The Historic Use of Computerized Tools for Marketing
and Market Research: A Brief Survey
by
Jeff Lindsay, James Schuh, Walter Reade, Karin Peterson, and Christopher
McKinney
Kimberly-Clark
Corporation, 2100 Winchester Road, Neenah, WI 54956
Electronic tools have been used for many
years to pursue traditional marketing techniques. While this is well known
among marketers and most consumer products companies, there has apparently been
some confusion about the historic availability of market research tools. Some
tools that have been long used and are widely known among market research
professionals have been "reinvented" in attempts to gain patent
protection for technologies that actually are well known. To foster better
appreciation of past efforts, we will cover a small but diverse sampling of
topics in this paper. A comprehensive compilation of the prior art for any
topic touched upon herein is outside the scope of this article.
In addition to discussing prior practices,
we will also discuss a number of directions that we expect to be adopted by the
industry in the future, if not already in practice at the moment.
Computers have long been an important part
of marketing and of marketing research. Some early forms of computer-assisted
marketing research included research interviews conducted in shopping malls or
by telephone with a computerized tool. Initially called cathode ray tube (CRT)
interviews, computer-assisted personal interviews (CAPI), or computer-assisted
telephone interviews (CATI), the concept involved obtaining information from a
user based on questions generated on a cathode ray tube screen by a computer,
and entering the response into the computer by a keyboard or other means. In
this manner, questions could be posed based on the input to previous questions,
allowing for accurate completion of a survey and accurate entry of answers. An
interviewer initially conducted such surveys, but later systems provided
self-administered surveys.
Examples of such computer-assisted marketing
research systems are described by M. Crask, R.J. Fox, and R.G. Stout, Marketing
Research, Englewood Cliffs, New Jersey: Prentice Hall, 1994, p. 161:
"One example
of a CAPI system for self-administered surveys is MAX. MAX is a microcomputer-based
software package developed by POPULUS, a Connecticut research firm. The company
has used MAX extensively for mall-intercept interviews.
"The J.C.
Penney Company also used CAPI in combination with direct broadcast technology.
Consumers view merchandise items on a television monitor and indicate on a CAPI
system how likely they are to purchase each item. The information collected by
Penney's aids their merchandise buyers in determining what products target
consumers are most likely to buy."
Thus, prior to 1994, J.C. Penney and perhaps
others used electronic displays of merchandise items coupled with a
computer-assisted personal interview (CAPI) system to obtain and record a
consumer response to the viewed item, allowing improved marketing decisions to
be made.
An improvement over early CAPI systems is
the Interactive Opinion Network™ (ION) of Market Facts, Inc. (Arlington
Heights, Illinois), partially described at marketfacts.com/products/ion.shtml (as archived at Archive.org). ION is a multimedia-based computerized interviewing
system placed in regional shopping malls throughout the United States using
customized hardware and software to improve the interview process. Computer
screens and speakers provide high-quality images, video, and sound to view
products or services. The viewer is prompted to provide input with a
touch-sensitive screen regarding the products or services portrayed. Data are
acquired over a network and processed electronically to yield useful market
research information.
The use of various electronic tools,
including the Internet, electronic databases, e-mail, digital printing,
computer-assisted interviews, and other computer-based techniques are further
described in publications such as the book of Frederick Newell, Loyalty.com:
Customer Relationship Management in the New Era of Internet Marketing, New
York: McGraw-Hill, 2000.
The role of the computer-assisted
interactive systems in marketing and market research was also assessed from a
1996 perspective by John Deighton in "The Future of Interactive
Marketing," Harvard Business Review, Nov.-Dec. 1996, Vol. 74, No.
6, pp. 151-162. Deighton wrote:
"As the
marketing faculty at the Harvard Business School thought about the evolving
technology landscape, it seemed to us that the main thrust of the
transformation in marketing practice could be reduced to this: a shift from
broadcast marketing to interactive marketing. Mass-marketing concepts and
practices are taking advantage of new ways to become more customized, more
responsive to the individual.
"The term interactive,
as we interpret it, points to two features of communication: the ability to
address an individual and the ability to gather and remember the response of
that individual. Those two features make possible a third: the ability to
address the individual once more in a way that takes into account his or her
unique response....
"Interactivity
has already made major inroads into marketing budgets in the past decade in the
form of direct mail, catalog retailing, telemarketing, and the incorporation of
response devices into broadcast advertising. Developments in data storage and
transmission, however, hold out the promise of new and better interactive tools
to manage relations with customers and to link the networked corporation to its
channels and its collaborators. Although the World Wide Web may be the ultimate
interactive medium, there is still much that can be done with a pastiche of
less exotic interactive technologies. For example, when a broadcast
advertisement elicits a response such as a toll-free call -- which is then
stored in a computer database and which triggers a personalized direct mailing
-- that sequence represents a form of low-tech interactivity.... The Web,
however, promises high-tech interactivity. When a consumer visits a Web site,
many cycles of messages can be exchanged in a short time. When the consumer
visits some time later, the dialogue can resume just where it left off."
Such interactive dialogs with the
manufacturers or suppliers of products can be used for marketing research. The
role of interactive shopping as a tool for capturing comprehensive
customer-specific data has long been recognized. For example, see J. Abba et
al., "Interactive Home Shopping: Consumer, Retailer, and Manufacturer
Incentives to Participate in Electronic Marketplaces," Journal of
Marketing, Vol. 61, July 1997, pp. 38-53 (see especially p. 46).
E-commerce has led to many innovations in
marketing and market research over the Internet. Personalizing product
offerings based upon known attitudes or purchasing habits of an individual is
one successful strategy. Tailoring displayed ads or product promotions to
search terms used by the user or by other information gleaned from surfing
habits of the user has been widely used and discussed. Tools have been
developed to assist consumers in the search for products, including interactive
tools. For example, Häubl and Trifts discuss two-stage tools that first provide
a subset of recommended product possibilities based on information provided by
the consumer, followed by a comparison matrix to compare detailed features of
the selected or recommended subset of alternatives to help the user make an
informed choice based on an in-depth analysis of a limited number of
possibilities (see G. Häubl and V. Trifts, "Consumer Decision Making in
Online Shopping Environments: The Effects of Interactive Decision Aids," Marketing
Science, Vol. 19, No. 1, Winter 2000, pp. 4-21). Numerous other interactive
tools have been developed to assist in shopping, including the tools of the
Gomez.com and Amazon.com Web sites.
The Internet has become an increasingly used
tool for market research. By the mid-1990s, the Internet was widely being used
to display graphic images of products or proposed products to observe consumer
reaction and obtain feedback in various forms, such as Web-based forms
associated with the graphic images displayed on a Web page. With the advent of
"cookie" technology, thousands of individual users and their shopping
habits can be tracked, allowing a marketer to understand cross-relationships
between various products and how offering certain groups of products can
enhance overall sales. Numerous Internet tools have played a role in marketing
and marketing research, including discussion groups such as USENET news,
moderated and unmoderated mail lists, Internet Relay Chat (IRC) and other chat
services, e-mail, the World Wide Web, and other information access and
retrieval systems such as Gopher or Archie. In 1996, Hoffman and Noval
discussed the marketing implications of what they term "hypermedia
computer-mediated environments (CMEs)" (D.L. Hoffman and T.P. Novak,
"Marketing in Hypermedia Computer-Mediated Environments: Conceptual
Foundations," Journal of Marketing, Vol. 60, No. 3, July 1996, pp.
50-68). Such CMEs can include the Web as well as other developments in
electronic commerce such as EDI (electronic data interchange) systems, kiosks,
electronic classified ads, and on-line services such as CompuServe and Minitel,
the French videotex system (see, for example, Mindy McAdams, "The Sad
Story of Videotex," 1995, available at https://web.archive.org/web/20010414095045/www.well.com/user/mmcadams/videotex.html).
"Ninety-five
percent of direct marketers responding report using the Internet/World Wide Web
for sales or marketing applications, up from 83% one year ago. More than half
(52%) make use of online services, up from 43% in 1998; and 51% use EDI, up from
45% in 1998. In addition, 46% use CD-ROM's, up from 40% in 1998; and 39% are
using e-commerce technology in marketing their products and services."
Prior to the widespread convenience of the
Internet, one marketing strategy in the late 1980s was to send free floppy
disks to selected consumers containing a program or graphics files for
displaying an electronic representation of a product, or for displaying a movie
or animated graphics showing the product. Consumers could then respond to the
product by telephone, mail, or e-mail, either to provide feedback or to place
an order.
Several concepts involving electronic
marketing customized according to a consumer profile are disclosed in US Pat.
No. 6,216,129, issued April 10, 2001 to Eldering, based on applications filed
March 12, 1999 and Dec. 3, 1998. This discloses how advertisements and other
product information can be displayed to a potential consumer via a computer,
cable TV, video, or other means, based on a consumer profile stored on a
profile server, in cooperation with an ad server and/or content server. The
price paid for each ad displayed can be proportional to the match between the
consumer profile and the specifications given by the advertiser for the
intended audience. The correlation can be expressed as a scalar dot product
between a consumer characterization vector and an ad characterization vector.
Further background information on electronic
marketing and especially Internet marketing can be found in many books and
publications, including:
The John Wiley and Sons publication, the Journal
of Interactive Marketing, now in its fifteenth year (volume 15 in 2001), is
another excellent source to understand past interactive marketing methods and
interactive market research tools. Other references on Internet marketing are
listed at https://www3.sympatico.ca/satellite/.
One of the leaders in computer-assisted
marketing research is Allison Research Technologies (hereafter ART) of Atlanta,
Georgia, which owns the trademark, Virtual Shopping® and has been conducting
computer-assisted market research for about 10 years. This form of market
research has long involved displaying a computer image of a product or suite of
products to a consumer and obtaining a response input from the consumer that is
requested, received, and stored via a computer interface.
The Virtual Shopping® methodology of ART
includes creating a detailed virtual environment that subjects can interact
with in much the same way that they would with the real objects being
simulated. Computers are used to create images of products arrayed as in an
actual store. The consumer can then interact with the display and provide
indications regarding what products are appealing or what the consumer might
purchase. Thus, computer-generated virtual environments of products are
displayed and inputs from consumers are obtained via a computer interface. The
response of the subjects are archived and analyzed to help retailers and
manufacturers improve their marketing of goods. Some aspects of the Virtual
Shopping® technology are described at the ART Web site at https://www.artechnologies.com. For example, to study how shoppers might seek
information about a product being considered for purchase, ART can query each
subject to determine what tools the subject might employ, then create a virtual
representation of those tools. ART has been employing computers to assist in
virtual shopping research for about 10 years. The term Virtual Shopping® was
registered as a trademark (Reg. No. 1,881,580) on Feb. 28, 1995 by the Allison
Hollander Corporation of Atlanta, now Allison Research Technologies. Thus,
computer-assisted virtual technologies for marketing research date back at
least to the early 1990s, though less sophisticated marketing research tools
involving programs on floppy disks or electronic bulletin boards may have been
in use years earlier.
An early online shopping system was the
Virtual Emporium, launched in the Third Street Emporium of Santa Monica,
California on Nov. 7, 1996. The Virtual Emporium offered consumers the
merchandise selection of a two-million-square-foot mall in a 2,500-square-foot
neighborhood store. Tuck Edwards, CEO of the Virtual Emporium, discussed the
potential for studying consumer behavior and measuring use patterns via online
research in his presentation, "Virtual Emporium - A New Shopping
Experience," at the Annual Conference of the Association for Consumer
Research, Oct. 16-19, 1997, Denver, Colorado (see Advances in Consumer
Research, Vol. 25, ed. J.W. Alba and H.W. Hutchinson, Provo, Utah:
Association for Consumer Research, 1998, pp. 60-61). Today, numerous models for
online shopping have been developed.
The potential of virtual shopping
technologies received attention in a 1996 publication, "Virtual Shopping:
Breakthrough in Marketing Research" by Raymond R. Burke, Harvard
Business Review, Vol. 74, No. 2, March-April 1996, pp. 120-31, abstracted
online at https://web.archive.org/web/19990222132752/www.hbsp.harvard.edu/products/hbr/marapr96/art_virtual.html (archived).. In this article, Burke discussed the potential of
computer-created virtual environments as inexpensive research tools for
marketers. Selected excerpts follow:
"Recent advances in computer graphics and three-dimensional modeling promise to bring simulated test marketing to a much broader range of companies, products, and applications. How? By allowing the marketer to re-create -- quickly and inexpensively -- the atmosphere of an actual retail store on a computer screen. . . . For example, in the Harvard Business School's Marketing Simulation Lab, a consumer can view shelves stocked with any kind of product. The shopper consumer 'picks up' a package from the shelf by touching its image on the monitor. In response, the product moves to the center of the screen, where the shopper can use a three-axis trackball to turn the package so that it can be examined from all sides. To 'purchase' the product, the consumer touches an image of a shopping cart, and the product moves to the cart. . . . During the shopping process, the computer unobtrusively records the amount of time the consumer spends in each product category, the time the consumer spends examining each side of a package, the quantity of product the consumer purchases, and the order in which items are purchases. . . .
"Once images of the product are scanned into the computer, the researcher can make changes in the assortment of brands, product packaging, pricing, promotions, and shelf space within minutes. Data collection is fast and error-free because the information generated by the purchase is automatically tabulated by the computer."
(p.123)
"An increasing number of companies utilize electronic media to plan and control different aspects of retailing. Point-of-sale terminals track the unit inventory and prices of most existing consumer products. Store floor plans contain information on the dimensions and locations of products on the shelf. In some cases, they also contain scanned images of products and packaging. Industry associations and marketing research companies have assembled this information into comprehensive databases for the grocery, drug, and general-merchandise trades. . . . MarketWare Corporation manages one such database. It is continually updated as new products are introduced. The retailers' floor plans, shelf-layout files, dimension databases, prices, and product images can be used to construct three-dimensional models of the retails store for consumer research.
"In addition,
researchers must generate images to represent the marketing ideas they intend
to test. In a world where desktop publishing, computer-aided design, and
digital production have become commonplace, that process is also becoming
easier. More and more marketing elements are being developed on the computer,
which means that new advertisements, promotional material, merchandising
information, and product and packaging designs are often available in
electronic form. These materials can be incorporated directly into a
shopping-simulation program. Marketers can use three-dimensional-modeling
software to prototype product concepts and create many variations on the theme
for testing purposes." (p. 124)
"[O]ne can
photograph the storefronts, walls, and shelf displays of physical retail stores
and 'wrap' the images onto the corresponding architectural models to create
photo-realistic, three-dimensional walkthroughs. Another technology is surround
video, in which digitized panoramic photographs of a store can be used as a
backdrop for computer generated products and displays.
"Of course,
the physical store is not the only place where consumers learn about new
products. Shoppers also scan advertisements, review articles, and talk with
friends or salespeople before making a purchase. . . . These experiences can be
simulated on the computer by supplying shoppers with scanned images of magazine
pages, newspaper articles, and product brochures. Television commercials and
staged interactions with salespeople can be made available using digital video
technology. Researchers at MIT's Sloan School of Management have used this
approach to study consumers' reactions to several product concepts, including
electric cars and instant cameras. . . .
"At the
Harvard Business School's Marketing Simulation Lab, consumer goods are often
the subject of investigation. Participants . . . [are] asked to take a series
of trips through a simulated store and to shop the same way they would in a
conventional store. The trips can be simulated on the computer monitor or
through a head-mounted display (HMD) and head-tracking device. An HMD allows
for total immersion. . . . (p. 125)
"Goodyear
conducted a study of nearly 1,000 people. . . . Each respondent took a trip
through a number of different virtual tire stores stocked with a variety of
brands and models. . . . Goodyear found the results of the test valuable on
several fronts. First, the research revealed the extent to which shoppers in different
market segments valued the Goodyear brand over competing brands. Second, the
test suggested strategies for repricing the product line. (p. 125)
"To learn
about patterns of loyalty and substitution, [a] company created a virtual
vending machine stocked with a broad selection of snack foods. Four hundred
respondents, recruited from six shopping malls across the United States,
purchased items from the vending machines on repeated occasions. In some
instances, the respondents' preferred item is made 'temporarily out of stock.'
That action allowed the company to measure the percentage of customers who
switched between brands and between snack categories when a specific snack was
not available. It also allowed the company to assess the demand for each kind
of snack overall and by consumer segment."
Thus, consumer input can be solicited,
obtained, stored, and used for subsequent analysis by marketers. The consumer
input can be in the form of indicating purchase intent via a graphical
interface or by entry of text.
Earlier information on the use of virtual
shopping was published by Burke et al. in 1992 regarding a study comparing
virtual shopping results with real shopping experiences, further supplemented
with a text-based computer interfaced to simulate shopping decisions. The
publication by Raymond R. Burke, Bari Harlam, Barbara Kahn, and Leonard Lodish,
"Comparing Dynamic Consumer Choice in Real and Computer-Simulated
Environments," Journal of Consumer Research, 19 (1), 71-82 (June
1992), found that the visual cues of the virtual shopping experience were
important in accurately predicting brand market shares and consumer price
sensitivity observed in the supermarket. (See also MSI Technical Report,
No. 91-116, pp. 1-31.)
Burke (1996, p. 129) suggests that virtual
shopping can be made even more realistic by supplementing the visual and
auditory aspects of the simulated environment with additional modes of sensory
perception such as touch, taste, and smell, though these can be harder to
simulate. He mentions force-feedback systems that have been developed to
provide a sense of touch in virtual-reality simulations, but warned that they
are (were) "primitive and expensive." However, recent gains in
virtual reality simulations may open many opportunities for future multisensory
shopping environments. Aroma technology is already available to rapidly
simulate a plethora of odors. Tactile simulations have also improved
substantially since 1996.
Computer-Assisted
Customization or Selection of Products
The use of computers, microprocessors, or
the Internet to select a product is well known, as are systems of obtaining
information from a consumer to customize products or offer a tailored selection
of products to meet consumes needs. For example, adult consumers suffering from
incontinence could interact with a Web site, a computer-aided kiosk, a personal
digital assistant with a wireless connection to a data port, an electronic
bulletin board, an e-mail server, or an electronic voice-recognition system via
telephone, for example, to provide personal information (e.g., details of the
incontinence problem, body size, gender, clothing preferences, other desired
performance attributes, etc.) that can be interpreted and processed
electronically to identify a suitable product or combination of products, after
which the consumers could be provided with information regarding the correct
products to buy at a retailer, or with options to receive the product directly
via shipment or delivered mechanically from a kiosk or other dispensing device
in response to the customer's input.
Similar scenarios can be constructed for the
purchase of diapers and baby products, combinations of skin care and other
cosmetic products, nutritional products, pet care products, toiletries, tissue
products, clothing, automotive goods, computer software and hardware, lawn care
products, and the like.
Customer input obtained via electronic or
interactive means can also be stored and processed as a marketing research
resource. Such data could be especially helpful if the input from the consumer
can be linked to additional digital information about the consumer. For
example, the consumer may use a loyalty card or smart card in using an
electronic kiosk to receive a discount. The card then allows the consumer to be
identified, along with relevant historical information about purchases. In
another example, the consumer is an Internet user whose shopping history is
partly revealed by information associated with cookies from past Web purchases.
In another example, identifying information entered by the customer over a
computer system or telephone line can be used to access a database containing
information about purchases made by the consumer. Alternatively, without
requiring identification of individual users, the demographic class or
geographic location of the user can be assessed and used to build a database
relating consumer needs to demographic or other variables.
For example, a virtual shopping environment
can be used to display products of potential value to the consumer, based on
product attributes the consumer seeks and based on other personal information
entered. The consumer can then virtually explore a variety of products that may
be suitable, and make an informed selection. The products can then be immediately
delivered to the consumer, shipped, or made ready for pick up at a retail
environment.
One instructive example of interactive
computer-assisted marketing to help a consumer select a customized product or
assortment of related products was described by Kim Ann Zimmermann in
"Fashion Trip Combines CD, Web Access," in DNR (a men's
fashion magazine of Fairchild Publication, New York), Vol. 28, No. 101, Aug.
26, 1998, p. 40. Zimmerman described how dozens of apparel, cosmetics, and
footwear manufacturers and retailers will use the "Fashion Trip CD"
system for "virtual shopping" combining Internet access with an
interactive compact computer disk. Shoppers use the interactive environment to
view and "try on" apparel and make-up using digital mannequins based
on their body type and skin tone. If they want to purchase merchandise, they
can go to an individual vendor's Web site to place an order or look for the
nearest retail outlet. Although the new CD is aimed at young women, other
demographic groups may be chosen for similar projects.
FashionTrip uses 3-dimensional technology
originally from ModaCAD Inc. (formerly of Culver City, CA , the company is now
StyleClick.com of Chicago, IL) to create the feeling that users get as they
walk through a shopping mall. Shoppers can "visit" individual stores
and select clothes and cosmetics to try on computerized models. Participants in
the project include Bongo, The Sak, Wet Seal, Guess Footwear, Nicole Miller,
Almay, and Clinique. Users can access a Web site with the CD to obtain fashion
news and advice and information about music and entertainment.
"The Web
access via the CD will also enable users to view items simultaneously with
other users, enabling them to try on apparel on side-by-side computerized
models.
"The www.fashiontrip.com
Web site, which can also be accessed from the CD, will provide fashion news and
advice, and music and entertainment information. From the fashiontrip.com site,
users will be able to link directly to specific areas of the Amazon.com Web site
geared toward the same demographic group. "It really has a lot of play
value, which is an ideal way to reach our target demographic of young
women," said Reed. "The idea that they can call up a friend and they
can both be trying on clothes on a model suited to their body types that they
can both see is very appealing," she said . . . .
"Joyce
Freedman, chief executive for ModaCAD, noted that the variety of designers
participating is key to reaching the target audience. "The ability to mix
and match their favorite brands is key," she said. The CD incorporates a
search engine where items are sorted by brand, color or product category. Users
can view all of the white shirts, for example, or all of the skirts from a
particular designer . . . .
"ModaCAD said
the virtual stores will receive updates as retailers and apparel makers change
their offerings and users will be able to receive updates via the Internet.
"Freedman
said ModaCAD is developing similar projects aimed at other demographic groups
as well as different areas of retail."
Another related example is the interactive
marketing of LandsEnd.com, described in "Global Retailing in the Connected
Economy: Part 1 of 2," Chain Store Age Executive, Vol. 75, No. 12,
Dec. 1999, pp. 69-74:
"The market
has to [be] relevant to the individual consumer. On one level, this means
understanding the target customer and merchandising accordingly. The local
store with the staff that knows its customers and stocks its stores to suit
their tastes is the classic model of customer-driven merchandising.
"Global
retailers can accomplish this by utilizing POS technology and
customer-relationship software, and by staffing stores with people who know the
local language and culture.
"E-tailers
can duplicate this model, too, with the help of interactive technology and
customization. Landsend.com, for instance, has a "personal model,"
enabling customers to personalize the Web site with their measurements and
personal preferences, and make use of a virtual dressing room and real-time
personal shoppers.
"Amazon.com
and CDNOW.com are using collaborative filtering to learn customer preferences
and filter information on their behalf, anticipate their interests and offer
customized service."
Mining Data
from Actual Purchases
Data regarding actual purchases made by
consumers can be extremely valuable for marketing research. Such data can be
provided directly from the point of sale using scanned UPC information. An
example is ScanTrak™ point-of-sale data obtained from a variety of retailers.
Such data is typically divorced from the identity of the individuals making the
purchase, but do show what was purchased and what items were purchased together
(by single consumers), what price was paid, and so forth. Further, retailers
using loyalty cards or smart cards can obtain detailed information about the
historical buying habits of individual consumers, which can be used to gain
further insight into purchase habits.
Another class of data involving actual
purchases is household panel data. Typically, a group of consumers is selected
to be representative of the population as a whole or of a target population.
The selected consumers, who agree to participate in the generation of household
panel data and may be compensated for their role, are asked to scan each item
they purchase using an electronic device in their home. Further, they may
provide additional information such as where the purchase was made, what price
was paid, and so forth. The data so acquired can then be transmitted to a central
source. Data from many individuals can be combined to provide a useful database
representative of purchase habits for a large sector of the population.
Examples of commercially available household panel data services include the
services of AC Nielsen and IRI. AC Nielsen, for example, uses about 55,000
households balanced according to the US census relative to income, age,
education level, and so forth. The data can be analyzed to show consumer
purchase patterns as a function of demographic and socioeconomic variables.
In addition to raw purchase data, marketers
are often interested in attitudinal variables as well, such as the emotional
reaction of a consumer to a product, the impressions that a product package or
advertisement made, the reasons for a purchase, the degree of satisfaction with
a product, and so forth. There are many ways to combine attitudinal data with
household panel data.
Purchase patterns for a particular household
obtained from market panel data can be combined with results of a survey taken
by individuals in the household regarding their views on issues such as the
relationship between national brands and product quality, the importance of
coupons or temporary price reductions in making a purchase, the willingness to
switch brands in certain product categories, and so forth. By relating consumer
attitude to purchase patterns, much information of value to the marketer can be
obtained. Computers and electronic databases are standard tools in such
methods, and sophisticated forms of data analysis are needed to determine the
most important trends. Fuzzy logic tools and neural networks may be of value in
mining such data.
Data from multiple sources can be better
unified when the household panel members use loyalty cards or smart cards that
allow identification of the consumer during shopping, such that point-of-sale
data is automatically combined with historical purchase data and other data for
the household or consumer in question (providing that a network is established
to do this), including past data scanned as part of the household panel study,
or data available on a smart card, all of which can be combined with available
attitudinal data for the consumer.
For example, a manufacturer can track
changes in purchase patterns during a promotion of a particular product and
relate the apparent effect of the promotion to consumer attitudes about
promotions and purchase decisions to understand how future promotions might be
more effectively tailored for a targeted demographic group.
Internet surveys or other computer-assisted
survey techniques can be a useful tool in providing the attitudinal data or
other data that can be combined with household product data, loyalty card data,
smart card data, or general point-of-sale data from a region or demographic
group being studied.
Surveys of targeted groups can be obtained
in several ways. In most cases, the chances of receiving a completed survey
increase if there is an incentive to the customer to participate. For example,
loyalty card users may be offered an instant discount to complete an in-store
survey, such as an interactive electronic survey provided on a touch-sensitive
electronic screen while the customer is checking out or before or after check
out. Loyalty card users or others may also be offered "points" that
can be accumulated and redeemed for products or prizes. Surveys may also be
offered to visitors of a Web site, perhaps with an opportunity to enter a
contest or an offer of a discount coupon or other economic incentive for
completion of the survey. Surveys may also be solicited by mailings or by
e-mail. For example, a database of e-mail addresses for a targeted group such
as purchasers of books or new parents may be used to solicit completion of a
survey from those in the database, optionally with an economic incentive
offered for participation.
In addition to scanners used by household
panelists, hand-held scanners and other electronic devices (including wireless
communications devices) have been used by consumers to help generate useful
data for marketing research. For example, Safeway once gave some customers a
hand-held "Easi-Order" device that allowed customers to download
personalized grocery lists, compiled from their loyalty card information,
before placing an order (see "Internet Retailing," Euromonitor,
January 2000).
In-Store
Observation for Marketing Research
While computer-generated virtual
environments can inexpensively simulate actions of consumers in retail
environments, computerized tools can also be deployed in the retail environment
to measure and analyze the response of consumers to products in a real setting.
Computer vision systems are a particularly promising tool for automating such
research. For example, hidden cameras can observe the actions of a user in front
of a display panel, an advertisement, or a shelf of products. Computer vision
can track the motion of eyes, head, and hands, for example, to determine what
features draw attention or elicit actions such as picking up an object, reading
its label, or putting it in a shopping cart.
Several uses of such technology are
mentioned in the following excerpt from the Innovation section of Technology
Review, May 2001, p. 32:
"Engineers at
IBM's Almaden Research Center in San Jose, CA, report that a number of large retailers
have implemented surveillance systems that record and interpret customer
movements, using software from Almaden's BlueEyes research project. BlueEyes is
developing ways for computers to anticipate users' wants by gathering video
data on eye movement and facial expression. . . .
"BlueEyes
software makes sense of what the cameras see to answer key questions for
retailers, including, How many shoppers ignored a promotion? How many stopped?
How long did they stay? Did their faces register boredom or delight? How many
reached for the item and put it in their shopping carts? BlueEyes works by
tracking pupil, eyebrow and mouth movement. When monitoring pupils, the system
uses a camera and two infrared light sources placed inside the product display.
One light source is aligned with the camera's focus; the other is slightly off
axis. When the eye looks into the camera-aligned light, the pupil appears
bright to the sensor, and the software registers the customer's
attention."
A similar system was mentioned in "Big
Brother Logs On," Technology Review, September 2001, p. 61:
"From video
signals, the Carnegie Mellon system detects and tracks both invariant aspects
of a face, such as the distance between the eyes, and transient ones, like skin
furrows and smile wrinkles. This raw data is then reclassified as representing
elemental actions of the face. Finally, a neural network correlates
combinations of these measurable units to actual expressions. While this falls
short of robotic detection of human intentions, many facial expressions reflect
human emotions, such as fear, happiness or rage, which, in turn, often serve as
visible signs of intentions."
If the consumer can be identified, such as
through the use of a loyalty card, voluntary entry of user identification
(perhaps motivated by the chance to win a prize or receive a discount),
biometrics, or image recognition, the subsequent data obtained from observation
of the consumer can be related to historical information regarding the
purchasing behavior of the individual or household of the individual. Household
panel members, for example, may identify themselves using a swipe card or ID
number when in a store with interactive displays for market research. In one
scenario, a shopping card has a transmitter that can be used to track the
motion of an individual around a store. Physical motion through aisles --
including high dwell time in regions of interest -- can be recorded and related
to other information available regarding the individual or the items placed in
the card and purchased. Such studies can also be conducted in a virtual
environment.
Fuzzy logic systems and/or neural networks
may be employed to sift through the data generated and identify meaningful
trends of predictive tools.
Electronic
Auctions for Promotions
Catalina Marketing Corporation (St.
Petersburg, Florida) and other corporations have developed many useful tools
for providing targeted coupons to consumers. For example, based on the scanned
items purchased by a consumer, a computer may detect that the consumer has
purchased toys suited for an infant. In response, the sales receipt may be
printed with a coupon for related products such as baby food on the back side
of the receipt, or a separate coupon may be printed in addition to the receipt.
Looking forward, we propose that electronic
vendor auctions will become an important part of marketing efforts. Electronic
auctions refer to the use of computer or microprocessor to determine which of
one or more competing products will be promoted to the consumer, wherein the
vendors of the competing products offer the retailer or other third party an
incentive such as cash for the privilege of excluding the competitor in making
a promotion to the consumer. Electronic auctions between mutliple advertisers, for
example, could readily be built into the advertisement selection systems
proposed by Eldering in US Pat. No. 6,216,129, issued April 10, 2001.
For example, when a targeted coupon is to be
printed out for a consumer, several vendors may have products that could be the
basis for coupons to be given to the consumer. If the consumer has purchased
baby food, two or more vendors of diapers may wish to provide the consumer with
a coupon for a diaper product. A computer program under control of the vendor
may then electronically receive an offer from the competitors and select the
most lucrative one to determine which competing product is selected for the
issuance of a coupon. The amount offered by the vendors may be programmed to be
a function of the present purchase and, if available, data on past purchases by
the consumer. For example, if a vendor's computer system recognizes that a
consumer is a loyal user of a competitor's product, a higher-than-normal
incentive to the retailer may be offered for the privilege of issuing a coupon,
in hopes of switching the consumer away from the competitor's products.
In other cases, the vendor may allow for
competing coupons to be printed unless a bonus is offered to achieve
exclusivity. The retailer may also wish to limit the printed coupons to a fixed
number, or to a limited number of product categories, and can offer
manufacturers of a wide variety of products the opportunity to auction for the
available slots, whether the products represented are competing products or not.
Generally, the auction is conducted
automatically by one or more computers. Data may be uploaded to a single
computer by multiple vendors to define an auction strategy, or two or more
vendor computers may interact with a retailer's computer to issue offers in an
auction.
Targeted
Coupons and Other Promotions
Improved targeted coupons with custom
graphics can be printed at the point of sale or elsewhere in a retail
environment in response to a consumer being identified via a smart card,
loyalty card, or other means. The product featured, the level of discount and
the graphics printed thereon can all be tailored to consumer data in a
database. Selected coupons can be customized according to consumer profile
information to increase the appeal of the coupon. Details such as the
background color, border designs, fonts, text color, images on the coupon, and
so forth can be selected according to categorical profiles pertaining to the
consumer. For example, such details can be varied according to general preferences
linked to gender, age, children, product preferences, payment method, zip code,
etc. Consumer database information is accessed once the customer has been
identified through use of a loyalty card, encoded coupon with a digital
identifier, or other identifying means. For example, if the consumer is known
to have purchased diapers and dog food, a diaper coupon may be printed with a
picture of a baby playing with a puppy.
A targeted coupon, whether delivered to a
consumer at the point-of-sale, mailed to the consumers home, or delivered by
other means, may be printed with a unique code that can be tracked upon
redemption of the coupon to provide marketing information about the
effectiveness of the coupon for particular users or users classified into
particular categories, such as upper income dog-owners, suburban dwellers with
SUVs, etc.
Advances with
Shopping Carts and Other Mobile Devices
Many innovations have been made in recent
years regarding interactive shopping carts and instrumented carts for retail
shopping. Some of these advances can be extended to any mobile device relevant
to shopping, such as a handheld personal data assistant, an automobile, or
other mobile device. They can also be extended to include targeted promotions
to the user to provide for a more interactive "live" shopping
experience. The instrumented carts or other devices can also provide
information to a host computer about shopping habits and rapid feedback about
consumer response to offered promotions or displays to provide a tool for
further market research. Such research can involve patterns of motion in a
retail environment as a function of user demographics and promotions, or can
involve acquiring data on the purchase response or apparent interest level of
consumers to various in-store promotions. Interest level can be gauged
indirectly by purchase activity or dwell time in an area, or by input entered
by the consumer on an interactive device, or by video camera monitoring of the
consumer.
In one example, a shopping cart (or,
alternatively, an automobile) can be equipped with electronic means to provide
targeted promotions to a consumer who has been classified or identified through
the use of a loyalty card or other means. The targeted promotions such as
multimedia advertisements, special discounts, or electronic coupons that are
provided to the user can be a function of the location of the consumer. For
example, when the consumer is near the produce section of a grocery store, an
interactive screen may display promotions for fruits or vegetables, such as a
temporary price reduction on broccoli or an instant coupon for an apple dip
product. Third-party incentives could also be offered, such as frequent flyer
miles or free long-distance telephone time if a featured product is purchased.
Targeted promotions offered via an
interactive display or other means to the consumer can also be a function of
historical data from the particular consumer (e.g., data for the consumer from
a retail database accessed through use of a loyalty card). Thus, if it is known
that the consumer has made recent purchases of diapers, a display device on the
shopping cart may offer an instant discount on a specific brand of diapers. The
offered promotion may also be determined by an electronic auction in which
competing vendors automatically bid for the right to provide an exclusive
promotion to the consumer. Thus, based on the past purchase history of the
consumer, a program may select automatically-generated offers from two or more
competing manufacturers to select the promotion most profitable to the retailer
or most likely to entice a purchase from the consumer. Thus, personalized,
targeted, dynamically- displayed promotions can be directed toward a consumer
at locations in the store or in other environments where the promotion will
most likely result in a purchase.
The location of the consumer (or the cart or
automobile or other device) can be obtained by triangulation, such as with a
GPS device attached to the cart or an in-store triangulation device or other
position-sensing device based upon sensing a signal emitted from the cart
(radio signal, infrared beams, etc.). The location of the cart can also be
sensed by photodetectors or miniature cameras on the cart that read markings or
colors on the floor or baseboards or ceiling, for example. The location can
also be detected by sensors installed in various locations of the store that
receive and interpret a steady or periodic signal emitted from the cart.
Further, an electronic scanning device associated with the cart or consumer can
be used to scan goods during shopping, providing information that can be
interpreted to specify a location. Once the location is known, targeted
promotions reflecting that location can be provided.
Catalina Marketing Corporation offers
several coupon related technologies, for example. Once promotions are selected,
they can be provided to the consumer through electronic devices attached to a
shopping cart, such as a flat color screen or audio speakers or both. The
screen can be a touch screen to permit interaction with the consumer, wherein
the consumer may make selections, provide input, play games, cancel display of
unwanted promotions or select desired promotions (discounts, free gifts,
points, or other bonuses). Recipes and gift ideas may also be displayed, as
well as news, weather information, Internet sites, and the like.
The selection of promotions may occur on a
central server in communication with the cart or other device, or by a
processor attached to the cart that responds to location signals and to
classification information about the consumer.
Thus, for example, an interactive shopping
cart may provide promotional displays on a color screen or promotional messages
from speakers or headphones, wherein nearby goods are being promoted. For
example, as the shopping cart enters an aisle featuring pet supplies, the
promotions presented to the consumer may feature offers for discounts on dog
food, if the consumer database for the consumer indicates that the consumer
owns a dog. Alternatively, a consumer driving a car may be provided with an
audio description of discounts for a local fast-food business when the automobile
is within a certain distance of the business. Game-like features including
contests and sweepstakes may be incorporated into an interactive display to
promote goods or to motivate the user to visit specific store locations.
Classifying the consumer is a process in which the consumer is identified in some way to permit subsequent targeting to be meaningful. For example, a consumer may be identified by using a loyalty card (frequent shopper card) upon entering the store. Use of such a card may be required to activate the display device on the shopping cart or to access the "premium" cart at all. Use of the loyalty card provides identifying information that can be used to access data concerning the consumer in a consumer database. The card also may be a "smart card" having consumer information stored thereon. The consumer may provide other forms of identification through card scans (e.g., a credit card), manual data entry (e.g., username and PIN), etc. If desired, the consumer can be identified automatically (at least in part) by means of biometrics such as voice matching, iris scanning, thumb print identification, and so forth (see "Biometrics Not Just Fantasy Anymore" by Doug Brown, Inter@active Week, Sept. 25, 2000, p. 104). Classification can also occur by obtaining input from the consumer in response to questions or alternatives offered to the consumer, such as a small survey form offered on a touch screen on the cart to be completed before using the cart.
The cart also may include a scanning device to permit self-serving check out and payment for the items purchased. The scanning device could provide location information to a processor in the cart or, by wireless signal, to a central processor for tracking of cart position. Selected goods would also be immediately detected and that information could be used as a basis for other targeted promotions and offers.
Embodiments using an automobile generally
would not need the step of classifying the computer. The automobile may be
uniquely identified and tracked by a signal it emits, or by an identification
code issued when the driver requests promotional input.
Acquisition of data from consumers in many
venues is expected to occur, continuing present trends in which computers and
microchips are increasingly relied upon for marketing research. In addition to
current uses of data obtained at the point of sale (e.g., from loyalty cards)
or from household panels, where products are scanned regularly to provide
product data to organizations such as AC Nielsen or IRI, other
computer-assisted systems are evolving or are under consideration to enable
manufacturers and marketers to better understand consumer needs, consumer
patterns of product use, purchase behavior, and consumer attitudes towards
products. Some of these concepts are disclosed in the book FutureConsumer.com:
The Websolution of Shopping to 2010 by Frank Feather, Toronto, Ontario:
Warwick Publishing, 2000. Feather forecasts increased use of the Internet to
continuously connect people with their homes, automobiles, their appliances,
their work, and so forth. Wireless communication is expected to be increasingly
important.
Marketing research in such a heavily
interconnected future can pose many opportunities and challenges, particularly
in the vast quantities of data that can be acquired and processed. The data may
be provided to marketers or other third parties directly from transmissions by
microchips contained in the products or associated with the products, typically
with permission from the user. For example, instrumented appliances or other
articles can be used, wherein a microchip or other signal generation device in
the article senses one or more parameters relating to product use and wherein
means are provided for sending a signal to a third party containing data about
the sensed one or more parameters. For example, a refrigerator may have a
microchip and associated electronics that detect when a door is opened, how
long it is opened, what the temperature in the refrigerator is, what the power
usage is, and so forth. Such data can be transmitted to the manufacturer or
vendor to increase knowledge of consumer usage patterns, and to better
understand features that are important for successfully meeting consumer needs.
Consumer attitudes and other information can be solicited by electronic means
and transmitted with the measured usage data (e.g., using an Internet form or
electronic panel associated with the article) or via separate means (e.g., a
survey form or telephone interview).
Users of such instrumented articles may be
compensated for agreeing to make product use and performance data available.
For example, the article may be sold at a reduced price for those agreeing to
use an instrumented article, or a free upgrade or reduced upgrade price may be
offered for a future improved product. Information obtained from instrumented
articles can be used for direct marketing of related products to the user in
addition to providing market research data and product performance information.
Continuous feedback from purchased products
regarding consumer use patterns and, optionally, consumer response to the
product can be regularly mined for market information.
The effect of price on purchasing can be
studied more rapidly by allowing the effective price of an article to vary
dynamically in a retail environment, within a range acceptable to the retailer,
and optionally with guaranteed profit levels or returns for the participating
retailer. The price may be displayed electronically (e.g., via an LCD screen or
LED display) for a variety of goods, with the vendor or retailer being able to
automatically change the displayed price and price entered in the retailer's
product database that may be accessed at the time of purchase. This provides
rapid information about price effects. This can be supplemented with virtual
shopping, but the ability to track real purchases as a function of price may
offer improved information in a real setting.
New methods of data representation and
analysis have dramatically increased the ability of computers to process
information intelligently. Computers have traditionally excelled in tasks that
required a large number of small, repetitive tasks. A group of methods that
fall under the rubric of "soft" computing have enabled computers to
model the human reasoning process and allow computers to make or assist with
complex problems such as pattern recognition, strategic planning, decision
support, etc.
Of the various tools employed in
"soft" computing, fuzzy logic and artificial neural networks have
been at the forefront of increased machine intelligence (see, L. A. Zadeh,
"Fuzzy Logic, Neural Networks, and Soft Computing," Comm. ACM,
vol. 37, no. 3, pp. 77-84, Mar. 1994).
Fuzzy logic is a way to quantify and add
functionality to the vagueness, imprecision, and uncertainty. Fuzzy logic blurs
the boundaries between groups and classifications, and allows an element to
partially belong to more than one set. One salient aspect of fuzzy logic is
that it allows computers to process abstract or subjective concepts that are
represented with linguistic variables (e.g., "somewhat hot",
"very expensive").
Fuzzy logic has also found application in approximation modeling. As systems become more complex -- such as with increasing parameter space or nonlinearity -- it becomes more difficult and costly to model them, with diminishing increases in utility with the increased precision. One of the more powerful features of a fuzzy system is that it can smoothly and universally model a system without the need to know the underlying governing equations. As an illustration, thousands of truck drivers back up a semi to a loading dock every day; they can express in non-mathematical language their method of accomplishing the task. ("If the truck turns too far to the left, turn the steering wheel a little to the right.") Fuzzy systems have been able to encode this linguistic knowledge and actually perform the task of backing up a truck without the use of mathematical equations.
A second tool that has been gaining use is the artificial neural network (ANN). An ANN is a collection of inter-connected neurons that map various input variables to output variables. ANNs can be trained to recognize and extract patterns from data without any a priori knowledge of what the patterns might look like. Because of their power and flexibility, neural networks have been used in data mining applications.
Because fuzzy logic and neural networks have
had success in other fields such as engineering and finance, they have seen
increasing use in marketing applications. Fuzzy logic and neural networks in a
variety of forms can be applied to enhance current market research practices,
including the processing of point-of-sale data, of household panel data,
calculation of elasticities and cross-elasticities, prediction of sales lift
caused by advertising or other promotions, inventory management, interpretation
of household panel sales data in light of attitudinal surveys, selection of
attitudinal variables to correlate with sales data, and the like. Fuzzy logic
and neural networks can be especially helpful in interpreting virtual marketing
data, and can even be adapted in real time to intelligently select scenarios
presented to the participants of a virtual shopping study based on the response
to prior scenarios to resolve ambiguities or to improve the usefulness of the
data.
A number of implementations of fuzzy logic
and neural networks have been implemented or proposed for use in Internet
marketing.
Ronald Yager from Iona College proposed and
outlined the use of fuzzy intelligent agents for targeted Web marketing (Ronald
R. Yager, "Targeted E-commerce Marketing Using Fuzzy Intelligent Agents, IEEE
Intelligent Systems and their Applications, vol. 15, no. 6, pp. 42-45,
2000). In the most basic form of Web advertising, an advertiser purchases a
subscription that indicates how often an ad would appear on a Web page. Other
advertisers are also able to purchase subscriptions, and which advertiser's ad
is displayed is chosen at random in proportion to the size of each
subscription.
Fuzzy intelligent agents would process
information about a Web page visitor (e.g., age and income) and use fuzzy
inference to determine which of a number of ads to display (i.e., if age is
young and income is average, then . . .). Each advertiser's fuzzy agent would
asses the available information and bid accordingly for the ad space. Once an
advertiser won the ad space, the agent could also determine which, of several,
ads to place.
In a separate publication, Yager outlined a
fuzzy method of improving the quality of information available to on-line
consumers, with the goal of gaining customer goodwill by providing unbiased and
easily understandable product information (Ronald R. Yager and Gabriella Pasi,
"Product Category Description for Web-Shopping in E-Commerce," International
Journal of Intelligent Systems, vol. 16, pp. 1009-1021, 2001). In this
method, products are clustered into fuzzy price categories (low end, moderate,
high end) and linguistic descriptions of the relevant product features
associated with each category are defined. Ultimately, the consumer is able to
extract summaries with respect to a feature, such as, "Most TV's in the
high end price range category provide extremely high resolution." With the
availability of such information, it would be easier for the consumer to
"understand the product line, see what they are getting for their money, and
more easily and confidently locate products that are of particular value for
the money."
Fuzzy logic has proved an effective way of
extracting and representing information from large data sets. For example,
Setnes and Kaynak demonstrated the use of fuzzy clustering in direct marketing
target recognition. They used a 170-feature database from the campaigns of a
large financial services provider to extract fuzzy rules governing which
clients to target. Based on these rules, the fuzzy model approach improved
target recognition by approximately 20% over a number of other statistical
methods (M. Setnes and U. Kaymak, "Fuzzy Modeling of Client Preference in
Data-Rich Marketing Environments," Research in Management, ERIM
Report Series No. ERS-2000-49-LIS, Erasmus Research Institute of Management
(ERIM), Rotterdam School of Management, Erasmus Universiteit, Rotterdam, Aug.
2000, pp. 1-10, available online at https://www.eur.nl/WebDOC/doc/erim/erimrs20001113155543.pdf ; see also M. Setnes and U. Kaymak, "Fuzzy
Modeling of Client Preference from Large Data Sets: An Application to Target
Selection in Direct Marketing," IEEE Transactions on Fuzzy Systems, Vol.9,
No.1 (Feb. 2001), pp.153-63; M. Setnes, U. Kaymak, U., and H.R. van Nauta
Lemke, H.R., "Fuzzy Target Selection in Direct Marketing," Proceedings
of the IEEE/IAFE/INFORMS 1998 Conference on Computational Intelligence for
Financial Engineering (CIFEr), New York: IEEE (Cat. No.98TH8367), 1998, pp.
92-97; and M. Setnes, R. Babuska, U. Kaymak, and H. R. van Nauta Lemke,
"Similarity Measures in Fuzzy Rule Base Simplification," IEEE
Transactions on Systems, Man and Cybernetics -- Part B: Cybernetics, vol.
28, no. 3, pp. 376-86, 1998).
Fuzzy logic has also been applied to
consumer preference modeling, where product features may interact nonlinearly
in determining preference. In one example, a fuzzy preference model was
constructed to predict the consumer rating of chocolate chip cookies based on
dough lightness, size, and the amount of visible chips. A neural network
extracted the fuzzy membership functions from consumer data, and the resulting
model was shown to integrate product features similarly to how consumers make
judgments. Ultimately, the model was combined with an automated inspection
system during the manufacturing process where a digital image of the cookie was
used to extract features and predict consumer preference online, allowing only
cookies deemed "acceptable" and higher to be sold (Valerie J.
Davidson, Joanne Ryks, and Terrence Chu, "Fuzzy Models to Predict Consumer
Ratings for Biscuits Based on Digital Image Features," IEEE
Transactions of Fuzzy Systems, vol. 9, no. 1, pp. 62-67).
The techniques of market research and
marketing have not changed dramatically in recent years, but the electronic
tools available have allowed many of these techniques to be done faster, less
expensively, or more accurately. Though this review is far from comprehensive,
we hope it provides some insight regarding the status of interactive marketing
research, and ways it can be or has been enhanced with modern technology.