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42       E L E C T R O N I C        C O M M E R C E




            Building
                            digital brands
          Sandeep Dayal, Helene Landesberg, and Michael Zeisser



                  On the World Wide Web, the brand is the experience and
                               the experience is the brand.




     I n one industry after another, aggressive Internet
        upstarts are putting established brands at risk, creating very
     strong brand recognition and enjoying explosive visitor growth
     (Exhibit 1, on the next spread). The reason may have less to do with
     the established brands themselves than with their managers.

     Marketers know what a brand is in the physical world: the sum,
     in the consumerā€™s mind, of the personality, presence, and perfor-
     mance of a given product or service.1 These ā€œ3 Psā€ are also
     essential on the World Wide Web. In addition, digital brand
     builders must manage the consumerā€™s on-line experience of the
     product, from ļ¬rst encounter through purchase to delivery and
     beyond. Digital brand builders should care about the consumerā€™s
     1
      David C. Court, Anthony Freeling, Mark G. Leiter, and Andrew J. Parsons, ā€œIf Nike can ā€˜just do it,ā€™
      why canā€™t we?ā€ The McKinsey Quarterly, 1997 Number 3, pp. 24ā€“34.
     The authors thank all those who helped research, write, and edit this article, including George Goldsmith,
     chief executive officer of The Tomorrow Lab; Hans Hawrysz, executive vice president of corporate strategy
     at CMGI; John Hayes, executive vice president of global advertising and brand management at American
     Express; Lisa M. Hutchinson, director of marketing at Saturn Corporation; and Dr. Anthony A. Romeo, vice
     president, strategy, at Unilever North American Foods.
     Sandeep Dayal is a consultant in McKinseyā€™s Chicago office; Helene Landesberg is a consultant
     and Michael Zeisser is a principal in the New York office. Copyright Ā© 2000 McKinsey & Company. All
     rights reserved.
     This article can be found on our Web site at www.mckinseyquarterly.com/electron/budi00.asp.
JEAN FRANCOIS PODEVIN
44     T H E M c K I N S E Y Q U A R T E R LY 2 0 0 0 N U M B E R 2




        on-line experiences for the simple reason that all of themā€”good, bad, or
        indifferent ā€”inļ¬‚uence consumer perceptions of a productā€™s brand. To put it
        differently, on the Web, the experience is the brand.

EXHIBIT 1
                                                                                                Consider an example.
Consumers are turning to digital brands                                                         If a consumer buys lip-
                                                                                                stick from a retailer in
                                                                           One-year growth
                   Brand recognition,   1
                                                 Unique visitors,  2
                                                                           in unique visitors,3 the physical world and
                   millions of US adults         millions per month        percent
                                                                                                has an unpleasant in-
   Amazon.com                            118                      14.8            68            store experience, she is
  Priceline.com                        110           2.6                                   202  more likely to blame
            eBay                   91                        10.5                     141       the retailer than the
          E*trade                 86                1.9                               145
                                                                                                manufacturer. But if
 Dell Computer Not available                        2.1                       25
                                                                                                the consumer purchases
1
2
  As of August 1999.                                                                            that same product from
  As of November 1999.
3
  November 1998 to November 1999.                                                               Procter & Gambleā€™s
Source: Opinion Research Corporation International; Media Metrix; McKinsey analysis
                                                                                                Reļ¬‚ect.com Web site,
                                                                                                her wrath is more likely
           to be directed at P&G. Thus the on-line marketerā€™s objective shifts from cre-
           ating brandsā€”at least as deļ¬ned in the off-line worldā€” to creating Internet
           businesses that can deliver complete, and completely satisfying, experiences.

        Yet many marketers, particularly those whose experience is limited to the
        off-line world, lack a coherent framework and concrete methods for achieving
        the broader objectives of on-line brand building. These marketers need an
        approach for aligning the promises they make to consumers, the Web design
        necessary to deliver those promises on-line, and the economic model
               required to turn a proļ¬t. These three elements ā€” the promise, the
                      design, and the economic modelā€” together form the insepa-
                        rable components of a successful Internet business, or what
                         might be called a digital brand.


                               Just another channel?
                         One reason marketers lack the ingredients to fashion suc-
                          cessful on-line brands is a tendency to underestimate the
                           opportunity itself. Too many incumbent companies con-
                           tinue to view the Internet as just another distribution
        channelā€” one that exists to sell or generate leads for off-line productsā€”
        not as a new medium with its own capabilities and requirements. At best,
        the traditional view leads decision makers to under-estimate the opportunity
        for building dominant digital brands in literally thousands of categories
        across the globe, from mutual funds to frozen foods, from cars to vitamins
        (Exhibit 2). In many categories, new digital brands, including the Web
B U I L D I N G D I G I TA L B R A N D S   45




EXHIBIT 2

Brand-building opportunities

Number of years to reach $100 million per year in sales

                  5.1

                                                                        3.9
                                                                                 3.5
                                   3.2
                                                     2.9
                                                                                                 2.0
                                                                                                                  1.7




               CDnow          Onsale.com1      Amazon.com          Cyberian      eBay        Barnesand-     Priceline.com
                                                                   Outpost                    noble.com
Date of        February            July             July            March      September        March             July
inception        1994              1994             1994                1995     1995            1997            1997

1
 Since merged with Egghead.com.
Source: Securities and Exchange Commission filings; McKinsey analysis



extensions of physical-world brands, will supplant the ā€œlandedā€ (physical
worldā€“only) brands that have dominated the marketplace until now. The
Internet, in other words, is throwing these categories up for grabs.

The value propositions of products and services offered in the physical world
are essentially limited ā€œpoint solutionsā€ that meet only part of a consumer
need or want.2 A credit card, for example, allows customers to pay for goods
and services, and this is a point solution for a need that occurs in a broader
context, such as shopping or traveling. Point solutions are primarily deļ¬ned
in terms of functional beneļ¬ts, such as the assortment in a bookstore or the
rates and terms of a credit card. Todayā€™s consumers also care about process
and relationship beneļ¬tsā€” for example, helpful hints from bookstore clerks
and special deals from credit card issuers. But a companyā€™s ability to deliver
process or relationship beneļ¬ts is often limited by the myriad practical and
economic constraints of the physical world.

Many of these constraints are removed by the Web, so companies that want
to build winning digital brands must dramatically expand the beneļ¬ts they
offer their customers. Companies are using the Web, for instance, to improve
the purchase process for customers by overcoming the physical worldā€™s gaps
in time, space, and memory; to promote user-to-user collaboration and
communication; and to establish reverse markets, in which customers seek
out products from vendors, rather than the other way around. The best
marketers are providing a complete, end-to-end consumer experienceā€”
from the promise made by a product or service all the way to its delivery to

2
    See David C. Court, Thomas D. French, Tim I. McGuire, and Michael Partington, ā€œMarketing in 3-D,ā€ The
    McKinsey Quarterly, 1999 Number 4, pp. 6ā€“17.
46    T H E M c K I N S E Y Q U A R T E R LY 2 0 0 0 N U M B E R 2




       the consumerā€”and creating digital brands with fundamentally broader
       consumer beneļ¬ts than competing brands in the physical world could have.
       This is equally true for all kinds of consumer-oriented brands: product,
       media, retail, and service.

       There are two reasons for building a digital brand around consumer experi-
       ences. First, this approach forces brand builders to adopt the consumerā€™s
       point of view. Second, it forces managers to pay attention to all aspects of
       their digital brandā€™s interactions with the consumer, from the design of the
       product or service to the marketing message, the sales and fulļ¬llment
       processes, and the after-sales customer service effort.

    Why is this approach different from its off-line counterpart? Certainly, all
    companies should want to provide an integrated experience for consumersā€”
    off-line as well as on-lineā€”but aspects of the off-line experience are often
                                             unsatisfactory or accidental.
                                             Although a traditional packaged-
The Web gives companies control goods company, for instance, controls
over all interactions with customers the design and marketing message of
and thus makes it necessary to               its products, it must relinquish con-
improve their overall experience trol of sales and fulļ¬llment to the
                                             retailer, thereby putting itself in a
                                             weak position to solve problems in
    those areas. The Web, by contrast, offers companies ownership and control
    of all interactions with customers and thus creates both the ability and the
    need to improve their overall experience.


       Digital promises
       How do marketers build and manage digital brands? The marketerā€™s ļ¬rst goal
       should be to select the core promise for a truly distinctive value proposition
       appealing to the target customers. Five of these promises are especially effective.

       Digital brands that make tasks ā€” from buying a book to searching for the
       best priceā€” faster, better, and cheaper offer the promise of convenience.
       Amazon.com, like most ļ¬rst-generation electronic businesses, is funda-
       mentally built on this promise.

       Brands that make people feel like winners in whatever activities engage them
        offer the promise of achievement. E*trade, for example, promises to help
            consumers manage their ļ¬nances successfully. It has gone beyond the
                basicsā€”a portfolio of ļ¬nancial tools and researchā€” to offer many
                     helpful innovations, such as securities-tracking and -alert
                             services.
B U I L D I N G D I G I TA L B R A N D S   47




Games and other activities designed to engage (and even thrill) consumers
offer the promise of fun and adventure. Often these activities make use of
ā€œimmersiveā€ technologies, which, for example, allow electronic spectators
of a marathon to hear a runnerā€™s heartbeat. Digital brands such as Quokka
Sports are building their entire businesses around immersive technologies.

Such companies as GeoCities (which helps consumers express themselves
by building and displaying their own Web pages) offer the promise of self-
expression and recognition. Ralston Purina Dog Chowā€™s site allows consumers
to create home pages that display pictures of and stories about their pets.

Clubs or communities offer the promise of belonging, as well as concrete
advantages. Women, for example, can exchange stories and tips with one
another at the iVillage.com site. Mercata.com provides a more tangible
beneļ¬t by aggregating the purchasing power of its community of users
and thus helping them get better prices for a broad range of merchandise.


From promise to delivery
The promises made by digital brands are not unique to the Internet, but the
mediumā€™s interactive capabilities make it easier for digital brands to deliver
on their promises quickly, reliably, and rewardingly. They often do so with
a scope that their landed counterparts would be hard-pressed to match. In
practice, this means that promises must be translated into speciļ¬c interac-
tive functions and Web design features collectively giving consumers a
seamless experience. Such design features as one-click ordering and auto-
mated shopping help deliver the promise of convenience; collaboration tools
such as chat rooms or ratings functions make it possible to realize the
promise of belonging.

Managers shouldnā€™t underestimate the challenges of this translation process.
What, for instance, does it mean to build a digital brand
around a promise of convenience in the grocery
industry? What kind of content, if any, do you
need? And how about chat rooms, personaliza-
tion, one-click ordering, and collaborative
filtering? Digital brand builders canā€™t afford
to fall short of what they have promised,
since competitors are always a click away, but
they waste capital if they offer more than is necessary
to make sales and keep customers.

Technology dramatically differentiates digital
brands ā€” for both customers and shareholders ā€”
48       T H E M c K I N S E Y Q U A R T E R LY 2 0 0 0 N U M B E R 2




                             in ways that will become increasingly clear as they enter
                               their second and third generations. To be certain of
                                identifying all of the designs that make it possible to
                                 deliver on a promise and to build a viable economic
                                 model, todayā€™s digital brand builders must explore at
                                least six groups of design tools. These tools are suffi-
                              ciently robust technologically to help create a distinctive
                            and relevant user experience, and they are beginning to
                        demonstrate their ability to make money for the digital
                brand builders using them.

     Personalization tools, such as the software that creates personalized interfaces
     between e-businesses and customers, hold tremendous promise for value
     exchange3 and contextual commerce.4 T be sure, the value of personalization
                                                o
     has yet to be fully demonstrated in practice. (Fewer than 15 percent of visitors
     to Yahoo! have chosen to set up a ā€œMy Yahoo!ā€ page for themselves.) Person-
     alization tools also present risks, as well as real operational challenges, such
     as managing privacy, intrusiveness, and opportunity costs. For that reason,
     many practitioners still question the short-term return on investments in per-
     sonalization tools.

     Collaborative tools facilitate word of mouth, or what might be called ā€œbranded
     person-to-person communicationsā€ā€”for instance, the ratings that buyers offer
     sellers on eBay, the Landsā€™ End ā€œshop with a friendā€ feature, Raging Bullā€™s
     discussion boards, and Pertā€™s viral marketing (which encourages consumers
     to e-mail their friends instructions for obtaining free Pert Plus samples).
     Collaborative tools such as consumer ratings, though essential for content-
     and community-oriented digital brands, are underutilized.

     Purchase-process streamlining tools eliminate such physical-world constraints
     as the need to walk into a store to purchase a product. Amazonā€™s one-click
     ordering system, for example, eases transactions by sparing repeat customers
     the inconvenience of inputting transaction data. Peapodā€™s shopping lists save
     consumers time by recording the products they purchased previously. The
     fact that most e-shoppers drop out of the buying process during the last
     clicks suggests that improvements along these lines might be very worthwhile.

     Self-service tools allow customers to obtain answers and results without the
     delays and inconsistencies that more often than not characterize human


     3
         See Andrew V. Abela and A. M. Sacconaghi Jr., ā€œValue exchange: The secret of building customer
         relationships on-line,ā€ The McKinsey Quarterly, 1997 Number 2, pp. 216ā€“9.
     4
     A consumer who makes an on-line airplane reservation for Kenya on one Web site and is then served a pop-
     up advertisement for safari equipment on another site would have an experience of contextual commerce.
B U I L D I N G D I G I TA L B R A N D S   49




efforts to provide assistance. Such tools include software for tracking orders,
preparing statements, and changing addresses on-line. Although incumbents
often have difficulty integrating these Web-based tools with legacy systems,
the tools are indispensable for banks, retailers, and other e-businesses that
handle large volumes of transactions.

Do-it-yourself product design tools allow consumers to customize products
and services, either with the help of conļ¬guration options or from scratch.
Dell Computer, for example, lets customers design their own systems on-
line by choosing from a range of options; customers of Music.com and
Listen.com can download the music of various artists onto a single compact
disc. But the need to create manu-
facture-to-order systems to capture
the potential of these tools may make Though essential for content- and
them uneconomical in industries           community-oriented digital brands,
that, unlike software and music,          collaborative tools such as
are not based on information.             consumer ratings are underutilized

Dynamic-pricing tools overthrow the
tyranny of the ļ¬xed retail price, allowing prices to ļ¬t the particular circum-
stances of individual transactions. Such tools, which come in many forms,
include eBayā€™s and uBidā€™s auctions and Pricelineā€™s offer to ā€œname your own
price.ā€ Dynamic pricing, a potential ā€œkiller applicationā€ in many categories,
could permit customers to make a wider variety of trade-offs between price
and value than is possible in the current world, where most sellers offer a
single ļ¬xed price to all buyers.


Rethinking the business model
As digital brand builders align the promise and the design, they must also
align the economic model that will sustain their businesses. For most man-
agers of established brands, the very process of taking them on-line will
force a fundamental reconsideration of the business. Digital brands offer a
richer consumer experience than their physical-world counterparts, so they
can and should make money by tapping into broader revenue and proļ¬t
pools than any single physical-world business might enjoy. Fortunately, the
range of economic opportunity for a digital brand expands dramatically as it
draws from traditionally unrelated revenue and proļ¬t pools.

The economic model must be expanded because building digital brands
around consumer experiences is expensive. A number of different sources of
revenue ultimately makes it possible for a digital brandā€”and the e-business
that supports itā€”to deliver a richer experience to the consumer. Since on-line
consumers expect combinations of product types and functional beneļ¬ts
50      T H E M c K I N S E Y Q U A R T E R LY 2 0 0 0 N U M B E R 2




        different from those expected by off-line consumers, marketers must adopt
        several different economic models to succeed.

        There are six basic economic models (Exhibit 3). The success of an Internet
        brand rests on the skill with which it combines two or more of them.

        1. Retail model. Vendors or products are aggregated to facilitate transactions
        for buyers.

        2. Media model. A company aggregates audiences to generate revenue from
        third parties, such as advertisers, in the manner of the music channel MTV,
        the CBS television network, and Newsweek magazine.

        3. Advisory model. An expert (such as an investment adviser or a personal
        shopper) offers consumers unbiased advice for a fee.

        4. Made-to-order manufacturing model. A business manufactures customized
        products, such as locomotives, in one-time production runs.

        5. Do-it-yourself model. A business (such as McDonaldā€™s or IKEA) provides
        for or facilitates consumer self-service.

        6. Information services model. A business (such as ACNielsen or J. D. Power
        and Associates) collects, processes, and sells information.

      Priceline, for example, combines the retail and media models and therefore
      enjoys economics that are vastly superior to those of other travel agencies,
      both on- and off-line. Applying the retail model, the company aggregates
      suppliers of travel services, such as airlines. Applying the media model, it
                                                              ā€œmonetizesā€ its audi-
EXHIBIT 3
                                                              ence to third-party
New business model combinations on-line                       advertisers by sug-
                                                              gesting products
                            Retail                            and services to its
  Priceline.com                                               customers.
                                     Media
                                                               FreeMarkets
                                                                               Dell also combines
                                    Advisory
       Deja.com                                                                two models ā€” the
                                 Made-to-order                                 made-to-order manu-
                                 manufacturing
                                                              Charles Schwab   facturing and do-it-
                                     Do-it-
                                    yourself                                   yourself models. The
  Dell Computer
                                   Information
                                                                               company offers com-
                                     services                                  puter shoppers an
                                                                               unparalleled choice of
B U I L D I N G D I G I TA L B R A N D S   51




features and permutations. In addition, its on-line menu and instructions
guide consumers through a selection process that is speedier and less prone
to error than one handled by live customer service representatives. For Dell,
the superior process is also less costly.




Creating winning digital brands requires managers to reconsider how they
view both the Internet and branding. Off-line brands have long thrived by
delivering narrow solutions to limited customer needs. On-line, however,
customers have learned to expect that the companies they patronize will
meet a much fuller spectrum of their needs and desires. To succeed on-line,
those companies will have to create full-ļ¬‚edged Internet businesses, or
digital brands, that can fulļ¬ll this expectation.

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Building Digital Brands Through Complete Online Experiences

  • 1. 42 E L E C T R O N I C C O M M E R C E Building digital brands Sandeep Dayal, Helene Landesberg, and Michael Zeisser On the World Wide Web, the brand is the experience and the experience is the brand. I n one industry after another, aggressive Internet upstarts are putting established brands at risk, creating very strong brand recognition and enjoying explosive visitor growth (Exhibit 1, on the next spread). The reason may have less to do with the established brands themselves than with their managers. Marketers know what a brand is in the physical world: the sum, in the consumerā€™s mind, of the personality, presence, and perfor- mance of a given product or service.1 These ā€œ3 Psā€ are also essential on the World Wide Web. In addition, digital brand builders must manage the consumerā€™s on-line experience of the product, from ļ¬rst encounter through purchase to delivery and beyond. Digital brand builders should care about the consumerā€™s 1 David C. Court, Anthony Freeling, Mark G. Leiter, and Andrew J. Parsons, ā€œIf Nike can ā€˜just do it,ā€™ why canā€™t we?ā€ The McKinsey Quarterly, 1997 Number 3, pp. 24ā€“34. The authors thank all those who helped research, write, and edit this article, including George Goldsmith, chief executive officer of The Tomorrow Lab; Hans Hawrysz, executive vice president of corporate strategy at CMGI; John Hayes, executive vice president of global advertising and brand management at American Express; Lisa M. Hutchinson, director of marketing at Saturn Corporation; and Dr. Anthony A. Romeo, vice president, strategy, at Unilever North American Foods. Sandeep Dayal is a consultant in McKinseyā€™s Chicago office; Helene Landesberg is a consultant and Michael Zeisser is a principal in the New York office. Copyright Ā© 2000 McKinsey & Company. All rights reserved. This article can be found on our Web site at www.mckinseyquarterly.com/electron/budi00.asp.
  • 3. 44 T H E M c K I N S E Y Q U A R T E R LY 2 0 0 0 N U M B E R 2 on-line experiences for the simple reason that all of themā€”good, bad, or indifferent ā€”inļ¬‚uence consumer perceptions of a productā€™s brand. To put it differently, on the Web, the experience is the brand. EXHIBIT 1 Consider an example. Consumers are turning to digital brands If a consumer buys lip- stick from a retailer in One-year growth Brand recognition, 1 Unique visitors, 2 in unique visitors,3 the physical world and millions of US adults millions per month percent has an unpleasant in- Amazon.com 118 14.8 68 store experience, she is Priceline.com 110 2.6 202 more likely to blame eBay 91 10.5 141 the retailer than the E*trade 86 1.9 145 manufacturer. But if Dell Computer Not available 2.1 25 the consumer purchases 1 2 As of August 1999. that same product from As of November 1999. 3 November 1998 to November 1999. Procter & Gambleā€™s Source: Opinion Research Corporation International; Media Metrix; McKinsey analysis Reļ¬‚ect.com Web site, her wrath is more likely to be directed at P&G. Thus the on-line marketerā€™s objective shifts from cre- ating brandsā€”at least as deļ¬ned in the off-line worldā€” to creating Internet businesses that can deliver complete, and completely satisfying, experiences. Yet many marketers, particularly those whose experience is limited to the off-line world, lack a coherent framework and concrete methods for achieving the broader objectives of on-line brand building. These marketers need an approach for aligning the promises they make to consumers, the Web design necessary to deliver those promises on-line, and the economic model required to turn a proļ¬t. These three elements ā€” the promise, the design, and the economic modelā€” together form the insepa- rable components of a successful Internet business, or what might be called a digital brand. Just another channel? One reason marketers lack the ingredients to fashion suc- cessful on-line brands is a tendency to underestimate the opportunity itself. Too many incumbent companies con- tinue to view the Internet as just another distribution channelā€” one that exists to sell or generate leads for off-line productsā€” not as a new medium with its own capabilities and requirements. At best, the traditional view leads decision makers to under-estimate the opportunity for building dominant digital brands in literally thousands of categories across the globe, from mutual funds to frozen foods, from cars to vitamins (Exhibit 2). In many categories, new digital brands, including the Web
  • 4. B U I L D I N G D I G I TA L B R A N D S 45 EXHIBIT 2 Brand-building opportunities Number of years to reach $100 million per year in sales 5.1 3.9 3.5 3.2 2.9 2.0 1.7 CDnow Onsale.com1 Amazon.com Cyberian eBay Barnesand- Priceline.com Outpost noble.com Date of February July July March September March July inception 1994 1994 1994 1995 1995 1997 1997 1 Since merged with Egghead.com. Source: Securities and Exchange Commission filings; McKinsey analysis extensions of physical-world brands, will supplant the ā€œlandedā€ (physical worldā€“only) brands that have dominated the marketplace until now. The Internet, in other words, is throwing these categories up for grabs. The value propositions of products and services offered in the physical world are essentially limited ā€œpoint solutionsā€ that meet only part of a consumer need or want.2 A credit card, for example, allows customers to pay for goods and services, and this is a point solution for a need that occurs in a broader context, such as shopping or traveling. Point solutions are primarily deļ¬ned in terms of functional beneļ¬ts, such as the assortment in a bookstore or the rates and terms of a credit card. Todayā€™s consumers also care about process and relationship beneļ¬tsā€” for example, helpful hints from bookstore clerks and special deals from credit card issuers. But a companyā€™s ability to deliver process or relationship beneļ¬ts is often limited by the myriad practical and economic constraints of the physical world. Many of these constraints are removed by the Web, so companies that want to build winning digital brands must dramatically expand the beneļ¬ts they offer their customers. Companies are using the Web, for instance, to improve the purchase process for customers by overcoming the physical worldā€™s gaps in time, space, and memory; to promote user-to-user collaboration and communication; and to establish reverse markets, in which customers seek out products from vendors, rather than the other way around. The best marketers are providing a complete, end-to-end consumer experienceā€” from the promise made by a product or service all the way to its delivery to 2 See David C. Court, Thomas D. French, Tim I. McGuire, and Michael Partington, ā€œMarketing in 3-D,ā€ The McKinsey Quarterly, 1999 Number 4, pp. 6ā€“17.
  • 5. 46 T H E M c K I N S E Y Q U A R T E R LY 2 0 0 0 N U M B E R 2 the consumerā€”and creating digital brands with fundamentally broader consumer beneļ¬ts than competing brands in the physical world could have. This is equally true for all kinds of consumer-oriented brands: product, media, retail, and service. There are two reasons for building a digital brand around consumer experi- ences. First, this approach forces brand builders to adopt the consumerā€™s point of view. Second, it forces managers to pay attention to all aspects of their digital brandā€™s interactions with the consumer, from the design of the product or service to the marketing message, the sales and fulļ¬llment processes, and the after-sales customer service effort. Why is this approach different from its off-line counterpart? Certainly, all companies should want to provide an integrated experience for consumersā€” off-line as well as on-lineā€”but aspects of the off-line experience are often unsatisfactory or accidental. Although a traditional packaged- The Web gives companies control goods company, for instance, controls over all interactions with customers the design and marketing message of and thus makes it necessary to its products, it must relinquish con- improve their overall experience trol of sales and fulļ¬llment to the retailer, thereby putting itself in a weak position to solve problems in those areas. The Web, by contrast, offers companies ownership and control of all interactions with customers and thus creates both the ability and the need to improve their overall experience. Digital promises How do marketers build and manage digital brands? The marketerā€™s ļ¬rst goal should be to select the core promise for a truly distinctive value proposition appealing to the target customers. Five of these promises are especially effective. Digital brands that make tasks ā€” from buying a book to searching for the best priceā€” faster, better, and cheaper offer the promise of convenience. Amazon.com, like most ļ¬rst-generation electronic businesses, is funda- mentally built on this promise. Brands that make people feel like winners in whatever activities engage them offer the promise of achievement. E*trade, for example, promises to help consumers manage their ļ¬nances successfully. It has gone beyond the basicsā€”a portfolio of ļ¬nancial tools and researchā€” to offer many helpful innovations, such as securities-tracking and -alert services.
  • 6. B U I L D I N G D I G I TA L B R A N D S 47 Games and other activities designed to engage (and even thrill) consumers offer the promise of fun and adventure. Often these activities make use of ā€œimmersiveā€ technologies, which, for example, allow electronic spectators of a marathon to hear a runnerā€™s heartbeat. Digital brands such as Quokka Sports are building their entire businesses around immersive technologies. Such companies as GeoCities (which helps consumers express themselves by building and displaying their own Web pages) offer the promise of self- expression and recognition. Ralston Purina Dog Chowā€™s site allows consumers to create home pages that display pictures of and stories about their pets. Clubs or communities offer the promise of belonging, as well as concrete advantages. Women, for example, can exchange stories and tips with one another at the iVillage.com site. Mercata.com provides a more tangible beneļ¬t by aggregating the purchasing power of its community of users and thus helping them get better prices for a broad range of merchandise. From promise to delivery The promises made by digital brands are not unique to the Internet, but the mediumā€™s interactive capabilities make it easier for digital brands to deliver on their promises quickly, reliably, and rewardingly. They often do so with a scope that their landed counterparts would be hard-pressed to match. In practice, this means that promises must be translated into speciļ¬c interac- tive functions and Web design features collectively giving consumers a seamless experience. Such design features as one-click ordering and auto- mated shopping help deliver the promise of convenience; collaboration tools such as chat rooms or ratings functions make it possible to realize the promise of belonging. Managers shouldnā€™t underestimate the challenges of this translation process. What, for instance, does it mean to build a digital brand around a promise of convenience in the grocery industry? What kind of content, if any, do you need? And how about chat rooms, personaliza- tion, one-click ordering, and collaborative filtering? Digital brand builders canā€™t afford to fall short of what they have promised, since competitors are always a click away, but they waste capital if they offer more than is necessary to make sales and keep customers. Technology dramatically differentiates digital brands ā€” for both customers and shareholders ā€”
  • 7. 48 T H E M c K I N S E Y Q U A R T E R LY 2 0 0 0 N U M B E R 2 in ways that will become increasingly clear as they enter their second and third generations. To be certain of identifying all of the designs that make it possible to deliver on a promise and to build a viable economic model, todayā€™s digital brand builders must explore at least six groups of design tools. These tools are suffi- ciently robust technologically to help create a distinctive and relevant user experience, and they are beginning to demonstrate their ability to make money for the digital brand builders using them. Personalization tools, such as the software that creates personalized interfaces between e-businesses and customers, hold tremendous promise for value exchange3 and contextual commerce.4 T be sure, the value of personalization o has yet to be fully demonstrated in practice. (Fewer than 15 percent of visitors to Yahoo! have chosen to set up a ā€œMy Yahoo!ā€ page for themselves.) Person- alization tools also present risks, as well as real operational challenges, such as managing privacy, intrusiveness, and opportunity costs. For that reason, many practitioners still question the short-term return on investments in per- sonalization tools. Collaborative tools facilitate word of mouth, or what might be called ā€œbranded person-to-person communicationsā€ā€”for instance, the ratings that buyers offer sellers on eBay, the Landsā€™ End ā€œshop with a friendā€ feature, Raging Bullā€™s discussion boards, and Pertā€™s viral marketing (which encourages consumers to e-mail their friends instructions for obtaining free Pert Plus samples). Collaborative tools such as consumer ratings, though essential for content- and community-oriented digital brands, are underutilized. Purchase-process streamlining tools eliminate such physical-world constraints as the need to walk into a store to purchase a product. Amazonā€™s one-click ordering system, for example, eases transactions by sparing repeat customers the inconvenience of inputting transaction data. Peapodā€™s shopping lists save consumers time by recording the products they purchased previously. The fact that most e-shoppers drop out of the buying process during the last clicks suggests that improvements along these lines might be very worthwhile. Self-service tools allow customers to obtain answers and results without the delays and inconsistencies that more often than not characterize human 3 See Andrew V. Abela and A. M. Sacconaghi Jr., ā€œValue exchange: The secret of building customer relationships on-line,ā€ The McKinsey Quarterly, 1997 Number 2, pp. 216ā€“9. 4 A consumer who makes an on-line airplane reservation for Kenya on one Web site and is then served a pop- up advertisement for safari equipment on another site would have an experience of contextual commerce.
  • 8. B U I L D I N G D I G I TA L B R A N D S 49 efforts to provide assistance. Such tools include software for tracking orders, preparing statements, and changing addresses on-line. Although incumbents often have difficulty integrating these Web-based tools with legacy systems, the tools are indispensable for banks, retailers, and other e-businesses that handle large volumes of transactions. Do-it-yourself product design tools allow consumers to customize products and services, either with the help of conļ¬guration options or from scratch. Dell Computer, for example, lets customers design their own systems on- line by choosing from a range of options; customers of Music.com and Listen.com can download the music of various artists onto a single compact disc. But the need to create manu- facture-to-order systems to capture the potential of these tools may make Though essential for content- and them uneconomical in industries community-oriented digital brands, that, unlike software and music, collaborative tools such as are not based on information. consumer ratings are underutilized Dynamic-pricing tools overthrow the tyranny of the ļ¬xed retail price, allowing prices to ļ¬t the particular circum- stances of individual transactions. Such tools, which come in many forms, include eBayā€™s and uBidā€™s auctions and Pricelineā€™s offer to ā€œname your own price.ā€ Dynamic pricing, a potential ā€œkiller applicationā€ in many categories, could permit customers to make a wider variety of trade-offs between price and value than is possible in the current world, where most sellers offer a single ļ¬xed price to all buyers. Rethinking the business model As digital brand builders align the promise and the design, they must also align the economic model that will sustain their businesses. For most man- agers of established brands, the very process of taking them on-line will force a fundamental reconsideration of the business. Digital brands offer a richer consumer experience than their physical-world counterparts, so they can and should make money by tapping into broader revenue and proļ¬t pools than any single physical-world business might enjoy. Fortunately, the range of economic opportunity for a digital brand expands dramatically as it draws from traditionally unrelated revenue and proļ¬t pools. The economic model must be expanded because building digital brands around consumer experiences is expensive. A number of different sources of revenue ultimately makes it possible for a digital brandā€”and the e-business that supports itā€”to deliver a richer experience to the consumer. Since on-line consumers expect combinations of product types and functional beneļ¬ts
  • 9. 50 T H E M c K I N S E Y Q U A R T E R LY 2 0 0 0 N U M B E R 2 different from those expected by off-line consumers, marketers must adopt several different economic models to succeed. There are six basic economic models (Exhibit 3). The success of an Internet brand rests on the skill with which it combines two or more of them. 1. Retail model. Vendors or products are aggregated to facilitate transactions for buyers. 2. Media model. A company aggregates audiences to generate revenue from third parties, such as advertisers, in the manner of the music channel MTV, the CBS television network, and Newsweek magazine. 3. Advisory model. An expert (such as an investment adviser or a personal shopper) offers consumers unbiased advice for a fee. 4. Made-to-order manufacturing model. A business manufactures customized products, such as locomotives, in one-time production runs. 5. Do-it-yourself model. A business (such as McDonaldā€™s or IKEA) provides for or facilitates consumer self-service. 6. Information services model. A business (such as ACNielsen or J. D. Power and Associates) collects, processes, and sells information. Priceline, for example, combines the retail and media models and therefore enjoys economics that are vastly superior to those of other travel agencies, both on- and off-line. Applying the retail model, the company aggregates suppliers of travel services, such as airlines. Applying the media model, it ā€œmonetizesā€ its audi- EXHIBIT 3 ence to third-party New business model combinations on-line advertisers by sug- gesting products Retail and services to its Priceline.com customers. Media FreeMarkets Dell also combines Advisory Deja.com two models ā€” the Made-to-order made-to-order manu- manufacturing Charles Schwab facturing and do-it- Do-it- yourself yourself models. The Dell Computer Information company offers com- services puter shoppers an unparalleled choice of
  • 10. B U I L D I N G D I G I TA L B R A N D S 51 features and permutations. In addition, its on-line menu and instructions guide consumers through a selection process that is speedier and less prone to error than one handled by live customer service representatives. For Dell, the superior process is also less costly. Creating winning digital brands requires managers to reconsider how they view both the Internet and branding. Off-line brands have long thrived by delivering narrow solutions to limited customer needs. On-line, however, customers have learned to expect that the companies they patronize will meet a much fuller spectrum of their needs and desires. To succeed on-line, those companies will have to create full-ļ¬‚edged Internet businesses, or digital brands, that can fulļ¬ll this expectation.