LU01 Flashcards
(45 cards)
Customer Def
One that purchases a commodity/ service
User Def
One that uses a commodity/ service
Touch Points Def + Example Types
individual contacts between firm and user
Examples: Brand-owned, Partner-owned, User-Owned, Social/ external
Stages of Touch Points
Pre-Purchase-Stage
Purchase-Stage
Post-Purchase Stage
Pre-Purchase Stage Behaviour
Need recognition
Consideration
Search
Purchase Stage Behaviour
Choice
Ordering
Payment
Post Stage Behaviour
Consumption
Usage
Engagement
Service requests
User Story def
short, simple description of a feature told from the perspective of the person who desires the new capability, usually a user/ customer of the system
User/ customer value def
what user gets from the purchase + use of product relative to what they have to give up/ pay thus resulting in an attitude/ emotional bond towards the product
Value Proposition Canvas Bestandsteile
Value Proposition:
- Products & Services
- Gain creators
- Pain relievers
Client Profile:
- Pains
- Gains
- Jobs to be done
–> VPC addresses value gaps of the user journey cycle
Exponential Businesses + Examples
Wenig Input > Viel Output
Services
Plattform-Unternehmen
Skalierbarkeit
(zB. Google, Meta, Tesla, Microsoft)
Digital Transformation
Change of value creation:
Geld verdienen durch neue Prozess wie zB Predictive Maintenance
Digitalization
Change of Process:
Prozess Verbesserung durch Digitalisierung z.B. durch Automatisierung
Digitazation
Change of activities:
Physisches in elektronisches Umwandeln
Three dimensions of digitalization for corporations
Digital user/ consumer
Digital Processes
“Smart” Products & Services
Three dimensions of digitalization for corporations:
External focus
Kundensicht [Nutzung]
- Customer Journey alles was nicht genutzt wird, schafft keinen Nutzen Einfachheit für Kunden im Mittelpunk
- Subscription based bspw. nur durch Nutzen kann ich Value generieren
Daten Generierung KPI = Traffic
Three dimensions of digitalization for corporations:
Internal focus
backstage [Automatisierung]
Three dimensions of digitalization for corporations:
Result focus
Digitalität in Produkt reinbringen
Digitales auswerten, Learning, PBC
! Nur weitergehen an der Digitalisierung, wenn Markt es hergibt & nachfragt
Digitalization Impact on Companies
Current business models become partially invalid
Value networks and service systems instead of value chains
High expenditures on the management of digitization
Variaty of parallel digitization
No central person in charge for digitization activities
Business Engineering
A method- and model based design approach for the transformation of companies into the digital age
Platform based Business Models:
Use of Network Effects
Generation of Lock-in Effects
Taking Advantage of Marginal Cost of digital goods
Data-driven
Digital Goods
Digital goods are immaterial products/ services stores, transferred and processed in the form of binary data
Cost Structure of digital goods
- fixed costs stay the same throughout the production volume
- Marginal costs tends towards zero
Two-sided Businesses (5pkt)
Intermediary economic platform
Two distinct user groups that provide each other with network benefits
Multisided platform: Organisation that creates value primarily by enabling direct interactions between two (or more) distinct types of affiliated customers
Value for both depends on the other group
Servicegüter = Erfahrungsgüter Platformanbieter profitieren von Recommendations