Web Systems Design and Online Consumer Behavior [Electronic resources] نسخه متنی

اینجــــا یک کتابخانه دیجیتالی است

با بیش از 100000 منبع الکترونیکی رایگان به زبان فارسی ، عربی و انگلیسی

Web Systems Design and Online Consumer Behavior [Electronic resources] - نسخه متنی

Yuan Gao

| نمايش فراداده ، افزودن یک نقد و بررسی
افزودن به کتابخانه شخصی
ارسال به دوستان
جستجو در متن کتاب
بیشتر
تنظیمات قلم

فونت

اندازه قلم

+ - پیش فرض

حالت نمایش

روز نیمروز شب
جستجو در لغت نامه
بیشتر
لیست موضوعات
توضیحات
افزودن یادداشت جدید






Implications

Products as tools afford consumers modified relationships with the physical environment. They
also afford consumers modified relationships with the social environment. The tools consumers
choose for modifying the physical environment communicate something about consumers. Cultural and
social norms dictate preferred methods and tools for modifying the physical environment. Use of
those methods affords consumers membership in a culture or society. Use of specific products or
brands from a class affords members the ability to reveal their roles within a culture or society.
Within a consumer culture, products and brands afford observers the ability to infer the cultural
roles and social locations of others. Changes in consumption patterns imply changes in roles and
locations. Changes in roles and location entail changes in consumption patterns in a dynamic
process of identification and distinction.

Brands increasingly signify relationships, not products. Many marketers and researchers still
view brands exclusively as signifying product differences even though, through competition, most
product categories have reached parity. Differences often do not exist. Differences that do exist
usually do not change the affordances of competing products. Many other marketers recognize that
brands stand for relationships, but assert that the relationship is between consumers and products.
However, the relationship between the consumer and the product is the affordance, which is the
ability to modify a relationship with the environment. Therefore, brands signify relationships with
the environment, either physical or social. Because brands cannot modify the physical environment
except by appearance, their affordance is to modify relationships with the social environment.
Brands signify relationships with the social environment.

Successful consumer e-marketing must exhibit its own affordances. E-marketing must afford
consumers the opportunity to reduce uncertainty about product and brand affordances. Fundamentally,
e-marketing must afford e-consumption, the continual statement, reinforcement and modification of
relationships in the consumer culture. Therefore, the design of e-marketing must include elements
necessary for a sense of social presence. As discussed previously, combinations of elements are
meaningful, whereas individual elements may be meaningless. The combinations will include
appearances and behaviors that consumers interpret as signifying an afforded relationship. The
design of e-marketing must adopt culturally defined combinations that signify culturally defined
relationships.

As Pennington (2001) described, consumers can be the architects of their own virtual
environments. Although the study addressed only physical environments, such environments without
social environments usually lack vividness. Through computer-assisted design, consumers can build
their own social environments. However, data collected from consumer choices affords marketers the
opportunity to anticipate further choices in order to provide a more vivid and interactive consumer
experience. Yahoo Inc. already uses the basic approach in Yahoo Personals (Saranow 2003), which is
similar to the approach Amazon.com uses to recommend products based on previous choices. Yahoo
Personals recommends a social choice based on a previous social choice. When developed further,
later choices will reflect prior choices, a virtual social environment in which each choice of a
virtual person brings a circle of virtual friends. This will afford interactivity with an entire
social environment, not just with individual people generated by or filtered through
technology.

/ 180