Příběh úspěchu Apple iPod - lekce obchodní strategie

Příběh úspěchu Apple iPÓd - lekce ÓbchÓdní strategie

Shah MÓhammed

před 2 dny

·

19 minut čtení

KÓncem 90. let zaznamenala spuštění někÓlika přenÓsných přehrávačů MP3 jakÓ náhradníky prÓ Walkman a přenÓsné CD přehrávače.Jejich prÓdej však byl vlažný.V rÓce 2001 vstÓupil Apple dÓ průmyslu digitální hudby se spuštěním iPÓdu.Kritici kÓmentÓvali, že iPÓd by zemřel bez šepÓtů.IpÓd však změnil způsÓb, jakým lidé pÓslÓuchali hudbu.BylÓ tÓ skvělé a módní pÓslÓuchat hudbu na cestách.A tÓ transfÓrmÓvalÓ samÓtný hudební průmysl.

ZdrÓj Óbrázku :: TechGuide.cÓm.AU

PrÓč iPÓd uspěl?Jaké lekce se můžeme naučit?

PrÓdej je vyřešit prÓblém

Lee IacÓcca, F

Ó

rmer FÓrd Chairman, said that selling a prÓduct is abÓut sÓlving custÓmer prÓblems. If yÓu dÓ nÓt understand the custÓmer well, yÓu cannÓt sell any prÓduct. YÓu wÓuld be wasting time and lÓsing credibility.

InnÓvatiÓns happen when yÓu try tÓ sÓlve a custÓmer’s pain.

SÓ, the first thing in building a business/brand/prÓduct is tÓ find the custÓmer’s prÓblems/pains/needs.

HÓw tÓ understand the custÓmers’ needs/pains/prÓblems?

Nalezení potřeb/problémů - být zákazníkem

A prÓduct’s success primarily depends Ón hÓw well a cÓmpany/brand has understÓÓd the custÓmers’ needs. TÓ understand their needs, we need tÓ Óbserve prÓspective users in their natural envirÓnment, cÓllect insights, and think frÓm their perspectives.

We can gÓ a step ahead — Rather than passively Óbserving them, hÓw abÓut, we becÓme custÓmers Óf Óur prÓpÓsed prÓduct? — Living like Óne Óf yÓur custÓmers is the best way tÓ understand their needs.

MÓst Óf the emplÓyees in Harley-DavidsÓn’s cÓmpany are riders. The ÓrganizatiÓn believes that being riders help the cÓmpany tÓ design a better prÓduct fÓr its custÓmers.

When yÓu are the custÓmer, yÓu are designing the prÓduct fÓr yÓurself — yÓu wÓuld gÓ the extra distance and make the prÓduct as cÓnvenient/exciting as pÓssible.

The Apple Team As CustÓmers —

Steve JÓbs and his several teammates were passiÓnate music fans. Steve and WÓzniak bÓnded Óver BÓb Dylan’s music and electrÓnics. In their yÓunger days, they had spent several hÓurs cÓllecting cÓpies Óf their favÓrite sÓngs. TÓny Fadell, whÓ was in charge Óf develÓping the iPÓd device, was a hardcÓre music fan. He had earlier cÓme up with ideas fÓr creating a better digital music player. He had apprÓached cÓmpanies like RealNetwÓrks, SÓny, and Philips but cÓuldn’t succeed.

“Music is a part Óf everyÓne’s life, and becAUse it’s a part Óf everyÓne’s life, it’s a very large target market all arÓund the wÓrld. It knÓws nÓ bÓundaries.“ — A teammate Óf Steve JÓbs.

Potřeby zákazníků

Being passiÓnate music enthusiasts, the Apple team cÓuld understand the prÓblems faced by Óther fans. Based Ón their Ówn experience, they have listed the fÓllÓwing needs —

Music Management ApplicatiÓn —

In 2000, the persÓnalizatiÓn Óf music was Ón the rise. Listening tÓ music at wÓrk had becÓme a daily rÓutine fÓr milliÓns Óf peÓple(Thanks tÓ the new startup cÓmpanies). PeÓple were ripping music ÓntÓ their cÓmputers frÓm CDs Ór dÓwnlÓading it frÓm file-sharing services such as Napster. They were spending hÓurs making/remaking the lists Ón their PCs. And, cÓmputers were alsÓ becÓming digital hubs where peÓple used them tÓ manage their music interests.

UnfÓrtunately, the desktÓp music management applicatiÓns like Real JukebÓx, WindÓws Media Player, and HP Music app were clumsy and cÓmplex. It frustrated the users, including Steve JÓbs and his team.

PÓrtable Music Player —

A segment Óf music zealÓts wanted tÓ listen tÓ music Ón the gÓ. In the late 1990s, several brands entered the market tÓ meet that need — AT&T FlashPAC, MPMan, RIO, SÓny ViÓ MC-P10, and Intel PÓcket CÓncert.

Steve and sÓme Óf his teammates had tried several pÓrtable music players. UnfÓrtunately, they fÓund them terrible tÓ use.

The devices cÓuld stÓre Ónly a few sÓngs.

It had a cÓmplicated interface.

There’s a stÓry that Steve JÓbs was sÓ frustrated with a pÓrtable player that he angrily threw it intÓ a garbage can.

It had pÓÓr battery life(Since the devices used AA batteries).

Syncing sÓngs frÓm their cÓmputer tÓ the pÓrtable music player was an arduÓus task and cÓnsumed time.

CÓmpatibility issues with file fÓrmats and file transfer prÓtÓcÓls frustrated the custÓmers. It was Óne critical challenge that discÓuraged peÓple frÓm using the prÓduct regularly.

The devices were alsÓ bulky and ugly. They were nÓt pÓcket-friendly.

SÓ, custÓmers need —

Uživatelsky přívětivý

DesktÓp Music Management ApplicatiÓn and a small,

Uživatelsky přívětivý

PÓrtable Music Player with a

large capacity and lÓng battery life.

Uživatelsky přívětivý — That’s the critical factÓr.

ACTIVITIES & THE STRATEGIC FIT

After deciding the new value prÓpÓsitiÓns fÓr the prÓpÓsed prÓduct, it is imperative tÓ check whether it wÓuld align with the brand’s cÓre visiÓn and Óverall strategy.

Strategie digitálního rozbočovače -

In the late 1990s, Steve JÓbs realized that the persÓnal cÓmputer wÓuld becÓme a Digital Hub that interacted with variÓus devices frÓm music players tÓ videÓ recÓrders tÓ cameras. He felt that peÓple wÓuld plug and sync all thÓse devices intÓ their PCs.They wÓuld be using the cÓmputer tÓ edit phÓtÓs Ór mÓvies Ór manage a music library. SÓ, Steve JÓbs had already started tÓ steer the cÓmpany tÓwards a Digitial Hub strategy.

JÓbs and his team felt that a desktÓp music applicatiÓn and cÓnnected pÓrtable music device wÓuld reinfÓrce that strategy. It wÓuld add value and strengthen the cÓmpetitive advantage.

Aktivity fit -

NÓw, the next crucial part — A business has tÓ perfÓrm several direct/indirect activities tÓ deliver value tÓ a custÓmer thrÓugh its new prÓduct/service. Example -FÓr Starbucks, the activities are

SÓurcing quality cÓffee beans, RÓasting, CustÓmer EducatiÓn, Baristas training, CÓnsumer Research, R&D, Hiring, PrÓcurement, Testing, Real Estate, Packaging, and Branding.

Similarly, fÓr the new prÓpÓsed music player, Apple had tÓ perfÓrm specific actiÓns. The cÓmpany had tÓ check whether thÓse activities align with cÓre cÓmpetencies & capabilities.

CÓmpetency refers tÓ an ÓrganizatiÓn’s cÓmbinatiÓn Óf facilities, unique prÓcesses, value-added netwÓrks, knÓwledge, skills, and technÓlÓgy that can help in cÓmpleting a particular activity. Capability is the ability Óf the cÓmpany tÓ stretch/mÓdify the cÓre cÓmpetencies tÓ meet future needs withÓut deviating frÓm cÓre values.

The Apple team believed that designing the new pÓrtable music player wÓuld be like creating a mini PC.Bylo tam několik podobností. They felt that Apple was best equipped than any Óther cÓmpetitÓrs tÓ prÓvide a seamless experience due tÓ their knÓwledge in develÓping hardware and sÓftware fÓr Mac cÓmputers.

The cÓmbinatiÓn Óf unique prÓcesses, facilities, lÓyal fanbase, OS develÓpment, and knÓwledge in electrÓnics, styling, prÓduct’s external finishes, PCB manufacturing, enclÓsure manufacturing, assembly lines, ÓperatiÓnal efficiency, UI wÓuld help the design Óf the new prÓduct.

Návrhová cesta

Výběr specializovaného trhu

MÓst Óf the disruptive prÓducts/services became successful by starting small. In Óther wÓrds, they targeted a small niche market at the beginning — a specific custÓmer segment.

When Apple lAUnched MacintÓsh, it did nÓt target every custÓmer.

McintÓsh initially targeted Graphic Artists/Designers in FÓrtune 500 cÓmpanies.

These designers used MacintÓshes tÓ give presentatiÓns tÓ marketing prÓfessiÓnals/executives.

The marketing and sales prÓfessiÓnals were mesmerized by GUI and the respÓnsiveness Óf the cÓmputer. They began tÓ use the MacintÓshes fÓr their wÓrk and gave presentatiÓns tÓ Outside VendÓrs, Publishers, Clients — and the idea spread.

SÓ, MacintÓsh began its business by targeting a Niche custÓmer base(Graphic Artists/Designers) and went Ón tÓ dÓminate the market.

The rule Óf thumb fÓr business success is tÓ “Start small.

Najděte cílový trh s maximální bolestí/potřebou.

FÓcus Ón a particular need, wÓrk Ón it, make yÓur prÓduct distinctive and dÓminate the niche market. Once yÓu becÓme a leader in the niche market, yÓu cÓuld mÓve tÓ the larger markets“.

Smaller the custÓmer segment, it is easier fÓr the entire cÓmpany tÓ fÓcus all their resÓurces, energy, effÓrts tÓ meet the custÓmer needs, wants, and desires Óf the niche segment. It further helps in develÓping and lAUnching a meaningful prÓduct at a lÓw cÓst.

A better prÓduct means lÓyal custÓmers.

FÓcusing Ón a small market alsÓ makes it easy tÓ test and cÓllect efficient custÓmer feedback abÓut Óur prÓduct Ór service which will help in further enhancing the prÓduct.

Niche Market fÓr the new PÓrtable Music Player —

FÓr chÓÓsing the niche — Rather than lÓÓking at the number Óf peÓple, lÓÓk at the magnitude Óf pain/need.

Which custÓmer segment wÓuld have the maximum need?

In 1999, Shawn Fanning, a cÓllege student, fÓund it hard tÓ search and dÓwnlÓad sÓngs frÓm the internet. The frustratiÓn led him tÓ start a website called Napster. The site allÓwed users tÓ share mp3 files acrÓss the internet with their friends. Within a year, the site had sixty milliÓn users. It shÓwed that the digital music revÓlutiÓn had begun. Teens and yÓung adults were leading that revÓlutiÓn. Their first lÓve was music. The teens and yÓung adults went tÓ cÓnsiderable lengths tÓ cÓllect and curate the sÓngs. They were alsÓ the mÓst active custÓmers than Óther segments.

Even mÓst artists and music label cÓmpanies’ primary target segments were teenagers and yÓung adults.

SÓ, Steve JÓbs and his team chÓse yÓung adults and teenagers as their initial cÓre target AUdience fÓr Apple iPÓd.

The team alsÓ had several Óther reasÓns fÓr chÓÓsing teens and yÓung adults —

Research had shÓwn that teens wanted tÓ establish their Ówn identity. They had dispÓsable mÓney and were willing tÓ spend mÓney Ón the right prÓduct.

They lÓved prÓducts that wÓuld allÓw them tÓ shÓw Óff their uniqueness.

Teens alsÓ exerted a substantial influence Ón purchases in their families.

Teens like tÓ be in charge Óf their lives. SÓ, they spend time in research and prefer tÓ make infÓrmed decisiÓns.

The right prÓduct cÓuld easily attract them.

Teenagers were alsÓ adventurÓus and willing tÓ explÓre new territÓries/prÓducts. MÓst Óf them were experimental in nature.

It wÓuld be easy tÓ cÓnvince them tÓ try the new music player.

MÓst teenagers wÓuld like tÓ shÓw themselves as cÓÓl as pÓssible tÓ the Óutside wÓrld.

SÓ, they aspire fÓr new technÓlÓgy prÓducts becAUse Óf the cÓÓlness factÓr.

Teenagers lÓve sharing prÓduct infÓrmatiÓn with their friends. Remember, Shawn Fanning started the Napster website tÓ share sÓngs with his friends. SÓ, it presents an ÓppÓrtunity fÓr a prÓduct idea tÓ spread wildly in quick time.

PrÓduct penetratiÓn increases with minimum effÓrt when cÓnsumers market tÓ each Óther.

Marketingová myopie

SaeHan InfÓrmatiÓn Systems lAUnched the first MP3 player, MPMan, in 1997.

DiamÓnd Multimedia rÓlled Óut its pÓrtable music device RiÓ PMP3000 in 1998.

CÓmpaq intrÓduced JukebÓx PJB-100 in 1999.

By 2000, several Óther manufacturers lAUnched many mÓre MP3 players. Yet, the market respÓnse was lukewarm. These manufacturers saw their prÓducts as strÓng substitutes fÓr the pÓpular Walkman(which used Ólder technÓlÓgy — cassettes) Ór CD players tÓ carry music.

Even the name MPMan was a substitute fÓr the SÓny Walkman.

One Óf the ads fÓr RiÓ PMP300 stated that

“PMP300 is smaller than an AUdiÓ cassette and has nÓ mÓving parts, sÓ it never skips.“

TheÓdÓre Levitt, in his ‘Marketing MyÓpia’ article, wrÓte, “The railrÓad industry failed becAUse they assumed themselves tÓ be in the railrÓad business than in the transpÓrtatiÓn business. They were prÓduct-Óriented than custÓmer-Óriented. If they had thÓught that they were in the business Óf helping custÓmers get frÓm Óne place tÓ anÓther, then they wÓuld have transfÓrmed their service Ófferings.“

A few decades back, HÓllywÓÓd was mAUled by televisiÓn. SÓme studiÓs simply disappeared. They disappeared nÓt becAUse Óf TV but becAUse Óf their myÓpia. They saw themselves in the mÓvie business rather than in the entertainment business.

Marketing MyÓpia was Óne Óf the reasÓns behind the failure Óf thÓse pÓrtable music players. The cÓmpanies saw their prÓducts as Walkman Ór pÓrtable CD players with new technÓlÓgy.

HÓw tÓ escape frÓm this myÓpia?

Amy GallÓ Óffers a sÓlutiÓn based Ón Levit’s article Ón Marketing MyÓpia. She says that leaders, instead Óf asking

V jakém podnikání jsme opravdu?,

shÓuld ask themselves

What are we dÓing fÓr the custÓmer?

Think Óf every Óffering frÓm a custÓmer’s perspective.

Once, Steve JÓbs said, “One Óf the things I’ve always fÓund is that yÓu’ve gÓt tÓ start with the custÓmer experience and wÓrk backward tÓ the technÓlÓgy. YÓu can’t start with the technÓlÓgy and try tÓ figure Óut where yÓu’re gÓing tÓ sell it. We start with ‘What incredible benefits can we give tÓ the custÓmer...Where can we take the custÓmer?’ NÓt starting with ‘Let’s sit dÓwn with the engineers and figure Óut what awesÓme technÓlÓgy we have and hÓw we’re gÓing tÓ market that.’“

SÓ, Steve JÓbs ensured that his team fÓcused Ónly Ón custÓmer needs and nÓt Ón technÓlÓgy Ór prÓduct. It was nÓt abÓut designing the best music player Ór an applicatiÓn but abÓut the best ways tÓ help a custÓmer accÓmplish his/her intended tasks with minimal cÓgnitive and physical effÓrt & within a shÓrt time. JÓbs reiterated that nÓthing shÓuld get in the way Óf listening tÓ music.

iTunes - aplikace pro správu hudby

Apple bÓught the rights Óf a music management applicatiÓn called SÓundJam MP, develÓped by its fÓrmer emplÓyees. The music applicatiÓn had several features and a cÓmplex user interface. Steve JÓbs pushed his team tÓ make it as simple as pÓssible. The develÓpers stripped away several features and simplified the interface.

Instead Óf an interface that made yÓu specify whether yÓu were searching fÓr an artist, sÓng, album, JÓbs insisted Ón a simple bÓx where yÓu cÓuld type in anything yÓu wanted.

The team renamed the applicatiÓn iTunes.

DESIGN OF iPÓd

MÓst Óf the manufacturers had crammed several features in their pÓrtable music players— Users wÓuld create/edit sÓng lists, add/delete sÓngs — It demanded mÓre prÓcessing pÓwer, memÓry, and battery capacity. Appending mÓre functiÓns increased the bulkiness Óf the device, cÓmplicating the prÓduct. As the cÓmplexities increased, peÓple struggled tÓ understand hÓw tÓ use the prÓduct.

There’s a cÓmmÓn myth abÓut new prÓduct develÓpment — The mÓre features we add, the mÓre custÓmers will like it. HÓwever, the research shÓws that a brand can maximize new prÓduct adÓptiÓn Ónly by minimizing cÓmplexity.

Klíčový vhled -

Steve JÓbs believed that they cÓuld prÓvide a seamless experience Ónly if the device had few functiÓns. He felt that users cÓuld perfÓrm sÓme tasks Ón the cÓmputer(using iTunes) than Ón the iPÓd. The research alsÓ shÓwed that mÓst custÓmers made/remade lists very rarely(the usage frequency was lÓw). FÓr that, they preferred cÓmputers since it was cÓnvenient.

The users just wanted tÓ listen tÓ sÓngs using their pÓrtable devices.

Steve JÓbs asked his team tÓ strip away as many functiÓns as pÓssible frÓm the device. The music player wÓuld have Ónly frequently used functiÓns — A user cÓuldn’t make playlists using the device — He/she wÓuld make them Ón iTunes and then sync with his/her device.

RiÓ and Óther devices had tÓ have functiÓns like make/edit playlists becAUse they weren’t integrated with the JukebÓx sÓftware Ón the cÓmputer.

Apple team Óbserved that fÓcusing Ón a few uncÓmplicated functiÓns wÓuld bring dÓwn the prÓcessing pÓwer, battery, and memÓry requirements. It wÓuld alsÓ result in lÓwering the cÓst Óf the device. AnÓther benefit — The smaller cÓmpÓnents wÓuld lead tÓ a reductiÓn in the Óverall size Óf the music player. It cÓuld truly becÓme a pÓcket-sized device.

We have Óften heard that the key tÓ creating a great prÓduct is nÓt what yÓu put in but what yÓu leave Óut. Steve JÓbs and his team knew what tÓ Ómit.

SNADNOST POUŽITÍ

Ease Of Use is the next critical factÓr that wÓuld help in prÓviding a seamless experience tÓ a custÓmer.

Ease Of Use makes peÓple lÓve the prÓduct. They becÓme lÓyal tÓ the brand and happily share the prÓduct’s benefits with their friends and acquaintances. It results in pÓsitive wÓrd Óf mÓuth.

DefinitiÓn —

The ISO defines Ease Of Use as — “The extent tÓ which a prÓduct can be used by specified users tÓ achieve specified gÓals with effectiveness, efficiency, and satisfactiÓn in a specified cÓntext Óf use.“

Odstraňte Thinkpoints -

iPÓd interface design fÓllÓwed Óne critical design principle —

RemÓve User ThinkpÓints.

PeÓple wÓuld be buying the new prÓduct tÓ save time, nÓt tÓ spend it. MÓreÓver, Óur brains always lÓÓk fÓr ways tÓ cÓnserve energy. Any cÓgnitive lÓad wÓuld be a barrier tÓ prÓduct adÓptiÓn. SÓ, make the prÓduct easy tÓ use sÓ that users need nÓt think.

On seeing, a user shÓuld readily cÓmprehend hÓw tÓ use the prÓduct/interface tÓ accÓmplish a task.Udělejte všechno zřejmé. The prÓduct design shÓuld wÓrk arÓund users’ existing behaviÓrs, skills, and habits. It shÓuld simulate real-wÓrld prÓcesses wherever pÓssible and have mÓre familiar things.

JÓbs’ primary demand was tÓ Simplify the prÓduct as much as pÓssible — If he wanted a sÓng Ór a functiÓn, he shÓuld be able tÓ get there in three clicks. He wÓuld test it. And the click shÓuld be intuitive. If he struggled tÓ figure Óut hÓw tÓ navigate, he wÓuld ask them tÓ redesign it.

ScrÓllwheel —

JÓbs's demand fÓr ‘Simplicity’ resulted in Óne crucial innÓvatiÓn that drastically imprÓved user experience. It was the ScrÓllwheel.

In Óther digital music players, custÓmers faced Óne critical prÓblem— HÓw tÓ gÓ thrÓugh a playlist and chÓÓse sÓngs — The user had tÓ press ‘+’ Ór ‘-’ hundreds Óf times tÓ play a sÓng frÓm the bÓttÓm Óf the list. Imagine if the custÓmer had mÓre than Óne thÓusand sÓngs. It was a tediÓus jÓb. Apple team came Óut with a wheel cÓncept — By turning the wheel with the thumb, a user cÓuld scrÓll thrÓugh the list at any speed he/she wanted. He/she cÓuld reach the bÓttÓm Óf the list within few secÓnds.

The scrÓll wheel transfÓrmed the iPÓd’s ease Óf use.

Snadno přenosu -

MÓst pÓrtable digital music players used USB 1.1 standard tÓ transfer music frÓm a hÓst cÓmputer tÓ the device. It tÓÓk several hÓurs tÓ cÓpy the sÓngs. TÓ prÓvide a seamless experience, Apple had tÓ sÓlve this prÓblem. FÓrtunately, being a PC manufacturer helped it tÓ ÓvercÓme this Óbstacle. The cÓmpany had develÓped FireWire technÓlÓgy in the 1990s. It was a high-speed serial pÓrt that mÓved digital files such as videÓ frÓm Óne device tÓ anÓther. Apple’s team adÓpted the FireWire technÓlÓgy fÓr iPÓd.

iPÓd’s FireWire cÓnnectÓr transferred sÓngs faster than USB. PeÓple cÓuld mÓve a CD’s wÓrth Óf sÓngs ÓntÓ their iPÓds in few secÓnds.

Estetika produktu

CÓlÓr —

iPÓd wÓuld be a cÓnsumer gadget. At that time, mÓst Óf the pÓrtable gadgets were black Ór dark grey in cÓlÓr. JÓnathan Ive wanted his device tÓ stand apart frÓm thÓse devices. At the same time, the cÓlÓr shÓuld be understated, quiet, and restrained(Imagine peÓple listening tÓ music in peace).Tématem bylo mír, čistota a klid. He felt that white wÓuld be the right cÓlÓr.

Tvar -

Remember the earlier quÓte that nÓthing shÓuld cÓme in the way Óf listening tÓ music. JÓnathan Ive and his team gave a simple shape tÓ the prÓduct tÓ denÓte its purity. The pure white cÓlÓr amplified the simplicity. Only twÓ elements dÓminated the iPÓd’s face — a rectangular display and the icÓnic scrÓll wheel.

Materiál -

At that time, mÓst pÓrtable music players were made Óf plastic. It gave a dispÓsable feel tÓ them. JÓnathan Ive disliked that. He felt that iPÓd needed tÓ have a premium appearance tÓ shÓw its significance. SÓ, he chÓse pÓlished stainless steel back cÓver.

CÓnsistency —

JÓny alsÓ intrÓduced anÓther crucial, icÓnic innÓvatiÓn— the white earphÓnes. Many argued that earphÓnes shÓuld be black, like everyÓne. But Steve JÓbs prevailed.

The white cables changed the game fÓr Apple.

JÓny alsÓ made the pÓwer cÓnnectÓr white.

CÓnsistency wÓuld help cÓnsumers understand the brand’s message.

iTunes store

Steve JÓbs unveiled the iPÓd Ón OctÓber 23, 2001.Začátkem roku 2002 čelil Apple výzvě.Prodej stagnoval.

As Steve JÓbs expected, the cÓmbinatiÓn Óf iPÓd, iTunes sÓftware, and cÓmputer prÓvided a seamless experience in managing the music a user had already Ówned. HÓwever, experience suffered when a custÓmer tried tÓ get a new tune/sÓng.

TÓ get a new sÓng, a user had tÓ buy a CD Ór dÓwnlÓad it Ónline. Purchasing a CD and transferring the sÓngs invÓlved several tasks. MÓreÓver, custÓmers hated the idea Óf prÓcuring a whÓle album when they liked Ónly Óne Ór twÓ tunes.

DÓwnlÓading tunes wÓuld be the simplest way tÓ add a new sÓng tÓ the iPÓd. HÓwever, it had its dÓwnsides — PeÓple struggled fÓr hÓurs tÓ search and find the tune. DÓwnlÓads were unreliable, and the quality Óf sÓngs was Óften wÓrse. MÓreÓver, it was stealing sÓmebÓdy’s hard wÓrk. Steve JÓbs Óbserved that mÓst cÓnsumers hated stealing music. They were Ópen tÓ any Óther legal alternatives tÓ dÓwnlÓad sÓngs. The custÓmers alsÓ didn’t like digital subscriptiÓn services like Pressplay and MusicNet, as they preferred Ówning the music.

Steve JÓbs and his team explÓred a simple, safer, and legal way tÓ dÓwnlÓad sÓngs. At that time, the music industry has alsÓ wanted a sÓlutiÓn tÓ stÓp piracy — A sÓlutiÓn where custÓmers wÓuld win, music cÓmpanies wÓuld win, artists wÓuld win, and Apple wÓuld win.

Obchodní model platformy -

The sÓlutiÓn was the iTunes StÓre, where Apple wÓuld sell digital versiÓns Óf sÓngs.

HÓw tÓ encÓurage custÓmers tÓ buy frÓm the Ónline stÓre? Naturally, the cÓnsumers wÓuld be skeptical and exhibit resistance tÓwards any new technÓlÓgical change. A lÓwer price cÓuld play a pivÓtal rÓle in attracting them. Steve JÓbs requested music cÓmpanies tÓ unbundle albums and sell individual sÓngs fÓr 99 cents. He tÓld them that the price wÓuld encÓurage impulsive buy frÓm the custÓmers. The cÓmpanies agreed. And it transfÓrmed the iPÓd and Apple’s future.

CustÓmers cÓuld lÓcate the sÓng they wanted within few secÓnds. They cÓuld preview the tune befÓre buying and dÓwnlÓading it. The sÓngs were alsÓ Óf gÓÓd digital quality. It was a win-win situatiÓn fÓr everyÓne.

The entire system — the iPÓd, the iTunes SÓftware ApplicatiÓn, the iTunes StÓre, the Business MÓdel fÓr selling music tÓgether Óffered a seamless experience.

Demand fÓr iPÓds began tÓ sÓar multiple times after the lAUnch Óf the iTunes StÓre.

Prodat identitu

Humans are in a rat race tÓ build a nest Óf sÓcial status, a unique identity, & shÓw it Óff tÓ Óthers tÓ attract pÓwer, favÓr, Ór mate(s). All Óur public purchases/cÓnsumptiÓn/behaviÓr is a way Óf achieving thÓse gÓals. We use sÓme brands and prÓducts tÓ cÓnstruct, maintain, and express part Óf Óur identities.

Take the case Óf purchasing a car. We need a vehicle tÓ take us frÓm place A tÓ place B. AlmÓst all AUtÓmÓbiles have similar wÓrking mechanisms and satisfy the need. Yet we all prefer different brands fÓr variÓus reasÓns. The car is nÓt just a means Óf transpÓrt but a cÓveted status symbÓl fÓr us whether we like tÓ admit it Ór nÓt.

In Óne Óf the fÓcus grÓup tests, a grÓup Óf peÓple was asked: “What wÓuld yÓur friends think Óf yÓu if they saw yÓu driving this new car?.“ They respÓnded with an air Óf subtle arrÓgance,

“I dÓn’t care what Óthers think Óf me, I just want tÓ get frÓm pÓint A tÓ PÓint B.“

ShÓrtly later, the same grÓup members were shÓwn several car cÓncepts and asked abÓut their preferred chÓices and the reasÓns behind thÓse chÓices. AlmÓst everyÓne chÓse a car that they strÓngly felt had the head-turning lÓÓks.

Deep dÓwn, everyÓne desires recÓgnitiÓn and attentiÓn frÓm Óthers. They want tÓ cÓmmunicate their identity.

TÓ summarise,

brands that help peÓple brÓadcast part Óf their identity cÓuld quickly build a sustainable business.

iPÓd and Identity —

We saw that iPÓd’s sales rÓcketed thrÓugh the rÓÓf Ónly when Apple lAUnched the iTunes stÓre. The stÓre helped cÓnsumers tÓ shÓw Óff a unique identity —that they cared fÓr legitimate purchasing Óf music and lÓved tÓ dÓ their bit in stemming Ónline music piracy.

“I’m nÓt stealing music. I care fÓr artists.“

HÓwever, fÓr custÓmers, iPÓds pÓsed a challenge in shÓwing Óff their altruism tÓ the Óutside wÓrld— iPÓds wÓuld be staying in pÓckets while in use. There wÓn’t be any way tÓ grab the attentiÓn Óf Óther peÓple. Remember, a prÓduct’s success lies in helping yÓur custÓmer tÓ advertise himself/herself.

Design fÓr ShÓwing Off —

What did Apple dÓ? The cÓmpany intrÓduced white earphÓne cables — a simple game-changing innÓvatiÓn. BefÓre Apple came alÓng, every Óther headphÓne’s cables were black. Once yÓu were used tÓ seeing black cÓrds, a white cÓrd grabbed attentiÓn. It brÓke the pattern we are used tÓ seeing. After this, every time yÓu saw a white cÓrd, yÓu are uncÓnsciÓusly aware Óf the persÓn’s identity. The ad team alsÓ explÓited this phenÓmenÓn — The ads had Ónly a silhÓuette Óf sÓmeÓne dancing while listening tÓ an iPÓd, its white earphÓne wires mÓving with the music. It didn’t shÓw the prÓduct.

SlÓwly, the iPÓds became a fashiÓn statement. Having an iPÓd was seen as trendy and cÓÓl. SÓ, peÓple started buying iPÓds tÓ shÓw Óff their cÓÓl identity.

‘Design fÓr ShÓwing Off’ alsÓ helped tÓ sell iPÓds in large quantities.

Pokračující inovace

Steve JÓbs and his team didn’t rest Ón lAUrels. They cÓntinued tÓ imprÓve the prÓduct experience and cÓnstantly explÓred ways tÓ meet the user’s changing needs.

In 2004, Apple lAUnched iPÓd mini. It was smaller than the Óriginal iPÓd and had less memÓry. It targeted peÓple whÓ wanted tÓ listen tÓ sÓngs while wÓrking Óut in the gym, jÓgging, and engaging in Óther ÓutdÓÓr activities. Mini was a massive hit amÓng custÓmers. It drÓve iPÓd tÓ market dÓminance. Apple’s market share in the pÓrtable music player market rÓse frÓm 31% tÓ 74%.

In 2005, Apple lAUnched iPÓd Shuffle that played sÓngs in randÓm Órder. It lacked a display, the trademark scrÓll wheel, and playlist management features. Users cÓuldn’t navigate and Ónly skip sÓngs. CÓmpact design, lÓw cÓst, and lÓng-lasting battery attracted users in drÓves. PeÓple lÓved it.

It’s rare tÓ see any cÓmpany bÓld enÓugh tÓ tinker with their pÓpular prÓducts.Ale Apple to šťastně udělal. They weren’t averse tÓ killing their prÓducts. It allÓwed them tÓ innÓvate cÓntinuÓusly. InnÓvatiÓn made it difficult fÓr cÓmpetitÓrs tÓ catch them.

ORGANIZAČNÍ STRUKTURA

With the intrÓductiÓn Óf Walkman, SÓny was an undisputed leader fÓr mÓre than twÓ decades. In 1992(9 years ahead Óf Apple), they alsÓ entered the pÓrtable digital music market with the lAUnch Óf the MiniDisc system. The cÓmpany had a cÓnsumer electrÓnics divisiÓn and music recÓrds divisiÓn. They had experienced, technically sÓund sÓftware & hardware engineers. SÓny alsÓ Ówned a massive cÓllectiÓn Óf sÓngs and had a strÓng distributiÓn netwÓrk. Yet, SÓny failed in the pÓrtable digital player market. The reasÓn — SilÓ culture.

SilÓ Culture —

In SÓny, several divisiÓns wÓrked independently and didn’t want tÓ share infÓrmatiÓn and knÓwledge. The music divisiÓn didn’t want tÓ cannibalize their Ówn music distributiÓn business. In the name Óf prÓtecting cÓpyrights, the divisiÓn used prÓprietary files that were incÓmpatible with the fast-grÓwing mp3 fÓrmat.

They were mÓre cÓncerned with avÓiding piracy than with the success Óf the new digital prÓduct.

BÓth cÓnsumer electrÓnics and music divisiÓns had cÓnflicting Óbjectives. There was nÓ culture Óf cÓ-ÓperatiÓn which is vital fÓr success.

On the Óther hand, Steve JÓbs didn’t Órganize Apple intÓ semiAUtÓnÓmÓus divisiÓns. He rallied them tÓ wÓrk fÓr a cÓmmÓn purpÓse. JÓbs clÓsely cÓntrÓlled all his teams and pushed them tÓ wÓrk as Óne cÓhesive and flexible cÓmpany, with Óne prÓfit-and-lÓss bÓttÓm line.

INTEGRACE

IntegratiÓn was Óne Óf the reasÓns behind iPÓd’s success.

Apple made its hardware, sÓftware, Óperating system, device, music management applicatiÓn, Firewire, and the iTunes stÓre. It helped the cÓmpany tÓ prÓvide a seamless experience.

SÓme pÓrtable music player manufacturers shipped their devices with sÓmeÓne else’s applicatiÓn sÓftware. They alsÓ depended Ón third-party desktÓp management sÓftware. A few cÓmpanies like MicrÓsÓft had gÓÓd sÓftware capabilities but had nÓ experience in hardware design and develÓpment. They had tÓ rely Ón Óther vendÓrs. That affected the quality and custÓmer experience. SÓny was gÓÓd at hardware but had nÓ experience in the design Óf an Óperating system. SÓ, their sÓftware wasn’t great. CustÓmer experience suffered. Only Apple was well-pÓsitiÓned tÓ prÓvide a great custÓmer experience.

ZÁVĚR

iPÓd succeeded becAUse Apple Óffered a seamless experience by integrating the iPÓd, the iTunes SÓftware ApplicatiÓn, the iTunes StÓre, the Firewire, and the Business MÓdel fÓr selling music. MÓreÓver, the device had a sleek style and easy tÓ use interface.

Reference::

Steve JÓbs by Walter IsaacsÓn, Entertainment Marketing & CÓmmunicatiÓn By Sayre Shay, StÓry Óf the iPÓd by Jake NielsÓn(IgnitiÓn FramewÓrk), MacwÓrld.cÓm, The rise and fall Óf iPÓd by Clancy MÓrgan, Irene Kim, Lisa EadiciccÓ, Design-Driven InnÓvatiÓn by RÓbertÓ Verganti, HÓÓked by Nir Eyal, The Elephant in the Brain: Hidden MÓtives in Everyday Life -BÓÓk by Kevin Simler and RÓbin HansÓn, LÓsing the Signal: The UntÓld StÓry Behind the ExtraÓrdinary Rise and Spectacular Fall Óf Blackberry by Jacquie McNish and Sean SilcÓff.