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Innovation diffusion in state owned health: a study of IT adoptionEngland, Ian William January 2005 (has links)
The health industry has acquired a reputation as lagging in the use of information technology (IT). Therefore, this study has been undertaken to assess state health's use of IT and then to assess the causal factors of the differing usage rate, if any. The state health industry was compared to the banking industry as a benchmark, on the basis that the banking industry is widely perceived as a leading IT user. A literature review summarised and critiqued current literature and informed the subsequent research. The research comprised two related studies. The first study was a qualitative study of the beliefs of senior state health executives. The second study was based upon a survey of state health and banking managers. The research confirmed that in these two 'knowledge' industries, state health is slower to adopt IT with an apparent lower maturity level. This finding was observed across a range of best-practice management, procedural and cultural topics as well as the level of resources applied to IT. Innovation-diffusion-theory helped understand why IT implementation has progressed at a slower rate in state health than other industry sectors. The complexity of state health organisations and their fragmented internal structure constrain their ability to adopt traditional, hierarchical, organisation-wide IT. This is further impacted upon by the relative immaturity of clinical health IT, which is complicated, incomplete and unable to show quantifiable benefits. In addition, elements of the findings suggest that health IT departments are poorly aligned to the needs of clinicians and managers. Both organisational and technological factors lead to the slow adoption of health IT, although measures suggest that the key factors relate to the unique organisational nature of state health. The recommendations for health and IT policy arising from this research are: * The effectiveness of state health IT departments needs comparing to those in other sectors and improvement interventions implemented; * The strongest way for state health IT to proceed is to focus on management and social issues in preference to the ever-seductive technology. Research and development funds should be allocated, as a priority, to benefits-analysis methods, improved understanding of the true nature of health organisations (formal and informal) and a rich understanding of clinical behaviours and work. Deeper knowledge in all of these areas will permit the development of more relevant IT leading to greater value, more focussed implementation and new areas for business development in the IT industry.
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Computational Explorations of Creativity and Innovation in DesignSosa Medina, Ricardo January 2005 (has links)
This thesis addresses creativity in design as a property of systems rather than an attribute of isolated individuals. It focuses on the dynamics between generative and evaluative or ascriptive processes. This is in distinction to conventional approaches to the study of creativity which tend to concentrate on the isolated characteristics of person, process and product. Whilst previous research has advanced insights on potentially creative behaviour and on the general dynamics of innovation in groups, little is known about their interaction. A systems view of creativity in design is adopted in our work to broaden the focus of inquiry to incorporate the link between individual and collective change. The work presented in this thesis investigates the relation between creativity and innovation in computational models of design as a social construct. The aim is to define and implement in computer simulations the different actors and components of a system and the rules that may determine their behaviour and interaction. This allows the systematic study of their likely characteristics and effects when the system is run over simulated time. By manipulating the experimental variables of the system at initial time the experimenter is able to extract patterns from the observed results over time and build an understanding of the different types of determinants of creative design. The experiments and findings presented in this thesis relate to artificial societies composed by software agents and the social structures that emerge from their interaction. Inasmuch as these systems aim to capture some aspects of design activity, understanding them is likely to contribute to the understanding of the target system. The first part of this thesis formulates a series of initial computational explorations on cellular automata of social influence and change agency. This simple modelling framework illustrates a number of factors that facilitate change. The potential for a designer to trigger cycles of collective change is demonstrated to depend on the combination of individual and external or situational characteristics. A more comprehensive simulation framework is then introduced to explore the link between designers and their societies based on a systems model of creativity that includes social and epistemological components. In this framework a number of independent variables are set for experimentation including characteristics of individuals, fields, and domains. The effects of these individual and situational parameters are observed in experimental settings. Aspects of relevance in the definition of creativity included in these studies comprise the role of opinion leaders as gatekeepers of the domain, the effects of social organisation, the consequences of public and private access to domain knowledge by designers, and the relation between imitative behaviour and innovation. A number of factors in a social system are identified that contribute to the emergence of phenomena that are normally associated to creativity and innovation in design. At the individual level the role of differences of abilities, persistence, opportunities, imitative behaviour, peer influence, and design strategies are discussed. At the field level determinants under inspection include group structure, social mobility and organisation, emergence of opinion leaders, established rules and norms, and distribution of adoption and quality assessments. Lastly, domain aspects that influence the interaction between designers and their social groups include the generation and access to knowledge, activities of gatekeeping, domain size and distribution, and artefact structure and representation. These insights are discussed in view of current findings and relevant modelling approaches in the literature. Whilst a number of assumptions and results are validated, others contribute to ongoing debates and suggest specific mechanisms and parameters for future experimentation. The thesis concludes by characterising this approach to the study of creativity in design as an alternative �in silico� method of inquiry that enables simulation with phenomena not amenable to direct manipulation. Lines of development for future work are advanced which promise to contribute to the experimental study of the social dimensions of design.
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Harnessing the power of the Internet of Things : A Performance-impact model for Companies´adoption of the Internet of Things.Huang, Guanglei, Ahlin Christensen, Joacim January 2018 (has links)
Every day, more and more devices are getting connected to the Internet and becoming what we know as the Internet of Things (IoT). In both commercial and industrial context, IoT plays a significant role in enabling automatisation and connectivity. For companies that want to become the innovation leader in their branch of industry, IoT is a useful method to gain competitive advantage where automatisation, predictive maintenance and connectivity can improve company’s performance. However, no research have been done from the perspective of an IoT-provider. How they can fully harness the power of IoT when they adopt it for their existing products or services? This study aim to investigate how a theoretical model would look like with the performance impact in focus when an innovation-driven company adopt IoT on their existing products. The research is conducted with a case study of a Swedish company in the heavy industry sector, which has successfully adapted IoT into their products. The empirical data was collected through documentation review and interview. This study results in a conceptual model that contains crucial factors which needs to be taken into consideration when adopting IoT. However, further research needs to be done, in order to verify this model as well as to be able to generalise the findings to cover innovation adoption in general.
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Instructional Design and Innovation Adoption During A Crisis Period: A Case StudyRosenberger, Kyle L. 03 June 2021 (has links)
No description available.
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概念型創新的動態擴散過程--複雜理論觀點王美雅, Wang, Mei-ya Unknown Date (has links)
許多新概念或新技術的擴散通常不僅耗時甚長、擴散範圍十分廣泛,再加上社會網路在其中扮演了重要的角色,使得創新擴散本質上就屬於一種動態、非線性的複雜現象,事實上,近來研究發現,創新擴散的諸多特徵,包括「動態、非線性的複雜行為」,「正向回饋的自我組織現象」,以及「對初始狀態一些微小因素的敏感度」等,都與複雜理論中所強調「複雜系統」中的諸多特徵不謀而合。
另一方面,近來創新擴散研究逐漸將擴散視為一個創新者與採用者雙向互動的傳播過程,在擴散過程中,創新的演化與成員間的動態互動成為主要焦點。過去的擴散研究較少討論個體與總體層次間的結構化過程,亦即成員如何互動而產生系統層次的創新秩序,而系統層次的創新結果又如何進一步影響成員的互動,而複雜理論正好可以提供跨層次架構來回應此一理論缺口。
因此,本論文的研究問題包括以下兩者:一、由複雜理論觀點來看,概念型創新擴散的動態過程為何?二、由複雜觀點來看,在概念型創新的擴散過程中,相關因素如何影響創新擴散的動態過程?這些因素間存在何種互動與回饋關係?承上所述,本研究的範圍界定為「概念型創新」,在此「概念型創新」指的是近似於典範的一種具有複雜多元內涵的創新。
在研究方法上,本論文採用序列性多元方法的研究設計。利用歷史法、實驗法與個案法三種研究方法,針對相同的兩項問題,總共進行三項實證性研究,透過「質性方法--量化方法--質性方法」三種研究方法的截長補短,提高本研究的理論效度。
研究一利用歷史研究法對蒙特梭利教學法的擴散過程進行研究,將蒙特梭利教學法的擴散分為三階段,透過三階段成功、失敗與成功三種不同結果,發現不同的初始狀態變數情況,主要是再創造可能性與體制開放與自由度,將導致創新擴散的不同結果。研究二新概念擴散實驗進行兩階段實驗設計,操弄五項自變數進行重複多因子實驗,共取得二十八個實驗數據;比較不同變數情境與採用結果,除了驗證初始狀態變數對創新擴散的影響外,也發現自變數間存在明顯的交互關係。研究三進行蝴蝶蘭產業創新擴散個案研究,比較台糖進入蝴蝶蘭產業前後的創新擴散過程,以及蝴蝶蘭、嘉德利雅蘭,以及國蘭三種蘭屬的發展過程。隨著三項實證研究的進行,變數內涵逐漸豐富化,證據力也進一步強化。在研究三結束後得到修正後的觀念性架構,成為本論文的結論。
在結論部分,本研究有三大主張。首先,系統的初始狀態,包括創新導入者的網路位置、體制自由與開放性、再創造可能性、創新內涵豐富性、擴散誘因與採用人數等六項因素,將影響創新擴散成功的可能性。其次,創新擴散過程中包含許多的演化與正向回饋機制。最後,創新擴散是一個自我組織的過程,系統秩序從低一層次成員之間的互動自然突現,而非走向無序;但在自我組織過程中,秩序的出現有賴於中央協調機制(標準版本);同時系統需要不斷輸入的能源,使其維持在自我組織行為出現的臨界點之上,這些能源通常來自於新採用者所帶來的量與質的效果。 / This dissertation applies a new perspective, complexity theory, to discuss the diffusion of “conceptual innovation”. Here conceptual innovation indicates a paradigm-like innovation with various content. By using “metaphor”, I treat diffusion as a self-organization process, and adopted important concepts from complexity theory, such as initial conditions, positive feedback, and self-organization, and then develop a dynamic process model of innovation diffusion.
In this dissertation, a multi-method research design is adopted. To draw on the strength of each and offset the weakness of the others, three empirical studies were conducted. First study, the pilot study of this dissertation, is concerning the diffusion process of Montessori method, in which the different result of three diffusion stages was compared. Second, a laboratory experimental study simulating diffusion process of a new concept has been conducted. In each experiment, a new concept was announced and counted the number of adopters. Each experiment has different scenario design that is one specific combination of all variables, and then the number of adopters was compared. Third, the diffusion process of Phalaenopsis (Moth Orchid) industrial innovations was studied, in which the development process of early/late stage and three category orchids was compared.
This dissertation concludes with the following findings. First, innovation diffusion is a dynamic, nonlinear complex process; factors in initial conditions will influence the result of innovation diffusion. Secondly, evolution and positive feedback effects work continuously all through the diffusion process. Finally, diffusion of conceptual innovation is a self-organization process, which depends on energy injecting into the system continuously and the existence of central coordination mechanism in the system.
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探討Beacon在台灣的創新擴散歷程 - 以燦坤作為創新先鋒為例 / The Study of Implementing Beacon From the Perspective of Innovation Diffusion - A Case Study of Tsann Kuen Enterprise彭怡翔 Unknown Date (has links)
在行動寬頻、雲端及網際網路等產業的帶動下,全球行動裝置如智慧型手機及平板電腦蓬勃發展,其衍生之行動經濟及應用更為全球經濟成長帶來高度動能。在連網裝置逐年成長之下,物聯網產業應運而生,而其中感測器技術更為物聯網基礎建設中最為核心的關鍵項目。繼蘋果於西元2013年WWDC大會發佈iBeacon技術後,全球零售業掀起微定位熱潮,而Forbes更預估企業利用Beacon搭配APP蒐集消費者資訊為未來物聯網重要趨勢之一。在實體零售店逐漸「展示店化」趨勢下,如何藉由ICT科技、物聯網技術、行動裝置應用來加強與消費者間的連結及提升購物體驗,為實體零售業者急需面對的課題。
本論文研究主要的目的在於探討Beacon於台灣零售業者燦坤的創新擴散歷程,以及使Beacon能夠於燦坤導入每階段快速擴散的關鍵因素,而其中以創新擴散模型之認知、說服、決策、實行、確認五階段構面進行研究與分析。此外,更探討燦坤如何運用Beacon進行O2O虛實整合。
本研究所得到的主要結論包括:(1)在創新擴散的流程中,擁有與導入科技相關的組織團隊背景以及根據創新需求調整組織架構,為Beacon於燦坤之認知階段中能夠快速擴散的關鍵因素。(2)在創新擴散的流程中,鼓勵創新的企業文化為Beacon於燦坤之說服階段中能夠快速擴散的關鍵因素。(3)在創新擴散的流程中,將非核心能力專案外包以及對於外包廠商的選擇,為Beacon於燦坤之決策階段中能夠快速擴散的關鍵因素。(4)在創新擴散的流程中,高階主管對於專案的參與支持以及選擇場域面積、營業額、人流數較大的門市進行首波產品曝光測試,為Beacon於燦坤之實行階段中能夠快速擴散的關鍵因素。(5)在創新擴散的流程中,進行產品的成效評估和顧客滿意度調查,以及尋求產品穩定的獲利模式來源,為Beacon於燦坤之確認階段中能夠快速擴散的關鍵因素。(6)燦坤以Beacon為技術核心打造燦坤黃金傳說APP,以門市尋寶及APP推播的方式,連結燦坤3C實體門市及快3網路商城,使虛實能夠結合及互利。本文最後並提出對於實務上及後續研究的建議。
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Modelos de difusão de inovação em grafos / Innovation diffusion graph modelsOliveira, Karina Bindandi Emboaba de 12 April 2019 (has links)
Áreas como política, economia e marketing sofrem grandes influências no que diz respeito à difusão de informação. Por este motivo, diversos ramos da ciência tem estudado tais fenômenos a fim de simulá-los e compreendê-los por meio de modelos matemáticos e/ou estocásticos. Em virtude disto, este trabalho de doutorado tem como objetivo generalizar modelos de difusão de inovação já existentes na literatura. O primeiro modelo utiliza o mecanismo de social reinforcement para difusão de inovação e o qual foi construído para o grafo completo. Neste caso, consideramos uma população finita, fechada, totalmente misturada e subdividida em quatro classes de indivíduos denominados ignorantes, conscientes, adotadores e abandonadores da inovação. Assim, será apresentado uma Lei Fraca dos Grandes Números e um Teorema Central do Limite para a proporção final da população que nunca escutou sobre a inovação e aqueles que já conhecem sobre ela mas ainda não adotaram. Ademais, também será apresentado um resultado de convergência para o máximo de adotadores em um intervalo estocástico, assim como o instante de tempo em que o processo atinge esse estado. Para esse estudo, foram utilizados resultados da teoria de cadeias de Markov dependentes da densidade. Ademais, formulamos um modelo estocástico com estrutura de estágios para descrever o fenômeno da difusão de inovação em uma população estruturada. Mais precisamente, propomos uma cadeia de Markov a tempo contínuo definida na rede hipercúbica d-dimensional. Cada indivíduo da população deve estar em algum dos M+1 estados pertencentes ao conjunto {0;1;2; ::;M}. Nesse sentido, 0 representa um ignorante, i para i ∈ {1; :::;M - 1} um consciente no estágio i e M um adotador. Dessa forma, são estudados argumentos que permitem encontrar condições suficientes nas quais a inovação se espalha ou não com probabilidade positiva. / Areas such as politics, economics and marketing are heavily influential in terms of information diffusion. For this reason, several branches of science have studied such phenomena in order to simulate and understand them by mathematical and/or stochastic models. In this context, this phd project aims to generalize innovation diffusion models that there is in the literature. The first model uses the social reinforcement mechanism for diffusion of innovation and which was built for the complete graph. In this case, we consider a finite population, closed, totally mixed and subdivided into four classes of individuals called ignorants, aware, adopters and abandoner of innovation. We prove a Law of Large Numbers and a Central Limit Theorem for the proportion of the population who have never heard about the innovation and those who know about ir but they have not adopted it yet. In addition, we also obtain result for the convergence of the maximum of adopter in a stochastic interval, as well as the instant of time that the process reaches that state. For this study, we used results of the theory of density dependent Markov chains. Furthermore, we formulated a stochastic model with structure stages to describe the phenomenon of innovation diffusion in a structured population. More precisely, we proposed a continuous time Markov chain defined in a population represented by the d-dimensional integer lattice. Each individual of the population must be in some of the M +1 states belonging to the set {0;1;2; :::;M}. In this sense, 0 stands for ignorant, i for i ∈ {1; :::;M - 1} for aware in stage i and M for adopter. The arguments, that allow to obtain sufficient conditions under which the innovation either becomes extinct or survives with positive probability, are studied.
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金融創新產品之創新擴散研究-以連動式債券為例 / Innovation diffusion of financial innovation products- a case study of structured note馬濟生, Ma, Chi Shen Unknown Date (has links)
近年來,隨著企業籌資需求上升、金融機構避險需求增加、以及一般民眾投資理財意識抬頭,各式金融創新產品因應而生。這些金融創新產品可以滿足不同客戶之需求,提升企業競爭力,或是協助一般民眾達到投資理財之目標…等目的,而以上都是傳統金融商品所無法提供的功能,因此金融創新之重要性不言而喻。然而,在目前相關文獻中,鮮少研究探討金融創新與其創新擴散相關議題。
基於上述動機,本研究旨在利用以往用於科技技術創新之「創新擴散」與「行銷鴻溝」模型,探討「金融創新」當中最具代表性之創新產品「連動式債券」,是否也擁有類似科技技術創新之創新擴散與行銷鴻溝現象。
本研究以台灣地區2002 年以後主管機關核准連動式債券銷售業務開始,到2008 年雷曼兄弟倒閉事件爆發為止,做為研究期間範圍。首先,根據創新擴散與行銷鴻溝理論建構出研究架構,提出探索性假設。接著,透過先導個案之方式針對銀行與壽險業者進行訪談,得出對應探索性假設的初步答案,形成研究假設。最後,再將研究假設設計成問卷,針對所有連動式債券第一線銷售人員進行發放與回收,以進行假設檢定量化分析。
經由本研究結果發現:(一) 金融創新產品存在與科技技術創新相同之創新擴散模式; (二) 金融創新產品擴散過程中,先後採用之不同族群存在不同特性,包括風險承受度、投資預備金額、投資連動債之專業知識程度皆隨時間遞減;(三)金融創新產品擴散過程中,也存在科技技術創新所面臨難以跨越的鴻溝,其中產品單位金額大小是最關鍵之成因。然而,由於金融創新技術相較於科技創新技術較不需要時間與金錢成本去進步改良,因此金融業者僅須透過調整產品單位金額大小,便可輕易跨越鴻溝。也由於金融創新產品此種技術特性,業者其實是有能力同時向不同族群區隔進行銷售,但是礙於主流市場消費者一定要在看到可參考之成功經驗後才敢購買,因此業者仍然會先從早期市場開始銷售,形成與科技技術創新擴散模型相同之模式;(四) 有別於科技技術創新擴散模式當中,早期市場消費者之接受行為擁有降低創新不確定之象徵意義,在金融創新產品擴散過程當中,早期市場消費者之採用行為,並不能代表產品風險已經縮小至一定程度,因為金融市場之風險並不會隨技術進步而消失。然而,主流市場消費者卻存有科技技術創新擴散模型之習性,誤以為早期市場消費者之接受行為代表著金融創新產品之風險已縮小而積極跟進購買,因而承擔了超過原本所能容忍之風險程度,導致最後往往面臨虧損。 / In recent years, many kinds of financial innovation products have been invented
in response to the rising demands of corporate financing, financial institutions’
hedging, and personal financial management of general public. These financial
innovation products can meet different needs of different customers, bring
competitiveness to enterprises, or even help the general public to manage their money
more efficiently, while these are which the traditional financial products cannot
achieve. As a result, the importance of financial innovation goes without saying.
However, in the existing literatures, there are only a few studies concentrated on this
issue.
This study took 2002 to 2008 as the research period, which was from the Taiwan
government first approved the business of selling structured notes to the outbreak of
bankruptcy of Lehman Brother. This study first constructed the research framework
and exploratory hypotheses based on the innovation diffusion theory, then explored
the corresponding answers to the initial exploratory hypotheses through interviewing
workers in banks and insurance companies and formed the research hypotheses, and
finally conducted a questionnaire survey among those first-line sales of structured
notes to test the research hypotheses statistically.
This study found that: (a) financial innovation had the same pattern with the
technological innovation diffusion process, but it was because general customers
needed to see a successful example to pursue themselves to accept that financial
innovation; (b) different groups in the innovation diffusion process had different
features, including the level of risk tolerance, the amount of money used to invest, and
the knowledge of investing structured notes, and the level of these features will
gradually decrease as the time point of their acceptance; (c) there also existed a chasm
in the financial innovation diffusion process as the technological innovation diffusion,
and the key to cross the chasm was the price of each product; (d) the acceptance of
earlier customers in the process of financial innovation diffusion did not mean that the
risk of the products had reduced, which was quite different from the technological
innovation diffusion process, and later customers usually perceive lower risk than it
actually was and borne more risk than they actually can afford without knowing the
above difference.
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從創新擴散的觀點探討企業在Inbound Marketing的導入 / Adopting inbound marketing:the perspective of innovation diffusion陳治平, Chen, Chih Ping Unknown Date (has links)
有關科技創新在擴散上的研究已行之有年,且有不少有關的研究發現及案例。但是創新的層面不只侷限於科技,在近年來服務創新、行銷創新等概念的興起,產生了創新領域內新的研究目標。而這些類型的創新擴散研究更是相當稀少,故本研究希望從此一方向進行探索性研究,期望同時有助於實務與學術的發展。
社會與科技的快速發展,促使網際網路的使用普及化,也影響到公司與消費者間的溝通及行銷模式。行銷創新:Inbound Marketing也是在這樣的情境下誕生。而近來台灣大量公司也採行Inbound Marketing作為重要的行銷手段時。讓公司不斷採納Inbound Marketing的理由及想法應該有可解釋的背後因素,所以本研究期望藉由研究的結果回答三點研究問題:(1) 影響行銷創新採用的重要關鍵因素為何?(2) 行銷創新擴散主要因素為何?(3) 不同產業在採用行銷創新上的異同為何?
本研究藉由文獻與學理的回顧,進一步探討Inbound Marketing行銷創新。以創新擴散、科技接受模式及兩階段理論作為基礎,發展出個案研究的基礎架構。研究架構將創新採用的過程,以創新決策流程作為基礎,區分為動機、啟發、執行及常規化等四個階段,並結合科技接受模式及兩階段理論中所討論的要素,進一步發展出構面。動機構面中含括創新、環境及組織等要素,啟發構面則包含設定標的及尋求創新等項目,執行構面則有重新定義及釐清兩個步驟,最後的構面則是常規化階段。本研究採用多重個案研究法,依前述的架構構面與變項進入深入的探討。
本研究所得到的初步結論包括:(1) 資源、環境及競爭要素是影響行銷創新採用的重要關鍵因素。(2) Inbound Marketing的高創新可近性是行銷創新擴散的主要因素。(3) 消費性電子及連鎖餐飲業在Inbound Marketing行銷創新採用的比較中,產業差異並不顯著。本論文最後進一步提出實務上及後續研究上的建議。 / Studies in innovation distribution and diffusion field have been researched for decades, but most innovation target will focus on technology innovation. Marketing innovation is still a new issue in innovation diffusion field. The study wants to be a base for following research in this topic.
Internet quickly developing has totally changed communication tools between customers and companies, and forced new marketing method (or “marketing innovation”) “Inbound Marketing” was generated. And in these years, more and more companies adopt inbound marketing as a regular marketing tool. This study tries to explain the factors and motivation of company adopts marketing innovations, main reason of marketing innovation diffusion and differences of marketing innovation adoption between different industries.
This study review innovation, marketing innovation related research, and make sure study target” Inbound Marketing” as a marketing innovation. And the study frame combines innovation diffusion, technology adoption model and two stage theory to analyze all study cases.
The study structure is divided into four stages: Motivation, Inspiration, Execution and Routinization. Motivation contains “Innovation”,” Environment” and “Organization” factors. Inspiration includes “setting targets” and “seeking innovation”. Execution has ” Re-define” and “clarify” two stages. Finally companies adopt innovation and “Routinization”.
The study finds “Resources”, “Environment” and “Competition” would be the main reason of marketing innovation adoption. And the high accessibility of inbound marketing with “Environment ” and “Competition” is the main factor of marketing innovation diffusion. Finally ,comparing “ Consumer Electronics Industry” and “ Chain restaurants” two industries, the difference in marketing innovation adoption is not obvious.
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Mobile Search : An empirical investigation of the next big thingBäcke, Louise, Hansen, Ellinor, Johansson, Linnea January 2012 (has links)
The remarkable spread of the Internet has generated new opportunities for companies to promote themselves and communicate with their customers. The most used Internet service of finding information today is search engines (e.g. Google, Bing, Yahoo) were almost three million searches are preformed every minute worldwide. This trend has led to an importance for companies having their websites visible on these search engines. In addition, people tend to be more and more on the go and are searching with their smartphones instead of traditional personal computer (PC). Meaning that companies’ websites can be available for customers 24 hour a day, 7 days a week, independent on customers location. Consequently, companies have the possibilities to reach the attention of customers when they actually search for a product/service and are therefore most likely to purchase. In this thesis a marketing strategy has been developed for managers regarding how to master this new communication tool, in order to reach success and competitive advantage. This strategy was developed by investigate in what characteristics and functions users desire when searching with their smartphone. Together with three hypotheses tested if the perceived user-friendliness, relative advantage and compatibility within mobile search have a positive affect on the intention of use this new technology. In this bachelor thesis a survey was conducted among people in generation C living in Sweden, which resulted in 397 completed responses. The hypotheses were tested with use of a regression analysis and the findings were that the relative advantage and compatibility in mobile search has a positive affect on the intention of use. Therefore, this thesis suggests companies to develop their mobile search engine marketing strategy with the aim of delivering value and satisfying the customer. Moreover, this thesis recommend managers to keep their mobile website quick, relevant and making sure having valuable and informative information about their business in the description text visible to users in the search engine hit list. Finally, the majority of the population does already act on this new market and it is therefore of great importance for companies satisfying these users in order to stay competitive.
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