Mobile

the effect of mobile retailing on consumer purchasing experiences

purpose

investigate consumer motivation to change their shopping behavior in the new mobile marketing context and develop understanding of this new consumer experience and how it might create value for mobile consumers

questions

to what extent is the new mobile scenario able to change consumers established shopping behavior?

what are the main drivers of new consumers shopping behavior?

How might the new mobile scenario create value for customers

Theoretical background

mobile marketing

technologies

sms

apps

Near field communication (NFC)

Quick response codes (QR)

information about a product that ca be accessed by scanning a code

Consumer acceptance

Its convenient and it saves time

click to edit

Mobile shopping marketing

introduction

mobile channel is growing at a tremendous pace

mobile adaptation is a global phenomena

Emergent markets in china and India

1/3 of mobiles world wide

four themes

the shopper

the employee

the organization

the mobile technology

motivation/goals

Shopping process

  1. evaluation consideration and choice

roles

incentives and employee related metrics

resource allocation and spending issues

convergence and wearables

traditional

new

shoppers can be segmented based upon typ of goal

goals

types

hedonic/experiemantal

social affiliation

utilitarian/functional

features

varying degree of conscious self awareness of what type of goals the shopper tries to satisfy

contextual offers

it can contextually prime other goals while the shopper is shopping

offer interactivity at the moment of truth

branded apps

exploiting the conflict between deal-proneness and immediate gratification

def

an online marketing model in which people are served with targeted advertising based on terms they search for or their recent browsing behavior.

dynamic tracking

mobile coupon

def

Pizza hut offering movie ticket prices if shoppers interact with their mobiles at a pizza hut

an electronic coupon delivered to a mobile phone, which can be exchanged for a financial discount or rebate when purchasing a product or service

privacy and intrusivness

branded apps

hard competition over use attention

important to balance all types of needs

deliver content satisfying all goals

  1. search and discovery

needs satisfied/activities by mobile

use apps

find directions/ store hours

compare prices

access promotional offers

find product information

find product reviews

make purchase

motivators to use mobile for shopping

drivers

primary

design implications for creating engagement

main value derived

self-service

end users designing and deploying their own reports and analyses within an approved and supported architecture and tools portfolio.

convenience and savings

other

the sense of immediacy

the sense of having everything accessible at oneĀ“s finger tips

desire clean, easy-to-use apps and sites

facilitate discovery and serendipity during pre-purchase process

important to provide a seamless and painless interaction and avoid information overload

porting website as an app is a bad idea

co creation of offerings

offerings/experiences

help design customized products using photo and video capabilities of phones

co create other part of 4P

adding value

shopping concierges

shopping avatars

suggests complementary products and accessories based on inventrory and prior tastes

browse the web

  1. post-purchase

adding value

marketers can continue to engage shoppers after purchase
through mobile-linked loyalty programs and customization tools.

shoppers use mobile to link social media to shopping. After purchase, shoppers can share their shopping experience with others.

in store sensors liked to apps on mobile devices may trigger location-specific interventions within the store, leading to more targeted and custamizable experiences

The immediacy of the mobile offers ideal opportunity for both frustrated and delighted shoppers to post their opinions before the experience fades from memory

mobile redefine the role of the employee

from being seen as a valued expert

consequences

feelings of threat, obsolescence, and possibly redundancy

possible sabotage

solutions

redefine employee roles so that employees embrace mobile, leading to improved shopping experience for both the shopper and the employee.

internal resistance

gamification

def

s the application of game-design elements and game principles in non-game contexts

employees need to be trained to work with mobile technologies and applications that shoppers might bring into the shopping space.

develop a learning orientation

be flexible and learn through experimentation at all levels

examples

spotify

organizational structure "Squads"

function like a start-ups

diversify risk by creating a partnering network

data related issues

oppertunities

track shoppers at different points during the shopping journey, enable automatic replenishment of products and permission-based personalization, and facilitate cross-channel and cross-category sales

threats

shoppers are worried about erosion of their privacy

what info are they willing to share?

what are the consequence of a boundary breach

use predictive models based on customer transaction and profile data to enhance shopper commitment and loyalty

wearable track sleep, heart rythym number of syeps etc this data can in the future be used to augment reality on premmision basis

emotion

location

sleep

health