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SMW enables you to structure the content of your wiki by using forms and templates. However, creating and maintaining these is cumbersome since wiki code is not very user friendly. SmartCore™ enables you to manage your content structure (classes, properties and relations) as if it were plain content itself – and in fact it is plain content! Changes (such as adding a property) can be made on the fly and will be reflected immediately in forms and content pages. To use SmartCore™ you don’t need programming any wiki code. No pipes, no curly braces, etc. And since the SmartCore™ code itself consists of wiki content, it is fully configurable without any php programming.
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Running head: MARKETING 1
MARKETING 6
Marketing Plan
Kristin Velix
Dr. Burger
Mktg 500
Marketing Plan
A brand is the image of the organization to the business world. It entails the principles of the company and how it carries out its activities. It is imperative that a good brand is established to provide the pride for both the workers and the clientele for being associated with the company. Developing a brand involves building a culture. The principles of business practice must be observed at all times in the dealings of the firm both in business-related and non-business engagements (Aaker, 2013). Stansoft software Corporation’s core values can be summed up as Dependable, Authentic, Reliable, and Efficient (DARE). DARE is guided by the company's slogan which is "A Change for the Better," and the mission of the business which is to make it possible for people in different parts of the world realize their full potential in their daily life by offering the best quality services to our clients at their convenience in terms of time and price. We will always be there to provide our services and products no matter the situation.
Moreover, our pricing policy will be structured in such a way that it corresponds to the market forces of demand and supply. Furthermore, the business will offer competitive prices that are lucrative to the customers as compared to other competitors. Our distribution will significantly depend on the reach of potential clients, and as such we will focus on brand development to increase the market base (Armstrong et al., 2015). The company will adopt a logo which best defines our brand. Because we focus on software production, our logo is based on items that relate to software which are technological gadgets such as laptops. The logo will be distributed and placed everywhere for the potential clients and employees to see.
Other aspects of the brand development which needs particular focus include creation of a voice for the Stansoft Software Corporation which will champion the brand; a celebrity figure who is associated with the values of the company, integration of the brand in all our services and products including phone calls, signatures, salespeople dressing codes and business outlet paintings. It is essential to be consistent and faithful to the brand to make it a permanent culture in the organization. Consistency begets dependability from our clients, and thus they can easily recommend our brand to new customers based on their excellent experience while doing business with us. Moreover, consistency will ensure that our business culture is ingrained into our practices and the employees can efficiently practice the set standards with minimal supervision due to the establishment of a routine (Luxton et al., 2015).
The company has competition in the market which needs the strategic review to achieve our goal of being the leader in the industry. Competition faced is from within the organization's pr ...
1. iTeamz Media Backgrounder
May 11, 2015
Purpose and Mission
We improve the complete ages 5-18 team sports experience by keeping coaches, parents,
administrators and kids in-sync.
Product
iTeamz (iTeamz.org) is a mobile app that simplifies and takes the stress out of the management
of youth sports teams ages 5-18. It eliminates the need for mass emailing, phone calling, and
prevents out-of-sync communication, saving precious time and money for coaches, teachers,
parents and students.
The iTeamz app is available in branded and non-branded versions. Both are available for mobile
download from the Android and Apple app stores. The branded version is great for teams,
leagues and organizations that want to enhance brand equity for fundraising, team and
school/community spirit with easy access through the app stores, and partners who want to
augment their current offerings.
The generic version is also available for instant use.
iTeamz is specifically designed fromthe ground-up for youth athletes, coaches, managers and
parents and offers customized features for each sport including:
Leading edge educational technology features to help coaches, league and
tournament teachers and student athletes better manage hectic schedules.
A completely safe home-to-school team ecosystem that offers free text
messages to save time, engage, and motivate teachers, coaches, parents,
administrators and fellow athletes both in school and out of school.
FERPA aligned data as all interactions are safe because all phone numbers are
kept completely private.
2. Opportunities to enable students to effectively build executive function skills to
help manage academic needs and sports time, an easy way to stay informed
outside the classroom.
In-game communication tools to motivate fans to share comments and
perceptions, in real time.
“Invite” feature to enable coaches and students to invite and inform family,
friends, teachers, potential recruiters and other stakeholders.
SMS and free app in low income districts where parent engagement is a key
issue in improving students’ academic and athletic performance.
The company also offers apps for custom uses such as scorekeeping, referee authentications, as
well as additional unique aspects of youth sports team tournament management.
Our Team
iTeamz was founded in 2010, by senior technologist Lou Obssuth. In 2015,Larry Gordon joined
as CEO and Adam Reingold as Leader of Education Growth. Lou was Founder, President and
CTO of ClearTran (Intell-A-Check) which was acquired by BNY Mellon. Larry was part of the
original leadership team at Cognizant; Founder and CEO of CleanMachine, the pioneer in
remote consumer premium tech support, acquired by iYogi; and part of the leadership team at
Kanbay, acquired by CapGemini. Adam led McGraw-Hill’s, K-6 History Social Sciences national
marketing programs; Founder of CivCity.com; Director of Content, Office of Strategy and
Innovation, New York City Department of Education, and Director of Partnerships for New
Classrooms.org. Lou, Larry, and Adam and their families are actively in local kids’ team hockey,
tennis, basketball and football sports activities.
Strategy
The iTeamz go-to-market strategy is partner-based, and we are looking to help consumers and
schools, based on providing a benefit to the vendors they already work with. We have a generic
version for individual teams to use, but our focus is not to compete with our partners. The
greatest benefits to our platform come to larger organizations since we are built to be scalable
and integrate well with other technologies.
iTeamz offers a best of breed messaging and communications platform that integrates well
with other emerging ed-tech and youth sports platforms such as tournament scheduling, fund
raising, parent/teacher/student communications strategies, fundraising and many other
solutions.
3. Branding
iTeamz wants to enable youth teams to carry through their branding to their technology tools.
A brand will be in front of the youth sports market of parents, coaches, teachers, program
organizers, players, sponsors and fans. It should also carry through to the technology tools as
well. iTeamz uses a proprietary toolkit to quickly and efficiently fully brand team apps.
Allowing partners and teams to brand the iTeamz app is core to its strategy. Here’s why the
ability to brand is valuable to teams:
1. Team brands have value for fundraising and recruiting. All the technology tools as well
as the uniforms should enhance this value. A website wouldn’t have the name of the
website hosting company featured prominently. Why should the mobile app?
2. The app should be easy to find and identifiable in the app store and a team association
is a natural touchstone. It should not require a burdensome process. Users search in the
app store for their team’s app. It is just a one-step process instead have having to
navigate a hierarchy of searches, starting with technology vendor, and ending with their
app.
Being able to white label the iTeamz app is also helpful to partners. They can offer the app to
their customers and offer appropriate ads and messaging to the mobile app, which is expected.
Some technology partners want to charge for the app as part of a larger application solution.
Some want to advertise their sporting goods. Some media companies want to make content
available. iTeamz is flexible and robust enough to meet all these needs. iTeamz’s partners have
multiple reasons for working with iTeamz. These include:
1. Revenue share fromadvertising
2. Subscriberacquisition,stickinessandloyalty
3. Runningtheirownadvertisingthroughit
4. Augmentation tofunctionalitytheyare alreadyoffering
iTeamz’s proprietary branding methodology and software toolkit allows iTeamz to do this
quickly and efficiently, resulting in a free branded app for partners and users.
Ads and Licenses
iTeamz is available to partners as a license and also offers versions with ads, house ads only,
and no ads. This allows partners to use the iTeamz platform to drive their own messaging as
4. well as participate in a revenue sharing relationship. Partners can also license the platform in a
variety of ways.
5. The iTeamz Experience
iTeamz users generally have had a very good experience and would recommend the app.
According to iTeamz’s 2015 survey, 80% of users recommended the app to others:
YouthSports Overview
Overall, ESPN shows that youth participate significantly in sports. Approximately 30 million US
children ages 5-18 are involved in organized sports. Participation in youth sports has
increasingly become a part of the American fabric over the past century—with an estimated 30
to 40 million American children from the ages of 6-17 participating in some form of athletic
activity on a regular basis. According to a 2014 survey by the Sports and Fitness Industry
Association, 53 percent of ‘Generation Z,’ 6 to 14-year-olds, play team sports.
Increasingly, youth athletes also look to sports for self-identity and social interactions. In this
way, ESPN research shows that 61% percent of boys in grades 3-12 say sports is a big part of
who they are. The result is that there is an increasing demand for communication tools to make
planning and social interactions easier and more efficient.
iTeamz serves this market by helping make youth sports run more efficiently and providing for
a better experience for athletes, parents, educators, and coaches.
As indicated below in data from ESPN the youth sports team market is a large and diverse
market well-suited to low cost or no cost technology adoption. As the US population increases,
this market will continue to grow in the years ahead.