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The Information Pump: A New Qualitative Research Methodology

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Title: The Information Pump: A New Qualitative Research Methodology


1
The Information PumpA New Qualitative Research
Methodology
  • October, 2003

Presented by
V2.0
2
The Information Pump
3
Overview
  • Product development requires in-depth,
    representative, and timely information about
    customer needs.
  • Research respondents who provide this crucial
    information are typically paid for their time but
    not for the quality of the information itself.
  • The Information Pump provides respondent
    incentives for high-quality as well as quantity
    of feedback relevant to the product design
    process.

4
Key Strengths
  • Most current methods, such as interviews, focus
    groups, and Voice of the Customer, presume a
    good-faith effort on the part of the participant.
  • Information Pump incentives deliver at least
    three advantages over traditional qualitative
    methods for generating feedback on product
    concepts.
  • Promotes a higher level of motivation and effort,
    which is especially important if the task is
    difficult or fatiguing.
  • Communicates clearly what kinds of information
    are being solicited.
  • Provides a way of identifying superior
    respondents who can then be retained for
    subsequent studies.

5
Background
  • First developed by as part of the Virtual
    Customer Initiative at MITs Sloan School of
    Management, by Professor Drazen Prelec.
  • Using a game theory approach, the Information
    Pump "bootstraps" respondent incentives by
    comparing the information provided by one
    respondent against that provided by other
    respondents at the same time.
  • Professor Prelec, in his technical paper on the
    Information Pump, proves that when respondents
    play the game to maximize their own incentive
    payments, optimal new insights are gained for the
    product concept.

6
Structure of the Information Pump game
  • A respondent receives a rich description of a new
    product concept and then provides concept
    statements, which are sent to other respondents.
  • The discussion is structured so that instead of
    simply voicing opinions, participants vie to
    produce the most insightful observations about
    the new product.
  • The flow has some resemblance to a parlor game in
    that there is an element of "challenge" and each
    participant accumulates a dollar amount for
    superior performance.
  • In essence, one gets credit for each statement
    that is non-redundant and that is recognized as
    relevant (an "a-ha").
  • The key feature of the protocol is that it
    provides optimal incentives to respondents to
    provide this information.
  • The Information Pump game can be deployed in a
    variety of settings
  • Within focus groups
  • Through direct mail surveys exchanged through a
    clearing house
  • In an online chat room
  • Through use of an interactive Web site

7
How the Information Pump game operates
  • The game is set up between pairs of players. An
    unlimited number of pairs is possible.
  • In a given pair, one player (Encoder) sees the
    product concept, perhaps with graphics, and
    writes three (or more) statements about it.  The
    statements may be true or false, in the view of
    the Encoder.
  • In Round One, the other player (Decoder), without
    seeing the concept, guesses at the truth or
    falsity of each of the Encoders statements.
  • After making the initial guesses, the Decoder, in
    Round Two, then gets to see the concept.  He/she
    then guesses again whether each of the Encoders
    statements is true or false.
  • The Encoder's score is based on the difference
    between the Decoders correct second guesses
    (Round One) and correct first guesses (Round
    Two).
  • The Decoder's score, on the other hand, is based
    on the total number of correct guesses in both
    rounds.
  • The players are rewarded monetarily on the basis
    of their scores.
  • (Note for simplicity in explaining the game, a
    two-player version is detailed in the case study
    below. Multiple-player versions are also
    possible.)

8
Case StudyEncoder and Decoder Instructions and
Product Stimulus
9
Encoder Instructions - Introduction
  • You are about to participate in a game against a
    single opponent whom we have chosen for you. It
    should take no more than ten minutes of your
    time, and you have the chance to win up to
    90.00.
  • On a page to follow, you will find a description
    of a new snack bar. After reading the
    description, you will be asked to write three
    statements about the product. Any or all of your
    statements can be either TRUE or FALSE, based on
    how you see the product. You decide whether any
    statement is true or false.
  • Your statements will be sent to your opponent in
    this game. In the first round of the game, he or
    she will not get to see the product description.
    Instead, he or she will be asked to guess whether
    your statements are TRUE or FALSE, based solely
    on what you have stated and that the product is a
    snack bar.
  • In the next round, your opponent will get to see
    the product description. Again, he or she will
    be asked to assess whether your statements were
    TRUE or FALSE.

10
Encoder Instructions - Scoring
  • Both you and your opponent get 30.00 at the
    beginning of the game.
  • Every time your opponent guesses correctly on one
    of your statements in the first round (without
    seeing the product description), he or she wins
    10.00, and you lose 10.00.
  • For every statement that your opponent guesses
    incorrectly in the first round, he or she loses
    10.00, and you win 10.00.
  • For example
  • If your opponent guesses correctly on all three
    in the first round, he or she will have 60.00
    (the original 30.00 plus 30.00 won from you).
    You will then have 0.00.
  • If your opponent guesses incorrectly on all
    three, you end up with 60.00 and he/she ends up
    with 0.00 in the first round.
  • Thus, the idea in the first round is for you to
    write statements that will fool your opponent
    into guessing wrong that is, to guess TRUE on
    your FALSE statements, or to guess FALSE on your
    TRUE statements.

11
Encoder Instructions Scoring (continued)
  • In the second round, your opponent gets to see
    the product concept and guess again about whether
    your statements are true or false.
  • This time, if he or she guesses correctly on one
    of your statements, you get 10.00 AND your
    opponent gets 10.00.
  • If he or she guesses incorrectly on a statement,
    neither of you are paid for that statement in
    this round.
  • For example
  • If your opponent has guessed incorrectly on all
    three of the statements in the first round (you
    then have 60.00 at the end of that round) but
    then guesses correctly on all three in the second
    round, you will end up with 90.00.
  • If your opponent guesses correctly on all three
    statements in the first and second round, he or
    she ends up with 90.00 and you will have 30.00
    (since you will have lost 30.00 in the first
    round but gained 30.00 back in the second
    round).
  • If your opponent guesses correctly on all three
    statements in the first round, but incorrectly on
    all three in the second round (which is
    unlikely), you end up with your 0.00.

12
Encoder Instructions Scoring (continued)
  • Thus, the idea for both rounds is for you to
    write statements that do not appear to be
    obviously true or false on their face, but which
    are indeed obvious once someone sees the product
    description!
  • Good Luck!

13
Encoder Instructions Product Stimulus
14
Encoder Instructions True-False Statements
  • Now, type three statements that may or may not
    describe this product. For each statement,
    indicate whether you believe it to be TRUE or
    FALSE. Refer to the picture above as needed.
  • Statement 1
  • _______________________________________________
  • _______________________________________________

15
Encoder Instructions True-False Statements
(continued)
  • Statement 2
  • _______________________________________________
  • _______________________________________________
  • Statement 3
  • _______________________________________________
  • _______________________________________________

16
Decoder Instructions - Introduction
  • You are about to participate in a game against a
    single opponent whom we have chosen for you. It
    should take no more than ten minutes of your
    time, and you have the chance to win up to
    90.00.
  • On a page to follow you will find three
    statements that your opponent has made about a
    new snack bar. Each statement is either TRUE or
    FALSE.
  • In the first round of the game, you will be asked
    to tell us whether you think each statement is
    true or false, based solely on the statements
    themselves. It may seem difficult to tell, but
    just use your best judgment about snack bars.
  • In the second round of the game, you will be able
    to read a description of the product. Following
    that, you will again be asked to guess whether
    the original three statements are TRUE or FALSE.
    This part is obviously easier than the first.

17
Decoder Instructions - Scoring
  • Both you and your opponent get 30.00 at the
    beginning of the game.
  • Every time you guess correctly on one of your
    opponents statements in the first round (without
    seeing the product description), you win 10.00,
    and your opponent loses 10.00.
  • For every statement that you guess incorrectly in
    the first round, you lose 10.00, and your
    opponent wins 10.00.
  • For example
  • If you guess correctly on all three in the first
    round, you will have 60.00 (the original 30.00
    plus 30.00 won from your opponent). He or she
    will end up with 0.00.
  • If you guess incorrectly on all three, your
    opponent ends up with 60.00 and you end up with
    0.00.
  • Thus, the idea in the first round is for you to
    assess how true or false each statement is likely
    to be about a new snack bar.

18
Decoder Instructions Scoring (continued)
  • In the second round, you get to see the product
    concept and guess again about whether your
    opponents statements are true or false.
  • This time, if you guess correctly on one of his
    or her statements, you get 10.00 AND your
    opponent gets 10.00. If you guess incorrectly
    on a statement, neither of you are paid for that
    statement in this round.
  • For example
  • If you have guessed incorrectly on all three of
    the statements in the first round (you then have
    0.00 at the end of that round) but then guess
    correctly on all three in the second round, you
    will end up with 30.00.
  • If you guess correctly on all three statements in
    the first and second round, you end up with
    90.00 (since you will have won 30.00 in the
    first round, 30.00 in the second round, plus the
    30.00 you began with).
  • If for some reason you guess incorrectly on all
    three statements in the first round and
    incorrectly on all three in the second round
    (which is unlikely), you end up with 0.00.

19
Decoder Instructions Scoring (continued)
  • Thus, the idea for both rounds is for you to
    guess how true each statement is likely to be,
    both before and after seeing the product
    description!
  • Good Luck!

20
Decoder Instructions True-False Statements for
Round One
  • Please provide your best guess about whether each
    of these statements is true or false for the new
    snack bar (you will get to see the product
    description after this).
  • Encoders statement 1
  • _______________________________
  • _______________________________
  • Encoders statement 2
  • _______________________________
  • _______________________________
  • Encoders statement 3
  • _______________________________
  • _______________________________

21
Decoder Instructions Product Exposure after
Round One
22
Decoder Instructions True-False Statements for
Round Two
  • Now that youve had a chance to see the product,
    please assess again whether you think each
    statement is true or false
  • Encoders statement 1
  • _______________________________
  • _______________________________
  • Encoders statement 2
  • _______________________________
  • _______________________________
  • Encoders statement 3
  • _______________________________
  • _______________________________

23
Analysis of Data Collected from the Information
Pump Game
24
Assessing the Value of Product Concept Statements
  • For the purposes of this example
  • We assume that 50 encoders have reviewed the
    product description shown in the Encoder
    Instructions.
  • Following this, they have each contributed 3
    statements about the product, which they
    designate as either true or false.
  • This produces a total of 150 (50 X 3) statements.
  • We assume that 50 decoders have each evaluated
    one set of encoder statements (the number and
    combination of encoders and decoders, in
    practice, is flexible).
  • The decoders have provided
  • On the first round, true or false guesses for
    each encoder statement without viewing the
    product description.
  • On the second round, another guess, this time
    after having viewed the product.
  • The encoder statements are grouped into semantic
    classes. Each class communicates one relatively
    unique message or attribute for the new snack bar
    product.

25
Data structure
  • In the table below, True is coded as a 1
    while False is coded as a 0.
  • The table shows the data for only the first three
    encoders (id 1, 2 and 3). Each encoder has
    contributed three statements, true or false,
    about the new product.

26
Data structure
  • Considering the data in this table, we can infer
    that the decoders get the ideas behind
    statement 2, 3, 5, 8, and 9 after viewing the
    product description, even though those statements
    seemed false (or perhaps implausible) to begin
    with. These are the Ah-Has.
  • Statements 1, 4, 6, and 7, on the other hand, are
    obvious in the sense that the decoders guessed
    correctly about them even before seeing the
    product description. These might be attributes
    that pertain, for example, to snack bars in
    general and so are easy to guess at.

27
Analysis of the Encoder-Decoder Data
  • Below, we show how the encoder and decoder data
    can be quantified and portrayed graphically to
    help find aspects of the product that are
    ah-has.
  • Quantifying the Information Pump data proceeds as
    follows.
  • Group the encoder statements into classes.
  • As noted above, the 150 statements in our example
    were coded into 10 classes.
  • Each class communicates one more or less unified
    message (e.g., tastes salty, good for
    parties, etc.)
  • For each class of encoder statements, determine
    the percentages of
  • Correct first guesses (that is, in decoder
    agreement with the encoder truth or falsehood of
    the statements in the class), before viewing the
    product description.
  • Correct second guesses, after viewing the product
    description.

28
X-Y graphing of first and second guesses
  • On an X-Y graph, plot the percentage of incorrect
    first guesses against the percentage of correct
    second guesses for each class of statements.

29
Interpretation of the X-Y graph
  • The graph above tells us that, of the 10 classes
    of statements, two were ah-has in the sense
    that the decoders were not able to guess the
    encoders perceptions correctly until after
    viewing the product description.
  • The statements are good on scouting trips and
    take on airplanes. These two help pin down
    what may be unique about the Mojo Bar within the
    general snack bar category.
  • Perhaps the salty element is seen as a plus for
    hiking trips, while the bar also represents a
    good adult snack for air travel when meals are
    not otherwise available.
  • Either or both of these scenarios could be
    potentially useful in advertising or direct
    marketing campaigns.
  • The graph also pinpoints some attributes/benefits
    that seem too obvious to highlight the products
    uniqueness.
  • Any snack bar might make the claim that it
    tastes good or is inexpensive. Thus, these
    dimensions may not be as fruitful for marketing
    communications strategies.
  • In addition, some features represent potentially
    useful benefit dimensions, even though they are
    not strong ah-has and not too obvious.

30
Basic Scoring
  • In some situations it is advantageous to assign a
    score to each specific class of statements. This
    quantifies the perceived dimensions and allows
    them to be rank-ordered and prioritized.
  • One type of score is to calculate
  • ( of correct second guesses following an
    incorrect first guess) minus the ( of correct
    second guesses following a correct first guess)
  • This score represents the relative degree of how
    much a class of statements is ah-ha versus too
    obvious.
  • Although the graphing technique yields similar
    information, scoring each class of statements
    gives it a single metric that can be used to
    assess the statements effectiveness.

31
Variations on basic scoring
  • Some variations on the basic score can increase
    its effectiveness and/or ability to predict the
    success of marketing communications. These
    include
  • Applying different weights to the first component
    (second correct, first incorrect) and to the
    second component (second correct, first correct).
  • Weighting statements or classes of statements
    differently when they are true rather than false.
    In some cases, true statements offer more value
    to a marketing campaign than do false statements.
  • Using different formulas to combine the
    percentages. These could include, for example, a
    log-odds ratio instead of subtraction, with or
    without weighting factors.

32
Statistical Testing
  • It can be helpful to apply statistical tests to
    assess how different the classes of statements
    (perceived dimensions) are from one another.
  • Even if the scores are rank-ordered, unless their
    differences are statistically significant, we
    cannot be as confident about their meanings.
  • Two general types of statistical tests (along
    with others) can be applied to the data
  • Fishers exact tests
  • Maximum likelihood/asymptotic tests
  • These tests can tell us the probability that the
    pattern of percentages (first guess, second
    guess, etc.) may have occurred by chance alone.

33
Profiling of participant background, usage and
preferences
  • In most cases, we will have not only the results
    of the Information Pump game but data on the
    participants
  • Age, gender, household size, income
  • Snack food consumption habits, preferences and
    price sensitivity.
  • Thus, we can examine the relationships between
    these background variables and the Information
    Pump data, especially tying them to the types of
    statements generated during the game.
  • The profiling results can help identify different
    consumer types (segments) who are attracted to
    different benefit dimensions. This will provide
    additional strategic information when targeting
    market segments in any given campaign or strategy.

34
Profiling of participant background, usage and
preferences
  • (Simplified) example of how profiling works with
    the basic scores generated by the Information
    Pump data
  • The data above indicate that there may be unique
    targeting opportunities among
  • (red) Business travelers who carry snack bars
    with them.
  • (blue) Larger families with kids in scouting or
    other outdoor organizations.
  • (green) Women 35-44 with young families who
    already consume a large quantity of snack bars,
    looking for a healthy snack for their children.

35
Summary
  • How are these analyses different from brand
    preference and focus group findings?
  • They can produce a better picture of the unique
    benefits (ah-has) offered by a product than
    typical survey and focus group research.
  • They can be used to prioritize messages for
    marketing communications.
  • By examining segments consumers who have produced
    higher scores, we can find out not only what they
    like, but what it is about the product that
    appeals uniquely to them within the brands
    competitive context.

36
Contact Information
  • Nexus Business Information, Inc.
  • Phone 817.251.1362
  • FAX 817.421.5394
  • Web www.nbii.com
  • E-Mail information_at_nbii.com
  • 1824 Sandalwood Pkwy., Ste. 110
  • Grapevine, TX 76051-7344
  • PO Box 613233, D/FW Airport, TX 75261-3233
  • Mike Morgan
  • Phone 972.578.3819
  • Cell 972 816.1603
  • Michael.Morgan_at_nbii.com

37
Mike Morgan EVP / Senior Partner
  • Experience
  • MARC Research VP and Senior Consultant 2
    years
  • Sprint Business Database Marketing and Primary
    Research groups - 3 years
  • Savitz Research Marketing Science Director 1
    year
  • Cornell University Marketing Professor 6
    years.
  • Decision Scripts (statistical consulting) - 8
    years.
  • Ten years of other management experience.
  • Knowledge Areas
  • Buyer Judgment/Decision Processes and Segments
  • Modeling Choice Behavior and Other Responses to
    Marketing Strategies
  • Pricing Theory and Model Development
  • New Product Acceptance and Growth Models
  • Sales Force Incentive Plan Models and Analysis
  • Distribution Channel Analysis and Modeling
  • Education
  • Ph.D., Marketing, University of Texas at Dallas
  • MS, Marketing, University of Texas at Dallas
  • BA, University of Texas at Austin

38
Robert New Pres./Managing Partner
  • Experience
  • Nexus Business Information President and Dir.
    Research - 4 years
  • Gartner Group Director Consulting - 3 years
  • Nortel Networks Dir. Strategic Marketing and
    Research - 10 years
  • Ten years of other management experience with
    GTE, Piper Aircraft and USAF.
  • Knowledge Areas
  • New Product Acceptance and Growth Models
  • Buyer behavior and Cognitive Modeling
  • Modeling Choice Behavior and Other Responses to
    Marketing Strategies
  • Pricing and promotions
  • Advertising response
  • Marketing Strategy
  • Education
  • Ph.D. Marketing, University of Texas at Dallas
    (bda)
  • MBA, Marketing/Finance, University of Florida
  • BA, University of Texas at Austin
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