2,091 research outputs found

    Analyzing Customer Needs of Product Ecosystems Using Online Product Reviews

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    It is necessary to analyze customer needs of a product ecosystem in order to increase customer satisfaction and user experience, which will, in turn, enhance its business strategy and profits. However, it is often time-consuming and challenging to identify and analyze customer needs of product ecosystems using traditional methods due to numerous products and services as well as their interdependence within the product ecosystem. In this paper, we analyzed customer needs of a product ecosystem by capitalizing on online product reviews of multiple products and services of the Amazon product ecosystem with machine learning techniques. First, we filtered the noise involved in the reviews using a fastText method to categorize the reviews into informative and uninformative regarding customer needs. Second, we extracted various customer needs related topics using a latent Dirichlet allocation technique. Third, we conducted sentiment analysis using a valence aware dictionary and sentiment reasoner method, which not only predicted the sentiment of the reviews, but also its intensity. Based on the first three steps, we classified customer needs using an analytical Kano model dynamically. The case study of Amazon product ecosystem showed the potential of the proposed method.https://deepblue.lib.umich.edu/bitstream/2027.42/153962/1/ANALYZING CUSTOMER NEEDS OF PRODUCT ECOSYSTEMS USING ONLINE PRODUCT REVIEWS.pdfDescription of ANALYZING CUSTOMER NEEDS OF PRODUCT ECOSYSTEMS USING ONLINE PRODUCT REVIEWS.pdf : Main articl

    Augmented Reality: What Motivates Late Millennials towards Fashion Mobile Apps?

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    Generation Z is expected to be a dominant demographic and economic group. Cyber-waviness, constant reliance on smart devices that allows them to be always connected are among some of their intrinsic characteristics. The combination of this reality with the ever-changing technological environment is compelling retailers to reshape their business strategies, to meet this group desires and expectations and to foster their engagement. Augmented reality (AR) is emerging as a technological solution that pleases both consumers and retailers. This paper aims to answer two main questions: (1) How does generation Z evaluate an AR experience? (2) Which attributes/benefits do they value or not during an AR experience? Drawing on a qualitative methodology – content analysis of 34 interviewees – we discuss six main dimensions the potential customer value of the relationship between them and AR experiences under retailer context.info:eu-repo/semantics/publishedVersio

    Users' social-interaction needs while shopping via online sales configurators

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    The growing adoption of social web technologies such as social software (SSW) in online configuration environments has enabled the possibility of supporting configurator users in interacting digitally with real people while they are shopping for customized products. Previous research has identified that online sales configurators (OSCs) are currently connected to SSW with different modalities to provide configurator users with a variety of options to digitally interact with real people. Enriching the configuration environment with social-interaction tools has engendered the phenomenon of social-product customization. Recent studies considered the social product-customization by investigating the impact that community feedback and social comparisons has on configurator user. However, the OSCs users' need to interact with different referents during their configuration process, and whether the SSW-OSCs connections respond to this need are still unsearched. To address this gap, the present study explores (a) whether users experience the need to interact with different referents while shopping via OSCs and (b) which interaction modalities users are looking for. By considering 943 configuration experiences from 189 users of 378 OSCs for various consumer goods, the present study finds that the need for social interaction by OSC users is highly relevant. Moreover, OSC users perceive the need to interact with different referents during different stages of the configuration process, and, depending on the referent with whom they wish to interact, they are interested in different interaction modalities in terms of how and where those interactions take place. These findings imply that mass customizers may leverage their customers' need to interact with real people while shopping online via OSCs in order to better engage their actual and potential customers

    Tablets Vs Smartphones: Differences In M-Commerce Application Design

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    Since the world is moving to the era of mobile Internet computing, the business conducting over the mobile devices became popular. Not only smartphones, but tablet computers also present a variety of new opportunities for business with their technological ability. The research question of this paper is “What are the differences in M-Commerce application between tablet computers and smartphones?”. Three comparison case studies of M-Commerce applications show the differences in the design for tablets and smartphones. The paper contains the introduction, the literature review, the information of current devices in market, the comparisons of M-Commerce applications, the discussions, and conclusions

    Business concept design of an innovative product: partnership between Nmusic and Rovio Entertainment Ltd.

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    Field Lab in Entrepreneurial Innovative VenturesNmusic and Rovio Entertainment Ltd. identified a business opportunity that will merge the digital music and games industries. The growth of digital consumption, enabled by a wide access to technological devices, supports the market potential of this new product. This Work Project focuses on the new product design and development processes, mainly supported by a) gaming literature that explores critical features and players’ motivations, and b) market research that allows complementing the existent literature and identifying customer needs and their relative importance. Those needs were interpreted and translated into product characteristics in order to generate Angry Birds Music.NSBE - UN

    Information Systems: No Boundaries! A Concise Approach to Understanding Information Systems for All Disciplines

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    This book was created to provide a different experience for students beginning their studies in information systems. Instead of being bombarded with information from a business systems perspective, the goal of this book is to provide a baseline of material regarding information systems in all disciplines, not just business systems - hence the name No Boundaries!https://scholars.fhsu.edu/all_oer/1002/thumbnail.jp

    Omnichannel Value Chain: Mapping Digital Technologies for Channel Integration Activities

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    In order to provide a seamless customer experience, researchers and practitioners have proposed creation of an omnichannel retailing environment by integrating online and offline channels. Channel integration necessitates use of digital technologies and there are myriads of technological solutions available. However, retailers are struggling with selection and implementation of suitable technologies to add value through channel integration. Despite the strong practical need, this issue has not been effectively addressed in the academic literature. This paper presents an omnichannel value chain underpinned by Porter’s value chain model. We identify ten channel integration activities for value creation by carrying out a synthesis of current research on omnichannel retailing. Enabling digital technologies are then mapped to these activities using technology implementation examples and provide a guideline for retailers to select appropriate technologies for the identified value creation activities

    TOWARD AN UNDERSTANDING WHY USERS ENGAGE IN M-COMMERCE

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    This paper’s aim is to review the existing literature in M-Commerce adoption and propose a research model to examine the necessary factors for users to engage in mobile or M-Commerce. First, the stages of commerce are discussed and defined followed by a review of the Technology Acceptance Model and its application for E-Commerce and M-Commerce. Next is an examination of the antecedents and success factors needed for M-Commerce success. Finally, this paper offers a proposed research model for M-Commerce adoption

    A Machine Learning Approach to Customer Needs Analysis for Product Ecosystems

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    Creating product ecosystems has been one of the strategic ways to enhance user experience and business advantages. Among many, customer needs analysis for product ecosystems is one of the most challenging tasks in creating a successful product ecosystem from both the perspectives of marketing research and product development. In this paper, we propose a machine-learning approach to customer needs analysis for product ecosystems by examining a large amount of online user-generated product reviews within a product ecosystem. First, we filtered out uninformative reviews from the informative reviews using a fastText technique. Then, we extract a variety of topics with regard to customer needs using a topic modeling technique named latent Dirichlet allocation. In addition, we applied a rule-based sentiment analysis method to predict not only the sentiment of the reviews but also their sentiment intensity values. Finally, we categorized customer needs related to different topics extracted using an analytic Kano model based on the dissatisfaction-satisfaction pair from the sentiment analysis. A case example of the Amazon product ecosystem was used to illustrate the potential and feasibility of the proposed method.https://deepblue.lib.umich.edu/bitstream/2027.42/153965/1/A Machine Learning Approach to Customer Needs Analysis for Product Ecosystems.pd
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