Prosumer is a portmanteau formed by contracting either the word producer or
professional with the word consumer. The term has taken on multiple conflicting meanings: the business sector sees
the prosumer (professional–consumer) as a market segment, whereas economists see the prosumer (producer–consumer) as having
greater independence from the mainstream economy.
Prosumer as Producer and Consumer
In 1972, Marshall McLuhan and Barrington Nevitt suggested in their book Take
Today, (p. 4) that with electric technology, the consumer would become a producer. In the 1980
book, The Third Wave, futurologist
Alvin Toffler coined the term "prosumer" when he predicted that the role of producers and
consumers would begin to blur and merge (even though he described it in his book Future
Shock from 1970). Toffler envisioned a highly saturated marketplace as mass production of standardized products began to satisfy basic
consumer demands. To continue growing profit, businesses would initiate a process of
mass customization, that is the mass production of highly customized products.
However, to reach a high degree of customization, consumers would have to take part in the production process especially in
specifying design requirements. In a sense, this is merely an extension or broadening of the kind
of relationship that many affluent clients have had with professionals like architects for
many decades.
Toffler has extended these and many other ideas well into the 21st-century. Along with recently published works such as
Revolutionary Wealth (2006), we can recognize and assess both the concept and fact
of the prosumer as it is seen and felt on a worldwide scale. That these concepts are having global impact and reach,
however, can be measured in part by noting in particular, Toffler's popularity in China.
Discussing some of these issues with Newt Gingrich on C-Span's After Words program in June 2006, Toffler mentioned that The Third Wave is the second
ranked bestseller of all time in China, just behind a work by Mao Tse-Tung.
Don Tapscott more fully elaborated on the concept in his 1995 book The Digital
Economy calling it "Prosumption."
More recently, The Cluetrain Manifesto noted that "markets are
conversations" with the new economy moving from passive consumers ... to active prosumers.2 For instance, Amazon.com emerged as an ecommerce leader -- partially due to its ability to construct customer relations as conversations
rather than simple, one-time sales. Amazon supports exchange of information among customers; it provides spaces for customers to
add to the site, in the form of reviews.2
However, mass customization has not taken place in most areas of the economy. Most consumption continues to be passive as
critics of television, recorded
music, and fast food would argue. Indeed, people are generally uninterested in going to the
effort of customizing the myriad products that comprise modern consumer culture. In The Paradox of Choice: Why More is
Less, Barry Schwartz argues that diminishing
returns from a confusing abundance of consumer choice is producing
stress and dissatisfaction.3 Still, one
key area of high-customization is taking place: highly involved hobbyists.
Prosumer as Professional Consumer
With customization focused on leisure pursuits, Toffler's initial combination has been
largely supplanted by a second pair of blurring roles: that of the professional and
consumer. In particular, hobbyists have become ever-more demanding in the pursuits of their
hobbies, often rising above the level of dilettante (an amateur, someone who dabbles in a
field out of casual interest rather than as a profession or serious interest) to the point of commanding skills equal to that of
professionals. Key examples of such hobbies are:
This professional slant of the prosumer term is most common in photography which is a field that highlights prosumer
trends. Access to professional-level equipment and skills is made possible by combination of
factors such as:
- high disposable incomes by some sectors of the population
- increased leisure time, again, for some sectors of the population
- continuously falling prices of ever more advanced products (especially
electronics)
- media geared towards amateurs and hobbyists:
- beginning in the 1980s with the advent of desktop
publishing, a growing profusion of magazines to satisfy specialized interests
- beginning in the mid-1990s with the advent of the Internet,
an even wider range of websites with online forums to
pool experience
- Pertaining to electronics; are considered to be "on the fence" as a product of lower quality than a professional product, and
higher quality (sometimes in the form of bells and whistles) than a consumer product. Some examples include:
- Digital camcorders
- Still cameras
- HDTVs
Prosumer as Non-Corporate Producer and Consumer
Yet a third meaning or usage of prosumer is springing up, especially among some activist
groups. That is, the producer and consumer roles are being combined so as to exclude (or at least diminish) the role of
the corporate producer; thus, rather than generating higher corporate profits from
value-added products, producers would, at best, be reduced to supplying lower-profit
commodity inputs. Indeed, the more consumer-oriented prosumer spin is irrelevant to many
people with diminished disposable income caused by various economic trends such as globalization, automation, and wealth concentration. Identifiable trends and movements outside of the mainstream economy that have
adopted prosumer terminology and techniques include:
- a Do It Yourself (DIY) approach as a means of economic self-sufficiency or
simply as a way to survive on diminished income
- the voluntary simplicity movement that seeks personal, social, and environmental goals
through prosumer activities such as:
- growing one's own food
- repairing clothing and appliances rather than buying new items
- playing musical instruments rather than listening to recorded music
- use of new media-creation and distribution technologies to foster independent media (see Indymedia); many involved in independent media reject mass
culture generated by concentrated corporate media
- self-sufficient barter networks, notably in developing nations, such as Argentina's RGT have adopted the term prosumer4
These blurrings of the roles of consumer and producer have their predecessor in the cooperative self-help movements that
sprang up during various economic crises e.g. the Great Depression in the 1930s.
Prosumers can influence a company's R & D budget
A fourth view of the Prosumer is as one who can influence the R & D
spend of a company towards a solution that directly benefits them. For example, say you’re a manufacturer of widgets. One of your
strategic customers changes their requirements and asks that all their widgets sing. This is an important enough customer that
losing them would seriously hurt your bottom line. Based on their request you direct a portion of your R & D budget to solve their specific problem. By using internal resources, open source initiatives and outside help
you’re able to meet the requirements of your customer. While the customer didn’t directly make the changes they did influence
your company with their design requirement changes. This arrangement has positive effects for both parties:
For the customer:
- Immediate access to the new technology.
- Requirements specific to their needs.
- Leverage their relationship with the supplier.
For the company:
- Strengthen the relationship with the customer.
- Demonstrates a willingness to keep their customers satisfied.
- The company now has a new feature/product/service they can market to other customers.
As customers continue to demand more of their supplier relationships, this type of Prosumer influence will only increase.
Suppliers up to the task will strengthen those existing relationships, build customer loyalty and become more profitable.
Prosumption
In their book Wikinomics: How Mass Collaboration Changes Everything,
Don Tapscott and Anthony D. Williams coined the related term of prosumption
(production/consumption) to refer to the creation of products and services by the same people who will ultimately use them.
Companies and individuals are increasingly utilizing and involving the end-users to develop
final products and services. In some instances, end-users are creating products on their own, without the interference or
assistance of third-parties (i.e. companies, organizations, etc). For example, Lego Mindstorms allows users to download software from Lego's website so that the users can edit and update
software as they wish.
Ugrammer
Open source software development has a similar concept, the ugrammer (User and Programmer). The term Ugrammer
appears in the book Software Development Rhythms and refers to programmers who are also the users of the software they develop.
Very often it is the case that the programmers of software are not also its users and as a result many software models and
implementation roadmaps put considerable emphasis on communication between users (i.e. customers) and programmers to ensure an
adequate description of needs . When programmers are in fact ugrammers, however, this communication problem is somewhat obviated,
or at least undergoes a change of nature. Ugramming is common in open source software development projects and offers a number of
advantages, mostly revolving around the idea of more efficient communication and clearer specifications. A short list of these
advantages would include:
- Eliminating the programmer-user communication gap
- A more user-sensitive categorization of must have and nice to have.
- Reduced documentation
- Facilitates communication between ugrammers
- Supports distributed software development
- Easy to build rapport between ugrammers and users or programmers, making it easier to make use of both programmer and user
comments
External links
See also
Reference
Lui, K.M. and Chan, K.C.C. (2008) Software Development Rhythms: Harmonizing Agile Practices for Synergy, John Wiley and Sons,
ISBN 978-0-470-07386-5
This entry is from Wikipedia, the leading user-contributed encyclopedia. It may not have been reviewed by professional editors (see full disclaimer)