The document discusses emerging consumer and business trends that are changing markets, including big data, gamification, presumerism, and Generations X, Y, and Z. It provides definitions and examples of how companies can apply these trends, such as using big data to better understand customer purchasing behaviors or implementing gamification and rewards systems to increase customer engagement.
14. ideas
• s/he with the most information wins!
• don’t freak out customers. know them.
• collect, but carefully. laws. ethics.
• behavior trumps demographic
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15. applications
• retailers: correlate first and second purchases
• landscapers: optimize fuel consumption
• all: path to purchase on your Web sites!
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17. presumerism
defined
• interaction before company launch
• pre-sales of products / services
• crowdfunding
• microinvesting
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18. why trendy?
• be first and cool
• part of the community -- The Well
• circumvent The Man, i.e., the banker
• don’t give up equity!
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21. applications
• great for a new, side or reinvented business
• don’t be fooled: polish your plan
• note: crowds can quickly turn on you if ...
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23. gamification
defined
• game thinking / mechanics
• purpose: engage
• leverage human desires
• makes mundane tasks feel like games
• crosses with crowdsourcing
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24. for marketing
• new customer acquisition
• retention
• engagement, which could drive activation
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36. I want to i vote for making the world better.
have fun! I see through spin.
I unplug for about A company’s ethics heavily
one hour daily. influence my purchase decision.
No need to
rush into I like clever and interesting.
marriage.
I believe we can change the world!
A tweet is more powerful than a bullhorn.
Give me a recommendation!
I have a I send 50+ texts daily.
smartphone. I’m ok living with Mom and Dad.
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39. facts
• they hate hard sells. • they’re really loyal
• they turn to friends • they’re really
and family to make sociable
decisions.
• they’re really into
• they use a lot of green
information sources.
• they like causes
• they share their
experiences.
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40. • appeal to
efficiency
(they multitask)
• make it
interesting,
do maybe even
entertaining!
• put info into it
• reward and
recognize
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45. more facts
• like to work in teams
• want to be friends with people at work
• expert with technology and networking
• 3/5 plan to switch jobs within five years
• unemployment > a job they hate
• 1/3 want recognition more than a raise
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46. do
• listen
• give lots of feedback -- encourage!
• put them in teams
• provide structure (but not too many rules)
• give them change and challenge
• make it fun, flexible and balanced
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