Professional Documents
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LEARNING CONTENT
Introduction:
While marketing has always focused on the customer, the internet is changing this focus from customer segments to
actual individuals. Why and how this is happening is the third part of the DNI framework. Effective interactivity sets the
stage for online relationship building (Hanson, 2000).
Lesson Proper:
The Dell Triangle
Online Marketing
Direct interaction creates customer value and sets the stage for relationship building
This creates opportunities for
o personalization
o community building
o real-time marketing
Different Communication Modes
1. One-to-many broadcast
2. Direct Targeting
3. One-to-one Interactive
From Broadcast to Dialogue
Comparing Communication Methods
Hoffman & Novak (1996): Compared traditional and online communication methods
They looked at
1. Communication model: different media were categorized into one-to-many « one-to one; there is an
additional category of few-to-few, representing small group discussion.
2. Media symmetry: is the information flow symmetric? Media differ in the symmetry of the information
flow. For example, two people exchanging e-mail have symmetric capabilities. Each can receive and send
the same amount and quality of information. On the other hand, a Web site sends much more
information to individuals in Web pages then it receives from individuals in clicks.
3. Media content: Media differ in their use of text, images, audio, video and experiential content.
4. Diversity of information: Communication methods differ in the number of information sources available
through the medium (billboards vs. cable TV or the Web)
5. Communication timing: Some communication methods are synchronous (real time) white others are
asynchronous. A face-to-face meeting is synchronous. Discussions cannot be stored; participants must
respond or not immediately. The same is through of a telephone call. E-mail, voice mail, and the Web
are important examples of asynchronous methods. Users can communicate without their schedules tied
to the presence of others.
6. Personal interactivity: takes place between groups of individuals, such as in a personal meeting or in an
online chat room. Machine interactivity refers to interactions between the user and Web technology,
where the machine can respond to an individual’s choices. person-to-person vs. machine-mediated
interaction
COMPARING COMMUNICATION METHODS
- The Web is a flexible technology.
- It’s evolving into a personal and dynamic communication medium.
- The figure above combines the results of these media comparisons by using a market research technique that
groups similar media together. This clustering techniques reduces all the attribute levels of the technologies to
a two-dimensional similarity map, where proximity suggests similar features and capabilities.
- After a map is produced, an analyst has one more step. Clustering produces a two-dimensional map without
axes labels. This is up to the analyst. Hoffman and Novak view the horizontal axis as ranging from impersonal to
personal and the vertical axis as ranging from static to dynamic.
- The figure above illustrates several important points. The first is the compromise inherent in many Internet
techniques. The Web is located near the middle of the diagram, away from the extremes. When an extreme
form of communication is desired, the Web may not be the best approach. On the other hand, the Web has
elements of many other methods.
Individual Choice
Selection + Suggestion = Value
The modern economy presents a staggering amount of variety
o Typical supermarkets contain 25,000 different items
o Variety expands even further without the physical constraints of inventory and shelf space
Choice is confusing without a way to compare, evaluate & select among the huge number of possibilities
o New technologies combine selection and suggestion
o Enable consumers to make more effective choices
Impact on Consumer Choice
Selection Suggestion
Friendly Technology
Technology is technology only if it was invented after you were born
Televisions, radios, telephones, and VCRs have market penetrations > 85%
The Web must become even easier & friendlier to reach the 98% household penetration of TV
As Web access devices becomes more appliance-like, increasing numbers of consumers will be online
Internet marketers must understand consumer behavior online
Online Consumer Behavior
The Media Equation
Media = Real Life
- Byron Reeves & Cliff Nass
Users relate to virtual information in many of the basic social ways they interact with people in their everyday
lives
Users treat machines and software like people
Why Are There Social Responses to Information Technology?
The human brain isn’t well adapted to 20th century media
New media is engaging old brains
Simple Technological Features Can Elicit Strong Social Responses
Manners are critical in online & computer messages
Good Manners = positive responses
Behavior that is considered rude in real life is considered rude onscreen
Social Cues
E-mail lacks the social cues that a phone conversation or a face-to-face meeting provide
Misunderstandings develop more easily because people it’s harder to judge confusion
o People don’t get the signals that make them stop and explain themselves in face-to-face
discussion
People tend to use stronger language and express themselves more frankly
And they tend to circulate their thoughts to a much wider audience
Unhappy customers may resort to flaming
o E-mail makes it easy to escalate negative word of mouth
o Flaming can lead to bad press
Customer service reps have to be careful not to respond similarly
o Requires deliberate policy and training
Cognitive Difficulty
One of the challenges of providing online information is making it accessible to users
Providing effective search functionality is key
Site developers must understand how their users are likely to search and browse
Flow
Consumers respond enthusiastically when there is an effective balance between the difficulty of using the Web
and its rewards. One of the experiences that many new users report with amazement is the ability to get lost in
their activity and suddenly discover that an hour or two has passed. Of course, some view this as lost work and
productivity. But from the user’s point of view, it has been an enjoyable and stimulating activity.
Csikszentmihalyi has called this the state of flow, which represents the “process of optimal experience.”
Hoffman and Novak feel this is an important aspect of online activity. They find that flow occurs when the
online experience is:
o Characterized by a seamless sequence of responses
o Intrinsically enjoyable
o Accompanied by a loss of self-consciousness
o Self-reinforcing
Achieving flow can be very important for recreational uses of the Web. Digital environments will never be
entirely persuasive and “real” if a consumer is constantly having to figure out the mechanics of navigation and
choice within the virtual world. There needs to be a delicate balance between capability and challenge. Too
much capability leads to boredom, and too much challenge leads to frustration. This type of design problem is
very common to videogames and other forms of online immersion.
Flow may also be connected to the effectiveness of ad-supported medium. One of the leading theories of ad
effectiveness on television stresses the passive and uncritical state of mind television induces in many viewers.
While the state of flow can be quite entertaining, it can also induce a suspension of active critical thinking. This
may make the Web user in a flow state more susceptible to these forms of ad campaigns. Flow can also be
influential in increasing the duration of visits to the site or digital environment. This further reinforces the ad-
based model, as it gives more time to the advertiser to include advertisements.
Who’s Online?
High income
Above average education
Heaviest users: 30-49 years old
students & kids also online
seniors & older middle-aged less likely
Gap between male & female is closing
US dominates
wealthiest European & Asian countries coming online quickly
Why Does It Matter?
As Time Passes
SOLVING PROBLEMS ONLINE
Provides Strong Justification for Investing in the Web
Lower customer support costs
Improved online value for customers
Companies and consumers benefit
o Lower costs improve profit margins
o Savings can be passed through to consumers
Benefits are strongest for companies that are first to innovate
o Increased market share
o Improved customer satisfaction
o Improved customer acquisition and retention
Lower Costs
Cost savings from using the Internet to support customers are more measurable and controllable that many
other customer support investments
These savings can be quite large
Cost Savings
Q: Where do these cost savings come from?
Online publishing saves the cost of printing and shipping manuals
Software updates can be downloaded, saving the cost of burning and shipping CDs
Virtual problem solving
Inexpensive communication
Virtual Problem Solving
Online solutions
o Many companies practice call avoidance, making people log on instead
o Difficult / impossible to find a phone # on the site
Stored answers
o FAQ
o E-mail auto-responders
Customers help each other
o Bulletin boards
Traditional Customer Service Methods Are Expensive
Customer Service Method Agent : Customer Ratio Type of Interaction Type of Service
Sales Force 1:1 Real-time Assisted
Customer Service Method Agent: Customer Ratio Type of Interaction Type of Service
Traditional Support
Internet Support
E-mail 1:1 Messaging Assisted
So What?
Success on the Web is Becoming More & More About Customer Care
Provide Customer Care Through Online Content
Headline
Name of Publication – Date
Insert excerpts from a current article out of the business press (e.g. Wall Street Journal, Wired News, Business 2.0, or
Fast Company) that talks about the importance of online customer support. I usually take excerpts out of the lead
paragraph, and highlight keywords. There have been a number of articles talking about increased investments in
online customer support.
Customer Care
Q: How do you create a Nordstrom-like experience on the Internet?
Online Quality Enhancements
Virtual value activities can improve quality
Companies have multiple constituencies
It’s possible to use the VVAs to design Web content that supports multiple customers and needs
Virtual Value Activities and Customer Support Solutions
Chronological listing
Product line listing
Keyword Search
Organizing Search
News flashes
Index
Product group
Online Quality Enhancements
Effective use of the Web can increase customer satisfaction
Product design: online discussions provide early feedback that provide valuable insight and suggestions
Sales: consumers have access to online product information and dealer locations
After-sales support: self-help problem solving, technical support & user groups
Company culture: Web content communicates and reinforces corporate culture
Drivers of Customer Satisfaction
Attitudes
Brand reinforcement by site, Ease of
Sales force training
use, Responsiveness
Sales force rewards
AFTER-SALES ACTIVITY SATISFACTION DRIVERS AND ONLINE METHODS
Compensation
Informal symbols and systems
Mission statements and public works
Beliefs
involvement, Social activities
Values
Justifying Online Enhancements
Two possible methods for justifying a firm’s investment in an online presence
o Breakeven investment analysis
o Customer-centered method, looking at customer acquisition, development and retention rates
Let’s take a closer look
BREAKEVEN INVESTMENT ANALYSIS
Cost Focus vs. Quality Focus
The Cost-Quality Tradeoff for Traditional Support
Traditional customer support technologies
o customer-support call centers
o sales force help
o dealers
Steep curve due to increasing difficulty of providing higher quality levels
Limited Quality Pure Online Support
Exceptional service not yet attainable using online only
Online content is low cost for basic levels of support
Costs rise rapidly at higher levels
Pure online support attractive for cost-oriented firms
The Cost-Quality Tradeoff for Traditional Support
CUSTOMER LIFETIME VALUE ANALYSIS
Closed Loop Web Enhancements
Web marketing as direct marketing
The Internet’s digital nature make it possible to capture, store & manipulate huge amounts of data on
individuals
Three activities related to marketing at the individual level
o Customer acquisition
o Customer development
o Customer retention
Web advertising
e-mail accounts Community and personalization spending Customer support
free trials Information collection Enhancement spending
Amazon partners Syndication express Effectiveness spending
Edmund’s QFN
Acquisition: the cost of bringing in new customers
Development: costs incurred expanding the share-of-customer that firms receive from existing customers
Retention: costs to keep the business and loyalty of current customers
Co-Production
A new view of the company and its customers as co-producers emerges when the Web is used in sophisticated
ways to provide customer support
The customer is no longer a passive recipient of a product and some support material
Rather the customer is a partner
Closer links between companies and their customers provide opportunities for personalization and new product
development
Lesson 9 - Personalization
Included in this 9th week module are the following:
Choice Assistance
An explosion in the number of choices leads to customer confusion
The Web is rapidly developing methods to help consumers choose wisely from the wide array of available
products
Choice assistance can help the consumer discover his or her own tastes
Customization
Mass customization has emerged by combining individual-level information and flexible manufacturing
By incorporating individual preferences, marketing more closely reflects the “voice of the customer”
Using specialized software, it is possible to deliver truly unique and dynamically personalized Web sites in real
time
The Web is emerging as an essential piece of the customization puzzle
Relationship Marketing
Choice assistance and customization lead to more powerful personalization
Personalization becomes the basis for retaining loyal and committed customers
When successful, customers are satisfied and profits are high
Mass
Differentiated Customized Relationship
Market
PERSONALIZATION & BENEFITS
The “Democracy of Goods”
Technology has the power to make available to the masses what was previously available only to the rich
“Democracy of goods” refers to open and low-cost access to products and services
Automation and leverage of existing digital assets makes personalized goods and services cheap to provide
and widely available to consumers
The Internet Benefits Consumers by Turning Experience Goods into Search Goods
SEARCH GOODS are products and services that are easy for a consumer to evaluate
o Example – well-known branded products such as gasoline from Texaco
EXPERIENCE GOODS tend to be difficult to understand and evaluate. They are too complex to judge easily.
They may be highly subjective, with personal taste being the most important determinant of usefulness
o Example – health care services
Consumers benefit from reduced uncertainty about experience goods
An accurate personalization system that can match products to taste can eliminate unpleasant consumption
experiences
Personalization and the Total Product
Levitt’s rules for success through differentiation
Any product can be customized
Consumers use products to solve problems
Do not ignore hard-to-measure features of the product such as fun or friendliness
Make the intangible tangible. Provide signals that demonstrate quality and reliability
Use the Wells Fargo example to illustrate Levitt’s framework
Increasing amounts of differentiation
Personalization is a rich area for augmenting the product and finding ways to achieve the potential product
THE PERSONALIZATION BALANCE
Providing Useful Information
A key challenge is to determine the type and scope of information consumers will value and use
Customers judge information programs by their efficiency and the ratio of usage costs with usage
benefits
Information programs that are linked to customers’ personal targets and objectives are often successful
Personalization Backlash
A natural result of personalization is treating customers differently
o More valuable customers will receive special/preferential treatment
This can lead to a backlash among customers who don’t receive special treatment
Preventing resentment may be easier online where preferred programs are less visible
IMPLEMENTING PERSONALIZATION
Personalization has powerful potential competitive advantages
o The first company to create an effective personalization approach in an industry can capture
many of the most profitable customers
Personalization creates the opportunity to learn more about
o Customers’ current desires
o Future trends
o New opportunities for product features and extensions
TYPES OF CUSTOMIZATION
Adaptive Customization
Offer the same basic product and representation to everyone
Let users filter out most of the possibilities using pop-up menus, search functions and preference settings
Example:
At Spinner.com, users can select the music they want to hear using a pop-up menu
Cosmetic Customization
Present a standard product differently to each customer
Use of unique packaging, presentation, etc.
Example:
New York Times uses cookies to store registration information and show the user’s name at the top of the
page
Essential requirement is modularization – division of a product into components
Transparent Customization
User needs and behaviors are observed
The product is automatically changed to reflect individual tastes
The user isn’t told or made aware of changes
Example:
Smart ads – use observable behavior to show different ads
Collaborative Customization
Conduct a dialogue with individual customers
Help them articulate their needs
Identify the precise offering that fulfills those needs
Make customized products
Example:
Using a password protected extranet to communicate with customers via real-time sound and video
sessions
CUSTOMIZATION / PERSONALIZATION
Q: When is one-to-one marketing worthwhile?
CUSTOMIZATION / PERSONALIZATION
Two Necessary Ingredients
Direct interaction between the firm and individual customers / consumers
Software capable of delivering customization
PERSONALIZATION SYSTEMS
Rule-Based System
Observe behavior predict preferences
o Unobtrusive: consumers don’t have to answer questions or fill in extensive questionnaires
Best when
o Product space isn’t complicated
o Product / service attributes can be quantified
Example: American Airlines
Require effective user models that are tied to observable online triggers
o A trigger is a user action that a model can use to decide what personalized information to
send
Case-Based System
CASE (computer-assisted self-explication)
o The system queries users about preferences matches user with the right product / service
Best when users only have to evaluate a small number of well-understood attributes and features
o Example: Chipshot.com & Personalogic (Chapter 7 Online)
o Require user cooperation to get relevant user data
Endorsement System
Connects users with local preferred providers
Best when
o Users’ product needs don’t differ greatly
o It’s a challenge for consumers to judge quality and for vendors to explain the value of
available choices
Examples: Autobytel.com
Collaborative Filtering
Match users who share similar tastes
o Users share recommendations and preferences
Best when
o Product space is complicated
o Preferences are subjective, qualitative and complex
Example: Amazon.com instant recommendations
Requires user cooperation to get relevant user data
LESSON 10
HIGH-TECH BATTLES
The Browser Wars
The browser battles started with a strong showing from Netscape. From a startup in 1995, Netscape became a
billion-dollar company, the fastest-growing software company ever.
Four generations of browser technology took Microsoft… from sideline player to browser lead. The battles also
led to controversy, anti-Microsoft newspaper editorials, and governmental antitrust attention.
The Need for Speed
Internet time refers to rapid change and evolution of
o Internet tools
o The marketplace
o Business practices
An entire industry created in < 5 years
Internet time also refers to acceleration of
o New product development
o Competitive activity
o Business tactics
Using the Net’s communication & research capabilities to bring new products to market quickly is essential
Speed and Profits
High profits from a successful early market entry can be plowed back into next generation products
Slow entry and lost profits lead to erosion of a company’s fortunes
Speed and Innovativeness
Slowness to market erodes consumers’ positive perceptions of a company
Best-in-class companies use time pacing to govern new product activity
Rapid product introduction is critical in high-tech markets
o Market leaders can count on high consumer interest, feedback and free advice
o Speed to market leads to learning
Companies that use customer feedback have an important advantage over rivals
Speed and Alliances
Early market entrants attract leading-edge partners
o Third-party suppliers approach market leaders with enhancements and improvements
o Allies fill in product and marketing gaps to provide a complete solution for customers
For the market leader, money and talent are too scarce to “go it alone”
Distribution partnerships are key to getting product to market
Speed and Standards
Market leaders often play a key role in setting standards
Companies that define standards can be in a strong strategic position for decades
Rivalries between competing standards don’t usually last long
o Once a standard is established, the marketplace swings dramatically toward it
o The losing standard sinks quickly
o VHS vs. Beta Max
When standards matter, success breeds success
Traditional New Product Development
Too slow for Internet time
Two main goals
o Uncover unmet customer needs
o Eliminate design mistakes before too many resources are committed
Many new ideas enter the new product process
Only a few new products emerge
This process is expensive and time consuming
Rapid New Product Development
Internet time forces firms to find new ways to identify user needs and rapidly launch new products
The keys
o Maintain flexibility as long as possible
o Accelerate the process of market feedback
These methods work especially well for online products
But they are spreading to the rest of the economy
Modularity in Design
Modular design breaks a new product into subsystems or modules
o Each module can be designed and tested separately
o Teams can work in parallel, rather than wait for a preceding group to finish its work
Parallel efforts reduce dramatically the total time to launch new products
Enables firms to handle speed and complexity in new product development
Modularity requires two design features
o Visible design rules
o Hidden design parameters
Visible design rules: define the ways that modules interact with each other and describe how they should fit
together
Hidden design parameters: define how each module works internally
o Each team has full control over the hidden design parameters of its module
o Enables the team to delay final design choices as long as possible, to reflect marketplace
feedback and to accommodate changing technologies
Early Feedback
Flexible new product development relies on the ability to get meaningful and rapid feedback from customers
o Identify new opportunities
o React to new designs
o Spot declining interest in existing products
E-mail enables low-cost, rapid access to customers
o Can speed up feedback from lead users
o Faster and cheaper method of conducting surveys
Using the Net to release early prototypes also permits valuable learning and testing
Rapid Prototyping and Testing
Alpha release: limited release to trusted lead users and company employees
o May be asked to sign NDA
o The goal is to shape the product and understand how functional it is
o The competitive clock starts ticking with the alpha release
Beta release: public release to widely test and to continue to refine the feature set
o Key goals are reliability, compatibility, and fixing user interface problems
o Beta-testing is a form of advertising and sampling
o A valuable substitute for extensive testing
Rapid Release
Rapid product development sets the stage for profitability
The ability to go to market quickly is a final key to success
Time lost in the distribution cycle is even more damaging than time lost in development
Once the product design is frozen and has been released to manufacturing, all time lost is pure cost
Standards Marketing
Standards are a defining feature of high-tech markets
Standards determine
o How hard drives, floppy disks, screens, keyboards, and memory communicate with each other
o How computers connect to the Internet
o How files and messages are turned into packets
o How packets reach their destination
Conventions are also important
o General practices that designers expect
o Not formally set by a standards body
Two Types of Standards
Open standard: based on an official process of debate, consensus, and voting by an official standards body
De facto standard: established when a product or approach is so widely adopted that it becomes expected
De facto standards are controlled by a single company – open standards are not
o Sun Microsystem’s has submitted Java to the ISO for acceptance as an open standard
o Microsoft’s Active X: a proprietary standard owned and controlled by Microsoft
Creation of an Open Internet Standard
Standards Strategy
High-tech companies often have formal staff positions that set standards strategy
o Participate in the standards bodies
o Project which standards seem to be winning
Managers need to decide which standards to deploy in their products
o Should base their products on open standards?
o Or should they try to win a battle in the marketplace with a proprietary standard?
In high-tech markets, a single standard generally emerges and the winner takes all
Standards Competition Leading to Domination
Information Acceleration Systems
Place consumers in a virtual buying environment
IA systems simulate the information that’s available to consumers when they make a purchase decision
o Virtual showroom visits
o Advertising (TV, magazines, newspapers)
o Review articles and consumer-oriented reports
o Word of mouth
Are these virtual environments realistic enough to accurately measure behavior?
o Early evidence is positive, but mixed
*** END of LESSON ***