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Class II

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Measures how well a product identifies with lifestyle of people at the core of the market ... Greyhound bus company overhauled their fleet in 1940s ... – PowerPoint PPT presentation

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Title: Class II


1
Class II
  • Value Quadrant

2
Integrating Style and Technology
  • Style refers to sensory elements that communicate
    the desired aesthetic and human factors of a
    product or service.
  • Must respond to consumers expectations
  • Identity of the product
  • Measures how well a product identifies with
    lifestyle of people at the core of the market
  • Attributes include look feel and sound of
    products
  • Ergonomics (comfort, ease of use and safety) must
    complement aesthetics

3
Technology
  • Refers to the core function that drives the
    product, the interaction of components that are
    required to use the product, and the methods and
    materials used to produce the product
  • Core functionality can be mechanical, electrical,
    electromechanical, chemical, digital, or any
    combination
  • Interaction with core technology can be just
    pressing a button or complex set of physical
    buttons and/or screen/voice commands
  • Materials must be appropriate to the projected
    cost, fulfill the requirements of internal
    components and complement the style requirements

4
Positioning Map
  • Shows how different products in the same category
    can be represented in a matrix with Style and
    Technology as the two axes

5
Positioning Map-Value quadrant
  • Shows how different products in the same category
    can be represented in a matrix with Style and
    Technology as the two axes, and value as third
    axes. Value existing only in the upper right
    quadrant

6
Valuable products
  • Growing sophistication of consumer awareness,
    hence products that lack integration of style and
    technology are not perceived as valuable
  • Value nowadays is more dependent on lifestyle
    compatibility than on prices
  • Higher compatibility with lifestyle, role played
    by prices becomes less important

7
Style vs. Technology Brief History
  • Late 19th and most of 20th century products were
    driven by technological innovations
  • 1850-1950, industrialization led to focus on mass
    production of items at cheaper rate and not on
    aesthetics or ease of use
  • During 19th century, agrarian lifestyle and craft
    manufacture replaced by mass produced products
    and industrial/service economy
  • Major milestones
  • Morse Telegraph
  • Continental railroad
  • Electrical distribution
  • Eastmans camera and celluloid
  • Fords assembly line
  • Wright Brothers development of powered flight

8
Style vs. Technology Brief History
  • SET factors affecting 19th and early 20th century
  • Time (speed of doing things)
  • Disposable income
  • Increased literacy
  • Social reforms rapid advances in science and
    technology

9
Growth of Consumer Culture
  • Reduction in work hours, increased wages, free
    time and disposable income created need for more
    products, services and forms of entertainment
  • (Late 19th and early 20th)Technology-based
    products were common, and advantages these
    products provided in speed, power and
    communication far out weighed the danger and
    visual clutter
  • Progress and change were more important than
    refinement and human factors

10
Introduction of Style to Mass Productions
  • Occurred in US between late to mid 1920s
  • Examples
  • Introduction of market segmentation and styling
    under Harley Earl (GM)
  • 1930s trains redesigned as aviation posed a
    threat
  • Greyhound bus company overhauled their fleet in
    1940s
  • Improvement in style and functioning of
    refrigerators, washing machines as well as vacuum
    cleaners
  • New design for telephone for ATT

11
Post WWII , Growth of Middle Class and Height of
Mass Marketing
  • US involvement in war led to American companies
    achieving maximum manufacturing capacity and
    fostered development of new technology
  • Computer
  • Jet Engine
  • Nuclear bomb
  • Other reasons return of career and family
    oriented GIs. And subsequent Baby Boom
  • Mass production by retooling, low gas prices
    epitomized integration of style and technology
  • 1950s and early 60s marked by brand identity
    programs that merged state-of-the-art products
    with emerging international style. Graphic
    identity, products, work environments and
    architecture modified by external consultants.
  • Boom lasted until oil embargo of 1970

12
Rise of Consumer Awareness and the End of Mass
marketing
  • 1970s Consumer awareness evolved with
    concentration on product safety and quality
  • Variety of consumer protection arose ranging from
    publications( Consumer Reports), consumer
    protection groups to legislation (Americans with
    disabilities act)
  • New awareness led to niche marketing
  • Civil and womens right and environmentalism led
    to new types of consumers with particular demand
    and new range of interests
  • Example Trends
  • Apple Mac beats IBM with user centered design
  • Oil embargo allows Japanese cars to capture US
    markets
  • Japanese companies overshadow Xerox in copier
    machines with sleeker designs

13
Era of Customer Value, Mass Customization, and
Global Economy
  • Global competition among companies in diverse and
    demanding markets
  • Consumers are not predictable and do not follow
    simple consistent patterns of purchasing
  • Access to cultural patterns of change is higher
    than ever (Web, magazines, newspapers, radio and
    television)
  • Consumer wants center on products that are well
    made, safe and match their lifestyle

14
Lower Left Low Use of Style and Technology
  • Generic products
  • Designed with established technologies and
    minimal styling
  • Sell to consumers who do not seek out value but
    driven by low price, functionalism at low cost
  • Products establish baseline and fail to respond
    to change
  • Products made as cheaply as possible and
    distributed as widely as possible

15
Lower Right Low Use of Style, High Use of
Technology
  • Products driven by technology
  • Maximize features but ignore lifestyle effects
    and ergonomics
  • Often first of their type and offer technological
    advantage
  • Example VCR Lots of capabilities, horrendous
    interface, undesirable neutral look

16
Upper Left High Use of Style, Low Use of
Technology
  • Products driven only by style
  • Excludes use of human factors and core technology
    features
  • Examples Alessi products from Italy, Low cost
    version for Target by Graves and products by
    Philippe Stark
  • Cosmetic approach fails when consumers realize
    products do not perform as anticipated

17
Upper Right High Use of Style and Technology
  • Products that integrate style and technology and
    add value to ensure success
  • Lifestyle impact, features and ergonomics blend
    to enable personal expression, cutting-edge
    capabilities and usability
  • Differentiates products from competition and
    defines state-of-the-art for their market
  • Though they cost more consumers are willing to
    pay the premium

18
Case Studies- OXO GoodGripsPositioning Map
19
Motorola Talkabout
20
Crown Wave
21
Starbucks
22
Revolutionary vs. Evolutionary Product development
  • Revolutionary products establish new market or
    solution within a market
  • Evolutionary products typically begin in Upper
    right and remain there as new useful, usable or
    desirable innovations. Require injections of new
    value to maintain the consumers connection to
    the product
  • Revolutionary products enter Upper right and
    remain there only by becoming evolutionary
    products that change with the SET factors

23
Example
24
Sheer Cliff of Value
  • Strategic commitment required from the company to
    user-centered iNPD (integrated New Product
    Development ) process
  • Value comes into play only in the upper right
    quadrant
  • Upper right maximizes needs a, wants and desires
    of consumers without sacrificing usefulness,
    usability or desirability
  • Abrupt change in value hence the term cliff

25
Shift in Concept of Value in Products and Services
  • During mass marketing, value seen as services a
    product provided for its cost
  • Actual value is lifestyle drive, and is the
    relative worth and utility of a product
  • Product is valuable only if it is useful, usable
    and desirable
  • Cost of making highly valued product increases
    less rapidly than the amount people will pay for
    it.

26
Increased profit in Upper right
  • The cost to make a highly valued product
    increases less rapidly than the amount consumers
    ready to pay for it
  • In spite of lower profit margins, profits are
    increased due to higher sales and resulting
    profit per item
  • Establishing brand and thus customer loyalty.
  • Charging less than the competition due to an
    effective process of integrating design and
    engineering

27
Cost vs. Value
  • Consumers expect high degree of quality in the
    products they buy
  • Products that support experiences succeed
  • These experiences are new source of values
  • Each progression leads to higher pricing of the
    product
  • Old adage form follows function replaced by form
    and function fulfilling fantasy
  • Value driven products more competitive over cost
    driven products

28
Cost vs. Value
  • People pay for value beyond what they pay for
    commodities
  • Key is to identify the limit and what a given
    market looks like for a product

29
Value Opportunities
  • Value can be broken down into specific attributes
  • Set of opportunity classes that add to a
    products value
  • Emotion
  • Aesthetics
  • Identity
  • Ergonomics
  • Impact
  • Core technology
  • Quality

30
Emotion
  • Sense of adventure the product promotes
    excitement and exploration
  • Feel of independence the product provides a
    sense of freedom from constraints
  • Sense of security the product provides a feeling
    of safety and security
  • Sensuality the product provides a luxurious
    experience
  • Confidence the product supports the users self
    assurance and promotes his or her motivation to
    use the product
  • Power the product promotes authority, control
    and a feeling of supremacy

31
Aesthetics
  • Visual The visual form must relate shape, color
    and texture to the context of the product and the
    target market
  • Tactile The physical interaction of the product,
    primarily focusing on the hand but also including
    any other physical contact between the product
    and the user, must enhance the product experience
  • Auditory The product must only emit the
    appropriate sounds and eliminate undesired sounds
  • Olfactory The product must have an agreeable
    smell, providing appropriate aromas and
    eliminating unpleasant odors
  • Gustatory Products that are designed to be
    eaten, used as a utensil or otherwise placed in
    the mouth must have an optimum flavor or no
    flavor at all

32
Product identity
  • Personality The two main issues in a product
    personality are
  • Ability of a product to fit among yet
    differentiate itself from its direct competition
  • Connection that a product has to the rest of the
    products produced by that company
  • Point in time In order for a product to be
    successful, it has to capture a point in time and
    express it in a clear powerful way. Point in time
    is a tricky combination of features and
    aesthetics
  • Sense of place Products must be designed to fit
    into the context of use

33
Impact
  • Social A product can have a variety of effects
    on the lifestyle of a target group, from
    improving the social well-being of the group to
    creating a new social setting
  • Environmental The effect of products on the
    environment is becoming and important issue in
    terms of consumer value. Design fore the
    environment or green design focuses on minimizing
    the negative effects on the environment due to
    manufacturing, resource use of the product during
    operation and recycling

34
Ergonomics
  • Ease of Use A product must be easy to use (
    cognitive and physical). Product should function
    within the natural motion of the human body. The
    ergonomics of the size and shape of components
    that a person shall interact with should be
    logically organized and easy to identify, reach,
    grasp, and manipulate
  • Safety A product must be safe to use. Moving
    parts should be covered, sharp corners eliminated
    and internal components shielded from users
  • Comfort Along with ease of use and safety, a
    product should be comfortable to use and not
    create undue physical or metal stress during use.

35
Core Technology
  • Enabling Core technology must be appropriately
    advanced to provide sufficient features. May be
    emerging high technology or well manufactured
    traditional technology, as long as it meets
    consumer expectations in performance
  • Reliable Consumers expect technology in products
    to work consistently and at high level of
    performance over time

36
Quality
  • Craftsmanship fit and finish The product should
    be made with sufficient tolerances to meet
    performance expectations
  • Durability- performance over time The
    craftsmanship must hold up over the expected life
    of the product

37
Value Opportunity Charts and Analysis
38
VOA -GoodGrips
39
VOA Talkabout
40
VOA Crown Wave
41
VOA Starbucks
42
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