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Engage Inspire Act
1. forward thinking series
ENGAGE, INSPIRE, ACT
THREE STEP STONES TOWARDS DEVELOPING MORE
IMPACTFUL PRODUCTS
Tom De Ruyck ¡ Stan Knoops ¡ Niels Schillewaert ¡ Gita Coenen ¡ Soraia Rodrigues
2. 2
ENGAGE, INSPIRE, ACT
THREE STEP STONES TOWARDS DEVELOPING MORE IMPACTFUL PRODUCTS
Tom De Ruyck ¡ Stan Knoops ¡ Niels Schillewaert ¡ Gita Coenen ¡ Soraia Rodrigues
BRINGING CONSUMERS INTO UNILEVERâS them act upon the insights and move forward
RESEARCH & DEVELOPMENT CENTER towards developing more impactful products and
marketing. The last paragraphs look at how
Great companies understand the importance of effective different elements of the framework have
consumer insights when it comes to outperforming been in achieving a successful outcome, in order
competition. Engagement in learning and keeping
to learn and improve our initial way of working and
knowledge up-to-date through a constant search
to fine-tune our overall strategy.
for new insights, engagement in getting close to
consumers and immersed in their daily lives to
CREATING A âCONSUMER CENTRIC
inspire and understand their reality and the drivers
THINKINGâ COMPANY
of consumer value, has proven to be one of the
most critical corporate competencies. Unilever was one of the front runners in setting up
âConsumer Connectâ programs. Unilever demands
Such engagement ideally to happens on three
its R&D workforce to go out and engage with
levels:
consumers to experience their everyday lives. This
âHeartsâ of employees: establishing a is successful because of a top down commitment
culture of consumer centricity and from higher management (promoting âconsumer
creating a mind shift among employees. centric thinkingâ as a priority and leading by
example) and bottom up commitment throughout
âMindsâ of employees: delivering sparks of the organization (executives feel the need to start
fresh inspiration through dialogues with the âconsumer connectâ revolution within their
consumers, in order to craft or reshape company).
strategic plans, product development road
maps or research agendas. Engaging the internal audience
âActionsâ of employees: concrete actions The distinctive feature of the approach described
or changes in the cycle of developing new in this article is its commitment to presenting it in a
products. This level is about bringing way that will constructively generate impact on the
strategy into action. âheartsâ, âmindsâ and the âactionsâ of executives.
Engagement requires different strategic thinking. It âConsumer&Uâ is pioneering in implementing the
requires âco-ownershipâ of the consumer insights more classic âconsumer connectâ activities within
within the organization. This article describes a Unilever. It is an online platform that connects the
valuable framework of how to engage and inspire Unilever R&D society with consumers through
an (R&D) organization via consumer insights, let stories and visuals of consumersâ everyday lives to
form a compelling narrative (see figure 1).
3. 3
The platform offers a number of key benefits: Creating real âco-ownershippâ of consumer insights
Engage with the consumer world. Itâs In order to build real engagement with the project,
about getting to know the consumer who both at the consumer side and at the company
is behind the dry figures and discovering side, our data collection aand reporting are set up
the insights in a longitudinal, engaging as a longitudinal, fun and engaging process.
and fun way. Research results have more impact when turned
into an experience in which employees are
Be inspired and gain fresh knowledge entertained with insights or when they - literally -
about the cconsumer in general and get can âplayâ with the research results
sparks of inspiration that will be useful in (>âinfototainmentâ). Next to that, research
oneâs daily on-the-job thinking. participants deliver richer insights when taking part
in research that feels like playing a game
Lead to action, through behavioral (>âgammificationâ). We embedded such technique
change: being more eager to understand into the research design of our project in order to
the real reasons behind certain consumer maximize the return on information.
decisions and being more curious in
everyday working life. Lastly, to bringing A staged apprroach for impactful insights
plans and potential actions to life.
Our objective was to change the hearts minds, and
Having these three elements is key for creating actions of the R&D executives by bringing
real âco-ownershhipâ of consumer insights within a consumers to the table where âR&D decisionsâ are
company. Once the hearts of employees are made. Therefore it was necessary to get close to
hanged, the next step is to capitalize on the mind consumers and immerse in their daily life to inspire
shif and implement the new knowledge and and help understand consumer reality. We
philosophy into strategic and more tactical projects therefore conducted an online research community
Then, getting inspired through connections and with consumers (InspireUs) as well as executives
dialogues with consumers becomes business as (Consumer&U). (See figure 2).
usual.
4. 4
be able to do even better in the next consumer
1. Engage - discovering he world of the gamification.
consumer through playing games
2. Inspire - be inspired to think about your
To realize the objectives of this project we asked consumer and be triggered to pose
UK consumers (N= 90) to keep an online diary questions
during a week on product categories relevant for
Unilever (four chapters: meet & greet, food & The âInspireUsâ community discussions were better
cooking, you & personal care, you & home care). fed with relevant questions as we used the
Instead of just presenting the results of this diary executives scores of the games to develop topic
research in a traditional slide deck, we let the R&D guides. In running the research community we
organization engage and âliveâ the results applied game-design techniques which made
participating consumers go beyond âthe usualâ in
themselves. Each of the R&D employes was linked
terms of input & insights generated (both in terms
to one of the consumers (participants gave explicit of quantity and quality). The following examples of
permission for this). The R&D executives played game elements were used (see figure 3).
three games (one about each product category)
with question about the UK consumer in general Putting âchallengesâ forrward instead of
and about the life of the specific consumer the âjust asking questionsâ (motivating them
were connecting with. Afterwards each R&D on an âindividual levelâ): e.g. âYou are
employee got a score upon which they could earrn
hired by Unilever R&D: what would be the
a badge per game: e.g. consumer newbie,
next innovation you develop in the
consumer explorer and consumer super star. By
laundry category?â
playing the game they unlocked the right answers
to the questions and additional information about
Rewarding achievements (based on the
their consumer and he UK consumer in general to
5. 5
number of posts made and the number of community (again playing on the
words used in each post) with badges âindividual levelâ). (See figure 3).
leading to a ârankingâ within the
figure 3).
communityâ to go for a common goal);
Creating teams (one team focused on
âfoodâ products, another team on During the whole project a news website was
âpersonal careâ and a last one on âhome online which was used as a reporting platform for
careâ) and asking them to compete with the whole R&D organization. It contained crispy
one another. The best team got rewarded articles about consumer behavior in the UK based
by early access to the secret room on the diaries, data from previous habits and
(triggering âgroupsâ feelings); previous attitude studies conducted by Unilever,
interview with participating consumers and
Unlocking exclusive content in âsecret journalistic insight reports from the community. The
roomsâ in which new products from website provided executives the opportunity to
Unilever brands are discussed if a certain send in questions for consumers. The most
level of total activity in terms of number of relevant ones were elected and reported back on
posts made on the community platforrm the website (see figure 4).
was reached (stimulating the (sub-)
6. 6
A project champion was assigned from each game and 58% of them played all three of the
participating R&D department. Their role focused games. Mean correctness score across employees
on motivating and engaging the R&D employees to in the games was 4.77 out of 10.
participate in âConsumer&Uâ. Moreover, offline
activities were organized on site to increase âI think itâs worrying that a lot of the realâ R&Dâers
visibility of âConsumer& â, e.g. tastings, cross had bad scores in the games. Maybe this is
category discussions and videos showing because they are so focused on heir own everyday
consumer routines. activities. Itâs important not to lose your gut feeling
and logic thinkingâ â Consumer&U participant
3. Act - deep dive into the assembled
insights We needed to complete the loop that brought us
from problem to solution. We need to collect the
The actionability was embedded in our gamified lessons learned during the engagement and
and infotaining approach. It stimulated inspire phases: what made the trransformation a
conversations on the work floor which was also success? To get a feel about the impact we
enhanced by internal communication, e.g. by created on the hearts and minds of the R&D
printing out picture of consumer profiles and employees we conducted a pre- and post--survey
sticking them to the walls of coffee corners or among all participating executive measuring their
helping each other out during the games with tips perceived consumer knowledge and their usage
& tricks. levels of the study. Using descriptive and
multivariate statistics we assess if there was a
As a final round-up, workshops were organized in
mind shift in term of consumer knowledge.
each department of the R&D organization to share
knowledge and discuss how hey could be turned What factors contribute the most to a knowledge
into concrete actions for the future. impact? In order to have a qualitative
understanding on the effects of the âConsumer&Uâ
GAMIFY, ENTERTAIN AND CREATE A WIN- project at Unilever R&D Vlaardinggen, we also
WIN! conducted eight interviews with Unilever
executives. R&D execs with both high and low
Win #1: employees engaged with the consumer
scores were selected and during the interview
world through âinfotainmentâ
general impressions, effects and triggers causing
knowledge learnings were discussed.
More than 640 R&D employees registerred for
âConsumer&Uâ of which 90% played at least one
7. 7
Figure 5 summarizes the effects which attitude of R&D executives, by means of
âConsumer&Uâ â âInspireUsâ has had on the comparing the top-2% before and after the study
CONSUMER & ME: Being engaged with in terms of pictures, quotes and stories were the
consumers and their daily lives. There is a main reasons to talk about the project with
significant increase in product knowledge and colleagues:
knowledge about consumersâ path to purchase.
Comparing Top 2% on the statements âI know very âConsumer&U was really present in our team.
well what products are on the market for the Sometimes we were with 3 persons behind one
category I work forâ and âWithin the categories I PC, trying to figure out thingsâ.
work for, I know how consumers decide which
products to buyâ increased with respectively 10% âWe printed out the profiles of our consumer to
and 13% in absolute terms. For knowledge about generate conversations in the coffee corner,
decision processes this implies a relative increase people started to compare their consumersâ.
of 81%! Based on the in-depth interviews we
âIt was an eye-opener for us, developing premium
concluded that the games played an essential role
products, that while we pay attention to so many
in gaining this effect. Having a holistic in-depth and
details, some consumers are just buying the
illustrative view of a consumer instead of an
cheapest products out there, that evoked some
aggregated picture of a group of consumers
astonishment in the teamâ.
(typically reported in consumer research) triggers
important insights: In addition, the way the results were presented, the
champions played an important role in making the
âMy consumer wasnât very consistent in his project a success:
answers. They donât always know how they act.
Through this project it became clear to me that the âNormally we would not have time for these
logic we follow isnât always the logic of the projects, but our champion insisted that we
consumerâ. participated, they got conversations going and we
really made it a team effort to join. Once you
CONVERSATIONS: Talking with colleagues and applied, there was some kind of social pressure to
people in the direct environment. Interestingly the finish all the games.â
project triggered conversations among executives
in both the professional as well as in the private The project had an extended impact beyond the
environment (which is in fact the consumer world). working space. Due to our approach employees
The games itself, supported by the offline activities started a dialogue with the consumer world around
â and the richness of the data them. A significant difference (p < 0.05) between
8. 8
pre- and post-measurement was found on the absolute number of posts, âInspireUsâ is our all-
statement âI often ask family/friends what they think time high (even across long term communities with
about our products, or how they make purchase a duration of e.g. three months). The user posts of
choicesâ: a rise from 12% to 55%. the top 3 InSites communities in terms of
contribution level (one with youngsters and one
OBSERVING THE ENVIRONMENT: Observing with brand fans) were content coded.
competitor brands and understanding consumersâ
buying decision process. Finally, employees were For these three communities manual coders
stimulated to explore the real-life competitive labeled posts as being âoff-topicâ or âon-topicâ as
environment even more than before. On the well as having âinteraction or notâ. We learned that
statement âIn the supermarket I always look at the interaction in our âgamifiedâ community was not
Unilever products and those of our competitorsâ we higher compared to the non-gamified communities.
There are even slightly more off-topic arguments in
saw a significant increase of 9% towards a Top2
on-topic posts and within an on-topic post there
score of 83%.
are slightly less on-topic arguments in this
âgamifiedâ community Still, this does not have a
âMy consumer was totally different than I am, sheâs
negative impact as it does not influence the gain in
a real doll. When she goes out she first brushes
terms of overall insights (measured by the number
her teeth with glitter toothpaste. When I travel to
on-topic arguments across posts). Each member
the UK I might look for it in the supermarketâ. contributed 7.2 arguments on a daily basis
compared to only 1.1 to 0.6 for the other
There is a clear benefit in reporting results with a
communities.
fun, engaging and longitudinal character. Exposing
R&D to research over a six week period of time Next, we benchmarked the satisfaction scores of
combined with the engagement with an individual participants with the community experience based
consumer and the total community of consumers, on a database of 1335 participants from 19 past
makes the research findings stick : communities. We observed a significant difference
in terms of satisfaction between our âgamifiedâ
âThe way Consumer&U was organized, makes you
âInspireUsâ community and the benchmark of
spent time and makes it sticky, you really had to communities with the same duration (three weeks)
dive into the world of your consumer to score in the on âidentification with the communityâ (sig. 0.001 -
gameâ. 7.5 vs. 6.7) and âperceived information benefitâ (sig.
0.035 - 7.7 vs. 7.2). This strongly indicates that the
Win #2: engaged participants > more and richer gamification of a research community makes
insights through âgamificationâ participants more engaged to the community
(âidentification with the community) and increases
The second phase for participants in the
platform usage. Also, they seem to get more value
âInspireUsâ project, the online research community,
out of it (âperceived information benefitâ). Both
resulted in a stream of stories, in-depth
result in more activity on the platform and richer
discussions with consumers about the findings of insights. This is illustrated by a quote from one of
the diaries, answers to previously defined and ad the participants:
hoc questions from Unilever employees. In total
4,547 posts were made by 90 active participants âItâs surprising how hooked I have got on itâ; âI will
over a three week period of time. On average, this really miss the interaction and everyone hereâ;
is a daily contribution per active participant of 2.4 âWhen I got my expert badge I bragged to my kids.
posts. Itâs not often we get called such things so why
shouldnât we be just pleased with ourselvesâ.
If we benchmark this with all research communities
conducted by InSites Consulting âInspireUsâ comes THE DNA OF IMPACTFUL RESEARCH: WHAT
out in second place in terms of âaverage daily MAKES EXECUTIVES USE RESEARCH?
contributions per participantâ. If one realizes that
the number 1 community was about a very popular In the post-measurement, participating executives
TV-soap these figures from the âConsumer&Uâ evaluated the research project and assessed to
community are truly impressive (as it is about what extent they used the results in their decision
commodity FMCG products). making. These findings largely confirm the âwin-
winsâ discussed above.
It seems that gamifying a research community (as
described above) adds value by creating extra Executives rated all elements of the study
engagement with the project at the consumer side positively, but valued some elements more than
also when considering other metrics. In terms of others (see table 1). The results of this study were
9. 9
perceived as âsimple and easy to understandâ, âconcrete and credibleâ and as âa conversation
âillustrative of consumersâ every-day lifeâ, starterâ.
ârecognizableâ, âbased on creative methodsâ,
TABLE 1, STUDY ATTRIBUTES AS PERCEIVED BY THE UNILEVER R&D EXECUTIVES
* 9-point Likert scale question âthe results of this study âŚâ, with 1 being completely agree and 9 completely disagree.
consumer behavior (e.g. results from previous
This is in line with the objective usage statistics of
market research studies) were less consulted
the top 10 most popular articles on the news
when looking at the visitor statistics of our platform.
website. R&D participants were most interested
reading the updates about the consumer they were A central question which remains is whether the
research was actually used and âwhat makes R&D
connected to (the one they followed through the executives use consumer research information?
diaries and games). Executives preferred articles
Research usage was measured by means of four
and content with pictures, remarkable quotes, real
items and composed into one factor based on
life stories and game results. The posts with principal components analysis (see table 2).
detailed information, facts and figures about
TABLE 2, STUDY ATTRIBUTES AS PERCEIVED BY THE UNILEVER R&D EXECUTIVES
1) where correlated with this market research
The quality characteristics of the study (from table usage variable to assess the drivers of what made
10. 10
executives use the results of this study in their functioned as âa conversation starter with
daily profession and decision making. The most colleaguesâ. Interestingly, at the other end of the
important items contributing to the use of this spectrum, âtraditional method metricsâ (e.g. solid
market research study are the fact that the findings method, credible, easy to interpret âŚ) were of less
were âinspiringâ, âmade them engage with how importance for the R&D executives to use the
consumers really liveâ, âgave them the feeling that findings as fuel for decision making. Relatively
they were close to consumersâ and âgenerated speaking it seemed somewhat harder to achieve
useful insights, worth sharing with colleaguesâ. insights that were truly unique. Still, one needs to
put things in perspective and acknowledge
We mapped this âcorrelation with research usageâ executives are human beings who in hindsight
(an indication of importance) against the evaluation tend to underestimate the âutility of informationâ.
of the study (an indication of performance) to get While not bad, our study may have provided even
an insight in the âCritical Success Factorsâ of the more leverage if internal conversations and
study (see figure 6). The success of âConsumer&Uâ closeness to consumer was more actively
was due to the usage of âcreative methods to stimulated â for future studies internal marketing
generate insightsâ, âthe feeling of engagement with along these lines may prove useful.
real consumer lifeâ, and the fact that research
FIGURE 6, PERFORMANCE - IMPORTANCE MATRIX WITH MARKET RESEARCH STUDY USAGE
In summary the market research study was used As argued earlier, once a company culture of
by executives if they found it to be âinspiring & customer centricity is created, one needs to keep
engagingâ and (to a lesser extent) also âcredible & the spirit alive and translate the philosophy of such
concreteâ. Simplicity was not a driver for usage.1) a project to more strategic and tactical day-to-day
The combination of games and news streams as projects. During the post-hoc interviews some
knowledge channels indicates that market suggestions for strategic follow-up projects were
made:
research providers need to go beyond classical
methods and let executives engage with the
âThis should only be the start. The UK consumer is
consumer world. Executives need to be able to
different, but we still have an image of how their
observe and engage in ongoing dialogues with
life could be. It would be even more challenging if
consumers.
we could connect to consumers in India and define
our strategy for this type of new markets based on
itâ
POSSIBLE NEXT STEPS FOR UNILEVER R&D
11. 11
âWe have been developing spreads for years now âquality attributesâ were subjected to a principal
and we still make a lot of assumptions about components analysis with Varimax rotation and
consumers. It would be great to connect with generated three components: âInspiring &
consumers in the same way about the products engagingâ, âCredible & Concreteâ and âSimpleâ â
within our very own category on a more strategic 71% explained variance. The composite measure
levelâ of market research usage was regressed on these
components as well as gender and seniority. The
Up to the next research game level! model was powerful (R²=0.68) and âInspiring &
engagingâ, âCredible & Concreteâ were found to be
ACKNOWLEDGEMENT significant. Female executives also used the study
results significantly more than their male
The authors would like to thank Thomas Troch (the colleagues.
moderator of the âInspireUsâ community), Anouk
Willems (the community manager in charge of the THE AUTHORS
games and the news website âConsumer&Uâ),
Stephan Ludwig (PhD Candidate at the University Tom De Ruyck is Head of Research Communities,
of Maastricht for providing us with the benchmark InSites Consulting, Belgium.
data from other InSites Consulting research
Stan Knoops is Head of Consumer Insights Europe
communities in terms of participation and
participant satisfaction), the InSites Consulting IT & Global Capability Leader, Unilever R&D,
department who made it all happen from a Netherlands.
technical point of view and last but not least, the
Niels Schillewaert is Managing Partner, InSites
employees of Unileverâs R&D plant in Vlaardingen
Consulting; and Marketing Professor, Vlerick
for being excellent âplayersâ and our âlovelyâ UK
Leuven Ghent Management School, Belgium.
participants for being as insightful as always.
Gita Coenen is R&D Management Trainee,
FOOTNOTE
Unilever R&D, Netherlands.
This conclusion is based on a principal
Soraia Rodrigues is R&D Management Trainee,
components and regression analyses. The study
Unilever R&D, Netherlands.