Title: The Information Pump: A New Qualitative Research Methodology
1The Information PumpA New Qualitative Research
Methodology
Presented by
V2.0
2The Information Pump
3Overview
- 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.
4Key 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.
5Background
- 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.
6Structure 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
7How 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.)
8Case StudyEncoder and Decoder Instructions and
Product Stimulus
9Encoder 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.
10Encoder 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.
11Encoder 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.
12Encoder 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!
13Encoder Instructions Product Stimulus
14Encoder 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
- _______________________________________________
- _______________________________________________
15Encoder Instructions True-False Statements
(continued)
- Statement 2
- _______________________________________________
- _______________________________________________
- Statement 3
- _______________________________________________
- _______________________________________________
16Decoder 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.
17Decoder 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.
18Decoder 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.
19Decoder 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!
20Decoder 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
- _______________________________
- _______________________________
21Decoder Instructions Product Exposure after
Round One
22Decoder 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
- _______________________________
- _______________________________
23Analysis of Data Collected from the Information
Pump Game
24Assessing 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.
25Data 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.
26Data 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.
27Analysis 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.
28X-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.
29Interpretation 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.
30Basic 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.
31Variations 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.
32Statistical 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.
33Profiling 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.
34Profiling 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.
35Summary
- 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.
36Contact 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
37Mike 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
38Robert 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