Research Planning Those who fail to plan, plan to fail. 264a Marketing Research 1 An Open-Systems Model of Marketing and the Firm • A firm is analogous to a living system or an organism attempting to navigate it’s own course through a mixed economy. • A firm has a semi-permeable boundary between itself and the competitive environment. • The receptivity to resources and resistance to threats are actively managed by the boundary. • Marketing is a boundary management function. 264a Marketing Research 2 Environments to consider • • • • • Political Behavioral Economic Social/Sociological Technological 264a Marketing Research 3 Points of view • The company • The industry/business ecosystem • The infrastructure 264a Marketing Research 4 The Critical Issues Grid Focus Environments Company Industry / Ecosystem Infrastructure Political Behavioral Economic Social Technological 264a Marketing Research 5 Issues in the Grid – EV Example Focus Environments Company Industry/Ecosystem Infrastructure Political EPA mandate--2% of all GM new cars in California must be EVs by 2004 EV credits can be bought and sold within the industry Tax incentives for EV production Behavioral Will MPC replace MPG? Will comfort or size standards change? Will early intro of EV by GM make consumers question dedication of Ford & Chrysler? Will expectations change regarding mass transit? Economic Will the tradeoff between purchase price and maintenance cost be different? Will EV development costs lead to increased concentration in the industry? How will battery replacement “tow” services be valued? Will a mix of EVs and ICE cars change the relation between GM and its distributors? Will smaller EVs change expectations about car pooling? Will friends let friends recharge during visits? Social Technological How to integrate new power Will flywheel batteries train with suspension system have a competitive advantage over lithium and other components. polymer or nickel? 264a Marketing Research What are the prospects for recharging stations at workplaces and parking lots? 6 Issues in the Grid Focus Environments Company Industry/Ecosystem Infrastructure Antitrust Regulation Tax policy Encryption Copyright Behavioral Change in the dimensions of consumers evaluations Change in consumers expectations from the industry Attitudes toward privacy Economic Noncomparable basis for judging value or worth Changes in the channels of distribution Friction-free capitalism Change in the way consumers interact with each other Compatibility (such as internet Generation gaps in telephony protocols or video computer literacy teleconferencing) Trade secrets Consortia (such as DRAM manufacturing consotium) Political Social Technological 264a Marketing Research Curriculum of engineering and/or management schools 7 Weaving Webs from the Issues • Like storytelling or scenario creation – Lay out the “obvious links.” – Start a story from each cell and see where it connects. 264a Marketing Research 8 Mapping Webs into Bayesian Networks • Directed acyclic graphs. • Nodes connected by conditional probabilities. – Knowledge engineering (for known relations). – Specification of a research project (for unknown relations). 264a Marketing Research 9 Planning a Research Project Statement of highest-level goals: Simple Clear Complete 264a Marketing Research 10 Goals of the Iwerks Research Project 1. To understand the experience of people in the different game positions. How do gender, age and choice and game position affect the reported experience. 2. To develop research findings that will help (re)design the 20 minute training session that immediately precedes the Virtual Adventure. 3. To assess the attractiveness of Virtual Adventures to decision makers at the IAAPA convention. 264a Marketing Research 11 Research-Planning Hierarchies Goal 1 Objective 1.1 Objective 1.2 Goal 2 Goal 3 Objective 1.3 Subobjective 1.1.1 Subobjective 1.1.2 Subobjective 1.1.3 Subobjective 1.1.4 Survey Q 6 Survey Q 7 Database Q 3 Database Q 4 264a Marketing Research Subobj. 1.1.5 12 A Complete Plan Every goal maps down into a question answered by some kind of inquiry. Every question maps up through the hierarchy to the objectives and goals being addressed by the question. 264a Marketing Research 13 Anderson Graduate School of Management UCLA Fall, 1993 Planning the Iwerks Research Project Goals and Objectives Goal 1. To understand the experience of people in the different game positions. How do gender, age and choice and game position affect the reported experience. Objective 1.1 Assess the ease of operation of controls. Objective 1.2 Assess the degree of intuitive understanding of controls. Objective 1.3 Assess fun level of each position. Objective 1.3.1 Assess by gender how much the fun level was affected by not being able to choose one's game postition. Objective 1.4 Rate the visual experience. Objective 1.5 Rate the audio experience. 264a Marketing Research 14 Objective 1.6 Rate overall experience compared to other fixed theme park rides (e.g. rollercoasters or simulation rides). Objective 1.6.1 Assess by gender how much each player wants to play again. Objective 1.7 Collect comments on likes and dislikes. Objective 1.8 Assess the groups experience. Objective 1.8.1 Did people work together as a group? Objective 1.8.2 If so, did they like the team experience? Objective 1.8.3 Assess how variance in skills of all palyers affected the experience. Objective 1.8.4 Assess prior familiarity with the group of players. Objective 1.8.5 Collect comments on group experience. Objective 1.9 Collect demographic profile by position played. Objective 1.10 Get participants to define "success." Objective 1.10.1 How do completion of the mission, evaluation of the sensory experience, challenge of the position, and level of fun contribute to the "success" of the experience? Objective 1.10.2 264a Marketing Research How fulfilling was this level of competition. 15 Goal 2. To develop research findings that will help (re)design the 20 minute training session that immediately precedes the Virtual Adventure. Objective 2.1 Determine guests' understanding of the video instruction. Objective 2.2 Get guests' comments to determine if there was any anxiety or frustration prior to playing. Objective 2.3 Get guests' comments to determine if time before game (waiting and/or in instruction) was seen as a waste. 264a Marketing Research 16 Goal 3. To assess the attractiveness of Virtual Adventures to decision makers at the IAAPA convention. Objective 3.1 Screen for prospective theme-park buyers. Objective 3.2 Determine if buyers find this attraction attractive. Objective 3.3 Determine what makes it attractive. Objective 3.3.1 High capacity / high throughput. Objective 3.3.2 Ticket price per guest equal to simulation rides. Objective 3.3.3. Changeable software. Objective 3.3.4 Small footprint relative to rollercoasters. Objective 3.3.5 Product uniqueness (Assess what is unique). Objective 3.3.6. Collect comments on likes and/or dislikes. 264a Marketing Research 17 Demographic Breakout: Age categories 5 - 10 11 - 15 16 - 18 19 - 25 26 - 35 36 - 50 51 - 60 Over 60 Gender Income bracket Time spent playing video games Money spent playing video games Frequency of going out to movies 264a Marketing Research 18 Summary • Find the research project’s role in the overall marketing planning process. • Articulate the goals of the research process clearly and completely. • Work down through the hierarchy to the specification of each primitive question. 264a Marketing Research 19