Archive for November, 2007

27
Nov

Friends and Family Ties

   Posted by: Michael Carney    in Word of Mouth

What most influences women’s buying decisions? Ads? Celebrities? A mention in the media?

You probably won’t be too surprised to learn that family and friends prove the most significant shopping influencers, according to a survey by global public relations firm practitioners Ketchum.

Ninety-one percent of women surveyed say friends and family give “very” or “somewhat” credible information in advising them on buying decisions for consumer-packaged goods, consumer electronics or food.

“Before women go shopping, they gather credible opinions,” maintains Kelley Skoloda, Partner and Director of Ketchum’s Global Brand Marketing Practice. “They trim research time by consulting a few close friends and family members, as well as experts, local news and magazines. These people offer credible opinions by validating research and helping to determine buying decisions. It’s the intersection of two very hot marketing topics — word-of-mouth and influencers.”

The Ketchum survey results were presented during the 2nd annual M2Moms (Marketing-to-Moms) Conference, which focuses on growing business in the US$1.7 trillion mom market.

For the desperate multi-taskers — those who think constantly about and prepare for the multiple dimensions of their lives and mentally juggle an array of work, home and self-care matters — the ability to use information from family and friends to inform buying decisions enables them to save precious time while researching their purchases, something most women do prior to buying.

The Ketchum survey explored different lifestyle or life-stage segments and revealed what such women think across key areas:

  • Consumer-Electronics Shopping Is Easy, But…
    Three of four women say that consumer-electronics shopping is “very” or “somewhat” easy, but some aspects frustrate them. Forty percent get frustrated when talked down to while shopping for consumer electronics and a quarter of women voice confusion over whether to buy a warranty (28%), product complexity (27%) and too many choices (26%).
  • Product Research Rules, But Impulse Buying Is Still Popular
    Seven in ten women do research before making big purchases (72%), but only 35% “rarely” buy on impulse. A quarter of women say they are the first to try new products and services.
  • Health is Part of the Definition of Success
    Eighty percent of women surveyed feel that being healthy and having healthy children (82% and 81%, respectively) are the top qualities that define success. Other leading factors include having well-adjusted children (79%), living in a nice, safe community (77%), not having debt (77%) and having a strong marriage (77%).

Multi-tasking female consumers have little or no time for commercial messages. They spend less time at single-focused pursuits, like recreational shopping or watching television. Research shows that fewer women than ever are browsing shopping malls, and when watching TV or cooking dinner, they may be working online simultaneously.

None of these findings are surprising. But they do collectively point to a common problem/opportunity: reaching the key influencers (relatively small in number but large in effect) and communicating the merits of your offering in such a significantly compelling manner that they are prepared to spread the word on your behalf.

But what if your product or service couldn’t withstand such intense scrutiny? Time for some fast-tracked NPD, before your cover is broken.

20
Nov

Circular Entertainment

   Posted by: Michael Carney    in Mobile

Nokia have recently released their conclusions from a research project intriguingly entitled “Entertainment: A Glimpse Of The Next Episode” based on research from 9000 consumers aged 16-35 from 17 countries. Some outtakes:

“Even today, entertainment is still fundamentally transactional and linear. Content is provided for a viewer to watch, whether that be on the sofa, on the PC or the mobile device. Nokia believe that the next episode in entertainment will be neither linear nor transactional. The next episode will see entertainment created by consumers and dynamically shared within their communities – family, friends, peer group. The next episode will see that entertainment added to/ remixed/ mashed up/ passed on. The next episode sees entertainment become circular.

“Nokia predict that this phenomenon, called ‘Circular Entertainment’, will account for up to a quarter of the entertainment consumed by people in five years’ time.

“Over the last few years, as mobile devices have become more capable, we have witnessed the downsizing of entertainment into snack-sized chunks. It’s better suited to the portable devices we spend most time with. We’ve seen Twitter start to replace MySpace as the pitstop destination and the globe is littered with examples of growing media from Britain’s BeBo site launching the mini-drama KateModern to the launch of the Nokia N92 in India offering newspaper highlights on the move.

“As the shrink-to-fit capital of the world, Japan is set to drive this trend globally with its E-comics ‘Keitai’ for mobile phones. ‘E-comics are all about the reader experience – using technical capabilities of the mobile phone for effect, zooms, vibrations and even sound effects,’ says Nicky Fall, trendspotter from Japan.”

And some fascinating/frightful facts about media usage in this 2.0 world:

What do respondents use the internet for?

  • 46% have IM conversations
  • 39% watch TV
  • 37% browse music online
  • 29% regularly write, comment and blog
  • 27% share free music
  • 28% access social networking sites
  • 11% attend events in virtual worlds
  • 10% showcase personal creative work
  • 9% contribute to story lines on internet TV programs
  • 8% present their own podcasts
  • 7% get paid for uploading film/music content
  • 6% set up own pirate radio channels

What do they use mobile devices for?

  • 53% send emails
  • 50% search for information
  • 46% take pictures
  • 46% read the news
  • 37% send IM
  • 26% shoot video
  • 25% download music
  • 25% watch music videos
  • 24% watch films
  • 23% watch TV
  • 22% play video games
  • 19% store music
  • 17% use navigation & maps
  • 10% access TV to record