What Do Consumers Use 3D Printers For?

Sascha Friesike, H. Send, Robin P. G. Tech
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引用次数: 3

Abstract

Many authors attribute 3D printing technologies with the potential to revolutionize the production process of physical goods. However, insights on what users actually print in 3D remain in high demand. For the first time, 3D printing allows us to study how user innovators diffuse their creations on a large scale. To better understand this, we examined the world’s largest 3D printing platform called Thingiverse. We examined 12,616 individual objects, which accounted for 50 percent of the platform’s total downloads. We found that most objects belonged to the so-called category ‘3D Printing’ and that the growth rates of the ‘Household’, ‘Models’, and ‘Toys & Games’ categories outpaced all other main categories. We argue that user innovators in 3D printing do not only innovate for the reasons present in theory. Besides the user innovation that serves a niche market and the user innovation that responds to consumer demands which are not yet known to firms, the activities on Thingiverse suggest a third form of user innovation. We label this form of innovation ‘substitutional design’. They are mere substitutes for known and available solutions, but innovative in their creation and production processes. Lastly, we investigated the complexity of the designs available on Thingiverse, exposing that — contrary to theory — designs tend to become simpler as the platform grows.
消费者使用3D打印机是为了什么?
许多作者认为3D打印技术有可能彻底改变实体产品的生产过程。然而,对用户实际打印的3D内容的见解仍然有很高的需求。第一次,3D打印使我们能够研究用户创新者如何大规模地传播他们的创作。为了更好地理解这一点,我们研究了世界上最大的3D打印平台Thingiverse。我们调查了12616个独立对象,它们占该平台总下载量的50%。我们发现,大多数物品属于所谓的“3D打印”类别,“家用”、“模型”和“玩具和游戏”类别的增长率超过了所有其他主要类别。我们认为,3D打印的用户创新者并不仅仅因为理论上的原因而创新。除了服务于利基市场的用户创新和响应企业尚未了解的消费者需求的用户创新之外,Thingiverse上的活动表明了第三种形式的用户创新。我们将这种创新形式称为“替代设计”。它们只是已知和可用的解决方案的替代品,但在其创造和生产过程中具有创新性。最后,我们调查了Thingiverse上可用设计的复杂性,揭示了与理论相反的是,随着平台的发展,设计往往变得更简单。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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