Feature
Story
The
Anatomy of a Successful New Product
The
article below appeared in a recent issue of Stagnito Magazine®.
It was written by Tim Coffey, CEO of LaunchForce®, the new-product development division of WonderGroup.
The
anatomy of the body provides a useful analogy to highlight a number
of critical factors that can impact new product success. Specifically,
we have found that when we systematically consider each of the
New-Product Anatomy Success Factors, that the results are significantly
improved. The New Product Anatomy includes: Head, Eyes, Heart
and Hands. Each of these vital body parts represents the critical
facets of a new product anatomy that must be carefully considered
and defined in order to maximize the probability of success in
the marketplace.
The
first and perhaps most important part of the anatomy is the Head
. We define the Head as Target Audience Mindset. This
is the underlying motivation of the buyer that helps to guide
brand decisions and/or the underlying motivation of the end user
that drives influence on brand decisions. Much of our work has
been for clients whose product opportunities involved targeting
families, so we consider the motivations of both moms and their
children, with mom as the buyer, and often, the child as end user
and influencer. Our notion of this pair of consumers is that they
actually act as one single buying unit, thus we refer to them
as the “Four-Eyed, Four-Legged Consumer™.” The model shown below
highlights the basic motivations of both mom and child, and illustrates
the feedback between them that ultimately guides behavior. We
know that any new product targeting families must in some way
address the basic motivations of both mom and child.
As
an example of the Head or Target Audience Mindset, we recently
helped Johnson & Johnson develop and launch Johnson's Buddies
line of personal-care products for toddlers. By utilizing in-home
observational research guided by our Four-Eyed, Four-Legged Consumer
™ Motivations Model, we discovered that moms desired products
that could specifically help them make bath time and grooming
of their toddler easier (simplify) and that would help them teach
their toddler basic hygiene habits (nurture). From the
toddler's point of view, we identified a strong need for greater
control (power) over the bath-time experience, and a number of
opportunities to improve the overall enjoyment (fun) of the process.
The
next component of the anatomy is the Eyes. The
Eyes refer to the frame of reference of a product concept which
is the overarching benefit stated in the context of the category
of focus or occasion. In the case of Johnson's Buddies, this would
be stated as Johnson's Buddies makes bath time easier and more
enjoyable for moms and their toddlers. In a sense, the Eyes statement
becomes a strategic mission for the new brand that will provide
the guardrails for future development of line extensions
and
product improvements.
Next,
the Heart of a new product is the determining
factor that will differentiate a success from a failure. We refer
to it as the Emotional Point of Difference, which is an ownable,
defendable point of difference that carves out a distinct place
in the mind of the consumer on an emotional level. When we say
emotional, we are referring to how the consumer connects with
the product using the emotional half of the brain that processes
imagery, feelings, and sensory information.
For
Kellogg, we helped develop new Tiger Power cereal whose Heart
or Emotional Point of Difference could be stated as: Tiger Power
cereal helps kids grow healthy and strong. Moms can see
and feel this emotional point of difference without a lot of explanation.
The brand name and identity both strongly support this
idea.
Further,
the Hands of a new product concept represent
the Functional Point of Difference, or the brand's main attribute
of focus that directly supports the Frame of Reference and Emotional
Point of Difference. In other words, the Hands address the rational
side of the brain. In the case of Kellogg's Tiger Power cereal,
the Functional Point of Difference is that it is the only cereal
to provide protein, calcium and whole grain, the essential building
blocks for a child's growth. This attribute is reinforced and
made more ownable in the food design, which is a sort of triangle
that cleverly resembles
the
three nutritional components.
In
summary, by carefully considering the anatomy of a new product
concept--- the head, eyes, heart and hands – we can improve the
likelihood of success. This process forces us to consider whether
the product satisfies a genuine need, and how our brand will uniquely
satisfy that need – both now and into the future.
If
you'd like to learn more about how LaunchForce can help you with
your new product development needs, please contact Greg Livingston
at 513.357.2950 or glivingston@wondergroup.com
or asheurer@wondergroup.com.
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Kids
Bad
Spy
Researchers
at Symantec Corp® recently took a brand new PC out of the
box, connected it to the Internet without
any standard protection software, and did a little browsing. The
results were staggering. After visiting five or six Web sites
aimed at kids, and clicking around a bit, the computer had been
uploaded with 359 different pieces of adware and a flood of pop-up
ads followed. The researchers did a similar exercise with adult-targeted
web sites (an experiment with travel sites produced 64 adware
programs and sports sites 17), but kid-targeted sites were the
worst by far. According to experts, pop-up companies aren't clamoring
to get ads directly in front of children. Rather, they are just
getting at parents through their kids. They say kids are easier
to manipulate, and the behavior they engage in makes it simple
for companies to sneak software on to their PCs. Kids hunting
for song lyrics, free games or video game “cheats” are enticed
with games like “punch the president” or offers for a free iPod®.
Often, a single click on an ad followed by one more click is enough
to doom a PC
to a deluge of pop-ups.
WonderGroup's
Perspective
Viruses,
non stop pop-ups and computers that move at the speed of snails
– adware and spyware are serious threats to bring down the Internet.
Like every other medium, advertising on the Net can be effective
when done the right way. However, makers of spyware are harming
even the most legitimate advertisers by frustrating users and
making them wary of all ads. These companies are giving parents
one more reason to fear letting their kids use the Net. Of course
spyware companies deny that they are targeting kids. They say
that many of the gaming sites have strong adult demographics and
that anytime they buy from an ad network, they request adult demographics.
But the experts aren't buying it. Regardless, though all of this
threatens to severely harm the Internet, it does open the door
for companies that produce adware and spyware protection to profit
even more. Many Internet service providers
can
also win by offering these services as part of the subscription
price.
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Tweens
Game
On!
Ever
since the Big 3 in the gaming world announced plans for their
next generation consoles, fans have been filling up message boards
arguing which new system will reign supreme.
Sony's®
PlayStation 3® (PS3) console is due out in spring of 2006
and, besides all the new games, the console will allow users to
play their PlayStation and PlayStation 2 games as well. Wireless
controllers will come standard and the system will support up
to seven simultaneous players.

The
PS3 will come with a DVD drive and support the sharpest format
for HDTV. It will also allow users to access digital video and
audio files, view digital pictures, offer video chat and allow
users to access the Internet (even wirelessly). There is still
debate about whether the PS3 will ship with a hard drive or if
that will be separate. Either way, gamers will have a choice of
various-sized hard drives they can buy.
Many
specifics are still undetermined for Nintendo's® new system,
code named Revolution. No formal date has been set for the 2006
release. Revolution will allow users to play GameCube® titles
as well as download 20 years worth of Nintendo games from earlier
consoles. The new console may come in as many as five different
colors. The system will play DVDs and feature inputs for four
controllers and two memory cards. Revolution will support wireless
controllers and WiFi Internet access. In the spirit of the successful
Nintendo DS® (Dual Screen) portable system, the company will
focus on unique controllers and other proprietary devices that
will enhance the overall game experience and separate Revolution
from its competitors.
Microsoft's®
Xbox 360® is a “chilled white” console with chrome accents.
It will come with a wireless controller, a small 20 gigabyte hard
drive and built-in HD DVD playback. Gamers will also be able to
buy a digital camera, WiFi adapter and up to three more wireless
controllers. The Xbox 360 will be able to extract media from user's
PCs or mobile devices. The popular Xbox Live function from the
original console has been improved to support voice chat, video
chat and messaging, and downloadable content such as trailers,
demos and new game levels. No firm release date is set, but most
expect the console to hit shelves around November 2005 and retail
for $300 to $400. The system features high-def sound and graphics
and Microsoft is betting heavily that this focus on high-definition
gaming will win the day.
WonderGroup's
Perspective
Microsoft
and Sony seem content to battle each other head to head, while
simply ignoring Nintendo like a pesky little brother. Nintendo
is looking to build its library with older, edgier games in order
to overcome the perception of being for “little kids.” The company
has also made the choice to avoid directly duking it out with
Sony and Microsoft. Instead, its console will focus on using unique
controllers and accessories to change the
entire
gaming experience and draw non-users into the market.
Microsoft
has the ideal combination of technological expertise and a motivated
corporate management that wants to win in the video game business.
Its focus on high-definition gaming and an expanded library that
has finally caught up to Sony's, should help Microsoft win sales
from gamers in the market for their first console. Microsoft will
also be first to market, which will help when it comes to trendsetters
looking to get the hottest toys first. However, most gamers looking
for the best overall system will likely wait for the release of
the PS3 to see how the two systems stack up against each other.
(Many gamers will also wait for the high introductory sale prices
to fall on all the systems).
When
it comes to experienced console owners who are looking to upgrade
to a next generation system, Sony has a shot to win big. The company
has a lot of very loyal PlayStation franchise lovers. In fact,
from the beginning, Xbox was widely considered the superior system,
yet, because of the immense popularity of the original PlayStation,
according to Jupiter Research®, Microsoft only owns 19% of
the U.S. console market, compared to 43% by Sony. Add to the mix
that the new systems will allow users to play games from the older
system and you can bet that most gamers will stay brand loyal
when upgrading. So, unless Microsoft releases a truly superior
product or Nintendo's unique approach to gaming overwhelming strikes
a chord with users, Sony seems to have the early edge in the battle
of the next generation consoles.
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Teens
Just
Send a Card
A
study commissioned by Stored Value Systems Inc.®, reveals
that 93 percent of American high-schoolers have received at least
one gift card in the last year. When these teens get a gift card,
59 percent of them use it up in the first month, in the first
visit. When it comes to giving gifts, a majority of teens spend
up to 10 percent of their disposable income on presents and, most
of the time, those presents come in the form of a gift card. 67
percent of teens have purchased a gift card as a present, and
a majority of these respondents saw gift cards as the best choice
for a gift. 77 percent said this is because they know the recipient
can get what he or she wants. Birthdays are the most popular gift-giving
occasion and $25 is the most desirable value. When shopping for
gift cards, 50 percent of teens say that appearance and having
a choice of card designs was important in their decision. Music
and apparel gift cards are the most popular retail categories
when it comes to teens' gift card purchases (65 percent), followed
by electronics, books, restaurants, video rentals and movie theatres.
WonderGroup's
Perspective
Gift cards are the perfect solution
for all gift-giving occasions. They are quick and easy to shop for
and they are seen as more personal than just giving money. Plus,
there is no need to worry about whether the recipient will like
the present because he or she gets to pick out exactly what they
want. All the gift-giver has to do is pick a place, and there's
very little risk in that. The only downside is that the recipient
knows exactly how much the giver spent, but that's pretty easy to
estimate with other gifts anyway. For retailers, not only do gift
cards generate revenue, they also generate valuable loyalty with
teens. Because of this, retailers should think twice before instituting
monthly maintenance fees, expiration dates and other rules and charges
that might upset their teen gift card-buying customer base. To increase
sales of gift cards, retailers should focus on making them look
cool and giving teens several designs to choose from.
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Moms
and Families
Fruit
& Veggie Tales
A
recent study done by the Produce Marketing Association® gives
new insight into the way parents shop for produce. 62 percent
of parents said that fresh produce purchases were planned and
24 percent said they tended to be impulse purchases. There are
several factors that influence this purchase decision. Price (mentioned
by 43 percent of respondents), convenience (mentioned by 40 percent),
nutrition and health (mentioned by 70 percent) and, of course,
taste (mentioned by 77 percent) are all extremely important. Only
13 percent of those surveyed said that brand name is extremely
important when shopping for fresh fruits and vegetables. Every
parent in the world wants their kids to eat more fruits and vegetables
and 60% of the respondents from this study said that taste/inconsistent
taste are the biggest obstacles in making this happen. Of the
fruits and vegetables that their kids do eat, most are eaten during
snack time (mentioned by 46 percent of respondents) and dinnertime
(mentioned by 30 percent).
WonderGroup's
Perspective
No
major surprises here. The biggest factors impacting parents' purchase
decisions for produce are the same factors that influence their
purchase decisions for most other products – price, convenience
and a concern for whether their kids will use or consume the product
(called taste in this case). As for brands in the category, it
looks like continued bad news. Wal-Mart® and the rest of the
giant retailers are already doing their best to make individual
brands in the produce section irrelevant and, according to this
study, most consumers already find these brands unmotivating and
unimportant. Produce brands can avoid getting caught in this unprofitable
price war by focusing on innovation, specifically in packaging
that meets consumers' demands for convenience. Also, the study
identifies that kids are not eating much fresh produce during
school lunches. This presents another big opportunity (especially
given the health/obesity focus) for brands to create products
that are attractive to both students and school lunch planners.
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Extra
Credit
Halloween's Hottest
Now that back-to-school is officially coming to a close, the retail
focus is on the next big holiday. No, not Christmas, although the retail
season does seem to come earlier each year. For kids of all ages,
October brings the ultimate chillfest, Halloween.
And what is predicted to be popular on the kid-costume front this year?
According to buycostumes.com®, which claims 70% of Halloween shoppers
start contemplating their costumes as early as August, the biggies for
boys this year come primarily from the Silver Screen: Star Wars® (Darth
is always a hit, and Anakin is extremely popular), Batman (version from
Batman Begins®), Harry Potter®, The Fantastic Four® and even Willy
Wonka® (that should be scary) followed by the standards which include
superheroes like Superman®, Captain America®, Power Rangers® (yes, Power
Rangers have been around so long that they are now considered a
Halloween standard), pirates, etc.
Girls will continue to go for Barbie® costumes (such as Barbie
Deluxe Renaissance Princess®), American Idol®-themed costumes,
the Disney Princess® collection and a variety of the ole standbys
(generic princesses, cowgirls, etc.)
All of this excitement means retailers will scare up some pretty big
business. Halloween is now considered the second-biggest holiday of the
year. According to Ellen Scoinic, writing for TD Monthly® (a trade
magazine for the toy, hobby, game and gift industry), the typical
consumer will spend about $45 on Halloween treats, costumes and
decorations. When you multiply that by the number of people that
participate in Halloween, (and you can be certain it¹s not just kids
anymore) you end up with a truly monstrous number.
So, keep an eye out for Darth or Cinderella on October 31st have
fun and compliment the kids that stop by your house it¹s a big deal to
them. And have a frightfully good time!
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Drop Us a Line
Thanks
for reading! If you have any questions or comments or would like
to submit a possible idea for an article in an upcoming issue
of Youth University please e-mail Adam Siegel at asiegel@wondergroup.com.
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We
hope you find Youth University valuable and helpful. WonderGroup,
a full-service youth marketing agency provides services including:
Advertising, New Product Development, Research, and Promotions.
You can learn more about WonderGroup by visiting WonderGroup.com,
or by calling Greg Livingston, glivingston@wondergroup.com.
at 513.357.2950.
If
you have received this message as a forward, and would like to
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