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Master 
thesis 
An 
Exploration 
of 
Delivering 
Value 
through 
Mobile 
Apps 
by 
Mark 
Hoskam 
2013
2 
Abstract 
This 
study 
contributes 
to 
research 
on 
service 
quality 
and 
value 
delivery 
in 
the 
context 
of 
online 
and 
mobile 
services, 
with 
emphasis 
on 
services 
delivered 
through 
mobile 
apps 
(software 
applications 
for 
smartphones 
and 
tablets). 
It 
explores 
the 
delivering 
of 
value 
through 
mobile 
apps. 
First, 
existing 
theories 
are 
reviewed 
regarding 
value-­‐adding 
strategies, 
perceived 
value, 
customer 
satisfaction 
and 
customer 
loyalty. 
Second, 
based 
on 
Kano’s 
model 
for 
measuring 
perceived 
value, 
a 
questionnaire 
is 
conducted 
amongst 
customers 
of 
a 
Dutch 
mobile 
telephone 
and 
internet 
network 
provider, 
asking 
about 
their 
experiences 
with 
and 
attitudes 
towards 
mobile 
apps. 
Results 
reveal 
that 
different 
customer 
segments 
have 
different 
attitudes 
towards 
mobile 
apps, 
with 
a 
significant 
number 
of 
customers 
regarding 
a 
mobile 
app 
a 
must-­‐have 
element 
of 
the 
overall 
value 
proposition 
offered. 
Education, 
usage 
experience 
and 
user 
status 
are 
found 
to 
significantly 
influence 
a 
customer’s 
perceived 
value 
regarding 
a 
mobile 
app. 
First, 
higher 
educated 
customers 
regard 
an 
app 
more 
must-­‐have 
compared 
to 
lower 
educated 
customers. 
Second, 
the 
more 
smartphone 
and 
app 
experience 
a 
customer 
has, 
the 
more 
must-­‐have 
an 
app 
is 
perceived. 
Third, 
existing 
app 
users 
regard 
an 
app 
as 
must-­‐ 
have, 
while 
non-­‐users 
see 
an 
app 
as 
irrelevant. 
Fourth, 
on 
the 
app 
level, 
reliability 
was 
found 
to 
be 
a 
must-­‐have 
attribute 
amongst 
all 
customer 
segments, 
strongly 
determining 
the 
success 
or 
failure 
of 
an 
app. 
Finally, 
also 
on 
the 
app’s 
attributes 
level 
different 
customer 
segments 
are 
found 
to 
have 
different 
needs 
and 
expectations, 
with 
age 
and 
education 
as 
significant 
influencing 
factors.
3
4 
TABLE 
OF 
CONTENTS 
1. 
INTRODUCTION 
................................................................................................................... 
6 
1.1 
Background 
........................................................................................................................................ 
6 
1.1.1 
Customer 
service 
and 
competitive 
advantage 
.............................................................. 
6 
1.1.2 
Online 
as 
a 
service 
channel 
........................................................................................... 
7 
1.1.3 
Mobile 
as 
a 
service 
channel 
.......................................................................................... 
8 
1.1.4 
Smartphones, 
tablets, 
apps 
......................................................................................... 
10 
1.1.5 
Core 
vs. 
augmented 
product 
....................................................................................... 
12 
1.1.6 
Summary 
..................................................................................................................... 
13 
1.2 
Problem 
definition 
.......................................................................................................................... 
14 
1.3 
Theoretical 
relevance 
...................................................................................................................... 
15 
2. 
AIM 
AND 
OBJECTIVES 
........................................................................................................ 
16 
2.1 
Aim 
and 
objectives 
.......................................................................................................................... 
16 
2.2 
Research 
questions 
......................................................................................................................... 
16 
2.3 
Report 
structure 
.............................................................................................................................. 
16 
3. 
THEORETICAL 
FRAMEWORK 
.............................................................................................. 
18 
3.1 
Literature 
review 
............................................................................................................................. 
18 
3.1.1 
Value 
........................................................................................................................... 
18 
3.1.2 
Business 
vs. 
customer 
perspective 
............................................................................... 
20 
3.1.3 
Utilitarian 
vs. 
hedonic 
value 
........................................................................................ 
20 
3.1.4 
Dynamics 
of 
perceived 
value 
....................................................................................... 
24 
3.1.5 
Measuring 
perceived 
value 
......................................................................................... 
27 
3.1.7 
Conclusions 
on 
perceived 
value 
................................................................................... 
32 
3.2 
Definitions 
used 
for 
this 
study 
........................................................................................................ 
33 
3.2.1 
Perceived 
value 
........................................................................................................... 
33 
3.2.2 
Value 
proposition 
........................................................................................................ 
34 
3.2.3 
Mobile 
Service 
App 
...................................................................................................... 
34 
3.3 
Hypotheses 
...................................................................................................................................... 
34
5 
3.3.1 
Demographics 
............................................................................................................. 
35 
3.3.2 
Behavior: 
Usage 
experience 
and 
user 
status 
............................................................... 
36 
4. 
METHODOLOGY 
................................................................................................................ 
38 
4.1 
Objectives 
........................................................................................................................................ 
38 
4.2 
Research 
design 
............................................................................................................................... 
39 
4.3 
Sample 
strategy 
and 
sample 
size 
.................................................................................................... 
40 
4.4 
Data 
collection 
................................................................................................................................. 
40 
4.4.1 
Measuring 
the 
dynamics 
of 
perceived 
value: 
Kano’s 
measurement 
model 
................ 
40 
4.4.2 
Questionnaire 
.............................................................................................................. 
42 
5. 
ANALYSIS 
AND 
RESULTS 
.................................................................................................... 
47 
5.1 
Analysis 
of 
questionnaire 
data 
........................................................................................................ 
47 
5.2 
Characteristics 
of 
the 
sample 
.......................................................................................................... 
47 
5.3 
Demographics 
and 
perceived 
value 
................................................................................................ 
49 
5.4 
Behavioural 
characteristics 
and 
perceived 
value 
........................................................................... 
57 
5.5 
Main 
findings 
................................................................................................................................... 
60 
6. 
DISCUSSION 
AND 
CONCLUSIONS 
....................................................................................... 
62 
6.1 
Main 
conclusions 
............................................................................................................................. 
62 
6.2 
Reflection 
on 
Kano’s 
model 
for 
measuring 
perceived 
value 
.......................................................... 
65 
7. 
RECOMMENDATIONS 
........................................................................................................ 
67 
7.1 
Limitations 
and 
recommendations 
for 
future 
research 
................................................................. 
67 
7.2 
Managerial 
implications 
.................................................................................................................. 
68 
BIBLIOGRAPHY 
...................................................................................................................... 
71
1. 
INTRODUCTION 
In 
this 
chapter 
the 
background 
of 
the 
research 
is 
described, 
the 
problem 
definition 
is 
stated 
and 
the 
research’s 
theoretical 
relevance 
is 
explained. 
First, 
customer 
service 
and 
the 
importance 
of 
customer 
service 
as 
means 
for 
developing 
competitive 
advantage 
are 
stressed. 
Second, 
the 
development 
of 
online 
and 
mobile 
as 
service 
channels 
is 
explained. 
Third, 
the 
influence 
and 
evolution 
of 
smartphones, 
tablets 
and 
apps 
is 
described, 
with 
emphasis 
on 
the 
usage 
of 
smartphones, 
tablets 
and 
apps 
as 
a 
service 
channel. 
Fourth, 
the 
differences 
between 
core 
products 
and 
services 
and 
supporting 
services 
are 
given 
and 
described 
in 
the 
perspective 
of 
mobile 
app 
services. 
Finally, 
the 
problem 
on 
which 
this 
research 
focuses 
is 
defined 
and 
its 
theoretical 
relevance 
is 
explained. 
6 
1.1 
Background 
1.1.1 
Customer 
service 
and 
competitive 
advantage 
Over 
the 
last 
decades, 
customer 
service 
has 
become 
a 
key 
element 
of 
a 
company’s 
marketing 
mix. 
Especially 
for 
companies 
in 
high 
competitive 
and 
matured 
markets, 
were 
customer 
acquisition 
costs 
are 
often 
significantly 
higher 
than 
retention 
costs, 
resulting 
in 
defensive 
marketing 
strategies 
(Fornell 
and 
Wernerfelt 
1987; 
Mullins 
et 
al 
2010). 
Contrary 
to 
offensive 
marketing 
strategies, 
focusing 
on 
acquisition 
of 
new 
customers, 
defensive 
marketing 
is 
concerned 
with 
increasing 
retention 
of 
existing 
customers. 
It 
focuses 
on 
the 
creation 
of 
customer 
loyalty, 
long-­‐term 
relationships 
and 
sustainable 
profit. 
Companies 
in 
high 
competitive 
markets 
have 
shifted 
from 
a 
transactional 
focus 
towards 
a 
relational 
focus 
and 
have 
adopted 
relationship 
marketing 
as 
new 
strategy 
with 
customer 
satisfaction 
and 
customer 
loyalty 
as 
key 
performance 
indicators 
(Anderson 
et 
al, 
1994; 
Wilson 
et 
al, 
2012). 
As 
research 
has 
shown, 
‘service 
quality 
is 
almost 
always 
an 
important 
driver 
of 
customer 
satisfaction 
across 
all 
types 
of 
industries’ 
(Wilson 
et 
al, 
2012). 
Furthermore, 
several 
studies 
concluded 
that 
high 
quality 
customer 
service 
has 
direct 
positive 
effect 
on 
customer 
satisfaction 
and 
leads 
to 
customer 
loyalty 
and 
word-­‐of-­‐mouth 
in 
the 
long-­‐run 
(Anderson 
et 
al, 
1994; 
Kuo 
et 
al,
2009). 
Thus, 
offering 
high 
quality 
service 
in 
order 
to 
create 
satisfied 
customers 
provides 
businesses 
with 
both 
a 
retention 
incentive 
(loyalty) 
and 
an 
acquisition 
incentive 
(word-­‐ 
of-­‐mouth). 
Ultimately, 
creating 
highly 
satisfied 
customer 
through 
high 
quality 
customer 
service 
results 
in 
increased 
financial 
performance 
for 
businesses 
(Reichfeld, 
1990). 
Moreover, 
by 
offering 
high 
quality 
and 
unique 
customer 
service, 
companies 
can 
add 
value 
to 
their 
core 
product 
or 
service, 
enabling 
them 
to 
distinguish 
themselves 
from 
competition 
in 
these 
highly 
competitive 
markets 
(Riel 
et 
al, 
2004). 
As 
a 
result, 
companies 
have 
rapidly 
adopted 
the 
online 
and 
mobile 
channel 
as 
a 
means 
to 
deliver 
high 
quality 
and 
unique 
customer 
service, 
with 
mobile 
service 
applications 
(apps) 
as 
the 
latest 
phenomenon. 
7 
1.1.2 
Online 
as 
a 
service 
channel 
‘The 
service 
industry 
is 
one 
of 
the 
most 
natural 
avenues 
for 
e-­‐commerce 
because 
so 
much 
of 
the 
value 
in 
services 
is 
based 
on 
collecting, 
storing 
and 
exchanging 
information, 
something 
for 
which 
the 
Web 
is 
ideally 
suited’ 
(Laudon 
and 
Traver, 
2012). 
In 
this 
perspective, 
the 
Internet 
has 
been 
rapidly 
embraced 
by 
companies 
as 
a 
new 
channel 
to 
sell 
to 
and 
service 
their 
customers. 
Traditional 
companies 
started 
developing 
online 
extensions 
of 
their 
offline 
services 
like 
online 
shops 
and 
self-­‐care 
portals 
or 
even 
started 
creating 
new 
online 
services, 
adding 
value 
to 
the 
core 
product 
or 
service 
offered. 
A 
famous 
example 
of 
such 
a 
new 
and 
successful 
service 
is 
Apple’s 
iTunes 
Store. 
Next 
to 
traditional 
players 
adopting 
online, 
new 
pure 
player 
brands 
established 
themselves; 
companies 
which 
market, 
sell 
and 
service 
solely 
through 
the 
online 
channel. 
Some 
famous 
examples 
are 
Ebay 
(online 
auction), 
Amazon 
(online 
warehouse), 
Bol.com 
(online 
warehouse), 
Google 
(search 
engine), 
Facebook 
(social 
network), 
Spotify 
(streaming 
music) 
and 
Netflix 
(streaming 
movies 
and 
series). 
Both 
types 
of 
companies, 
the 
traditional 
and 
the 
pure 
players, 
are 
eager 
to 
harvest 
online 
customer 
servicing 
opportunities 
and 
to 
conduct 
their 
sales 
and 
service 
activities 
online 
as 
much 
as 
possible. 
Traditional 
banks 
like 
ABN 
Amro, 
employment 
agencies 
like 
Randstad 
and 
low-­‐
cost 
airlines 
like 
Ryanair 
have 
significantly 
reduced 
their 
physical 
service 
encounters 
and 
moved 
some 
of 
their 
primary 
service 
activities 
to 
the 
online 
channels; 
activities 
like 
checking 
your 
account 
balance, 
conducting 
financial 
transactions, 
applying 
for 
jobs 
and 
booking 
flights. 
Main 
reasons 
for 
this 
movement 
are 
the 
reduction 
of 
transaction 
costs 
and 
the 
improvement 
of 
margins, 
but 
also 
meeting 
up 
with 
changing 
customer 
preferences. 
From 
a 
business 
perspective, 
the 
online 
channel 
provides 
them 
with 
the 
opportunity 
to 
lower 
costs 
per 
customer 
interaction 
(Hughes, 
2005; 
Laudon 
and 
Traver, 
2012) 
and 
to 
extend 
market 
reach 
regionally, 
nationally, 
internationally 
or 
even 
globally, 
again 
at 
relative 
low 
cost 
(Hughes, 
2005). 
This 
in 
contrast 
to 
the 
pre-­‐Internet 
age, 
when 
companies 
had 
to 
sell 
and 
service 
customers 
through 
their 
expensive 
call 
centre 
and 
retail 
channels. 
Moreover, 
the 
online 
landscape 
offers 
companies 
the 
opportunity 
to 
meet 
the 
evolving 
customer 
behaviour 
and 
preferences. 
Customer’s 
usage 
of 
the 
internet 
during 
the 
purchase 
decision 
making 
process 
is 
increasing 
every 
year. 
Computers, 
tablets 
and 
smartphones 
are 
used 
to 
search 
for 
online 
information 
on 
products 
and 
services, 
to 
evaluate 
alternatives 
and 
to 
purchase 
online. 
In 
the 
post-­‐ 
purchase 
phase, 
social 
media 
platforms 
like 
Facebook 
and 
Twitter, 
comparison 
web 
sites 
like 
Kieskeurig.nl 
and 
forums 
like 
TripAdvisor 
are 
used 
for 
post-­‐purchase 
evaluation 
and 
to 
share 
user 
experiences 
of 
the 
bought 
product 
or 
service 
(Laudon 
and 
Traver, 
2012). 
The 
website 
of 
the 
company 
itself 
is 
primarily 
used 
to 
find 
information 
on 
post-­‐purchase 
questions 
and 
issues, 
to 
up-­‐ 
or 
downgrade 
subscriptions 
or 
to 
purchase 
additional 
products 
or 
services. 
In 
all 
these 
phases 
of 
the 
customer 
lifecycle, 
companies 
can 
add 
value 
by 
offering 
online 
services. 
8 
1.1.3 
Mobile 
as 
a 
service 
channel 
With 
emerging 
mobile 
enabling 
technologies 
like 
4G 
(high 
speed 
mobile 
networks) 
and 
NFC 
(near 
frequency 
communications), 
activities 
like 
high 
definition 
video 
calling 
and 
instant 
payment 
through 
mobile 
phones 
and 
tablets 
become 
available 
at 
our 
fingertips. 
In 
line 
with 
the 
rapid 
development 
of 
these 
mobile 
technologies, 
smartphone 
usage
and 
sales 
rates 
show 
fast 
and 
ongoing 
growth. 
In 
a 
relatively 
short 
period 
of 
time, 
mobile 
technology 
has 
penetrated 
significantly 
into 
society, 
capturing 
an 
entire 
age 
spectrum 
of 
subscribers, 
from 
school 
children 
to 
senior 
citizens 
(Boulos 
et 
al, 
2011). 
The 
introduction 
of 
the 
touch 
screen 
by 
Apple 
offered 
customers 
an 
easy 
to 
use 
graphical 
user 
interface 
and 
natural 
gesture 
control, 
which 
helped 
boosting 
smartphone 
ownership. 
As 
a 
result, 
smartphone 
sales 
have 
exceeded 
PC 
sales 
in 
2011 
(Canalys, 
2011) 
and 
in 
emerging 
markets 
like 
China 
and 
Africa, 
smartphone 
ownership 
already 
exceeds 
PC 
ownership 
(TNS 
Mobile 
Life, 
2013). 
In 
these 
emerging 
markets, 
mobile 
internet 
is 
often 
the 
only 
internet 
access 
method 
available, 
resulting 
in 
high 
mobile 
internet 
and 
smartphone 
penetration 
levels 
(ITU, 
2012). 
In 
the 
Netherlands, 
smartphone 
penetration 
passed 
the 
50% 
point 
and 
increased 
from 
42% 
to 
58% 
from 
2011 
to 
2012 
(Telecompaper, 
2012). 
The 
US 
is 
expected 
to 
pass 
the 
50% 
smartphone 
penetration 
point 
in 
2013 
and 
Western 
Europe 
in 
2014 
(eMarketer, 
2013). 
In 
addition, 
2.1 
billion 
consumers 
worldwide 
were 
actively 
using 
mobile 
internet 
subscriptions 
in 
2012. 
This 
is 
29,5% 
of 
the 
global 
population, 
with 
adoption 
rates 
varying 
from 
11% 
in 
Africa 
to 
67,5% 
in 
Europe. 
Mobile 
internet 
subscriptions 
have 
grown 
by 
40% 
annually 
over 
three 
years 
and 
already 
outnumber 
fixed 
internet 
connections 
by 
3 
to 
1 
(ITU, 
2012). 
Emerging 
mobile 
enabling 
technologies 
combined 
with 
the 
ongoing 
growth 
of 
smartphone 
and 
mobile 
internet 
penetration 
offer 
businesses 
new 
customer 
service 
opportunities 
based 
on 
mobile 
technology’s 
unique 
characteristics. 
According 
to 
Kleijnen 
et 
al 
(2007); 
‘M-­‐commerce 
is 
frequently 
regarded 
as 
an 
extension 
of 
e-­‐ 
commerce, 
while 
m-­‐commerce 
might 
also 
be 
regarded 
as 
a 
separate 
channel, 
because 
it 
can 
deliver 
a 
unique 
value 
proposition 
to 
customers 
through 
the 
technological 
differences 
it 
encompasses, 
including 
its 
communication 
mode 
and 
protocols 
and 
access 
devices.’ 
First, 
activities 
have 
become 
more 
flexible 
in 
terms 
of 
time 
and 
space 
as 
a 
result 
of 
mobile 
technology 
(Balasubramanian 
et 
al, 
2002). 
Since 
consumers 
experience 
utilitarian 
value 
from 
efficient 
and 
timely 
service 
delivery 
(Childers 
et 
al, 
2001), 
exploitation 
of 
these 
unique 
factors 
is 
expected 
to 
contribute 
positively 
to 
a 
customer’s 
service 
experience. 
Second, 
urgent 
and 
spontaneous 
customer 
needs 
can 
be 
9
serviced 
instantly 
as 
a 
result 
of 
these 
stretches 
in 
space 
and 
time 
(Anckar 
and 
D’Incau 
2002). 
Third, 
the 
mobile 
channel 
offers 
unique 
mobile 
learning 
opportunities 
through 
interfaces 
of 
voice, 
text, 
icons, 
pictures 
and 
videos 
(Aboelmaged 
2010). 
Fourth, 
the 
mobile 
technology 
significantly 
improves 
businesses’ 
contextual 
information 
on 
their 
customers 
as 
a 
result 
of 
built-­‐in 
Global 
Positioning 
System 
(GPS), 
enabling 
personalized 
mobile 
customer 
services 
(Bouwman 
2008). 
On 
the 
other 
hand, 
mobile 
technologies 
can 
also 
negatively 
impact 
a 
customer’s 
service 
experience 
due 
to 
‘cost’ 
or 
‘give’ 
factors. 
Two 
of 
these 
potential 
cost 
factors 
are 
customer’s 
perceived 
risk 
of 
using 
mobile 
technologies 
and 
cognitive 
efforts 
demanded 
from 
the 
customer 
(Kleijnen 
et 
al, 
2007). 
Cognitive 
effort 
in 
this 
case 
can 
also 
be 
translated 
as 
information 
search 
costs, 
the 
effort 
it 
asks 
from 
the 
customer 
to 
fulfill 
his 
information 
needs 
(Suoranta 
et 
al, 
2005). 
Thus, 
from 
one 
perspective 
, 
these 
unique 
features 
of 
mobile 
technology 
enable 
businesses 
to 
enhance 
their 
customer 
services. 
By 
offering 
their 
services 
through 
the 
mobile 
channel, 
businesses 
aim 
at 
creating 
added 
value 
for 
the 
customer 
and 
as 
a 
result, 
create 
competitive 
advantage. 
Although, 
the 
negative 
consumer 
beliefs 
regarding 
mobile 
technologies 
based 
on 
perceived 
risk 
and 
cognitive 
effort 
must 
not 
be 
overlooked. 
10 
1.1.4 
Smartphones, 
tablets, 
apps 
Smartphones, 
in 
contrast 
to 
feature 
phones, 
are 
phones 
which 
not 
only 
offer 
users 
voice 
and 
texting 
services 
(SMS), 
but 
which 
also 
enable 
mobile 
internet 
access, 
e-­‐ 
mailing, 
voice 
recording, 
music 
playing, 
photographing, 
GPS 
tracking 
(for 
navigation) 
and 
measurement 
of 
movements 
(speed, 
distance, 
height) 
through 
built-­‐in 
gyroscope 
techniques. 
Due 
to 
their 
powerful 
on-­‐board 
computing 
capability, 
capacious 
memories 
and 
large 
screens 
enabling 
these 
unique 
mobile 
functions, 
the 
latest 
generation 
of 
smartphones 
is 
increasingly 
seen 
as 
handheld 
computers 
instead 
of 
phones. 
They 
can
easily 
process 
tasks 
which 
formerly 
could 
only 
be 
processed 
by 
PC’s 
and 
laptops. 
An 
additional 
important 
characteristic 
distinguishing 
smartphones 
from 
feature 
phones 
is 
the 
ability 
to 
download 
and 
install 
mobile 
applications, 
otherwise 
known 
as 
apps 
(Dickinson 
et 
al, 
2012). 
Apps 
are 
tailor 
made 
software 
packages 
for 
smartphones 
which 
improve 
the 
delivery 
of 
mobile 
services 
by 
utilizing 
the 
unique 
features 
of 
a 
smartphone. 
The 
numbers 
of 
apps 
available 
and 
used 
and 
the 
general 
popularity 
of 
mobile 
apps 
has 
grown 
extensively 
over 
the 
past 
years, 
as 
a 
result 
of 
the 
rapid 
adoption 
of 
smartphones 
and 
tablets. 
Portio 
Research 
(2013): 
‘1.2 
billion 
people 
worldwide 
were 
using 
mobile 
apps 
at 
the 
end 
of 
2012. 
This 
is 
forecast 
to 
grow 
at 
a 
29.8 
percent 
each 
year, 
to 
reach 
4.4 
billion 
users 
by 
the 
end 
of 
2017. 
Much 
of 
this 
growth 
will 
come 
from 
Asia, 
which 
will 
account 
for 
almost 
half 
of 
app 
users 
in 
2017.’ 
In 
addition, 
Portio 
Research 
(2013) 
expects 
approximately 
82 
billion 
apps 
to 
be 
downloaded 
worldwide 
in 
2013, 
exceeding 
the 
point 
of 
200 
billion 
annual 
downloads 
by 
2017. 
Apple 
iTunes 
and 
Google 
Play 
are 
the 
world’s 
biggest 
and 
most 
famous 
app 
stores 
and 
both 
offer 
over 
800.000 
apps 
in 
their 
stores 
(Canalys 
2013). 
Some 
of 
the 
most 
popular 
apps 
to 
date 
are 
Facebook 
(social 
network), 
WhatsApp 
(instant 
messaging), 
Gmail 
(email 
client) 
and 
Google 
Maps 
(navigator). 
We 
can 
distinguish 
between 
B2B 
apps 
and 
B2C 
apps. 
B2B 
apps 
are 
concerned 
with 
internal 
business 
processes 
like 
customer 
relationship 
management 
(CRM), 
warehouse 
management 
and 
sales-­‐force 
management. 
B2C 
apps 
are 
aimed 
at 
consumers 
and 
can 
be 
categorized 
as 
content-­‐, 
marketing-­‐ 
or 
service 
oriented 
(Cortimiglia 
et 
al, 
2011). 
Content-­‐oriented 
apps 
fulfill 
individual 
needs 
for 
information, 
entertainment, 
communication, 
productivity, 
socialization 
and 
instant 
messaging. 
Marketing-­‐oriented 
apps 
are 
mostly 
used 
by 
companies 
for 
brand 
advertising 
or 
promotion. 
Service-­‐oriented 
apps 
offer 
users 
with 
self-­‐service 
functionalities 
like 
booking 
a 
flight, 
buying 
goods 
at 
an 
online 
shop 
or 
looking 
up 
current 
mobile 
data 
usage 
of 
the 
user’s 
mobile 
internet 
subscription. 
Smartphone 
and 
tablet 
users 
are 
using 
apps 
as 
a 
gateway 
to 
online 
services, 
as 
a 
fast 
and 
more 
convenient 
alternative 
to 
accessing 
these 
services 
through 
their 
(mobile) 
web 
browser 
(Xu 
et 
al, 
2011). 
11
12 
1.1.5 
Core 
vs. 
augmented 
product 
Like 
the 
Internet, 
smartphones 
and 
apps 
have 
changed 
the 
way 
in 
which 
customers 
interact 
with 
companies 
and 
created 
opportunities 
for 
companies 
to 
deliver 
enhanced 
or 
totally 
new 
services. 
Both 
companies 
offering 
products 
and 
companies 
offering 
services 
have 
adopted 
apps 
as 
a 
new 
channel 
to 
service 
their 
customers, 
next 
to 
their 
(mobile) 
website. 
Service 
companies 
like 
banks 
(f.e. 
ABN 
Amro, 
Rabobank) 
are 
offering 
mobile 
payment 
apps, 
telecom 
operators 
(f.e. 
KPN, 
Vodafone) 
and 
utility 
providers 
(f.e. 
Essent, 
Nuon) 
are 
offering 
self-­‐service 
and 
usage 
management 
portals 
and 
insurance 
companies 
(f.e. 
Interpolis) 
are 
offering 
self-­‐service 
portals. 
More 
product 
oriented 
companies 
like 
sports 
apparel 
manufacturer 
Nike 
and 
car 
manufacturer 
Volkswagen 
use 
apps 
also 
in 
the 
post-­‐purchase 
phase, 
offering 
self-­‐service 
functionality 
(f.e. 
Volkswagen’s 
Service 
app). 
Moreover, 
they 
use 
apps 
to 
deliver 
unique 
value 
added 
services 
like 
the 
Nike+ 
Running 
app. 
This 
app 
offers 
the 
users 
of 
Nike+ 
running 
shoes 
access 
to 
a 
unique 
social 
network 
for 
runners, 
enabling 
the 
user 
to 
track 
their 
own 
performance, 
set 
targets, 
monitor 
progress 
and 
set-­‐up 
running 
challenges 
with 
other 
Nike+ 
users. 
Looking 
at 
these 
examples 
from 
service 
and 
product 
companies 
using 
apps 
to 
deliver 
services 
to 
their 
customers, 
we 
can 
define 
these 
apps 
as 
peripheral 
services, 
forming 
the 
augmented 
product. 
The 
main 
purpose 
of 
these 
peripheral 
services 
is 
to 
increase 
the 
value 
of 
the 
total 
offer, 
they 
add 
value 
to 
the 
core 
product 
or 
service 
offered 
(Riel 
et 
al, 
2004). 
By 
adding 
more 
value 
to 
their 
core 
product, 
companies 
aim 
to 
improve 
customer 
satisfaction 
and 
thereby 
customer 
loyalty 
(Ravald 
and 
Gronroos, 
1996). 
Added 
value 
can 
be 
created 
by 
revolutionary 
or 
evolutionary 
means. 
An 
example 
of 
revolutionary 
added 
value 
is 
the 
Nike+ 
example. 
More 
evolutionary 
examples 
are 
the 
self-­‐service 
apps 
of 
banks 
and 
telecom 
operators, 
which 
in 
the 
basis 
are 
similar 
to 
the 
traditional 
services 
they 
offer, 
but 
digitalized. 
The 
purpose 
of 
peripheral 
services 
is 
to 
enhance 
the 
complete 
product 
offering. 
Peripheral 
services 
are 
often 
used 
to 
distinguish 
products 
and 
services 
in 
commodity 
or 
homogeneous 
markets, 
in 
which 
the 
core 
products 
and 
services 
of 
different 
brands 
look 
very 
familiar 
to 
each 
other.
According 
to 
research 
on 
value 
enhancing 
online 
services 
(Riel 
et 
al, 
2004), 
these 
peripheral 
services 
are 
only 
of 
value 
if 
customers 
find 
them 
useful 
and 
unique 
compared 
to 
alternatives. 
They 
state: 
‘Companies 
need 
to 
investigate 
what 
type 
of 
value 
they 
are 
currently 
creating, 
but 
also 
what 
type 
of 
value 
is 
lacking. 
Customers 
could 
be 
segmented 
according 
to 
the 
type 
of 
experienced 
value 
and 
services 
could 
be 
designed 
to 
increase 
the 
preference 
value 
of 
each 
segment.’ 
But, 
according 
to 
Ravald 
and 
Gronroos 
(1996): 
‘Far 
too 
many 
companies 
alienate 
themselves 
from 
the 
customers 
and 
the 
value 
added 
has 
consequently 
nothing 
to 
do 
with 
the 
actual 
needs 
of 
the 
customers’. 
In 
other 
words, 
companies 
seeking 
to 
increase 
customer 
satisfaction 
and 
customer 
loyalty 
by 
developing 
value 
added 
service 
often 
forget 
to 
put 
the 
customer’s 
needs 
central 
to 
the 
development 
of 
these 
services. 
If 
companies 
are 
planning 
to 
develop 
apps 
to 
create 
sustainable 
added 
value 
for 
their 
customers, 
they 
must 
first 
find 
out 
how 
their 
different 
customers 
are 
actually 
evaluating 
app 
services 
and 
how 
apps 
can 
add 
value 
to 
the 
core 
product 
or 
service 
offered 
from 
different 
customer 
perspectives. 
Additionally, 
when 
companies 
finally 
have 
decided 
to 
start 
developing 
an 
app 
service, 
they 
must 
understand 
the 
needs 
and 
preferences 
of 
the 
specific 
customer 
segment(s) 
regarding 
an 
app 
service 
in 
order 
to 
develop 
an 
app 
which 
is 
really 
adds 
value 
for 
the 
customer. 
13 
1.1.6 
Summary 
As 
a 
result 
of 
the 
rapid 
adoption 
of 
smartphones 
and 
tablets 
amongst 
customers 
and 
based 
on 
the 
unique 
based 
opportunities 
offered 
by 
mobile 
technology 
and 
apps, 
mobile 
commerce 
(m-­‐commerce) 
and 
mobile 
service 
(m-­‐service) 
have 
become 
the 
latest 
areas 
of 
business 
interest. 
The 
mobile 
channel 
is 
seen 
as 
a 
serious 
opportunity 
for 
businesses 
to 
create 
extra 
value 
for 
the 
customer 
and 
to 
reduce 
operational 
costs. 
Businesses 
have 
started 
adopting 
the 
mobile 
channel 
as 
an 
alternative 
or 
additional 
service 
channel 
next 
to 
their 
call 
centers, 
retail 
stores 
and 
websites. 
Examples 
are 
banks 
like 
Rabobank 
and 
ABN 
Amro 
and 
telecom 
providers 
like 
KPN. 
During 
the 
past 
decade,
banks 
started 
offering 
mobile 
banking 
services 
on 
its 
customers’ 
smartphones 
and 
tablet 
computers. 
This, 
as 
a 
more 
convenient 
alternative 
to 
their 
website 
based 
banking 
services. 
Telecom 
providers 
started 
self-­‐service 
environments 
offering 
mobile 
text-­‐ 
based 
chat 
solutions 
to 
their 
customers 
enabling 
instant 
contact 
with 
their 
service 
agents 
through 
a 
customer’s 
smartphone 
or 
tablet 
computer. 
Primary 
reasons 
for 
this 
movement 
are 
lower 
operational 
costs 
and 
to 
provide 
customers 
with 
a 
more 
convenient 
alternative 
to 
call 
center 
services. 
But, 
according 
to 
research 
by 
Riel 
et 
al 
(2004) 
on 
value 
enhancing 
online 
services, 
apps 
offering 
peripheral 
services 
are 
only 
valuable 
if 
customers 
find 
them 
useful 
and 
unique 
compared 
to 
alternatives. 
They 
state: 
‘Companies 
need 
to 
investigate 
what 
type 
of 
value 
they 
are 
currently 
creating, 
but 
also 
what 
type 
of 
value 
is 
lacking. 
Customers 
could 
be 
segmented 
according 
to 
the 
type 
of 
experienced 
value 
and 
services 
could 
be 
designed 
to 
increase 
the 
preferred 
value 
of 
each 
segment.’ 
14 
1.2 
Problem 
definition 
Customers 
are 
adopting 
smartphones 
and 
mobile 
apps 
rapidly 
(Boulos 
et 
al, 
2011; 
Canalys, 
2011) 
and 
companies 
are 
significantly 
increasing 
investments 
in 
mobile 
strategies 
(Forrester, 
2011) 
and 
are 
starting 
to 
develop 
apps 
to 
create 
added 
value. 
Costs 
of 
developing 
apps 
are 
significant, 
ranging 
between 
$ 
25.000 
and 
$ 
100.000 
per 
app 
for 
relative 
simple 
mobile 
functionalities 
increasing 
to 
$ 
100.000 
and 
more 
for 
complex 
mobile 
functionalities 
(BusinessNewsDaily, 
2013). 
Since 
customers 
are 
becoming 
more 
experienced 
with 
smartphones 
and 
apps 
and 
businesses 
are 
allocating 
significant 
amounts 
of 
resources 
to 
app 
development 
and 
maintenance, 
it 
has 
become 
important 
to 
increase 
the 
understanding 
of 
the 
value 
of 
an 
app 
within 
the 
total 
product 
or 
service 
package 
offered 
to 
the 
customer. 
Companies 
need 
to 
ask 
themselves; 
do 
our 
customers 
demand 
mobile 
app 
services, 
and 
if 
so, 
which 
problems 
do 
these 
app 
services 
need 
to 
solve 
and 
how 
important 
are 
these 
services 
compared 
to 
other
customer 
demands? 
Asking 
these 
questions 
helps 
a 
company 
to 
allocate 
its 
resources 
to 
the 
development 
of 
services 
which 
have 
high 
impact 
on 
customer 
satisfaction 
and 
loyalty. 
In 
addition, 
when 
companies 
are 
actually 
starting 
to 
developing 
an 
app, 
it 
is 
important 
to 
understand 
customer 
needs 
and 
preferences 
of 
the 
different 
user 
segments 
regarding 
apps 
and 
to 
develop 
apps 
accordingly. 
This, 
to 
ensure 
that 
the 
app 
really 
adds 
value 
for 
its 
users 
by 
fulfilling 
a 
need 
or 
solving 
a 
problem. 
Only 
when 
developed 
accordingly, 
a 
value 
added 
service 
app 
could 
help 
companies 
improve 
their 
customer 
satisfaction 
and 
loyalty 
levels. 
15 
1.3 
Theoretical 
relevance 
While 
service 
delivery 
in 
e-­‐commerce 
and 
e-­‐service 
context 
has 
been 
researched 
extensively, 
little 
scientific 
research 
seems 
to 
be 
conducted 
yet 
on 
service 
delivery 
in 
mobile 
commerce 
(m-­‐commerce) 
and 
mobile 
service 
(m-­‐service) 
environments. 
Especially, 
few 
studies 
have 
investigated 
the 
delivery 
of 
services 
through 
mobile 
applications 
(apps) 
on 
smartphones 
and 
tablets. 
As 
Riel 
et 
al 
(2004) 
already 
stated 
in 
their 
study 
on 
online 
support 
services: 
‘Next 
generation 
mobile 
phones 
are 
already 
opening 
up 
many 
new 
opportunities 
as 
a 
channel 
for 
online 
support 
and 
the 
value 
and 
enjoyment 
of 
receiving 
various 
supporting 
services 
through 
that 
channel 
should 
be 
investigated’. 
Therefore, 
this 
research 
project 
aims 
to 
increase 
the 
understanding 
of 
creating 
added 
value 
by 
developing 
mobile 
applications 
(apps) 
from 
the 
theoretical 
perspective 
of 
perceived 
value, 
customer 
satisfaction 
and 
customer 
loyalty 
and 
from 
the 
perspective 
of 
different 
customer 
segments 
having 
different 
needs, 
preferences 
and 
expectations.
2. 
AIM 
AND 
OBJECTIVES 
In 
this 
chapter 
the 
aim 
and 
objectives 
of 
this 
study 
are 
explained, 
the 
research 
questions 
are 
stated 
and 
the 
report’s 
structure 
is 
briefly 
explained. 
2.1 
Aim 
and 
objectives 
This 
research 
aims 
to 
increase 
the 
understanding 
of 
value 
creation 
through 
the 
development 
of 
mobile 
apps 
(applications 
on 
smartphones 
and 
tablets) 
from 
the 
theoretical 
perspective 
of 
perceived 
value, 
customer 
satisfaction 
and 
customer 
loyalty 
and 
from 
the 
perspective 
of 
different 
customer 
segments 
having 
different 
needs, 
preferences 
and 
expectations. 
First, 
its 
objective 
is 
to 
determine 
the 
perceived 
value 
of 
a 
mobile 
service 
app 
within 
the 
overall 
value 
proposition 
offered 
to 
the 
customer. 
Second, 
it 
aims 
to 
determine 
the 
key 
attributes 
of 
the 
app 
influencing 
its 
perceived 
value. 
16 
2.2 
Research 
questions 
• What 
is 
the 
value 
of 
a 
mobile 
service 
app 
within 
the 
overall 
value 
proposition 
offered 
to 
the 
customer, 
and 
how 
does 
the 
value 
differ 
between 
customer 
segments? 
• What 
are 
the 
key 
attributes 
to 
the 
app's 
perceived 
value, 
and 
how 
do 
these 
attributes 
differ 
between 
customer 
segments? 
2.3 
Report 
structure 
The 
paper 
is 
structured 
as 
follows. 
First, 
existing 
theories 
are 
reviewed 
regarding 
value-­‐ 
adding 
strategies, 
perceived 
value, 
customer 
satisfaction 
and 
customer 
loyalty. 
Additionally, 
the 
definitions 
of 
a 
value 
proposition, 
a 
mobile 
service 
app 
and 
perceived 
value 
are 
explained 
and 
a 
mobile 
app’s 
value 
attributes 
are 
described. 
Hypotheses 
are 
formulated 
and 
tested 
based 
on 
a 
customer 
survey 
amongst 
users 
of 
a 
smartphone 
service 
application 
(app). 
To 
conclude, 
results 
and 
findings 
will 
be 
discussed,
recommendations 
and 
managerial 
implications 
will 
be 
given 
and 
directions 
for 
future 
research 
are 
proposed. 
17
3. 
THEORETICAL 
FRAMEWORK 
In 
this 
chapter, 
we 
summarize 
existing 
theories 
and 
literature 
on 
value 
creation 
from 
a 
business 
perspective 
and 
perceived 
value 
from 
a 
customer 
perspective. 
Utilitarian 
and 
hedonistic 
value 
and 
their 
underlying 
drivers 
are 
described 
and 
the 
dynamics 
of 
perceived 
value 
are 
explained. 
In 
addition, 
we 
establish 
the 
definitions 
for 
perceived 
value, 
a 
value 
proposition 
and 
a 
mobile 
service 
app 
and 
describe 
the 
different 
measurement 
models 
available 
for 
measuring 
perceived 
value. 
Finally, 
the 
hypotheses 
are 
developed 
which 
must 
help 
in 
answering 
the 
main 
research 
questions. 
18 
3.1 
Literature 
review 
3.1.1 
Value 
Value 
is 
an 
important 
driver 
of 
relationship 
marketing 
and 
delivering 
superior 
customer 
value 
to 
customers 
is 
regarded 
an 
important 
competitive 
strategy. 
Companies 
are 
adding 
value 
to 
their 
products 
by 
improving 
product 
quality, 
developing 
and 
improving 
supporting 
services 
and 
by 
developing 
additional 
services 
enhancing 
the 
core 
product 
(Ravald 
and 
Gronroos, 
1996). 
In 
other 
words, 
they 
are 
trying 
to 
improve 
the 
total 
value 
proposition 
offered 
to 
the 
customer. 
This, 
in 
order 
to 
improve 
customer 
satisfaction 
with 
their 
products 
and 
to 
strengthen 
customer 
loyalty 
(Ravald 
and 
Gronroos, 
1996). 
Research 
by 
Cronin 
Jr. 
et 
al 
(2000) 
underline 
these 
cause 
and 
effect 
links 
between 
value, 
satisfaction 
and 
customers’ 
behavioral 
intentions 
‘loyalty’ 
and 
‘word-­‐of-­‐mouth’, 
as 
shown 
in 
figure 
1. 
They 
state 
that 
‘numerous 
studies 
have 
specified 
relationships 
between 
quality, 
value, 
satisfaction 
and 
consequences 
as 
customer 
loyalty, 
positive 
word-­‐of-­‐mouth 
and 
repurchase 
intentions’. 
Their 
research 
amongst 
six 
service 
industries 
has 
proven 
direct 
links 
between 
value, 
satisfaction 
and 
behavioral 
intentions. 
Value 
was 
found 
to 
be 
directly 
related 
to 
satisfaction 
and 
satisfaction 
directly 
related 
to 
the 
behavioral 
intentions 
of 
re-­‐purchasing 
and 
spreading 
positive 
word-­‐of-­‐mouth 
(Cronin 
Jr. 
et 
al, 
2000). 
In 
other 
words, 
by 
increasing 
value, 
companies 
can 
increase
satisfaction 
and 
increased 
value 
and 
satisfaction 
result 
in 
increased 
customer 
loyalty 
(Ravald 
and 
Gronroos, 
1996; 
Woodruff, 
1997; 
Cronin 
Jr. 
et 
al, 
2000). 
Figure 
1: 
The 
relationship 
between 
quality, 
value, 
satisfaction 
and 
loyalty 
(Cronin 
Jr. 
et 
al, 
2000) 
However, 
added 
value 
is 
only 
realized 
when 
customers 
perceive 
the 
improved 
or 
added 
product 
or 
service 
as 
important 
to 
solve 
their 
problem(s) 
or 
fulfill 
their 
need(s) 
and 
when 
it 
meets 
or 
exceeds 
their 
expectations 
(Riel 
et 
al, 
2004; 
Witell 
and 
Fundin, 
2005). 
In 
this 
perspective, 
Ravald 
and 
Gronroos 
(1996) 
define 
customer 
perceived 
value 
as 
the 
ratio 
between 
perceived 
benefits 
and 
perceived 
sacrifice. 
Benefits 
are 
perceived 
when 
a 
product 
or 
service 
fulfils 
the 
customer’s 
needs. 
Sacrifices 
are 
perceived 
when 
a 
customer 
has 
to 
pay 
in 
order 
to 
use 
the 
product 
or 
service 
(monetary 
sacrifices), 
when 
a 
customer 
has 
to 
invest 
time 
or 
effort 
in 
order 
the 
be 
able 
to 
use 
a 
product 
or 
service 
or 
when 
a 
customer 
perceives 
inconvenience 
or 
risk 
in 
using 
a 
product 
or 
service 
(non-­‐ 
monetary 
sacrifices) 
(Ravald 
and 
Gronroos, 
1996; 
Boksberger 
and 
Melsen, 
2011). 
When 
the 
ratio 
between 
perceived 
benefits 
and 
sacrifices 
is 
positive, 
this 
will 
result 
in 
customer 
satisfaction 
with 
the 
product 
or 
service 
(Ravald 
and 
Gronroos, 
1996). 
As 
such, 
perceived 
value 
is 
found 
to 
directly 
influence 
customer 
satisfaction 
(Woodruff, 
1997; 
Cronin 
Jr. 
et 
al, 
2000). 
In 
addition, 
previous 
research 
found 
that 
not 
only 
the 
perceived 
19
value 
of 
the 
total 
value 
proposition 
offered 
influences 
the 
customer’s 
satisfaction 
with 
a 
product 
or 
service, 
but 
also 
at 
attribute-­‐level 
customer 
satisfaction 
is 
influenced 
(Oliver, 
1993). 
Thus, 
when 
analyzing 
the 
customer’s 
perceived 
value 
of 
a 
product 
or 
service, 
it 
is 
important 
to 
focus 
on 
both 
the 
overall 
value 
proposition 
as 
well 
as 
on 
the 
specific 
attributes 
included 
in 
the 
value 
proposition. 
20 
3.1.2 
Business 
vs. 
customer 
perspective 
Since 
there 
is 
little 
consensus 
with 
regards 
to 
the 
definition 
and 
the 
concept 
of 
perceived 
value 
(Boksberger 
and 
Melsen, 
2011), 
it 
is 
important 
to 
establish 
a 
definition 
of 
perceived 
value 
which 
fits 
this 
study. 
Value 
literature 
(Zeithaml, 
1988; 
Ravald 
and 
Gronroos, 
1996; 
Kleijnen 
et 
al, 
2007, 
Boksberger 
and 
Melsen, 
2011) 
describes 
value 
from 
both 
a 
business 
and 
a 
customer 
perspective. 
The 
business’ 
value 
perspective 
is 
often 
concerned 
with 
a 
customer’s 
lifecycle 
value; 
the 
net 
worth 
of 
a 
customer 
from 
its 
acquisition 
phase, 
through 
its 
development 
and 
retention 
phases 
and 
finally, 
to 
its 
exit 
phase. 
The 
customer’s 
value 
perspective 
is 
often 
described 
by 
the 
utilitarian 
perspective 
of 
perceived 
value 
where 
perceived 
value 
is 
considered 
a 
trade-­‐off 
between 
a 
customer’s 
perceived 
benefits 
of 
using 
a 
product 
or 
service 
and 
the 
perceived 
sacrifices 
made 
to 
use 
the 
service 
(Boksberger 
and 
Melsen, 
2011). 
In 
line 
with 
the 
customer’s 
value 
perspective, 
Zeithaml 
(1988) 
states: 
‘Value 
is 
the 
customer’s 
overall 
assessment 
of 
the 
utility 
of 
a 
product 
based 
on 
perceptions 
of 
what 
is 
received 
and 
what 
is 
given.’ 
Sacrifices 
include 
monetary 
costs 
(purchase 
price, 
acquisition 
costs) 
and 
non-­‐monetary 
costs 
of 
a 
service, 
in 
which 
the 
factors 
‘time, 
effort, 
search 
costs, 
convenience 
and 
perceived 
risk 
are 
considered 
as 
non-­‐monetary 
sacrifices 
in 
value 
literature 
(Ravald 
and 
Gronroos, 
1996; 
Boksberger 
and 
Melsen, 
2011). 
3.1.3 
Utilitarian 
vs. 
hedonic 
value 
In 
literature 
on 
value 
we 
find 
two 
types 
of 
customer 
perceived 
value; 
utilitarian 
value 
and 
hedonic 
value 
(Kleijnen 
et 
al, 
2007). 
First, 
according 
to 
Kleijnen 
et 
al 
(2007),
utilitarian 
value 
is 
concerned 
with 
the 
goal 
of 
a 
customer 
of 
completing 
a 
task. 
When 
looking 
at 
literature 
on 
service 
quality, 
perceived 
value, 
customer 
satisfaction 
and 
customer 
loyalty 
in 
the 
perspective 
of 
online 
and 
mobile 
services, 
divisions 
of 
utilitarian 
value 
into 
different 
dimensions 
are 
made. 
Based 
on 
these 
existing 
studies, 
we 
propose 
a 
division 
of 
utilitarian 
value 
into 
the 
following 
five 
different 
utilitarian 
value 
dimensions; 
usefulness, 
ease 
of 
use, 
availability 
and 
speed, 
reliability, 
and 
support. 
An 
overview 
of 
these 
different 
utilitarian 
dimensions 
and 
its 
measurements 
is 
given 
in 
figure 
21 
2. 
As 
figure 
2 
shows, 
usefulness 
is 
regarded 
to 
as 
the 
functionality 
of 
the 
service 
as 
perceived 
by 
the 
user 
and 
is 
measured 
by 
the 
relevance 
of 
the 
service’s 
information 
and 
features, 
the 
service’s 
completeness, 
the 
frequency 
of 
updates, 
the 
actuality 
of 
information 
and 
the 
relative 
advantage 
of 
the 
service 
compared 
to 
alternatives 
(Choi 
et 
al, 
2008; 
Pura, 
2005; 
Sahadev 
and 
Purani, 
2008; 
Wu 
and 
Wang, 
2005; 
Yang 
et 
al, 
2003; 
Zhang 
and 
Von 
Dran, 
2002). 
Ease 
of 
use 
is 
concerned 
with 
the 
ease 
if 
using 
the 
service 
as 
perceived 
by 
the 
user 
and 
depend 
on 
the 
intuitiveness 
of 
operations 
(Aladwani 
and 
Palvia, 
2002; 
Bauer 
et 
al, 
2006; 
Choi 
et 
al, 
2008; 
Cyr 
et 
al, 
2006; 
Lee 
and 
Lin, 
2005; 
Pura, 
2005; 
Santos, 
2003; 
Wu 
and 
Wang, 
2005; 
Zhang 
and 
Von 
Dran, 
2002). 
Availability 
and 
speed 
describe 
the 
ease 
of 
access 
to 
the 
service 
as 
perceived 
by 
the 
user 
and 
depend 
on 
the 
availability 
and 
the 
response 
time 
of 
the 
service 
(Aladwani 
and 
Palvia, 
2002; 
Ancar 
and 
D'Incau, 
2003; 
Bauer 
et 
al, 
2006; 
Choi 
et 
al, 
2008; 
King 
and 
Liuo, 
2004; 
Lee 
and 
Lin, 
2005; 
Loiacono 
et 
al, 
2002; 
Parasuraman 
et 
al, 
2005; 
Pura, 
2005; 
Sahadev 
and 
Purani, 
2008; 
Yen 
and 
Lu, 
2008; 
Zhang 
and 
Von 
Dran 
2002). 
Reliability 
is 
about 
the 
trustworthiness 
of 
the 
service 
as 
perceived 
by 
the 
user 
and 
depends 
on 
the 
level 
of 
security 
included 
in 
the 
service 
(Aladwani 
and 
Palvia, 
2002; 
Bauer 
et 
al, 
2006; 
Choi 
et 
al, 
2008; 
Lee 
and 
Lin, 
2005; 
Lin 
and 
Wang, 
2006; 
Parasuraman 
et 
al, 
2005; 
Sahadev 
and 
Purani, 
2008; 
Santos, 
2003; 
San 
Martin 
Gutierrez 
et 
al, 
2012; 
Wu 
and 
Wang, 
2005; 
Yang 
et 
al, 
2003; 
Yen 
and 
Lu, 
2008; 
Zhang 
and 
Von 
Dran, 
2002). 
Support 
is 
concerned 
with 
the 
help 
provided 
by 
the 
system 
to 
the 
user, 
in 
order 
to 
complete 
the 
user’s 
task 
and 
depends 
on 
the 
availability 
of 
a 
friendly 
user 
manual 
and 
service 
supporting 
personnel 
(Bauer 
et 
al, 
2006; 
Parasuraman 
et 
al, 
2005; 
Santos, 
2003; 
Yen 
and 
Lu, 
2008).
Second, 
according 
to 
Kleijnen 
et 
al 
(2007), 
hedonic 
value 
is 
concerned 
with 
emotional 
involvement, 
the 
extent 
to 
which 
the 
user 
becomes 
emotionally 
involved 
through 
interacting 
with 
a 
product 
or 
service. 
When 
looking 
at 
literature 
on 
service 
quality, 
perceived 
value, 
customer 
satisfaction 
and 
customer 
loyalty 
in 
the 
perspective 
of 
online 
and 
mobile 
services, 
divisions 
of 
hedonistic 
value 
into 
different 
measures 
are 
made. 
An 
overview 
of 
these 
measurements 
can 
be 
found 
in 
22 
figure 
2. 
As 
figure 
2 
shows, 
we 
propose 
hedonistic 
value 
to 
depend 
on 
a 
user’s 
emotional 
involvement 
which 
depends 
on 
the 
measurements 
fun 
of 
using 
a 
service, 
visual 
appeal 
of 
a 
service 
and 
innovativeness 
of 
a 
service 
(Bauer 
et 
al, 
2006; 
Cyr 
et 
al, 
2006; 
King 
and 
Liuo, 
2004; 
Lee 
and 
Lin, 
2005; 
Loiacono 
et 
al, 
2002; 
Pura, 
2005; 
Zhang 
and 
Von 
Dran 
2002).
23
Figure 
2: 
Value 
attributes 
of 
a 
service 
mobile 
app 
24 
3.1.4 
Dynamics 
of 
perceived 
value 
Existing 
theories 
on 
perceived 
value 
(Zeithaml, 
1988; 
Webster, 
1989; 
Ravald 
and 
Gronroos, 
1996; 
Mittal 
and 
Katrichis, 
2000; 
Kano, 
2001; 
Witell 
and 
Fundin, 
2005; 
Zhao 
and 
Dholakia, 
2009; 
Kim 
and 
Hwang, 
2012) 
state 
that 
perceived 
value 
has 
a 
dynamic 
nature 
and 
is 
influenced 
by 
demographic 
variables 
(f.e. 
age 
and 
education), 
psychographic 
variables 
(f.e. 
social 
class 
and 
lifestyle) 
and 
behavioral 
variables 
(f.e. 
user 
experience 
and 
user 
status). 
The 
following 
paragraph 
covers 
existing 
literature 
on 
this 
dynamic 
nature 
of 
perceived 
value. 
Demographics 
Zeithaml 
(1988) 
studied 
consumer’ 
perceptions 
of 
value 
and 
found 
that 
perceived 
value 
is 
subjective 
and 
individual 
and 
therefore 
varies 
amongst 
customers 
and 
customer 
segments. 
Ravald 
and 
Gronroos 
(1996) 
suggest 
these 
differences 
are 
a 
result 
of 
different 
personal 
values, 
needs 
and 
preferences. 
This, 
in 
line 
with 
previous 
studies 
on 
service 
quality 
which 
have 
shown 
demographics 
are 
influencing 
service 
quality 
expectations 
(Webster, 
1998; 
Kim 
and 
Hwang, 
2012). 
Webster 
(1989) 
studied 
whether 
customers 
could 
be 
segmented 
based 
on 
their 
service 
quality 
expectations. 
Based 
on 
this 
study, 
it 
can 
be 
concluded 
that 
customers 
can 
be 
segmented 
into 
different 
categories 
of 
service 
needs, 
based 
on 
demographic 
variables 
like 
age 
and 
education. 
In 
a 
mobile 
specific 
context, 
Kim 
and 
Hwang 
(2012) 
studied 
the 
effect 
of 
mobile 
consumers’ 
value 
tendency 
on 
their 
perception 
of 
mobile 
internet 
service 
quality. 
Consumers 
can 
have 
a 
more 
hedonistic 
value 
tendency 
(pleasure-­‐oriented) 
or 
a 
more 
utilitarian 
value 
tendency 
(productivity-­‐oriented). 
They 
studied 
the 
relationship 
between 
maturity 
and 
value 
tendency. 
Maturity 
was 
measured 
through 
the 
demographic 
variables 
age 
and 
education. 
The 
older 
of 
age 
and/or 
the 
higher 
educated, 
the 
more 
mature 
a 
customer 
was 
defined. 
Their 
study 
found 
a 
direct 
relationship; 
the 
more 
mature 
a 
consumer, 
the 
higher 
the 
level 
of 
tendency 
towards 
utilitarian 
value. 
In
other 
words, 
mature 
customers 
have 
a 
more 
productivity-­‐oriented 
tendency 
in 
contrast 
to 
less 
mature 
customers, 
which 
have 
a 
more 
pleasure-­‐oriented 
value 
tendency 
(Kim 
and 
Hwang, 
2012). 
Moreover, 
research 
on 
the 
use 
of 
mobile 
information 
systems 
in 
the 
insurance 
industry 
found 
higher 
educated 
insurance 
agents 
to 
perceive 
mobile 
information 
systems 
more 
valuable 
than 
lower 
educated 
customers 
(Lee 
et 
al, 
2005). 
25 
Psychographics 
Several 
studies 
distinct 
between 
functional 
value 
(utilitarian) 
and 
social 
and 
emotional 
value 
(Day 
and 
Crask, 
2000; 
Pura, 
2005; 
Boksberger 
and 
Melsen, 
2009). 
Social 
and 
emotional 
value 
are 
concerned 
with 
psychographics 
(f.e. 
social 
class 
and 
lifestyle). 
First, 
social 
value 
is 
defined 
as 
the 
perceived 
utility 
of 
using 
a 
product 
or 
service, 
through 
the 
association 
of 
that 
product 
or 
service 
with 
specific 
demographic, 
socioeconomic 
and 
cultural-­‐ethnic 
groups. 
In 
this 
perspective, 
research 
found 
that 
mobile 
phones 
are 
linked 
to 
Maslow’s 
hierarchy 
of 
needs, 
creating 
a 
sense 
of 
belonging, 
especially 
amongst 
the 
younger 
generations 
which 
see 
‘being 
mobile’ 
in 
sense 
of 
‘being’ 
cool 
(Kolsaker 
and 
Drakatos, 
2009). 
Second, 
emotional 
value 
is 
concerned 
with 
the 
impact 
of 
using 
a 
product 
or 
service 
on 
the 
consumer’s 
emotional 
state. 
Kolsaker 
and 
Drakatos 
(2009) 
revealed 
that 
users 
of 
mobile 
devices 
are 
emotionally 
attached 
to 
their 
devices. 
This, 
since 
their 
mobile 
devices 
enable 
an 
always 
and 
everywhere 
online 
mode, 
making 
it 
possible 
to 
keep 
in 
touch 
with 
family, 
friends 
and 
colleagues 
regardless 
of 
their 
proximity. 
Next 
to 
that, 
emotional 
attachment 
is 
developed 
by 
using 
the 
mobile 
devices 
as 
a 
personal 
management 
device 
for 
both 
personal 
and 
work 
life. 
In 
other 
words, 
consumers 
derive 
emotional 
value 
from 
using 
their 
mobile 
devices, 
as 
it 
as 
in 
integral 
part 
of 
their 
lifestyle. 
Unfortunately, 
psychographic 
research 
has 
been 
criticised 
for 
its 
problems 
associated 
with 
measurement 
and 
validity 
and 
its 
practical 
limitations 
as 
a 
result 
of 
lacking 
psychographic 
segmentation 
opportunities 
available 
for 
marketers 
(Gilbert 
et 
al, 
1995). 
Behavior
Woodruff 
(1997) 
found 
differences 
in 
value 
perceptions 
between 
existing 
and 
potential 
customers 
and 
found 
usage 
experience 
to 
be 
influencing 
the 
customer’s 
value 
perceptions. 
Additionally, 
Mittal 
and 
Katrichis 
(2000) 
argue 
that 
the 
service 
or 
product 
attributes 
important 
to 
existing 
customers 
are 
not 
necessarily 
the 
same 
as 
for 
non-­‐ 
customers. 
In 
line 
with 
these 
findings, 
Zeithaml 
(1988) 
states 
that 
a 
person 
might 
evaluate 
the 
same 
product 
differently 
on 
different 
occasions. 
Thus, 
the 
attributes 
which 
make 
the 
customer 
purchase 
are 
not 
similar 
to 
the 
attributes 
perceived 
important 
during 
the 
usage 
of 
a 
product 
or 
service, 
or 
even 
after 
usage 
of 
the 
product 
or 
service. 
A 
customer’s 
actual 
usage 
experience 
with 
a 
product 
or 
service 
is 
considered 
to 
be 
influencing 
these 
perceptions, 
resulting 
in 
different 
value 
perceptions 
between 
existing 
customers 
and 
potential 
customers 
(Zhao 
and 
Dholakia, 
2009). 
Kano 
(2001) 
states 
that 
customer’s 
perception 
of 
service 
attributes 
vary 
over 
time, 
depending 
on 
the 
customer’s 
position 
in 
the 
product 
lifecycle. 
His 
study 
found 
customer’s 
perception 
of 
remote 
TV 
controls 
to 
change 
over 
time. 
In 
1983 
a 
remote 
control 
was 
considered 
a 
nice 
to 
have 
attribute, 
while 
in 
1998 
it 
has 
become 
a 
must-­‐have 
attribute, 
resulting 
in 
dissatisfaction 
when 
absent. 
Based 
on 
these 
findings, 
Kano 
(2001) 
identified 
a 
specific 
pattern 
of 
change 
over 
time: 
indifferent 
attribute 
26 
! 
attractive 
attribute 
! 
must-­‐have 
attribute 
(Zhao 
and 
Dholakia, 
2009). 
In 
other 
words, 
service 
attributes 
are 
dynamic 
and 
will 
change 
over 
time 
from 
being 
unimportant 
to 
customer 
satisfaction 
to 
ultimately 
become 
a 
must 
have 
requirement 
in 
order 
to 
satisfy 
customers. 
In 
other 
words, 
customers 
who 
do 
not 
have 
usage 
experience 
with 
a 
certain 
service 
value 
the 
service 
as 
unimportant. 
But, 
customer’s 
which 
frequently 
have 
used 
the 
service 
value 
it 
as 
a 
must-­‐ 
have 
requirement 
(Witell 
and 
Fundin, 
2005). 
Extending 
on 
Kano’s 
findings, 
Witell 
and 
Fundin 
(2005) 
found 
the 
same 
pattern 
to 
be 
true 
for 
online 
ordering 
of 
cinema 
tickets. 
Although, 
in 
this 
context, 
the 
customer’s 
perception 
of 
the 
service 
transforms 
from 
nice 
to 
have 
to 
must 
have 
after 
only 
five 
times 
of 
usage. 
In 
other 
words, 
customers’ 
adoption 
speed 
of 
services 
highly 
influences 
their 
value 
perceptions 
of 
services. 
Based 
on 
these 
studies, 
we 
conclude 
that 
it 
is 
important 
for 
companies 
to 
understand 
the 
needs 
and 
expectations 
of 
their 
different 
customer 
segments 
(existing 
and 
potential
customers), 
with 
different 
levels 
of 
usage 
experience, 
at 
different 
moments 
in 
the 
product 
lifecycle, 
in 
order 
to 
provide 
the 
right 
value 
to 
the 
right 
customer 
segment. 
Additionally, 
companies 
must 
be 
aware 
of 
impact 
of 
adoption 
speed 
on 
customer 
value 
perceptions 
of 
services, 
in 
order 
to 
provide 
value 
to 
the 
customer 
at 
the 
right 
time. 
Then 
only, 
a 
company 
will 
be 
able 
to 
deliver 
sustainable 
added 
value 
to 
its 
customers 
and 
enhance 
customer 
satisfaction 
and 
loyalty 
levels 
(Ravald 
and 
Gronroos; 
1996). 
27 
3.1.5 
Measuring 
perceived 
value 
Different 
models 
are 
developed 
which 
can 
be 
applied 
to 
assess 
the 
perceived 
value 
of 
products 
and 
services. 
Most 
models 
measure 
perceived 
value 
at 
the 
overall 
level 
of 
a 
value 
proposition 
(Zeithaml, 
1988; 
Cronin, 
2000; 
Parasuraman 
and 
Grewal, 
2000; 
Petrick, 
2002). 
Zeithaml 
(1988) 
and 
Cronin 
Jr. 
et 
al 
(2000) 
measure 
perceived 
value 
as 
perceived 
quality 
minus 
perceived 
monetary 
and 
non-­‐monetary 
sacrifices. 
In 
addition, 
Parasuraman 
and 
Grewal 
(2000) 
propose 
a 
distinction 
of 
perceived 
quality 
in 
two 
sub-­‐ 
drivers 
of 
quality; 
product 
quality 
and 
service 
quality. 
They 
state: 
‘In 
instances 
where 
the 
core 
of 
what 
the 
seller 
offers 
to 
the 
buyer 
is 
a 
service, 
there 
is 
no 
tangible 
product 
and, 
as 
such, 
product 
quality 
and 
service 
quality 
overlap.’ 
Also, 
their 
distinction 
enables 
the 
inclusion 
of 
value 
added 
services 
(f.e. 
after 
sales 
support) 
when 
determining 
perceived 
value. 
Sweeney 
and 
Soutar 
(2001) 
developed 
the 
PERVAL 
model, 
which 
measures 
customer’s 
perceived 
value 
of 
a 
product 
at 
brand 
level. 
Their 
model 
suggests 
perceived 
value 
is 
driven 
by 
four 
sub-­‐dimensions 
of 
value; 
emotional 
value, 
social 
value, 
functional 
value 
in 
terms 
of 
value 
for 
money 
and 
functional 
value 
in 
terms 
of 
perceived 
versus 
expected 
performance. 
Petrick’s 
SERV-­‐PERVAL 
(2002) 
measures 
perceived 
value 
as 
the 
sum 
of 
the 
emotional 
outcome 
of 
using 
a 
service, 
the 
quality 
experienced 
during 
usage 
of 
the 
service, 
the 
reputation 
of 
the 
service 
or 
service 
provider 
and 
the 
(monetary) 
sacrifices 
involved 
with 
using 
the 
service. 
For 
measuring 
perceived 
value 
at 
the 
attribute 
level, 
the 
Kano 
model 
(Matzler 
and 
Hinterhuber, 
1998) 
can 
be 
applied. 
Kano’s 
theory 
of 
attractive 
quality 
helps 
companies
in 
analyzing 
the 
role 
of 
different 
product 
or 
service 
attributes 
in 
relation 
to 
the 
customer’s 
perceived 
value 
and 
satisfaction 
regarding 
the 
product 
or 
service. 
Although 
the 
model 
was 
developed 
by 
the 
Japanese 
professor 
Kano 
back 
in 
1984, 
over 
20 
years 
ago, 
it 
still 
is 
relevant 
and 
widely 
used. 
From 
1998 
to 
2012, 
the 
number 
of 
academic 
articles 
covering 
Kano’s 
model 
actually 
increased 
(Luor 
et 
al, 
2012). 
It 
has 
been 
used 
extensively 
in 
quality 
management, 
product 
and 
service 
development, 
strategic 
thinking, 
employee 
management, 
business 
planning 
and 
service 
management 
(Witell 
and 
Lofgren, 
2007). 
In 
addition, 
it 
has 
successfully 
been 
applied 
to 
assess 
the 
classification 
of 
website 
attributes 
(Zhang 
and 
Von 
Dran, 
2002), 
web 
community 
attributes 
(Kuo, 
2004) 
and 
e-­‐learning 
services’ 
attributes 
(Chen 
and 
Kuo, 
2011). 
According 
to 
Matzler 
and 
Hinterhuber 
(1998), 
the 
strength 
of 
the 
Kano 
methodology, 
in 
relation 
to 
other 
methods, 
is 
that 
it 
can 
provide 
guidance 
in 
trade-­‐off 
situations 
and 
it 
can 
point 
out 
opportunities 
for 
service 
differentiation. 
Moreover, 
Kano’s 
model 
is 
able 
to 
capture 
the 
dynamic 
nature 
of 
customer 
perceptions 
and 
expectations 
regarding 
products 
and 
services. 
Thus, 
Kano’s 
model 
is 
able 
to 
identify 
changes 
in 
customer’s 
perception 
and 
expectations 
over 
time, 
based 
on 
variables 
like 
usage 
experience 
and 
a 
user’s 
status 
in 
the 
product 
lifecycle 
(Zhang 
and 
Von 
Dran, 
2002). 
The 
model 
is 
based 
on 
Herzberg’s 
Motivator-­‐Hygiene 
Theory 
in 
behavioral 
science, 
which 
states 
that 
the 
factors 
causing 
satisfaction 
are 
different 
from 
the 
factors 
causing 
dissatisfaction 
(Witell 
and 
Fundin, 
2004). 
As 
28 
figure 
3 
shows, 
Kano 
distinguishes 
five 
categories 
of 
product 
/ 
service 
attributes 
which 
influence 
customer 
satisfaction, 
which 
may 
differ 
between 
customer 
segments 
and 
differ 
over 
time, 
due 
to 
the 
dynamics 
of 
perceived 
value;
Figure 
3: 
The 
Kano 
model 
29 
1. Must-­‐be 
attributes; 
an 
attribute 
which 
absence 
will 
result 
in 
customer 
dissatisfaction, 
but 
whose 
presence 
does 
not 
significantly 
contribute 
to 
customer 
satisfaction. 
2. Attractive 
attributes; 
an 
attribute 
that 
gives 
satisfaction 
when 
present, 
but 
that 
produce 
no 
dissatisfaction 
when 
absent. 
3. One-­‐dimensional 
attributes; 
an 
attribute 
that 
is 
positively 
and 
linearly 
related 
to 
customer 
satisfaction. 
4. Indifferent 
attributes 
an 
attribute 
which 
presence 
or 
absence 
does 
not 
cause 
any 
satisfaction 
or 
dissatisfaction 
to 
customers.
30 
5. Reverse 
attributes; 
an 
attribute 
which 
presence 
causes 
customer 
dissatisfaction, 
and 
whose 
absence 
results 
in 
customer 
satisfaction. 
Must-­‐be 
attributes 
Must-­‐be 
attributes 
are 
the 
basic 
requirements 
for 
a 
product 
and 
very 
important 
in 
the 
customer’s 
evaluation 
of 
alternatives. 
If 
these 
requirements 
are 
not 
fulfilled, 
the 
customer 
will 
not 
purchase 
and/or 
use 
the 
product 
at 
all. 
Or, 
when 
the 
customer 
acquires 
and/or 
uses 
the 
product, 
he 
or 
she 
will 
become 
extremely 
dissatisfied. 
On 
the 
other 
hand, 
the 
customer 
takes 
‘must-­‐be’ 
attributes 
for 
granted 
and 
do 
not 
explicitly 
demand 
them, 
therefore 
fulfilling 
of 
these 
requirements 
will 
not 
increase 
customer 
satisfaction 
(Matzler 
and 
Hinterhuber, 
1998; 
Witell 
and 
Fundin, 
2005). 
An 
example 
of 
a 
must-­‐be 
attribute 
is 
the 
network 
coverage 
of 
a 
mobile 
telephony 
and 
internet 
service 
provider. 
A 
customer 
takes 
network 
coverage 
for 
granted 
and 
expects 
to 
be 
able 
to 
have 
connection 
everywhere, 
anytime. 
Customers 
do 
not 
explicitly 
demand 
this. 
When 
the 
network 
coverage 
is 
good, 
this 
does 
not 
result 
in 
increased 
satisfaction. 
But, 
when 
the 
coverage 
is 
bad, 
this 
will 
result 
in 
dissatisfaction. 
Attractive 
attributes 
Attractive 
attributes 
are 
the 
product 
requirements 
which 
have 
the 
greatest 
impact 
on 
customer 
satisfaction 
(Matzler 
and 
Hinterhuber, 
1998; 
Witell 
and 
Fundin, 
2005). 
These 
attributes 
are 
not 
explicitly 
demanded 
or 
expected 
by 
the 
customer, 
fulfill 
unconscious 
customer 
needs 
and 
can 
be 
regarded 
as 
surprise 
and 
delight 
attributes. 
Fulfillment 
of 
attractive 
requirements 
positively 
influences 
customer 
satisfaction. 
On 
the 
contrary, 
when 
an 
attractive 
attribute 
is 
missing 
this 
will 
not 
result 
in 
dissatisfaction. 
This, 
since 
the 
customer 
did 
not 
expect 
or 
demand 
the 
requirement. 
By 
delivering 
attractive 
attributes, 
companies 
can 
increase 
the 
perceived 
value 
of 
their 
offering 
and 
increase 
customer 
satisfaction 
(Matzler 
and 
Hinterhuber, 
1998; 
Witell 
and 
Fundin, 
2005). 
Attractive 
attributes 
can 
become 
must-­‐have 
attributes 
over 
time 
(Matzler 
and 
Hinterhuber, 
1998). 
For 
example, 
an 
attractive 
attribute 
could 
be 
the 
offering 
of 
free
wireless 
internet 
on 
airports. 
When 
these 
facilities 
were 
not 
offered, 
customers 
were 
not 
expected 
to 
be 
dissatisfied. 
This, 
since 
these 
facilities 
were 
not 
fulfilling 
the 
travelers 
primary 
need; 
travelling. 
But, 
since 
free 
wireless 
internet 
has 
become 
globally 
available 
at 
almost 
every 
airport, 
customers 
are 
probably 
starting 
to 
expect 
this 
service 
to 
be 
delivered. 
As 
a 
result, 
free 
wireless 
internet 
on 
airports 
is 
expected 
to 
shift 
from 
an 
attractive 
requirement 
into 
a 
must-­‐have 
requirement. 
Other 
attributes 
such 
as 
‘airbags 
in 
automobiles 
have 
experienced 
similar 
shifts 
(Zhao 
and 
Dholakia, 
2009). 
31 
‘One-­‐dimensional’ 
attributes 
One-­‐dimensional 
attributes 
are 
often 
explicitly 
demanded 
by 
the 
customer. 
These 
attributes 
have 
a 
direct 
linear 
relationship 
with 
customer 
satisfaction. 
When 
one-­‐ 
dimensional 
requirements 
are 
fulfilled, 
this 
positively 
influences 
customer 
satisfaction. 
But, 
when 
unfulfilled, 
customer 
satisfaction 
is 
negatively 
influenced. 
In 
case 
of 
a 
negative 
relationship 
between 
an 
attribute 
and 
satisfaction, 
the 
attribute 
is 
regarded 
as 
reverse 
attribute. 
(Matzler 
and 
Hinterhuber, 
1998; 
Witell 
and 
Fundin, 
2005). 
An 
example 
of 
a 
one-­‐dimensional 
attribute 
is 
the 
size 
of 
the 
mobile 
data 
bundle 
offered 
by 
a 
mobile 
internet 
provider. 
The 
bigger 
the 
data 
bundle, 
the 
higher 
the 
satisfaction 
of 
the 
customer 
with 
the 
service 
offered. 
An 
example 
of 
a 
reverse 
attribute 
is 
the 
cost 
of 
a 
mobile 
telephony 
and 
internet 
subscription. 
The 
higher 
the 
monthly 
costs 
of 
the 
subscription, 
the 
higher 
the 
dissatisfaction 
of 
the 
customer 
with 
the 
service 
offered. 
‘Indifferent’ 
attributes 
Indifferent 
attributes 
are 
attributes 
which 
do 
not 
influence 
customer 
satisfaction 
at 
all. 
These 
attributes 
can 
become 
attractive 
attributes 
over 
time. 
Therefore, 
companies 
should 
always 
take 
the 
development 
of 
indifferent 
attributes 
into 
consideration, 
since 
these 
can 
provide 
strategic 
means 
for 
customer 
acquisition 
and 
customer 
retention 
in 
the 
future 
(Yang, 
2005).
Yang 
(2005) 
states 
that 
‘for 
any 
quality 
attribute, 
its 
influence 
on 
customer 
satisfaction 
is 
closely 
related 
to 
the 
degree 
of 
importance 
attached 
to 
it 
by 
customers. 
For 
example, 
in 
a 
car, 
an 
automatic 
gearbox 
and 
a 
luggage 
carrier 
are 
both 
attractive 
quality 
requirements. 
However, 
most 
customers 
consider 
an 
automatic 
gearbox 
to 
be 
more 
important 
than 
a 
luggage 
carrier. 
Therefore, 
adding 
an 
automatic 
gearbox 
will 
create 
greater 
customer 
value 
than 
adding 
a 
luggage 
carrier’ 
(Yang, 
2005). 
In 
other 
words, 
it 
is 
important 
to 
not 
only 
measure 
the 
Kano 
category 
of 
an 
attribute, 
but 
also 
its 
relative 
importance 
compared 
to 
other 
attributes. 
As 
figure 
4 
shows, 
Yang’s 
refined 
Kano 
model 
takes 
importance 
into 
account 
and 
splits 
attractive 
attributes 
into 
highly 
and 
less 
attractive, 
one-­‐dimensional 
attributes 
into 
high 
value-­‐added 
and 
low-­‐value 
added, 
must 
be 
attributes 
into 
critical 
and 
necessary 
and 
indifferent 
attributes 
into 
potential 
and 
care 
free, 
based 
on 
customer’s 
self-­‐stated 
importance. 
Figure 
4: 
The 
refined 
Kano 
model, 
including 
importance 
(Yang, 
2005) 
32 
3.1.7 
Conclusions 
on 
perceived 
value 
Based 
on 
this 
literature 
study 
on 
perceived 
value 
we 
find 
Zeithaml’s 
customer 
perspective 
(1988) 
on 
value 
to 
best 
fit 
the 
research: 
‘Value 
is 
the 
customer’s 
overall 
assessment 
of 
the 
utility 
of 
a 
product 
based 
on 
perceptions 
of 
what 
is 
received 
and 
what 
is 
given.’ 
This 
assessment 
of 
value 
is 
based 
on 
two 
factors; 
utilitarian 
value 
and 
hedonistic 
value 
(Kleijnen 
et 
al, 
2007). 
Utilitarian 
value 
is 
concerned 
with 
the 
goal 
the 
customer 
wants 
to 
accomplish 
when 
using 
a 
service 
or 
product 
and 
the 
convenience 
in
achieving 
this 
goal 
through 
the 
service 
or 
product. 
Hedonistic 
value 
concerning 
emotional 
involvement 
when 
using 
a 
service 
or 
product. 
As 
33 
figure 
2 
shows, 
utilitarian 
value 
and 
emotional 
value 
can 
be 
split 
into 
sub-­‐dimensions, 
which 
enable 
us 
to 
measure 
perceived 
value 
on 
the 
attribute 
level 
of 
a 
service. 
The 
overall 
perceived 
value 
of 
a 
customer 
is 
found 
to 
be 
dynamic 
and 
is 
influenced 
by 
demographic 
variables 
like 
age 
and 
education, 
psychographic 
variables 
like 
social 
class 
and 
lifestyle 
and 
behavioral 
variables 
like 
usage 
experience 
user 
status 
(Zeithaml, 
1988; 
Webster, 
1989; 
Ravald 
and 
Gronroos, 
1996; 
Mittal 
and 
Katrichis, 
2000; 
Kano, 
2001; 
Witell 
and 
Fundin, 
2005; 
Zhao 
and 
Dholakia, 
2009; 
Kim 
and 
Hwang, 
2012). 
Therefore, 
Kano’s 
methodology 
for 
measuring 
customer 
value 
will 
used 
as 
analysis 
tool; 
it 
helps 
us 
determine 
if 
specific 
service 
attributes 
are 
must-­‐have, 
attractive 
or 
irrelevant 
from 
a 
customer’s 
point 
of 
view 
and 
it 
captures 
the 
dynamic 
nature 
of 
perceived 
value 
(Matzler 
and 
Hinterhuber, 
1998; 
Zhang 
and 
Von 
Dran, 
2002). 
This, 
in 
order 
to 
find 
answer’s 
to 
our 
main 
research 
questions: 
• What 
is 
the 
value 
of 
a 
mobile 
service 
app 
within 
the 
overall 
value 
proposition 
offered 
to 
the 
customer, 
and 
how 
does 
the 
value 
differ 
between 
customer 
segments? 
• What 
are 
the 
key 
attributes 
to 
the 
app's 
perceived 
value, 
and 
how 
do 
these 
attributes 
differ 
between 
customer 
segments? 
3.2 
Definitions 
used 
for 
this 
study 
3.2.1 
Perceived 
value 
As 
the 
aim 
of 
this 
study 
is 
to 
determine 
the 
perceived 
value 
of 
an 
mobile 
service 
app 
and 
its 
attributes 
from 
a 
customer’s 
perspective, 
the 
value 
definition 
of 
Zeithaml 
(1988) 
will 
be 
used 
for 
the 
rest 
of 
this 
research: 
‘Value 
is 
the 
customer’s 
overall 
assessment 
of 
the 
utility 
of 
a 
product 
based 
on 
perceptions 
of 
what 
is 
received 
and 
what 
is 
given.’
34 
3.2.2 
Value 
proposition 
A 
value 
proposition 
is 
the 
complete 
product 
or 
service 
a 
company 
offers 
to 
its 
customer. 
It 
consists 
of 
a 
core 
product 
or 
service 
and 
is 
often 
extended 
with 
additional 
services, 
creating 
the 
augmented 
product 
(Riel 
et 
al, 
2004). 
The 
core 
product 
represents 
the 
customer’s 
minimal 
purchase 
conditions 
(Witell 
and 
Fundin, 
2005). 
An 
example 
of 
a 
core 
service 
is 
a 
banking 
offering 
customers 
the 
opportunity 
to 
save 
and 
lend 
money 
and 
to 
conduct 
financial 
transactions. 
The 
augmented 
product 
exceeds 
the 
customer’s 
basic 
needs 
or 
expectations 
(Witell 
and 
Fundin, 
2005). 
A 
bank’s 
augmented 
product 
consists 
of 
value 
adding 
services 
like 
online 
payment 
portals 
and 
mobile 
payment 
(m-­‐ 
payment) 
portals, 
services 
enhancing 
the 
customer’s 
banking 
experience 
and 
reducing 
the 
bank’s 
costs. 
The 
core 
and 
augmented 
product 
together 
are 
considered 
as 
the 
bank’s 
value 
proposition. 
For 
this 
research, 
we 
will 
focus 
on 
the 
perceived 
value 
of 
a 
mobile 
service 
app 
as 
part 
of 
the 
total 
value 
proposition 
offered. 
3.2.3 
Mobile 
Service 
App 
A 
mobile 
app 
is 
defined 
as 
a 
software 
application 
on 
a 
smartphone 
or 
tablet, 
enabling 
anywhere, 
anytime 
interaction 
between 
a 
company 
and 
its 
customers. 
It 
offers 
customers 
a 
mobile 
gateway 
to 
online 
services 
(Xu 
et 
al, 
2011). 
In 
light 
of 
this 
study, 
the 
app 
investigated 
can 
be 
categorized 
as 
a 
service-­‐oriented 
app 
and 
must 
be 
seen 
as 
a 
peripheral 
service, 
part 
of 
the 
augmented 
product, 
aimed 
at 
adding 
value 
to 
the 
core 
offering 
of 
the 
company 
to 
the 
customer. 
This, 
contrary 
to 
stand-­‐alone 
apps 
which 
are 
the 
core 
product 
by 
themselves 
(f.e. 
instant 
messaging 
apps, 
game 
apps). 
The 
research 
will 
focus 
on 
the 
perceived 
value 
of 
the 
mobile 
service 
app 
as 
part 
of 
the 
total 
value 
proposition 
offered. 
In 
addition, 
it 
will 
analyze 
the 
perceived 
value 
of 
the 
different 
attributes 
of 
a 
mobile 
service 
app. 
3.3 
Hypotheses
Zeithaml 
(1988) 
states 
that 
‘perceived 
value 
is 
the 
customer’s 
overall 
assessment 
of 
the 
utility 
of 
a 
product 
based 
on 
perceptions 
of 
what 
is 
received 
and 
what 
is 
given’ 
and 
that 
it 
varies 
amongst 
customers 
as 
a 
result 
of 
the 
individual 
and 
subjective 
nature 
of 
perceived 
value. 
In 
addition, 
perceived 
value 
is 
found 
to 
be 
transforming 
over 
time 
(Kano, 
2001; 
Witell 
and 
Fundin, 
2005). 
Based 
on 
these 
definitions 
of 
perceived 
value, 
we 
will 
adopt 
a 
segmentation 
approach 
to 
determine 
the 
perceived 
value 
of 
a 
mobile 
service 
app 
and 
its 
attributes 
within 
different 
customer 
segments. 
Segmentation 
will 
be 
based 
on 
demographic 
and 
behavioral 
characteristics. 
The 
effect 
of 
the 
demographics 
age 
and 
education 
will 
be 
analyzed. 
In 
addition, 
the 
effect 
of 
the 
behavioural 
characteristics 
user 
status 
and 
usage 
experience 
will 
be 
investigated, 
in 
line 
with 
the 
concept 
of 
perceived 
value 
transforming 
over 
time. 
Because 
of 
the 
theoretical 
and 
practical 
problems 
associated 
with 
psychographic 
segmentation 
(Gilbert 
et 
al, 
1995), 
we 
will 
not 
include 
psychographic 
variables 
in 
this 
study. 
35 
3.3.1 
Demographics 
Based 
on 
previous 
studies 
on 
perceived 
value 
and 
service 
quality 
(Zeithaml, 
1988; 
Webster, 
1989; 
Ravald 
and 
Gronroos, 
1996; 
Lee 
et 
al, 
2005; 
Kim 
and 
Hwang, 
2012), 
different 
segments 
of 
users 
are 
expected 
to 
have 
different 
value 
perceptions 
of 
a 
mobile 
service 
app. 
Age 
and 
education 
are 
expected 
to 
be 
of 
significant 
influence 
on 
customers’ 
perceived 
value 
of 
the 
app. 
Therefore, 
we 
hypothesize; 
H1a: 
Customers 
classify 
the 
mobile 
service 
app 
into 
different 
Kano 
categories 
H1b: 
The 
mobile 
service 
app’s 
Kano 
classification 
differs 
between 
customer 
segments 
based 
on 
age 
H1c: 
The 
mobile 
service 
app’s 
Kano 
classification 
differs 
between 
customer 
segments 
based 
on 
education
In 
addition, 
the 
mobile 
service 
app 
consists 
of 
different 
attributes 
which 
can 
add 
value 
for 
the 
customer. 
These 
elements 
are; 
usefulness 
of 
the 
service, 
ease 
of 
use 
of 
the 
service, 
ease 
of 
accessing 
the 
service, 
reliability 
of 
the 
service, 
supporting 
services 
and 
emotional 
involvement 
of 
the 
customer 
when 
using 
the 
service 
(see 
literature 
review, 
36 
figure 
2). 
Based 
on 
the 
expectation 
of 
different 
segments 
of 
users 
having 
different 
value 
perceptions, 
we 
expect 
these 
attributes 
within 
the 
mobile 
service 
app 
to 
be 
perceived 
differently 
by 
different 
customer 
segments; 
H2a: 
Customers 
classify 
the 
mobile 
service 
app’s 
attributes 
into 
different 
Kano 
categories 
H2b: 
The 
mobile 
service 
app 
attributes’ 
Kano 
classification 
differs 
between 
customer 
segments 
based 
on 
age 
H2c: 
The 
mobile 
service 
app 
attributes’ 
Kano 
classification 
differs 
between 
customer 
segments 
based 
on 
education 
3.3.2 
Behavior: 
Usage 
experience 
and 
user 
status 
Previous 
studies 
(Zeithaml, 
1988; 
Kano, 
2001; 
Witell 
and 
Fundin, 
2005; 
Zhao 
and 
Dholakia, 
2009) 
found 
differences 
in 
a 
customer’s 
perceived 
value 
of 
a 
service 
or 
technology 
based 
his 
or 
her 
level 
of 
usage 
experience 
with 
the 
service 
of 
technology. 
Therefore, 
we 
expect 
smartphone 
usage 
to 
directly 
influence 
the 
app’s 
Kano 
classification 
category. 
We 
hypothesize; 
H3a: 
Smartphone 
usage 
experience 
directly 
influences 
the 
mobile 
service 
app’s 
Kano 
classification. 
H3b: 
Frequency 
of 
app 
usage 
(in 
general) 
directly 
influences 
the 
mobile 
service 
app’s 
Kano 
classification
H3c: 
The 
number 
of 
apps 
in 
use 
directly 
influences 
the 
mobile 
service 
app’s 
Kano 
classification. 
In 
addition, 
based 
on 
previous 
studies 
on 
differences 
in 
perceived 
value 
between 
existing 
users 
and 
non-­‐users 
of 
services 
(Woodruff, 
1997; 
Mittal 
and 
Katrichis, 
2000), 
we 
expect 
that 
the 
perceived 
value 
of 
a 
mobile 
service 
app 
is 
more 
valuable 
to 
existing 
app 
users 
than 
to 
non 
app-­‐users. 
Therefore, 
we 
hypothesize: 
H3d: 
Existing 
app 
users 
classify 
a 
mobile 
service 
app 
into 
a 
different 
Kano 
category 
compared 
to 
non 
app-­‐users 
37
4. 
METHODOLOGY 
This 
chapter 
covers 
the 
operationalization 
of 
the 
research. 
It 
explains 
the 
research 
design, 
sample 
strategy 
and 
sample 
size 
and 
the 
data 
collection 
method. 
Kano’s 
model 
for 
measuring 
perceived 
value 
is 
used 
to 
operationalize 
the 
research 
on 
the 
perceived 
value 
of 
a 
mobile 
service 
app 
and 
the 
operationalization 
process 
is 
described. 
Finally, 
the 
development 
and 
execution 
of 
the 
questionnaire 
used 
to 
collect 
the 
data 
is 
described. 
38 
4.1 
Objectives 
This 
research 
aims 
to 
determine 
the 
perceived 
value 
of 
a 
mobile 
service 
app 
within 
the 
overall 
value 
proposition 
offered 
to 
the 
customer. 
Second, 
it 
aims 
to 
determine 
the 
key 
attributes 
influencing 
the 
app’s 
perceived 
value. 
In 
our 
research, 
we 
suggest 
a 
mobile 
service 
app 
to 
be 
part 
of 
the 
augmented 
product, 
aimed 
at 
adding 
value 
to 
a 
core 
product 
or 
service 
in 
order 
to 
distinguish 
the 
product 
or 
service 
from 
competition. 
Kano’s 
model 
of 
customer 
satisfaction 
(Matzler 
and 
Hinterhuber, 
1998; 
Yang, 
2005) 
will 
be 
used 
to 
find 
answers 
to 
the 
research 
questions; 
• What 
is 
the 
value 
of 
a 
mobile 
service 
app 
within 
the 
overall 
value 
proposition 
offered 
to 
the 
customer, 
and 
how 
does 
the 
value 
differ 
between 
customer 
segments? 
• What 
are 
the 
key 
attributes 
to 
the 
app's 
perceived 
value, 
and 
how 
do 
these 
attributes 
differ 
between 
customer 
segments? 
Kano’s 
methodology 
makes 
it 
possible 
to 
classify 
service 
attributes 
based 
on 
customer 
perceptions. 
Using 
this 
model 
will 
enable 
us 
to 
determine 
the 
perceived 
value 
of 
a 
mobile 
service 
app 
within 
the 
overall 
value 
proposition 
offered. 
This, 
in 
order 
to 
find 
if 
a 
mobile 
app 
is 
really 
adding 
value 
for 
the 
customer 
and 
if 
the 
app’s 
perceived 
value 
varies 
between 
customer 
segments. 
Second, 
it 
enables 
us 
to 
determine 
the 
perceived
value 
of 
the 
different 
attributes 
of 
a 
mobile 
service 
app, 
for 
different 
customer 
segments. 
This, 
in 
order 
to 
find 
the 
app’s 
attributes 
which 
are 
of 
key 
influence 
on 
the 
app’s 
value 
for 
its 
users. 
39 
4.2 
Research 
design 
We 
tend 
to 
execute 
the 
research 
in 
such 
a 
way 
that 
conclusions 
could 
be 
generally 
applied, 
to 
different 
kinds 
of 
businesses 
and 
situations. 
Therefore, 
this 
study 
adopts 
a 
deductive 
approach, 
based 
on 
a 
survey, 
with 
a 
descriptive 
and 
explanatory 
aim. 
The 
questionnaire 
approach 
enables 
us 
to 
generalizing 
outcomes 
and 
to 
find 
relationships 
between 
variables 
(Saunders 
et 
al, 
2009), 
which 
fits 
with 
the 
research 
questions 
and 
the 
wish 
for 
the 
outcomes 
to 
be 
generally 
applicable. 
This, 
contrary 
to 
inductive 
research 
methods 
like 
focus 
groups 
and 
interviews, 
which 
aim 
to 
build 
new 
theories 
and 
which 
are 
less 
concerned 
with 
a 
need 
for 
generally 
applying 
theory 
to 
practical 
situations 
(Saunders 
et 
al, 
2009). 
We 
develop 
and 
test 
hypotheses 
based 
on 
existing 
theories 
and 
aim 
to 
extend 
existing 
theories 
on 
perceived 
value 
with 
specific 
findings 
on 
perceived 
value 
regarding 
mobile 
apps. 
Through 
the 
hypotheses, 
different 
perspectives 
of 
customer’ 
perceived 
value 
of 
a 
mobile 
app 
are 
examined 
and 
described 
and 
relations 
between 
variables 
are 
analyzed 
in 
order 
to 
explain 
these 
different 
perspectives. 
First, 
literature 
review 
has 
been 
conducted 
to 
establish 
a 
good 
overview 
on 
existing 
theories 
of 
perceived 
value 
and 
to 
determine 
the 
attributes 
of 
a 
mobile 
service 
app 
which 
customers’ 
perceive 
valuable. 
Second, 
the 
measurement 
method 
for 
measuring 
perceived 
value 
was 
determined 
and 
hypotheses 
have 
been 
developed, 
based 
on 
existing 
value 
theories. 
Third, 
in 
order 
to 
test 
these 
hypotheses, 
a 
questionnaire 
has 
been 
set-­‐up. 
Development 
and 
execution 
of 
this 
questionnaire 
are 
explained 
in 
the 
following 
paragraphs.
40 
4.3 
Sample 
strategy 
and 
sample 
size 
To 
determine 
the 
perceived 
value 
of 
a 
mobile 
service 
app 
and 
the 
value 
of 
the 
mobile 
app’s 
attributes, 
we 
will 
sample 
amongst 
customers 
of 
a 
Dutch 
mobile 
network 
provider 
offering 
mobile 
telephony 
and 
internet 
network 
services. 
The 
company 
offers 
its 
mobile 
customers 
a 
mobile 
service 
app 
for 
smartphones, 
which 
provides 
customers 
information 
on 
monthly 
bills 
and 
actual 
usage 
of 
their 
bundle 
(call 
minutes, 
text 
messages, 
data 
bundle), 
and 
offers 
the 
possibility 
to 
instantly 
upgrade 
or 
downgrade 
the 
subscription 
and 
to 
purchase 
value 
added 
services. 
In 
that 
sense, 
the 
mobile 
service 
app 
should 
be 
considered 
part 
of 
the 
augmented 
product, 
aimed 
at 
adding 
value 
to 
the 
core 
product; 
a 
mobile 
telephony 
and 
internet 
network 
service. 
This 
fits 
with 
our 
research 
context. 
We 
have 
contacted 
a 
random 
set 
of 
customers 
the 
company’s 
subscriber 
base 
by 
email 
and 
through 
an 
online 
questionnaire 
we 
asked 
them 
if 
they 
have 
usage 
experience 
with 
smartphones 
and 
with 
mobile 
apps 
in 
general. 
In 
addition, 
we 
asked 
if 
they 
have 
usage 
experience 
with 
the 
company’s 
mobile 
My 
service 
app. 
The 
company’s 
customer 
base 
includes 
more 
than 
1 
million 
subscribers. 
For 
a 
95% 
confidence 
level 
of 
the 
data 
collected 
and 
5% 
margin 
of 
error, 
we 
need 
at 
least 
384 
complete 
responses 
(Saunders 
et 
al, 
2009). 
This, 
to 
ensure 
that 
the 
characteristics 
of 
the 
sample 
data 
collected 
will 
represent 
the 
characteristics 
of 
the 
total 
population. 
A 
simple 
random 
sampling 
approach 
(probability 
sampling) 
has 
been 
adopted 
to 
select 
the 
sample. 
4.4 
Data 
collection 
4.4.1 
Measuring 
the 
dynamics 
of 
perceived 
value: 
Kano’s 
measurement 
model 
Kano’s 
measurement 
model 
for 
measuring 
product 
attribute 
classifications 
is 
used 
to 
collect 
and 
analyze 
the 
data. 
The 
model 
suggests 
a 
specific 
method 
to 
collect 
data 
which 
involves 
a 
functional-­‐dysfunctional 
form 
of 
asking 
the 
customer’s 
perceived 
value 
of 
the 
different 
attributes 
of 
a 
product 
or 
service 
(Sauerwein 
et 
al, 
1996). 
This,
reflecting 
Herzberg’s 
Motivator-­‐Hygiene 
Theory, 
which 
states 
that 
the 
factors 
causing 
satisfaction 
are 
different 
from 
the 
factors 
causing 
dissatisfaction 
(Witell 
and 
Fundin, 
2004). 
The 
functional 
question 
analyzes 
the 
customer’s 
perception 
if 
the 
product 
or 
service 
offers 
a 
specific 
attribute. 
For 
example, 
it 
asks; 
‘How 
do 
you 
feel 
if 
attribute 
X 
is 
present 
in 
a 
mobile 
service 
app?’ 
The 
dysfunctional 
question 
analyzes 
the 
customer’s 
perception 
if 
the 
product 
or 
service 
lacks 
a 
specific 
attribute. 
For 
example, 
it 
asks; 
‘How 
do 
you 
feel 
if 
attribute 
X 
is 
not 
present 
in 
a 
mobile 
service 
app?’ 
As 
41 
figure 
5 
shows, 
respondents 
can 
give 
five 
different 
answers 
to 
the 
functional/dysfunctional 
questions: 
1. 
I 
like 
it, 
2. 
I 
require 
it 
(must-­‐be), 
3. 
neutral, 
4. 
I 
don’t 
mind 
(live 
with), 
5. 
I 
don’t 
like 
it 
(dislike). 
Kano’s 
attribute 
classification 
table 
(Matzler 
and 
Hinterhuber, 
1998) 
in 
figure 
5 
combines 
the 
answers 
to 
the 
functional 
and 
dysfunctional 
question 
and 
classifies 
an 
attribute 
to 
one 
of 
the 
Kano 
attribute 
categories; 
must 
have, 
attractive, 
one-­‐ 
dimensional, 
reverse, 
indifferent 
or 
questionable 
(see 
literature 
review 
for 
explanation). 
A 
questionable 
classification 
shows 
us 
that 
the 
question 
concerning 
an 
attribute 
has 
been 
phrased 
incorrect 
or 
has 
been 
misunderstood 
by 
the 
respondent 
(Matzler 
and 
Hinterhuber, 
1998). 
Figure 
5: 
Kano’s 
attribute 
classification 
table 
Other 
methodologies 
for 
classification 
of 
product 
and 
service 
attributes 
are 
the 
direct 
classification 
method 
and 
Kano’s 
3-­‐level 
questionnaire 
(Witell 
and 
Lofgren, 
2007). 
First, 
the 
direct 
classification 
method 
directly 
asks 
customers 
to 
classify 
attributes 
into 
Kano’s
various 
categories 
themselves. 
Main 
advantage 
of 
this 
method 
is 
that 
fewer 
questions 
need 
to 
be 
asked, 
which 
shortens 
the 
questionnaire 
length 
and 
stimulates 
response 
(Mikulic 
and 
Prebežac, 
2011). 
But, 
according 
to 
Mikulic 
and 
Prebežac 
(2011) 
this 
method 
is 
only 
preferred 
in 
situations 
where 
the 
respondents’ 
understanding 
of 
Kano’s 
different 
categories 
is 
guaranteed. 
In 
addition, 
the 
direct 
classification 
method 
is 
found 
to 
overestimate 
the 
role 
of 
must 
be 
attributes 
and 
underestimate 
the 
role 
of 
attractive 
attributes 
(Witell 
and 
Lofgren, 
2007). 
Second, 
Kano’s 
3-­‐level 
questionnaire 
is 
similar 
to 
Kano’s 
5-­‐level 
questionnaire, 
but 
only 
measures 
on 
a 
3-­‐point 
scale 
(satisfied, 
neutral, 
dissatisfied). 
This 
increases 
the 
ease 
of 
completing 
the 
questionnaire 
for 
the 
respondent, 
stimulating 
response. 
But, 
like 
the 
direct 
classification 
method, 
the 
Kano 
3-­‐ 
level 
questionnaire 
is 
also 
is 
found 
to 
overestimate 
the 
role 
of 
must 
be 
attributes 
and 
underestimate 
the 
role 
of 
attractive 
attributes 
(Witell 
and 
Lofgren, 
2007). 
Since 
our 
sample 
is 
not 
expected 
to 
be 
known 
with 
the 
Kano 
methodology, 
we 
chose 
to 
apply 
the 
most 
commonly 
used 
Kano 
5-­‐level 
classification 
method, 
asking 
both 
functional 
and 
dysfunctional 
questions, 
accepting 
that 
the 
extra 
questions 
result 
in 
a 
lengthier 
questionnaire. 
42 
4.4.2 
Questionnaire 
75.000 
mobile 
subscribers 
have 
been 
contacted 
by 
email 
and 
asked 
if 
they 
would 
like 
to 
participate 
in 
a 
questionnaire 
on 
smartphone 
and 
app 
usage. 
An 
incentive 
was 
used 
to 
stimulate 
responses. 
Data 
has 
been 
collected 
through 
an 
online 
questionnaire 
based 
on 
SurveyMonkey.com’s 
online 
questionnaire 
tool. 
In 
total, 
1.016 
customers 
responded 
and 
shared 
their 
smartphone 
and 
apps 
experience 
with 
us. 
The 
questionnaire 
was 
constructed 
according 
to 
the 
Kano 
model 
(Sauerwein 
et 
al, 
1996). 
First, 
in 
order 
to 
determine 
the 
overall 
proposition’s 
attributes 
to 
be 
investigated 
through 
the 
questionnaire, 
we 
conducted 
exploratory 
desk 
research 
on 
the 
value 
proposition 
attributes 
of 
a 
mobile 
telephony 
and 
internet 
subscription. 
These 
attributes
43 
have 
been 
based 
on 
research 
within 
the 
company’s 
mobile 
customers 
base. 
See 
figure 
6 
for 
an 
overview 
of 
these 
attributes. 
Variable 
Brand 
(image 
/ 
trustworthiness) 
Price 
/ 
monthly 
subscription 
costs 
Network 
coverage 
Service 
quality 
(website, 
helpdesk, 
store) 
Promotions 
/ 
discounts 
Internet 
speed 
Size 
of 
internet 
bundle 
(MB's 
/ 
GB's) 
Size 
of 
calling 
& 
texting 
bundle 
(minutes 
& 
SMS-­‐es) 
Free 
WiFi 
Hotspots 
Mobile 
Service 
App 
Figure 
6: 
Attributes 
of 
a 
mobile 
telephony 
and 
internet 
subscription 
Second, 
in 
order 
to 
determine 
the 
value 
attributes 
of 
the 
mobile 
service 
app 
to 
be 
investigated 
through 
the 
questionnaire, 
we 
conducted 
exploratory 
desk 
research 
on 
value 
attributes 
in 
online 
and 
mobile 
service 
contexts 
(see 
chapter 
3, 
theoretical 
framework). 
Based 
on 
the 
value 
attributes 
found, 
a 
set 
of 
value 
attributes 
for 
a 
mobile 
service 
app 
has 
been 
constructed. 
An 
overview 
of 
this 
set 
is 
given 
in 
figure 
7. 
Third, 
to 
increase 
the 
respondents’ 
understanding 
of 
the 
questions 
asked 
and 
increase 
the 
value 
of 
the 
data 
to 
be 
collected, 
a 
couple 
of 
pilot 
questionnaires 
were 
distributed 
amongst 
the 
target 
group. 
Feedback 
on 
these 
pilot 
questionnaires 
has 
been 
collected 
and 
used 
to 
develop 
the 
final 
questionnaire.
44
45
Figure 
7: 
Value 
attributes 
of 
a 
service 
mobile 
app 
46
5. 
ANALYSIS 
AND 
RESULTS 
In 
this 
chapter, 
we 
describe 
the 
data 
analysis 
process, 
the 
characteristics 
of 
the 
sample 
analyzed 
and 
the 
main 
results 
of 
our 
analysis 
regarding 
perceived 
value 
and 
differences 
in 
perceptions 
based 
on 
demographic 
factors 
age 
and 
education 
and 
behavioural 
factors 
user 
status 
and 
usage 
experience. 
47 
5.1 
Analysis 
of 
questionnaire 
data 
The 
data 
has 
been 
collected 
through 
SurveyMonkey.com’s 
online 
questionnaire 
tool. 
In 
Excel, 
Kano 
categories 
have 
been 
determined 
based 
on 
the 
acquired 
data. 
Afterwards, 
the 
enriched 
data 
was 
exported 
to 
SPSS 
20.0 
for 
analysis. 
Where 
applicable, 
a 
0,05 
criterion 
of 
statistical 
significance 
has 
been 
used 
to 
determine 
if 
hypotheses 
were 
significantly 
supported 
or 
not. 
5.2 
Characteristics 
of 
the 
sample 
Figure 
8 
gives 
an 
overview 
of 
the 
characteristics 
of 
the 
study’s 
respondents. 
The 
sample 
consists 
of 
63% 
male 
and 
37% 
female 
respondents. 
8% 
of 
the 
respondents 
was 
between 
15 
and 
24 
years 
of 
age, 
15% 
between 
25 
and 
34 
years 
of 
age, 
19% 
between 
35 
and 
44 
years 
of 
age, 
20% 
between 
45 
and 
54 
years 
of 
age 
and 
38% 
was 
55 
years 
or 
older. 
This 
relative 
high 
age 
can 
be 
explained 
by 
the 
relative 
old 
customers 
of 
the 
population 
from 
which 
the 
sample 
was 
selected; 
the 
company’s 
subscriber 
base. 
The 
sample’s 
education 
level 
shows 
2% 
of 
the 
respondents 
did 
not 
have 
any 
higher 
education 
at 
all, 
17% 
finished 
high 
school, 
34% 
finished 
MBO, 
35% 
finished 
HBO 
and 
13% 
finished 
university. 
The 
sample’s 
general 
level 
of 
smartphone 
experience 
can 
be 
considered 
high, 
with 
only 
13% 
of 
the 
sample 
lacking 
smartphone 
experience. 
5% 
had 
less 
than 
half 
a 
year 
of 
smartphone 
experience, 
9% 
half 
a 
year 
to 
a 
year, 
24% 
one 
to 
two 
years 
and 
50% 
had 
over 
2 
years 
of 
smartphone 
experience. 
This 
can 
also 
be 
explained 
by 
the 
population 
from 
which 
the 
sample 
has 
been 
selected; 
company’s 
mobile 
subscriber 
base. 
Of 
these 
smartphone 
experience 
respondents, 
only 
3% 
did 
not 
use 
mobile 
apps 
at 
all. 
The 
other
97% 
uses 
apps 
at 
least 
once 
a 
month 
or 
more 
with 
22% 
of 
the 
respondents 
using 
apps 
over 
100 
times 
a 
month. 
Amongst 
the 
app 
users, 
10% 
only 
uses 
1 
to 
2 
apps, 
39% 
uses 
3 
to 
5 
apps, 
36% 
uses 
6 
to 
10 
apps 
and 
16% 
uses 
more 
than 
10 
apps 
a 
month. 
In 
addition, 
59% 
of 
the 
respondents 
use 
the 
My 
service 
app 
at 
least 
once 
a 
month, 
while 
the 
other 
41% 
does 
not 
use 
this 
mobile 
service 
app. 
Figure 
8: 
Sample 
characteristics 
48 
Count % 
Male 642 63% 
Female 374 37% 
15 
years 
or 
younger 3 0% 
15 
-­‐ 
24 
years 77 8% 
25 
-­‐ 
34 
years 148 15% 
35 
-­‐ 
44 
years 190 19% 
45 
-­‐ 
54 
years 207 20% 
55 
years 
or 
older 391 38% 
No 
education 16 2% 
High 
school 168 17% 
MBO 343 34% 
HBO 358 35% 
WO 
/ 
University 131 13% 
No 
experience 134 13% 
< 
1/2 
year 50 5% 
1/2 
-­‐ 
1 
year 90 9% 
1 
-­‐ 
2 
years 239 24% 
2 
years 
+ 503 50% 
Never 28 3% 
< 
1x 
per 
month 38 4% 
1 
-­‐ 
10x 
per 
month 113 11% 
11 
-­‐ 
50x 
per 
month 264 26% 
51 
-­‐ 
100x 
per 
month 210 21% 
100x 
per 
month 
or 
226 22% 
N/A 137 13% 
1 
-­‐ 
2 
apps 82 10% 
3 
-­‐ 
5 
apps 331 39% 
6 
-­‐ 
10 
apps 301 36% 
10 
apps 
+ 132 16% 
Never 351 41% 
< 
1x 
per 
month 143 17% 
1 
-­‐ 
2x 
per 
month 137 16% 
3 
-­‐ 
5x 
per 
month 112 13% 
6 
-­‐ 
10x 
per 
month 61 7% 
10x 
per 
month 
+ 42 5% 
Gender 
Age 
Education 
Smartphone 
experience 
Frequency 
of 
app 
usage 
Number 
of 
apps 
in 
use 
MyKPN 
usage
49 
5.3 
Demographics 
and 
perceived 
value 
The 
first 
set 
of 
hypotheses 
concern 
the 
effects 
of 
demographics 
on 
the 
perceived 
value 
of 
a 
mobile 
service 
app 
within 
the 
overall 
value 
proposition 
and 
the 
perceived 
value 
of 
the 
app’s 
different 
attributes. 
First, 
we 
analyze 
the 
perceived 
value 
of 
the 
mobile 
service 
app 
on 
the 
level 
of 
the 
overall 
value 
proposition 
offered. 
As 
figure 
9 
shows, 
generally, 
respondents 
consider 
the 
mobile 
service 
app 
a 
one-­‐dimensional 
attribute 
within 
the 
Kano 
classification 
and 
a 
low-­‐value 
added 
attribute 
within 
Yang’s 
classification. 
Yang’s 
classification 
distinct 
between 
high 
and 
lower 
importance 
items, 
in 
which 
all 
items 
rated 
above 
the 
importance 
mean 
(7,74) 
are 
ranked 
as 
high 
important 
and 
all 
items 
below 
the 
importance 
mean 
are 
ranked 
less 
important. 
But, 
as 
figure 
10 
shows, 
classification 
of 
the 
mobile 
service 
app 
is 
highly 
dispersed 
amongst 
customers. 
In 
total, 
49% 
of 
the 
respondents 
consider 
the 
app 
as 
an 
interesting 
attribute, 
with 
13% 
classifying 
the 
app 
as 
must-­‐have 
attribute, 
23% 
as 
one-­‐dimensional 
attribute 
and 
13% 
as 
attractive 
attribute. 
Based 
on 
these 
results, 
hypothesis 
1a 
is 
supported; 
customers 
classify 
the 
mobile 
service 
app 
into 
different 
Kano 
categories. 
Figure 
9: 
Value 
proposition 
attribute 
classification
Figure 
10: 
Mobile 
app 
attribute 
classification 
50 
In 
order 
to 
answer 
hypothesis 
1b, 
a 
bivariate 
correlation 
analysis 
has 
been 
conducted 
in 
SPSS, 
in 
order 
to 
determine 
if 
Kano 
classification 
of 
the 
mobile 
service 
app 
is 
correlated 
with 
a 
respondent’s 
age. 
A 
two-­‐tailed 
test 
is 
applied, 
since 
we 
cannot 
predict 
if 
age 
has 
a 
positive 
or 
negative 
effect 
on 
the 
app’s 
classification. 
Kendall’s 
tau 
is 
used 
to 
find 
if 
there 
is 
the 
correlation 
between 
app 
classification 
and 
age 
exists, 
which 
is 
suggested 
a 
better 
estimate 
of 
the 
correlation 
in 
a 
population 
than 
the 
more 
popular 
Spearman’s 
correlation 
coefficient 
(Field, 
2009). 
Figure 
11 
shows 
the 
dispersion 
in 
the 
app’s 
classification 
between 
different 
age 
segments 
and 
the 
outcome 
of 
the 
analysis. 
Kendall’s 
tau 
shows 
there 
is 
no 
significant 
correlation 
with 
0,735 
significance. 
Thus, 
hypothesis 
1b 
is 
not 
supported; 
age 
does 
not 
significantly 
influence 
the 
app’s 
Kano 
classification.
Figure 
11: 
Age 
vs. 
app 
classification 
51 
In 
order 
to 
answer 
hypothesis 
1c, 
a 
bivariate 
correlation 
analysis 
has 
been 
conducted 
in 
SPSS, 
in 
order 
to 
determine 
if 
Kano 
classification 
of 
the 
mobile 
service 
app 
is 
correlated
with 
a 
respondent’s 
level 
of 
education. 
A 
two-­‐tailed 
test 
is 
applied, 
since 
we 
cannot 
predict 
if 
education 
has 
a 
positive 
or 
negative 
effect 
on 
the 
app’s 
classification. 
Again, 
Kendall’s 
tau 
is 
used 
to 
find 
if 
there 
is 
the 
correlation 
between 
app 
classification 
and 
education 
exists. 
Figure 
12 
shows 
the 
dispersion 
in 
the 
app’s 
classification 
between 
different 
education 
segments 
and 
the 
outcome 
of 
the 
analysis. 
Kendall’s 
tau 
shows 
there 
is 
a 
significant 
correlation 
with 
0,047 
significance. 
Thus, 
52 
hypothesis 
1c 
is 
supported; 
education 
does 
significantly 
influence 
the 
app’s 
Kano 
classification.
Figure 
12: 
Education 
vs. 
app 
classification 
Second, 
we 
analyze 
the 
perceived 
value 
of 
the 
app’s 
attributes. 
As 
figure 
13 
shows, 
generally, 
respondents 
consider 
security 
of 
the 
app’s 
information 
exchanged 
as 
a 
must-­‐ 
be 
attribute 
based 
on 
Kano’s 
classification 
and 
a 
critical 
attribute 
based 
on 
Yang’s 
classification. 
Yang’s 
classification 
distinct 
between 
high 
and 
lower 
importance 
items, 
in 
which 
all 
items 
rated 
above 
the 
importance 
mean 
(7,38) 
are 
ranked 
as 
high 
important 
and 
all 
items 
below 
the 
importance 
mean 
are 
ranked 
less 
important. 
Availability, 
53
actuality, 
relevance 
and 
speed 
are 
considered 
one-­‐dimensional 
attributes 
in 
Kano’s 
classification 
and 
high 
value-­‐added 
in 
Yang’s 
classification. 
Ease 
of 
use 
is 
considered 
an 
attractive 
attribute 
in 
Kano’s 
classification 
and 
highly 
important 
according 
to 
Yang’s 
model. 
The 
other 
features 
of 
the 
app 
are 
less 
important 
when 
considering 
the 
general 
perspective 
of 
the 
respondents. 
But, 
as 
figure 
14 
shows, 
also 
the 
classification 
of 
the 
mobile 
service 
app’s 
attributes 
is 
highly 
dispersed 
amongst 
customers. 
Based 
on 
these 
results, 
54 
hypothesis 
2a 
is 
supported; 
customers 
classify 
the 
mobile 
service 
app’s 
attributes 
into 
different 
Kano 
categories. 
Figure 
13: 
App 
attribute 
classification
Figure 
14: 
App 
attribute 
classification 
55 
In 
order 
to 
answer 
hypothesis 
2b, 
a 
bivariate 
correlation 
analysis 
has 
been 
conducted 
in 
SPSS, 
in 
order 
to 
determine 
if 
Kano 
classification 
of 
the 
mobile 
service 
app’s 
attributes 
is 
correlated 
with 
a 
respondent’s 
age. 
Again, 
a 
two-­‐tailed 
Kendall’s 
tau 
test 
is 
used 
to 
find 
if 
there 
is 
the 
correlation. 
Figure 
15 
shows 
the 
correlation 
coefficients 
for 
the 
app’s 
attributes 
classification 
and 
age. 
Kendall’s 
tau 
shows 
there 
is 
no 
significant 
correlation 
between 
age 
and 
one 
or 
more 
of 
the 
app’s 
attributes 
classifications. 
Thus, 
hypothesis 
2b 
is 
not 
supported; 
age 
does 
not 
significantly 
influence 
the 
app 
attributes’ 
Kano 
classification. 
Figure 
15: 
Age 
vs. 
app 
attribute 
classification
Although, 
when 
analyzing 
importance 
ratings 
on 
a 
1-­‐10 
scale 
with 
Spearman’s 
correlation 
coefficient 
for 
such 
parametric 
scales 
(Field, 
2009) 
shows 
us 
correlations 
between 
age 
and 
importance 
rating. 
As 
56 
figure 
16 
shows, 
the 
importance 
of 
availability 
(significance 
of 
0,021) 
and 
a 
user 
manual 
(significance 
of 
0,001) 
are 
significant 
correlated 
with 
age. 
For 
the 
attribute 
availability, 
the 
correlation 
is 
negative, 
meaning 
the 
younger 
the 
respondent 
the 
more 
important 
availability 
is 
rated. 
For 
the 
attribute 
user 
manual, 
the 
correlation 
is 
positive, 
meaning 
the 
older 
the 
respondent 
the 
more 
important 
the 
user 
manual 
becomes. 
Figure 
16: 
Age 
vs. 
importance 
of 
availability 
and 
user 
manual 
In 
order 
to 
answer 
hypothesis 
2c, 
a 
bivariate 
correlation 
analysis 
has 
been 
conducted 
in 
SPSS, 
in 
order 
to 
determine 
if 
Kano 
classification 
of 
the 
mobile 
service 
app’s 
attributes 
is 
correlated 
with 
a 
respondent’s 
education. 
Again, 
a 
two-­‐tailed 
Kendall’s 
tau 
test 
is 
used 
to 
find 
if 
there 
is 
the 
correlation. 
Figure 
17 
shows 
the 
correlation 
coefficients 
for 
the 
app’s 
attributes 
classification 
and 
education. 
Kendall’s 
tau 
shows 
there 
is 
a 
significant 
correlation 
between 
education 
and 
the 
classifications 
of 
a 
number 
of 
the 
app’s 
attributes; 
relevance 
(0,000 
significance), 
completeness 
of 
features 
(0,007 
significance), 
actuality 
(0,018 
significance), 
relative 
benefit 
(0,009 
significance), 
availability 
(0,003 
significance), 
speed 
(0,001 
significance) 
and 
security 
(0,000 
significance). 
Thus, 
hypothesis 
2c 
is 
supported; 
education 
does 
significantly 
influence 
the 
app 
attributes’ 
Kano 
classification.
Figure 
17: 
Education 
vs. 
app 
attribute 
classification 
57 
5.4 
Behavioural 
characteristics 
and 
perceived 
value 
The 
second 
set 
of 
hypotheses 
concern 
the 
effects 
of 
behavioural 
characteristics 
‘usage 
experience’ 
and 
‘user 
status’ 
on 
the 
perceived 
value 
of 
a 
mobile 
service 
app 
within 
the 
overall 
value 
proposition 
and 
the 
perceived 
value 
of 
the 
app’s 
different 
attributes. 
First, 
we 
analyze 
the 
effects 
of 
the 
behaviour 
characteristic 
‘usage 
experience’ 
on 
the 
level 
of 
the 
mobile 
service 
app’s 
Kano 
classification. 
A 
two-­‐tailed 
Kendall’s 
tau 
test 
is 
used 
to 
find 
if 
there 
is 
the 
correlation. 
Figure 
18 
shows 
the 
correlation 
coefficients 
for 
the 
app’s 
classification 
and 
smartphone 
usage 
experience. 
Kendall’s 
tau 
shows 
there 
is 
a 
significant 
correlation, 
with 
0,004 
significance. 
The 
more 
experienced 
a 
user 
is 
with 
his 
or 
her 
smartphone, 
the 
more 
the 
app 
shifts 
towards 
Kano’s 
must-­‐have 
classification. 
Thus, 
hypothesis 
3a 
is 
supported; 
smartphone 
usage 
experience 
directly 
influences 
the 
app 
attributes’ 
Kano 
classification. 
Figure 
18: 
Smartphone 
usage 
experience 
vs. 
app 
classification
Delivering Value through Mobile Apps by Mark Hoskam
Delivering Value through Mobile Apps by Mark Hoskam
Delivering Value through Mobile Apps by Mark Hoskam
Delivering Value through Mobile Apps by Mark Hoskam
Delivering Value through Mobile Apps by Mark Hoskam
Delivering Value through Mobile Apps by Mark Hoskam
Delivering Value through Mobile Apps by Mark Hoskam
Delivering Value through Mobile Apps by Mark Hoskam
Delivering Value through Mobile Apps by Mark Hoskam
Delivering Value through Mobile Apps by Mark Hoskam
Delivering Value through Mobile Apps by Mark Hoskam
Delivering Value through Mobile Apps by Mark Hoskam
Delivering Value through Mobile Apps by Mark Hoskam
Delivering Value through Mobile Apps by Mark Hoskam
Delivering Value through Mobile Apps by Mark Hoskam
Delivering Value through Mobile Apps by Mark Hoskam
Delivering Value through Mobile Apps by Mark Hoskam
Delivering Value through Mobile Apps by Mark Hoskam
Delivering Value through Mobile Apps by Mark Hoskam
Delivering Value through Mobile Apps by Mark Hoskam
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Delivering Value through Mobile Apps by Mark Hoskam

  • 1. Master thesis An Exploration of Delivering Value through Mobile Apps by Mark Hoskam 2013
  • 2. 2 Abstract This study contributes to research on service quality and value delivery in the context of online and mobile services, with emphasis on services delivered through mobile apps (software applications for smartphones and tablets). It explores the delivering of value through mobile apps. First, existing theories are reviewed regarding value-­‐adding strategies, perceived value, customer satisfaction and customer loyalty. Second, based on Kano’s model for measuring perceived value, a questionnaire is conducted amongst customers of a Dutch mobile telephone and internet network provider, asking about their experiences with and attitudes towards mobile apps. Results reveal that different customer segments have different attitudes towards mobile apps, with a significant number of customers regarding a mobile app a must-­‐have element of the overall value proposition offered. Education, usage experience and user status are found to significantly influence a customer’s perceived value regarding a mobile app. First, higher educated customers regard an app more must-­‐have compared to lower educated customers. Second, the more smartphone and app experience a customer has, the more must-­‐have an app is perceived. Third, existing app users regard an app as must-­‐ have, while non-­‐users see an app as irrelevant. Fourth, on the app level, reliability was found to be a must-­‐have attribute amongst all customer segments, strongly determining the success or failure of an app. Finally, also on the app’s attributes level different customer segments are found to have different needs and expectations, with age and education as significant influencing factors.
  • 3. 3
  • 4. 4 TABLE OF CONTENTS 1. INTRODUCTION ................................................................................................................... 6 1.1 Background ........................................................................................................................................ 6 1.1.1 Customer service and competitive advantage .............................................................. 6 1.1.2 Online as a service channel ........................................................................................... 7 1.1.3 Mobile as a service channel .......................................................................................... 8 1.1.4 Smartphones, tablets, apps ......................................................................................... 10 1.1.5 Core vs. augmented product ....................................................................................... 12 1.1.6 Summary ..................................................................................................................... 13 1.2 Problem definition .......................................................................................................................... 14 1.3 Theoretical relevance ...................................................................................................................... 15 2. AIM AND OBJECTIVES ........................................................................................................ 16 2.1 Aim and objectives .......................................................................................................................... 16 2.2 Research questions ......................................................................................................................... 16 2.3 Report structure .............................................................................................................................. 16 3. THEORETICAL FRAMEWORK .............................................................................................. 18 3.1 Literature review ............................................................................................................................. 18 3.1.1 Value ........................................................................................................................... 18 3.1.2 Business vs. customer perspective ............................................................................... 20 3.1.3 Utilitarian vs. hedonic value ........................................................................................ 20 3.1.4 Dynamics of perceived value ....................................................................................... 24 3.1.5 Measuring perceived value ......................................................................................... 27 3.1.7 Conclusions on perceived value ................................................................................... 32 3.2 Definitions used for this study ........................................................................................................ 33 3.2.1 Perceived value ........................................................................................................... 33 3.2.2 Value proposition ........................................................................................................ 34 3.2.3 Mobile Service App ...................................................................................................... 34 3.3 Hypotheses ...................................................................................................................................... 34
  • 5. 5 3.3.1 Demographics ............................................................................................................. 35 3.3.2 Behavior: Usage experience and user status ............................................................... 36 4. METHODOLOGY ................................................................................................................ 38 4.1 Objectives ........................................................................................................................................ 38 4.2 Research design ............................................................................................................................... 39 4.3 Sample strategy and sample size .................................................................................................... 40 4.4 Data collection ................................................................................................................................. 40 4.4.1 Measuring the dynamics of perceived value: Kano’s measurement model ................ 40 4.4.2 Questionnaire .............................................................................................................. 42 5. ANALYSIS AND RESULTS .................................................................................................... 47 5.1 Analysis of questionnaire data ........................................................................................................ 47 5.2 Characteristics of the sample .......................................................................................................... 47 5.3 Demographics and perceived value ................................................................................................ 49 5.4 Behavioural characteristics and perceived value ........................................................................... 57 5.5 Main findings ................................................................................................................................... 60 6. DISCUSSION AND CONCLUSIONS ....................................................................................... 62 6.1 Main conclusions ............................................................................................................................. 62 6.2 Reflection on Kano’s model for measuring perceived value .......................................................... 65 7. RECOMMENDATIONS ........................................................................................................ 67 7.1 Limitations and recommendations for future research ................................................................. 67 7.2 Managerial implications .................................................................................................................. 68 BIBLIOGRAPHY ...................................................................................................................... 71
  • 6. 1. INTRODUCTION In this chapter the background of the research is described, the problem definition is stated and the research’s theoretical relevance is explained. First, customer service and the importance of customer service as means for developing competitive advantage are stressed. Second, the development of online and mobile as service channels is explained. Third, the influence and evolution of smartphones, tablets and apps is described, with emphasis on the usage of smartphones, tablets and apps as a service channel. Fourth, the differences between core products and services and supporting services are given and described in the perspective of mobile app services. Finally, the problem on which this research focuses is defined and its theoretical relevance is explained. 6 1.1 Background 1.1.1 Customer service and competitive advantage Over the last decades, customer service has become a key element of a company’s marketing mix. Especially for companies in high competitive and matured markets, were customer acquisition costs are often significantly higher than retention costs, resulting in defensive marketing strategies (Fornell and Wernerfelt 1987; Mullins et al 2010). Contrary to offensive marketing strategies, focusing on acquisition of new customers, defensive marketing is concerned with increasing retention of existing customers. It focuses on the creation of customer loyalty, long-­‐term relationships and sustainable profit. Companies in high competitive markets have shifted from a transactional focus towards a relational focus and have adopted relationship marketing as new strategy with customer satisfaction and customer loyalty as key performance indicators (Anderson et al, 1994; Wilson et al, 2012). As research has shown, ‘service quality is almost always an important driver of customer satisfaction across all types of industries’ (Wilson et al, 2012). Furthermore, several studies concluded that high quality customer service has direct positive effect on customer satisfaction and leads to customer loyalty and word-­‐of-­‐mouth in the long-­‐run (Anderson et al, 1994; Kuo et al,
  • 7. 2009). Thus, offering high quality service in order to create satisfied customers provides businesses with both a retention incentive (loyalty) and an acquisition incentive (word-­‐ of-­‐mouth). Ultimately, creating highly satisfied customer through high quality customer service results in increased financial performance for businesses (Reichfeld, 1990). Moreover, by offering high quality and unique customer service, companies can add value to their core product or service, enabling them to distinguish themselves from competition in these highly competitive markets (Riel et al, 2004). As a result, companies have rapidly adopted the online and mobile channel as a means to deliver high quality and unique customer service, with mobile service applications (apps) as the latest phenomenon. 7 1.1.2 Online as a service channel ‘The service industry is one of the most natural avenues for e-­‐commerce because so much of the value in services is based on collecting, storing and exchanging information, something for which the Web is ideally suited’ (Laudon and Traver, 2012). In this perspective, the Internet has been rapidly embraced by companies as a new channel to sell to and service their customers. Traditional companies started developing online extensions of their offline services like online shops and self-­‐care portals or even started creating new online services, adding value to the core product or service offered. A famous example of such a new and successful service is Apple’s iTunes Store. Next to traditional players adopting online, new pure player brands established themselves; companies which market, sell and service solely through the online channel. Some famous examples are Ebay (online auction), Amazon (online warehouse), Bol.com (online warehouse), Google (search engine), Facebook (social network), Spotify (streaming music) and Netflix (streaming movies and series). Both types of companies, the traditional and the pure players, are eager to harvest online customer servicing opportunities and to conduct their sales and service activities online as much as possible. Traditional banks like ABN Amro, employment agencies like Randstad and low-­‐
  • 8. cost airlines like Ryanair have significantly reduced their physical service encounters and moved some of their primary service activities to the online channels; activities like checking your account balance, conducting financial transactions, applying for jobs and booking flights. Main reasons for this movement are the reduction of transaction costs and the improvement of margins, but also meeting up with changing customer preferences. From a business perspective, the online channel provides them with the opportunity to lower costs per customer interaction (Hughes, 2005; Laudon and Traver, 2012) and to extend market reach regionally, nationally, internationally or even globally, again at relative low cost (Hughes, 2005). This in contrast to the pre-­‐Internet age, when companies had to sell and service customers through their expensive call centre and retail channels. Moreover, the online landscape offers companies the opportunity to meet the evolving customer behaviour and preferences. Customer’s usage of the internet during the purchase decision making process is increasing every year. Computers, tablets and smartphones are used to search for online information on products and services, to evaluate alternatives and to purchase online. In the post-­‐ purchase phase, social media platforms like Facebook and Twitter, comparison web sites like Kieskeurig.nl and forums like TripAdvisor are used for post-­‐purchase evaluation and to share user experiences of the bought product or service (Laudon and Traver, 2012). The website of the company itself is primarily used to find information on post-­‐purchase questions and issues, to up-­‐ or downgrade subscriptions or to purchase additional products or services. In all these phases of the customer lifecycle, companies can add value by offering online services. 8 1.1.3 Mobile as a service channel With emerging mobile enabling technologies like 4G (high speed mobile networks) and NFC (near frequency communications), activities like high definition video calling and instant payment through mobile phones and tablets become available at our fingertips. In line with the rapid development of these mobile technologies, smartphone usage
  • 9. and sales rates show fast and ongoing growth. In a relatively short period of time, mobile technology has penetrated significantly into society, capturing an entire age spectrum of subscribers, from school children to senior citizens (Boulos et al, 2011). The introduction of the touch screen by Apple offered customers an easy to use graphical user interface and natural gesture control, which helped boosting smartphone ownership. As a result, smartphone sales have exceeded PC sales in 2011 (Canalys, 2011) and in emerging markets like China and Africa, smartphone ownership already exceeds PC ownership (TNS Mobile Life, 2013). In these emerging markets, mobile internet is often the only internet access method available, resulting in high mobile internet and smartphone penetration levels (ITU, 2012). In the Netherlands, smartphone penetration passed the 50% point and increased from 42% to 58% from 2011 to 2012 (Telecompaper, 2012). The US is expected to pass the 50% smartphone penetration point in 2013 and Western Europe in 2014 (eMarketer, 2013). In addition, 2.1 billion consumers worldwide were actively using mobile internet subscriptions in 2012. This is 29,5% of the global population, with adoption rates varying from 11% in Africa to 67,5% in Europe. Mobile internet subscriptions have grown by 40% annually over three years and already outnumber fixed internet connections by 3 to 1 (ITU, 2012). Emerging mobile enabling technologies combined with the ongoing growth of smartphone and mobile internet penetration offer businesses new customer service opportunities based on mobile technology’s unique characteristics. According to Kleijnen et al (2007); ‘M-­‐commerce is frequently regarded as an extension of e-­‐ commerce, while m-­‐commerce might also be regarded as a separate channel, because it can deliver a unique value proposition to customers through the technological differences it encompasses, including its communication mode and protocols and access devices.’ First, activities have become more flexible in terms of time and space as a result of mobile technology (Balasubramanian et al, 2002). Since consumers experience utilitarian value from efficient and timely service delivery (Childers et al, 2001), exploitation of these unique factors is expected to contribute positively to a customer’s service experience. Second, urgent and spontaneous customer needs can be 9
  • 10. serviced instantly as a result of these stretches in space and time (Anckar and D’Incau 2002). Third, the mobile channel offers unique mobile learning opportunities through interfaces of voice, text, icons, pictures and videos (Aboelmaged 2010). Fourth, the mobile technology significantly improves businesses’ contextual information on their customers as a result of built-­‐in Global Positioning System (GPS), enabling personalized mobile customer services (Bouwman 2008). On the other hand, mobile technologies can also negatively impact a customer’s service experience due to ‘cost’ or ‘give’ factors. Two of these potential cost factors are customer’s perceived risk of using mobile technologies and cognitive efforts demanded from the customer (Kleijnen et al, 2007). Cognitive effort in this case can also be translated as information search costs, the effort it asks from the customer to fulfill his information needs (Suoranta et al, 2005). Thus, from one perspective , these unique features of mobile technology enable businesses to enhance their customer services. By offering their services through the mobile channel, businesses aim at creating added value for the customer and as a result, create competitive advantage. Although, the negative consumer beliefs regarding mobile technologies based on perceived risk and cognitive effort must not be overlooked. 10 1.1.4 Smartphones, tablets, apps Smartphones, in contrast to feature phones, are phones which not only offer users voice and texting services (SMS), but which also enable mobile internet access, e-­‐ mailing, voice recording, music playing, photographing, GPS tracking (for navigation) and measurement of movements (speed, distance, height) through built-­‐in gyroscope techniques. Due to their powerful on-­‐board computing capability, capacious memories and large screens enabling these unique mobile functions, the latest generation of smartphones is increasingly seen as handheld computers instead of phones. They can
  • 11. easily process tasks which formerly could only be processed by PC’s and laptops. An additional important characteristic distinguishing smartphones from feature phones is the ability to download and install mobile applications, otherwise known as apps (Dickinson et al, 2012). Apps are tailor made software packages for smartphones which improve the delivery of mobile services by utilizing the unique features of a smartphone. The numbers of apps available and used and the general popularity of mobile apps has grown extensively over the past years, as a result of the rapid adoption of smartphones and tablets. Portio Research (2013): ‘1.2 billion people worldwide were using mobile apps at the end of 2012. This is forecast to grow at a 29.8 percent each year, to reach 4.4 billion users by the end of 2017. Much of this growth will come from Asia, which will account for almost half of app users in 2017.’ In addition, Portio Research (2013) expects approximately 82 billion apps to be downloaded worldwide in 2013, exceeding the point of 200 billion annual downloads by 2017. Apple iTunes and Google Play are the world’s biggest and most famous app stores and both offer over 800.000 apps in their stores (Canalys 2013). Some of the most popular apps to date are Facebook (social network), WhatsApp (instant messaging), Gmail (email client) and Google Maps (navigator). We can distinguish between B2B apps and B2C apps. B2B apps are concerned with internal business processes like customer relationship management (CRM), warehouse management and sales-­‐force management. B2C apps are aimed at consumers and can be categorized as content-­‐, marketing-­‐ or service oriented (Cortimiglia et al, 2011). Content-­‐oriented apps fulfill individual needs for information, entertainment, communication, productivity, socialization and instant messaging. Marketing-­‐oriented apps are mostly used by companies for brand advertising or promotion. Service-­‐oriented apps offer users with self-­‐service functionalities like booking a flight, buying goods at an online shop or looking up current mobile data usage of the user’s mobile internet subscription. Smartphone and tablet users are using apps as a gateway to online services, as a fast and more convenient alternative to accessing these services through their (mobile) web browser (Xu et al, 2011). 11
  • 12. 12 1.1.5 Core vs. augmented product Like the Internet, smartphones and apps have changed the way in which customers interact with companies and created opportunities for companies to deliver enhanced or totally new services. Both companies offering products and companies offering services have adopted apps as a new channel to service their customers, next to their (mobile) website. Service companies like banks (f.e. ABN Amro, Rabobank) are offering mobile payment apps, telecom operators (f.e. KPN, Vodafone) and utility providers (f.e. Essent, Nuon) are offering self-­‐service and usage management portals and insurance companies (f.e. Interpolis) are offering self-­‐service portals. More product oriented companies like sports apparel manufacturer Nike and car manufacturer Volkswagen use apps also in the post-­‐purchase phase, offering self-­‐service functionality (f.e. Volkswagen’s Service app). Moreover, they use apps to deliver unique value added services like the Nike+ Running app. This app offers the users of Nike+ running shoes access to a unique social network for runners, enabling the user to track their own performance, set targets, monitor progress and set-­‐up running challenges with other Nike+ users. Looking at these examples from service and product companies using apps to deliver services to their customers, we can define these apps as peripheral services, forming the augmented product. The main purpose of these peripheral services is to increase the value of the total offer, they add value to the core product or service offered (Riel et al, 2004). By adding more value to their core product, companies aim to improve customer satisfaction and thereby customer loyalty (Ravald and Gronroos, 1996). Added value can be created by revolutionary or evolutionary means. An example of revolutionary added value is the Nike+ example. More evolutionary examples are the self-­‐service apps of banks and telecom operators, which in the basis are similar to the traditional services they offer, but digitalized. The purpose of peripheral services is to enhance the complete product offering. Peripheral services are often used to distinguish products and services in commodity or homogeneous markets, in which the core products and services of different brands look very familiar to each other.
  • 13. According to research on value enhancing online services (Riel et al, 2004), these peripheral services are only of value if customers find them useful and unique compared to alternatives. They state: ‘Companies need to investigate what type of value they are currently creating, but also what type of value is lacking. Customers could be segmented according to the type of experienced value and services could be designed to increase the preference value of each segment.’ But, according to Ravald and Gronroos (1996): ‘Far too many companies alienate themselves from the customers and the value added has consequently nothing to do with the actual needs of the customers’. In other words, companies seeking to increase customer satisfaction and customer loyalty by developing value added service often forget to put the customer’s needs central to the development of these services. If companies are planning to develop apps to create sustainable added value for their customers, they must first find out how their different customers are actually evaluating app services and how apps can add value to the core product or service offered from different customer perspectives. Additionally, when companies finally have decided to start developing an app service, they must understand the needs and preferences of the specific customer segment(s) regarding an app service in order to develop an app which is really adds value for the customer. 13 1.1.6 Summary As a result of the rapid adoption of smartphones and tablets amongst customers and based on the unique based opportunities offered by mobile technology and apps, mobile commerce (m-­‐commerce) and mobile service (m-­‐service) have become the latest areas of business interest. The mobile channel is seen as a serious opportunity for businesses to create extra value for the customer and to reduce operational costs. Businesses have started adopting the mobile channel as an alternative or additional service channel next to their call centers, retail stores and websites. Examples are banks like Rabobank and ABN Amro and telecom providers like KPN. During the past decade,
  • 14. banks started offering mobile banking services on its customers’ smartphones and tablet computers. This, as a more convenient alternative to their website based banking services. Telecom providers started self-­‐service environments offering mobile text-­‐ based chat solutions to their customers enabling instant contact with their service agents through a customer’s smartphone or tablet computer. Primary reasons for this movement are lower operational costs and to provide customers with a more convenient alternative to call center services. But, according to research by Riel et al (2004) on value enhancing online services, apps offering peripheral services are only valuable if customers find them useful and unique compared to alternatives. They state: ‘Companies need to investigate what type of value they are currently creating, but also what type of value is lacking. Customers could be segmented according to the type of experienced value and services could be designed to increase the preferred value of each segment.’ 14 1.2 Problem definition Customers are adopting smartphones and mobile apps rapidly (Boulos et al, 2011; Canalys, 2011) and companies are significantly increasing investments in mobile strategies (Forrester, 2011) and are starting to develop apps to create added value. Costs of developing apps are significant, ranging between $ 25.000 and $ 100.000 per app for relative simple mobile functionalities increasing to $ 100.000 and more for complex mobile functionalities (BusinessNewsDaily, 2013). Since customers are becoming more experienced with smartphones and apps and businesses are allocating significant amounts of resources to app development and maintenance, it has become important to increase the understanding of the value of an app within the total product or service package offered to the customer. Companies need to ask themselves; do our customers demand mobile app services, and if so, which problems do these app services need to solve and how important are these services compared to other
  • 15. customer demands? Asking these questions helps a company to allocate its resources to the development of services which have high impact on customer satisfaction and loyalty. In addition, when companies are actually starting to developing an app, it is important to understand customer needs and preferences of the different user segments regarding apps and to develop apps accordingly. This, to ensure that the app really adds value for its users by fulfilling a need or solving a problem. Only when developed accordingly, a value added service app could help companies improve their customer satisfaction and loyalty levels. 15 1.3 Theoretical relevance While service delivery in e-­‐commerce and e-­‐service context has been researched extensively, little scientific research seems to be conducted yet on service delivery in mobile commerce (m-­‐commerce) and mobile service (m-­‐service) environments. Especially, few studies have investigated the delivery of services through mobile applications (apps) on smartphones and tablets. As Riel et al (2004) already stated in their study on online support services: ‘Next generation mobile phones are already opening up many new opportunities as a channel for online support and the value and enjoyment of receiving various supporting services through that channel should be investigated’. Therefore, this research project aims to increase the understanding of creating added value by developing mobile applications (apps) from the theoretical perspective of perceived value, customer satisfaction and customer loyalty and from the perspective of different customer segments having different needs, preferences and expectations.
  • 16. 2. AIM AND OBJECTIVES In this chapter the aim and objectives of this study are explained, the research questions are stated and the report’s structure is briefly explained. 2.1 Aim and objectives This research aims to increase the understanding of value creation through the development of mobile apps (applications on smartphones and tablets) from the theoretical perspective of perceived value, customer satisfaction and customer loyalty and from the perspective of different customer segments having different needs, preferences and expectations. First, its objective is to determine the perceived value of a mobile service app within the overall value proposition offered to the customer. Second, it aims to determine the key attributes of the app influencing its perceived value. 16 2.2 Research questions • What is the value of a mobile service app within the overall value proposition offered to the customer, and how does the value differ between customer segments? • What are the key attributes to the app's perceived value, and how do these attributes differ between customer segments? 2.3 Report structure The paper is structured as follows. First, existing theories are reviewed regarding value-­‐ adding strategies, perceived value, customer satisfaction and customer loyalty. Additionally, the definitions of a value proposition, a mobile service app and perceived value are explained and a mobile app’s value attributes are described. Hypotheses are formulated and tested based on a customer survey amongst users of a smartphone service application (app). To conclude, results and findings will be discussed,
  • 17. recommendations and managerial implications will be given and directions for future research are proposed. 17
  • 18. 3. THEORETICAL FRAMEWORK In this chapter, we summarize existing theories and literature on value creation from a business perspective and perceived value from a customer perspective. Utilitarian and hedonistic value and their underlying drivers are described and the dynamics of perceived value are explained. In addition, we establish the definitions for perceived value, a value proposition and a mobile service app and describe the different measurement models available for measuring perceived value. Finally, the hypotheses are developed which must help in answering the main research questions. 18 3.1 Literature review 3.1.1 Value Value is an important driver of relationship marketing and delivering superior customer value to customers is regarded an important competitive strategy. Companies are adding value to their products by improving product quality, developing and improving supporting services and by developing additional services enhancing the core product (Ravald and Gronroos, 1996). In other words, they are trying to improve the total value proposition offered to the customer. This, in order to improve customer satisfaction with their products and to strengthen customer loyalty (Ravald and Gronroos, 1996). Research by Cronin Jr. et al (2000) underline these cause and effect links between value, satisfaction and customers’ behavioral intentions ‘loyalty’ and ‘word-­‐of-­‐mouth’, as shown in figure 1. They state that ‘numerous studies have specified relationships between quality, value, satisfaction and consequences as customer loyalty, positive word-­‐of-­‐mouth and repurchase intentions’. Their research amongst six service industries has proven direct links between value, satisfaction and behavioral intentions. Value was found to be directly related to satisfaction and satisfaction directly related to the behavioral intentions of re-­‐purchasing and spreading positive word-­‐of-­‐mouth (Cronin Jr. et al, 2000). In other words, by increasing value, companies can increase
  • 19. satisfaction and increased value and satisfaction result in increased customer loyalty (Ravald and Gronroos, 1996; Woodruff, 1997; Cronin Jr. et al, 2000). Figure 1: The relationship between quality, value, satisfaction and loyalty (Cronin Jr. et al, 2000) However, added value is only realized when customers perceive the improved or added product or service as important to solve their problem(s) or fulfill their need(s) and when it meets or exceeds their expectations (Riel et al, 2004; Witell and Fundin, 2005). In this perspective, Ravald and Gronroos (1996) define customer perceived value as the ratio between perceived benefits and perceived sacrifice. Benefits are perceived when a product or service fulfils the customer’s needs. Sacrifices are perceived when a customer has to pay in order to use the product or service (monetary sacrifices), when a customer has to invest time or effort in order the be able to use a product or service or when a customer perceives inconvenience or risk in using a product or service (non-­‐ monetary sacrifices) (Ravald and Gronroos, 1996; Boksberger and Melsen, 2011). When the ratio between perceived benefits and sacrifices is positive, this will result in customer satisfaction with the product or service (Ravald and Gronroos, 1996). As such, perceived value is found to directly influence customer satisfaction (Woodruff, 1997; Cronin Jr. et al, 2000). In addition, previous research found that not only the perceived 19
  • 20. value of the total value proposition offered influences the customer’s satisfaction with a product or service, but also at attribute-­‐level customer satisfaction is influenced (Oliver, 1993). Thus, when analyzing the customer’s perceived value of a product or service, it is important to focus on both the overall value proposition as well as on the specific attributes included in the value proposition. 20 3.1.2 Business vs. customer perspective Since there is little consensus with regards to the definition and the concept of perceived value (Boksberger and Melsen, 2011), it is important to establish a definition of perceived value which fits this study. Value literature (Zeithaml, 1988; Ravald and Gronroos, 1996; Kleijnen et al, 2007, Boksberger and Melsen, 2011) describes value from both a business and a customer perspective. The business’ value perspective is often concerned with a customer’s lifecycle value; the net worth of a customer from its acquisition phase, through its development and retention phases and finally, to its exit phase. The customer’s value perspective is often described by the utilitarian perspective of perceived value where perceived value is considered a trade-­‐off between a customer’s perceived benefits of using a product or service and the perceived sacrifices made to use the service (Boksberger and Melsen, 2011). In line with the customer’s value perspective, Zeithaml (1988) states: ‘Value is the customer’s overall assessment of the utility of a product based on perceptions of what is received and what is given.’ Sacrifices include monetary costs (purchase price, acquisition costs) and non-­‐monetary costs of a service, in which the factors ‘time, effort, search costs, convenience and perceived risk are considered as non-­‐monetary sacrifices in value literature (Ravald and Gronroos, 1996; Boksberger and Melsen, 2011). 3.1.3 Utilitarian vs. hedonic value In literature on value we find two types of customer perceived value; utilitarian value and hedonic value (Kleijnen et al, 2007). First, according to Kleijnen et al (2007),
  • 21. utilitarian value is concerned with the goal of a customer of completing a task. When looking at literature on service quality, perceived value, customer satisfaction and customer loyalty in the perspective of online and mobile services, divisions of utilitarian value into different dimensions are made. Based on these existing studies, we propose a division of utilitarian value into the following five different utilitarian value dimensions; usefulness, ease of use, availability and speed, reliability, and support. An overview of these different utilitarian dimensions and its measurements is given in figure 21 2. As figure 2 shows, usefulness is regarded to as the functionality of the service as perceived by the user and is measured by the relevance of the service’s information and features, the service’s completeness, the frequency of updates, the actuality of information and the relative advantage of the service compared to alternatives (Choi et al, 2008; Pura, 2005; Sahadev and Purani, 2008; Wu and Wang, 2005; Yang et al, 2003; Zhang and Von Dran, 2002). Ease of use is concerned with the ease if using the service as perceived by the user and depend on the intuitiveness of operations (Aladwani and Palvia, 2002; Bauer et al, 2006; Choi et al, 2008; Cyr et al, 2006; Lee and Lin, 2005; Pura, 2005; Santos, 2003; Wu and Wang, 2005; Zhang and Von Dran, 2002). Availability and speed describe the ease of access to the service as perceived by the user and depend on the availability and the response time of the service (Aladwani and Palvia, 2002; Ancar and D'Incau, 2003; Bauer et al, 2006; Choi et al, 2008; King and Liuo, 2004; Lee and Lin, 2005; Loiacono et al, 2002; Parasuraman et al, 2005; Pura, 2005; Sahadev and Purani, 2008; Yen and Lu, 2008; Zhang and Von Dran 2002). Reliability is about the trustworthiness of the service as perceived by the user and depends on the level of security included in the service (Aladwani and Palvia, 2002; Bauer et al, 2006; Choi et al, 2008; Lee and Lin, 2005; Lin and Wang, 2006; Parasuraman et al, 2005; Sahadev and Purani, 2008; Santos, 2003; San Martin Gutierrez et al, 2012; Wu and Wang, 2005; Yang et al, 2003; Yen and Lu, 2008; Zhang and Von Dran, 2002). Support is concerned with the help provided by the system to the user, in order to complete the user’s task and depends on the availability of a friendly user manual and service supporting personnel (Bauer et al, 2006; Parasuraman et al, 2005; Santos, 2003; Yen and Lu, 2008).
  • 22. Second, according to Kleijnen et al (2007), hedonic value is concerned with emotional involvement, the extent to which the user becomes emotionally involved through interacting with a product or service. When looking at literature on service quality, perceived value, customer satisfaction and customer loyalty in the perspective of online and mobile services, divisions of hedonistic value into different measures are made. An overview of these measurements can be found in 22 figure 2. As figure 2 shows, we propose hedonistic value to depend on a user’s emotional involvement which depends on the measurements fun of using a service, visual appeal of a service and innovativeness of a service (Bauer et al, 2006; Cyr et al, 2006; King and Liuo, 2004; Lee and Lin, 2005; Loiacono et al, 2002; Pura, 2005; Zhang and Von Dran 2002).
  • 23. 23
  • 24. Figure 2: Value attributes of a service mobile app 24 3.1.4 Dynamics of perceived value Existing theories on perceived value (Zeithaml, 1988; Webster, 1989; Ravald and Gronroos, 1996; Mittal and Katrichis, 2000; Kano, 2001; Witell and Fundin, 2005; Zhao and Dholakia, 2009; Kim and Hwang, 2012) state that perceived value has a dynamic nature and is influenced by demographic variables (f.e. age and education), psychographic variables (f.e. social class and lifestyle) and behavioral variables (f.e. user experience and user status). The following paragraph covers existing literature on this dynamic nature of perceived value. Demographics Zeithaml (1988) studied consumer’ perceptions of value and found that perceived value is subjective and individual and therefore varies amongst customers and customer segments. Ravald and Gronroos (1996) suggest these differences are a result of different personal values, needs and preferences. This, in line with previous studies on service quality which have shown demographics are influencing service quality expectations (Webster, 1998; Kim and Hwang, 2012). Webster (1989) studied whether customers could be segmented based on their service quality expectations. Based on this study, it can be concluded that customers can be segmented into different categories of service needs, based on demographic variables like age and education. In a mobile specific context, Kim and Hwang (2012) studied the effect of mobile consumers’ value tendency on their perception of mobile internet service quality. Consumers can have a more hedonistic value tendency (pleasure-­‐oriented) or a more utilitarian value tendency (productivity-­‐oriented). They studied the relationship between maturity and value tendency. Maturity was measured through the demographic variables age and education. The older of age and/or the higher educated, the more mature a customer was defined. Their study found a direct relationship; the more mature a consumer, the higher the level of tendency towards utilitarian value. In
  • 25. other words, mature customers have a more productivity-­‐oriented tendency in contrast to less mature customers, which have a more pleasure-­‐oriented value tendency (Kim and Hwang, 2012). Moreover, research on the use of mobile information systems in the insurance industry found higher educated insurance agents to perceive mobile information systems more valuable than lower educated customers (Lee et al, 2005). 25 Psychographics Several studies distinct between functional value (utilitarian) and social and emotional value (Day and Crask, 2000; Pura, 2005; Boksberger and Melsen, 2009). Social and emotional value are concerned with psychographics (f.e. social class and lifestyle). First, social value is defined as the perceived utility of using a product or service, through the association of that product or service with specific demographic, socioeconomic and cultural-­‐ethnic groups. In this perspective, research found that mobile phones are linked to Maslow’s hierarchy of needs, creating a sense of belonging, especially amongst the younger generations which see ‘being mobile’ in sense of ‘being’ cool (Kolsaker and Drakatos, 2009). Second, emotional value is concerned with the impact of using a product or service on the consumer’s emotional state. Kolsaker and Drakatos (2009) revealed that users of mobile devices are emotionally attached to their devices. This, since their mobile devices enable an always and everywhere online mode, making it possible to keep in touch with family, friends and colleagues regardless of their proximity. Next to that, emotional attachment is developed by using the mobile devices as a personal management device for both personal and work life. In other words, consumers derive emotional value from using their mobile devices, as it as in integral part of their lifestyle. Unfortunately, psychographic research has been criticised for its problems associated with measurement and validity and its practical limitations as a result of lacking psychographic segmentation opportunities available for marketers (Gilbert et al, 1995). Behavior
  • 26. Woodruff (1997) found differences in value perceptions between existing and potential customers and found usage experience to be influencing the customer’s value perceptions. Additionally, Mittal and Katrichis (2000) argue that the service or product attributes important to existing customers are not necessarily the same as for non-­‐ customers. In line with these findings, Zeithaml (1988) states that a person might evaluate the same product differently on different occasions. Thus, the attributes which make the customer purchase are not similar to the attributes perceived important during the usage of a product or service, or even after usage of the product or service. A customer’s actual usage experience with a product or service is considered to be influencing these perceptions, resulting in different value perceptions between existing customers and potential customers (Zhao and Dholakia, 2009). Kano (2001) states that customer’s perception of service attributes vary over time, depending on the customer’s position in the product lifecycle. His study found customer’s perception of remote TV controls to change over time. In 1983 a remote control was considered a nice to have attribute, while in 1998 it has become a must-­‐have attribute, resulting in dissatisfaction when absent. Based on these findings, Kano (2001) identified a specific pattern of change over time: indifferent attribute 26 ! attractive attribute ! must-­‐have attribute (Zhao and Dholakia, 2009). In other words, service attributes are dynamic and will change over time from being unimportant to customer satisfaction to ultimately become a must have requirement in order to satisfy customers. In other words, customers who do not have usage experience with a certain service value the service as unimportant. But, customer’s which frequently have used the service value it as a must-­‐ have requirement (Witell and Fundin, 2005). Extending on Kano’s findings, Witell and Fundin (2005) found the same pattern to be true for online ordering of cinema tickets. Although, in this context, the customer’s perception of the service transforms from nice to have to must have after only five times of usage. In other words, customers’ adoption speed of services highly influences their value perceptions of services. Based on these studies, we conclude that it is important for companies to understand the needs and expectations of their different customer segments (existing and potential
  • 27. customers), with different levels of usage experience, at different moments in the product lifecycle, in order to provide the right value to the right customer segment. Additionally, companies must be aware of impact of adoption speed on customer value perceptions of services, in order to provide value to the customer at the right time. Then only, a company will be able to deliver sustainable added value to its customers and enhance customer satisfaction and loyalty levels (Ravald and Gronroos; 1996). 27 3.1.5 Measuring perceived value Different models are developed which can be applied to assess the perceived value of products and services. Most models measure perceived value at the overall level of a value proposition (Zeithaml, 1988; Cronin, 2000; Parasuraman and Grewal, 2000; Petrick, 2002). Zeithaml (1988) and Cronin Jr. et al (2000) measure perceived value as perceived quality minus perceived monetary and non-­‐monetary sacrifices. In addition, Parasuraman and Grewal (2000) propose a distinction of perceived quality in two sub-­‐ drivers of quality; product quality and service quality. They state: ‘In instances where the core of what the seller offers to the buyer is a service, there is no tangible product and, as such, product quality and service quality overlap.’ Also, their distinction enables the inclusion of value added services (f.e. after sales support) when determining perceived value. Sweeney and Soutar (2001) developed the PERVAL model, which measures customer’s perceived value of a product at brand level. Their model suggests perceived value is driven by four sub-­‐dimensions of value; emotional value, social value, functional value in terms of value for money and functional value in terms of perceived versus expected performance. Petrick’s SERV-­‐PERVAL (2002) measures perceived value as the sum of the emotional outcome of using a service, the quality experienced during usage of the service, the reputation of the service or service provider and the (monetary) sacrifices involved with using the service. For measuring perceived value at the attribute level, the Kano model (Matzler and Hinterhuber, 1998) can be applied. Kano’s theory of attractive quality helps companies
  • 28. in analyzing the role of different product or service attributes in relation to the customer’s perceived value and satisfaction regarding the product or service. Although the model was developed by the Japanese professor Kano back in 1984, over 20 years ago, it still is relevant and widely used. From 1998 to 2012, the number of academic articles covering Kano’s model actually increased (Luor et al, 2012). It has been used extensively in quality management, product and service development, strategic thinking, employee management, business planning and service management (Witell and Lofgren, 2007). In addition, it has successfully been applied to assess the classification of website attributes (Zhang and Von Dran, 2002), web community attributes (Kuo, 2004) and e-­‐learning services’ attributes (Chen and Kuo, 2011). According to Matzler and Hinterhuber (1998), the strength of the Kano methodology, in relation to other methods, is that it can provide guidance in trade-­‐off situations and it can point out opportunities for service differentiation. Moreover, Kano’s model is able to capture the dynamic nature of customer perceptions and expectations regarding products and services. Thus, Kano’s model is able to identify changes in customer’s perception and expectations over time, based on variables like usage experience and a user’s status in the product lifecycle (Zhang and Von Dran, 2002). The model is based on Herzberg’s Motivator-­‐Hygiene Theory in behavioral science, which states that the factors causing satisfaction are different from the factors causing dissatisfaction (Witell and Fundin, 2004). As 28 figure 3 shows, Kano distinguishes five categories of product / service attributes which influence customer satisfaction, which may differ between customer segments and differ over time, due to the dynamics of perceived value;
  • 29. Figure 3: The Kano model 29 1. Must-­‐be attributes; an attribute which absence will result in customer dissatisfaction, but whose presence does not significantly contribute to customer satisfaction. 2. Attractive attributes; an attribute that gives satisfaction when present, but that produce no dissatisfaction when absent. 3. One-­‐dimensional attributes; an attribute that is positively and linearly related to customer satisfaction. 4. Indifferent attributes an attribute which presence or absence does not cause any satisfaction or dissatisfaction to customers.
  • 30. 30 5. Reverse attributes; an attribute which presence causes customer dissatisfaction, and whose absence results in customer satisfaction. Must-­‐be attributes Must-­‐be attributes are the basic requirements for a product and very important in the customer’s evaluation of alternatives. If these requirements are not fulfilled, the customer will not purchase and/or use the product at all. Or, when the customer acquires and/or uses the product, he or she will become extremely dissatisfied. On the other hand, the customer takes ‘must-­‐be’ attributes for granted and do not explicitly demand them, therefore fulfilling of these requirements will not increase customer satisfaction (Matzler and Hinterhuber, 1998; Witell and Fundin, 2005). An example of a must-­‐be attribute is the network coverage of a mobile telephony and internet service provider. A customer takes network coverage for granted and expects to be able to have connection everywhere, anytime. Customers do not explicitly demand this. When the network coverage is good, this does not result in increased satisfaction. But, when the coverage is bad, this will result in dissatisfaction. Attractive attributes Attractive attributes are the product requirements which have the greatest impact on customer satisfaction (Matzler and Hinterhuber, 1998; Witell and Fundin, 2005). These attributes are not explicitly demanded or expected by the customer, fulfill unconscious customer needs and can be regarded as surprise and delight attributes. Fulfillment of attractive requirements positively influences customer satisfaction. On the contrary, when an attractive attribute is missing this will not result in dissatisfaction. This, since the customer did not expect or demand the requirement. By delivering attractive attributes, companies can increase the perceived value of their offering and increase customer satisfaction (Matzler and Hinterhuber, 1998; Witell and Fundin, 2005). Attractive attributes can become must-­‐have attributes over time (Matzler and Hinterhuber, 1998). For example, an attractive attribute could be the offering of free
  • 31. wireless internet on airports. When these facilities were not offered, customers were not expected to be dissatisfied. This, since these facilities were not fulfilling the travelers primary need; travelling. But, since free wireless internet has become globally available at almost every airport, customers are probably starting to expect this service to be delivered. As a result, free wireless internet on airports is expected to shift from an attractive requirement into a must-­‐have requirement. Other attributes such as ‘airbags in automobiles have experienced similar shifts (Zhao and Dholakia, 2009). 31 ‘One-­‐dimensional’ attributes One-­‐dimensional attributes are often explicitly demanded by the customer. These attributes have a direct linear relationship with customer satisfaction. When one-­‐ dimensional requirements are fulfilled, this positively influences customer satisfaction. But, when unfulfilled, customer satisfaction is negatively influenced. In case of a negative relationship between an attribute and satisfaction, the attribute is regarded as reverse attribute. (Matzler and Hinterhuber, 1998; Witell and Fundin, 2005). An example of a one-­‐dimensional attribute is the size of the mobile data bundle offered by a mobile internet provider. The bigger the data bundle, the higher the satisfaction of the customer with the service offered. An example of a reverse attribute is the cost of a mobile telephony and internet subscription. The higher the monthly costs of the subscription, the higher the dissatisfaction of the customer with the service offered. ‘Indifferent’ attributes Indifferent attributes are attributes which do not influence customer satisfaction at all. These attributes can become attractive attributes over time. Therefore, companies should always take the development of indifferent attributes into consideration, since these can provide strategic means for customer acquisition and customer retention in the future (Yang, 2005).
  • 32. Yang (2005) states that ‘for any quality attribute, its influence on customer satisfaction is closely related to the degree of importance attached to it by customers. For example, in a car, an automatic gearbox and a luggage carrier are both attractive quality requirements. However, most customers consider an automatic gearbox to be more important than a luggage carrier. Therefore, adding an automatic gearbox will create greater customer value than adding a luggage carrier’ (Yang, 2005). In other words, it is important to not only measure the Kano category of an attribute, but also its relative importance compared to other attributes. As figure 4 shows, Yang’s refined Kano model takes importance into account and splits attractive attributes into highly and less attractive, one-­‐dimensional attributes into high value-­‐added and low-­‐value added, must be attributes into critical and necessary and indifferent attributes into potential and care free, based on customer’s self-­‐stated importance. Figure 4: The refined Kano model, including importance (Yang, 2005) 32 3.1.7 Conclusions on perceived value Based on this literature study on perceived value we find Zeithaml’s customer perspective (1988) on value to best fit the research: ‘Value is the customer’s overall assessment of the utility of a product based on perceptions of what is received and what is given.’ This assessment of value is based on two factors; utilitarian value and hedonistic value (Kleijnen et al, 2007). Utilitarian value is concerned with the goal the customer wants to accomplish when using a service or product and the convenience in
  • 33. achieving this goal through the service or product. Hedonistic value concerning emotional involvement when using a service or product. As 33 figure 2 shows, utilitarian value and emotional value can be split into sub-­‐dimensions, which enable us to measure perceived value on the attribute level of a service. The overall perceived value of a customer is found to be dynamic and is influenced by demographic variables like age and education, psychographic variables like social class and lifestyle and behavioral variables like usage experience user status (Zeithaml, 1988; Webster, 1989; Ravald and Gronroos, 1996; Mittal and Katrichis, 2000; Kano, 2001; Witell and Fundin, 2005; Zhao and Dholakia, 2009; Kim and Hwang, 2012). Therefore, Kano’s methodology for measuring customer value will used as analysis tool; it helps us determine if specific service attributes are must-­‐have, attractive or irrelevant from a customer’s point of view and it captures the dynamic nature of perceived value (Matzler and Hinterhuber, 1998; Zhang and Von Dran, 2002). This, in order to find answer’s to our main research questions: • What is the value of a mobile service app within the overall value proposition offered to the customer, and how does the value differ between customer segments? • What are the key attributes to the app's perceived value, and how do these attributes differ between customer segments? 3.2 Definitions used for this study 3.2.1 Perceived value As the aim of this study is to determine the perceived value of an mobile service app and its attributes from a customer’s perspective, the value definition of Zeithaml (1988) will be used for the rest of this research: ‘Value is the customer’s overall assessment of the utility of a product based on perceptions of what is received and what is given.’
  • 34. 34 3.2.2 Value proposition A value proposition is the complete product or service a company offers to its customer. It consists of a core product or service and is often extended with additional services, creating the augmented product (Riel et al, 2004). The core product represents the customer’s minimal purchase conditions (Witell and Fundin, 2005). An example of a core service is a banking offering customers the opportunity to save and lend money and to conduct financial transactions. The augmented product exceeds the customer’s basic needs or expectations (Witell and Fundin, 2005). A bank’s augmented product consists of value adding services like online payment portals and mobile payment (m-­‐ payment) portals, services enhancing the customer’s banking experience and reducing the bank’s costs. The core and augmented product together are considered as the bank’s value proposition. For this research, we will focus on the perceived value of a mobile service app as part of the total value proposition offered. 3.2.3 Mobile Service App A mobile app is defined as a software application on a smartphone or tablet, enabling anywhere, anytime interaction between a company and its customers. It offers customers a mobile gateway to online services (Xu et al, 2011). In light of this study, the app investigated can be categorized as a service-­‐oriented app and must be seen as a peripheral service, part of the augmented product, aimed at adding value to the core offering of the company to the customer. This, contrary to stand-­‐alone apps which are the core product by themselves (f.e. instant messaging apps, game apps). The research will focus on the perceived value of the mobile service app as part of the total value proposition offered. In addition, it will analyze the perceived value of the different attributes of a mobile service app. 3.3 Hypotheses
  • 35. Zeithaml (1988) states that ‘perceived value is the customer’s overall assessment of the utility of a product based on perceptions of what is received and what is given’ and that it varies amongst customers as a result of the individual and subjective nature of perceived value. In addition, perceived value is found to be transforming over time (Kano, 2001; Witell and Fundin, 2005). Based on these definitions of perceived value, we will adopt a segmentation approach to determine the perceived value of a mobile service app and its attributes within different customer segments. Segmentation will be based on demographic and behavioral characteristics. The effect of the demographics age and education will be analyzed. In addition, the effect of the behavioural characteristics user status and usage experience will be investigated, in line with the concept of perceived value transforming over time. Because of the theoretical and practical problems associated with psychographic segmentation (Gilbert et al, 1995), we will not include psychographic variables in this study. 35 3.3.1 Demographics Based on previous studies on perceived value and service quality (Zeithaml, 1988; Webster, 1989; Ravald and Gronroos, 1996; Lee et al, 2005; Kim and Hwang, 2012), different segments of users are expected to have different value perceptions of a mobile service app. Age and education are expected to be of significant influence on customers’ perceived value of the app. Therefore, we hypothesize; H1a: Customers classify the mobile service app into different Kano categories H1b: The mobile service app’s Kano classification differs between customer segments based on age H1c: The mobile service app’s Kano classification differs between customer segments based on education
  • 36. In addition, the mobile service app consists of different attributes which can add value for the customer. These elements are; usefulness of the service, ease of use of the service, ease of accessing the service, reliability of the service, supporting services and emotional involvement of the customer when using the service (see literature review, 36 figure 2). Based on the expectation of different segments of users having different value perceptions, we expect these attributes within the mobile service app to be perceived differently by different customer segments; H2a: Customers classify the mobile service app’s attributes into different Kano categories H2b: The mobile service app attributes’ Kano classification differs between customer segments based on age H2c: The mobile service app attributes’ Kano classification differs between customer segments based on education 3.3.2 Behavior: Usage experience and user status Previous studies (Zeithaml, 1988; Kano, 2001; Witell and Fundin, 2005; Zhao and Dholakia, 2009) found differences in a customer’s perceived value of a service or technology based his or her level of usage experience with the service of technology. Therefore, we expect smartphone usage to directly influence the app’s Kano classification category. We hypothesize; H3a: Smartphone usage experience directly influences the mobile service app’s Kano classification. H3b: Frequency of app usage (in general) directly influences the mobile service app’s Kano classification
  • 37. H3c: The number of apps in use directly influences the mobile service app’s Kano classification. In addition, based on previous studies on differences in perceived value between existing users and non-­‐users of services (Woodruff, 1997; Mittal and Katrichis, 2000), we expect that the perceived value of a mobile service app is more valuable to existing app users than to non app-­‐users. Therefore, we hypothesize: H3d: Existing app users classify a mobile service app into a different Kano category compared to non app-­‐users 37
  • 38. 4. METHODOLOGY This chapter covers the operationalization of the research. It explains the research design, sample strategy and sample size and the data collection method. Kano’s model for measuring perceived value is used to operationalize the research on the perceived value of a mobile service app and the operationalization process is described. Finally, the development and execution of the questionnaire used to collect the data is described. 38 4.1 Objectives This research aims to determine the perceived value of a mobile service app within the overall value proposition offered to the customer. Second, it aims to determine the key attributes influencing the app’s perceived value. In our research, we suggest a mobile service app to be part of the augmented product, aimed at adding value to a core product or service in order to distinguish the product or service from competition. Kano’s model of customer satisfaction (Matzler and Hinterhuber, 1998; Yang, 2005) will be used to find answers to the research questions; • What is the value of a mobile service app within the overall value proposition offered to the customer, and how does the value differ between customer segments? • What are the key attributes to the app's perceived value, and how do these attributes differ between customer segments? Kano’s methodology makes it possible to classify service attributes based on customer perceptions. Using this model will enable us to determine the perceived value of a mobile service app within the overall value proposition offered. This, in order to find if a mobile app is really adding value for the customer and if the app’s perceived value varies between customer segments. Second, it enables us to determine the perceived
  • 39. value of the different attributes of a mobile service app, for different customer segments. This, in order to find the app’s attributes which are of key influence on the app’s value for its users. 39 4.2 Research design We tend to execute the research in such a way that conclusions could be generally applied, to different kinds of businesses and situations. Therefore, this study adopts a deductive approach, based on a survey, with a descriptive and explanatory aim. The questionnaire approach enables us to generalizing outcomes and to find relationships between variables (Saunders et al, 2009), which fits with the research questions and the wish for the outcomes to be generally applicable. This, contrary to inductive research methods like focus groups and interviews, which aim to build new theories and which are less concerned with a need for generally applying theory to practical situations (Saunders et al, 2009). We develop and test hypotheses based on existing theories and aim to extend existing theories on perceived value with specific findings on perceived value regarding mobile apps. Through the hypotheses, different perspectives of customer’ perceived value of a mobile app are examined and described and relations between variables are analyzed in order to explain these different perspectives. First, literature review has been conducted to establish a good overview on existing theories of perceived value and to determine the attributes of a mobile service app which customers’ perceive valuable. Second, the measurement method for measuring perceived value was determined and hypotheses have been developed, based on existing value theories. Third, in order to test these hypotheses, a questionnaire has been set-­‐up. Development and execution of this questionnaire are explained in the following paragraphs.
  • 40. 40 4.3 Sample strategy and sample size To determine the perceived value of a mobile service app and the value of the mobile app’s attributes, we will sample amongst customers of a Dutch mobile network provider offering mobile telephony and internet network services. The company offers its mobile customers a mobile service app for smartphones, which provides customers information on monthly bills and actual usage of their bundle (call minutes, text messages, data bundle), and offers the possibility to instantly upgrade or downgrade the subscription and to purchase value added services. In that sense, the mobile service app should be considered part of the augmented product, aimed at adding value to the core product; a mobile telephony and internet network service. This fits with our research context. We have contacted a random set of customers the company’s subscriber base by email and through an online questionnaire we asked them if they have usage experience with smartphones and with mobile apps in general. In addition, we asked if they have usage experience with the company’s mobile My service app. The company’s customer base includes more than 1 million subscribers. For a 95% confidence level of the data collected and 5% margin of error, we need at least 384 complete responses (Saunders et al, 2009). This, to ensure that the characteristics of the sample data collected will represent the characteristics of the total population. A simple random sampling approach (probability sampling) has been adopted to select the sample. 4.4 Data collection 4.4.1 Measuring the dynamics of perceived value: Kano’s measurement model Kano’s measurement model for measuring product attribute classifications is used to collect and analyze the data. The model suggests a specific method to collect data which involves a functional-­‐dysfunctional form of asking the customer’s perceived value of the different attributes of a product or service (Sauerwein et al, 1996). This,
  • 41. reflecting Herzberg’s Motivator-­‐Hygiene Theory, which states that the factors causing satisfaction are different from the factors causing dissatisfaction (Witell and Fundin, 2004). The functional question analyzes the customer’s perception if the product or service offers a specific attribute. For example, it asks; ‘How do you feel if attribute X is present in a mobile service app?’ The dysfunctional question analyzes the customer’s perception if the product or service lacks a specific attribute. For example, it asks; ‘How do you feel if attribute X is not present in a mobile service app?’ As 41 figure 5 shows, respondents can give five different answers to the functional/dysfunctional questions: 1. I like it, 2. I require it (must-­‐be), 3. neutral, 4. I don’t mind (live with), 5. I don’t like it (dislike). Kano’s attribute classification table (Matzler and Hinterhuber, 1998) in figure 5 combines the answers to the functional and dysfunctional question and classifies an attribute to one of the Kano attribute categories; must have, attractive, one-­‐ dimensional, reverse, indifferent or questionable (see literature review for explanation). A questionable classification shows us that the question concerning an attribute has been phrased incorrect or has been misunderstood by the respondent (Matzler and Hinterhuber, 1998). Figure 5: Kano’s attribute classification table Other methodologies for classification of product and service attributes are the direct classification method and Kano’s 3-­‐level questionnaire (Witell and Lofgren, 2007). First, the direct classification method directly asks customers to classify attributes into Kano’s
  • 42. various categories themselves. Main advantage of this method is that fewer questions need to be asked, which shortens the questionnaire length and stimulates response (Mikulic and Prebežac, 2011). But, according to Mikulic and Prebežac (2011) this method is only preferred in situations where the respondents’ understanding of Kano’s different categories is guaranteed. In addition, the direct classification method is found to overestimate the role of must be attributes and underestimate the role of attractive attributes (Witell and Lofgren, 2007). Second, Kano’s 3-­‐level questionnaire is similar to Kano’s 5-­‐level questionnaire, but only measures on a 3-­‐point scale (satisfied, neutral, dissatisfied). This increases the ease of completing the questionnaire for the respondent, stimulating response. But, like the direct classification method, the Kano 3-­‐ level questionnaire is also is found to overestimate the role of must be attributes and underestimate the role of attractive attributes (Witell and Lofgren, 2007). Since our sample is not expected to be known with the Kano methodology, we chose to apply the most commonly used Kano 5-­‐level classification method, asking both functional and dysfunctional questions, accepting that the extra questions result in a lengthier questionnaire. 42 4.4.2 Questionnaire 75.000 mobile subscribers have been contacted by email and asked if they would like to participate in a questionnaire on smartphone and app usage. An incentive was used to stimulate responses. Data has been collected through an online questionnaire based on SurveyMonkey.com’s online questionnaire tool. In total, 1.016 customers responded and shared their smartphone and apps experience with us. The questionnaire was constructed according to the Kano model (Sauerwein et al, 1996). First, in order to determine the overall proposition’s attributes to be investigated through the questionnaire, we conducted exploratory desk research on the value proposition attributes of a mobile telephony and internet subscription. These attributes
  • 43. 43 have been based on research within the company’s mobile customers base. See figure 6 for an overview of these attributes. Variable Brand (image / trustworthiness) Price / monthly subscription costs Network coverage Service quality (website, helpdesk, store) Promotions / discounts Internet speed Size of internet bundle (MB's / GB's) Size of calling & texting bundle (minutes & SMS-­‐es) Free WiFi Hotspots Mobile Service App Figure 6: Attributes of a mobile telephony and internet subscription Second, in order to determine the value attributes of the mobile service app to be investigated through the questionnaire, we conducted exploratory desk research on value attributes in online and mobile service contexts (see chapter 3, theoretical framework). Based on the value attributes found, a set of value attributes for a mobile service app has been constructed. An overview of this set is given in figure 7. Third, to increase the respondents’ understanding of the questions asked and increase the value of the data to be collected, a couple of pilot questionnaires were distributed amongst the target group. Feedback on these pilot questionnaires has been collected and used to develop the final questionnaire.
  • 44. 44
  • 45. 45
  • 46. Figure 7: Value attributes of a service mobile app 46
  • 47. 5. ANALYSIS AND RESULTS In this chapter, we describe the data analysis process, the characteristics of the sample analyzed and the main results of our analysis regarding perceived value and differences in perceptions based on demographic factors age and education and behavioural factors user status and usage experience. 47 5.1 Analysis of questionnaire data The data has been collected through SurveyMonkey.com’s online questionnaire tool. In Excel, Kano categories have been determined based on the acquired data. Afterwards, the enriched data was exported to SPSS 20.0 for analysis. Where applicable, a 0,05 criterion of statistical significance has been used to determine if hypotheses were significantly supported or not. 5.2 Characteristics of the sample Figure 8 gives an overview of the characteristics of the study’s respondents. The sample consists of 63% male and 37% female respondents. 8% of the respondents was between 15 and 24 years of age, 15% between 25 and 34 years of age, 19% between 35 and 44 years of age, 20% between 45 and 54 years of age and 38% was 55 years or older. This relative high age can be explained by the relative old customers of the population from which the sample was selected; the company’s subscriber base. The sample’s education level shows 2% of the respondents did not have any higher education at all, 17% finished high school, 34% finished MBO, 35% finished HBO and 13% finished university. The sample’s general level of smartphone experience can be considered high, with only 13% of the sample lacking smartphone experience. 5% had less than half a year of smartphone experience, 9% half a year to a year, 24% one to two years and 50% had over 2 years of smartphone experience. This can also be explained by the population from which the sample has been selected; company’s mobile subscriber base. Of these smartphone experience respondents, only 3% did not use mobile apps at all. The other
  • 48. 97% uses apps at least once a month or more with 22% of the respondents using apps over 100 times a month. Amongst the app users, 10% only uses 1 to 2 apps, 39% uses 3 to 5 apps, 36% uses 6 to 10 apps and 16% uses more than 10 apps a month. In addition, 59% of the respondents use the My service app at least once a month, while the other 41% does not use this mobile service app. Figure 8: Sample characteristics 48 Count % Male 642 63% Female 374 37% 15 years or younger 3 0% 15 -­‐ 24 years 77 8% 25 -­‐ 34 years 148 15% 35 -­‐ 44 years 190 19% 45 -­‐ 54 years 207 20% 55 years or older 391 38% No education 16 2% High school 168 17% MBO 343 34% HBO 358 35% WO / University 131 13% No experience 134 13% < 1/2 year 50 5% 1/2 -­‐ 1 year 90 9% 1 -­‐ 2 years 239 24% 2 years + 503 50% Never 28 3% < 1x per month 38 4% 1 -­‐ 10x per month 113 11% 11 -­‐ 50x per month 264 26% 51 -­‐ 100x per month 210 21% 100x per month or 226 22% N/A 137 13% 1 -­‐ 2 apps 82 10% 3 -­‐ 5 apps 331 39% 6 -­‐ 10 apps 301 36% 10 apps + 132 16% Never 351 41% < 1x per month 143 17% 1 -­‐ 2x per month 137 16% 3 -­‐ 5x per month 112 13% 6 -­‐ 10x per month 61 7% 10x per month + 42 5% Gender Age Education Smartphone experience Frequency of app usage Number of apps in use MyKPN usage
  • 49. 49 5.3 Demographics and perceived value The first set of hypotheses concern the effects of demographics on the perceived value of a mobile service app within the overall value proposition and the perceived value of the app’s different attributes. First, we analyze the perceived value of the mobile service app on the level of the overall value proposition offered. As figure 9 shows, generally, respondents consider the mobile service app a one-­‐dimensional attribute within the Kano classification and a low-­‐value added attribute within Yang’s classification. Yang’s classification distinct between high and lower importance items, in which all items rated above the importance mean (7,74) are ranked as high important and all items below the importance mean are ranked less important. But, as figure 10 shows, classification of the mobile service app is highly dispersed amongst customers. In total, 49% of the respondents consider the app as an interesting attribute, with 13% classifying the app as must-­‐have attribute, 23% as one-­‐dimensional attribute and 13% as attractive attribute. Based on these results, hypothesis 1a is supported; customers classify the mobile service app into different Kano categories. Figure 9: Value proposition attribute classification
  • 50. Figure 10: Mobile app attribute classification 50 In order to answer hypothesis 1b, a bivariate correlation analysis has been conducted in SPSS, in order to determine if Kano classification of the mobile service app is correlated with a respondent’s age. A two-­‐tailed test is applied, since we cannot predict if age has a positive or negative effect on the app’s classification. Kendall’s tau is used to find if there is the correlation between app classification and age exists, which is suggested a better estimate of the correlation in a population than the more popular Spearman’s correlation coefficient (Field, 2009). Figure 11 shows the dispersion in the app’s classification between different age segments and the outcome of the analysis. Kendall’s tau shows there is no significant correlation with 0,735 significance. Thus, hypothesis 1b is not supported; age does not significantly influence the app’s Kano classification.
  • 51. Figure 11: Age vs. app classification 51 In order to answer hypothesis 1c, a bivariate correlation analysis has been conducted in SPSS, in order to determine if Kano classification of the mobile service app is correlated
  • 52. with a respondent’s level of education. A two-­‐tailed test is applied, since we cannot predict if education has a positive or negative effect on the app’s classification. Again, Kendall’s tau is used to find if there is the correlation between app classification and education exists. Figure 12 shows the dispersion in the app’s classification between different education segments and the outcome of the analysis. Kendall’s tau shows there is a significant correlation with 0,047 significance. Thus, 52 hypothesis 1c is supported; education does significantly influence the app’s Kano classification.
  • 53. Figure 12: Education vs. app classification Second, we analyze the perceived value of the app’s attributes. As figure 13 shows, generally, respondents consider security of the app’s information exchanged as a must-­‐ be attribute based on Kano’s classification and a critical attribute based on Yang’s classification. Yang’s classification distinct between high and lower importance items, in which all items rated above the importance mean (7,38) are ranked as high important and all items below the importance mean are ranked less important. Availability, 53
  • 54. actuality, relevance and speed are considered one-­‐dimensional attributes in Kano’s classification and high value-­‐added in Yang’s classification. Ease of use is considered an attractive attribute in Kano’s classification and highly important according to Yang’s model. The other features of the app are less important when considering the general perspective of the respondents. But, as figure 14 shows, also the classification of the mobile service app’s attributes is highly dispersed amongst customers. Based on these results, 54 hypothesis 2a is supported; customers classify the mobile service app’s attributes into different Kano categories. Figure 13: App attribute classification
  • 55. Figure 14: App attribute classification 55 In order to answer hypothesis 2b, a bivariate correlation analysis has been conducted in SPSS, in order to determine if Kano classification of the mobile service app’s attributes is correlated with a respondent’s age. Again, a two-­‐tailed Kendall’s tau test is used to find if there is the correlation. Figure 15 shows the correlation coefficients for the app’s attributes classification and age. Kendall’s tau shows there is no significant correlation between age and one or more of the app’s attributes classifications. Thus, hypothesis 2b is not supported; age does not significantly influence the app attributes’ Kano classification. Figure 15: Age vs. app attribute classification
  • 56. Although, when analyzing importance ratings on a 1-­‐10 scale with Spearman’s correlation coefficient for such parametric scales (Field, 2009) shows us correlations between age and importance rating. As 56 figure 16 shows, the importance of availability (significance of 0,021) and a user manual (significance of 0,001) are significant correlated with age. For the attribute availability, the correlation is negative, meaning the younger the respondent the more important availability is rated. For the attribute user manual, the correlation is positive, meaning the older the respondent the more important the user manual becomes. Figure 16: Age vs. importance of availability and user manual In order to answer hypothesis 2c, a bivariate correlation analysis has been conducted in SPSS, in order to determine if Kano classification of the mobile service app’s attributes is correlated with a respondent’s education. Again, a two-­‐tailed Kendall’s tau test is used to find if there is the correlation. Figure 17 shows the correlation coefficients for the app’s attributes classification and education. Kendall’s tau shows there is a significant correlation between education and the classifications of a number of the app’s attributes; relevance (0,000 significance), completeness of features (0,007 significance), actuality (0,018 significance), relative benefit (0,009 significance), availability (0,003 significance), speed (0,001 significance) and security (0,000 significance). Thus, hypothesis 2c is supported; education does significantly influence the app attributes’ Kano classification.
  • 57. Figure 17: Education vs. app attribute classification 57 5.4 Behavioural characteristics and perceived value The second set of hypotheses concern the effects of behavioural characteristics ‘usage experience’ and ‘user status’ on the perceived value of a mobile service app within the overall value proposition and the perceived value of the app’s different attributes. First, we analyze the effects of the behaviour characteristic ‘usage experience’ on the level of the mobile service app’s Kano classification. A two-­‐tailed Kendall’s tau test is used to find if there is the correlation. Figure 18 shows the correlation coefficients for the app’s classification and smartphone usage experience. Kendall’s tau shows there is a significant correlation, with 0,004 significance. The more experienced a user is with his or her smartphone, the more the app shifts towards Kano’s must-­‐have classification. Thus, hypothesis 3a is supported; smartphone usage experience directly influences the app attributes’ Kano classification. Figure 18: Smartphone usage experience vs. app classification