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SCOALA DE VARA GPEC 2 0 1 4 
BUGETE MICI - 
C U M M Ă D E S C U R C ?
THE MARKS 
IUL IAN PADURARIU
“ B I G O R N O T H I N G ”
HACKING MEDIA 
• CANTITATE 
• Acoperire // “Reach” 
• Frecvență 
• CALITATE 
• Relevanță 
• Coerență
http://www.slideshare.net/Laisekhadir/reach-frequency-impact
R E L E V A N Ț Ă 
• Relevanța mesajului in sine 
• Relevanța momentului*
REAL I TY CHECK 1 : 
AUTO-EVALUARE
T U C I N E E Ș T I ?
T U C I N E E Ș T I ? 
http://www.entrepreneur.com/article/230736
VI TAMINELE 
• "nice to have”, nu "need to have.” 
• De cele mai multe ori sunt functionalitati, nu produse 
• Opționale 
• De cele mai multe ori vin cu un preț mult mai mic decât 
cel al unui “painkiller”
PAINKI L LERS 
• Ajută clienții să obțină venituri mai mari sau să aibă 
cheltuieli mai mici cu activitatea lor. 
• În plus, nu necesită bugete noi, clientii stiu deja că au o 
problemă / buget alocat.
EXEMPLU: 
http://www.startups.co/learn/the-elevator-pitch
THE PROBLEM 
"Going to the video store is a pain. People don't like 
traveling back and forth just to rent a movie and they hate 
paying late fees even more."
THE SOLUT ION 
"NetFlix provides customers with a huge selection of 
movies that they can order right to their doorstep and 
never have to pay a single late fee for."
THE MARKET SI ZE 
"For over 90 million Americans going to the video store is 
a pain. People don't like traveling back and forth just to 
rent a movie and they hate paying late fees even more."
PUT I T TOGETHER 
“NetFlix helps over 90 million Americans avoid driving to 
the video store by delivering movies directly to their 
doorstep without ever paying late fees”
THE TAG L INE 
“Mail Order DVD Rentals"
P R O B L E M A : … … … … … … 
P I A T A : … … … … … … … … . . 
S O L U T I A : … … … … … … . . 
D E S C R I P T O R U L : … … … .
REAL I TY CHECK 2 : 
COMUNI TATE, 
N U “ P U B L I C Ț I N T Ă ”
https://blog.mozilla.org/community/2014/07/24/why-do-people-join-and-stay-part-of-a-community-and-how-to-support-them/
PE SCURT DESPRE 
BEHAVIOR 
MANAGEMENT
BJ FOGG MODEL ? 
• Design impacts behavior. 
• If you know how to impact behavior, 
you can design for behavior 
• Behavioral design is where psychology and technology 
meet – a systematic way to influence a desired 
behavior, one step at a time.
SIMPL ICI TATEA 
S C H I M B Ă 
COMPORTAMENTUL
P A Ș I Î N D E S I G N 
COMPORTAMENTAL 
1. Definire obiectiv 
2. identificare micro-comportamente 
3. Selectare / Focus Mapping 
4. Re-Simplificare (optional) 
5. Definire secventialitate micro-comportamente 
6. test test test 
7. Implementare / Scalare
EXEMPLU 
MICRO-COMPORTAMENTE 
“ B A B Y S T E P S ”
EXERCI T IU
1 . DEF INIRE OBIECT IV
2 . MICRO-COMPORTAMENTE 
1. de tip “one time” 
2. de tip “interval” 
3. de tip “continuu” = obiceiuri // habits*
3 . SELECTARE / FOCUS MAPPING 
IMPACT 
Foarte eficient 
Deloc eficient
3 . SELECTARE / FOCUS MAPPING 
FEZABI L I TATE 
Foarte eficient 
Hmm Sigur 
Deloc eficient
5 . D E F I N I R E S E C V E N Ț I A L I T A T E / 
F LOW
NU UI TA: B=MAT * 
( TRIGGER = DECLANSATOR) 
TEHNOLOGIA ESTE FOARTE 
B U N Ă L A F A C T O R I 
D E C L A N Ș A T O R I
M U L Ț U M E S C !

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Bugete mici -
 Cum mă descurc? GPeC 2014

  • 1. SCOALA DE VARA GPEC 2 0 1 4 BUGETE MICI - C U M M Ă D E S C U R C ?
  • 2. THE MARKS IUL IAN PADURARIU
  • 3.
  • 4. “ B I G O R N O T H I N G ”
  • 5. HACKING MEDIA • CANTITATE • Acoperire // “Reach” • Frecvență • CALITATE • Relevanță • Coerență
  • 7. R E L E V A N Ț Ă • Relevanța mesajului in sine • Relevanța momentului*
  • 8. REAL I TY CHECK 1 : AUTO-EVALUARE
  • 9. T U C I N E E Ș T I ?
  • 10. T U C I N E E Ș T I ? http://www.entrepreneur.com/article/230736
  • 11. VI TAMINELE • "nice to have”, nu "need to have.” • De cele mai multe ori sunt functionalitati, nu produse • Opționale • De cele mai multe ori vin cu un preț mult mai mic decât cel al unui “painkiller”
  • 12. PAINKI L LERS • Ajută clienții să obțină venituri mai mari sau să aibă cheltuieli mai mici cu activitatea lor. • În plus, nu necesită bugete noi, clientii stiu deja că au o problemă / buget alocat.
  • 13.
  • 15. THE PROBLEM "Going to the video store is a pain. People don't like traveling back and forth just to rent a movie and they hate paying late fees even more."
  • 16. THE SOLUT ION "NetFlix provides customers with a huge selection of movies that they can order right to their doorstep and never have to pay a single late fee for."
  • 17. THE MARKET SI ZE "For over 90 million Americans going to the video store is a pain. People don't like traveling back and forth just to rent a movie and they hate paying late fees even more."
  • 18. PUT I T TOGETHER “NetFlix helps over 90 million Americans avoid driving to the video store by delivering movies directly to their doorstep without ever paying late fees”
  • 19. THE TAG L INE “Mail Order DVD Rentals"
  • 20. P R O B L E M A : … … … … … … P I A T A : … … … … … … … … . . S O L U T I A : … … … … … … . . D E S C R I P T O R U L : … … … .
  • 21. REAL I TY CHECK 2 : COMUNI TATE, N U “ P U B L I C Ț I N T Ă ”
  • 23. PE SCURT DESPRE BEHAVIOR MANAGEMENT
  • 24. BJ FOGG MODEL ? • Design impacts behavior. • If you know how to impact behavior, you can design for behavior • Behavioral design is where psychology and technology meet – a systematic way to influence a desired behavior, one step at a time.
  • 25.
  • 26. SIMPL ICI TATEA S C H I M B Ă COMPORTAMENTUL
  • 27. P A Ș I Î N D E S I G N COMPORTAMENTAL 1. Definire obiectiv 2. identificare micro-comportamente 3. Selectare / Focus Mapping 4. Re-Simplificare (optional) 5. Definire secventialitate micro-comportamente 6. test test test 7. Implementare / Scalare
  • 28. EXEMPLU MICRO-COMPORTAMENTE “ B A B Y S T E P S ”
  • 30. 1 . DEF INIRE OBIECT IV
  • 31. 2 . MICRO-COMPORTAMENTE 1. de tip “one time” 2. de tip “interval” 3. de tip “continuu” = obiceiuri // habits*
  • 32. 3 . SELECTARE / FOCUS MAPPING IMPACT Foarte eficient Deloc eficient
  • 33. 3 . SELECTARE / FOCUS MAPPING FEZABI L I TATE Foarte eficient Hmm Sigur Deloc eficient
  • 34. 5 . D E F I N I R E S E C V E N Ț I A L I T A T E / F LOW
  • 35. NU UI TA: B=MAT * ( TRIGGER = DECLANSATOR) TEHNOLOGIA ESTE FOARTE B U N Ă L A F A C T O R I D E C L A N Ș A T O R I
  • 36. M U L Ț U M E S C !

Notes de l'éditeur

  1. Pentru editia de anul asta a scolii de Vara GPeC, am inteles de la Andrei ca unul dintre subiectele ce apar mereu in discutie ar fi “bugetele mici”. Asadar, jumatate din titlul prezentarii si al articolului de mai jos i se datoreaza: “Bugete mici - Cum ma descurc?”
  2. Ca si om de marketing, inca de la primul proiect serios, m-am confruntat exact cu intrebarea asta. Vopseaua Spor de exemplu, un exercitiu de curaj al unei echipe din care am facut si eu parte acum 15 ani (nu am cum sa gresesc numarul anilor, am vazut de curand campania Spor 15 ani), a fost lansata cu un buget mult mai mic decat al concurentei directe, pe vremea aceea Dufa si Kober. La fel Unirea pe la inceputul anilor 2000, la fel Banca Transilvania sau Fan Courier cativa ani mai tarziu, proiecte de care m-am ocupat de-a lungul timpului fie in papucii directorului de marketing, fie al consultantului de marketing.
  3. Bugetele mici m-au impins in permanenta sa caut solutii noi, nu doar la nivel creativ, alaturi de colegii din advertising, insa si la nivel de model de business. Anul trecut, tot la aceasta Scoala de Vara a comertului online romanesc vorbeam despre “gamificare” o metoda extrem de eficienta de a creste loializarea clientilor. Pentru cei ce nu au fost anul trecut sau sunt mai putin familiarizati cu termenul, “Gamification” ca si termen original, reprezinta o tehnica de reverse-engineering a jocurilor si apoi de a adauga elementele si dinamicile de joc in contexte non-joc pentru a creste implicarea “jucatorilor” (in cazul nostru clienti, insa putem vorbi si despre angajati sau alte grupuri). Daca nu ati fost inca expusi la aceste tehnici, inca nu a prea tarziu atata vreme cat Gartner apreciaza ca ar mai dupa aproximativ 5-10 ani pana cand gamificarea va ajunge pe “platoul productivitatii” (vezi graficul Gartner hype cycle din prezentare).
  4. Dar pana la a ajunge la solutiile noi, trebuie sa intelegem limitarile solutiilor clasice si trebuie sa ne ajustam modul de gandire in asa fel incat sa nu mai spunem “pai firma X sau Y - de cele mai multe ori leaderi de piata - a reusit, deci trebuie sa reusesc si eu”. Eu as numi asta un fel de “capcana a piticului” care vrea si el sa fie vreun dragon straduindu-se din rasputeri sa-i iasa flacari pe nas. Supriza: nu o sa-i iasa niciodata. Advertisingul e un dragon cu flacari pe nas pentru cei mai multi dintre cei ce vor un business nou, indiferent daca vorbim aici de comert online sau de pufuleti. Oamenii din advertising, in special cei din media, cunosc prima regula a industriei: “Big or Nothing”. Advertisingul nu e pentru orice pitic. Nu va lasati prostiti de solutiile ce vi se propun cu bani putini, dar de credinta ca puteti voi face o combinatie la un radio local.
  5. Regula “Big or Nothing” e dovedinta stiintific, si pentru asta hai sa “hack the media” putin: succesul in media depinde de doua categorii mari de factori, care doar pana la un punct se pot compensa: factori cantitativi si factori calitativi. Cum spuneam, factorii calitativi sunt extem de importanti si pot pana la un punct compensa “cantitatea”, o sa revin la acest aspect. Cantitatea insa, e destul de directa: nu poti obtine o vizibilitate corecta in media decat daca componentele “acoperire” (cati oameni atingi) si “frecventa” (de cate ori ii atingi cu mesajul tau) decat daca esti peste pragul de eficienta din graficul din prezentare si nu treci in zone de expunere excesiva.
  6. Sigur ca in cazul nostru vorbind de bugete mici, ingrijorarea e doar “pragul de eficienta”, pana a intra in zona de expunere efectiva. De aici vine vorba de “big or nothing”, cand nu ai bugete care sa te ajute sa treci de aceasta bariera, trebuie sa faci orice altceva cu acei bani, insa nu media. Pentru o explicatie mai in detaliu, mergeti pe slideshare la prezentarea “Reach Frequency Impact” sau la orice alta sursa care dezbate cei doi indicatori cantitativi din media “reach” si “frequency”.
  7. Cat despre indicatorii calitativi, acestia evident ca sunt mult mai dificil de gestionat. Cu cat bugetele sunt mai mici, cu atat insa as intari nevoia de a le intelege puterea pe termen lung. Coerenta este ceea ce a facut Banca Transilvania cu zanul lor care mai are putin si implineste 10 ani. Ceorenta le-a economisit sume uriase in comunicare, doar daca ne gandim la principalii jucatori din industria bancara si la bugetele lor de multe milioane de euro. Quick tip: “masoara de sapte ori si taie o data”, in traducere libera “Inainte de a face un lucru, gindeste-te la consecinte si daca intr-adevar il faci corect”. Din pacate, fiecare schimbare de campanie de duce “back to square one”.
  8. Cat despre relevanta, povestea se complica putin. A fi relevant in business se traduce in valoarea cu care te vede consumatorul, “cat de sus” esti in ochii lui. In general vorbind, relevanta pleaca de la cat de clar e raspunsul la intrebarea “Dar tu cine esti?” Jack Nicholson ma ajuta putin cu asta. Reality Check #1: “Tu cine esti?”
  9. La fel ca si in Anger Management, nu are nimeni cum sa-ti spuna cine esti tu cu adevarat. Pot insa sa iti amintesc ca de ceva vreme incoace, business-urile sunt grupate in “vitamins” si in “painkillers”.
  10. Cele de tip “vitamin” sunt "nice to have”, nu "need to have”, sunt optionale, poti trai fara ele chiar daca te-ai obisnuit sa iei cate una pe zi. De cele mai multe ori sunt sau pot fi functionalitati ale unor alte produse, nu produse in sine. Si ce e mai trist, la fel ca si la farmacie, de cele mai multe ori vin cu un preț mult mai mic decât cel al unui “painkiller” (sunt curios daca poate cineva sa ma ajute aici si sa ne spuna daca stie cat e marja medie la Nurofen fata de vreun Multivitamin).
  11. Analgezicele din business sunt cele care ajută clienții să obțină venituri mai mari sau să aibă cheltuieli mai mici cu activitatea lor. Ceea ce e frumos la un business de acest tip este faptul ca potentialii clienti nu necesită bugete noi, ei stiu deja că au o problemă pe care o rezolva intr-un anumit fel pentru care au deja si un buget alocat. Actul de vanzare in sine este mult mai simplu, odata ce este prezentata solutia in acest fel. Pe larg, sunt deja online multe articole pe tema diferentei dintre cele doua modele de business.
  12. Inca un lucru pe care l-as aduce aici in discutia despre relevanta si “valoare”. Brandenburger si Nalebuff au definit acum ceva vreme in cartea “Co-opetition” un asa numit “value net”, anume valoarea pe care compania o poate capta depinde de modul in care aceasta interactioneaza cu clientii sai (si aici explica extrem de bine puterea loialitatii), furnizorii (inclusiv angajatii ca si “furnizori de forta de munca”), competitorii (ce pot eroda valoarea captata) sau complementorii (ce pot creste valoarea captata), mai multe detalii aici. Odata intelese pe de o parte diferenta dintre businessurile de tip vitamina si cele de tip analgezic si pe de alta parte faptul ca valoarea poate fi captata din “value net” nu doar gandindu-ne la preturi din ce in ce mai mici, cred ca raspunsul la intrebarea “dar tu cine esti?” se poate mult mai usor structura dupa elementele problema pe care o rezolvi, piata careia te adresezi, solutia adusa, iar exemplul Netflix imi pare extrem de usor de inteles.
  13. Aici as mai completa doar cu relevanta pe care trebuie sa o aiba si ceea ce eu vreau sa numesc mai degraba “descriptor”, in loc de “slogan”. Descriptorul este cu atat mai important cu cat bugetul este mai mic si nu prea ai o a doua sansa sa te prezinti unui potential client. Sugestia mea este sa fugiti de sloganurile de tip poezie “Berea Ciuc - Inca una si ma duc” si sa cautati un descriptor, o expresie complesata in cateva cuvinte ce definesc clar pozitionarea, sau solutia la problema potentilalilor clienti: Banca Transilvania - Banca Oamenilor Intreprinzatori. Nu e nicio poezie aici, insa oricine poate decripta pe loc ce anume vrea de la viata aceasta banca, intre alte peste 40 de institutii bancare din Romania.
  14. Reality Check #2: Daca te gandesti la “Public Tinta” in loc de “Comunitate”, atunci te-ai apucat degeaba de treaba. Mai ales atunci cand ai un buget mic, “comunitatea” poate reprezenta o forta extrem de puternica ce poate lucra in favoarea ta. Tu nu ai un mesaj de trimis “publicului tinta”, asta o fac dragonii care au bani de advertising. Tu trebuie sa iti construiesti o comunitate si pe care s-o gestionezi incet incet asa cum iti doresti. Unele business-uri mari au inteles asta si vorbim de comunitati uriase ale unor branduri din domenii extrem de diferite (Apple, Bosch, Ducati, Harley Davidson, Nike, Amazon, eBay). Membrii comunitatilor lor, nu doar ca actioneaza ca niste adevarati “ambasadori” de brand, insa sunt si generatori de idei de imbunatatire a produselor sau serviciilor, ideea de “open innovation” mergand mana in mana cu conceptul de comunitate (un subiect ce trebuie neaparat inteles in profunzimea lui, ce ofera un al doilea castig al conceptului de “comunitate” versus “public tinta”).
  15. Diferenta majora dintre abordarea “public tinta” si abordarea “comunitate” este data de modul in care circula informatia. In abordarea “public tinta”, informatia este imprastiata de “transmitatorul unic” catre “receptori”, cumva ca un artist pe scena care incearca sa ne distreze cu piesele sale. In abordarea “comunitate”, brandul sau compania pune la dispozitia maselor o platforma prin care acestia nu doar ca receptioneaza un anume mesaj, dar ei devin totodata “transmitatori” mai departe in cercul lor de influenta. Puterea de influenta este mult mai mare “peer to peer” si se stie deja ca un prieten are mult mai mare putere de convingere decat un mesaj transmis impersonal in eter. Sigur ca poate la prima vedere pare imposibil sa transformi un client dezorientat ce abia a intrat pe site intr-un ambasador de brand care eventual sa mai si organizeze a doua zi o intalnire a “fan-clubului” din localitate. Sau daca nu imposibil, pare extrem de scump, insa cheia problemei si aici sta in detalii. Sta in a intelege ca orice comunitate are o curba a implicarii pe care membrii o pot urca incet incet, aproape fara efort daca sunt ghidati corespunzator.
  16. Si aici ajungem la ceea ce Stanford-ul studiaza de ceva si numeste “behavior management” - un set de tehnici definite de ei ca fiind cele mai bune solutii ale momentului pentru a schimba comportamentul uman.
  17. Schimbarea de comportament trebuie privita ca pe un proces pas-cu-pas. Acest lucru explică de ce soluții one-shot rareori ajung la rezultate care contează. BJ Fogg, unul dintre promotorii designului comportamental, a ajuns la concluzia ca “Design impacts behavior. If you know how to impact behavior, you can design for behavior”. Designul comportamental este locul in care psihologia și tehnologia se întâlnesc - un mod sistematic pentru a influența un comportament dorit, pas cu pas.
  18. BJ Fogg a abstractizat totul in formula “un comportament apare atunci cand avem simultan motivare, abilitate si un declansator”, mai multe detalii pot fi citite aici. Abilitatea si “triggerul” sunt componentele din mainile designerului, simplicitatea fiind cea care poate schimba comportamentul.
  19. Pe scurt, Fogg defineste cativa pasi in designul comportamental: 1. Definire obiectiv (comportament dorit) 2. identificare micro-comportamente (spargerea comportamentului in “baby-steps”) 3. Selectare / Focus Mapping 4. Re-Simplificare (optional) 5. Definire secventialitate micro-comportamente 6. test test test 7. Implementare / Scalare Un exemplu in acest sens am gasit aici.
  20. Asa cum ele definite de Fogg, micro-comportamentele pot fi de tip “one time” / “doar o data”, de tip “interval” sau de tip “continuu”. In acest ultim caz vorbim deja de formarea unor obiceiuri, iar Nir Eyal a dus mai departe studiul acestora in Habits.
  21. Inchei povestea lasandu-va pe voi sa intrati mai departe in detalii si sa va faceti cele 2 reality checks: Cine esti (ca business)? O vitamina ieftina sau un analgezic scump? si care e descriptorul tau care inglobeaza in 2-3 cuvinte esenta identitatii? Esti un entertainer al “publicului tinta”, sau un facilitator al unei comunitati?