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E-COMMERCE MARKET
Theoretical Aspects and
Market Research
CONTENT:


1.    Theoretical Aspects of Ecommerce Market - 4
2.    Market Research of US Ecommerce Market with
      Examples - 17




                                                    2
THEORETICAL ASPECTS OF US
   E-COMMERCE MARKET




                            3
THEORETICAL ASPECTS OF ECOMMERCE
    MARKET
•   Stages of B2C ecommerce;
•   Competitive Advantage of ecommerce;
•   Advantage of E-Commerce from Advertising costs
    perspective
•   Drivers for E-Commerce;
•   Drivers for E-Commerce from the Low risk
    Perspective;
•   Mobile E-Commerce;
•   E-Business as E- Commerce extension;
•   Electronic Data Interchange (EDI);
•   Integration of B2B systems.
                                                     4
STAGES OF B2C ECOMMERCE
Organisation’s experience of B2C eCommerce moves
through a number of distinct stages.
The stages are extensions of customer-facing IS include:
 Engaging in information-seeking and communication, via
  the search engines and community building;
 Establishing an online marketing presence.

 Creating an online catalogues.

 Conducting online ordering.

 Handling online payment.

 Offering online delivery.

 Performing customer profiling and referencing
                                                       5
COMPETITIVE ADVANTAGE OF ECOMMERCE
Allows businesses to gain competitive advantage in a
number of ways:
 Price competitiveness: Reduced transaction costs in
  automated ordering and invoicing systems can lead to
  lower prices
 Timeliness: Faster ordering, delivery and invoicing can
  reduce the time to market for suppliers
 Knowledge of market: Trading electronically provides
  additional methods for companies to acquire knowledge
  of the market in which they operate
 Customer information and profiling can improve the
  trading relationship and lead to new marketing
  opportunities.
                                                            6
ECOMMERCE AS THE TOOL FOR ADVERTISING
COSTS REDUCTION

 Traditional advertising is expensive - newspapers,
  magazines, television, radio, and advertising
  hoardings;
 Creating an online presence is comparatively
  cheap;
 Tablets, laptops allow fast access to any E-
  Business platform;
 Once running, a online profile provides 24/7 access
  to your company online presence, products across;
 The design of profile page could be customized for
  individual needs and adopted the creativity and
  quality of television advertising.
                                                        7
DRIVERS FOR ECOMMERCE
Cost: For a business, the entry costs for participating
in eComrnerce are relatively low. Systems can be
designed and implemented and a web presence can
be established relatively cheaply. The systems
therefore offer a potentially fast return on the
investment.
Flexibility: Organizations can select the appropriate
level of participation from simple access to the
Internet through the creation of a Web presence to
full-blown transaction-handling systems. The systems
can be developed incrementally to add this additional
functionality.
                                                          8
DRIVERS FOR ECOMMERCE FROM THE LOW RISK
PERSPECTIVE
   Protecting investment: In the Internet world, many common and
    open standards are employed. The switching costs incurred when
    a business selects an alternative system are, as a result, relatively
    low.
   Connectivity and communications opportunities: Internet
    technology brings an accompanying range of opportunities, such
    as creating a local intranet or establishing video-conferencing
    links.
   Technology perspectives: A critical mass of e-commerce
    participants already exists, and the technology, although
    constantly developing.
   Government support: There are many government initiatives
    aimed at promoting e-commerce, and there is a significant level of
    activity in educational institutions to provide additional backup.
   Customer service: Improved customer service promotes relation-
    ships at a distance, the Internet does also provide opportunities for
    businesses to work more closely with customers.
                                                                            9
MOBILE E-COMMERCE
Mobile e-commerce is a large opportunity for e-Commerce, but mobile
   browser sites and poor apps leave several unmet needs open
 Today, e-commerce is not a popular activity on tablets (even less on
   mobile phones), rated as one of the lowest use cases in surveys
 Tablet usage is still in early stages, and consumers are focusing on core
   use cases (e.g., reading, gaming) over other use cases more prevalent
   on PC
 E-commerce companies are not investing heavily in mobile, and so the
   experience on tablets is subject to poor browser experience or
   uninventive one-off apps, and the lack of a hard keyboard makes the
   check-out process cumbersome
In the current app-heavy environment, the need to download multiple apps
   from each e-commerce retailer a user likes is cumbersome
To help solve the problems in mobile e-commerce, a few companies have
   quietly released early-stage apps in 2011. They aggregate several
   retailers’ offline catalogs into one downloadable app, and users can
   peruse catalogs, click-through to buy on retailers’ sites, and bookmark
   favorite products
                                                                         10

Source: http://www.slideshare.net/joshyang/ecommerce-landscape-2012#btnNext
EBUSINESS


 Internet technology has fundamentally changed the
  environment and structure of business. The
  marketplace for all vendors has become potentially
  global;
 Execution and settlement of transactions can easily
  be automated for small as well as large
  organizations. The trading model has moved from
  'normal business opening hours' to a 24 hours a
  day, seven days a week trading model;
 The interconnections throughout the supply chain
  are being reconfigured.
                                                        11
EBUSINESS AS ECOMMERCE EXTENSION

Organizational activity within electronic
hierarchies, markets or networks normally referred to
as eBusiness or eCommerce.
 eBusiness can be seen as a Superset of
  eCommerce.
 eBusiness can be seen as the application of ICT in
  support of all activities undertaken by a commercial
  organization.
 eCommerce focuses on the use of ICT to enable
  the external activities and relationships with
  individuals, groups and other businesses.
                                                         12
ELECTRONIC DATA INTERCHANGE (EDI)

 Companies, in their regular dealings with other
  trading partners, such as suppliers and retail
  outlets, might establish electronic communications
  to process the volume of transactions carried out;
 EDI provides a standard protocol for encoding this
  data exchange;




                                                       13
INTEGRATION OF B2B
   SystemsB2B eCommerce is an extension of the
    informatics infrastructure of commercial organizations

-   Such information systems are supplier-facing

   Purchase order processing and payment processing
    systems handle the settlement and execution stages of
    the commerce cycle
-   These information systems are an established part of
    the IS infrastructure of most medium to large
    organizations,
   Could be established and standardized for all
    organizations. Such standardized system can enrich
    and simplify the majority of B2B interrelations.
                                                             14
INTEGRATION OF B2B SYSTEMS
   Pre-sale and after-sale stages of the commerce cycle have
    been the most open to innovation in B2B eCommerce
   Requisitioning, request for quote and vendor selection are part
    of a supplier relationship management information system
   Area in which most of the discussion of B2B eCommerce
    occurs.
   Procurement is the pre-sale activity of search, negotiate and
    order in the supply chain Sometimes the term is used to refer
    to all the activities involved in the supply chain
   It is an important business process in the value chain and
    involves the purchasing of goods and services from suppliers
    at an acceptable quality and price and with reliable delivery


                                                                      15
MARKET RESEARCH OF US ECOMMERCE
      MARKET WITH EXAMPLES




                                  16
CONTENTS:
   US E-Commerce Market;
   U.S. E-Commerce Market (2012-15) Chart;
   US E-Commerce Shopping Data (2011-13);
   Shift from physical stores to online stores;
   New Business Models;
   Planned purchases vs Impulse purchases business models;
   Survived eCommerce business models;
   New E-Commerce businesses;
   Not many new businesses are applied for Mass Market;
   UI features enrich customer experience and drive sales;
   Recent Trends in E-Commerce Business models
     • Social Commerce;
     • The Group buying / Couponing space;
     • Flesh Sales;
     • Recommendations;
     • Personalization;
     • Customization;
   C2C MarketPlaces
   C2C MarketPlaces Difficulties;
                                                              17
   Online Brands. Online Retail Models;
   Start-ups examples of Online Brands.
US E-COMMERCE MARKET
The U.S. e-commerce market is big ($200B+), getting bigger
(9% CAGR through 2015), and still early (only 9% of total retail) .
Online shoppers in the United States will spend $327 billion in
2016, up 45% from $226 billion this year and 62% from $202
billion in 2011, according to a projection released today by
Forrester Research Inc. Market growth has been driven by
consumers becoming increasingly Internet-connected and credit
card holding, and these consumers being increasingly open to
purchasing online:

 In the last two years, several new business models have garnered VC
  attention and begun to scale (e.g., group buying, flash
  sales, subscription, online brands);
 Consumers have shown willingness to test new e-commerce business
  models (such as Fancy, ShoeDazzle, RenttheRunway, Gilt), but these
  are targeted primarily to wealthier consumers;
                                                                    18
U.S. E-COMMERCE MARKET (2012-15) CHART




                                         19
US E-COMMERCE SHOPPING DATA (2011-13)
More internet users are using internet for shopping.
Frequency per user is expected to increase.




                                                       20
CONSUMERS ARE SHIFTING FROM
PHYSICAL STORES TO ONLINE STORES




                                   21
NEW BUSINESS MODELS

The only new e-commerce business model that has gained
significant traction with the mass consumer is group buying, -
Groupon, LivingSocial ; many existing well established
companies have started to offer group buying.
There is also room for companies to clone or apply existing
business models as well as for new business models:
  Clones models are creating new product categories, and/or target to
   different customer segments (e.g., low-end vs. high-end, male vs.
   female);
  New business models are customer personalization, companies like
   Trunk Club and online brands like Warby Parker continue to bring
   offline models into existence online.
Start-ups often take existing business models and apply a
marketing pivot or alternate strategy.
                                                                         22
DIFFERENT BUSINESS MODELS




                            23
PLANNED PURCHASES VS IMPULSE PURCHASES BUSINESS
     MODELS

1.    Planned purchases business models make up the
      majority of retail spend historically, older companies like
      Amazon seems to have locked up planned purchasing on
      the web, as this revolves more around search and catalog
      layouts than email digests.
2.    Impulse E-commerce business models usually don’t
      provide real long-term value to consumers. These models
      do not meet consumer disenchantment and end up as just
      a passing trend. In general, the newer business models
      that have emerged are subscription, C2C
      marketplaces, flash sales. They are tend to be focused on
      impulse purchases. Impulse purchases generally have
      higher rates of regret after purchase and more returns.
                                                               24
TWO NEW BUSINESS MODELS WHICH
SURVIVED

1.   Online brands are simply new brands/ or existing
     ones that have chosen online as the marketing
     channel of choice over offline. Barriers to entry in
     online brands includes the expertise required to
     build a vertically integrated supply chain, e-
     Commerce platform, and user friendly interface.
2.   Crowdsourced demand start-ups (e.g.,
     Modcloth) also rely less on impulse purchases, as
     do social bookmarking start-ups like Pinterest,
     where users create product wishlists for “buy
     later”.
                                                            25
NEW E-COMMECE BUSINESSES ARE APPEARING IN THE SECTION OF
        HIGHER MARGINS AND WEALTHIER CUSTOMERS




                                                           26
NOT MANY NEW BUSINESSES ARE APPLIED
         FOR MASS MARKET




                                      27
UI FEATURES ENRICH CUSTOMER
EXPERIENCE AND DRIVE SALES

 Forrester Research report says that much of the growth
 in U.S. e-commerce sales comes from improved,
 advanced online retailers web sites and services: “This
 is particularly true of categories such as apparel and
 jewelry, which have integrated rich selling tools such as
 zoom, color switching, and configurations, as well as
 office supply stores, which have broader payment
 options (e.g., small business purchase orders online)
 and subscription plans for their buyers” (1)


                                                             28
 (1) www.forrester.com
RECENT TRENDS IN E-COMMERCE BUSINESS
MODELS

 Social Bookmarking, Analytics, Seeds, Commerce;
 Group Buying;

 Flesh Sales;

 Recommendations;

 Personalization;

 Customization;

 C2C MarketPlace;

 Online Brands;

 Mobile E-Commerce



                                                    29
SOCIAL COMMERCE
   eBay is working on product recommendations based on Facebook data
    (acquired Hunch) and a feature allowing users to solicit feedback from
    Facebook friends prior to purchase; (1,2)
   Walmart makes an effort in social E-Commerce. Walmart has 22 million
    Facebook fans and an innovative social media contest called "Get on the
    Shelf," that allowed Facebook fans to vote for products they wanted to see
    offered at Walmart. The company is leveraging advanced analytics to glean
    new insights from Twitter and Facebook data streams. (3)
   The latest in-depth report from Nielsen concluded that: “Consumers continue
    to spend more time on social networks than on any other category of sites—
    roughly 20% of their total time online via personal computer (PC), and 30%
    of total time online via mobile. Additionally, total time spent on social media
    in the U.S. across PCs and mobile devices increased 37% to 121 billion
    minutes in July 2012, compared to 88 billion in July 2011.” (4)


    (1) http://techcrunch.com/2011/05/15/connecting-the-dots-on-ebays-local-shopping-strategy/
    (2) http://techcrunch.com/2011/06/15/milo-fetch-allows-local-retailers-to-upload-their-inventory-to-ebay/
    (3) http://www.retailingtoday.com/article/walmart-touts-e-commerce-moves-annual-meeting                     30
    (4) Nielsen Consumer report for 2012
THE GROUP BUYING / COUPONING SPACE
    Now, the group buying industry is facing rising
    disenchantment, both from customers and merchants:
Reasons -
   Merchants complain that the long-term economics of doing group buying is not favorable, as Groupon
    does little for customer retention;
   Groupon takes 50% of companies’ profit for their service of presenting deals online;
   Customers buying impulsively often don’t end up using the coupons, resulting in ~20% breakage
    upon expiry;
   Some customers buy and sell in second-hand markets, but 75% either breakeven or lose money on
    these deals


Daily deals sites have struggled to organically retain customers, and many have spent enormous
   amounts on customer acquisition and are now struggling with profitability:
   According to Yipit, one-third of tracked daily-deal sites (170 of 530) have been shut down or sold so
    far in 2011
   Facebook launched a daily deals service in April of 2011, and then shut down it in August;
   Yelp cut its daily deals product team by half in August, citing users being unhappy with Yelp Deals;

                                                                                                       31

    Source: http://online.wsj.com/article/SB10001424053111904491704576575233025971542.html
FLESH SALES
   The flash sales model is under pressure on the supply
    side, as remnant inventory levels are decreasing;
   While todays flash sales leaders (e.g., Gilt, Hautelook,
    Vente Privee) have grown their businesses by selling
    luxury retailers remnant inventory, today they are looking
    to change business models as unsold inventory supplies
    are lower;
   Gilt and competitors rode the wave of obscenely high
    inventory levels during the recession (up to 10x normal
    levels, according to a former executive of Nieman
    Marcus), but retailers have adjusted and inventory levels
    are going down – Therefore, as flash sales supply is
    decreasing, supplies prices are increasing and flash
    sales discounts are decreasing (Gilts average discount
    has decreased from 70% to 40-50%.                            32
RECOMMENDATIONS
   Product recommendation works particularly well in the fashion
    category as it recognizes shopper behavior, patterns and
    recommends items of interest not only by product type, but by
    brand as well;
   Recommendations could be integrated into social media, so
    recommendations can take into account what the customer's
    friends have bought or viewed;
   This takes into account not only what the individual customer
    is doing on the site at that moment in time, but what other
    shoppers who are similar in product views have done before;
   Personal recommendations are the number one driver of
    consumer purchase decisions at every stage in the purchase
    cycle across 10 product categories studied, from banking to
    vacation travel and from subscription entertainment to retail
    categories, such as apparel and personal are products.


(1) Source: http://econsultancy.com/us/blog/8904-recommendations-help-drive-27-9-holiday-sales-growth-at-john-lewis   33
(2) Source: http://www.forbes.com/sites/kellerfaygroup/2012/07/25/recommendations-are-what-drives-your-business-
remember-to-ask-for-them/
PERSONALIZATION




                                                                               34


 Source: http://www.slideshare.net/joshyang/ecommerce-landscape-2012#btnNext
CUSTOMIZATION
 Customization has slowed as a trend, as the model has generally failed to gain traction and prove scalability
  Co-creation e-commerce isn’t new but has begun to enter the mainstream recently

  Co-creation sites allow consumers to design their own products for purchase and/or buy products others
    have
  Co-creation companies typically become cash-flow positive quickly because customized products sell at a
    premium and are sold on-demand (i.e., there is no excess inventory)
  To date, start-ups riding the co-creation wave have primarily been e-commerce destination sites focused
    on a particular product category (or group of categories), and employ one or more of several business
    models:
 Several models exist:
 1.    Consumers design, then buy their own products (e.g., NikeID, BlueNile, Chocri, Blank-
       Label, Shirtsmyway, etc.)
 2.    Consumers buy products designed by other consumers or indie designers
       (e.g., MyFab, ModCloth, Threadless, etc.)
 3.    Consumers connect with manufacturers and co-design offline
 Two problems the co-creation market faces today are scalability and design-manufacturing accuracy :
 1.     Scalability. Companies will need to be creative about how to scale their businesses as consumer
       demand increases, since it will be harder for manufacturing to benefit from economies of scale
 2.    Design-manufacturing accuracy. Despite strong user interfaces allowing users to design their own
       products, a fraction of users will be dissatisfied with how the product actually turns out (i.e., requires
       stronger, more accurate UIs)



Source:
                                                                                                              35
1) http://www.readwriteweb.com/start/2010/03/is-america-on-the-verge-of-a-co-creation-invasion.php
2) http://www.crunchgear.com/2010/07/21/new-wave-of-web-services-brings-customization-to-commerce
C2C MARKETPLACES
    Online C2C marketplaces can be broadly segmented into
    three buckets:
   Hard good purchases (e.g., eBay),
   Hard good rentals (AirBnB), and
   Services (Skillshare)

Traditionally, eBay is the preeminent online C2C marketplace
  and facilitated transactions on hard good purchases. There
  are not major direct competitors doe eBay while niche players
  like Etsy targeted only hand-crafted goods.

Meanwhile, Craigslist has traditionally served as the go-to portal
 for consumers looking for hard good rentals/purchases and
 services online, but it does not offer money transactions, which
 make the purchase process more complex.
                                                               36
C2C MARKETPLACES DIFFICULTIES
 Traditional models of online marketplaces (or intermediate
 solutions like Craigslist) leave many unmet needs, which
 many start-ups are tackling but few have perfected.

Reasons:
1) Seller’s time spent uploading product information;
2) Trust in sellers shipping on- time (or at all);
3) Inaccurate representation of product quality / condition;
4) Rentals: Trust in both buyers and sellers, ease of working
   with insurance companies;
5) Services: safety and trust in sellers, ability of relationships
   to be taken offline after initial transaction.

                                                                     37
ONLINE BRANDS. ONLINE RETAIL MODELS.
      “Online brands” have grown in recent years, as consumers become more
     comfortable discovering new products online. Online brands are start-up product
     brands (typically apparel) that have decided to leverage the Internet as a channel
     over traditional offline retail.
1.     Brands have only recently been able to grow a large enough presence and scale
       quickly using online as the channel instead of offline, due to the proliferation of
       social media;
2.      Key benefits for brands going online include ability to get consumer feedback
       prior to production and better margins than offline retail, but requires marketing
       and production competency;
3.     Bonobos, ModCloth, 20x200, and Warby Parker are brands that have largely
       begun online and gone mainstream.



                                                                                          38
     Sources: http://www.slideshare.net/joshyang/ecommerce-landscape-2012#btnNext
OFFLINE VS ONLINE RETAIL MODELS




                                                                                39

  Source: http://www.slideshare.net/joshyang/ecommerce-landscape-2012#btnNext
START-UPS EXAMPLES OF ONLINE BRANDS
   Net-a-Porter just partnered with Karl Lagerfeld to launch a
    new online fashion brand called Karl
   Everlane has not even launched publicly (as of Nov 2011) and
    has generated a lot of hype in Silicon Valley
   Betabrand is trying to bring the H&M model online, iterating
    quickly on new 4-6 new SKU’s per month and introducing
    them in small batch sizes. They also crowdsource design
    ideas
   WildFox, Nau, and Eliza Parker are just a few in a long list of
    smaller up-starts

    There is also opportunity for influential online content
    producers (e.g., bloggers, Youtube celebs) to pivot into
    manufacturing products, but many of these creative people
    are scared off by the complexity of manufacturing operations
                                                                      40
www.glabex.com



                 41

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E commerce market research

  • 2. CONTENT: 1. Theoretical Aspects of Ecommerce Market - 4 2. Market Research of US Ecommerce Market with Examples - 17 2
  • 3. THEORETICAL ASPECTS OF US E-COMMERCE MARKET 3
  • 4. THEORETICAL ASPECTS OF ECOMMERCE MARKET • Stages of B2C ecommerce; • Competitive Advantage of ecommerce; • Advantage of E-Commerce from Advertising costs perspective • Drivers for E-Commerce; • Drivers for E-Commerce from the Low risk Perspective; • Mobile E-Commerce; • E-Business as E- Commerce extension; • Electronic Data Interchange (EDI); • Integration of B2B systems. 4
  • 5. STAGES OF B2C ECOMMERCE Organisation’s experience of B2C eCommerce moves through a number of distinct stages. The stages are extensions of customer-facing IS include:  Engaging in information-seeking and communication, via the search engines and community building;  Establishing an online marketing presence.  Creating an online catalogues.  Conducting online ordering.  Handling online payment.  Offering online delivery.  Performing customer profiling and referencing 5
  • 6. COMPETITIVE ADVANTAGE OF ECOMMERCE Allows businesses to gain competitive advantage in a number of ways:  Price competitiveness: Reduced transaction costs in automated ordering and invoicing systems can lead to lower prices  Timeliness: Faster ordering, delivery and invoicing can reduce the time to market for suppliers  Knowledge of market: Trading electronically provides additional methods for companies to acquire knowledge of the market in which they operate  Customer information and profiling can improve the trading relationship and lead to new marketing opportunities. 6
  • 7. ECOMMERCE AS THE TOOL FOR ADVERTISING COSTS REDUCTION  Traditional advertising is expensive - newspapers, magazines, television, radio, and advertising hoardings;  Creating an online presence is comparatively cheap;  Tablets, laptops allow fast access to any E- Business platform;  Once running, a online profile provides 24/7 access to your company online presence, products across;  The design of profile page could be customized for individual needs and adopted the creativity and quality of television advertising. 7
  • 8. DRIVERS FOR ECOMMERCE Cost: For a business, the entry costs for participating in eComrnerce are relatively low. Systems can be designed and implemented and a web presence can be established relatively cheaply. The systems therefore offer a potentially fast return on the investment. Flexibility: Organizations can select the appropriate level of participation from simple access to the Internet through the creation of a Web presence to full-blown transaction-handling systems. The systems can be developed incrementally to add this additional functionality. 8
  • 9. DRIVERS FOR ECOMMERCE FROM THE LOW RISK PERSPECTIVE  Protecting investment: In the Internet world, many common and open standards are employed. The switching costs incurred when a business selects an alternative system are, as a result, relatively low.  Connectivity and communications opportunities: Internet technology brings an accompanying range of opportunities, such as creating a local intranet or establishing video-conferencing links.  Technology perspectives: A critical mass of e-commerce participants already exists, and the technology, although constantly developing.  Government support: There are many government initiatives aimed at promoting e-commerce, and there is a significant level of activity in educational institutions to provide additional backup.  Customer service: Improved customer service promotes relation- ships at a distance, the Internet does also provide opportunities for businesses to work more closely with customers. 9
  • 10. MOBILE E-COMMERCE Mobile e-commerce is a large opportunity for e-Commerce, but mobile browser sites and poor apps leave several unmet needs open  Today, e-commerce is not a popular activity on tablets (even less on mobile phones), rated as one of the lowest use cases in surveys  Tablet usage is still in early stages, and consumers are focusing on core use cases (e.g., reading, gaming) over other use cases more prevalent on PC  E-commerce companies are not investing heavily in mobile, and so the experience on tablets is subject to poor browser experience or uninventive one-off apps, and the lack of a hard keyboard makes the check-out process cumbersome In the current app-heavy environment, the need to download multiple apps from each e-commerce retailer a user likes is cumbersome To help solve the problems in mobile e-commerce, a few companies have quietly released early-stage apps in 2011. They aggregate several retailers’ offline catalogs into one downloadable app, and users can peruse catalogs, click-through to buy on retailers’ sites, and bookmark favorite products 10 Source: http://www.slideshare.net/joshyang/ecommerce-landscape-2012#btnNext
  • 11. EBUSINESS  Internet technology has fundamentally changed the environment and structure of business. The marketplace for all vendors has become potentially global;  Execution and settlement of transactions can easily be automated for small as well as large organizations. The trading model has moved from 'normal business opening hours' to a 24 hours a day, seven days a week trading model;  The interconnections throughout the supply chain are being reconfigured. 11
  • 12. EBUSINESS AS ECOMMERCE EXTENSION Organizational activity within electronic hierarchies, markets or networks normally referred to as eBusiness or eCommerce.  eBusiness can be seen as a Superset of eCommerce.  eBusiness can be seen as the application of ICT in support of all activities undertaken by a commercial organization.  eCommerce focuses on the use of ICT to enable the external activities and relationships with individuals, groups and other businesses. 12
  • 13. ELECTRONIC DATA INTERCHANGE (EDI)  Companies, in their regular dealings with other trading partners, such as suppliers and retail outlets, might establish electronic communications to process the volume of transactions carried out;  EDI provides a standard protocol for encoding this data exchange; 13
  • 14. INTEGRATION OF B2B  SystemsB2B eCommerce is an extension of the informatics infrastructure of commercial organizations - Such information systems are supplier-facing  Purchase order processing and payment processing systems handle the settlement and execution stages of the commerce cycle - These information systems are an established part of the IS infrastructure of most medium to large organizations,  Could be established and standardized for all organizations. Such standardized system can enrich and simplify the majority of B2B interrelations. 14
  • 15. INTEGRATION OF B2B SYSTEMS  Pre-sale and after-sale stages of the commerce cycle have been the most open to innovation in B2B eCommerce  Requisitioning, request for quote and vendor selection are part of a supplier relationship management information system  Area in which most of the discussion of B2B eCommerce occurs.  Procurement is the pre-sale activity of search, negotiate and order in the supply chain Sometimes the term is used to refer to all the activities involved in the supply chain  It is an important business process in the value chain and involves the purchasing of goods and services from suppliers at an acceptable quality and price and with reliable delivery 15
  • 16. MARKET RESEARCH OF US ECOMMERCE MARKET WITH EXAMPLES 16
  • 17. CONTENTS:  US E-Commerce Market;  U.S. E-Commerce Market (2012-15) Chart;  US E-Commerce Shopping Data (2011-13);  Shift from physical stores to online stores;  New Business Models;  Planned purchases vs Impulse purchases business models;  Survived eCommerce business models;  New E-Commerce businesses;  Not many new businesses are applied for Mass Market;  UI features enrich customer experience and drive sales;  Recent Trends in E-Commerce Business models • Social Commerce; • The Group buying / Couponing space; • Flesh Sales; • Recommendations; • Personalization; • Customization;  C2C MarketPlaces  C2C MarketPlaces Difficulties; 17  Online Brands. Online Retail Models;  Start-ups examples of Online Brands.
  • 18. US E-COMMERCE MARKET The U.S. e-commerce market is big ($200B+), getting bigger (9% CAGR through 2015), and still early (only 9% of total retail) . Online shoppers in the United States will spend $327 billion in 2016, up 45% from $226 billion this year and 62% from $202 billion in 2011, according to a projection released today by Forrester Research Inc. Market growth has been driven by consumers becoming increasingly Internet-connected and credit card holding, and these consumers being increasingly open to purchasing online:  In the last two years, several new business models have garnered VC attention and begun to scale (e.g., group buying, flash sales, subscription, online brands);  Consumers have shown willingness to test new e-commerce business models (such as Fancy, ShoeDazzle, RenttheRunway, Gilt), but these are targeted primarily to wealthier consumers; 18
  • 19. U.S. E-COMMERCE MARKET (2012-15) CHART 19
  • 20. US E-COMMERCE SHOPPING DATA (2011-13) More internet users are using internet for shopping. Frequency per user is expected to increase. 20
  • 21. CONSUMERS ARE SHIFTING FROM PHYSICAL STORES TO ONLINE STORES 21
  • 22. NEW BUSINESS MODELS The only new e-commerce business model that has gained significant traction with the mass consumer is group buying, - Groupon, LivingSocial ; many existing well established companies have started to offer group buying. There is also room for companies to clone or apply existing business models as well as for new business models:  Clones models are creating new product categories, and/or target to different customer segments (e.g., low-end vs. high-end, male vs. female);  New business models are customer personalization, companies like Trunk Club and online brands like Warby Parker continue to bring offline models into existence online. Start-ups often take existing business models and apply a marketing pivot or alternate strategy. 22
  • 24. PLANNED PURCHASES VS IMPULSE PURCHASES BUSINESS MODELS 1. Planned purchases business models make up the majority of retail spend historically, older companies like Amazon seems to have locked up planned purchasing on the web, as this revolves more around search and catalog layouts than email digests. 2. Impulse E-commerce business models usually don’t provide real long-term value to consumers. These models do not meet consumer disenchantment and end up as just a passing trend. In general, the newer business models that have emerged are subscription, C2C marketplaces, flash sales. They are tend to be focused on impulse purchases. Impulse purchases generally have higher rates of regret after purchase and more returns. 24
  • 25. TWO NEW BUSINESS MODELS WHICH SURVIVED 1. Online brands are simply new brands/ or existing ones that have chosen online as the marketing channel of choice over offline. Barriers to entry in online brands includes the expertise required to build a vertically integrated supply chain, e- Commerce platform, and user friendly interface. 2. Crowdsourced demand start-ups (e.g., Modcloth) also rely less on impulse purchases, as do social bookmarking start-ups like Pinterest, where users create product wishlists for “buy later”. 25
  • 26. NEW E-COMMECE BUSINESSES ARE APPEARING IN THE SECTION OF HIGHER MARGINS AND WEALTHIER CUSTOMERS 26
  • 27. NOT MANY NEW BUSINESSES ARE APPLIED FOR MASS MARKET 27
  • 28. UI FEATURES ENRICH CUSTOMER EXPERIENCE AND DRIVE SALES Forrester Research report says that much of the growth in U.S. e-commerce sales comes from improved, advanced online retailers web sites and services: “This is particularly true of categories such as apparel and jewelry, which have integrated rich selling tools such as zoom, color switching, and configurations, as well as office supply stores, which have broader payment options (e.g., small business purchase orders online) and subscription plans for their buyers” (1) 28 (1) www.forrester.com
  • 29. RECENT TRENDS IN E-COMMERCE BUSINESS MODELS  Social Bookmarking, Analytics, Seeds, Commerce;  Group Buying;  Flesh Sales;  Recommendations;  Personalization;  Customization;  C2C MarketPlace;  Online Brands;  Mobile E-Commerce 29
  • 30. SOCIAL COMMERCE  eBay is working on product recommendations based on Facebook data (acquired Hunch) and a feature allowing users to solicit feedback from Facebook friends prior to purchase; (1,2)  Walmart makes an effort in social E-Commerce. Walmart has 22 million Facebook fans and an innovative social media contest called "Get on the Shelf," that allowed Facebook fans to vote for products they wanted to see offered at Walmart. The company is leveraging advanced analytics to glean new insights from Twitter and Facebook data streams. (3)  The latest in-depth report from Nielsen concluded that: “Consumers continue to spend more time on social networks than on any other category of sites— roughly 20% of their total time online via personal computer (PC), and 30% of total time online via mobile. Additionally, total time spent on social media in the U.S. across PCs and mobile devices increased 37% to 121 billion minutes in July 2012, compared to 88 billion in July 2011.” (4) (1) http://techcrunch.com/2011/05/15/connecting-the-dots-on-ebays-local-shopping-strategy/ (2) http://techcrunch.com/2011/06/15/milo-fetch-allows-local-retailers-to-upload-their-inventory-to-ebay/ (3) http://www.retailingtoday.com/article/walmart-touts-e-commerce-moves-annual-meeting 30 (4) Nielsen Consumer report for 2012
  • 31. THE GROUP BUYING / COUPONING SPACE Now, the group buying industry is facing rising disenchantment, both from customers and merchants: Reasons -  Merchants complain that the long-term economics of doing group buying is not favorable, as Groupon does little for customer retention;  Groupon takes 50% of companies’ profit for their service of presenting deals online;  Customers buying impulsively often don’t end up using the coupons, resulting in ~20% breakage upon expiry;  Some customers buy and sell in second-hand markets, but 75% either breakeven or lose money on these deals Daily deals sites have struggled to organically retain customers, and many have spent enormous amounts on customer acquisition and are now struggling with profitability:  According to Yipit, one-third of tracked daily-deal sites (170 of 530) have been shut down or sold so far in 2011  Facebook launched a daily deals service in April of 2011, and then shut down it in August;  Yelp cut its daily deals product team by half in August, citing users being unhappy with Yelp Deals; 31 Source: http://online.wsj.com/article/SB10001424053111904491704576575233025971542.html
  • 32. FLESH SALES  The flash sales model is under pressure on the supply side, as remnant inventory levels are decreasing;  While todays flash sales leaders (e.g., Gilt, Hautelook, Vente Privee) have grown their businesses by selling luxury retailers remnant inventory, today they are looking to change business models as unsold inventory supplies are lower;  Gilt and competitors rode the wave of obscenely high inventory levels during the recession (up to 10x normal levels, according to a former executive of Nieman Marcus), but retailers have adjusted and inventory levels are going down – Therefore, as flash sales supply is decreasing, supplies prices are increasing and flash sales discounts are decreasing (Gilts average discount has decreased from 70% to 40-50%. 32
  • 33. RECOMMENDATIONS  Product recommendation works particularly well in the fashion category as it recognizes shopper behavior, patterns and recommends items of interest not only by product type, but by brand as well;  Recommendations could be integrated into social media, so recommendations can take into account what the customer's friends have bought or viewed;  This takes into account not only what the individual customer is doing on the site at that moment in time, but what other shoppers who are similar in product views have done before;  Personal recommendations are the number one driver of consumer purchase decisions at every stage in the purchase cycle across 10 product categories studied, from banking to vacation travel and from subscription entertainment to retail categories, such as apparel and personal are products. (1) Source: http://econsultancy.com/us/blog/8904-recommendations-help-drive-27-9-holiday-sales-growth-at-john-lewis 33 (2) Source: http://www.forbes.com/sites/kellerfaygroup/2012/07/25/recommendations-are-what-drives-your-business- remember-to-ask-for-them/
  • 34. PERSONALIZATION 34 Source: http://www.slideshare.net/joshyang/ecommerce-landscape-2012#btnNext
  • 35. CUSTOMIZATION Customization has slowed as a trend, as the model has generally failed to gain traction and prove scalability  Co-creation e-commerce isn’t new but has begun to enter the mainstream recently  Co-creation sites allow consumers to design their own products for purchase and/or buy products others have  Co-creation companies typically become cash-flow positive quickly because customized products sell at a premium and are sold on-demand (i.e., there is no excess inventory)  To date, start-ups riding the co-creation wave have primarily been e-commerce destination sites focused on a particular product category (or group of categories), and employ one or more of several business models: Several models exist: 1. Consumers design, then buy their own products (e.g., NikeID, BlueNile, Chocri, Blank- Label, Shirtsmyway, etc.) 2. Consumers buy products designed by other consumers or indie designers (e.g., MyFab, ModCloth, Threadless, etc.) 3. Consumers connect with manufacturers and co-design offline Two problems the co-creation market faces today are scalability and design-manufacturing accuracy : 1. Scalability. Companies will need to be creative about how to scale their businesses as consumer demand increases, since it will be harder for manufacturing to benefit from economies of scale 2. Design-manufacturing accuracy. Despite strong user interfaces allowing users to design their own products, a fraction of users will be dissatisfied with how the product actually turns out (i.e., requires stronger, more accurate UIs) Source: 35 1) http://www.readwriteweb.com/start/2010/03/is-america-on-the-verge-of-a-co-creation-invasion.php 2) http://www.crunchgear.com/2010/07/21/new-wave-of-web-services-brings-customization-to-commerce
  • 36. C2C MARKETPLACES Online C2C marketplaces can be broadly segmented into three buckets:  Hard good purchases (e.g., eBay),  Hard good rentals (AirBnB), and  Services (Skillshare) Traditionally, eBay is the preeminent online C2C marketplace and facilitated transactions on hard good purchases. There are not major direct competitors doe eBay while niche players like Etsy targeted only hand-crafted goods. Meanwhile, Craigslist has traditionally served as the go-to portal for consumers looking for hard good rentals/purchases and services online, but it does not offer money transactions, which make the purchase process more complex. 36
  • 37. C2C MARKETPLACES DIFFICULTIES Traditional models of online marketplaces (or intermediate solutions like Craigslist) leave many unmet needs, which many start-ups are tackling but few have perfected. Reasons: 1) Seller’s time spent uploading product information; 2) Trust in sellers shipping on- time (or at all); 3) Inaccurate representation of product quality / condition; 4) Rentals: Trust in both buyers and sellers, ease of working with insurance companies; 5) Services: safety and trust in sellers, ability of relationships to be taken offline after initial transaction. 37
  • 38. ONLINE BRANDS. ONLINE RETAIL MODELS. “Online brands” have grown in recent years, as consumers become more comfortable discovering new products online. Online brands are start-up product brands (typically apparel) that have decided to leverage the Internet as a channel over traditional offline retail. 1. Brands have only recently been able to grow a large enough presence and scale quickly using online as the channel instead of offline, due to the proliferation of social media; 2. Key benefits for brands going online include ability to get consumer feedback prior to production and better margins than offline retail, but requires marketing and production competency; 3. Bonobos, ModCloth, 20x200, and Warby Parker are brands that have largely begun online and gone mainstream. 38 Sources: http://www.slideshare.net/joshyang/ecommerce-landscape-2012#btnNext
  • 39. OFFLINE VS ONLINE RETAIL MODELS 39 Source: http://www.slideshare.net/joshyang/ecommerce-landscape-2012#btnNext
  • 40. START-UPS EXAMPLES OF ONLINE BRANDS  Net-a-Porter just partnered with Karl Lagerfeld to launch a new online fashion brand called Karl  Everlane has not even launched publicly (as of Nov 2011) and has generated a lot of hype in Silicon Valley  Betabrand is trying to bring the H&M model online, iterating quickly on new 4-6 new SKU’s per month and introducing them in small batch sizes. They also crowdsource design ideas  WildFox, Nau, and Eliza Parker are just a few in a long list of smaller up-starts There is also opportunity for influential online content producers (e.g., bloggers, Youtube celebs) to pivot into manufacturing products, but many of these creative people are scared off by the complexity of manufacturing operations 40