Transcript Document 7116342
Online Consumer Behavior
Different Types of Buyers
B2B • Small business 1-75 employees – Over 25 million businesses • 66% buy online, 50% have web sites • • Large business 250+ employees 90% buy online & have websites – Approximately 7 million businesses
B2B Purchasing
• 40% of all B2B sales are done online • More than $4.8 trillion in sales
Different Types of Buyers
B2C US population is over 286 million • 4.6% of world population • Aging • • Becoming more ethnically diverse Growth in non-traditional households (76.5%)
Internet Usage
46% of sessions are to conduct business 27% are recreation driven 70% of users connect from home • 44% online 1+ hours per day Consumers see web as critical for access to information • But consumers can be misled
Cyberspace Demographics
64% of US population is online 32% of users have college degree • Higher incomes Most users tend to be 35-54 years old • Teens (12-17) most rapidly growing group – Digital wallets • 100% of college students are online
Cyberspace Demographics
52% of Internet users are women • make most retail decisions – 70% of online sales are by women Minority Groups • 26% of African Americans online • • 49% of Hispanics 69% of Asian Americans
Cyberspace Demographics
49% of users are in a city • 70% of homes in Portland & Seattle online • Only 14% of users are rural consumers 8% of Internet users have a disability • 4% are blind
World Usage Statistics (2005)
Region Africa Asia % of World Population 14% 57% Europe 11% Middle East 4% % Internet Penetration 1.8% 5 yr. Growth Rate 258% 8.9% 36.8% 8.3% 183% 161% 312%
What consumers do online
Communicating • email most used function • ICQ fastest area of growth – multi-tasking & work communications Seeking information • Replacement of the library • Most sought information online is travel – 35% of buyers book flights online – 26% of consumers track stocks online
What are college students doing?
College students • 67% browse for topics of interest • 62% conduct academic research • 41% get news online • 31% make travel plans
What consumers do online
Purchasing • B2C sales are steadily growing • Higher income consumers more likely to buy online • Women more likely to purchase online • 81% of college students have purchased online • US & European Teens spent $1.3 billion online in 2001
What consumers do online
Gaming • 30% of all Internet users play games online – 62% of young adults – 41% of those 50+ – Men are more loyal & largest group of gamers – Prefer football & outer space games – Women prefer business simulations & classic arcade games
Gaming Industry
U.S. video game market, $6.9 billion in revenue (1999) • PC Game market, $1.5 billion in revenue Online game revenue, $106 million (1999) • From: Sony Everquest, Electronic Arts Ultima Online, and Microsoft’s Asheron’s Call • $10/month subscription fee Online game revenue, predicted to be over $800 million by 2005
Gaming Industry
Traditional video and PC games cost millions of dollars to produce • Sell for about $30 each Online games are less complex and can be made for approximately $75,000
The Groove Alliance
Game making firm • • • • Started with Real Pool on CD-Rom Trade show success 3D Groove Plug In Ability to embed ads on pool table Real Pool sold out right to Shockwave.com
The Groove Alliance
Since that time sold many more games • Non-exclusive licensing agreements – Tank Wars • Merchandising rights retained by Groove Alliance
What Consumers do online
Entertaining • Online music most popular among those less than 20 years old • Online music sales will be over $5.4 billion (2005) – Napster: Peer-to-Peer exchange phenomena – iPod & iTune phenomena
Online Dating Industry
$516 million in revenues (2005) Over 850 online dating services • 59% of daters find it “difficult” to meet someone new • Most likely place to meet people: – Work (22%), Internet (18%), Bars (18%), Clubs (11%) Downsides: stigma & anonymity (married)
Key Players
Match.com
Yahoo! Personals eHarmony Lavalife Traditional dating firms • It’s Just Lunch Social networking communities
Match.com
Conceived in 1993 Owned by Interactive Corporation • Ticketmaster World’s largest online dating firm • 900,000 paying subscribers • • 12 million profiles posted January (2004), 29.6 million unique visitors
Match.com
Partnered with several firms • America Online & Microsoft’s MSN Subscriptions as low as $12.99 per month New services include: • video, off line speed dating, friend list, travel site, MatchLive off line events
What drives usage
Growth of technology Time starved lifestyle Information hungry Changes in marketing • Greater focus on direct marketing initiatives
Reasons Consumers Buy Online
Convenience – repeat purchase – one-stop shopping Assortment – millions of products – comparison shopping Save money – bargains, taxes, free shipping
Yet online context is different
Online consumer behavior differs from real life Quality cues • Stability of firm and product quality hard to judge Cognitive difficulty • Consumers get frustrated when they cannot easily find information
How is the Internet Unique?
Product features Search versus Experience goods • Search: products & services that are easy for a consumer to evaluate – predictable brand names, can test product features • Experience: difficult to understand and evaluate – complex, highly subjective
How is the Internet Unique?
Flow (peak/optimal experience) • seamless sequence of responses • • loss of self-consciousness intrinsically enjoyable & self-reinforcing Experienced by web users • Balance between capability & challenge • Implies skill & learning on web
How is the Internet Unique?
Community • Create involvement, loyalty, traffic, & profits • Changes control of marketers – Requires collaboration rather than orchestration Virtual communities rebuild declining social connections • ICQ fastest growing part of Internet • • AOL has 19,000 chat rooms accessed at once Six of twenty most heavily trafficked web sites were community based in 1998
Community Characteristics
Use of communication tools Rules that define membership A strong focus Collaborative production of material by members Repeat use by members Social bonds Growth can be problematic because focus can be lost & content breaks down
Types of communities
Personal communities: small network of linked individuals • mainly direct communication within a small group that is familiar with one another Extended communities: many small sub groups within an overarching structure • • flexible in scale and scope create more personalization in smaller niches
Ways to Communicate
Rings of personal, direct links • Email networks/listservs – Can use groupware for joint content creation – Size/growth may hurt rings Content trees with messages going through a central point • Bulletin boards with hierarchies by topic area – Help maintain focus but allow for growth
Membership rules
Strong communities seem to have strict membership rules – initiation rites & challenging tasks create ties – strong interests & passions Weak communities have lenient rules – consumers tend not to commit – can still be used, but firms attempt to escalate membership
Benefits of Community
Changes width & breadth of referrals • most consumers rely on 3 people for WOM • easy access to experts to more precise information
Benefits of Community
Attractive content & loyalty • builds more content • reduces member turnover • • leads to more hours on a site creates trust & collaboration with consumers Form of marketing research Potentially sell profile information
EBay’s Community Mission
We help people trade practically anything on earth. EBay was founded with the belief that people are honest and trustworthy. We believe that each of our customers, whether a buyer or a seller, is an individual who deserves to be treated with respect. We will continue to enhance the online trading experiences of all our constituents— collectors, hobbyists, small dealers, unique item seekers, bargain hunters, opportunistic sellers, and browsers. The growth of the EBay community comes from meeting and exceeding the expectations of these special people.
Hard to utilize
Predicted to be a great Internet business model Many firms not able to capture it for profitability Those that exist have declining membership rates & are costly to maintain
Negative Consumer Behaviors
Social isolation • Increased usage online leads to – Decline in social interaction – Increase in loneliness & depression – Less likely to shop in person, read the paper Internet addiction • Loss of sleep • Loss of physical relationships
Negative Consumer Behaviors
Anti-corporate activism • Unprecedented consumer power • Complaint & hate websites – www.complaints.com
– www.walmart-blows.com
– www.gapsucks.org
Corporate reactions • Buy, Monitor, Respond, Ignore
Interactivity & The Six I’s of Customer Satisfaction
Using Technology to be More Customer Focused
OnStar
Started in 1995 Nation’s leading provider of in-vehicle safety, security, & communications services – Wirelss & Global Positioning systems – Telematics 4 million subscribers 2005, Standard on all new GM vehicles – More than 50 models
OnStar
Over 10 years, serviced 53+ million subscriber interactions Average month: • 383,000 routing calls • • • • • 43,000 remote door unlocks 23,000 road side assistance 27,000 remote vehicle diagnostic checks 15,000 emergency service requests 400 stolen vehicle assistance
OnStar
Advanced Automatic Crash Notification System (AACN) • Started in Malibu, 26 models by 2006 Hands free calling (2000) • 630 million minutes sold to subscribers New Command Center • With OnStar sound studio for digital broadcasting
OnStar
Strategic Alliances • Leading public safety & emergency medical organizations – Association of Public Safety Communications Officials (APCO) • Agencies supporting efforts to find missing children – America’s Most Wanted
OnStar
Award-winning advertising campaign • “Real Stories” launched in 2002 – Users share life changing experiences 2005, OnStar brand reached 100% brand awareness among new vehicle buyers – 80% of subscribers will only consider vehicles with OnStar for next purchase
Growth in Interactive media
Marketers are: • Searching for new segments • Wanting more efficient targeting • Demanding more relevant consumer information
Growth in Interactive media
Technology now offers more control of information marketers’ receive Interactivity is one area where marketers can use technology to more effectively reach out to the consumer
Dimensions of Interactivity
Selectivity • extent to which users are offered content choices • such as entertainment or shopping • • expands consumers’ options & content able to deliver to more relevant & personalized information to the customer
Dimensions of Interactivity
Ease of effort • extent to which users must exert themselves to access content • consumer confusion & frustration with systems should decrease overtime
Dimensions of Interactivity
Use monitoring extent to which the system monitors use • • monitor information, choices, track behaviors feedback to marketer, greater control with use of databases – raises privacy issues
Dimensions of Interactivity
Responsiveness • degree to which a medium reacts to a user • • • circumvent users’ prejudgments to prevent screening out of material allow for more focused shopping experiences can better cross sell
Dimensions of Interactivity
Ease of Adding Content • extent to which users may add material to the system that a mass audience can access • • users become sources of information word of mouth/brand advocates – consumer complaints become more relevant
Dimensions of Interactivity
Interpersonal Communication Potential • extent to which media facilitates interpersonal communication • Person-to-person interaction • • bi-directionality of communication & relationship greater involvement with other consumers & the marketer
Dimensions of Interactivity
Asynchronicity • extent to which messages can be preserved and shifted at convenient times • • message permanence can combine information in personally relevant ways
Interactivity
Responsiveness is the most common feature used on web sites Systems are not yet meeting all consumer needs
Customer Focus
In addition to interactivity, marketers have other tools that they use to improve customer satisfaction Interconnection Interactivity Integrity Interface Involvement Individualism
Interconnection
Using networks to connect to individuals • Internet is the world’s largest computer network • Other technological & human networks Requires establishing a network business strategy
Interface
Creating digital assets that can be displayed or purchased • • Ease of use is especially important Primarily about communication An Effective interface should be designed to move people through the buying process • May require cooperation of all functions of a business
Interactivity
Facilitates relationship marketing • Define previously • Makes it easier and less expensive to – create dialogue with customers – gather consumer information – give consumers greater choice & options
Involvement
Drawing customers into the marketing experience & relationship • increasing customer commitment • truly adding value for the customer – providing valuable information – building unique experiences – creating products/services that a customer relies on exclusively
Individualism
Getting beyond segmentation to understanding and tracking individual • direct marketing Can be a spectrum from use monitoring to interactive dialogue Databases used to mass customize; communicate to individual; measure effectiveness of messages
Integrity
Privacy, security, confidentiality crucial Ethics become especially important Raises issues: unsolicited email storing sensitive information
Selling Online
And Channel Issues
Product Strategy Pricing Strategy Marketing Mix Promotion Strategy Distribution Strategy Channel Strategy component Logistics Management component The Marketing Mix
Channels of Distribution
Supply channel to manufacturer brings materials & supplies Distribution channel moves product from manufacturer to consumer – thought to make the process of getting product to market more efficient – Can carry broader product lines & categories – Are closer to the customer & can develop knowledge/profile of target market
Channel Functions
Market makers Buyers agents Seller agents Payment enablers Fulfillment providers Context providers
Product Flow Manufacturer Transportation Company Wholesalers Negotiation Flow Manufacturer Wholesalers Ownership Flow Manufacturer Information Flow Promotion Flow Manufacturer Manufacturer Transportation Company Transportation Company Wholesalers Wholesalers Wholesalers Retailers Retailers Retailers Retailers Retailers Consumers Consumers Consumers
The Five Flows
Consumers Consumers
Two-Level Manufacturer Consumer Three-Level Manufacturer Four-Level Manufacturer Five-Level Manufacturer Agent Retailer Wholesaler Retailer Wholesaler Consumer Consumer
The Channel Structure
Retailer Consumer
Distribution Strategies
Direct distribution: manufacturer to buyer • Build-to-order direct sales – mass customization • Dell (1999) selling $40 million worth of computers on the web daily – 75% of orders placed online – 50% technical support online – 2002 extended direct sales to kiosks in retail malls – try product, place order on kiosk
Distribution Strategies
Direct digital distribution: some products will be completely digital someday – music, airline tickets, hotel reservations, video games, magazines, newspapers, movie tickets, financial services Internet’s ease of creating direct distribution channels already impacting industries
Distribution Strategies
Disintermediation- dropping layers of distribution channel • travel agents, financial services, florists – Delta sold 13% of tickets online in 2000 – 2001, travelers spent $19.4 billion purchasing tickets online Reintermediation- add layers • real estate
Distribution Strategies
Some firms have created exclusive distribution agreements – Levi’s (1998 manufacturer sells online; 2000 exclusive arrangements created) Multichannel Distribution--2 or more distribution channels to better reach customers – Gateway: web site, telephone, retail stores – Charles Schwab: 24/7 channel strategy
The Go-to-Market Strategy
A plan for reaching & serving the customers in the
right
the channels with the
right right right
value proposition
right
markets through the products and Total customer experience • Attract most desirable customers • High sales • Lowest possible cost
The Go-to-Market Strategy
An integrated multi-channel model Low cost, low touch channels • Direct mail, Internet, Telephone High cost, high touch channels • Volume distributors, Value-added partners, Field sales forces Take better advantage of low cost, low touch channels where appropriate
The Go-to-Market Strategy
Make multiple channels work together Channels take on specific roles within the sales cycle • Move lead generation to telephone sales Integrate the channels through information systems • Management Information System (CRM) Designed for a specific target market • Goal: seamless customer experience
Distribution Issues
Channel Cannibalization: loss of sales in one channel when a new one is created • sales shifting from catalog to online Channel conflict can exist • Goals diverge among channel members • Disputes arise over responsibility for functions & technology
Staples
Sells office supplies, business services, furniture, and technology Locations in six countries $11 billion in annual sales • $1 billion in online revenues (2001) 1,400+ stores, catalog, kiosks Website first established in 1998
Staples
Staples thought web would cannibalize other sales • web actually increased sales Average yearly spending of small business customers increased $600 $2800 when shopped online When buyers shop all 3 channels, purchases are 4.5 times greater than if shop only 1 channel
Web Channels
Clicks only 1998: Venture capital firms provided $26 billion+ to Internet start-ups – Average return for venture Internet start-up funds 25% (1998) – Leading funds returning 100%+ Most opportunities were cash burning companies • just launched their services • not attracted a customer base
Web Channels
Mid-2000: IPO Internet Bubble
An estimated 700-1000 of these Internet start-ups went bust
–Boo.com
–Toysmart.com
–Brandwise.com
–Clickradio.com
The Case of Amazon.com
Opened virtual doors in 1995 Evloved from books to department store Sells products in 220+ countries Created first catalog in 2001
The Case of Amazon.com
Personalized customer interaction Top etailer for brand recognition & customer satisfaction 2003, earned first quarterly profit not tied to the holiday shopping season Exclusive partnerships with Target, Circuit City, Toys R’ Us, and Babies R’ Us
Web Channels
Bricks & clicks • 70% of online retailers are bricks & clicks – outnumber clicks only • In 2000, 33% of total bricks & clicks sales were from the Internet
The Case of Walmart
Opened in 1962 Largest mass merchandiser • 1.4 million employees, 4000 stores • • • $218 billion in annual sales 100million customers visit each week 2001-2002 sales growth was 14% First website in 1995
Walmart.com
Founded in January 2000, initially independent from Wal-Mart Stores, Inc.
Eventually integrated as separate business unit • Return policy for online purchases in store Offers more than 600,000 stock keeping units
Walmart.com
When independent had sales tax advantage Considering rolling out in-store kiosks Strategy: “Serve customers in the way they want to be served where they want to be served…”
What consumers want from online storefronts
Convenience--75% of shoppers go online for this reason • want it for returns too Information • about store policies, product information, contact information, – Sears estimates that 10% of its store appliance sales are influenced by information from Sears.com
What consumers want from online storefronts
Speed • want option of same day delivery Privacy & Security • want privacy policy • studies show apprehensiveness about purchasing online with credit card – yet 59% of sample reported using them
What consumers want from online storefronts
Service • want timely, human feedback Simplicity • want simple, easy to use site technology Convergence • want sites that feel like offline stores
Etailing
Internet retailing 3rd most significant transformation of retail industry • • • 1950s--shopping malls arrived 1970s--large discount stores & nationwide chains arrived 1990s--Internet arrival – 50% of Internet users were shopping online (2001)
Etailing
$3.5 billion spent on online shopping in month of March, 2001 – top categories: travel & apparel – Amazon sales leader: 15.1% of online purchases, EBay second: 14.5% • • Online customer acquisition costs are $18 per person Online returns average 8% of online purchases – higher in some categories, such as apparel
Etailer Decisions
Service level Products & Assortment Inventory turns Prices Returns & After Market Service Trust & Privacy Payment facilitation
An Etailer Predicament
Shopping Basket Abandonment • 65% of consumers leave their shopping basket before sale is completed • Reasons: – Sticker shock at total & shipping costs – 40% experience technical difficulties – Too complex order forms that take too long to download – stock-outs, computer crash, rejected credit card, & change mind at last minute
Customer Relationship Management (CRM)
Managing the Individual Marketing Relationship Using Technology
Marketing to Individuals
Segment: homogenous group similar characteristics/buying behaviors • A one-to-many communication model With CRM, marketers target the individual • Direct interaction to create customer value, benefit the marketer, & build relationship • A one-to-one interactive communication model
Individual Personalization
Beyond era of mass marketing Product differentiation through personalization • • • unique solution for each individual features that benefit the individual match customer tastes without waste Yet, hard for consumers to sort through so many options & hard to implement
Choice Assistance
Online techniques & databases can assist consumers in locating the best options for themselves • • • • set of products determine individual’s tastes & needs make recommendation simplify selection
Lands End
Opened in 1963 as the Lands’ End Yacht Stores • Averaged 15 mail orders per day Bought by Sears in 2002 for $1.9 billion 2005, Fifteenth largest mail order firm Annual sales of over $1.3 billion Target quality-conscious, middle-age consumers with traditional casual apparel
Lands End
Direct merchant that acts as its own intermediary Multi-channel merchant • Catalogs, stores, and website – 269 million catalogs mailed in 2001 – 16 outlet and inlet stores in three countries – Website online in 1995, initially offering 100 products Today, every product in catalog sold online
Lands End
15 million web site visitors (1999) • $61 million in revenue • Considered world’s largest apparel website Known for customer service • First firm with 24/7 order taking & 800 number • Lands End Live (talk with personal shopper)
Lands End
Website also customer service oriented • • • • • Lands End My Personal Shopper (live chat) Online style advice Swim suit fitting Three-dimensional model Build an oxford shirt
Lands End
Online orders filled through catalog warehouse • • • Size of 16 football fields Sort 10,000 pieces per hour Ship 150,000 orders per day Example of CRM using a multi-channel model resulting in seamless customer experience
Customization
Mass customization: combines individual level information with flexible manufacturing processes • Web is efficient method of gathering information & inputting it into production Democracy of goods: technology can make available what used to be only for the very rich
Different types of customization
Adaptive : same basic product, users filter possibilities Cosmetic : standard product, presented differently Transparent : unique products without alerting customers Collaborative products : dialogue to articulate needs, identify offerings, & customize
Implication
Can personalize as a point of differentiation & create competitive advantage • • products & web sites become problem solving tools online banking industry example
Relationship Building Efforts
Communication techniques
Push communication techniques • direct, forced communication – email advertisements, banners/pop-ups, publicity Pull techniques • indirect, on-demand communication • more interactive – viral marketing efforts, sign up for newsletter, links Creates value for both parties
Communication goals
Create specific communication goals to build relationships sales/transactions dialogue/discussions research/gathering information service/disseminate information support/problem solving lead acquisition/new opportunities
Strategies Underlie these Goals
Marketers’ strategies lifetime customer value targeted messages -distribution efficiency customer dialogue Consumers’ strategies life savings & reward fewer irrelevant ones -wider availability seller responsiveness Involving consumers is important Adding value is key
Different Types of Relationships
One half of relationship involves creating value for customers by exceeding expectations Can market at different individual levels, focusing on: • • acquisition, development, or retention Can calculate potential ROI to figure out where best to focus efforts
Acquisition
Initial cost of bringing in a new customer Can be reduced with online activities Should answer 3 questions, which are enhanced with online activity: • what to say to the customer • • when to make contact how much to spend on communicating with each customer
Development
Expanding on share of customer • Additional business from current customers Rely on learning and personalization Match or build services to tastes Customize to individual • Bundling may occur • Trust & reliability become important
Retention
Focus on keeping business and loyalty of current customers Online enhancements can inexpensively support loyalty • • Include product support with original sale May want to subsidize retention, even if it is a short-term loss
Peppers & Rogers Group
13 offices around the world • From US to Turkey 400 annual seminars Coined term one-to-one marketing • Turned into CRM – Customer based business strategies – Know customer & use that information to increase ROI Case studies
Implementation: One-to-One Marketing
Focus on share of customer Communicate to customers as individuals • Initiate & maintain dialogues to learn – but marketers must be responsive Use the Internet & Databases to track, understand, & communicate with individuals • Differentiate customers, spend more on those who are more valuable
Implementation continued
Customer speak->marketer listen, make together • Customer makes offer to group of marketers, self-selection to create product Success is measured as lifetime value of a customer • Single customer, more products (share of customer)
Summary CRM steps
Identify & record customers Sort them by needs, ideally treat as individuals Interact with them effectively Record interactions Customize marketing offer Update information in databases Sell the same customers more products in future
Organizing a Marketing Department
Marketing department organization
Organized by: • geography (region) • product (product management) • • brands (brand management) customer – often used for e-commerce – executive view marketplace --broad understanding of full
Customer management
Specialization by customer portfolio Manager “owns” a group of customers and is responsible for their activity • customers are tracked & attempt is made to get greater “share of customer” Weakness is the range of knowledge needed for successful management
Databases & Data Mining
Operational Data Tools
Techniques marketers use to learn more about their own operations, competitors, and customers Includes: • databases • • cookies web analytics data warehouses server log files
Database
Collection of data structured for quick retrieval of pieces for analysis & application History – 1960s-how much your firm spent on advertising this year – 1980s-advertising dollars by state & year – 1990s-drill down to city/month/zip code – 2000s-predictive, based on past, what are we likely to spend in future? How will this affect sales?
Database
Benefits of use • Identify best/worst customers • • • • • Better target promotions to customers Help customers find what they need Establish two-way communication with customers Integrate data across business divisions Track competitors
Database
Marketing Data collected • Markets • • • • Segments Competitors Suppliers Partners
Data
Consumer data collected • Demographics, geodemographics • • • • Transaction histories Lifestyle Behaviors – clickstream, time spent on site Technical specifications – browser type
Databases
Marketers: suited for CRM activities • customer contact • • • • identify customers for special offers cross or up-selling tailoring advertising messages predicting purchase rates
Database Planning & Design
Usually done by IT department • Plan to decide what they want & where to get it from • Organized by files, records, & fields In-house database: build from company data Compiled database: buy from others who collect data
Double Click
Online advertising firm • Started in 1996 Purchased data warehouse firm Abacus in 1999 • Owns database with over 3.5 billion transaction from 90+ million US households – Largest proprietary buyer behavior database in US
Double Click’s Abacus
Abacus Database Products • B2C Alliance: consumer focused catalog & specialty retail marketers – Data from over 90 million households • B2B Alliance: direct response marketers – Data from over 75 million business contacts that are actively purchasing
Double Click’s Abacus
Abacus Database Products • Retail Solutions: specialty retailers who want to increase store traffic within a defined trade area – Highly targeted mailings for increased store sales • Data Management Solutions: customized solution for targeting “right” customers with “best” offer – Multichannel databases, cross channel measurement, data processing, and strategic/analytic services to assess your customers’ behaviors
Data Warehousing
Store houses for massive amounts of data
Data Mining
Software systematically sifts through databases looking for significant patterns & correlations Used to create predictive relationships • profile credit card purchases • • probability a customer will purchase $500 of goods from a catalog more than filtering, make predictions
Jiffy Lube
Began data warehouse project (1998) • Head of marketing, IT, Enterprise data manager Took 7 months to plan • Longer to load 35 million vehicle records • When Parent, Pennzoil, bought Quaker State added another 15 million records Used to profile most profitable customers • Target them with direct mail offers of services that match their interests
Privacy Sensitive Tools
Cookies: small data files automatically placed on a user’s browser by a web site’s server • used to track & gather information Bugs: electronic GIF images placed by 3rd party media & research companies • collects cookie information on more than one site
Privacy Sensitive Tools
Server Logs: plain text files that track web data • interpreted by reporting programs – user’s name, place requested, whether file was received or not, size of file, browser used, date/time of request, presence of firewall or not – traffic counters Web Analytics: collecting, organizing & analyzing data for marketing applications
Marketing Research
Overview of Marketing Research
Primary vs Secondary Research Qualitative vs Quantitative Methods Research process • state problem/question, develop plan, collect & organize data, analyze data, report results Traditional research moving online New methods developing for e-commerce
Methods Moving Online
Qualitative • Focus Groups Online • Interviews Quantitative • Surveys • • Reviews Simulations Brainstorming Chat Analysis Panels Conjoint analysis
Online Focus Groups
Earliest use documented in 1994 Outgrowth of chat room technology Originally limited to Internet topics Serious trade publication coverage began about 1998 Now used for wide variety of topics Researchers divided on applicability
Process
Determine target population Arrange technical resources & logistics Recruit sample Re-screen sample • Identity & Internet, computing ability & resources Conduct focus group(s) Prepare transcripts Generate analysis and reports
Demonstration
Advantages
Speed • Avg. turnaround time 5 business days – Transcripts available immediately – Analysis and reports generated sooner Cost savings • Travel • Focus group facility rental/catering • Transcription Access difficult-to-reach populations • Specific user groups
Advantages
Quality of Response • Less opportunity for only a few participants to dominate (potentially) • • • Inclusive: most respondents answer every question Anonymity increases participants' candor and interaction with moderator Private treatment of "sensitive" topics
Disadvantages
Online populations not representative No auditory and visual cues • Tone of voice, Facial expressions, Body language, Gestures, Group interactions Reliance on "emoticons” • , “JK” & “LOL” Participant Resources • Level of Internet experience, Typing/Writing skills, Quality of computer and software
Other Issues
Other Issues • Site security • • • • False identities Attention to topic vs. external stimuli Maximum of 6 respondents suggested Labor Intensive Still Experimental...
Measuring Effectiveness of Interactive Media
Began with Web Advertising
Measurement
Most Measures
tell cost effectiveness
• not tell if achieved desired effect Can refine media & creative choice in real time Hit & Stickiness were first widely accepted standards • • Found to be weak, but still used widely today Potential Industry Standard?
Hits
The number of files served from a page When a visitor requests a page & it is served, hits are the number of ads in the page • 3 banner ads, 1 graphic, 1 sponsorship--5 hits • • Fails to identify contact between ad & visitor Does not track what happens after page opens
Clicks
Click Through: when a visitor clicks on a banner ad, activates link, & goes to site – does not capture purchase information Click Rate: Percentage of times ad is clicked divided by number of times served – ad on Yahoo comes in front of a visitor 500 times, it is clicked 10 times, =2% click rate Conversion Rate: rate of those who click & buy (=buyers/viewers)
Impressions
Opportunity to see an ad/number of times available for viewing CPM--cost per thousand--pricing mechanism for ads • • vary for value of host site 2001 average CPM was $33/1,000 impressions Pages: Number of pages downloaded from a site (but visitor may not view each page)
Visitors
The total number of people who visit a web site in a period of time • If someone visits multiple times, each time is counted (duplication) Unique visitor: unduplicated number of people visiting in period of time • identified by cookies or IP Eyeballs: number of site visitors that see an ad
Stickiness
Stickiness: total impressions/month divided by unique visitors/month • captures attractiveness Other relevant terms: • Rate -- cost of placing ad – 2000, CPM for health & fitness $42.50 average – 2000, CPM for general news $37.47 average
Other relevant terms
Reach--Percentage of users visiting site and exposed at least once in campaign Frequency--number of times visitor is exposed in campaign Run--specified length of time an ad will run on a site • There are firms that specialize in these metrics
Usability Studies
An Emerging Technique
Usability
The measure of the quality of a user's experience when interacting with a product/system • Applies to a Web site, software application, mobile technology, or any user-operated device
Oops I shook the whole cabinet
My comp has gone Nuts!
Hey I am really confused
Its so clear!!!!
Importance
No manual for a Web site Large number of options Loss of sales - 50% of the potential sales from sites are lost because consumers cannot find what they want Loss of repeat visits - 40% of visitors do not return to a site when their first visit results in a negative experience
Goals for usability testing
Diagnosing problems Comparing alternatives Verifying that you have met goals • Elements: ease of learning, ease of use, memorability, error frequency/severity, subjective satisfaction
Steps in Usability Testing
Plan scope, issues, participants, location, budget Develop scenarios Recruit test participants Conduct usability testing Draw conclusions from results
Sample Test Contents
Do users complete a task successfully? If so, how fast do they do each task? Is that fast enough to satisfy them? What paths do they take in trying? Do those paths seem efficient enough to them? Where do they stumble?— What problems do they have?— Where do they get confused? What words or paths are they looking for that are not now on the site?
Use of the test results
Compile the data from all participants List the problems Sort the problems by priority and frequency Develop solutions • Get expert advice if the solutions are not obvious Fix the problems Test the revised version to ensure you made the right design decisions