4.
$
object
process
Profit growth: increased purchases, referrals, reduced operating costs, price premium
Peppers, D., and Rogers, M. (2004) Managing customer relationships: a strategic framework.
John Wiley and Sons, Inc., USA
GOODS & SERVICES – Subcategories describing two types of products
Groonros, C. (1990) Service management and marketing: managing the moment of truth in service competition,
Lexington Books
$$$
$
7. customer
relationship management
Roberts-Witt, S.L. (2000) It's the customer, Stupid! PC Magazine, June 27, pp.IBIZ 6-22.
Crego, E.T., Schriffrin, P.D., and Albrecht, K. (1995) Customer-centered reengineering: remapping for total customer
value. Irwin Professional Publication.
Ang, L., and Buttle, F., (2002) ROI on CRM: a customer-journey approach, ANZMAC Annual Confernece, Melbourne
strategy
peo
ple
systems
customer
value
sales & mark
etingaccounting&technology
quality&productdeliverymana
gement,hr&financeproductd
evelopment
O
perational
Tactical
Strategi
c
8. Where is a Company on the
Customer Strategy Map?
ability to
interact with
customers
individually
customers
addressed
only by
'mass'
standard products tailored products
.
Mass relationship
Mass communication
Mass interaction
Mass distribution
Relationship
communication
interaction
distribution
using databases of
customers
1 to 1
relationship
communication
interaction
distribution
Niche
relationship
communication
interaction
distribution
Source Modified:
Peppers, D., and Rogers, M., (2004) Managing customer relationships: a strategic framework. John Wiley & Sons, Inc.
9. Understand the
customer
Analyse data in
real-time
Relate with the
customer
Communicate and
interact in now-time
and planned time
Know the customer
Collect real-time
data
'Seduce' the
customer
Meet customer
goals, build
engaging
relationships,
delight emotions all
the time
16. Reliable | Responsive | Competent | Accessible | Courteous | Communicative | Credible | Secure | Personal | Tangible
| Functional | Quality
Parasuraman, A., Zeithaml, V.A., & Berry, L.L. (1985) A conceptual model of service quality and its implications for
future research. Journal of Marketing, American Marketing Association.
efficiency
e
ffectiveness
timely accurate effortless usable
qualityreaponsiveaccessiblecommunic
ativesecurefunctionalreliablecompenten
tcourteouscrediblepersonaltangible
17. Source: Carpenter, H. (2010) How much of a relationship does your customers actually want? I'm not actually a geek.
Blog found at http://bhc3.wordpress.com/2010/08/03/how-much-of-a-relationship-do-your-customers-actually-want/
MAYBE CUSTOMERS ARE SHIFTING TOWARDS SELF SERVICE BECAUSE THEY DON'T WANT A RELATIONSHIP WITH COMPANIES
Dixon, M., and Ponomareff, L. (2010) Why customers don't want to talk to you. The Conversation. Online at
http://blogs.hbr.org/cs/2010/07/why_your_customers_dont_want_t.html. Last viewed 15 Oct, 2010.
NOW SOCIETY
Morton, M. [] “The Now Society”. Modular Building Institute. Online at http://www.modular.org/magazine/morton2.aspx
When Do Customers Want
a Relationship?
customer interest
in a relationship
complexity of the product or problem
efficiency,
simplicity,
convenience
episodic
interaction
events
complex ,
long term
interactions
18. We all want a
relationship but on
our own terms, in
our way and in our
own time...
fewer, closer,
longer
Galbraith, J.R. (2006) Desiging the customer-centric organization, CEO Telecon,22 February 2006 (Presentation online
at www-marschall.usc.edu/assets/005/5484.pdf.
23. interface &
interaction
screen
adapters
points
infrared reader
fingerprint reader
secondary devices
optical drives
hard disk
boards
bluetooth
memory
GPRS
USB
caseing
batteries
modem
chips
applications
& services
hardwarenetworks
navigation
m-commerce
e-money
graphic editors
email
SMS
music software
media
player
ringtone
screen saver
calendar
social networking
maps
Internet
file manager
games
any
time
anywh
ere
24. interface &
interaction
screen
adapters
points
infrared reader
fingerprint reader
secondary devices
optical drives
hard disk
boards
bluetooth
memory
GPRS
USB
caseing
batteries
modem
chips
applications
& services
hardwarenetworks
navigation
m-commerce
e-money
graphic editors
email
SMS
music software
media
player
ringtone
screen saver
calendar
social networking
maps
file manager
Internet
games
1G
3G
4G
3.5G
3G+
Dynamic Channel
Assignment
number
portability
CDMA
any
time
anywh
ere
25. interface &
interaction
screen
adapters
points
infrared reader
fingerprint reader
secondary devices
optical drives
hard disk
boards
bluetooth
memory
GPRS
USB
caseing
batteries
modem
chips
applications
& services
hardwarenetworks
navigation
m-commerce
e-money
graphic editors
email
SMS
music software
media
player
ringtone
screen saver
calendar
social networking
maps
file manager
Internet
games
1G
3G
4G
3.5G
3G+
Dynamic Channel
Assignment
number
portability
CDMA
caseing
buttons
slides
keys
keyboard
point
stylus
navigation
any
time
anywh
ere
26. interface &
interaction
screen
adapters
points
infrared reader
fingerprint reader
secondary devices
optical drives
hard disk
boards
bluetooth
memory
GPRS
USB
caseing
batteries
modem
chips
applications
& services
hardwarenetworks
navigation
m-commerce
e-money
graphic editors
email
SMS
music software
media
player
ringtone
screen saver
calendar
social networking
maps
file manager
Internet
games
1G
3G
4G
3.5G
3G+
Dynamic Channel
Assignment
number
portability
CDMA
caseing
buttons
slides
keys
keyboard
point
stylus
navigation
reliability
speed
s
ecurity
functio
nality
u
sability
any
time
anywh
ere
27. interface &
interaction
screen
adapters
points
infrared reader
fingerprint reader
secondary devices
optical drives
hard disk
boards
bluetooth
memory
GPRS
USB
caseing
batteries
modem
chips
applications
& services
hardwarenetworks
navigation
m-commerce
e-money
graphic editors
email
SMS
music software
media
player
ringtone
screen saver
calendar
social networking
maps
file manager
Internet
games
1G
3G
4G
3.5G
3G+
Dynamic Channel
Assignment
number
portability
CDMA
caseing
buttons
slides
keys
keyboard
point
stylus
navigation
reliability
speed
s
ecurity
functio
nality
u
sability
any
time
anywh
ere
psychological
goal
environmentactivity
location
expe
rtise
33. act
feel
think
sense
relate
Experiential Value Promise
Schmitt, B.H. (2003) Customer experience management: a revolutionary approach to connecting with your customers.
John Wiley and Sons, Ltd
Holistic Approach: whee all emtional elements stand as equal partners in an experience
Wright, P., Wallace, J., and McCarthy, J. 2008. Aesthetics and experience-centered design. ACM Trans. Comput.-Hum.
Interact. 15, 4, Article 18 (November 2008)
functional/
pragmatic
emotional/
hedonic/
experiential
[ affective ]
functionalsecure
communicative
accessible
responsive
quality
reliable
competent
courteous
credible
personal
tangible
timely
accurate
effortless
usable
utilityefficienteffectiveerrorfree
satisfaction
47. distinctive
unity
continuity
causal
power
unique distinctive
unity
continuity
causal
power
unique
SourceReceiver
Source Receiver
Information Intelligence News Notice Tiding(s) Idea(s) ...
Information Intelligence News Notice Tiding(s) Idea(s) ... values
emotions
values
emotions
Orientation Exploratory
Affective
Affective Stable Depenetration
SOCIAL PENETRATION THEORY
Altman, I. and Taylor, D. A. (1973) Social Penetration, New York: Holst, Rinehart, Winston
Altman, I., & Taylor, D. (1987). Communication in interpersonal relationships: Social Penetration Theory. In M. E. Roloff and G. R. Miller (Eds.),
Interpersonal processes: New directions in communication research, 257-277. Newbury Park, CA: Sage
49. distinctive
unity
continuity
causal
power
unique distinctive
unity
continuity
causal
power
unique
SourceReceiver
Source Receiver
Information Intelligence News Notice Tiding(s) Idea(s) ...
Information Intelligence News Notice Tiding(s) Idea(s) ... values
emotions
values
emotions
Orientation Exploratory
Affective
Affective Stable Depenetration
any
tim
e
anywhere
anytime
anywhere
e
nvironment
expertise
psychological
location
activit
y
goal
MERE EXPOSURE THEORY
Zajonc, R. B. (1968) Attitudinal effects of mere exposure, Journal of Personality and Social Psychology, 9, Monongraph supplement No. 2, Part 2
Sawyer, A. G. (1981). Repetition, cognitive responses and persuasion. In R. E. Petty, T. M. Ostrom and T. C. Brock (eds.), Cognitive responses in persuasion
(pp. 237-261). Hillsdale, NJ: Erlbaum.
Miller, R. L. (1976). Mere exposure, psychological reactance and attitude change. Journal of Abnormal and Social Psychology, 59, 1-9.
Kunst-Wilson, W. R. and Zajonc, R. B. (1980). Affective discrimination of stimuli that cannot be recognized. Science, 207, 557-558
............................Familiarity Through Exposure............................
50. distinctive
unity
continuity
causal
power
unique distinctive
unity
continuity
causal
power
unique
SourceReceiver
Source Receiver
Information Intelligence News Notice Tiding(s) Idea(s) ...
Information Intelligence News Notice Tiding(s) Idea(s) ... values
emotions
values
emotions
Orientation Exploratory
Affective
Affective Stable Depenetration
any
tim
e
anywhere
anytime
anywhere
e
nvironment
expertise
psychological
location
activit
y
goal
STIMULUS-VALUE-ROLE MODEL
Murstein, B.I. (1970) Stimulus-value-role: A theory of marital choice, Journal of Marriage and the Family 32, 465-81
............................Familiarity Through Exposure............................
.........Evaluation Through Stimulus (senses and emotions)..........
51. distinctive
unity
continuity
causal
power
unique distinctive
unity
continuity
causal
power
unique
SourceReceiver
Source Receiver
Information Intelligence News Notice Tiding(s) Idea(s) ...
Information Intelligence News Notice Tiding(s) Idea(s) ... values
emotions
values
emotions
Orientation Exploratory
Affective
Affective Stable Depenetration
any
tim
e
anywhere
anytime
anywhere
e
nvironment
expertise
psychological
location
activit
y
goal
STIMULUS-VALUE-ROLE MODEL
Murstein, B.I. (1970) Stimulus-value-role: A theory of marital choice, Journal of Marriage and the Family 32, 465-81
............................Familiarity Through Exposure............................
.........Evaluation Through Stimulus (senses and emotions)..........
Determine Capability & Friendship
52. distinctive
unity
continuity
causal
power
unique distinctive
unity
continuity
causal
power
unique
SourceReceiver
Source Receiver
Information Intelligence News Notice Tiding(s) Idea(s) ...
Information Intelligence News Notice Tiding(s) Idea(s) ... values
emotions
values
emotions
Orientation Exploratory
Affective
Affective Stable Depenetration
any
tim
e
anywhere
anytime
anywhere
e
nvironment
expertise
psychological
location
activit
y
goal
MERE EXPOSURE THEORY
- Zajonc, R. B. (1968) Attitudinal effects of mere exposure, Journal of Personality and Social Psychology, 9, Monongraph supplement
No. 2, Part 2.
............................Familiarity Through Exposure............................
.........Evaluation Through Stimulus (senses and emotions)..........
Determine Capability & Friendship
...........................Develop a Working Relationship...........................
53. distinctive
unity
continuity
causal
power
unique distinctive
unity
continuity
causal
power
unique
SourceReceiver
Source Receiver
Information Intelligence News Notice Tiding(s) Idea(s) ...
Information Intelligence News Notice Tiding(s) Idea(s) ... values
emotions
values
emotions
Orientation Exploratory
Affective
Affective Stable Depenetration
any
tim
e
anywhere
anytime
anywhere
e
nvironment
expertise
psychological
location
activit
y
goal
MERE EXPOSURE THEORY
- Zajonc, R. B. (1968) Attitudinal effects of mere exposure, Journal of Personality and Social Psychology, 9, Monongraph supplement
No. 2, Part 2.
............................Familiarity Through Exposure............................
.........Evaluation Through Stimulus (senses and emotions)..........
Determine Capability & Friendship
...........................Develop a Working Relationship...........................
............,,,,,,,,,,,,,,...............Like Through Familiarity..................,,,,,,,,,,,,,,,,,,,,,,.........
62. Who is the
mCRM
customer?
Are the
emotions
identified
appropriate
for
mCRM?
How much of
a relationship
does a
mCRM
customer
want?
Who owns
and ultimately
manages the
relationship?
How does
funology and
captology
relate within
mCRM?
Is seduction
an
appropriate
experience to
design for?
In various
contexts how
does the
relationship
model
change?
In comparison
with other
channels how
do relations
develop for
the mobile?
For the
mobile
medium
design to
inspire an
emotion from
the
customer?
Can we
design a
particular
emotion into
the mobile UI
eg make a
provocative
UI?
Can we
design this
relationship
through the
mobile
channel?
What are
appropriate
sales,
marketing
and service
apps?
Which
investigation
and
evaluation
methods are
appropriate?
We are in the most part turning into a more mobile generation: cars and other transport
Always connected via computers or mobile phones
However computers although wireless are not as mobile – easy to carry around, use on the go, etc.
Businesses operate by making money – from us their customers
Businesses operate by making money – from us their customers
Customer value is a customer's perceived preference for and evaluation of those product attributes, attribute performances, and consequences arising from use that facilitate (or block) achieving the customer's goals and purposes in use situations
Robert Woodruff, Customer value: the next souce for competitive advantage 1997
But it is perhaps a simplified view. In fact we all need a relationship with a company that provides us with services or products whether we choose to do it via self-service or human-service, via human contact or via technology: we can choose our own media but the level of interaction and communication and relationship building will depend on what our goals are
If it is something simple like buying chewing gum then how much of a relationship do we need to engage in
If it is something difficult like booking a tour or something where an ongoing relationship is beneficial eg banking or a clothing store or a supermarket then we will probably want a lot more of a relationship and want engage a lot more with the company
Everyone will differ regarding the channel (customer to mobile or customer to agent) and brevity but still a relationship must be had
We are in the most part turning into a more mobile generation: cars and other transport
Always connected via computers or mobile phones
However computers although wireless are not as mobile – easy to carry around, use on the go, etc.
We are in the most part turning into a more mobile generation: cars and other transport
Always connected via computers or mobile phones
However computers although wireless are not as mobile – easy to carry around, use on the go, etc.
Indeed mobile phones enable anytime, anywhere, anyplace communications
Sense Experience: sight, sound, touch, taste and smell
Perception sensation stimulation
Feel Experience: appeals to customer's inner feelings and emotions created through affective experiences that range from mildly positive moods linked to a brand to strong emotions of joy and pride
Think Experience: appeals to the intellect. Creates value for customers by engaging them creatively.
Act Experience: appeals to behaviours and lifestyles, creating values for customers by showing them alternative lifestyles or alternative ways of doing business
Relate Experience: social experiences. It creates value for the customer by providing social identity and sense of belonging.
Fun = Enjoyment
Fun = Pleasure
Play = Involvement through participation: all four quadrants but active immersion more than passive absorption
Rules and Adaption = Structure and Flow: around the concepts of relationship and communication but also user interface and user interaction; adapting to the rhythms the turns in the relationship
Goals = Motivation – what motivates the customer, what motivates the business?
Interactive = Doing: interacting, relating and communication; using products
Outcones and Feedback = Learning: learning about each other through the user interface and interaction
Ego gratification: building a relationship it is important the customer is gratified
Challenge (or conflict/competition/opposition) = Adrenaline: how can we challenge (or compete) through this relationship to engage the customer more
Problem solving = Creative: what is this in mCRM? Creativity through customer involvement means more immersion and more activity
Interaction = Socialness; cooperation; collaboration.
Emotion: emotion in design (physically seen in the design), design for emotion (response), design through emotion (before, during, after)
Distinctiveness – what distinguishes us – how we differentiate ourselves from others eg social identity and group loyalty. Sense of disctinctiveness leads to discrimination (Social Identify Theory by Tajfel and Turner)
Uniqueness – what makes us special that no one else can do
Causal power – when we put forth effort and succeed in accomplishing an intended action (Ansoff, Psychology of volition, 1993)
Continuity – is the sense of self when acting across diverse situations and across time, and it is a reference model guding behavioral choices. It comes from emory, biography and self-concept. (Sociologycentral.com, Self Identity)
Unity – acceptance of self and others, close relationships, sense of brotherhood
s
Play safe
Small talk
Cliches
Follow norms
Play safe
Small talk
Cliches
Follow norms
Start to reveal ourselves – sense of who we are
Personal attitudes about moderate topics
Maybe not the whole truth
Feeling our way
Private and personal
Personal idioms
Criticism and arguments
Intimicy
Plateau area
Personal sharing
Emotional reaction and prediction
Breakdown
Withdrawal
Termination
1. Who is the mCRM customer? What are the characteristics that need to be designed for?
2. How appropriate are the emotions identified for mCRM? There are a lot listed, but they are all related. I am not looking the change them necessarily.
3. How much of a relationship does an mCRM customer want? In which contexts? And how? Is the relationship model appropriate for mCRM? Again, not looking for acceptance just thoughts.
4. Who owns and manages the relationship at various points in the interaction? When? How does it happen? Why does it happen? What are the outcomes?
5. There is elements of persuasion here. I have deliberately gone down the path of funology because it brings in more of the participation through enjoyment. Captology is related. Have I got the approach right?
6. Is seducation ethical? Is it appropriate?
7. In different contexts of mCRM how do the emotions and relationship model differ?
8. How does the mobile channel affect this model and the relationships?
9. Can these emotions be designed INTO the user interface of the mobile channel?
10. Can the mobile channel help us design FOR these emotions – to inspire these emotions in the customer?
11. Can we use the mobile channel to design THROUGH the emotional process?
12. What mCRM – sales, marketing and support – are appropriate for this model and set of emotions?
13. What design and evaluation methods that account for experience and emotions are appropriate here, taken across the spectrum of formative and summative, subjective and objective, quantitative and qualitative?