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Social Networking and the Future of CRM
Ed Thompson
What Is Socialization of IT?
Socialization of IT: The increasing willingness to use technology to collaborate with others in a virtual environment. It has enabled the growth of global communities with unprecedented reach and influence, often without easily identifiable leaders.
Understanding the power of these communities, the multiple personas of their members, their expectations,
their aspirations and how to interact with them will become essential skills for companies in the 21st century.
Key Issues
1. What are the drivers fueling the growthof the socialization of IT?
2. How can companies develop customer relationships by deploying the right engagement technologies to fit the right business purpose?
3. How will technology change to supportthe socialization of IT?
Socialization Is Fulfilling an Innate Need
Source: Gartner and "A Theory of Human Motivation," A.H. Maslow
To fulfill his innate hierarchy of needs
Biological and Physiological Needs
Safety Needs
Love/Belonging
Esteem
Self-Actualization
Web 1.0
Web 2.0
VirtualPersonal growth and fulfillment
Security of body, employment, health and property
Food, clothing, shelter
Friendship, intimacy, support groups
Morality, creativity, spontaneity, problem solving
Need to be respected, to haveself-respect and to respect others
Shift Toward Socialization for Engagement and Accountability
Blogs
Customer Feedback
Message Boards
Customer-Driven Content
WOM, Referrals
Community Marketing
Display Advertising
Podcasts
Videocasts
Virtual Worlds
In-Game Advertising
Addressable Branding/Advertising
Arrows indicate increase, decrease or maintaining of investments during the next three to five years.
Online Dialogue
Cross-Sell, Upsell
Gift Registry
E-Mail Marketing
Catalog
Transactional Marketing
Contextual Marketing
Search Marketing
Local Marketing (GPS)
RSS Marketing
Preference Mgmt.
Event-Triggered/Inbound
Three Realms of Social Software
Collaborative designCollaborative designVeracity of dataVeracity of dataTrust validationTrust validationCustomer selfCustomer self--serviceserviceLearningLearning
Product validationProduct validationSpeed of collaborationSpeed of collaborationEfficiencyEfficiencyRole in Role in Channel Channel StrategyStrategy
Phone/cable systemPhone/cable systemObservationObservationLearningLearningCollaborationCollaborationCommunicationCommunication
Information gatheringInformation gatheringSelfSelf--serviceserviceCollaborationCollaborationWhy TheyWhy They
Use ItUse It
Key customersKey customersBoardBoardAd hoc customersAd hoc customersSuppliersSuppliersExecutivesExecutives
PublicPublicPartnersPartnersWorkersWorkersWho Uses ItWho Uses It
(Public) (Semiprivate) (Private) Internet Extranet Intranet
Failure to use feedbackFailure to use feedbackto enhance brand and to enhance brand and identify brand faultsidentify brand faults
Failure to monitor and Failure to monitor and experiment to determine experiment to determine
highesthighest--value applications value applications
Failure to experiment to Failure to experiment to determine highestdetermine highest--value value
internal applicationsinternal applications
RiskRisk
Manage supply/demandManage supply/demandfor applications for applications
Inability to leverage Inability to leverage content and networks content and networks
created by social created by social networknetwork--aware aware
employees employees Opportunity Opportunity
Anytime, Anyplace: The Interactive EnterpriseJanuary 2008
Socialization Initiatives:Five Top Questions to Start With
1. What is it?- Many definitions, major hype
2. Purpose- Determining how businesses will make money
3. Applications- What type of social application for which purpose
4. Ownership- Determining levels of control to the community
5. Manageable- How the technology is deployed and managed
Strategic imperative: The biggest challenge by far will be an overall, balanced purpose. Every successful socialization project will needa mutual purpose, from the customer side (motivation for participating) and from the company side (actual measurable business need). Many communities fail from an imbalance or a complete lack of purpose.
Key Issues
1. What are the drivers fueling the growthof the socialization of IT?
2. How can companies develop customer relationships by deploying the right engagement technologies to fit the right business purpose?
3. How will technology change to supportthe socialization of IT?
Defining Social Applications
Social applications encourage, capture and share data among users, ceding levels of control to a community by user-controlled organization
mechanisms. These applications share characteristics, such as open APIs, service-oriented
design, and the ability to upload data and media.
2. Information Search
3. Evaluation
4. Purchase
1. Need/Want Recognition
Social Applications Are Relevant to Each Stage of the Customer's Buying Process
Engagement
Context
Trust
Transactions
Customer Buying Process Social Opportunity
5. Post-Purchase Satisfaction
Virtual Worlds:Social Need/Want Recognition
• Problem: Establish and increase brand awareness for future segments of customers.
• Objective: Connect with hard-to-reach, younger demographics and help them begin aligning future needs with banking products, services and money management.
• Approach: Wells Fargo bought virtual real estate (Stagecoach Island) within the MORPG Second Life, complete with virtual money, bank, mall and recreational services.
• Results: Visitors spend more than an hour per session. Second Life members spend 35 hours a week on average. The world attracts a diverse audience — 43% female.
Source: Wells Fargo
2. Information Search
3. Evaluation
4. Purchase
1. Need/Want Recognition
5. Post-Purchase
Content Management:Social Information Search
Source: New York Times
• Challenge: Make The New York Times Web site more relevant to readers' interests.
• Objective: Cater to the needs of a readership that wants more control over the digital experience (e.g., access to social media features and content outside the nytimes.com Web site), while maintaining the authorityof The New York Times brand.
• Approach: "Open up" the brand to desired content through prominent links to the most popular and blogged articles; allow readersto create personalized pages (MyTimes) with RSS feeds from the Times and other sites.
• Results: Unique visitors have increasedfrom 12.1 million in January 2006 to nearly19 million in March 2008; site is a winnerof a Webby for home page design. Since site was redesigned in 2006, the "most popular" features have been emulated throughout the industry.
2. Information Search
3. Evaluation
4. Purchase
1. Need/Want Recognition
5. Post-Purchase
Product Reviews and E-Commerce: Social Evaluation and Purchase
• More than 130,000 customer product reviews
• More than 55,000 four-sided product pictures
• Highly detailed product specifications
• At least 13,000 company testimonials
• More than 550 manufacturer links
• More than 550 expert opinion articles
• At least 1,000 item intelligence/rich media
Source: Newegg.com
2. Information Search
3. Evaluation
4. Purchase
1. Need/Want Recognition
5. Post-Purchase
Community Forums:Social Post Purchase
2. Information Search
3. Evaluation
4. Purchase
1. Need/Want Recognition
5. Post-Purchase
Five Techniques for Successful Community Management
Balance Risk and Reward
Solicit Feedback
Relinquish Control With Ground Rules
Enable Company Advocates
Assign a Community Advocate
Company BenefitsBest Practice
Access to Data
Develop Trust
Promote Engagement
Foster Loyalty
Customer Voice
Key Issues
1. What are the drivers fueling the growthof the socialization of IT?
2. How can companies develop customer relationships by deploying the right engagement technologies to fit the right business purpose?
3. How will technology change to supportthe socialization of IT?
The Purpose and Level of Engagement Will Determine Technology
• Review a product• Answer a question• Contribute to the community
• Click, transact• Read product reviews• Read blog/message boards
• Provide purchase feedback • Vote • Ask a question• Forward to others
• Establish a community • Create blog/podcast• Upload video content
Contributors (3% to 10%) Creators (0% to 3%)
The Lurkers (80%+) The Opportunists(10% - 20%)
"I'll reap the rewards."
"I want to be a part of this." "I want to own this."
"Since I'm here …"
Leve
l of C
usto
mer
Eng
agem
ent
Level of Company Engagement
The Purpose and Level of Engagement Will Determine Technology
Contributors (3% to 10%) Creators (0% to 3%)
The Lurkers (80%+) The Opportunists(10% - 20%)"I'll reap the rewards."
"I want to be a part of this." "I want to own this."
"Since I'm here …"
Leve
l of C
usto
mer
Eng
agem
ent
Level of Company Engagement
Social Reputation Technologies Will Be Critical: Dynamics of a Reputation Engine
Source: Fixya.com
Recognition Authority and Value Ranking
Community Voting Guidelines
Innovative CRM Vendors: New Focus, New Model and Largely Disposable Newcomers Will Plug Gaps Order
Pay
Upgrade/Extend
Customer Data IntegrationPartner Mgmt.
Web 2.0E-Commerce
Contract Mgmt.Marketing Resource Mgmt.Upsell Analytics
Large Vendor Specialty
If TraditionalistsLeave Gaps …
Market Research
Field ServiceCustomer Service and Support
Ad Mgmt.Campaign Mgmt.
Product Config.Sales AutomationOrder Mgmt.
E-Commerce
E-LearningWFO
Catalogs
Warranty Mgmt.
SearchAware
Select
Learn
Use/ConsumeSupport
ShareExperience
Feedback
Secret Agents and Avatars
Intelligent Device Management/Monitoring, Self-Healing SystemsKnowledge Management Social Support
Personal Tools Message BoardsCustomer-Driven ContentReferrals, Word of Mouth
Performance Mgmt.Service Adoption Mgmt.
EnterpriseFeedback Mgmt.Social Network Analysis
Location-Based Comparison Shopping
Communities VlogWikis
Set UpRegistrationActivation Service
Today: Social Markets in Transition —Do Not Expect One Solution
Web Analytics
Search Engines
E-Mail Marketing
AdNetworks
Gaming
E-Commerce
Marketing Service
Providers
CRM
Ad Agencies
Offline
Online
Service Technology
CommunityE-Service
Recommendations
Every successful socialization project will need mutual purpose,from the customer side (motivation for participating) and fromthe company side (measurable business need). When planning to harness socialization technologies, alignwith the customer's buying process.When planning to host, create or contribute to a community, consider the four types of community engagement, and planto provide social applications for all four.Use reputation mechanisms for creators and contributors,for ranking quality input and differentiating from other input. Encourage participation (rewards), and provide a content filter for the community. Plan on disposable applications for innovation and to meet social application needs. Do not expect one solution.
Notes accompany this presentation. Please select Notes Page view. These materials can be reproduced only with written approval from Gartner. Such approvals must be requested via e-mail: [email protected]. Gartner is a registered trademark of Gartner, Inc. or its affiliates.
Social Networking and the Future of CRM
Ed Thompson
Notes accompany this presentation. Please select Notes Page view. These materials can be reproduced only with written approval from Gartner. Such approvals must be requested via e-mail: [email protected]. Gartner is a registered trademark of Gartner, Inc. or its affiliates.
Social Networking and the Future of CRM
Ed Thompson