Marketing & Technology - People Search Directory
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Transcript Marketing & Technology - People Search Directory
Electronic Commerce
BADM 561
Dr. Cara Peters
Stages in Marketing
1. Mass Production
2. Personal Selling
3. Branding
4. Customer Relationship Management
Marketing Trends
Production
Selling
Branding
CRM
Product
Single product
Few, Mass
Few, Mass
Many, Custom
Market size
Large as
possible
Regional
National,
Global
Global
Competitive
Tools
Manufacturing
Channels
Advertising
Technology
Does the Internet change
marketing?
Increased personalization of messages
Mass customization of products & prices
Using multiple channels of distribution
E-commerce: a production process that converts
digital inputs into value-added outputs through a set of
intermediaries
Modes of E-commerce
Communications:
Business process:
delivery of information
automation of business
transactions
Service:
maintenance of relationships
Transactions:
exchange products/services
Types of E-commerce
Intra-organizational e-commerce
• Called an intranet
• workgroup communications, electronic publishing,
sales force productivity
Inter-organizational e-commerce
• inventory, channel management, payment
management
• Existence of an extranet
The Internet
The world’s largest matrix of
interconnected computer networks.
Beginning of Computing
Abacus (Babylonia, 2500 BC)
Babbage:
first computing engine
– Circa 1800, computed Bernoulli numbers
Bryon: first computer programmer
– Circa 1800
Beginning of Computing
Hollerith: punch card system
– Analyzed 1880 census data
– Became IBM in 1924
ENIAC: World’s first large scale digital
computer
– Electronic Numerical Integrator Analyzer &
Computer
– University of Pennsylvania, 1945
– Prepared bombing tables for WWII
Beginning of the Internet
Non-commercial
• Military driven, Cold war fears
• Department of Defense
– ARPA (Advanced Research Projects Agency, 1958)
– Created ARPANet
– national nuclear-proof communication network
– Wide area, packet-switching, resource- sharing
communication network
Beginning of the Internet
Four University computer nodes were
linked for host-to-host data exchange
• UCLA, Stanford, UCSB, & Utah (1969)
• 15 nodes connected 23 universities, NASA, &
other facilities (1971)
National Science Foundation: working on a
high-speed network backbone
• NSFNet, major component of Internet (1986)
Beginning of the Internet
Initially banned commercial use
Led to development of an “Internet Culture”
Tomlin invented email (1971)
• ARAPNet contractor
• Became largest Internet service
• Driving growth among the masses
Beginning of the Internet
Transmission Control Protocol/Internet
Protocol standard became common
operating standard (1983)
Non-commercial restrictions removed
(1986)
• NSFNet backbone open to all users
• By 1987, number of Internet hosts 10,000+
Beginning of the Internet
Berners-Lee created a program that
created hypertext links (1991)
• Browser interface & beginning of the World
Wide Web
The web took off in the 1990s
• graphical user interface
• mix media (picture, sound, video, etc.)
• ripe for commercialization
Early Internet use
Early web sites lacked features which are
common today
Had to program in HTML code, compared to
today’s WYSIWIG format
Consumer fascination & commercialization
spurred growth of web
Advantages of Internet: Sharing
Openness
Low connection costs lead to sharing
Common standards
• Internet Protocol (IP)/Transmission Control
Protocol (TCP)
• Communication sending standards for the
Internet
Advantages cont: Ubiquity
Interactive & Dynamic
Networks are ever-present
• anywhere, anytime, any equipment
Value of a network increases with the
square of the number of participants
• Metcalfe’s law
• Suggests value of a network rises when more
people participate
Ubiquity continued
So, value depends on growth
Reach point of inflection or critical mass
Too much growth can be a negative
• presence of unwanted individuals
– too many who clog the system
– spammers
– crime
Advantages cont: Redundancy
Reliability
• decentralized, distributed networks with
multiple connections
Efficiency
• messages broken into packets with multiple
users on one phone connection
Scalability
• open standards, capability to grow the network
rapidly
Technology Behind the Internet
Digital underpinnings:
its properties &
information are strings of zeros/ones
• Bytes of information
Three factors give power to bytes
• Moore’s law
• Digital environments
• Convergence
Moore’s law
Describes falling cost of technology
Moore (Intel, 1965) noticed that engineers
kept packing circuits more closely
together
• miniaturization was about 30% smaller every
18months
• in fact, surface area needed for same number
of components was about half
Moore’s law
Each new generation of chip technology,
which has been released about every 18
months, can pack the same number of
elements into half the space
• smaller, cheaper yet more power
Critics:
law cannot continue
• separation becomes too small
Digital environments
Digital technology can create life-like
environments
Encyclopedic: store information
Procedural: follow programmed rules
Participatory: user choice, command, or
preference
Spatial: virtual space
The Power of Digital Environments
Digitization can change industries
• Adult entertainment
– These sites generate $2 Billion in sales
– Most profitable consumer sector on web
– Over 11 million sites come up when search “Porn”
– Yet few providers convey most of the content
– “Sex” is consistently the top term on search
engines
The Power of Digital Environments
Adult entertainment
• Preview to pay
– $25-40 per month for pictures & video
– High margins
• Upgrading sites for competition
– Reliable streaming video
• Increased customer service
– Credit cards, personal funds transfer, telephone
subscriptions
The Power of Digital Environments
Adult entertainment
• Playboy
• Danny’s hard drive
• Club Jenna dot com
• What will virtual reality bring about?
Convergence
Merging of industries, technologies, and
content which used to be separate
Computing, communications, & media
content coming together
– AOL/Time Warner Merger (Spring 2000)
– Cell phones
The Internet Does Have Problems
Breakdowns/Outages or Delays/Lags
Bandwidth: amount of data transmitted
through communication channel
• broadband, direct connection to National
Internet Backbone, large bandwidth
– Cable, DSL
• dial-up, indirect path through ISP, narrowbandwidth
Diffusion
How Innovations Spread
Throughout Society
Technology Diffusion Rates (US)*
Fax
Radio
Television
Personal Computer
Internet
*To reach 50 million people
75 years
38 years
13 years
16 years
5 years
Diffusion
A process by which an innovation is
communicated through certain channels
over time among members of a social
system
• social change
• spread
– diseases, products, ideas
– Similar pattern
Four Main Elements of Diffusion
Innovation
Communication
Time
Social system
Diffusion Networks
Opinion leadership
• Degree to which an individual is able
informally to influence other individual’s
attitudes/behavior with relative frequency
Adopters model and imitate
their peers’
behaviors
• follow other consumers & innovations spread
Diffusion networks
Consumers are linked by relationships and
communication
• both strong and weak ties
Eventually get a critical mass of adopters
• Point at which enough individuals have
adopted an innovation so further rate of
adoption is self-sustaining
Diffusion networks continued
S-shaped curve
• X axis: time/Y axis: rate of adoption
• Critical mass occurs at point of inflection in
curve
Marketers can build a critical mass
• target groups
• shape perceptions of innovation
• provide incentives
What affects rate of adoption
Relative advantage
• degree to which an innovation is perceived as
better than what it supercedes
Compatibility
• degree to which an innovation is perceived as
consistent with existing values, past
experiences, and needs of potential adopters
What affects rate of adoption?
Complexity
• degree to which an innovation is perceived as
relatively difficult to understand and use
Trialability
• degree to which an innovation may be
experimented with on a limited basis
What affects rate of adoption?
Observability
• degree to which the results of an innovation
are visible to others
Examples
Adopter Categories
Consumers can be categorized by their
innovativeness
Adopter category growth is related to the
spread of the innovation
Five common categories
• innovators, early adopters, early majority, late
majority, & laggards
Innovators
First group
2.5% of adopters
Venturesome
Obsessed with innovations
Gate keepers
Early Adopters
The second group
13.5% of adopters
Social and Localites
Integrated into social systems
Often opinion leaders
Early Majority
The third group
34% percent of adopters
Deliberate
Interact frequently with peers
Important link in diffusion process
• provide connections in network
Late Majority
The Fourth group
34% of adopters
Skeptical
Adoption may be economic necessity and
/or result of peer pressure
Adopt after most others
Laggards
Last 16% of adopters
Traditional
Almost no opinion leaders
Near isolates in social system
Suspicious of innovations & change
Some people never adopt
Other Technologies
Interactive kiosks, iTV,
& m-commerce
Interactive kiosks
Strategically placed in high-traffic areas of
stores
Information rich, “ultimate salesperson”
Low overhead, can provide incremental
sales
Acceptance of machines by consumers is
vital
Kiosks
Early tests of kiosks not successful
•
•
•
•
slow, broken, not updated, few graphics
misapplied content
lack of consumer interest
sales did not cover cost of machine
As problems have been addressed,
consumer acceptance has increased
• 151,000 used in 2001
Kiosks
Applicable to various industries
• 66% of Kiosks are in retail locations
– ATMs prepared consumers for kiosks
– Wedding or Baby Registry
– Record stores
• Service providers, Governments, & Schools
– Court houses and libraries
Interactive Television
Television with interactive content &
enhancements
• convergence of computer, telephone, & TV
Provides richer entertainment, interaction
& more information
– pertaining to shows, props and people involved
– programming can include richer graphics, links to
Web sites, communication with others, & ecommerce
iTV
Three forms:
set-top box-
2-screen TV
Mobile phone
• and to a lesser extent
PDA
iTV
Consumers get greater choice of content,
when they want to see it, & how to act on it
• video & information on demand
• interactive programming
• diverse communication & purchasing options
Control shifting to viewer
• more personalized, relevant content
Possible iTV features
Programming credits available
anytime
Trivia questions in real time
during show
Customized/localized
information (news/ weather)
Videoconferencing, distance
learning
Constant update across shows
Photo display services.
Home shopping (movies/CDs)
Communications (chat/email)
Interactive Entertainment
Guides
Surveys during a program
Information acquisition (retail
locations; details on a news
story; order a sample)
Interactive Game Shows
Interactive Sports (pick angle)
• gambling
iTV
Early tests did not materialize
• consumers would not fully use nor pay for the
service
– Initial target market: participants in interactive
services
– Use of PC & TV are different
PC/task oriented versus TV/socially
oriented
The Future of iTV
Consumers want additional facts
pertaining to programming, alternative
commentaries, & Web support
• enhancements to programming
27+ million US homes have iTV today
• To grow: must find those applications in which
benefits > costs
• Marketing research & product placement
Interactive telephone
In 1980s, marketers programmed phones to
do a number of marketing functions
– build databases, sell products, enhance image,
facilitate customer service, collect data
Now with the growth of cell phones, the
telephone has become part of mcommerce
M-commerce
Mobile or Wireless Commerce
• cell phones
• 110 million cell phone service subscribers
– In 2000, 5 million consumers used m-commerce
– By 2006, 85 million will use m-commerce
Growth due to needs outside the home
– Europe and Japan
M-commerce
Large profit potential, yet face challenges
•
•
•
•
narrow band-width
slow connections & roaming areas
signal blocks & security breaches
physical (carpal tunnel/eye strain/cancer)
Growth predicted among 10-24 year olds
• 50% will use m-commerce by 2006
Web Site Construction
Design & Content
Key Terms
• HTTP: hyper-text transfer protocol
– Standard for transferring files on web
• HTML: hyper-text mark-up language
–WYSIWYG
• Applets: application programs
embedded in web pages (JAVA)
Key Terms
• URL: uniform resource locator
– Web address that browser reads
• Portals: gateways to the web
– AOL, Netscape, Alfy
• Upfront: what site visitor sees
• Backend: Technology that supports
content
Development Considerations
•
•
•
•
•
•
•
Goals
Targets
Content
Size
Timing
Budget
Backend
Design
Various software can do this
• FrontPage, Dreamweaver, Netscape (free)
Free Web Hosting Sites
http://www.qsites.com/, http://www.50megs.com/,
http://www.angelfire.com/, http://www.bcity.com/,
http://www.cybercities.com/, http://www.freeservers.com/,
http://www.geocities.com/ , http://www.gurlpages.com/,
http://www.tripod.com/, http://www.webprovider.com/
Look at site across different browsers
Web Site Content
Study with designers & consumers
• optimal complexity level
– one logo on each page, few graphics
• design for lowest common technological
denominator
• should be a quick download (<7 second rule)
• key features on which to be competitive?
– Search, shopping cart, returns, quality photos,
contact information, FAQs, feedback options
Web Site Content
Other considerations
• Fresh content
• Most sites are text based
– information should be chunked
– teasers link to full text (NEW!)
• Simplicity is important
– generally no animation, blinking images, loud
colors, & blaring sounds
Web Site Content
Content should be based on goals of site &
why people are there
3-click rule: users should be able to get to
the reason they are there within 3-clicks
– not always realistic
• Some firms take content from other media &
move it online
• Copyright issues
Web Site Content
Front page should let consumer know what
the firm is about
Should contain:
– logo, contact information, navigation bar, &
appealing image representing enterprise and its
goals
• no scrolling on front page
• most important content on top 1/3 of screen
Design
Combination of aesthetics & usability
• detail, functionality, & creativity
A few advertising considerations:
• non-linearity of design
• most users do not read, may skim
• consistency
– adopt page model & use it throughout the site
– consider flow of page
Layout Issues
Layout & Design Tips online
• http://webmonkey.wired.com/webmonkey/
Considerations:
• Top Heading
• Typeface (Arial, Chicago, Courier, Times or Geneva)
– do not use ALL CAPS
• Left justify text (with exception of navigation bar)
• Small segments of text, chunk information, link into multiple
pages
• Use several small tables
More Layout Considerations
Colors
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•
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can be powerful communication tool
In 2001, study found most web sites were blue
darker background, lighter type
some color combinations hard to read & may vary
across screens
Links
• no page should dead end, all should link back to home
• should have operational front & back button on every
page
Graphics
Simplicity is best
• many features overdone, including page fadeins & flash
• consider small, appropriate graphics or
randomize graphics to display an array of
images & avoid clutter
• under construction signs are negative
• streaming audio/video notoriously slow
Privacy and Security important
66% of web users leave a site when asked
for personal information
21% give false information to gain access
Sites that have prominent privacy &
security statements are more sticky
Development Costs
Small-scale, B2C sites
• $20-$300 per page
Full-scale, B2B sites
• $65,000 for small site
• $250,000 for large site
Monthly maintenance fees of complex sites
• $2,500 for small sites
• $14,000 for large sites
Web Storyboarding
Design of text, content, and links to be
contained in a site
• Note cards
• PowerPoint
• Specialized software
Carolina-Gifts.com