Friday, March 6, 2009

10 Corporate Twitter Accounts Worth Following

Thanks PCMAG for this on business tweating

These companies have found interesting, inventive ways to engage customers on Twitter.

02.28.09
Buzz up!on Yahoo!

Twitter isn't just about finding out about plane crashes and what your best friend ate for lunch. Its uses are evolving, and big corporations are joining the fun. Some corporate accounts serve as a boring PR tool that spews press releases and follows everyone who tweets about their company. But others have found interesting, inventive ways to engage customers on Twitter.

Some corporations, namely @Palm_Inc and @WholeFoods, have used the service to release news and answer questions. Others, such as @DellOutlet and @MotoDeals, have become a hot place to go to find great deals on merchandise. And not to be outdone, companies like @ComcastCares, and @HRBlock, have used Twitter as a new extension to customer service, allowing near real-time responses to difficult questions.

We've compiled a list of 10 corporate Twitter accounts that can either help you in a jam or allow you to give instant product and service feedback to someone who will actually get the message.

@Palm_Inc
1. @Palm_Inc – Palm has taken the inventive step of using Twitter to break news. It also uses the account to respond to customer queries.


@JetBlue
2. @JetBlue – JetBlue gives travel tips and answers customer questions all day long.


@WholeFoods
3. @WholeFoods – Whole Foods gives trivia tips about its company, answers questions, and makes suggestions on where to donate to charity.


@HTC
4. @HTC – HTC answers customer questions and lets them know about the latest product news, often before it lets the media know.


@DellOutlet
5. @DellOutlet – Dell's Outlet Twitter feed has more than 100,000 followers, and rightly so. It lets users know about incredible, and often very brief, deals.


@HRBlock
6. @HRBlock – Just in time for tax season, H&R Block has a Twitter account that answers your tax prep questions and gives helpful hints.


@SouthwestAir
7. @SouthwestAir – Southwest Airlines answers customer questions and gives a glimpse into the lives of Southwest employees.


@MotoDeals
8. @MotoDeals – Motorola's deal Twitter account gives followers links to great offers and tips on using the company's products.


@ComcastCares
9. @ComcastCares – The official Comcast Twitter account is a useful extension of its customer service outlet. One of our very own staffers tried the service out and was able to lower his cable bill through it.


@Starbucks
10. @Starbucks – Starbucks uses its account to receive customer feedback, give information about new products, and quickly answer questions.

Customer reviews featured in Argos catalog - goes to 17 million Brits!

Thanks Bazaarvoice

March 4th, 2009 by Justin Crandall | Managing Director, United Kingdom

Argos is an enormous UK brand, with over 700 stores throughout the UK, serving over 130 million customers a year and takes four million orders via phone or online – and that’s in addition to in-store sales.

Argos is well-known for its catalogue. On average, 17 million UK households, or around two thirds of the population, have an Argos catalogue at home at any time.

So you can imagine our excitement when we saw they are now displaying their customers’ reviews on the pages of these well-read catalogues!

Argos joins the masses of Bazaarvoice clients who are also amplifying the power of user-generated content beyond their websites. Halfords, another huge UK retailer, also features reviews in its catalogues, Cars.com mentioned customer reviews in their Super Bowl ad this year, and TurboTax now shows reviews on mobile phones and on huge in-store displays.

Look for reviews to continue to expand far beyond the sites where they are captured.


Wednesday, March 4, 2009

some cool augmented reality work

Great stuff from the guys at Squidder here. Thanks Mark

Augmented reailty desktop car

Augmented Reality Driving Demo (flash + flartoolkit + xbox controller) from squidder on Vimeo.
It’s no secret that we’re obsessed with augmented reality. Using this fantastic car demo whipped up by John Lindquist over at pv3d.org, we added in some FLARToolkit love to create a cool experience of driving the car around on a table.

But we didn’t stop there. Using the mind blowing-ly good ControllerMate and some simple keyboard mapping classes, we hooked the car up to a wired xbox 360 controller for maximum nerd. Next step, get some shaders going on that sweet Ford Focus. Ah, we couldn’t resist, so we added a shader.

UPDATE: YouTube was being unhappy with our videos for some reason (we suspect it doesn’t get along with Snapz, but who knows), so we’re moving over to Vimeo. We’ve also updated our demo video here, too, to include a slight shadow under the car, as well as part where the car does it’s business without the flar symbol present. Enjoy!

Augmented reality drum kit


Augmented Reality Drum Kit (demo #1) from squidder on Vimeo.

This actually came about as a happy little accident while trying to bend FLARToolkit to our will (tracking multiple instances of multiple symbols – a total pain in the ass. But that’s a story for another time). It just so happened that we were rocking out to Kiss’ “God Gave Rock & Roll To You” and it suddenly occurred to us that “Hey, it wouldn’t be so hard to make these things make sounds when they disappear.” So we did. And it was awesome.

We’ve (for once) posted a usable demo, so you too can rock out at your desk. Below is a quick video demo of all four sounds and after the break, you can see the demo of using multiple instances of the same drum.

And my personal farourite, T-shirt, twitter and augmented reality mash-up. Awesome stuff Squidder


PaperTweet3d: Augmented Reality T-shirts from squidder on Vimeo.

So we here at squidder have been playing around with the FLARToolKit a lot recently. Pretty amazing stuff really. And while fooling around with it, something (perhaps obvious) occurred to us: We love flash. And we also love t-shirts. And Papervision. And Twitter.

And, suddenly, we had a way to combine them all together.

Below is an early technical demo, in which a barcode, containing a twitter username, is embedded within our FLAR pattern. This is important because you don’t need to create a new pattern for each username. Instead, the flash reads the person’s username (up to 8 characters, encoded in 6 bit chunks) and then pulls that person’s latest post from twitter.

The source code is a mess, but we’ll be posting some more how-to details soon. In the meantime, enjoy the video demo below!

Monday, March 2, 2009

Great Superbowl ads

(THanks to Futrelab for this post by: Roger Dooley)

Most of us have gotten over our short-lived obsession with the 2009 Super Bowl ads, but at neuromarketing firm Sands Research technologists have been slaving away analyzing all 72 of those commercials. Sands measures viewers’ EEG activity to gauge both emotional and cognitive responses to ads. In addition, they collect questionnaires before and after the ads are viewed.potato_head_RD.jpgWhat makes an effective TV commercial? Dr. Stephen F. Sands, Chairman and Chief Science Officer, says,”We have found that an engaging story that maintains the viewer’s attention throughout the commercial, like this year’s Bridgestone Tire’s Taters (Mr. and Mrs. Potato Head) commercial or Coke’s Heist spot with the animated insects stealing a bottle of Coca-Cola, provides an overall strong and sustained brain response and a better measurement of favorable brand opinion.” Here are Sands Research’s top 10:


1. Bridgestone / Taters - 5.04
2. Coke / Heist - 4.62
3. Pixar / Up - 4.40
4. CareerBuilder / Tips - 4.40
5. Budweiser / Clydesdale Circus - 4.39
6. Universal / Fast and Furious - 4.37
7. GE / Scarecrow - 4.29
8. Taco Bell / Overrated - 4.28
9. Pedigree / Crazy Pets - 4.23
10. NBC / LMAO - 4.20

The number following each ad is what Sands calls the Neuro-Engagement Factor (NEF).

The worst scoring ad in 2009 was E-Trade’s Talking Baby ad, which scored a mere 2.61 on the NEF scale. Sands attributed the poor showing, at least in part, to the fact that a similar ad had been running throughout the preceding year.

Check out the complete comparative scoring of the 2009 Super Bowl ads at sandsresearch.com.

Click here to go to the original post

Friday, February 27, 2009

Social media's emerging communications model

Thanks WARC for this insight on models in the social media space.

Carlos Grande
WARC Online

Of the many trends which have arisen to challenge existing models of brand communications, online social media is one of the most important.

By publishing the report, "Social Media Futures - The future of advertising and agencies in a networked society", written by the Future Foundation, the UK-based Institute of Practitioners in Advertising (IPA) has joined a debate on two central questions about the phenomenon:

  • Does social media require a new model for brand communications?
  • If so, how can agencies put this into practice?

What follows is a summary of some of the report's findings and of a related public discussion, hosted by the IPA, together with some recent WARC Online articles in this area.

The full Social Media Futures report is available for purchase from the IPA.


Introduction

Social media's impact has been fast, sizeable and international, as indicated by a recent report




UK social networkers also tend to visit the same handful of websites. When Ofcom, the UK media regulator, asked respondents which of their online profiles they updated most often, 49% said Facebook, followed by 21% MySpace and 19% Bebo. Other sites barely registered. This consolidated pattern - with variations for strong local players such as Orkut in Brazil - is increasingly being found in other markets.

The peculiarly participatory and user-centric nature of social media sites has been well documented. Furthermore, there is evidence, albeit ambiguous, that as part of overall growth in online usage - itself driven by social networking's surge - some consumers report spending less time with some established media (especially print), a trend reported by research from the European Interactive Advertising Association.

The upshot of all these combined factors is that social networking sites have the potential to become large-scale, interactive branding channels at a time when consumers' media habits are changing. But examples of successful social media marketing have been strikingly absent in both number and quality.

The IPA/FF report quotes one estimate that Facebook will earn about $5 per user per year in 2009 advertising revenue. This is a poor return for the estimated 3,000 minutes per year the average Facebooker will spend on the site. Although McDonald's, Sony, Dove, Channel 4, Intel and Aquafresh have all been among those advertisers which have bucked the trend, there have been many high profile instances of social media initiatives which flopped.

The problem is not a shortage of available formats, which the report groups into five broad categories:
from the UK communications regulator, Ofcom. In the UK, for example, networking websites have achieved significant reach among both genders - and not just among 15-24 year olds.

  • Interruption: display ads, pre-roll video, tagging, email
  • Engagement: viral film, online programming, affiliate marketing, competitions, promotions, word of mouth
  • Participation: brand blogs, community sites, branded environments, bulletin boards, online surveys
  • Facilitation: branded applications, third party blogs, widgets, fan campaigns
  • Conversation: brand conversations; brand defence.

But the common theme among these formats is that audiences cannot be planned, bought or measured for such campaigns as they could by using mainstream media formats. This means that even if the medium's promise is that of a high-impact, low-cost channel, the danger is it will prove high-waste and low-impact.

The report's authors have therefore attempted to précis current theories on how influence and content permeates online social networks, and to suggest basic principles for the media and creative strategies best suited to the genre.

At the outset they quote the analogy, used by blogger David Armano, for the way content or information spreads among people. Armano compares this to a series of serial ripples in a pool which are formed each time content is distributed. These can be classified according to levels of influence:

  • Level 1: mainstream media
  • Level 2: open networks such as blogs, feeds, websites etc
  • Level 3: closed networks such as Facebook, MySpace
  • Level 4: distribution via individuals and email lists.

In this scheme, all ripples are potentially valuable since mainstream "ripples" can be fewer and broader in reach, but smaller ripples can be more frequent, lower cost and more targeted.

Using a trawl of academic studies, the report identifies five areas as most relevant to understanding the way communications work in online social networks.


1. Targeting


Unsurprisingly, much academic research has argued that social networkers' behaviour is closely correlated to the degree to which they are at the centre or the periphery of a group of connected users. This has underpinned the belief that social networks contain key influencers who "sit between the most other people or who are directly connected to the most people". Such influencers can be categorized by the general roles they perform.

Other studies have identified different numbers of social media types; the IPA/FF study describes three built around a trio of core characteristics:

  • Gossips: the expansiveness of a user and how many other individuals a user habitually communicates with.
  • Editors: a user's propensity to filter and target the messages he or she receives and send these on.
  • Belongers: - the willingness of a user who receives a message to pass this message on to a third party.

Academic researchers have argued that "Gossips" are disproportionately likely to be the original sources of a message and are therefore "good people to seed a message with". Conversely, "Editors" are popular recipients of a message, originated elsewhere, because, by filtering and targeting, they ensure the efficient dispersal of a message across the network. "Belongers" are defined by their willingness to join the group in question, thereby increasing the "networked" reach of conversations.

The authors write "it is clear that the choice of key players for dispersing a message through a network depends on more than the individual characteristics of each person; the optimum combination must be sought".

It should be said that a previous Ofcom report categorises these segments differently, such as "Alpha Socialisers" and "Attention Seekers", and also attributes broad demographic characteristics to them.


2. How messages travel

Users on social media websites are not aware that they are forming networks in this way and may even by opposed to the idea to be seen as any kind of conduit. Nevertheless, some common-sense principles seem to shape interactions across the network.

For instance, a user who receives a message via one particular link (for instance, from a work colleague) is most likely to forward it via a similar link (namely to another work colleague).

Like attracts like, with users of similar age, language and location communicating more often with each other than with members of different sub-groups. But referrals can also jump between groups which appear only weakly related.


3. Small world

Informal, online networks tend to range in size up to 100 individual contacts (sometimes described as nodes) since "an individual communicating through a network of more than 100 nodes becomes more like a social commentator, less like an informal social contact".

This is still a larger number of contacts than the nearest equivalent network in the offline world would typically hold. However "Friend-ing fatigue" is a common complaint, and it is likely that the longer social networkers use a site, the greater their propensity to maintain active links with a more manageable number of contacts, whilst culling others.

Social networkers also tend to see their contacts as layers - stretching from the global, through layers of greater intimacy and knowledge, towards core clusters of established contacts and peers with whom communication is regular and informal.

In an echo of the "six degrees of separation" theory, the report also cites a 2008 analysis of a month's worth of anonymous data sent across Microsoft's instant messenger system (totaling some 30bn conversations) which found that the average path length of messages was indeed about 6.6 users.


4. Messaging priorities

In this context, two main variables tend to show how efficiently and accurately messages flow across the network.

  • Relevance: ideas do not need to be contagious, but they do need to affect a critical mass of the audience.
  • Clarity: clarity of the initial message diminishes with each progressive step it travels, turning communications into a type of Chinese Whispers.


5. Theory into Practice

By applying greater understanding of consumers' behaviour in networks, it should, theoretically, be possible to create communications which have a high impact on targets, with little wastage and at relatively low cost. Although views vary on this, it should also be possible to treat social media as another channel alongside traditional media, albeit one with a distinct character.

Some studies suggest that analysis of networkers' behaviour can also provide indications as to their brand preferences, or their more general receptiveness to a particular brand's messaging. The authors quote academic research which found that "Consumers with joint membership in a [brand] subgroup…for one good, are more likely to prefer the same brand for other goods than are those consumers who belong to a different or to sub-group".

Media planners have several other factors to consider. First, to be dispersed globally, messages must first be passed on locally within small-subgroups and networks. Relevance to an appropriate set of targets is therefore key. However, brands must also be prepared in the event that a message, originating locally with a small sub-group, widens out into a much broader audience reach.

For planning purposes, it is important to remember too that an individual contact who likes to chatter will chatter first to individuals directly connected to him or her. Finding the right place to seed messages is therefore vital. And since it is difficult to find the optimum number of key players for a message to reach, it is more important to choose the number of individuals to seed with, rather than the most influential individual/community with which to seed material.

Creatively, the use of pictorially rather than text-led campaigns leaves brands less vulnerable to distortion via the "Chinese Whispers" effect. The use of a sequential or piecemeal message is also high-risk, since there is no guarantee that all the necessary messages in a series will be relayed to sufficient users.

The report summarises these details into the following planning rules:




Discussing the findings

A discussion on the report's themes featured contributions from John Wilshire, Head of Innovation, PHD Media; Charles Wells, MD of Kinship Networking; Cheryl Calverley, Marketing Manager, Unilever; Nigel Gwilliam, Communities Senior Manager, IPA.

Points that emerged from the discussion included:

  • Social media can be deployed using many of the same agency skills as are applied in traditional media such as the creation of compelling content to increase "talkability".

  • However, measurement of social media impact remains difficult; observation, comparison and experimentation are likely to be the order of the day for some time.

  • Regulations applied to traditional media advertising will increasingly be applied to online social media.

  • Social media may change the way advertisers pay for branded content; it may also lead to roles such as monitoring and management of online chatter being done in-house or by PR-led agencies.

  • The internet and technology generally brings the threat that agencies will be disintermediated by technologists (the archetypal "12 year-olds in a garage"), but agencies' skill in managing client relationships will still count.

  • The majority of chatter about brands may originate outside brand-owners in future.

  • Brands should take an inclusive and humble approach to brand chatter rather than "wade in and chat". They should remember that a brand's "relationship with a consumer is so much less important to that consumer than the relationship to help speed that change".


Related articles on WARC Online:


Related case studies


About the author:

Carlos Grande is editor of WARC Online. He can be contacted at carlos.grande@warc.com.

He joined WARC in 2008 after eight years at the Financial Times, where he was latterly marketing correspondent. Previously, he was acting deputy on the FT's UK companies newsdesk and a senior UK companies reporter.

Prior to that, Carlos edited Creative Business, the FT's weekly print section and website covering media, marketing, advertising, PR and technology.


Mattel to Expand Online Focus in 2009 with Development of Mattel Digital Network

Thanks Businesswire: Unprecedented Demand for New Digital Play Experiences Drives Aggressive, New Initiative For World’s #1 Toy Manufacturer

2009 International CES

LAS VEGAS--(BUSINESS WIRE)--Mattel announced today at the 2009 Consumer Electronics Show (CES) Kids@Play Summit that it will be transforming the company’s online strategy from brand Web site platform to interactive programming and content provider. The aggressive initiative is called the Mattel Digital Network, a new online destination for kids and families that is being driven by the company’s experience and observations about how kids play today. The Network is a gateway to a world of open-ended online play – it will be user-focused and will become the portal to Mattel’s powerhouse brands, such as Barbie®, Hot Wheels®, Matchbox® and Radica®.

“Today’s kids don’t recognize technology, they recognize magic that engaging play experiences deliver,” said Chuck Scothon, General Manager and Senior Vice President Mattel Digital Network. “Mattel is known for providing magical play experiences through traditional toys, and now with the launch of the Mattel Digital Network, we extend our great play experiences into the digital space for kids of all ages.”

The network is being created with a simple, defining touchstone - that it will be “the place where the kid in all of us comes to play.” Even its name, the Mattel Digital Network, was thoroughly dissected. More specifically, it is truly an all-brand initiative (Mattel), ensures a continued focus specifically on the space (Digital), and requires an ongoing commitment to keeping both the content and each target audience - from kids to tweens and teens to adults and collectors – in mind when building their online experience (Network).

“To put it simply, we will be moving our users into the driver’s seat to let them decide how to interact with our brands, to consume the content they want and even to be a participant in content creation,” Scothon continued. “Through it all, we also recognize that the digital space requires us to iterate and optimize forever – we will never be done nor satisfied. So, when the Mattel Digital Network launches, we will almost immediately start changing the experience and then learn every day how to keep improving it.”

Phase one for the Mattel Digital Network will:

  • Discern the age of a child and provide a different experience depending on gender, interests, and level of active participation.
  • Be a kid-safe environment with content that is screened, approved and appropriate for children at each age.
  • Provide tools to harness the creativity of brand fans to make it not just a place to consume content, but also to provide content.
  • Deliver on being a site “for the kid in all of us” – from ensuring our channels will support the personality of each to providing a shopping solution for gift givers.

Deep History Online

An intellectual property powerhouse, Mattel has consistently ranked at the top of digital destinations for several years, behind only traditional broadcast and media players. The company’s online success has been based in an understanding that, for kids, the heart of their online experience is rooted in play, which is what Mattel delivers like no other. From better understanding kids and moms, and their desire for a strong and positive play experience, the company has built a world class online experience that provides a solid and strong foundation upon which to build. This understanding has been at the foundation of every brand website since Mattel’s earliest entry into the digital space with the launch of HotWheels.com™ in 1996, up through today’s fastest growing virtual world ever, BarbieGirls.com™, and beyond. It was also the foundation for a proprietary interactive research tool called the Mattel Playground, which has opened a daily dialogue with hundreds of real moms.

Mattel Products at CES:

Mattel is continually looking for new ways to merge traditional and online play, and is unveiling a variety of innovative products at its booth (Kids@Play Summit – Sands Expo and Convention Center #72600) including:

  • Mindflex™ - Have you ever dreamed of moving an object with the power of your mind? Mindflex™, the new mental acuity game from Mattel, makes that dream a reality! A lightweight headset containing sensors for the forehead and earlobes measures your brainwave activity. When you focus your concentration, a small foam ball will rise on a gentle stream of air. Relax your thoughts and the ball will descend. By using a combination of physical and mental coordination, you must then guide the ball through a customizable obstacle course – the various obstacles can be repositioned into many different configurations. Mindflex™ combines advanced technology with the power of thought to create an interactive experience unlike any other – a game where players compete in the ultimate mental marathon!
  • Barbie® Digital Nail Printer – As the first product unveiled under the Barbie® brand’s new “Beautronics” line – where beauty meets electronics – the Barbie® Digital Nail Printer connects to your computer and allows you to print custom designs directly onto your nails; it takes only a few seconds and the designs last for days! You can select from 1000s of intricate designs, and even upload your own photos to create a custom manicure perfect for any occasion. The Digital Nail Printer uses thermal inkjet technology and specially-formulated cosmetic grade ink to print directly on the nail surface in full color. A built-in color video camera lets you model nail designs before printing.
  • UCreate Games - Ucreate Games puts mash-up creativity and game creation into the hands of kids. Using your computer screen and the Ucreate Games tablet, kids can build and customize unique games using hand drawn lines and a library of fun, interactive game elements, including: drawing templates, photos, sound effects, and recognizable game components. Ucreate Games uses a unique, photographic interface that automatically recognizes game activities and captures the user’s creations. This customizable gaming experience provides an endless variety of challenging game play that the user controls. Ucreate Games includes: drawing table, folding camera, USB connection, software, dry erase drawing supplies, and game template booklet.
  • UCreate Music - Ucreate Music is an easy-to-use digital music making system that allows kids to become the ultimate DJ. Kids and tweens can express themselves through creating their own songs and re-mixes with a fun and innovative interface. They can record samples, mix and match loops and create their own music tracks using an assortment of rifts, instruments, runs and backbeats. Plus, kids can share their creations with friends and update and explore new content on the Ucreate Music website. For added entertainment, kids can add in their own voice and sound effects or distortions to their track.
  • Xtractaurs™ - Extract, Combine and Fight Online!™ Xtractaurs™ provides kids with the tools to build the ultimate dinosaur online. The Xtractaurs™ experience begins with the Starter Kit, which comes complete with a T. rex action figure, software and Extraction Gun. Connect the Extraction Gun to your Mac or PC and then insert into the dinosaur figure to “extract DNA.” Once extracted, the DNA will unlock an action-packed online gaming experience. As boys collect new dinosaur figures, they will continue to extract dinosaur DNA, unlocking new games and special attacks. Boys can then mix and match online various dinosaur DNA traits, characteristics and fighting abilities to create the ultimate Xtractaurs™ figure. A player can boost the power of his figure in five arcade-style games, collect new DNA in dino action games, and ultimately take on the mighty Megavores™ in battle! But every Megavore™ requires new strategies. Build the wrong Xtractaurs™, and it’s back to the drawing board!
  • U.B. Funkeys™ Game Factory Tool - U.B. Funkeys™ is a popular PC-based interactive game where vinyl toy collecting meets casual gaming. The U.B. Funkeys™ virtual world continues to expand as players collect figures and interact through in-game activities and challenges. The Game Factory tool enhances the user experience by allowing kids to unlock new gaming functionality within the U.B. Funkeys™ world. With each 2 Game Factory figures, kids can create their own U.B. Funkeys™ online game and post it to UBFunkeys.com where friends can play and rank their game. *Name subject to change.
  • FAMPS™ (Feelings, Attitudes, Moods and Personalities) - Connecting, expressing and sharing are the basic elements of social networking and are core to the way girls stay connected! FAMPS™ takes this form of communication and brings it together with collectible figures that connect and communicate with your Mac or PC via USB and RFID. FAMPS™ figures - Feelings, Attitudes, Moods and Personalities - allow girls to reflect their various emotions through their virtual space. Each figure creates a unique emotional makeover so girls can express themselves in all kinds of fun new ways via their desktop, e-mail, widgets and IM. Girls can also create custom wallpapers, e-cards and more based on their feeling, attitude, mood or personality at that time. Additionally, girls can expand their FAMPS™ world by collecting the individual FAMPS™ characters that can be carried with them as key chains, displayed on their desks or traded with girlfriends.

About Mattel

Mattel, Inc., (NYSE: MAT)(www.mattel.com) is the worldwide leader in the design, manufacture and marketing of toys and family products. The Mattel family is comprised of such best-selling brands as Barbie®, the most popular fashion doll ever introduced, Hot Wheels®, Matchbox®, American Girl®, Radica:® and Tyco® R/C, as well as Fisher-Price® brands, including Little People®, Power Wheels® and a wide array of entertainment-inspired toy lines. Mattel is recognized as one of 2008's "100 Best Companies to Work For" by FORTUNE Magazine. With worldwide headquarters in El Segundo, Calif., Mattel employs more than 30,000 people in 43 countries and territories and sells products in more than 150 nations. Mattel's vision is to be the world's premier toy brands—today and tomorrow.


Wednesday, February 25, 2009

Ratings & Reviews #1 Content Tool to Get Reluctant Shoppers to Buy

Thanks again Bazaarvoice from this report on how consumer reviews and ratings influence purchase decisions

February 23rd, 2009 by Sam Decker | Chief Marketing Officer

We know from multiple studies that consumers are turning to one another more and more for input and recommendations on purchases they’re considering, but we have only been able to hypothesize on the increased demand for and effect of this content in the current economy. Research we’re releasing today with JupiterResearch and Rich Relevance clearly proves that peer-generated content, including ratings and reviews, is still highly valued by all consumers but is much more impactful to shoppers with tighter pocketbooks and more reluctant to spend.

The study finds that consumers are planning to spend less this year. Accordingly, we know that retailers are feeling the consumer’s pain and don’t have budgets to purchase and utilize all of the tools they would like, so they must choose right the first time. The study results confirm what many retailers have already discovered, Ratings & Reviews have been and continue to be consumers’ most used and most trusted peer-generated content tool outside of the standard site information provided by retailers and manufacturers.

Key findings from the study:

  • 48% of consumers plan to spend less, primarily in the automotive sector (50%), travel (46%), and CE (43%).
  • This group plans to do more due diligence, looking for more information in more areas than the other groups (42% will visit 3 sites or more)
  • Many of those reluctant to spend can still be positively influenced - 61% report that their confidence can be increased via online shopping resources
  • 77% cite reviews as being useful in making a recent purchase
  • Ratings & Reviews are the top ranked Content Discovery Tool for driving consumer trust and loyalty
    800 consumers were surveyed on their changing propensity to spend this year and on what tools they plan to use to help them feel more confident about their buying decisions.

The results showed that many consumers are planning to spend less (49%), more consumers are now going online to research their online AND offline purchases, and that very few of them have made up their mind on price (33%), brand (23%), and store/retailer (16%) associated with their purchase. 61% of those who said they were more reluctant to spend said their confidence could be increased if presented with the right information online.

This information should be empowering to retailers and manufacturers.
They have a clear opportunity to influence and win new customers, even in this challenging economy. The reality is that consumers know the data they need exists online, and they will find the content whether on your site or somewhere else. Check out how Amazon’s heavy adoption of social commerce content and tools has helped them gain market share during the past couple quarters.

Customer Ratings & Reviews Are Top Ranked Content Tool
77% of all those surveyed cite reviews as being useful in making a recent purchase, making it the most used peer-generated content (ranking even higher than the actual Manufacturers website). 81% of this of those who said they plan to reduce their spend said they used ratings and reviews to make past purchases and that they are the top ranked tool that would make this group more confident when considering a purchase.

As JupiterResearch states in the study, “Retailers must consider user generated content as a base line component of their overall offering and use it not only to enhance product descriptions, but to augment search and navigation experiences, enliven marketing messages and improve organic search results. In fact, some forward thinking retailers are beginning to incorporate the content consumers write about products in the original product descriptions to make them more accessible or consumer-focused. Furthermore, multichannel retailers can use this valued content in their stores, catalogs and other channels to bring the voice of the customer to all aspects of their customer interactions.”