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  • 7/30/2019 Social Technology Quarterly Issue 06

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    October to December 2012

    Colours and

    Brand Identity

    The Consumer

    Generated Funnel

    Ethics and Social

    Commerce

    Social TechnologyQuarterly06

    06 2012Kuliza Technologies Ltd.

    All Rights Reserved.

    Making Loyalty

    Programs Work

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    Editorial

    With a medley of platforms available to buyers today thathave similar prices and offers, brands are focusing ongenerating loyalty. Brands online are no longer ghtingonly in terms of price, presence, or product range. Theyare battling it out to have inuential shoppers and brandadvocates to ensure repeat purchases and build a loyal

    community of such shoppers.

    In the era of social-dened commerce, a brand thatgarners loyalists and not fans alone, runs campaignsfor experiences and not marketing alone, is the mostpopular, visited, and shopped-at destination. It is onthese shopping platforms one observes that loyalty isnot a passive activity, but an active one with the kind of

    deluge and trafc recorded in information sharing.

    Social is the genome of commerce. Social createslasting and remarkable relationships that increasepropensity to repurchase and recommend. A loyaltycard is no longer a plastic card for accumulating pointson repeat purchases; there are now designs for loyaltyprograms that are based on insights from various eldsthat redene methods of driving loyalty. While designingand using big amounts of data, careful consideration ofcode of ethics will determine whether social commerce isgoing to be as effective as predicted. Lifestyles, cultures,and practices too translate into understanding needs ofpeople inuenced by social commerce. All these cometogether and contribute to what social commerce aimsat: brand advocacy and loyalty, created through word of

    mouth. The brand that has reliable word of mouth is theone with a large, voluble community of loyal customers

    and least number of advertising campaigns.

    This is the difference between online commerce andsocial commerce done well.

    Diarmaid Byrne

    Vandana U.

    EditorsSocial Technology Quarterly 06

    The Social Technology Quarterly is a r esearch

    publication that distills the signal from the noise in the

    uid social and mobile web domain. From multiple

    perspectives it analyzes commerce, campaigns,

    and communities through the lenses of business,

    technology, design, and behaviour.

    Social as a Driver of LoyaltyVandana U.

    Rebrandings of Technology CompaniesAmit Mirchandani

    Impact of Colours on Brand IdentityAnindya Kundu

    The Proof is in the ExperienceVandana U.

    06

    10

    12

    19

    Making Loyalty Programs WorkDiarmaid Byrne

    Thinking Big DataSiddharth Balaravi

    Experience ShoppingAnish Dasgupta

    The Consumer Generated FunnelDiarmaid Byrne

    24

    30

    33

    36

    Ethics and Social CommerceSaswati Mitra Saha

    The Maker MovementPayal Shah

    Access Greater than OwnershipKaushal Sarda

    Learning by Keeping your Eyes OpenNehal Shah

    38

    44

    48

    50

    Campaigns

    Commerce

    Communities

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    Social Technology Quarterly and the STQ logo are trademarks of Kuliza

    Technologies Ltd. Their reproducion without the proper permissions is

    unlawful.

    Copyright 2012 Kuliza Technologies Pvt. Ltd.

    You are free to share and make derivative works of this publication

    only for non-commercial purposes and under the conditions that you

    appropriately attribute it, and that you distribute it only under a license

    identical to this one.

    Social Technology Quarterly 06

    October to December 2012

    Published by Kuliza Technologies Ltd.

    Printed by Print 2 Last Solutions

    #7 Poorvi, 1st Cross, Shirdisai Nagar

    Bangalore 560 077

    www.print2last.com

    Subscribe

    to Social Technology Quarterly at:

    stq.kuliza.com

    Contributors

    Amit Mirchandani

    Chief Creative Ofcer at Kuliza & MD at Lucid Design

    Anindya Kundu

    Visual Designer at Kuliza

    Anish Dasgupta

    Marketing Manager at Kuliza

    Diarmaid Byrne

    Chief People Ofcer at Kuliza

    Kaushal Sarda

    Chief Product Ofcer at Kuliza

    Nehal Shah

    Design Researcher

    Payal Shah

    Co-founder and Maker-at-Large at makesplash.es

    Saswati Saha Mitra

    Consumer Behaviourist

    Siddharth Balaravi

    Co-founder of GetJugaad

    Vandana U.

    Marketing & Communications Specialist at Kuliza

    Diarmaid ByrneEditor

    [email protected]

    Vandana U.Editor

    [email protected]

    Amit Mirchandani Design

    Lucid Design India Pvt. Ltd.

    www.lucid.co.in Personal is social,

    behaviour is social,

    and loyalty is social.

    Now all commerce is

    social.

    Social TechnologyQuarterly06

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    Brands are going social with the r ight

    mix of communications technology andconsumer values. Social is a catalyst that

    is driving unprecedented loyalty, built

    not at one stage but across various stages

    and elements of the shopping process.

    byVandana U.

    Photo Credit:zion fction

    Social as aDriver ofLoyalty

    In the age of social commerce, where traditional e-commerce is no

    more even a nomenclature, loyalty seems to spell a new pattern with

    new trends. With several factors determining shopping- ranging from

    best prices, proximity, recommendations, to mood-swings even; it is

    necessary to understand not only how loyalty and social commerce

    go hand in hand but understand how social is a driver of loyalty. It

    goes without saying that shopping has always been a social activity. A

    lot of denitions place social commerce under the huge umbrella term

    of e-commerce. Currently, as dened by Renata Gonalves Curty and

    Ping Zhang, Social commerce is broadly considered to encompass

    commerce activities mediated by social media where people do

    commerce or intentionally explore commerce opportunities by

    participating and/or engaging in a collaborative online environment.

    To the process of buying and selling online, social adds layers of

    conversations and interactions between consumers, communities,

    and businesses. These conversations are the new points-of-sales.

    Businesses are leveraging social, making it highly integrated and

    highly relevant to see new growth. The assumption is obvious: if

    social elements are necessary to drive in engagement, they are vital

    to driving loyalty too.

    Being Social

    The ontology of online commerce now is social as the smart-

    technology-driven buyer is no longer merely a buyer nor is passive.

    The buyer today is socially nourished through elements such as

    sharing, likes, conversations, reviews, and interests. The use of social

    Campaigns

    http://www.flickr.com/photos/zionfiction/7465637256/http://www.flickr.com/photos/zionfiction/7465637256/
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    Social Technology Quarterly 06Kulizanetwork serves social interaction and encourages user contribution

    throughout the purchase process - right from research to activities

    for post the purchase. There is a sure transfer of power because

    advertising alone would not generate that much needed buzz.

    Whether one terms it social, viral or calls it word of mouth, sharing

    is an unstoppable activity.

    A brand that goes social brings in the elements that revolve around a

    customer not only in a terms of being a part of the target market but

    include the entire social world of the shopper. Interests, behaviours,

    shopping patterns, activities of the shopper and that of the shoppers

    friend circle are all roped in. Customers have varied and new ways

    to research, compare, evaluate, purchase, and provide feedback on

    products and services. The agenda of engaging a shopper personally

    does not mean providing attention alone, but making sure anything

    the person needs, would like, and would want help, guidance from

    are all available. The superlative bit of it is that it is effortless for

    the shopper. After such a shopping experience the brand becomes

    the sought-after destination. It is these brands that, irrespective of

    whether they have the product the customer is looking for, will be

    relied on and people will be loyal to.

    Elements of Social

    A typical purchasing process begins with awareness- about a brand,

    its utility, etc, moving on to being interested in the product and nally

    purchasing it. Radically working out commerce includes layers of

    social in each of the stages in the process. There are different aspects

    on which businesses are creating conversations. Consumers may

    end up nding themselves in situations, unable to make purchase

    decisions. In such a situation when the next step to take is not known,

    advices, recommendations, support all kick in. The people in the

    persons social world around the customer act as guides towards

    decision making.

    The following are some of the identied elements of being social:

    Content: A great social experience includes presenting the rightcontent to the right customer at the right time. Curation is a

    serious affair in social commerce. From purchase history to what

    devices people are on, content has to be new, useful, and that

    adds value to consumers.

    Referrals and recommendations: A report made by Nielsen

    indicated that 92 percent of people go by recommendations for a

    purchase online rather than believing in advertisements.

    Reviews and ratings: Showcasing reviews from satised

    customers, friends from their social networks adds to the

    credibility of the brand and is extremely inuential in conversions.

    News feed: Friends see stories as they appear in the news feed.

    Any and every activity is again a point of sale. This stream ows

    and connects brands to people super fast.

    Credits

    Top: Stuart Connor

    Middle:Aural Asia

    Bottom: iBaNe

    Reward: Rewards increase repeat purchases and build loyalty.

    Ranking people, awarding points, and offering rewards tempt

    people to stick around longer and even work towards it.

    Encourage advocacy: Authentic advocacy inuences the

    purchase decisions of everyone around.

    There are applications, tools, and technologies that make all of the

    above happen. Tools have been made that measure social ROI rather

    accurately: from tracking number of likes, tweets, followers, pins,

    re-pins, to inuences. Sophisticated analyses, metrics, campaigns

    designed based on insights for right targeting, conversions, word-

    of-mouth to generate great loyalty have come up. The surplus data

    about behaviours, psyche, etc., offer companies opportunities to even

    predict shopping patterns.

    Comprehend and work on the entire shopping behaviour cycle with

    the right suites of applications. Social commerce is about customer-

    satisfaction, providing great experiences, and being customer centred

    over the traditional sense of being prot and transactional driven.

    There is a great deal of focus on relationships; the motive is no

    longer sale but repeat sales along with achieving a dollop of loyalty.

    To sell better and build loyalty from social audiences stimulate them,

    add value, and transfer the power of transaction to them. Create

    environments and platforms that actively engage with users, maintain

    relationships in a personal manner- that replicates building one to

    one rapport. The feminists fought for their rights with the motto The

    personal is political and social commerce is making its stand with

    The personal is social.

    References

    Cavazza,Fred.The Six Pillars of Social Commerce. Forbes.02 Jan

    2012.

    Chaney, Paul. Word of Mouth Still Most Trusted Resource Says

    Nielsen; Implications for Social Commerce. Social Commerce Today.

    16 Apr 2012.

    Curty, Renata Gonalves, and Ping Zhang. American Society

    for Information Science and Technology. American Society for

    Information Science and Technology.48.1 (2012): 1-10.

    Social Commerce. Wikipedia Inc.10 Sep 2012.

    Starbucks Card. Starbucks. Starbucks Corporation. Web. 10 Oct

    2012.

    Group buying: Just as how news spreads quickly, group buying,

    group gifting spread word about a brand, offering convenience

    in terms of gaining discounts and making gifting easy. It is no

    wonder that group buying can make brands go viral.

    Exclusives: Exclusive fan deals, discounts for sharing,

    personalized shopping experiences, pop-up shops, help make

    brands stand out. Offering a privilege or a benet, and a bonus

    that no one else offers ensure people stay and the cycle of

    recommendations and referrals continues.

    Rewards: Incentives drive people to respond. Through social,

    make users perform targeted, marketing actions. Offer rewards

    for expressing views, writing a review, clicking a link, sharing a

    promotion, referring a friend, etc. Adding game techniques to the

    incentives is another brilliant move.

    Socially driven loyalty programs: Starbucks is famous for its

    loyalty cards and programs. Making a move to going social with

    gifting cards, rewards, and points, the program gets better with

    the convenience it offers in terms of technology. The card can be

    added to the Starbucks mobile app, there is an app that allows

    users to check the level they havee reached in the program

    using the star - My Starbuck Rewards currency, and there are

    elements of fun. When one makes a purchase and goes to that

    tab on the mobile app, one sees a star actually fall into a cup

    and that tracks progress over time. This is evidence enough

    to show that loyalty programs are now no longer for ensuring

    repeat purchases built around points and rewards and repeat

    purchases but built around people: enabling social mechanics

    and designing a simple user engagement model.

    Going Social

    Going social is about redening engagement. Engagement is not

    about interacting with random games and making offers after one

    accumulates fans. There are various touch points in all the phases

    of the shopping experience where engagement and personalization

    need to be driven.

    Acquaint: To drive awareness around a brand that claims beingsocial its is necessary to reect that in the awareness drive,

    which has to be social in nature to elicit interest. With the plethora

    of data available, set up campaigns that involve people together

    be it a contest or a basic game.

    Drive: Create a social world where people can participate in

    activities together. Be it in the form of extending referrals or group

    buying, make the world a personalized one with the help of that

    deluge of data available about online behaviours and activities.

    Support: In order to be a core part of peoples lives, engage, talk,

    and extend support in forms of content, stories, expressions, etc.

    Conversations that will help the community will also build brand

    advocates. They curate information, inuence other buyers, and

    communicate about brands across different social networks.

    http://www.flickr.com/photos/stuartconner/http://www.flickr.com/photos/auralasia/http://www.flickr.com/photos/ilargi_/http://www.flickr.com/photos/ilargi_/http://www.flickr.com/photos/auralasia/http://www.flickr.com/photos/stuartconner/
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    Social Technology Quarterly 06Kuliza

    3. Mindtree

    Mindtrees original logo looked more appropriate as

    the signboard to a less discerning art gallery rather

    than a logo for a global information technology

    services corporation with 11,000 employees based

    all around the world. The revised logo is certainly

    more appropriate if not a little expected for what such

    a corporation ought to look like. Nevertheless, it is a

    very positive step in the right direction, communicating

    capability, professionalism, technology, and a global

    perspective.

    1. Microsoft

    Microsoft has taken a page out of Apples mandate on

    simplicity to reveal this new logo. Referring to some of

    its consumer logos from the past, the new logo does

    away with the differentiation between the corporate

    and consumer logo: a silly idea to begin with. While

    the applications of the new logo are very clever

    considering how Windows 8 is composed of an array

    of functional squares, the execution is a bit weak. The

    logo looks nondescript and simple rather than unique

    and simple.

    2.Twitter

    If a company has been able to replace its name with a

    symbol, that can be considered a huge sign of success

    in my view: think Nike, Mercedes, Shell, and Apple.

    Where twitter makes this success even sweeter is in the

    tightness of it all - not only does the symbol represent the

    brand name and the companys mission statement, but

    also the very action that the companys product enables

    you to do. This sort of clarity in the messaging of the logo

    comes by once in a generation!

    Focus

    5

    5. Shutterstock

    The old logo shown here is not exactly the oldest logo in the

    history of Shutterstock. In the last ten years the company

    has rebranded itself at least four times, starting with a rather

    likeable camera with a lm strip rolling out of it with the words

    Shutterstock on it. As the logo evolved the camera became

    more and more abstract and the type became an arbitrary

    continuation of letters where ever possible. I am happy to say

    that the new identity is a beautiful and refreshing departure

    from that line of thinking. The two corners of the frame

    that dene the o can be used in myriad ways across any

    materials, highlighting what ever the company wishes to call

    attention to. Bold, inventive and cleanly executed!

    4. StumbleUpon

    StumbleUpons new identity represents a healthy evolution from

    the dot com era logos of the early 2000s. The new colours are

    reduced to just two, both bold and vibrant. A graphic reduction

    sees unnecessary gradients and shadows eliminated, giving the

    logo a clean minimal feel. The interplay between the mark and

    the type is more harmoious. This has a knock down effect to

    the website, and that is where massive strides have often been

    made: gone is the light blue and white machine language based

    functionality that has typied so many sites built in the last ten

    years.

    Rebrandings ofTech Companies

    byAmit Mirchandani

    Photo Credit: Underconstruction.com

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    Colours are crucial for brands, especially because of the

    visual impact they can create in terms of establishing

    values and ideas a brand would want to project. Withtheir aesthetic properties and psychological impact

    colours can turn around a brands identity.

    byAnindya Kundu

    Illustration Credit:Anindya Kundu

    The roots of the word brand can be traced

    back to the old Norse word brandr which

    denotes the ancient use of hot iron to mark

    cattle of one farm from another. The word

    maverick, which originally meant unbranded

    cattle has its origins in the story of a Texas

    rancher, Samuel Augustus Maverick,

    whose neglected cattle were rounded up by

    neighbouring ranchers.

    Branding also found its expression inmarkings on bricks, watermarks on paper,

    and signs on barrels to distinguish products.

    Even the signatures of master artists such

    as Leonardo da Vincis on paintings can be

    considered as a form of branding. Much after,

    branding was done with the use of logos on

    printed posters and product packaging. With

    the advent of radio and television slogans,

    jingles, and mascots started appearing with

    brand advertisements.

    Today, a brand is a voice that gives a

    unique identity to an organization or entity,

    distinguishing it from others. It often comprises

    the name, corresponding typography,

    shapes, symbol, logo or any other design

    elements including the colours used by the

    organization. Great branding is effective in

    driving loyalty, bring to limelight the products

    or services offered by a company and boost

    sales or transactions in unparalleled ways.

    Colour is a prime visual element people

    perceive. Hence it plays a crucial role in anydesign. It is extremely important in branding

    because not only does it add aesthetic value

    in terms of art but also because different

    colours have different psychological impacts

    on viewers. Thus the choice of colours in

    brand identity requires to be made according

    to the vision of the company and the impact it

    wants to create on its specic audience.

    A Glimpse into Colour Theory

    Colours can be fundamentally described

    Impact of Colourson Brand Identity

    Campaigns

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    using two models the additive model and

    the subtractive model. The additive model of

    colour mixing is based on the behaviour of

    light mixes. Here red, green, and blue light

    combine to produce white light. The behaviour

    of mixing of colour pigments like any dye,

    paint or ink give rise to the subtractive model.

    In this case, any colour can be generated by

    mixing the colours cyan, magenta, yellow,

    and black, and is the foundation of colour

    printing and photography. Colours can alsobe dened using the three attributes of hue,

    saturation and lightness.

    Based on the traditional Colour Wheel

    that dates back to Goethes Theory of

    Colours published in 1810, red, yellow, and

    blue are the primary colours. By mixing the

    primary colours, secondary colours such as

    orange, green, and purple are produced.

    Consequently, by mixing a primary colour

    with its adjacent secondary colour the tertiary

    colours - vermilion, marigold, chartreuse,

    aquamarine, violet, and magenta - are

    derived. Colours can also be divided based

    on their relative temperature, based on both

    nature and cultural norms. Warm colours

    include red to yellow including orange, pink,

    brown, and burgundy. Cool colours include

    green to blue including shades of violet. Cool

    colours have a calming effect and appear to

    recede, while warm colours represent heat

    and motion, pop-out and create emphasis.

    Hence cool colours are often used for

    backgrounds and warm colours for makingheadings or graphics to stand out.

    While choosing a colour scheme or a

    combination of colours that work together,

    relative positions of colours in the colour

    wheel offer an advantage. Thus some

    of the basic colour schemes which exist

    are: monochromatic (tones of a single

    colour), analogous (colours closely related),

    complementary (colours opposite to one

    another), split complementary (when

    complementary colours are split to two

    close and equidistant colours), triadic (three

    colours equally separated in wheel), and the

    tetradic (also called double complementary).

    The Functional Impact of

    Colours

    The functional aspect of colours is to create

    emphasis or prominence, which is a primary

    goal of branding. Thus along with using the

    other principles of placement, continuity,isolation and proportion, contrast between

    colours is the factor determining readability

    and attention of the viewers. Black on

    white is the easiest to read on both paper

    and computer screens. Other most legible

    combinations include black on yellow,

    green on white followed by red on white.

    As mentioned earlier, warm colours tend to

    pop-out more compared to cooler colours,

    which appear to recede. This can be used

    effectively to emphasize branding.

    The Psychological Impact of

    Colours

    Different colours have different emotional

    impacts associated with specic moods.

    Red is the colour for passion. It is known

    to increase human metabolism and has an

    exciting, dramatic effect. Even the richer

    colours- burgundy and maroon nd their appeal

    amongst wine and ne living enthusiasts.

    Orange is an active and energetic colour. It

    promotes enthusiasm and creativity. It has a

    less formal and more inviting appeal to it. It

    works well for anything related to food and

    cooking. Being hard to nd in nature they

    it also stands out and hence used in life-

    jackets, road cones and hunting vests.

    Yellow is a highly active colour and fosters

    happiness. Hence it is the colour of smiley

    icons and is commonly used to evoke

    friendliness.

    Green is the colour for nature and freshness.

    It is also associated with currency and hence

    wealth and prosperity.

    Blue is the colour of tranquillity, peace and

    stability. It symbolizes openness, intelligence

    and faith. The negative connotation

    associated with it is melancholy as expressed

    in blues music.

    Purple has both the stimulation of red and thecalmness of blue. It is the colour of royalty

    and extravagance. This association stemmed

    from the difculty in preparing purple dye in

    ancient times. It is also commonly seen in

    gemstones, owers, and wine.

    White is the colour associated with purity and

    perfection. In some Asian cultures it is the

    signier of death.

    In spite of all its negative connotations with

    darkness, evil and death, Black is also the

    colour of elegance, power and strength if

    used appropriately in certain contexts.

    Colours and Aesthetic value

    The aesthetic values of colours are derived

    from the choice of colours according to the

    context it has been used in as well as from

    the harmony in the colour palette. This

    harmony can be obtained from the use of

    the basic colour schemes monochromatic,analogous, complementary, split

    complimentary, triadic, and tetradic. Adobe

    Kuler is a great resource for nding and

    creating sophisticated colour themes based

    on these basic colour schemes.

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    Red

    Turquoise

    Nature & Freshness

    Currency & Prosperity

    Friendliness & Happiness

    Energy & Dynamism

    Green

    Spring Green

    Yellow

    Orange

    Cyan

    Ocean

    Stability & Intelligence

    Calmness & Peace

    Passion & Drama

    Increases Metabolism

    Blue

    Violet

    Magenta

    Raspberry

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    KulizaUse of colours across different

    sectors

    Different business sectors show particular

    preferences towards certain colours:

    Food and Beverage Industry

    It has an afnity towards the colours red,

    yellow, and orange. This is apparent in the

    branding of Coca Cola, McDonalds, KFC,

    Taco Bell, Caf Coffee Day and almost

    any other fast food chain. Red stimulates

    appetite, while yellow and orange impart

    friendliness. Green is also used as in Subway

    branding to indicate freshness and nature.

    Pepsi and Dominos introduce a relatively

    uncommon blue, but it again has red to offset

    and contrast it.

    Automobile Industry

    Automobiles look for a classy appeal and

    usually use black and chrome textures.

    Prominent examples include Nissan, Honda,

    Jaguar, and Mercury. Red is also used

    sometimes to evoke passion as we can

    notice in Toyota, Audi, Suzuki, Fiat, and many

    others. Reliability and stability are evoked

    by BMW, Ford, Mazda, Volvo and Saab.

    Even the sporty yellow and orange nd their

    expressions with Ferrari, Renault, Opel, and

    Chevrolet.

    IT Industry

    Computers and IT services companies have

    a preference towards blue as it gives the

    sense of clarity and stability. DELL, HP, IBM,

    Intel, Microsoft, Facebook, and eBay have

    blue as the foundation to their branding. In

    case of electronics both red and blue nd

    prominence. Samsung, Phillips, Sony, and

    Panasonic use blue while others like LG,

    Canon, Toshiba, Hitachi, and Bosh are based

    on variations of red.

    Telecommunications Sector

    Organizations in the mobile and

    communications sector have similar colour

    preferences in order to represent energy,

    dynamism, reliability, and friendliness. Hence

    colours such as red, blue, yellow, and orange

    are common. For example, the blue branding

    of Nokia, Samsung and Ericsson, the red of

    Vodafone and Virgin, and orange used by

    Orange are examples that stand for these

    attributes.

    Retail Sector

    This sector too uses a lot of red to capture

    energy, yellow and shades of orange for

    friendliness, and a splash of blue and green

    to denote freshness.

    Toys

    Since children are attracted by primary

    colours, logos of toy companies often use

    bright primary colours. Children tend to prefer

    primary colours and hence clothes and toys

    typically have primary colours.

    Fashion Industry

    The colours associated with luxury are

    black and richer shades of red like brown,

    burgundy, maroon, and forest green. Hence

    most designer labels use either black or

    these colours to make their statement to

    their niche audience. This is also the case

    with most wine, liqueur, and other premium

    products.

    Colours have a deep impact on the

    branding of a product or service due to its

    psychological, functional, and aesthetic

    properties. Although there are no xed rules

    for choosing colours for a specic brand,

    certain trends and patterns according to

    the industry and audience proles can be

    mapped. While there are certain norms and

    rules based on colour theory, exceptions also

    exist and have alternative appeals to stand

    out of the crowd.

    Selling technologies by providing the space to any customer to experience

    a device before purchasing adds to the whole experience of buying a great

    device. With this idea replicated for purchasing most goods and not only

    devices, the verdict is clear. It is the experience that closes a deal. However,

    in the age of social when with a click an experience can be made exclusive,

    only a handful of experiences online really follow the key word: exclusive.

    Here is a portfolio of events and experiences enhanced by technologies.

    These represent the incredible results and outcomes achieved through a

    mix of behaviours, activities, and technology.

    Smart businesses are using technologies to create integrated physical,

    digital, mobile, and social shopping experiences and events where customers

    can access plethora of information while they shop. Such events that go

    across all marketing and shopping channels provide the insights and data

    one can innovate with. Stores are rolling out apps that help accomplish rich

    experiences with each customer. These events, activities, and experiments

    are great examples of embracing the smart customer with smart technologies

    and provide meaningful cohesive customer experience. This ensures that

    online and ofine experiences are not separate but integrated for holistic

    shopping experiences that lead to repeat purchases and brand loyalty.

    Technology enables and experiences win!

    The Proof is inthe Experience:Enhancing Experience by leveraging technologies

    For brands, apps serve as a lasting

    marketing channel that enables direct

    contact with target audience. They offer not

    plain engagement but holistic experiences.

    Here are some activities conducted by

    brands combined with online, offline and

    augmented reality elements that can awe

    any marketer.

    byVandana U.

    Photo Credit: Micurs

    http://www.flickr.com/photos/micurs/http://www.flickr.com/photos/micurs/
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    A phenomenon that has driven crazy online

    sales and engagement is augmented reality.

    Virtual reality is a simulation of a real

    environment; however, people get into a

    different reality dened by the virtual space

    and goes beyond physical reality. On the

    other hand augmented reality, as Wikipedia

    describes it, is a live, direct or indirect,

    view of a physical, real-world environment

    whose elements are augmented by

    computer-generated sensory input such as

    sound, video, graphics or GPS data. Erick

    Schonfeld opines that Augmented Reality

    enhances the real world with digital data,

    and therefore it is more interesting than a

    fabricated environment.

    An experiment that caught my eye was the

    mix of apps and augmented reality with pop-up

    stores. The concept of pop-ups is not new any

    longer on the social commerce space. With the

    success of pop-ups soaring, adding augmented

    reality to them seems a clever move.

    A leading shoe brand dedicated to sport

    culture, Airwalk set up invisible pop-up shops

    in New York and Los Angeles. Inspired by

    the idea of a treasure hunt, 600 pairs of

    shoes were hidden. People who wanted a

    pair of Airwalks - the Ladies Jim Plastic and

    the mens Jim Tennis - had to download the

    GoldRun app on their smart phones. People

    headed to Venice Beach, Los Angeles, or

    1Washington Square, New York City, to capture

    virtual versions of the sneakers and GPS-

    links to each location were provided. As soon

    as people located a shoe on their phones and

    took a photo of the shoe, they were directed to

    Airwalks e-commerce site and given a pass

    code link to pre-order the exclusive shoes.

    For Airwalk, hangouts and famous locations

    in the two cities turned into their stores.

    Without a brick and mortar shop, 600

    pairs of shoes were sold in a day. Airwalk

    witnessed the highest amount of trafc on

    its site during this event.

    Airwalk:

    Augmented Reality Campaign

    Credit: Piermario

    Another experience leveraged with social

    media (not with an app, but a map) is

    by Volkswagen Brazil. The motor brand

    sponsored the Planeta Terra Festival in Sao

    Paulo and promoted its car, the Fox, through

    a mix of Twitter, Google Maps, and real

    locations where prizes were hidden. Similar

    to a treasure hunt, ten tickets to the festival

    were hidden across the city and these were

    displayed on a microsite using Google Maps.

    However, one couldnt zoom in to spot the

    exact location unless it was tweeted about.

    The more number of tweets containing the

    2

    hashtag #foxatplanetaterra were sent,

    meant the closer the zoom on the map.

    The rst ones to arrive at a location where

    tickets were hidden would win. It is reported

    that in less than two hours after it began, the

    campaign became the number 1 trending topic

    in Brazil and the event stretched to 4 days.

    With a mix of online and ofine strategies,

    Volkswagen generated a huge amount of word

    of mouth. The campaign played on behaviours

    through gamication, such as the desire to

    win. With tweets acting as gates to levels of

    zoom, the excitement of crossing each level

    and being closer to the ticket pumped in the

    required adrenalin.

    Although Volkswagen did not offer an

    experience directly in relation to the car,

    which perhaps would have been more

    relatable, the outcomes of this campaign

    nevertheless were phenomenal.

    Volkswagen:

    #foxatplanetaterra

    Social Technology Quarterly 06

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    4Speaking about motor companies, Fiat

    too stepped onto the bandwagon of

    experiences. Catalogues can be heavy

    to read. Instead of making a boring read,

    Fiat made people experience its catalogue

    as a part of its Street Evo campaign. Fiat

    broke the old pattern of visiting a showroom,

    checking a catalogue, and test driving the

    car, by creating a new gamied experience.

    Promoting Punto Evo to its evolved and tech

    savvy audience, Fiat came up with a mobile

    app that read road signs as QR codes.

    Instead of merely reading the features of the

    car off a catalogue, after capturing a road

    sign, one could get a visual on the feature of

    the car on ones phones. So if one scanned

    the stop sign, the user would get to know

    all about the new breaking system; a curve

    ahead sign would inform the user about the

    cars intelligent lighting system that guides

    the driver in curves. Now that sounds like a

    regular app. However, Fiat added a game-

    like experience by hiding hundreds of prizes

    in the trafc signs, the rst ones to discover

    them won the prize. The campaign saw

    1,000,000 trafc signs being spotted on

    week one, an 82 percent increase in test

    drives, and it is Fiats most-seen catalogue

    in the companys history. What made this

    campaign a success was the incentive

    part of it. Incentives and rewards make the

    experience all the more fun and worthwhile.The app and the experience manage to

    satiate any visitors curiosity. Anyone buying

    a car will have numerous questions, and

    what better way than this to answer, through

    a game-like experience.

    3Fiat:

    Street Evo

    Credit:Bokeh Burger Lynxs fallen angel campaign used

    augmented reality to reflect itself as a

    brand that brings a mans fantasies very

    close to reality. With the objective of

    raising awareness and driving purchase

    of the Lynx Excite range, Lynx exploits

    social media to engage its target

    audience - 18 to 24 year old males - with

    angels seemingly falling from the skies

    for them at Londons Victoria Station. A

    live broadcast, yet highly personalized,

    it bent towards the angle of literally

    fulfilling fantasies. It talks to men in

    an exciting way, making them feel that

    they are attractive, by making a woman

    l iterally fall for them. Also, combined

    with a Facebook game in which Lynx

    challenge users to try and release one

    of the angels - model and actress Kelly

    Brook - the campaign is a real winner.

    The campaign worked because it turns

    around a fantasy as if it were actually

    logical for the angel to fall.

    References:

    Augmented Reality. Wikipedia.Wikimedia

    Foundation Inc,17 Sep 2012.

    Biela, Martin. Autofspace: Digital online

    automotive campaigns. Autofspace, 08 May

    2011.

    Hui, Francisco Hui Francisco. PSFK. PSFK

    Services,05 Oct 2010.

    Lynx Excite Angels meet the public at

    London Victoria. Lynx Effect Blog. Lynx, 14

    Mar 2011.

    Parker,David. Lynx Excite fallen angel by

    Tullo Marshall Warren. Campaign: The

    Work.Haymarket Haymarket Business Media,

    15 Mar 2011.

    Volkswagen Fox: Twitter Zoom Campaign.

    Digital Buzz.N.p.,02 Mar 2011.

    Lynx:

    Fallen Angel

    http://www.flickr.com/photos/softestthing/http://www.flickr.com/photos/softestthing/
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    Commerce

    MakingLoyalty

    ProgramsWork

    Loyalty programs rule our lives. They determine the airline we y with.

    Sometimes even the schedule we take. They inuence where we meet,

    drink coffee or have lunch. They determine the products we buy in

    supermarkets. They have the power to inuence us to spend more than

    we need to on items that we would view as otherwise unnecessary.

    And they do this because companies understand that by giving

    their customers a membership number and a plastic card, they can

    seemingly satisfy peoples basic psychological aspirations and needs.

    Providing these types of symbols work at a psychological level to

    target and trigger actions and behaviours that engender repeat

    purchase and advocacy. That is, they create loyalty. As much as all

    companies want to distinguish themselves with a uniquely branded

    loyalty program for their customers, the elements of each program are

    often indistinguishable. American Airlines launched the rst air miles

    program in 1981 that seemingly every other airline has since copied;

    ditto with supermarkets, hotels, and cafs. It is hardly their fault as

    there are a limited number of elements that can be employed in their

    loyalty programs:

    Points: calculated by the amount a member spends

    Levels: based on how much a member spends during a specic

    period of time

    Badges: awarded based on what level the member has reached.

    It signies, particularly to other people, the rewards and benets

    the member receives

    Rewards: offers, discounts, and benets that a member receives

    Loyalty programs have undergone a

    transformation with a shift from only

    rewards-based programs to well-

    designed, gamified structures created

    based on models of motivation and of

    behaviour.

    byDiarmaid Byrne

    Photo Credit: Onigiri-kun

    http://www.flickr.com/photos/onigiri_chang/http://www.flickr.com/photos/onigiri_chang/
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    Social Technology Quarterly 06KulizaIn the last few years, these elements have been used by game

    designers to create environments that lead to longer-lasting and

    more in-depth participation, replicating the experience people have

    while playing traditional video games. This has become known as

    gamication. Game designers applied these elements to insights

    from psychology and motivation theories to create immersive and

    engaging experiences that ensure people continue to participate to a

    greater extent than in traditional loyalty programs. The best of these

    gamied loyalty programs not only add points, levels, and badges, but

    also combine great game designs with an understanding of behaviour

    and motivation theories. To understand why and how loyalty programs

    work it is important to understand how people behave. This is best

    done by looking at psychology models of motivation and behaviour.

    From a perspective based on psychology, loyalty programs aim to

    drive behaviours of different types of participants, at specic times,

    based on triggers that the program provides. Loyalty programs draw

    on the work of Abraham Maslow and his Hierarchy of Needs. The

    purpose was to identify the basic types of human motivations and the

    order in which they generally progress. There are ve needs:

    Physiological: air, food, water, sex, sleep

    Safety: health, employment and nancial security

    Belonging: friendship, family, love, intimacy

    Esteem: condence, achievement, respect, self-esteem

    Self-actualization: the desire to become everything that one is

    capable of becoming

    Maslow believed that these needs motivate people to act. Their

    behaviours are driven by their desire to satisfy their needs, starting

    with fundamental physiological and safety needs, to higher-level

    needs of achievement and self-esteem. Once the needs at each level

    are satised a person is motivated to satisfy needs at the next level.

    Michael Wu notes that Dan Pink expanded on Maslows self-

    actualization needs in his book Drive: The Surprising Truth About

    What Motivates Us. His view is that once many of the basic levels

    of needs have been satised, people are more motivated by intrinsic

    motivators. Pink identied three needs that provide intrinsic motivation:

    Autonomy: people want to have control over their work

    Mastery: people want to get better at what they do

    Purpose: people want to be part of something that is bigger than

    they are

    Both Maslows Hierarchy of Needs and Dan Pinks Three Intrinsic

    Motivators provide an explanation about why people are motivated

    to act. However, a loyalty program still needs to trigger desired

    behaviours at a specic time to ensure member participation.

    The key to triggering behaviours is to make sure that loyalty programs

    work as intended. B.J. Fogg developed a behavioural model - Foggs

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    Social Technology Quarterly 06Kuliza

    Behavioural Model or FBM - to help designers and marketers ensure

    that all psychological elements are present to trigger behaviour. He

    posits that there are three factors with subcomponents that lead to

    certain behaviours:

    Motivation: pleasure / pain, hope / fear, social acceptance /

    rejection

    Ability: time, money, physical effort

    Triggers: facilitator, spark, signal

    Fogg argues that in order to trigger desired behaviours, all three

    factors need to converge at the same time. Thus, the loyalty

    program needs to be crafted in a way that these three factors occur

    at the same time. It must provide a trigger to initiate the behaviours

    it wants from its members. It then needs to ensure that they are

    motivated and have the ability to complete those behaviours. That

    is, the loyalty program should offer sufcient rewards to the person

    to be motivated enough to do the action, and the person should have

    the ability to complete the action.

    Along with understanding motivation, designers of loyalty programs

    need to understand how their members would engage with the loyalty

    program. When conceptualizing a program, designers need to ensure

    it appeals to as many people as possible. Richard Bartle developed a

    simple player typology with four basic player types to understand the

    motivations that drive people to play:

    Achievers: people who are motivated to achieve points and other

    rewards for the prestige of having them

    Explorers: people who prefer to discover and learn about the

    game, often at their own pace

    Socializers: people who play for the social aspect rather than

    the game itself

    Killers: people who enjoy competing against others

    By understanding that there are different types of players, designers

    and marketers are better able to ensure that aspects of the loyalty

    program appeal and motivate as broad a range of people as possible.

    Loyalty programs are designed to meet the needs of people in a way that

    motivates them to behave in a specic manner. They need to be broad

    enough to attract different types of people, wh ether they are achievement

    orientated or socializers. When we apply Maslows Hierarchy of Needs,

    Dan Pinks focus on factors that provide intrinsic motivation, Foggs

    Behavioural Model and Bartles player typology, we can see why loyalty

    programs are successful in motivating specic behaviours. Maslow and

    Pink explain what people need, and in order to satisfy these needs people

    are motivated into action. The belonging needs in Maslows Hierarchy

    correspond to the social aspect of participating in loyalty programs. The

    esteem needs correspond to status, achievements and leaderboards.

    In the case of Dan Pinks three factors, mastery corresponds to points,

    progression and levels, and purpose corresponds to goals and targets.

    For loyalty programs to be successful, they need to meet these needs

    to motivate member behaviour. However, to trigger this behaviour,

    according to Fogg, the programs mechanics must ensure that these

    three factors all occur at precisely the same time.

    Credit:Dijle

    By examining airline loyalty programs, it is possible to see how these

    apply insights from psychology and motivation theories. They appeal

    especially to Bartles achievers and killers typography. People are

    motivated to achieve a certain level of status from their membership

    program so that it satises their belonging and esteem needs. They

    are part of a (possibly) small percentage who are platinum members

    and who receive platinum-level benets. As such, they also have the

    symbols to reect this status - platinum membership card, dedicated

    check-in lane, lounge access.

    Another example of a loyalty program that applies insights from

    psychology and motivation theories is Nike+. It is not a traditional

    loyalty program; in fact it gamies running. However, by aligning with

    peoples goal - improving their athletic performance - Nike ensures it

    shares a common purpose with people. Nike helps them achieve their

    goal with their runners, clothing, and Nike+ apps, while increasing the

    switching costs from Nike to one of their competitors.

    The Nike+ tness tool uses game elements to encourage people to

    improve their tness. A device is tted into Nike runners and then

    synchs with an iPhone or iPod. Users can track their activities,

    performance - distance, time, pace, calories burned - and their

    progression, set challenges, and compete with their friends. They can

    post their run on Facebook and Path and hear real-time cheers for

    every comment or like they receive.

    Nike+ has been extremely successful, and looking at how it works it

    is easy to see why. It appeals to all four of Bartles player typologies

    by allowing people to interact in different ways with the tool:

    compete against others, work to achieve goals, meet other exercise

    enthusiasts, or work on tness at their own pace. It also satises the

    safety, belonging and esteem needs of Maslows hierarchy, and the

    intrinsic motivators that Dan Pink identied. Nike+ also shows Foggs

    Behavioural Model in action: users have targets and challenges

    based on their ability and the app motivates them while running to

    achieve them, triggering behaviours.

    Loyalty programs will evolve to being a constant partner in their

    members lives through smart phone apps, and not just thought of

    when queuing to purchase products in a store. Nike+ is one such

    example of where loyalty programs are heading. They will be gamied

    to create more engagement from members. To do this well they need

    to be cognizant of the psychology of motivation and behaviour. Loyalty

    programs will have a clear purpose that is shared by their members

    and they will help their members achieve it.

    References

    Abraham Maslow. Wikipedia,The Free Encyclopedia.17 Sep 2012.

    Wu, Michael. Gamification 101: The Psychology of Motivation.

    Lithosphere.03 Jan 2011.

    Fogg, BJ.Foggs Behavioural Model. Online Posting to Twitter.Web.

    30 Oct.2012.

    http://www.flickr.com/photos/dijle/http://www.flickr.com/photos/dijle/
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    Kuliza

    Never in the history of commerce has such

    a deluge of data been vaunted before

    an information-hungry, and social-savvy

    audience. Only a decade ago, CERN, a

    European research organization, set up one

    of the worlds largest databases with over

    11.5 billion web pages. Today, the average

    supermarket has access to shopping data:

    stores that are at least twice as big, if not

    bigger in size.

    When consumers use their credit cards at

    restaurants, clothing stores, or other retail

    businesses, those purchase choices are

    recorded and processed. Within the hour,

    businesses have the ability to unearth

    underlying consumption patterns that can

    be produced in real-time. In a matter of few

    hours, not only does the user behaviour trend

    become more evident, but also the correlation

    between people, events, locations, and

    preferences emerge from silhouettes to

    reveal a fairly clear picture of how marketing

    campaigns are performing. The availability

    of such large amounts of actionable data is

    transforming the communications landscape

    and is also having a sibylline effect on the

    fabric of social commerce.

    What is Big Data?

    Wikipedia denes Big Data as Datasets

    whose size is beyond the ability of typical

    database software tools to capture, store,

    manage, and analyze. 2.5 quintillion bytesis the amount of data created every day.

    Although, this proliferation of data is an

    evidence of an increasingly prying world, it

    is possible for Big Data to positively impact

    social commerce. While most research into

    Big Data so far has focussed on addressing

    questions related to its volume, this article

    posits the case of the impact of Big Data

    on businesses with a special emphasis

    on social commerce. The article also

    examines the potential value that Big Data

    can create for organizations, and illustrate

    and quantify that value.

    Commerce

    Thinking BigDataBusinesses are leveraging big data and analyzing it to

    gain a stronger competitive position. This article looks

    at the significance of data and how it is used to conductexperiments to develop the next generation of products

    and services.

    bySiddharth Balaravi

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    response.id);}});}function postCook(){ FB.api(/me/[YOUR_APP_NAMESPACE]:cook,post,{ recipe: http://fbwerks.com:8000/zhen/cookie.html },function(response)

    (!response || response.error) {alert(Error occured);} else {alert(Cook was successful! Action ID: + response.id);}});}function postCook(){ FB.api(/me/[YOUR_A

    NAMESPACE]:cook,post,{ recipe: http://fbwerks.com:8000/zhen/cookie.html },function(response) {if (!response || response.error) {alert(Error occured);} else {alert(C

    was successful! Action ID: + response.id);}});}function postCook(){ FB.api(/me/[YOUR_APP_NAMESPACE]:cook,post,{ recipe: http://fbwerks.com:8000/zhen/cookie.h

    },function(response) {if (!response || response.error) {alert(Error occured);} else {alert(Cook was successful! Action ID: + response.id);}});}function postCook(){ FB.api(/

    [YOUR_APP_NAMESPACE]:cook,post,{ recipe: http://fbwerks.com:8000/zhen/cookie.html },function(response) {if (!response || response.error) {alert(Error occure

    else {alert(Cook was successful! Action ID: + response.id);}});}function postCook(){ FB.api(/me/[YOUR_APP_NAMESPACE]:cook,post,{ recipe: http://fbwerks.com:80

    zhen/cookie.html },function(response) {if (!response || response.error) {alert(Error occured);} else {alert(Cook was successful! Action ID: + response.id);}});}funct

    postCook(){ FB.api(/me/[YOUR_APP_NAMESPACE]:cook,post,{ recipe: http://fbwerks.com:8000/zhen/cookie.html },function(response) {if (!response || response.er

    {alert(Error occured);} else {alert(Cook was successful! Action ID: + response.id);}});}function postCook(){ FB.api(/me/[YOUR_APP_NAMESPACE]:cook,post,{ reci

    http://fbwerks.com:8000/zhen/cookie.html },function(response) {if (!response || response.error) {alert(Error occured);} else {alert(Cook was successful! Action ID:

    response.id);}});}function postCook(){ FB.api(/me/[YOUR_APP_NAMESPACE]:cook,post,{ recipe: http://fbwerks.com:8000/zhen/cookie.html },function(response)

    (!response || response.error) {alert(Error occured);} else {alert(Cook was successful! Action ID: + response.id);}});}function postCook(){ FB.api(/me/[YOUR_A

    NAMESPACE]:cook,post,{ recipe: http://fbwerks.com:8000/zhen/cookie.html },function(response) {if (!response || response.error) {alert(Error occured);} else {alert(C

    In the old days most data

    problems could be solvedas computing speed caught

    up. Now, theres this deluge

    of new kinds of data which is

    growing faster than Moores

    law. Weve basically broken

    what Moores law can cope

    with, and so we need a bunch

    of new technologies to get on

    the right side of that again

    http://localhost/var/www/apps/conversion/tmp/scratch_3/en.wikipedia.org/wiki/Big_datahttp://localhost/var/www/apps/conversion/tmp/scratch_3/en.wikipedia.org/wiki/Big_data
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    Social Technology Quarterly 06Kuliza

    References

    Chu, Julian.The Ultimate Online Shopping

    Experience, Part 1: Strategy and Design.

    E-Commerce Times 10 Dec 2008.

    Gerejo, Lyndon. Improving The Online

    Shopping Experience, Part 1: Getting

    Customers To Your Products. Smashing

    Magazine.15 Sep 2011.

    Lynch, Liz. The Rise of Curated Shopping.

    The Relevant Marketer. e-Dialog, 18 Aug

    2011.

    May 2012 Trend Briefing: Retail Revolution.

    Trendwatching.com. n.d. 08 Sep 2012.

    and leveraged strategies and ideas based on

    these insights.

    Shopping is about discovery

    An objective of shopping is to wow oneself.

    Therefore every shopping experience has

    a lot to do with discovering. A lot of people

    walk into curio and handicraft stores without

    the express purpose of buying anything in

    particular. They go in, browse through the

    merchandise, and if something catches their

    eye, they buy it.

    OpenSky is an e-store that provides deals on

    products hand-picked by experts in fashion,

    health, food, and design. They promise to

    deliver What you were looking for, before

    you started looking. Their Pinterest-like

    interface features product shots with brief

    descriptive titles without brand names just

    like one would come across in a curio shop.

    Discovery begins fundamentally at guring out

    products and services. It elevates to levels of

    building associations with the brand. Loyalty

    cards, offers, discounts are some ways to

    discover more about a brand and also about

    peoples behaviours. The elevation then is

    also about discovering loyalties, shopping

    patterns, and enthusiasm towards specic

    brands not from the perspective alone of a

    seller but consumers themselves.

    Products have a story to tell

    Many products have a story in their creation,

    while some others gain signicance post-sale.

    In both cases, it is the story that the customer

    can tell when talking about the product. For

    instance, a hand-crafted artifact may have

    originated from a particular tribe in New

    Guinea and the story of its origins may be of

    interest. Or the proceeds from the sales of

    a particular product are donated to a cause.

    People are becoming increasingly socially

    aware, and so it is important to them that what

    they buy in some way contributes to a cause.

    Sevenly.org is a clothing store that dubs

    itself as an Organic Funding Movement and

    the worlds most effective cause activation

    platform leading a generation toward

    intentional generosity. Each week they

    choose a charity or cause to donate to, an

    associated NGO, and set a target amount

    they want to donate. A part of the proceeds

    from each sale they make that week are

    then set aside for donation. A counter on

    the website tells users how far they are from

    reaching the target amount.

    Shoppers are choosy about who

    they accept advice from

    People often turn to their most trusted friends

    when seeking advice on making purchases.

    They choose who to ask for advice based on

    their knowledge of the friends interests, tastes,

    and choices in other purchases. Decision-

    making assistance has been a huge point

    of focus for e-commerce sites with tools and

    apps to recommend products. However, these

    are based on past purchases, which is big

    drawback when it comes to drawing rst-time

    customers. Brand owners are hiring curators

    for various categories in an attempt to solve

    this problem. Curators analyze the vast amount

    of data- professional, personal details, likes,

    hobbies and other interests of consumers.

    AhaLife is a shopping portal that promotes

    its curators more than the products theysell. Each curator has a dedicated page

    complete with bios that establish expertise

    in their respective areas. Users can get

    product details, and also the curators views

    and reasons for a product chosen, and what

    makes it stand out. Taking it one step ahead,

    they are now organizing live meet-ups in

    major cities where consumers can personally

    meet curators and designers.

    Credit:Rob Ellis

    Credit:Susan NYC

    Reading about product utility is

    not sufficient

    If a consumer is investing in technology with

    the intention of upgrading from an existing

    device, product utility is not ones focus.

    In such a case product specications are

    sufcient to make a decision. Conversely in

    the category of beauty products no matter

    how much one reads about those products,

    sees them or is persuaded by the women

    in branded uniforms, it is not the same as

    experiencing those products.

    Shopping is about taking a

    break

    Going shopping is a way to relieve stress,

    the same way that coffee breaks are used.

    It helps one ease up for a while. People

    often drop in nearby stores during a break

    to browse, discover brands, and make few

    impulse purchases. The intention is not

    buying out of need, but to do an activity that

    would brighten up ones busy day.

    To make the experience worthwhile,

    commerce sites make shopping a break-

    like activity through videos of product

    demonstrations and sales pitches. This is

    based on the premise that while taking a

    break people watch videos, surf the net, or

    check updates on social networking sites.

    Joyus, a commerce portal that specializes in

    beauty products for women, has implemented

    an entire video-culture. The website is video-

    led with product demonstrations and make-up

    how-tos. Customers who visit the site while

    taking a coffee break at work can watch videos

    on new products, brands, and usage tips.

    http://www.flickr.com/photos/robellisphotography/http://www.flickr.com/photos/en321/http://www.flickr.com/photos/en321/http://www.flickr.com/photos/robellisphotography/
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    Social Technology Quarterly 06Kuliza

    Obsolence

    The traditional purchase funnel that drove

    advertising and marketing strategies, tactics,

    and budgets is obsolete. No longer can

    companies rely on targeting as many people

    as possible, knowing that a percentage of

    them will lter down the funnel and ultimately

    purchase the product. What has changed is

    that the consumer - and fans in particular - is

    now a larger inuencer on purchase decisions

    than advertisers. It is more important for

    brands to focus on the consumer generated

    megaphone than solely on the purchase

    funnel, and evolve ways for their customers

    and fans to advocate products and services.

    TheConsumerGeneratedFunnel

    Word of Mouth Marketing

    Forecast 2003 2013

    2003: $313m

    2004: $487m

    2005: $722m

    2006: $981m

    2007: $1351m

    2008: $1543m

    2009: $1701m

    2010: $1918m

    2011: $2204m

    2012: $2572m

    2013: $3043m

    Sentiment expressed by

    word-of-mouth marketing:

    66% of brand-related conversations

    are mostly positive

    8% of brand-related conversations

    are mostly negative

    The driving forces of

    purchase decisions:

    54% word-of-mouth

    47% information on a website

    42% email sent by a friend

    31% online reviews

    Commerce

    byDiarmaid Byrne

    Illustration Credit:Amit Mirchandani

    References

    Conroy, Pat, and Anupam Narula. A new

    breed of brand advocates: Social networking

    redefines consumer engagement. Deloitte

    Development LLC,n.d.Web.15 Oct 2012.

    Jackie,Huba.14 new statistics about word of

    mouth marketing. Church of Customer.N.p.,

    17 2011.

    Word-of-Mouth Spending to Reach $3

    Billion by 2013. Marketing Charts.PQ Media,

    07 2009.

    Consumers Believe in Positive Word-of-

    Mouth. eMarketer 02 12 2010.

    Credibility of advocates:

    59% of Americans believe ofine

    WOM to be highly credible

    49% of Americans believe online

    WOM to be highly credible

    Compared to negative WOM,

    positive WOM is more than twice as

    likely to get people to seek further

    information.

    Less than 50% of respondents

    deem negative WOM as credible

    Main activities of brand

    advocates:

    1. Recommending verbally

    2. Payingmore for this than

    other brands

    3. Purchasing favorite brand

    multiple times when on sale

    4. Sharing the product /

    coupons with others

    5. Searching for coupons in

    store circulars

    6. Searching for special offer

    coupons online

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    Social Technology Quarterly 06Kulizadiversity is not Pinterests forte or even in its interest. When $80 is the

    average amount for purchases initiated by the site, Pinterest is clearly

    not for all. It has its own brand image to live up to. Brands participating

    in Pinterest know this. Companies are rapidly developing innovative

    engagement strategies, integrating the Pin It button across all web

    spaces they can exist on, from networking sites to search engines.

    Brands offer new visual stimuli everyday and provide a 2% reward of

    the selling price to the purchase enabler in a service similar to Fancy.

    This is a very high degree of personalized and networked pressure

    working on you to make you buy.

    An essential part of any commercial relation is honesty. Both parties

    have to be honest to the product as well as the transaction for it to be

    a success. In most e-commerce networks seller reputation and peer

    review are instrumental in helping new buyers reach their decisions;

    be it the small, local players such as Zalando, MouthShut or giants

    such as Amazon and EBay.

    Detailed reviews are much

    appreciated. Skepticism and

    suspicion are bound to surface

    towards extreme reactions.

    Some social commerce

    discussion forums regularly

    reveal the unreliability of such

    ratings and reviews. Sellers

    on Amazon are known to offer

    buyers discounts to remove

    negative comments, thereby

    keeping their overall ratings high.

    This may be improved customer

    relationship management but

    it can also be interpreted as

    buying the buyers silence. To

    bring in transparency social

    commerce platforms today have

    a lot to achieve. It is essential

    consumers are provided platforms to express their thoughts without

    brands attempting backend tweaking or inuencing. Also, there is aneed for curation of quality reviews, prohibition of fake proles from

    sellers or their competitors from skewing the nature of feedback.

    The social network culture of grabbing user data is one of the biggest

    challenges to the growth of social commerce. The motive is to offer

    better customer experiences but at the cost of sharing personal data.

    Every Facebook app that one uses, asks for unanimous access to

    personal information. The Apple App store requires one to release

    ones credit card data. New e-commerce sites request log-ins via

    Facebook or Twitter giving them access to ones networks, contacts

    and other relevant social data.

    The cautious say there is no apparent need for all this data but people

    The rise of commerce has always been tightly aligned with certain

    mutually benecial, economic principles for the buyer as well as the

    seller: whether it is the barter system in which two parties exchanged

    goods and services with equal perceptible value or whether it is the

    money economy, that assigns legal tender status to paper. In each

    epoch, commerce has ourished only when there has been the

    approval of two or more parties based on a code of ethics that has

    governed the transaction. Today, commerce is moving in the direction

    of social commerce, an exciting phenomenon to watch out for.

    Social commerce is the latest buzz in consumer industries. Strategy

    Consultants, Booz & Co., estimates the global market value of

    social commerce to be about $9 billion in 2013, growing to $30

    billion by 2015. Such gures are high enough to lure anyone who

    has something to sell, want to jump into the bandwagon. The mature

    ecosystem of social networks provided by Facebook, Pinterest, and

    Twitter along with the equally

    potent e-commerce platforms

    of Amazon, EBay, and PayPal,

    make it possible to unleash the

    potential of social commerce to

    an unprecedented degree.

    Social commerce after all

    makes total sense. Everyone

    appreciates the inputs of friends

    and family in major purchase

    decisions. From buying a shirt to

    booking an apartment, people

    in ones network have a key role

    to play in the decision making

    process. This so-far-known-

    but-invisible hand of inuence

    is what social commerce seeks

    to make visible, tap in on an

    ongoing basis and of course,

    monetize.

    Social commerce is new. It only seems right to help consumers

    understand the rules of the game before they become a core partof it. Based on what is on offer, one has to negotiate to arrive at the

    right juncture which will enable this new format to succeed. So how is

    business being done socially?

    Consumers navigate through a burgeoning amount of inuencing

    data. Peer inuence, creating groups for mutual benet and unlimited

    recommendations and advices form the nucleus of social commerce.

    People leave on unlimited number of platforms an indelible track of

    invaluable personal and nancial data.

    Each of these platforms has a unique appeal. Visual analysis of

    Pinterest shows how the perfect world is soft, cute, homely and

    tailored. Members have the ability to create their own boards but real

    People leave on

    unlimited number

    of platforms an

    indelible track of

    invaluable personal

    and financial data.

    Social Technology Quarterly 06

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    Left: George Washington on the $1 bill

    Credit:Peasap

    have been convinced that who they are socially, is who they are really

    and knowing that will help serve them better.

    Assuming that social networkers and shoppers are generous enough

    to gift all their data to the cause of consumer analysis, the risk of the

    data falling into wrong hands is a primary concern.

    A recent article by Mat Honan on Wired reveals how critically

    connected all our internet presence is and how easy it is for those with

    wrong intentions to take over someones complete online and ofine

    identity. A hijacked Facebook account is one thing but a hijacked bank

    account is life threatening. In the future, the two will be interconnected.

    So is social commerce unethical? Visible examples from current

    high trafc platforms are enough to raise warning signals among the

    discerning. The segment is nascent; therefore it is easier to innovate

    on its processes to emerge as transparent, consumer friendly and

    ethical in its commitment to consumers in the longer term. Some key

    issues that need to be redressed include managing the consumption

    cycle, establishing transparency in peer recommendation, and

    allowing consumers to take charge of their data.

    In 2012, Target came under serious criticism for its acute consumer

    analytics which could predict pregnancy even before the information

    was made public by the person concerned. This should tell consumers

    that industry analytics today are sophisticated enough to predict a

    lot about users. Instead of using the data to single-mindedly drive

    purchase behaviour, brands that will use consumer data responsibly

    to moderate the consumption cycle and only push for purchase at

    necessary intervals, will gain signicant consumer-trust. Instead of

    the Pinterest model of everything is so beautiful, a balanced model

    of need and purchasing power, adjusted recommendations will help

    bring out the more democratic and humane side of social commerce.

    Peer recommendation in the age of Facebook has been quite

    voluminous. One likes Zara, so one recommends friends to like Zara.

    One wants to network on Glassdoor, so invites others too. Such

    expansive peer recommendation must change if social commerce is

    to be meaningful and succeed in the long run. Using smart analyticsand lters, social networks will now need to enable their users to

    recommend in a more intelligent fashion. After all, we do know

    what our friends really like. So, instead of disturbing every single

    one of them with everything and nothing, it is the users themselves,

    if adequately enabled, who can help brands become even more

    focused in reaching their target consumer base.

    Users are quite surprised by the long-tail effect of their data on the

    internet. Not many are aware that Facebook has the permission to

    share data even after proles have been deleted. One of the crucial

    factors that most social companies need to be held responsible for is

    their terms and conditions. The miniscule sized writing and unending

    pages of conditions are reasons enough for even the most careful

    of users to decide to skip and agree to anything in their rush to

    experience the service. Such conditions are critical when there is a

    commercial angle associated with it. Brands that will cut through the

    chaff and seek permissions to use and share specic data from their

    consumers, in simple and comprehensible terms, will not only enable

    the consumer to be in better charge of their data but will themselves

    emerge as highly transparent business practices. This is an enviable

    positioning that most companies ought to strive for.

    Jimmy Wales, the founder of Wikipedia once said, Commerce is ne.

    Advertising is not evil. But it doesnt belong here. Not in Wikipedia.

    On similar lines, social commerce is ne. Advertising is also welcome

    in social commerce but unethical behaviour does not belong here.

    Ethics are a crucial factor in shaping brand loyalty. The terms and

    conditions set with consumers today will shape the future of social

    commerce. Martin Lindstorm in Buyology, analyzed mirror neurons

    and cautioned consumers that the next generation of marketing

    strategies will vie not for consumers sight but directly for their brain

    and via their most trusted peers. At a time when both the radical and

    the emotional side of consumers are targeted, consumers have the

    right to demand utmost ethical behaviour from their favourite brands.

    References

    Duhigg,Charles.How Companies Learn Your Secrets. The New York

    Times Magazine 16 02 2012.

    Honan,Mat. How Apple and Amazon Security Flaws Led to My Epic

    Hacking..Wired,06 08 2012.

    Lindstorm,Martin.Buyology: Truth and Lies About Why We Buy.Crown

    Business,2008.

    Turning Like to Buy : Social Media Emerges as a Commerce

    Channel..Booz & Co.,17 04 2011.

    Social commerce statistics..Bazaar Voice,n.d.Web.

    http://www.flickr.com/photos/peasap/http://www.flickr.com/photos/peasap/
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    44

    Do you remember the heavy metal band

    Anthrax? The lead guitarist Dan Spitz

    left in 1995 because he was severely

    disinterested in playing the guitar. He is

    now a watchmaker, and claims that it is an

    unending skill to learn. Antonio Banderas, Sir

    Cliff Richard, and Sting all make their own

    wine. Even US President Obama makes his

    own beer, the Whitehouse Brew. Well, he

    instructs and pays for it at the least.

    There are plenty of regular people who grow

    fruits and vegetables on their own, raise

    chickens, and keep their own bees. Others

    are buying them from farmers markets

    instead of supermarkets. Some have even

    made it their business: The Mast Brothers

    craft delicate chocolate by hand and Makers

    and Brothers sell beautifully designed objects

    for everyday use.

    Even education is becoming DIY. Online

    websites such as Coursera, Duo-Lingo,

    Khan Academy, and Audacity offer free

    courses. Classes are online videos or

    multiple-choice questions. Discussions,

    tests, and assessments ensue. Certicates

    are sometimes awarded; other learning

    happens for the purpose of learning itself.

    Mike Doherty, in his article, The Story Behind

    the Stuff: Consumers Growing Interest in

    Real Products, says There is a powerful

    urge to get in touch with what they believe

    is a more real world, and its leading usto a place where signs of realness take on

    greater value. He thinks that this movement

    is bigger and more lasting than the usual

    trend and counter-trend shifts that we

    see. He also mentions Melanie Howards

    Future Foundation reports that indicate

    that many consumers are also seeking the

    simplication of complexity which is about

    the urge people feel to get in touch with what

    they believe to be a more real world.

    Doherty gives the example of Icebreaker

    Merino Garments that come with a baacode

    Communities

    The MakerMovementThe DIY movement has come to encompass broader

    skill sets, defining a whole new philosophy and

    appreciation of self-sustaining forms of living.

    byPayal Shah

    to allow customers to trace the merino

    wool in their garment back to its source in

    New Zealand. Customers can see how the

    sheep live, read about their growers, and

    follow production through to the nished

    garment