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H?V 0Y - 8H3DQJCK DD Spoof
H?V 0Y - 8H3DQJCK DD Spoof
H?V 0Y - 8H3DQJCK DD Spoof
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DD SPOOF
THEME 1:
MARKETI
NG AND
PEOPLE
Can products be designed to make you
happier?
1. Development – negative cash flow due to market research and Research and
Development (R&D). No sales revenue before launch
2. Introduction – production and promotion costs can be high
3. Growth – sales revenue increases but as more units are sold production costs also
increase. However, there will be economies of scale
4. Maturity – sales stabilise and the product acts as a cash cow
5. Decline – at some point the product will start to lose sales.
6. Extension strategies - many products are adapted and given a new lease of life this
can be by:
• Changing the product e.g. new flavours or new features
• Increasing promotion or changing promotional methods e.g. re packaging, targeting a new
market, viral marketing
PRODUCT LIFE CYCLE
IN PAIRS
Produce a product life cycle for a product of your choice. Use the
internet to see if you can find the timeline of the product. Complete
the time stages that the product went through during each stage of its
lifetime:
1. Development
2. Introduction
3. Growth
4. Maturity
5. Decline
6. Extension strategy
Recap.
Define market
One technique used to analyse a business’ product
share. portfolio is the Boston Matrix
Define market This considers each product within the portfolio in relation
growth. to its market share and the rate of market growth
The matrix consists of 4 quadrants:
High market share + low market growth
High market share + high market growth
Low market share + high market growth
Low market share + low market growth
THE BOSTON MATRIX
Develops
Rising star Problem child
Becomes id i ses
su bs
established cros s Reinvents
£
Exit
s
PRODUCT ANALYSIS
Physical environment
the design and features of the actual place where a transaction
takes place
This can directly influence the customers’ shopping experience
and therefore their level of satisfaction as well as willingness to
return
Do loyalty Aspects of the physical environment might include:
cards work? Cleanliness
How many Design e.g. ease of movement around the premises or ability
loyalty cards to find what you are looking for
do you have?
Facilities
Are you loyal? Ambience
Loyalty schemes
Reward cards e.g. collect points, collect stamps for a free product
Saver schemes
1.3.5 MARKETING STRATEGY