scholarly journals Making Ours Mine: Increasing Consumer Acceptance of Access-Based PSS through Temporary Product Customisation

2019 ◽  
Vol 11 (1) ◽  
pp. 274 ◽  
Author(s):  
Vivian S. C. Tunn ◽  
Richard Fokker ◽  
Koen A. Luijkx ◽  
Silke A. M. De Jong ◽  
Jan P. L. Schoormans

Access-based product-service systems (AB-PSS) have the potential to lower environmental impacts. Currently, a lack of consumer acceptance and, consequently, low adoption levels of AB-PSS are challenges preventing the realisation of their sustainability potential. This study proposes temporary product customisation to lower barriers for the acceptance of AB-PSS. We investigated whether customisation through modifying the appearance of an easily changeable attribute of a typical product, and thereby changing the product personality, could improve consumer acceptance while limiting the impact on sustainability. To explore this, a 3 × 1 between-group design experiment was conducted with consumers who are familiar with offerings similar to the AB-PSS we tested. The results indicate that respondents have a strong preference, as is widely recognised, for typical products in an AB-PSS. Infusing meaning and intangible value into accessed products through customisation can simultaneously lead to wider acceptance in the market and individual consumers’ satisfaction. Our findings confirm that consumer acceptance increases if a product fulfils intangible needs along with functionality needs. The results can be used to think about new ways in which product design can enhance the diffusion of AB-PSS in the consumer market.

2020 ◽  
Vol 32 (4) ◽  
pp. 897-913 ◽  
Author(s):  
Ai Qiang Li ◽  
Nicholas Rich ◽  
Pauline Found ◽  
Maneesh Kumar ◽  
Steve Brown

PurposeIn the age of Industry 4.0, digital advancement is reshaping manufacturing models towards product–service systems (PSS). The drivers, readiness and challenges to move to a PSS model are not well understood, and the exploitation of the digital era presents the gap of this research.Design/methodology/approachThe research was conducted using semi-structured interviews in six manufacturers. Two forum debates were also conducted to supplement and validate the findings.FindingsSocial and economic motivations rather than environmental considerations were driving the change to PSS. Digital technologies could be an important driver if manufacturers reached a certain PSS maturity level. A high level of technical readiness was offset by a low level of social investments and the strategic development of human resources. Value co-creation was a main challenge though manufacturers had the advantage of digital connectivity, which indicated new human requirements; the greater the enabling power of digital technologies, the greater the need for advanced human skills.Practical implicationsHuman resource management has underpinned lean models; yet, the role of employees within PSS is underdeveloped despite the impact of staff in exploiting digitalisation and value co-creation. A “learning organisation” and socio-technical fit are required for the “diffusion of innovation” of PSS.Originality/valueThis research attempted to explore drivers, readiness and challenges for PSS from a socio-technical systems (STS) perspective. Three levels of PSS maturity with STS features were derived from the research, providing guidance for manufacturers.


2020 ◽  
Vol 1 ◽  
pp. 121-130
Author(s):  
S. C. Fernandes ◽  
D. C. A. Pigosso ◽  
T. C. McAloone ◽  
H. Rozenfeld

AbstractThe development of product-service systems (PSS) requires the design of value propositions, which involves challenging activities. In the context of business model innovation, gamification is presented as a practical mechanism to support the design process. This study aims to create a prototype of a gamified approach to design PSS value propositions and to compare its application to a traditional design approach. Based on a design experiment, the advantages and problems for both approaches were evaluated, providing insights for further development of the new version of the gamified approach.


2016 ◽  
Vol 82 (842) ◽  
pp. 16-00152-16-00152
Author(s):  
Keita MUTO ◽  
Koji KIMITA ◽  
Hiroki TANAKA ◽  
Eriko NUMATA ◽  
Shigeru HOSONO ◽  
...  

10.29007/djcz ◽  
2018 ◽  
Author(s):  
Alice Frantz Schneider ◽  
Sepideh Matinfar ◽  
Eoin Martino Grua ◽  
Diego Casado-Mansilla ◽  
Lars Cordewener

Based on the Sustainable Development Goals introduced by the United Nations and on the circular economy concept, ICT providers are adapting to become more sustainable. Some assess the CO2 emissions in the whole life cycle, while others propose to use renewable energies during manufacturing and assembling. In contrast with the current smartphone business models that rely on ongoing patterns of production and consumption, this paper proposes a more sustainable approach by combining product modularity, Product-Service Systems (PSS), and design for attachment. With a modular design, it becomes easier to repair the product or to replace parts, allowing for an extended lifespan. In combination with PSS, we propose that the modules, when no longer used by one customer, return to the market to be reused by another one. Lastly, we discuss the impact of the users’ behaviour through emotional bond, personalization, and technology appropriation as predictors of attachment to the product and consequently an extended lifespan. Through comparing case studies and using Life Cycle Assessment to calculate the CO2 equivalent emissions, we argue that our approach would directly reduce the environmental impact of the smartphone on the production phase, which accounts for most of the emissions throughout its life cycle.


2009 ◽  
Vol 20 (5) ◽  
pp. 723-753 ◽  
Author(s):  
Erik Sundin ◽  
Mattias Lindahl ◽  
Winifred Ijomah

2020 ◽  
Vol 12 (19) ◽  
pp. 8079 ◽  
Author(s):  
Daniel Borg ◽  
Oksana Mont ◽  
Heather Schoonover

In order to make our production and consumption systems more sustainable, there is a need to further explore and support novel business models with higher sustainability potential. Use-oriented product-service systems (u-PSS) are considered a promising alternative to traditional ownership-based business models, as they may result in lower environmental impacts. The presence of u-PSS in consumer goods markets, however, is still small. This is due in part to the nature of the products and lack of consumer acceptance of u-PSS. Lately, however, companies in Sweden have begun offering u-PSS for consumer goods, thereby challenging earlier findings. Understanding about how companies encourage consumers to select u-PSS over ownership-based options is still lacking. We investigate this question by conducting interviews with and analysing websites and publicly available company reports of seven Swedish companies from three consumer goods sectors: clothing, eyewear and furniture. We found that, while consumer barriers to u-PSS found in previous studies—uncertainty and trust, economics and costs and desire to own—persist, tailoring elements of u-PSS business models to different markets, sectors and consumer segments can help address these barriers and ensure u-PSS resonate with consumers. The study also applies the concept of consumer perceived value to show how emphasising different dimensions of value—financial, functional, emotional and social—provided by u-PSS may help increase their acceptance and adoption.


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