Archive for July, 2006

Sam Decker New Frame of Reference: Value is in the Quality of the Co-creation Experience

July 31st, 2006 by Sam Decker Chief Marketing Officer

In this excerpt from "The Future of Competition" by C.K. Prahalad and Venkat Ramaswamy, there is a key paragraph:

If the consumer and the firm cocreate value, then the cocreation experience becomes the very basis of value. This suggests new capabilities for firms. Managers must attend to the quality of cocreation experiences, not just to the quality of the firm's products and processes. Quality depends on the infrastructure for interaction between companies and consumers, oriented around the capacity to create a variety of experiences. The firm must efficiently innovate "experience environments" that enable a diversity of cocreation experiences. It must build a flexible "experience network" that allows individuals to coconstruct and personalize their experiences. Eventually, the roles of the company and the consumer converge toward a unique cocreation experience, or an "experience of one."

In essence, when customers write reviews on your site, or any contribute user generated content alongside your brand, they are creating value for your company. Therefore, the quality of this experience determines the amount of value they contribute.

As such, I think we're on the right track with the level of customization, integration, and innovation into our platform. We're seeing high quality reviews across clients. Clients and we are benefiting from collaborating on product roadmap and and sharing best practices to create the highest quality experience for the most influential customers. This is exactly why I joined this Bazaar adventure — to learn and create world class strategies in this new paradigm of marketing. 

 

Sam Decker The World is Now Run by a Customer Ecosystem

July 29th, 2006 by Sam Decker Chief Marketing Officer

CRMGuru recently wrote a story that capture the pardigm shift in marketing. The title was "It's No Game: If You Want To Keep Up With Your Customer, You Have To Adapt to New Business Logic" by Paul Greenburg.

Here are a few choice quotes:

The time-weary business concept that the company, through its products and services, produces value, has finally incontrovertibly been replaced by the view of the customer as the core of value….

The world is now run by a customer ecosystem dominated by a personal value chain for each individual. And that, in turn, means that the value chain is not based on just one business and its extended partner and supplier network. It may take many enterprises and many extended value chains in orbit around the value chain of each customer. Why? Because the true business differentiator is the experience the customer has in his or her engagement with that business…

The gaming industry provides gamers with the source code and the tools to modify the games. In this way, the gamers, themselves, can personalize the experience. This "mod" community—for "modification"—is made up of people who have always treated the games as theirs, playing them and adapting them in such a way that they ultimately transform the original game into something entirely different.

The part I like about this is the recognition that customers now make up the ecosystem of the customer experience, and of your marketing. So, in essence, marketing becomes a practice of creating, feeding, and participating in this ecosystem. To the extent you can make your products, your company, your site experience theirs is the extent to which you have engaged customers today.

Wayne Stribling Perspective from the new Client Services VP – Wayne Stribling

July 28th, 2006 by Wayne Stribling Former VP of Client Services

I am very excited about joining the Bazaarvoice team as the VP of Client Services. Coming from a medium-sized software company that went public in 2003, Callidus Software, I was attracted by the impressive value that the Bazaarvoice solution delivers to clients and the market potential for this type of SaaS solution. While working at Callidus for over 5 years, I had the opportunity to manage a large worldwide team of Technical Support Engineers working at call centers in Sydney, London and Austin, as well as at various client sites, and a team of professional instructors/course developers that developed and delivered over 30 training courses.  Combined with my prior startup experience at InfoGlide Software and PACE Consulting, I have the ideal background to build a large, scalable Client Services organization for Bazaarvoice focused on successfully implementing new clients and providing the support and strategic services they expect.  One of my first tasks in this role has been to talk with our existing clients and gather feedback from them. The following unsolicited quote from the Director of Marketing at Burpee impressed me the most:

“…you guys are awesome…I wish I could have BV be my vendor for EVERYTHING!”

This tells me that Bazaarvoice not only has a great product, but that we are delivering outstanding service to our clients as well. The client services team is comprised of implementation engineers and project managers, community managers and content reviewers, all of whom are focused on client success and satisfaction.  They work very hard to exceed our client’s expectations, not just meet them.  And they are doing an excellent job.  The biggest challenge for us right now is keeping up with the fast pace of new sales and the increasing number of concurrent implementations. Keeping up with the demand is a good problem to have and we will continue to grow to handle this demand. After all our mission is to ensure rapid, successful implementation services along with value added support and strategic services that exceed our client’s expectations and result in loyal, lifelong clients.If you have any questions or suggestions for me, please feel free to contact me.

I look forward to being a part of the Bazaarvoice community!

Wayne

Brant Barton PETCO Drives Conversion & Shopping Convenience with Ratings-Powered Search

July 16th, 2006 by Brant Barton Co-Founder and Chief Innovation Officer

We recently completed a 12-week analysis of PETCO's site search feature, focusing in particular on the conversion performance of the Sort dropdown box, which allows online shoppers to refine search results using key merchandising criteria, including price, popularity, new, on sale, and last but not least, customer rating! 

Using Coremetrics online analytics, we found that the sort by customer rating tactic was the leading performer by a long shot, delivering 22% greater sales per unique visitor than the second best tactic on a same-session basis and 41% greater sales per visitor on a multi-session basis!  In summary, search shoppers that consult the collective wisdom of other PETCO.com customers to find products spend more dollars per individual than those that use more conventional means to find products, such as price or popularity.  

Do these numbers shock you?  Well, they shouldn't!  Shopping via site search is a huge time saver (and is widely known as an online conversion driver), but allowing shoppers to go one step further and refine search results by a specific preference delivers even greater convenience and relevance.  Sure, many bargain-minded shoppers will continue to refine search results by price (lowest to highest) or on sale items, but a growing number of consumers prefer to consult their peers before making a key purchase, especially one for a beloved pet and family member.  

How many times have you stood in an aisle or viewed a product online and thought to yourself, Is this thing really any good?  Instead of answering that question directly, PETCO is enabling their most passionate and loyal online customers to provide the  answers.  With each new product review (several thousand have been submitted since PETCO launched ratings and reviews), this collective body of customer expertise expands in size and influence, delivering greater marketing impact and ROI.

Congratulations to PETCO on these outstanding results and for leveraging a key site feature, search, to increase the reach and influence of customer ratings, bringing the voice of the customer to the forefront of the PETCO online experience.  

Brett Hurt The Long Tail’s Impact on Word of Mouth and eCommerce

July 8th, 2006 by Brett Hurt Founder and CEO

"The hierarchy of attention has inverted – credibility now rises from below.  MTV and Tower Records no longer decide who win.  You do."  – from "The Rise and Fall of the Hit" by Chris Anderson, Wired magazine, July, 2006

"The Long Tail" book coverChris Anderson's book, "The Long Tail: Why the Future of Business Is Selling Less of More", is finally out.  Anderson, the editor-in-chief of Wired (my favorite magazine), maintains a popular blog about the journey of researching the book.  The article cited above is based on it, and it's brilliant.  As I like to think about emerging trends in a historical context, here is my favorite excerpt:

  • "Before you shed too many tears for the declining hit, remember that the era of the blockbuster was an anomaly. Before the Industrial Revolution, culture was mostly local – niches were geographic. The economy was agrarian, which distributed populations as broadly as the land. Distance divided people, giving rise to such diversity as regional accents and folk music, and the lack of rapid transportation and communications limited the mixing of cultures and the propagation of ideas and trends."

When I came up with our company name, Bazaarvoice, I was inspired by The Cluetrain Manifesto and thinking about how word of mouth has always been the most powerful form of marketing.  Human nature hasn't changed; it isn't like we all woke up last year thinking, "We need to communicate with each other more".  What has changed is the ease of communicating in a globally-connected sense.  This has profound implications for word of mouth and is driving an explosion in consumer-generated content.  As Anderson writes, "the Internet's peer-to-peer architecture is optimized for a symmetrical traffic load, with as many senders as receivers and data transmissions spread out over geography and time".  For all of the wonder of the Internet, it may be the most wondrous medium of all due to its power to connect people like we used to be connected locally (before the advent of the one-way, controlled broadcast medium).

I would recommend that you read Anderson's article (I can't recommend his book yet as I haven't read it) and think about how it will change your business.  Here is how I think "the long tail" changes the world of retail and eCommerce:

  • More personalized products
  • More niche eCommerce opportunities with established and start-up businesses capitalizing on them
  • Faster product cycle times due to better and more accessible information from customers about what they like and don't like about the product
    • Product reviews will play a big role here; we are already seeing our clients make some pretty profound merchandising decisions based on our word of mouth analytics
  • Better customer service
    • Store reviews and customer reviews will also play a big role here
    • With more choice, tighter community, and a greater demand for niches, personalized service will become an even more important differentiator
  • Better multichannel integration
    • Buy online and pick up in store initiatives are just the beginning; REI is a good example (30% of all online purchases are picked up in their stores)
    • Retailers will have to leverage their use of channels to provide a better overall customer experience or risk losing them to niche businesses
    • Customer-centric, multichannel database and analytics opportunities will be a huge area of opportunity and frustration; RFID will only make this more complex
  • More private-label brands
    • JCPenney's ana line is a good recent example but there are many, many others
    • This bullet may be redundant with the second bullet as the reason these private labels are being launched is a combination of profit margin motives as well as focusing on attractive niches for revenue growth and differentiation
  • An entire discipline will evolve on creating products that drive word of mouth
    • I enjoyed Bryan Eisenberg's article on ClickZ this week and think that he and Roy Williams are on the right track here; Bryan cites three triggers – architectural, kinetic, and generous – and provides examples from our client's product reviews of these triggers driving five-star product satisfaction and word of mouth
    • This will lead to much tighter communication between retailers and their suppliers with product reviews being one of the most important sources of data for these conversations (obviously returns and sales being the two longest-adopted sources)
    • Members of the rapidly growing Word of Mouth Marketing Association will play a big role in this evolution

What am I missing from this list?  And how do you think it will change your business?

Two other important notes that are relevant to this post:

  1. In this same issue of Wired, I was happy to see "The Power of Peer Production" named as one of the six trends driving the global economy, by Chris Anderson no less.
  2. Speaking of hits, Bryan and Jeffrey Eisenberg's new book, "Waiting For Your Cat to Bark?", is out and has already been named to the New York Times, Wall Street Journal, and USA Today bestsellers list.  Here is the praise I wrote for the book when Bryan was nice enough to give me a preview copy:

    "The Web is a democratizing force as the world's largest global brain.  It educates everyone on the pros and cons of every product, service, and even person.  An educated person doesn't react well to the traditional art of manipulation that some marketers attempt to employ in their campaigns.  As a matter of fact, it makes them angry and defensive … like a cat backed into a corner.  No one understands this new world of marketing better than the Eisenbergs.  Waiting For Your Cat to Bark? is the marketing manifesto of our generation.  Read it, weep, and then go do something about it."

Brett Hurt Consumer-generated ads and GM (revisited at Supernova)

July 4th, 2006 by Brett Hurt Founder and CEO

Two Wednesdays ago, I had the pleasure of speaking at Supernova 2006 in San Francisco.  I led a discussion group on how large companies could improve their brand image/trust in today's hyperlinked, "always on", "the user is in control" (their words) world.  This was part of the "Engaged Markets: Conversations" track and Robert Scoble of Microsoft blogging fame was a co-presenter.  We talked a lot about how companies could really listen to customer conversations (i.e. word of mouth) in the world's first archived word-of-mouth format (i.e. the Web).  By listening, they could determine the real source of disstrust and implement specific tactics to improve their image, and then listen again.  Lather, rinse, repeat.  Or, rather, listen, implement, repeat.  Supernova photographer taking photo of Brett

However, the highlight of this conference was the panel discussion immediately following mine, named "Engaged Markets: Social Media" facilitated by Pete Blackshaw and Max Kalehoff of Neilsen BuzzMetrics.  Their panelists included Michael Wiley from General Motors and Curt Hecht from GM Planworks.  Michael is the Director of New Media at GM Communications and is responsible for launching the GM FastLane Blog, where Bob Lutz, GM's Vice Chairman, regularly blogs and gives GM a "more human feel".  Curt Hecht is Executive Vice President at GM Planworks, which handles all buying and planning for GM's more than $3 billion annual spend in advertising.

This blog post by Dan Farber at ZDNet does a great job of summarizing the highlights of the panel discussion.  I blogged about GM in April, hypothesizing that a revolutionary in their approach to advertising may be underway.  After hearing Michael and Curt talk, I am now confident that my hypothesis is more concrete.  These guys really get it.  Here are some of my favorite quotes from the panel (from the blog by Dan Farber):

  • In the context of the social media explosion, Michael Wiley, GM director of new media, didn't hold back. "The existing ad paradigm sucks, it's woefully inefficient. It takes huge dollars to create ads on TV that run for 30 or 60 seconds and give the consumer virtually no information," Wiley said. "The opportunity is to create relatively grassroots ads, six to eight minutes long that give an in-depth brand experience and are released online."
  • "Instead of GM producing ads online, we could use testimonials in existing online content as our advertising vehicles moving forward," [Michael Wiley] added.  "Why not serve those up instead of a contrived advertisement." 
  • Wiley also said a secret to GM's success is listening to conversations, including the negative comments. GM has blogs and comments on posts [that] frequently bash and criticize the company's products. "You need to be open to criticism and willing to [engage] detractors," Wiley said. "Businesses like GM need to fundamentally change the way they operate. Customer engagement and every customer's opinion counts is just beginning. For years and years you could keep the squeaky wheel happy…now they can talk to a millions of people. The process to change the way business is done is slow process…and still mostly old way of doing business that has been around for 40 years."
  • …the voice could be larger than the Wall Street Journal [in influencing purchase decisions]. We just need to find the brand advocates," [Curt Hecht said].
  • "We will continue to see the existing power structure subverted," Wiley said. "It's a period of upheaval, and I am confident it will just get better over the next few years," Wiley concluded.

Michael also talked about the effectiveness of their "Google Pontaic" campaign as well as their campaign to point shoppers to Edmunds to compare Chevrolet's features versus competitive models.  The goal here is to say to potential customers, "we know you don't trust us and consider us a stodgy old-world company – so here is some third party credibility that is easy for you to find and mostly consumer-generated" (that's my not so great paraphase, not his actual words).

It was also very interesting to see Ed Keller's groundbreaking research on the word of mouth "all-stars" (the most talked about brands in America in a net positive context).  Chevrolet was #5 on the list.  No other domestic car company was on the top-ten list.  GM is doing something right.

If this doesn't make the authors of "The Cluetrain Manifesto" smile, I'm not sure what would.  Actually, one of them was in the audience and I publicly thanked him for inadvertently helping me come up with the name for our company.  Unfortunately, I didn't see him smile back at me.  Maybe it was my comment about most domain names being taken!

Happy 4th of July and God bless America!      4th of July in Austin from SXSW Interactive

Brett Hurt Insightful Research on the ‘IM Generation’

July 3rd, 2006 by Brett Hurt Founder and CEO

Tony Perkins, founder of the AlwaysOn Network and Red Herring magazine, wrote a passionate and insightful three-part post on the "IM Generation" (i.e. IM as in the "Instant Messaging" Generation).  IMers were born between 1980 and 2000, and they follow the "PC Generation", which was led by entrepreneurs like Bill Gates, Steve Jobs, and Michael Dell.

While I believe that many Web 2.0 businesses are misguided by focusing on too small of an audience, Tony's post contains quite a bit of research that I found very interesting.  This is the largest and most influential generation of consumers to embrace the Web, and it would pay to think about how to reach them.  As Mary Meeker of Morgan Stanley said at Stanford Graduate School of Business last November, "Watch what the kids are doing – that is the future…" [this link is also chock full of great research that I often refer to].

Here are my favorite excerpts from Tony's post.  The implications the IM Generation will have on word-of-mouth marketing and multichannel retailing will be far reaching and disruptive:

  • Looking at the big picture, it's easy to see that the IM Generation has taken the baton from the geeks. The PC Generation made the PC into a tool commonly used to create and process documents and spreadsheets, the IMers added digital media sharing and communications to its core functions. Today, the entrepreneurs who create the devices, digital content, and Web publishing and communication services for this generation can win big. This is the bull's eye of the current market opportunity.
  • IMers have an active lifestyle; they use multiple means of connectivity at any given time. Their means of digital communication have expanded beyond the e-mail and Usenet messages of the PC Generation, and include text messaging and IM, group messaging on e-mail lists, conversing in chat rooms, posting blogs, Internet telephony, and using webcams to videochat. The Internet—and the mobile phone—also mean that communication between IMers has been transformed from "house-to-house" to the new "person-to-person" paradigm. While most phone calls are still between two people, e-mail and IM make it easy for many persons to communicate at once.
  • According to the Pew researchers, more than 57% of U.S. teens have created content for the Internet. This includes creating blogs, personal webpages, and sharing original artwork, photos, stories, or videos. Remixing existing online content into new "mashup" creations is also very popular. Content remixing is equally prevalent across genders, ages, and socioeconomic groups. And surprisingly enough, Pew researchers found that teens with dial-up and teens with broadband remix at comparable levels.
  • Teens also tend to blog and read blogs more than adults. Approximately four million kids between 12 and 17 years old, or 19%, have created their own blog, compared to 9% of 30-somethings. Nearly 40% of IMers report regularly visiting blogs, compared to just 27% of those aged 29 to 40. As a result, the IMers are more in the habit of relying on and trusting non-traditional (that is, non-Big Media, non-Big Entertainment) sources. About 62% of blog-reading teens say they only read blogs written by people they know.
  • IMers are more conditioned to tap into their network of friends for knowledge, insight, and opinion on products and entertainment and major life decisions. Peer-network influence is now the dominant factor in the lives of these young folks, which makes it challenging to market to this demographic.
  • According to the Energy BBDO's report "GenWorld: The new Generation of Global Teens", today's wired teens are resistant to traditional advertising messages, and more likely to be influenced by the people in their online networks.  The report does identify ways to speak to them without alienating them, but advises that marketers' potential strategies should include contacting these teens on their terms, in ways that let them communicate with each other and personalize what they receive. Open communication empowers this group and encourages optimism. This is why Rupert Murdoch's move to target 21-year-olds by building MySpace into a major portal seems viable.  Over time, it's likely that any brand that does not allow IMers to be openly interactive simply won't be trusted. Yet the consensus among marketing professionals is that popular brands are staying extremely relevant. If executed well, fashionable brands like Adidas and iPod can have the same connecting power with teens as a social network.
  • Kids not only taught us how to instant-message and how to program our mobile phones (and VCRs), but they're demonstrating that the "mobile PC" is the  new client/server model. Of the teens Pew surveyed, 45% have mobile phones. A third of them have text-message access and use their mobile phones to access websites and services. They also use their mobile phones to take and send photos, record and send messages complemented by graphics and video clips, and serve up other multimedia content.
  • The IMers benefit from today's technology being cheaper, more powerful, and easier to use than that of the PC Generation. Of those surveyed by Pew at the end of 2004, 51% of online teens said they downloaded music, compared to 25% of adults. Nearly one-third of online teens (versus just 18% of adults) said they downloaded videos. As for playing games online, 81% of U.S. teens do. That's about 17 million people, up an impressive 50% since 2000.
  • Psycho-graphically, many studies, including Energy BBDO's "GenWorld" study, find that teens aged 13–18 are very concerned about the world and their own future. These concerns have made them self-activists, creative, and highly adaptable to emerging technologies. These kids are also bound by common ethics and values, and they're incredibly loyal to each other. Some researchers are worried, however, that these new behavior patterns might encourage group-think, and are uneasy about to what extent this "wisdom of the crowd"-driven culture might suppress individuality.
  • Another encouraging observation is that, according to Pew researchers, IMers' most popular online activities include sharing self-authored content and working on webpages for others. They also regularly help adults do things online, which all reflects the open/sharing and loyal nature of the new generation.
  • One pervasive concern has been that the Internet robs people of in-person contact, leading to a disconnect with the real world. The assumption is that time spent online is at the expense of time with friends and family. But for today's teens, the opposite is true. Their time online is largely focused on maintaining, strengthening and creating relationships. It appears that Internet-time is almost exclusively drawing kids away from the relatively unsocial activities of watching TV and sleeping, instead of reducing their in-person time with friends and family.
  • IMers are comfortable using a variety of devices to search all forms of media and create and share content in ways that just weren't possible for their PC Generation predecessors. Today's online teens live in a world filled with user-generated, customized, and on-demand content, much of which is easily replicated, manipulated, and redistributed. The Internet and digital publishing technologies have given them the tools to create, remix, and share content on a scale previously only accessible to the conglomerate gatekeepers in broadcast, print, and music.

 

Sam Decker Keller Releases Americas Top Word of Mouth Brands

July 1st, 2006 by Sam Decker Chief Marketing Officer

Who's winning at word of mouth? On June 22 the Keller Fay Group announced America's most talked about brands:

  1. Toyota
  2. Wal-Mart
  3. Honda
  4. Apple / iPod
  5. Chevrolet
  6. Target
  7. Sony
  8. Home Depot
  9. BMW
  10. Verizon

The results are findings from Talk Track, a tracking and diagnostic tool to understand what consumers are talking about. What's interesting about this study and his methodology is it uncovers how people are talking about these brands. For example, what are people talking about with these brands:

Toyota: Quality, reliability and economy.
iPod:  Six in 10 conversations about iPod are about their brand marketing

Of course you can't complain to be either of these brands receiving positive word of mouth. However, which word of mouth would you rather have — focused on the product or focused on marketing?

Sam Decker Word of Mouth #1 Factor in Game Buying

July 1st, 2006 by Sam Decker Chief Marketing Officer

Frank N. Magid Associates released a study entitled "Improving Game Marketing: The Game Purchase Process From A Consumer's Point Of View" which was presented during this week's MI6: Marketing Interactive '06, the company outlined a series of fascinating results of an survey aimed at improving game marketing.

Overall, the survey found that 43 percent of hardcore PC game buyers and 41 percent of hardcore console game buyers had heard about their most recent game purchase six or more months ahead of time. Interestingly, the report also noted that 30 percent of males who participated heard about their game purchases six or more months in advance, while only 19 percent of females followed this same trend.

The report also noted that word of mouth from friends and family ranked as the number one factor in game buying decisions in all stages of purchase.