"Its Just So 2.0 Out There" The 4Ps are Dead
This is a peek at the new world of marketing that customers are demanding. No longer a matter of corporate hype, smart marketers are the leaders of customer engagement and conversations with their customers. Social media are the tools
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- Slide 1: MAN! It’s Just So 2.0 Out There
The 5Cs, Not the 4Ps
By Paul Greenberg
President, The 56 Group, LLC
Chief Customer Officer, BPT Partners, LLC
Author: CRM at the Speed of Light
- Slide 2: The Business World Changed
BUSINESSWEEK, DECEMBER 19, 2005
"Companies used to focus on making new, better, or cheaper
products and services....Now the game is to create wonderful and
emotional experiences for consumers around whatever is being
sold. Its the experience that counts, not the product."
“People…want capabilities and options, not uniform products…
business is there to provide the tools.”
“The Knowledge Economy is giving way to the Creative
Economy...” (Knowledge has become a commodity so the
solution is to) "focus on innovation and design as the new
corporate core competencies."
- Slide 3: The Business World Changed
“NBC Universal announced sweeping cuts to its
television operations yesterday, demonstrating
just how far a once-unrivaled network must now
go to stay competitive with YouTube, social
networks, video games and other upstart media.”
– Washington Post, October 21, 2006
- Slide 4: The Business World Changed
It's official: YouTube and Verizon ink deal
Tuesday 11:50 AM|Cyrus Farivar|Engadget Mobile| |
Filed under: Handsets, Verizon Wireless
Well folks, we told you just over three weeks ago about "advanced talks" between Verizon and YouTube, and it looks like as of today, the two
lovebirds have just tied the knot officially. with their joint service will launch next month. However, there are a couple of points to take
stock of: first, it's exclusively on Verizon, which means it's going to run on V CAST -- costing you an extra $15 a month, that is, assuming
you have a V CAST-capable handset. (According to one analyst, Roger Entner, only about 10 percent of Verizon's 20 million users with such
phones have signed up for the service so far.) Second, Verizon's exclusivity is only going to be for "a short time," and it's more than
likely that T-Mobile, Sprint, Cingular and friends have already been knocking at YouTube's door. Third, as you probably know, YouTube is a
two-way street (you know, that whole "user-generated" thing we've been hearing so much about) and as such, Reuters is reporting that you'll
be able to post videos directly from your handset with the use of a "five-digit short code instead of an email address." Finally, the Mercury
News points out that you won't have access to all of YouTube, just what Verizon decides that you'll want via its proprietary YouTube channel.
So that means you can probably forget about catching episodes of "Ask A Ninja" on your bus ride home. Still, diluted YouTube is better than
no YouTube; we can almost hear thousands of freshly-bought VX9900s flipping open to check out the content already.
Read - Reuters
Read - San Jose Mercury News
Permalink | Email this | Comments
- Slide 5: The Business World Changed
Second Life Game Gets Virtual Phones
The accessories from YouNeverCall look and act like cell phones.
By Thomas Claburn
InformationWeek
Nov 28, 2006 06:53 PM
The communications revolution has gone virtual. YouNeverCall, an online mobile phone store, is making free virtual
cell phones available to Second Life residents.
"The virtual cell phones we are offering on Second Life are more than just a fun accessory," said Sam Michelson,
CEO of YouNeverCall, in a statement. "The cell phones let Second Life residents send and receive text messages,
as well as hold the virtual phone to their ear. They ring like real cell phones and, best of all, require no special
download."
Really, they're just a fun accessory — in a world where teleportation is an option, you don't need a telephone to
reach out and touch someone. But Second Life residents may find them compelling as a fashion statement, at least
until someone finds a way to dial into Second Life from real-world phones.
The YouNeverCall virtual kiosk in Second Life is located in the Alston region at coordinates 95, 58, 22.
- Slide 6: Characteristics of the Ecosystem
•
• Trusted sources
Web. 2.0 (or Business Web, or Live Web)
•
• CEM
User created content
• Co-creation of value • Voice of the customer
• Experience economy or support economy • Return on customer
•
• Customer value
Customer managed experiences
•
• Customer ecosystem
Authenticity
•
• Personal value chain
Transparency
•
• Service Oriented Architecture
Social networking
•
• On Demand
Social media
•
• Prosumer
Customer advocacy
• Fixed mobile convergence • Conversations, not marketing “spin”
• User communities • Social customer
• Experience mapping and design • Personalization
• Experiences as economic outputs • Services as a platform
- Slide 7: The Business World Changed
• Pre 90s
– Product/Demand driven
corporate ecosystem
• Separate demand and
supply chains
• Late 90s to nearly present
– Customer driven corporate
ecosystem
• The enterprise value chain
• Present
– Customer ecosystem
• 2006 - the “Era of the
Social Customer”
• Personal value chain
- Slide 8: Characteristics of the Ecosystem
• Generation C – Cross-generation (source: Springwise)
– C stands for:
• Content
• Connected
• Creative
• Collaborative
• Contextual
– Age is irrelevant to Gen C (except me – I’m getting OLD)
– Its nature and ease of information availability makes it empowered
- Slide 9: Characteristics of the Ecosystem
• Sea change in use of
technology
– Gen Y first generation to
spend more time on the
‘Net than watching TV
– Implications for
marketing staggering
• 40% of Gen Xers do
research online
• Only 10% of seniors
- Slide 10: Characteristics of the Ecosystem
• Phase 1 – The customer and vita passiva
– New definition of trusted source
• Carnegie Mellon study of Facebook participants
– Information available nearly instantaneously – either structured or
unstructured via the web (Google, Yahoo, MSN)
– On Demand software as a service (salesforce.com, etc.)
– Enterprise value chain supersedes siloed supply, demand &
support chains
– Link between lifestyle and business – consumers adopt “sexy”
content
- Slide 11: Characteristics of the Ecosystem
• Phase 2 – The customer and vita activa – Era of the Social
Customer
– Social networks as active participants in effecting change
(blogosphere, podcasting)
– Collaboration between company & customers to provide useful value
for each
– Personal value chain subsumes enterprise value chain
– Ubiquitous technologies leading platform
– The Live Web (Web 2.0) (MySpace, Facebook)
– Customer begin to include business as feature of life choice, not a
separate factor – user generated content becomes part of business
(salesforce.com AppExchange, Samsung open IP to engineers)
– The social customer is increasingly a mobile customer
- Slide 12: Characteristics of the Ecosystem
Each customer wants a personalized experience…
• They couldn’t care less if they are high value or low value
customers
– They don’t know if they are high or low value to you
– But you have to accommodate even low value customers because
of what they can do to you if you don’t
• But how do you begin to “know” millions of customers?
– First, understand how they interact with you at every point, in every
channel
• That means detailed mapping, not just surveys, etc.
– Ultimately, the tools for the customer to manage their own
experience are paramount
• Give them access to information that allows them to make
informed, empowering choices which thus, provide value
- Slide 13: Characteristics of the Ecosystem
• Satisfaction? Nah
– Tryptophan effect
– Less & less useful as we move along the 21st century timeline
• HBR – 65% of the customers surveyed who left a company
were satisfied when they left
• Same survey in automotive shows that with 90% satisfaction,
only 40% rebought
• Loyalty? Nope
– HBR Study – Loyalty/Profitability correlates Mediocre/Fair
– Brand loyalty becoming largely a myth, though still valuable in
context and can be misunderstood easily
• Oklahoma regional banks
• Hilton Hotels
• Advocacy – Yeah baby
– Net Promoter Score (Fred Reichheld, The Ultimate Question)
– Emotional metrics
- Slide 14: Characteristics of the Ecosystem
• Verbal terrorists are rising to new levels of activity
– Conventional, oft quoted research from companies like TARP say:
• Advocates will speak to between 5 and 9 people about what they love
• Verbal terrorists will speak to between 9-16 people
– Current reality is that a verbal terrorist can reach millions of people through
blogs, podcasts, and online communities.
• 2005 “Dell Hell” from “The Buzzmachine” - Study entitled “Measuring
the Influence of Bloggers on Corporate Reputations” (2005, Market
Sentinel, Onalytica, ImmediateFuture.com) found that
• Bloggers as a group were the second most influential group about Dell
service after Dell itself and had more impact than Dell on negative
customer service rather than positive customer service
• The Buzzmachine buzz penetrated the mainstream press.
– Second most frequent references to “Dell Hell’ story after
Buzzmachine was the NY Times.
- Slide 15: New Business Model
• Differentiators are no longer products & services
– Pretty much the same from company to company
• Key differentiator is the customer’s experience with the
company
– Provides a business value for the experience with the
products/services
– Comfort
– Convenience
– Simplicity
– Ubiquity
– Timeliness
– Contemporary technology use (e.g. mobile technologies, not
Oracle)
– Wow factor
– Customer feels sense of importance, self-control, ownership
- Slide 16: New Business Model
• 2007: year of web 2.0 for customer engagement
– cScape study
• 64% - joint online & offline experiences essential for
engagement
– BUT
• 84% haven’t moved far or even started mapping customer
experiences or even identifying customer touchpoints
– cScape study
• 95% - personalized experiences essential or useful for
engagement
• This goes beyond micro-segmenting
– BUT…
• 37% are providing no personalization at all
- Slide 17: Old School Irony…
What Does Your Organization View as the Principal Goals of CRM?
0% 10% 20% 30% 40% 50% 60% 70% 80%
Converting our customers
28%
into advocates
Delivering outstanding
customer experiences
40%
across all channels over
time
Extracting greater value
58%
from the customer
Building long term
relationships for us & the 71%
customer
0% 10% 20% 30% 40% 50% 60% 70% 80%
Source: BearingPoint/EIU, 2004
- Slide 18: Old School Irony…
• cScape study finds customer experience “major barriers” –
which are absurd given the other results
– From company respondents
• 66% - lack of resources & time
• 50% - disconnected systems & technologies
• 38% - lack of skills & training
• 37% - lack of finances
• 36% - lack of regular processes/suitable methodology
– From agency (marketing) respondents
• 49% - lack of boardroom buy-in (30% at company)
• 44% - problems with organizational culture (34% at company)
- Slide 19: Old School Irony…
To New Business Model?
• Introduction of “Web 2.0” business/marketing functions:
– User generated content
• 23% - using it already
• 42% - will use it in 2007
• 34 % - no plans
– Business blogs
• 17% - using it already
• 35% - will use it in 2007
• 48% - no plans
– Podcasts
• 18% - using it already
• 33% - will use it in 2007
• 49% - no plans
– Videocasts
• 17% - using it already
• 35% - will use it in 2007
• 48% - no plans
- Slide 20: The New Marketing Model
• Four Ps are done as a lead approach
– Product, Price, Promotion, Placement are ka-Put.
• No longer valuable to be thinking in those terms
• They are the terms of a world where value rested in the
products produced and the services provided
• Customer is object of sale, not subject of a relationship
• Because of things like the Cluetrain Manifesto, the perceptions of
marketing campaigns immediately calls up “hype”, “buzz”, “spin”, “b.s”,
“corporate shills” (in so many words), etc.
- Slide 21: The New Marketing Model
• The Cluetrain Manifesto: The End of Business As Usual
– Markets are conversations
– Markets consist of human beings, not demographic sectors
– Networked conversations are enabling powerful new forms of social
organization and knowledge exchange to emerge
– There are no secrets. The networked market knows more than
companies do about their own products. And whether the news is
good or bad, they tell everyone
– Already companies that speak in the language of the pitch…are no
longer speaking to anyone
– Most marketing programs are based on the fear that the market
might see what’s really going on in the company
- Slide 22: The New Marketing Model
• The Cluetrain Manifesto (Part II)
– Markets do not want to talk to flacks & hucksters. They want to
participate in the conversations going on behind the corporate wall
– We want access to your corporate information, to your plans &
strategies, your best thinking, your genuine knowledge. We will not
settle for the 4-color brochure, for websites chock-a-block with eye
candy but lacking any substance
– The jargon may impress your investors but it doesn’t impress us
and if you don’t, your investors will take a bath
– We are immune to advertising. Just forget it
– We’ve got some ideas for you too; some new tools we need, some
better service. Stuff we’d be willing to pay for. Got a minute?
– We want you to take 50 million of us as seriously as you take one
reporter from the Wall Street Journal
– When we’re not busy being your “target market” many of us are
your people….Speaking to the market is Marketing’s job
- Slide 23: The New Marketing Model
• Broken Marketing Logic
– Communicates mostly tangible value through attributes of the
product
– Focuses on transaction and exchange value
– Can't help but provide asymmetric Information (selective
communication of product value attributes to stimulate desired
customer response)
– Customers are viewed as passive objects of a sale or resources to
be acted upon and owned
– Aims to merely satisfy the customer through mixing the firms
marketing resources (4P's)
– Manipulates the language and systems of relationship marketing to
suit own ends
– Places primacy of firm over customer value
- Slide 24: The New Marketing Model
• New Marketing Logic
– Emphasizes engagement and exchange of intangibles such as skills,
knowledge and processes
– Provides "offerings" which generate experiences which create personalized
value
– Value & values are given, in return, value and values are received (CRM
#1)
– Moves into the customer sphere of "value-in-use" by assisting the customer
to derive value from multiple, ongoing interactions with the firm and its
products and services
– Focuses on assisting customer to achieve multiple experience desired
outcomes, which vary according to unique customer events and contexts
– Develops customer capabilities and makes knowledge the primary source of
competitive advantage
– Authenticity & story-telling are marketing mantras
– Aligns business partners and sales teams with the customer's view of value
– Creates mutual alignment and a blurring of roles between company and
customer and the co-creation of value
– Marketing shifts to centerstage as an holistic organizing process of value-
creation
- Slide 25: The New Marketing Model
• Because the model is built on trust, the reputation of the
company, not the message, becomes the brand
– That means, both the perception but also the actual quantified
assessment of the marketing practices as certified by third parties
(TRUSTe, etc.)
– The practical side would be an authenticated or accredited
message that is validated by the ISP or whoever is transmitting it.
• Marketing becomes the center point for engagement of the
customer
– Messages are not to be pushed at the customer about products
and services;
– Marketing uses the media tools that are available to engage the
customer
– But with authenticity (Walmart & Edelman screw-up)
- Slide 26: The New Marketing Model
• Authenticity and trust is what matters – more than “type” of
marketing
– Each of them is valid and potentially valuable as long as the
message is engaging & empowering for the customer
– Relationship Marketing
– Experiential Marketing
– Search Engine Marketing
– Email Marketing
- Slide 27: The New Marketing Tools
• Customer Analytics is changing
– The value of the data is in its use for insight
– Tendency to place too much importance on the data itself
• Sony did that once and lost $100,000,000 in less than 24 hours due to
a misplacement of goods because of their interpretation of data
associated with customer demand & geographic distribution
• Affected their stock price – dropped $3.00 that day
– Often focused around segmentation
• Now has to focus around microsegmentation
• Or even better, personalization
• Use of social tagging
• Gathering of data from user communities
- Slide 28: The New Marketing Tools
• Power of social networks
– Linked In – 10 million members
– MySpace – 106 million members
– Facebook – 12 million members
– ASmallWorld – exclusive membership for those who have social
networks
• Social networks as capital
– Self-created customer microsegmentation/personalization
- Slide 29: The New Marketing Tools
• Blogs (GM Fastlane, IBM 1200+, Engadget)
• Podcasts (Knowledge At Wharton, ESPN)
• Vlogs/Videocasts (Rocketboom)
• User Communities (Facilitated or Open) (Threadless)
• Social Networks (P&G Vocalpoint)
– Social Network analysis (Haystack)
• User created content (collaboration) (Second Life)
• Customer experience mapping and design (Me)
• New marketing techniques (viral marketing, etc.) (The Wise
Marketer)
• “Transparent Interaction” – (P&G working with customer to
promote innovations they can’t use by opening up their own IP
- Slide 30: Case Study: Proctor & Gamble
“We have to create a great experience every time you
touch the brand, and the design is a really big part of
creating the experience and the emotion. We try to
make a customer’s experience better, but better in her
terms.” – A.G. Lafley, CEO Proctor & Gamble
“I think its value that rules the world. There’s an awful
lot of evidence across an awful lot of categories that
consumers will pay more for better design, better
performance, better quality, better value and better
experiences.” – A.G. Lafley, CEO, Proctor & Gamble
- Slide 31: Case Study: Proctor & Gamble
• Focused around the co-creation of value and user
communities
– Sales/Marketing
• Vocalpoint – 600,000 moms
• Tremor – 225,000 teens
– Research
• Innovation Network – 80,000 scientists
• Technology entrepreneur networks
• Benefits?
– In 2001 – 20% of ideas, products, technologies external
– In 2004 – 35% of ideas, products, technologies external
– In 200X – 50% of ideas, products, technologies external
- Slide 32: Case Study: Proctor & Gamble
• Perhaps the most innovative company in the U.S. when it
comes to understanding of the benefits of customer
ecosystem
– They emphasize the “desired consumer experience” as their
primary design focus
• Taste, smell, feel of products – not just utility
– Connect & Develop program
• Moving technology and ideas between cross-functionally
– Crest Whitestrips involved oral care unit (whitening teeth),
corporate R & D (film technology), and fabric/home care
(bleach experts)
• Tie the effort to working with consumers too
– 50 technology entrepreneurs who scour for external
resources including customers
– Use of ethnographers to try to understand the activities of
individuals in the context of social anthropology
- Slide 33: Case Study: Proctor & Gamble
• Contemporary Marketing
– Secret Sparkle body spray products launched Feb. 2005
• Not campaign focused
• Blog SparkleBodySpray.com launched May 2005
– 12,000 visitors per week
– 25 minutes per visitor per visit
– Four teenage authors under identities of Vanilla, Tropical,
Peach, Rose (4 body spray names)
– Music, fashion, sports, dating, parties
– Interactive activities e.g. building dream date (choice of
males) that you can send to a friend
• Results?
– 0.8% of the $10.4 billion antiperspirant/deodorant market
by July 2005
– Do the math - $83 million in five months
- Slide 34: Case Study: Proctor & Gamble
"You're starting to see big advertisers pull money out of television,"
said Michael Goodman, a senior analyst at the Yankee Group.
"Proctor & Gamble announced...that they are pulling money out of TV
advertising because they felt they weren't getting enough bang for
their bucks, and they are looking at video games as a place where
they can."
- Slide 35: Case Study: Second Life
• Virtual World, Cyber economy
– Avatar-existence
• American Eagle
• Starwood Hotels
• Alcatel – VOIP
• Borough of Queens, NY
$354,558
• IBM
- Slide 36: Case Study: PC/Video Gaming
• Collaboration in value creation between customer & company
– Transparency where it never existed before
– The world of PC/Video Games is a prototype of this new model
= =
- Slide 37: Case Study: PC/Video Gaming
• Counterstrike 2004-2005
– 30,000 game servers
– 85,000 players at any given
second 24 X 7
– 4.5 billion minutes per month
played
– 18,000,000 retail units sold
– 88% of PC online market
– Documented best practices on
mod development using their
engine
(http://developer.valvesoftwa
re.com/wiki/Making_a_MOD)
- Slide 38: Case Study: PC/Video Gaming
• What does this mean for marketing?
– IDG – MI2006 Consumer Research Report
• 17% of gamers actually find official publisher game sites useful
• 70% of gamers get game specific info from forums, game fansites, and
third party news websites
– The concept of trusted source is now entirely different – and that includes
YOU folks
– In-game advertising
• By 2010, between $1.6 & 1.8 billion (source: Massive, Inc.)
• Yankee Group thinks $1 billion by that time
- Slide 39: Case Study: Threadless
• Custom T-Shirt Company
– User Community-focused
• Close to 400,000 members – all word of mouth
– User content creation
• Community members design the t-shirts
• Community members vote on their favorites
• Threadless produces them – 1000 – limited edition for each
winner
• Threadless shares the revenue with the designers
• Premium pricing
- Slide 40: Interesting Resources
• Adrants
– Creatives portfolios
• The Wise Marketer
• Chief Marketer
• Springwise
• 1to1 Magazine/Online
• B2B Magazine/Online
- Slide 41: THANK YOU
For further information:
Paul Greenberg
President, The 56 Group, LLC
Chief Customer Officer, BPT Partners
paul-greenberg3@comcast.net
703-551-2337
Blog: www.the56group.typepad.com
Podcast Feed:
www.the56group.typepad.com/route_56_podcast/rss.xml
BPT Partners website: http://www.bptpartners.com