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This company provides
personalization for consumer
electronics -- notebook computers, cell
phones, game consoles, MP3 players, etc.
While people love to
personalize their gear, they generally
are not confident or artistically
inclined to create attractive digital
designs. Hence the market for
this firm had been severely limited.
Our research determined
that people are happy to personalize not
just with their own designs, but other's
designs they relate to. An example of that is
MySpace, where millions of young people
personalize and express themselves
through the presentation of music, art,
cartoons, video, articles and other
media -- all of which are other people's
creations.
Based on that research
and our proprietary processes we
designed an art-based social network
on the web where artists and those
artistically included could create
designs for personalizing electronics,
and then post that art on a new
ecommerce site. The creators of the art
would receive a royalty for each time
on their designs was purchased for use
in a customer's personalization.
This opens up the
company to enormous revenue
opportunities, being able to offer
endless and changing personalized
products -- at no cost to the company for
development.
In this way the consumer
would be able to choose designs and
artist they related to and could come
back for additional designs and
personalizations, use viral marketing
techniques to pass designs to friends
and subscribe to news about favorites
on the website to keep them coming back
for additional purchases and referrals.
This lead to projected revenue increases
of 1,000's of times higher than the
company's previous
revenue levels.
 
 
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