation). Anne finds problematic
the communication between business experts and technology experts and sees that main
challenge in digital platforms development is communication between the business, and
technological experts. Tuomas highlights that talented team supports the value creation,
and constantly modifying the software is costly for the organization. Also, Piia sees the
technology developed helps value creation. Having the right internal expertise support
the value creation and should be considered when analysing the value creation.
Digital platforms are also reducing waste and simplifying processes. Tarmo elaborates
that platforms help to transform complex processes with multiple steps into simple actions
guided by the digital platform. Pekka and Tuomas build up on complex processes and
agrees that digital platforms make processes easier for users. Tuomas states “Many
times the customers have some kind of issue and the process which can either save
money or speed up the task by our digital solution tends to be demanded” (own
46
translation). In addition, Liisa adds that platforms help in making processes more efficient
and higher quality with less outcome waste.
Overall, the value creation is seen as crucial by the industry experts. The user
involvement is needed already during the planning phase of the digital platforms. The
better the organization can understand the users’ needs, pain points and key motives, the
better platform can be developed. The effective data collection can leverage the value
creation and increase value for all stakeholders within the digital platform. The value
creation can be also seen in reduced process waste and more efficient operations.
4.1.2. User Life Cycle Management
Use life cycle management is about acknowledging users' needs and aligning activities
to meet the changing needs of users. Pekka highlights those large digital platforms with
lots of resources tend to know thoroughly what customers buy, when and how. The data
collected from user activities is used in customer profiling to identify different types of user
groups. Further, the customer groups then can be targeted with personalized
advertisement for instance according to Pekka. Pekka also identifies that AI can be used
to profile customer more profoundly. Piia sees that learning from activities of the users is
key in customer profiling and Pekka suggests that AI can help with that. Piia also suggests
that more cross sales could be conducted based on the customer profiling to realize the
value of customer profiling further. Piia states "All the data was used only to collect Plussa
points. Only for the collection of Plussa points instead of thinking what kind of additional
value can you offer for the customer that likes organic products. The customer could be
offered everything that relates to the lifestyle of consuming organic products in the loyalty
program” (own translation). Piia gives example that if company sees that certain customer
group tend to benefit for additional product, then the product should be marketed to the
customer group actively.
47
In some cases, understanding that the users might be different from who pay for the
product can help in user life cycle management. Tarmo notes that there might be
miscommunication between the party that buys the digital product and the actual user. In
such cases Tarmo suggests that the organization managing the digital platform takes
care of both parties involved and actively engages with both stakeholders to ensure
sufficient understanding about the users' needs. Matti brings up another viewpoint
referring to the platforms where users trade their activity data for access to use the digital
platform. In such situations also both stakeholders' interests should be accounted for as
Tarmo suggests. Further, Matti states “There are business models where the customer
interface is a tool for the real business and there are two distinct stakeholder groups. For
both stakeholders’ groups that value should be created. The complexity of the business
model tends to increase where there are two distinct stakeholder groups interconnected”
(own translation).
Acknowledging the viewpoints of end users and customers is highly important to maintain
users and understand the current key issues with the digital platform. Liisa discusses that
getting in-depth into customer’s thinking and motives is important, although challenging
task digital platforms try to overcome. According to Liisa finding the root cause is common
issue with the digital products so in other words understanding the customers real motives
to use the digital platform. Pekka, Anne, and Tuomas suggest close involvement with
customer by collecting feedback for instance by surveying. Further, Tuomas states
“Platforms tend to have some kind of customer support where customer can go, seek for
help and notify if something is not working properly” (own translation). Understanding
what customers think about the digital platform in general helps to manage the existing
userbase and acquire new customers.
Understanding whom use the digital platform the most has an impact on user life cycle
management. Tarmo suggest adjusting user hierarchy and importance based on which
48
users tend to use the platform the most. Realising the user groups that use the platform
most helps in aligning user life cycle management towards the user groups who use the
platform the most according to Tarmo. Also, Tarmo notes that the key functionalities of
the platform might change overtime once the key users who uses the platform the most
are identified. Further, Anne states that surveying can be used as a tool to understand
who uses the platform the most. The functionalities of the digital platform should account
for how the digital platform is used. Organizations should acknowledge in user life cycle
management that some stakeholders might use the platform a lot less than other,
although all the involved users benefit from the existence of the digital platform. The know-
how of the users gathered during user life cycle management can be utilized in digital
platform development.
Product life cycles are important in the user life cycle management. Product life cycle link
the product development into user life cycle management. According to Arno platforms
have to adjust their products within digital platforms continuously to keep the users
satisfied. Arno notes that digital platforms can be quite easily build nowadays, which
makes the competition between the digital platforms fierce. Further Arno states “One of
the benefits of digital platforms is being able to adapt quickly and easily." Matti adds on
product life cycles that platforms want to users to use the existing service as long as
possible and even try to extend the customer engagement with their existing digital
platform products. Liisa sees that product life cycles depend on the viability of the
technological solutions. In turn, Pekka elaborates that product life cycles starts with
planning the product and that product life cycles should be considered in the user life
cycle management. Tarmo has experienced that product life cycles are difficult to predict.
According to Tarmo, organizations should be open to extend the lifetimes of the existing
products and be aware that customer may still demand the existing digital products,
although more sophisticated technological solutions might be available in the market.
Evaluating the success of the user life cycle management can be measured for instance
by acquiring feedback from the existing users according to Anne, Matti and Arno. Arno
49
states "Platforms can acquire feedback fairly easy with for example feedback buttons in
the bottom right where customers can put in their feedback or through chat bots where
customers can engage with the platform directly.” Liisa sees that clear indicators to
measure the user life cycle management improves the team’s probability to succeed in it.
Important part of the success evaluation can be acknowledgement of how users react to
the product launches and updates according to Pekka. In turn, Piia questions the viability
of the user life cycle management in digital platforms. Piia states that the user loyalty in
digital platforms is questionable as users have low barrier to change the digital platform.
Also, Piia sees that due to the flexible nature of digital platforms keeping the users the
use the same digital platform for a long time is challenging.
Overall, the user life cycle management helps the digital platform to offer great service to
its users. With the proper user life cycle management practices such as collecting user
feedback, profiling customers, involving stakeholders, realising the main user groups, and
acknowledging product life cycles digital platforms can strengthen their product
development capabilities. Also, with the extensive know-how on users, the platforms can
offer good customer service, and stay up to date on the quality of their platform.
4.1.3. User-Centric Design
According to the interviews, user-centric design is an important factor that software
developers must consider. One thing that user-centric practices usually start with, is
piloting the minimum viable product with the intended target customers. According to
Tarmo, understanding customers better and validating the product must be done to
ensure a good platform. Pekka suggests that prototyping and user test groups can be
used as well to ensure a well-functioning platform. Anne said that testing for bugs within
the software after collecting feedback from the customers helps to make sure the product
is ready to move to the next phase along the development cycle. Matti pointed out that
“research and development is cheaper nowadays due to the tools that can test the
50
software’s features before they are developed (own translation). According to Arno new
updates and features are implemented after slight adjustments are done and the tests
show that the feature is working. If the test shows that the new idea is not working, it is
usually pulled back from the production. Arno also mentioned how it is possible to test
and build new ideas in a sandbox environment that lets the platform test features that do
not harm the business.
Defining requirements of the digital platform based on customer needs can be a hard task
to figure out. According to Tarmo, “user experience data helps to define the requirements
of the digital platform design after which the design is further developed” (own translation).
Anne and Liisa suggested that actively surveying the customers and involving the end
user in the development process helps the platform to define the correct design. Matti
said that the business case must be defined before the development, but sometimes
software is designed based on what technology the digital platform operator might think
they need rather than what is actually needed for the business. This can be for example
a company who wants to adopt AI in their business just because it is trendy and other
companies are doing as well.
Combining the business case and design can be a hard thing to do. According to Tarmo,
understanding what kind of situations users use the digital product, or the context, gives
guidance for suitable user-centric design for developers. Pekka highlighted the
importance of being able to combine business case with the design so that there is a need
for the digital platform. According to Anne, “it can be hard to find a common ground with
highly technical developers”, thereby making the business and software design difficult to
match. Tuomas and Liisa saw it important to evaluate the development costs to the
potential benefits and ultimately judging a successful digital platform based on the
revenue it generates.
51
Feature personalization according to Tarmo can be done by having different designs for
different user groups with different motives for use. Digital platforms must be careful with
excessive personalization as it may lead to the lack of platform scalability. According to
Pekka, A/B testing can be done to personalize features, but it is more commonly done to
test the user interface. Pekka and Piia saw AI as a possible tool that can sophisticatedly
personalize services in the future. Currently feature personalization is expensive and
therefore less used. Tuomas said that feature personalization depends on the use cases.
For example, a running application can have Finnish flag colours for runners from Finland
and it can have Finnish as its language of instruction. Piia said that feature personalization
is possible for user groups by having an easy-to-use version for people with disabilities.
Liisa said that less personalisation means more scalability which is why softwares must
be designed with minimal personalizations. Matti said that personalization is not often
done to developer tools, because they are very standardised, but sometimes
personalisation is done for specific needs. Personalization is often hard, but in a
consumer context the user experience is often personalized by e.g., the content that is
shown. Matti thinks that personalization is important for digital platforms and profiles are
common way to personalize the experience. According to Matti, Personalisation is
problematic when taken too far due to issues such as equality, but he doesn’t see it being
a big problem right now. Arno’s opinion about feature personalization is that it “increases
convenience and makes the users feel valued.” This is especially true for customised
content, but personalized interfaces do not necessarily make much difference.
Intuitive user interface and design is important and easily testable according to Tarmo,
Pekka and Anne. In Pekka’s opinion, nowadays user interfaces are quite standardized,
and they should be easy to use. Pekka thinks that AI will drive the user-centric design in
the future. According to Tuomas, good used interface and design takes into the
consideration how practical the software is, how long it takes to navigate, how much
outside help is needed, and was the user able to finish what they intended to. The
interface needs to be responsive and have more photos rather than text. According to
Tuomas, mobile applications are typically developed first, and they include a lot of
52
animations. Names of the applications are also typically branded into sci-fi themes with
no apparent meaning. Tuomas, Piia and Arno also mentioned that typically softwares
need to be developed according to common accessibility standards. Piia also mentioned
how societies, especially with aging population, should take care of the accessibility of
the digital platforms. Liisa also thinks that user interface and design is important, and it
includes things like how the buttons and features look like. However, budget constraints
are tricky, and design is something that often might lack prioritisation. Matti thinks that the
design should catch attention and it must bring value with minimal clicks. User interfaces
and experiences should be branded, and the user-centric design must be incorporated
well enough so that the software does not need an instruction manual. Arno also things
that in addition to the accessibility of the design, interfaces must be good looking and
easily understood by the users.
Design process according to Tarmo should be fairly simple with the product owner having
an important role. In Tarmo’s opinion, sometimes the testing of the software is in more
important role than the design and design can be considered during the long software
development process. Basically, the design tends to be the least challenging aspect of
the software development process. Pekka thinks that objectives and key results help in
the design process by defining what the developers are aiming for. There are many
frameworks that can be used, and design sprint can be a good framework as well
according to Pekka. Nowadays rarely anyone comes up with a completely new framework.
Anne thinks that the most difficult part of the design process is communication between
the developers and the businesspeople. However, according to Anne, project manager,
business architect and developers are the ones typically in charge of the design. Tuomas
thinks that “the more closely the designers communicate with developers the better” (own
translation). Design ideas can come from anywhere, even from the users themselves.
Liisa highlights the importance of involving the customer in the design process. Liisa for
example might ask her customers to rank their best ideas for future development and
then test the prototype before developing the software. Prototyping and quality control
are great ways to minimize risks and excessive work according to Liisa. In Matti’s opinion
53
both internal and external stakeholders must be involved in the design process.
Companies typically have someone who specializes in designing user experiences and
interfaces with the business owner. However, sometimes designs are too expensive, and
the owners must make sure that the platform is economical. According to Matti and Arno
there is no one correct framework that is used, but typically the design process is done in
an agile manner.
Adjusting the design based on the user feedback and perception is commonly done in the
digital platform industry. According to Tarmo, digital platforms are improved by actively
seeking feedback from the customers and involving users’ opinions early on is important.
According to Pekka, digital platforms are able to predict the user interaction accurately
with the help of AI and AI analytics can help the design of the existing user interface. This
is why the effective use of data is very important. Anne thinks that gradually developing
the design based on the feedback ensures that the software development goes hand in
hand with the users needs. Tuomas also finds it important to involve feedback in the
development and Piia says that the feedback helps the developers to understand what to
do next. According to Matti, “users are often tested in the piloting phase and based on
their feedback and other measurements the software is then modified” (own translation).
4.2. Revised Conceptual Framework
54
Framework 2: Revised Conceptual Framework
Based on the interview findings, the initial Framework 1 has been revised to Framework
2 so that it reflects additional findings that relate to user life cycle management in digital
platform development. The framework now includes a new ending dimension called
Discontinue Product which has been found after interviewing the experts. Other than that,
the ending dimensions remain same, but they have been reordered into the form of traffic
lights to better visualize the concept of user life cycle in digital platforms.
In addition to the modifications made to the ending of the framework, two new dimensions
have been added to each step that leads to the ending. The new dimensions added to
the framework are ordered so that the top reflects factors that are typically influenced by
outside stakeholders from the digital platform. The platform must look from the outside
perspective when gathering information about the top dimensions. The new bottom
dimensions added reflect the platform itself and is more focused on the efficiency and
effective management of the platform. All in all, these new dimensions have been found
based on the expert interviews and add insights to how platforms should think about user
life cycle management.
User-Centric
Design
UX
HCI
Product
Innovation
Feature
Personalization
Testing
Value Co-
Creation
Value Co-
Destruction
Discontinue
Product
Quantitative
Indicators
Qualitative
Indicators
User Group
User Data
Internal
Stakeholders
External
Stakeholders
55
Product Innovation is influenced by both internal and External Stakeholders. External
Stakeholders can mean things such as customer feedback or ideas that come from
surveying the customer. Internal Stakeholders mean e.g., stakeholders within the
company such as the developers, product owners, user interface / experience designers
etc. who innovate the digital platform from the perspective of the company operating the
digital platform.
Feature Personalization is done by utilising user groups and user data. User groups can
be defined in the platform by e.g., having profiles that show different content / interface
based the user’s role. User data can be utilized by the company operating the platform to
better customize the interface and content shown to the individual users or user groups.
Artificial Intelligence can make the user data especially valuable as some AI models can
help to predict accurate what the users want from the platform.
Testing can be done by examining both Qualitative and Quantitative Indicators. Qualitive
Indicators provide data that can better explain why and how the platform creates value.
Common ways to gather qualitative data that test the platform is by e.g., interviewing
customers or having a feature that allows written feedback. Quantitative Indicators are
found within the user data. For example, a platform can look at the platform usage data
and figure out whether the design has bottle necks or something else that prevents users
to do what they were intending to do. Platforms can also implement features such as short
reviews or surveys that the users can easily respond to gather more data on how to
improve value co-creation in the platform.
56
5. Discussion
5.1. Similarities Found from Literature Review and Expert Interviews
Similar concepts and viewpoints were found both in literature review and from interviews.
In general, the academic experts tend to use more comprehensive terminology, whereas
the industry experts preferred to describe the phenomena with their personal style.
Despite the language use differences, many similarities were found between the
academics and industry experts' viewpoints and ways of describing digital platforms key
concepts.
The concepts of value co-creation presented by Grönroos & Voima (2013) and value co-
destruction discussed by Lintula et al. (2017) were present in industry experts viewpoints
how value is created together with stakeholders. Although the industry experts lacked the
specific use of terminology value co-creation and value co-destruction, many of the
experts clearly understood the value creation process within the digital platforms similarly
as presented by Grönroos & Voima (2013) and Lintula et al. (2017). For instance, Liisa
identified that digital platforms increase value creation for stakeholders while Tarmo noted
that there are multiple stakeholders involved in the value creation process. Further, Tarmo
added one should consider how the value is created differently for each of the
stakeholders, which is touches on the Figure 1: Value Creation Spheres framework
presented by Grönroos & Voima (2013).
Digital platfoms help with the communication between the stakeholders according to Piia.
The communication is highlighted also in literature multiple times. For instance, Grönroos
& Voima (2013) identifies that the value creation in digital platforms happens during the
interaction between the stakeholders. Also, Sthapit & Björk (2019) identifies that sufficient
57
interaction has an important role in the service experience. In turn, the good service
experience helps to prevent value co-destruction (Sthapit & Björk, 2019).
Regarding the user life cycle management, the cross sales is identified by both the Lee
et al. (2017) and Piia. Also, Piia builds up the Figure 4: Customer Life Cycle Management
framework by giving a concrete example of cross sales (ibid.). According to Piia
companies should market additional products or services that fit together with the already
purchased product or service. Still nowadays Piia sees that companies lack proper cross
sales practices.
The value of platform data usage is identified by both Bhargava et al. (2020) and Arno.
Bhargava et al. (2020) states that strategic data collection increases the value creation in
digital platform while Arno identifies the value of platform usage data monetization
possibility and sees the platform data as a valuable resource. So, the value of the platform
is emphasized both in the literature review as well by the industry expert.
Like Nielsen (1993), Norman (2013) and ISO (2019), many of the interviewees such as
Pekka and Tarmo emphasized the importance of gathering feedback and testing the
product to make sure that the design is sufficient to co-create value. Anne and Arno also
indicated quantitative testing in addition to qualitative feedback to be important tool that
determines successful design. Anne and Liisa also highlighted the how important it is to
actively seek feedback from customers and then work out whether the design is working
or not.
Feature Personalization is a hard task to do due to the complexities among different data
sources, especially since scalable solutions are needed for digital platform (Findlater &
McGrenere, 2009; Al-Khanjari, 2013). However, like Pekka and Piia pointed out, AI has
the potential to make future personalization possible by utilizing diverse user data and
58
through that create personalized interfaces. Matti and Arno think that Feature
Personalization is more likely to happen within profiles and is more related to customized
content that is shown within the platforms.
In the interview, Tuomas, Piia, and Arno pointed out how the designs typically are
designed with the help of accessibility standards. Piia also mentions how nowadays
societies that have aging population, must pay closer attention to different accessible
designs. One common accessibility standard that is used according to the literature is
ISO (2019).
There are many different ways to manage the design process. Pekka mentions Objectives
and Key Results framework to be very useful in addition to other frameworks such as
Design Sprint (Google Ventures, n.d.). According to Matti and Arno, there’s no one
framework that is typically used by companies but must of them function in an agile way.
Anne and Liisa think that the design choices typically come from within the company and
the internal stakeholders have a big responsibility to design the product. However, both
Anne and Liisa involve the external stakeholders in the design process such as customers
to make sure no excess work has to be done by working on wrong designs. All in all, the
interviews seem to suggest that the companies are utilizing very similar frameworks for
managing software development that was identified in the literature such as DUCI (Figure
7; Zaina & Álvaro, 2015) whether they know it or not.
5.2. Managerial Implications
The understanding of the key concepts of value creation, user life cycle management and
user-centric design help to acknowledge the opportunities, challenges, and constraints
that digital platforms have. For instance, stakeholder perspective in value creation can
help to identify the key features required for the platform and the kind of policies the digital
59
platform needs based on the variety of the stakeholders. Managers should view the
theoretically concepts as directing rather than as an absolute truth and apply the concepts
according to the context they operate in. The academic suggestions should be reflected
together with the practical results from operating the digital platforms to understand better
the suitability of the concepts, and findings.
Managers should pay attention to the value co-creation and value co-destruction in the
digital platform product development. In the Framework 2, the traffic light model is
presented where the value co-creation and value co-destruction are identified together
with the option to discontinue the product. While developing the digital products, the
managers should be aware of how much the products create additional value for the
platform. If the developed product fails to create enough value, managers should consider
whether the product is further developed or discontinued. Managers can use the
Framework 2 as a tool to navigate through the digital platform product development and
evaluate the viability of the products. For instance, if the product fails to create value, the
manager can decide to review the Product Innovation phase to collect additional feedback
from External Stakeholders to understand the user needs better.
5.3. Applicability to International Business
Digital platforms can be scaled into international markets quite easily from the point of
software. However, the challenge is to understand of the cultural context and
acknowledge the existing competitors. Also, finding suitable human resources to develop
the international expansion can be challenging. The key concepts in value creation, user
life cycle management, and user-centric design can be applied to international context
with caution. The concepts of value co-creation, value-co-destruction, HCI, and UX are
considered in the conceptual Frameworks 1 and 2. Also, the insights from the user life
cycle management concepts such as customer retention, and new product development
are considered in the frameworks. The frameworks illustrate the way digital platforms
60
product should be developed according to the literature review and industry experts
interviewed. In the international context one should be aware of prevailing culture in
product innovation, feature personalization and testing presented in Frameworks 1 and 2.
For instance, in the Framework 2 the qualitative indicators in the testing phase that
organizations should consider may differ from market to market. Further, the type of User
Groups in Feature Personalization and External Stakeholders in Product Innovation vary
from market to market. Although the Frameworks 1 and 2 might suit well in internationally,
one should consider thoroughly on how to apply the concepts appropriately into the given
market. The value creation, user life cycle management, and user-centric design are all
important parts in managing and developing digital platforms. Recognizing the prevailing
market while applying the Frameworks 1 and 2 helps to operate digital platforms
internationally.
5.4. Suggestions for Future Research
The implications of artificial intelligence, AI, in digital platforms could be researched more
in the future. The AI is currently highly topical and developing rapidly, which offers room
for research. Many of the industry experts interviewed talked about AI, so the use of AI is
increasingly a part of managing and developing digital platforms. Especially, the use of
AI in digital platform feature personalization was seen as beneficial. The AI brings
additional layer in value creation, user life cycle management and user-centric design. AI
can change the value creation mechanics in digital platforms and disrupt the development
of platforms. Further, the AI can change the role of digital platform operator as the
processes become more and more automated.
61
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Appendix
Appendix 1: Interview Guide
Questions About the Interviewee
70
1. What is your professional background?
2. How long have you been involved with digital platforms and how?
Questions About Global Platform Economy
1. How do you see digital platform’s role in the modern society?
Questions About Value Creation in General
1. How do digital platforms benefit its stakeholders from your perspective?
2. How is the value for stakeholders considered when developing the digital platform?
3. What kind of features are important for digital platforms when creating value for its
stakeholders?
4. Do you think digital platforms add value for its customers long term? How should
the digital platforms think about the value added for customers throughout its life
cycle?
5. How does the company operating the platform evaluate the pros and cons of their
platform? For example: What methods, tools are used for that? When and how is
it monitored?
Question About User-centric Design and Managing Software Development
1. Do you measure or track customers’ feedback about using the digital platform? If
so, how big impact does the customer feedback have on digital platform
development and its operations? How is this feedback managed, considered,
implemented?
2. How do you see the role of the software design in successful digital platforms?
71
3. Who usually takes part in the design process?
4. How do you measure the success of the design? Are there for example some
concrete indicators, testings or experiments that measure it.
5. What do you think is the prevailing software development philosophy for digital
platforms? E.g., do you develop digital platforms based on functionality, user-
centric design, or something else and why so?
6. How do you implement new ideas or concepts in the design and where do they
usually come from? Can you explain how you start the implementation phase and
how do you track the success of it?
7. Do you use any frameworks e.g., Google Design Sprint, DUCI, or scrum to help
with the phases along the software development cycle? How does the design
evolve over time?
8. Do you see feature personalization for each user or user group as an important
factor that makes some digital platforms successful?