A business model where the company's core product catalog is designed, proposed, or built by its own customers and community — rather than by an internal R&D team. The company provides the platform, curation infrastructure, and manufacturing or distribution capability; the crowd provides the creative labor and market validation. Revenue risk shifts from "will customers want what we built?" to "can we efficiently produce what customers already told us they want?"
Also called: Co-creation model, Community-driven product, Crowdsourced design
Section 1
How It Works
The user-generated product model inverts the traditional product development pipeline. Instead of a company conceiving, designing, prototyping, and testing a product before bringing it to market — absorbing all the creative risk — the company opens its design process to an external community. Customers submit ideas, designs, or complete product concepts. The community votes, comments, and iterates. The company then selects winning concepts, handles manufacturing and distribution, and shares revenue or recognition with the creator.
The critical insight is that demand validation happens before production, not after. When Threadless let its community vote on t-shirt designs before printing a single shirt, it was running thousands of simultaneous market tests at zero marginal cost. A design that attracted 1,500 votes was a design with 1,500 pre-qualified buyers. This collapses the traditional product development funnel — concept, prototype, test, launch, pray — into a single step where creation and validation are simultaneous.
Monetization typically follows one of three patterns. First, the curated retail model: the company manufactures and sells winning designs at standard retail margins, paying the creator a royalty or fixed fee (Threadless paid designers $2,000–$2,500 per printed design plus royalties). Second, the licensing model: the company licenses community-generated IP to manufacture and sell under its own brand (LEGO Ideas pays creators 1% of net sales). Third, the marketplace hybrid: the company provides tools and infrastructure for creators to sell directly, taking a transaction fee (Etsy's model, where the "product" is the seller's creativity enabled by the platform).
SupplyCommunity CreatorsDesigners, inventors, makers, enthusiasts
Submits & votes→
PlatformCuration EngineSubmission tools, voting, selection, manufacturing, distribution
Sells→
DemandBuyersCommunity members + broader consumer market
↑Creator earns royalty (1–10%) or fixed fee; company retains manufacturing margin
The central strategic tension is quality control versus creative freedom. Open the gates too wide and you drown in low-quality submissions, eroding brand trust. Curate too aggressively and you kill the community energy that makes the model work. Every successful implementation finds a different equilibrium point — Threadless used democratic voting, LEGO uses a staged review process with internal design teams, and Etsy largely delegates quality judgment to the market itself.
A second, subtler tension is who owns the intellectual property. The creator contributed the idea; the company contributed the infrastructure, manufacturing, and distribution. The split must feel fair to both sides, or the best creators leave for platforms that value them more — or launch their own brands entirely.