Showing posts with label Loyalty. Show all posts
Showing posts with label Loyalty. Show all posts

Wednesday, September 10, 2014

CANADIAN TIRE INTRODUCES ENHANCED LOYALTY PROGRAM

CANADIAN TIRE INTRODUCES ENHANCED LOYALTY PROGRAM

A digital addition to Canada's unofficial second currency
Think of it as Canadian Tire‘s version of bitcoin.
Canadian Tire’s iconic paper money loyalty program is getting a digital makeover next month with consumers able to collect rewards using a mobile app or card – though traditionalists can still get the paper if they want.
At an event held Tuesday morning in Toronto, Allan MacDonald, chief operating officer at Canadian Tire, introduced “My Canadian Tire Money” – an enhanced program the retailer has been testing in Nova Scotia for more than two years.
To join the program, customers can sign up through Canadian Tire’s mobile app or register for the card or key fob in-store. The digital Canadian Tire Money can be redeemed for merchandise, gift cards, automotive services or donated to the Canadian Tire Jumpstart charity.
“My Canadian Tire Money” allows the retailer to glean deeper insights into the shopping habits of its consumers, which couldn’t be done through the paper program, and therefore offer more tailored communications and promotions.
“With the information received through the program, we’ll better understand how and when customers shop and what they’re buying,” said MacDonald. “That means we can be more relevant to our customers by ensuring our products, services and promotions reflect their shopping preferences.”
“Knowing our customers better means we can offer them so much more and will enable us to turn our digital flyer into a tool that is specific to each individual customer,” he said.
For instance, consumers with kids that play hockey will be alerted to deals on equipment at the start of the season, said MacDonald, who was joined at the press conference byCarol Deacon, the retailer’s senior vice-president loyalty and digital. These exclusive bonuses will be sent directly to the shopper’s online and mobile account.
The two-year pilot program in Nova Scotia revealed a lot about Canadian Tire’s data mining capabilities and also what consumers liked and disliked about the program, said Deacon.
“You see behaviours and what people do with their Canadian Tire money and not surprisingly there’s two camps: there’s people who spend it as soon as they get it and there’s people who never spend it or save it up for a big day,” said MacDonald. “It will be interesting to see if the rest of the country follows.”
Tailored communications aside, the point of a loyalty program is to help drive sales. Though the average basket size of a loyalty cardholder versus a non-member was fairly consistent during the test period, loyalty members visited the retailer more frequently, said MacDonald.
In November, Stephen Wetmore, chief executive officer of Canadian Tire Corporation, told Marketing that the retailer spent too much money per customer launching the test program in Nova Scotia.
“But it’s why you [launch] it in a small market so you can figure it out,” he said. “And you go through all the growing pains of, you know, if you sign up to be part of the loyalty program and you forget your card at the store, then how do we handle that? There’s a lot to it.”
Many consumers still value the old-school Canadian Tire paper money, so there are no immediate plans to discontinue it, said MacDonald. And those looking to cash in on the new digital program, can have their paper bills converted to digital currency, which they can track online or through the app.
The Canadian Tire money program launched in 1958. The paper bills, which come in pink, purple, blue, brown and green, have affectionately been referred to as Canada’s second currency.

Thursday, July 3, 2014

Walgreens Tests Google's Augmented Reality for Loyalty App

Walgreens Tests Google's Augmented Reality for Loyalty App

Loyalty-App Partner Aisle411 Is Using Google's 3-D Tango in Four Walgreens Stores

By Published on 0
Navigating store shelves for the toothpaste or that one last item on the grocery list can add to the little frustrations of a shopping experience. Walgreens thinks augmented reality will help. Its store loyalty-app partner Aisle411 is testing Google's Tango technology to add 3-D imagery to its in-store maps. The result is a mobile app that's part loyalty and discount program and part immersive product finder.
Since early June, the drugstore chain has tested the enhanced version of its branded app internally at four stores in Chicago, New York, Seattle and St. Louis, where Aisle411 is based. The trial is expected to run for two or three months, according to Nathan Pettyjohn, CEO of Aisle411.
If eventually made available to shoppers, the final product will come in the form of a mobile-phone app or a tablet that could be mounted to a shopping cart.
"This initiative enables us to further explore how Walgreens can create an even more convenient and relevant customer experience," said a Walgreens spokeswoman. "The test allows participants to reimagine the retail experience and explore what future enhancements could be made to better meet customer need."
Using Google's Tango technology, the mobile-app firm creates a three dimensional map of each retail location using a special camera that captures 2 million data points per second and takes into account the user's orientation. It merges that information with retailer floor plans and data showing where products are on shelves.
"We can get it to literally to about 10 cm of accuracy," said Mr. Pettyjohn of the augmented reality tech.
Aisle411 already has 12,500 retail stores including Walgreens and Home Depot locations mapped using its original non-3-D tech. People use the current version to search for products and get precise store-shelf locations. "We're now turning the utility into an immersive game-like experience inside the store," he said.
Walgreens has worked with Aisle411 since 2012.
For now the test mainly is geared toward helping people find specific items, and surfacing store discounts on products, rather than tying in deals derived from brand partners. The system will, however, reward loyalty points. For instance, as someone walks down the aisle, a notification might pop up on her tablet suggesting she visit the cold-drinks section to get reward points.
"The thought is, 'Hey, we can encourage you to discover more products and build a bigger basket,'" said Mr. Pettyjohn.
The company does not provide any personal information in its reports to customers such as Walgreens, said Mr. Pettyjohn.
Walgreens wouldn't discuss the types of data it is collecting or will collect through its app.

Wednesday, May 28, 2014

THE MOBILE SHOPPER: WHAT’S IN IT FOR ME?

THE MOBILE SHOPPER: WHAT’S IN IT FOR ME?

May 28, 2014  |  Rebecca Harris  |  Comments

The 2014 Bond Loyalty Report reveals what consumers want (and could get) from mobile loyalty programs

Every marketer wants a share of the customer’s loyalty card-filled wallet. But they should be vying for a share of the customer’s smartphone instead.
“Mobile holds tremendous potential to unlock new forms of value for both brands and consumers, particularly in the loyalty space,” says Scott Robinson, senior director, loyalty consulting at Bond Brand Loyalty (formerly Maritz Loyalty Marketing).
But what are consumers attitudes and preferences for mobile loyalty programs? And what are the drivers of satisfaction? To find out, Bond surveyed 5,660 Canadians as part of the fourth annual Bond Loyalty Report. Here’s what they found.
Consumers want mobile engagement, but there’s no consensus on what it should be
Nearly two-thirds (65%) of consumers want to engage with their loyalty programs through a mobile device. But there’s little agreement on the specific type of engagement that consumers want. The top three mobile engagements are: managing rewards, including checking point balances (39%); redeeming for rewards at time of purchase (30%); and paying for a purchase at the checkout (24%).
“The challenge is many consumers have not experienced what that engagement should look like because there aren’t a lot of programs that have any mobile engagement, let alone a positive [one],” says Kyle Davies, account director at Bond. “We really feel there’s an ‘if you build it, they will come’ element to mobile.”
For instance, members of a coffee retailer’s mobile loyalty program would undoubtedly love to tell the establishment when they’re five minutes away so their drink will be ready when they arrive. “But we don’t see customers saying they want this because they don’t understand that it’s a capability,” says Davies. Mobile loyalty programs “are going to be driven by what’s possible from the marketer’s perspective.”
And while skipping lines is great for customers, what’s in it for marketers? One benefit of mobile loyalty programs is that they allow companies to communicate real-time with customers and give relevant offers as they’re walking through the store, notes Alison Simpson, executive vice-president at Bond. “That is a powerful way to generate loyalty and generate sales.”
Programs that do mobile well do well on member satisfaction
Look for more research on the mobile shopper in the June 2014 issues of Marketing
Scene, Starbucks and PC Plus are three programs that Bond sees doing particularly well on the mobile engagement front (see below). The average satisfaction in these three programs is 75% versus 66%, on average, among all programs. With all three, membership information is contained in an app, which doubles as the card, allowing members to ditch the plastic. In all three, members can both collect and redeem for rewards with the app.
What also makes them especially well-loved is the way they com­municate with members. Scene, Starbucks and PC Plus over-index on relevancy of communications, personalized communications and communications that make consumers feel valued and important.
“We observed a very tight link between the extent to which participants deemed the communications for brands as relevant and their satisfaction within those programs, so relevance is really the gateway to satisfaction,” says Robinson.
Geo-mobile not ready for mainstream
There’s an “if you build it, some will come” element to geo-location marketing. The survey found that having loyalty programs “determine your location using your smartphone and offer deals nearby” is still creepy to many. However, 24% think it’s a cool capability.
Not surprisingly, it’s much more attractive to younger audiences: it’s “cool” for 38% of those 16-19, 36% for those 20-34, and 28% for those 35-44. Only 19% of those 45-64 think it’s cool and only 7% of those 65+.
Geo-location marketing is also more appealing to higher-earners: 41% of upper affluent consumers think it’s “cool,” 33% of affluent, 27% of upper mass, 25% of mass, and 21% of lower.
“This means you can’t blanket-coverage these types of benefits to everybody,” says Davies. “This definitely has to be operated on an opt-in basis because there’s a real potential that you would be alienating a segment of your members.”
Love of a loyalty program drives more engagement than love of the brand
Consumers’ love of a loyalty program is more of a driver for them to engage on mobile than love of the brand. There is a desire for mobile engagement among:
• Those who love the program and love the brand: 46%
• Love the program, hate the brand: 42%
• Hate the program, love the brand: 36%
• Hate the program, hate the brand: 21%
That means loyalty programs could offer a foot in the door for brands that would otherwise have a difficult time convincing members to engage with them through mobile. “Unsurprisingly, those who love both the brand and the loyalty program are most willing to engage on mobile,” says Davies. “But people who love the loyalty program but not necessarily the brand (42%) are more willing to engage than the opposite group (36%).

Tuesday, January 14, 2014

GAME-CHANGING IN LOYALTY

GAME-CHANGING IN LOYALTY

January 13, 2014  |  Sarah Barmak  |  Comments

Gamification and big data are transforming decades-old loyalty strategies

You have to get to the movies really early to beat Danielle Restivo to a seat. She and her husband arrive at their local Cineplex well before the movie trailers start running, which gives her plenty of time to compete against other moviegoers in TimePlay, an app-based mobile film trivia game. Restivo battles to get to the top of the on-screen leaderboard in the game, which is offered in 20 select Toronto and Vancouver theatres. At stake? “It’s only 50 Scene points and a free drink or something, but I just feel like I’m getting something right away.”
For years, Restivo, who recently relocated from Toronto to the U.K. and manages corporate communications for LinkedIn, had little time for customer loyalty schemes. Whenever friends of hers talked about their Air Miles, Aeroplan or Shoppers Drug Mart Optimum cards she shook her head because she felt it took too long to win anything. That was before they talked the movie buff into joining Cineplex’s Scene program. Scene members rack up points toward free movies, as well as a 10% discount on concession snacks every time they go. She was sold on the value of getting smaller, but more frequent rewards than a larger, more distant payoff like a flight.
Restivo now describes herself as a Scene addict—and she’s far from the only one. One in seven Canadians carries a Scene card, which is an astounding penetration considering the program is a relative latecomer. It was introduced in 2007 to a population that is one of the most loyalty-card saturated on the planet. Scene, a joint venture between Cineplex and Scotiabank, revolves around a single, special activity—going to the movies, something that was supposed to have been a dying pastime. (Scotiabank customers can link their Scene cards to a Scene ScotiaCard for extra points.)
One of the keys to Scene’s success is fulfilling members’ desire to feel like they’re winning a game. The program has been incorporating “gamification,” behaviour-modifying techniques borrowed from videogaming, into more of its initiatives. Scene became the first Canadian loyalty program to win a Colloquy Loyalty Award for “Innovation in Loyalty Marketing” for its SCENEtourage initiative, which lets moviegoers earn more points if they see movies in a group.
Found at the intersection between behavioural science and technology, gamification is the harnessing of people’s inborn competitive drives to boost engagement with a brand. In practical terms, that can mean something as simple as rewarding consumers who answer a survey about their buying habits with a coupon. Its evangelists say the techniques of gaming can be used to tweak consumer behaviour at all levels, allowing the gathering of more accurate demographic information and enhancing the buying experience overall.
The most successful loyalty programs use gamification in some form, says David Klein, Aeroplan’s vice-president of marketing and innovation. “Gaming is about people setting goals and solving things and achieving their goals and being very active when they play that game. Ultimately, that’s the goal of loyalty.”
Whether it’s a prize or something more subjective—an inner glow from scoring an extra point or two more than someone else, maybe—gamification has become a key part of the loyalty toolkit. In just a few short years, it has gone from techy buzzword to an essential part of marketing. Although gaming structures have long been used in consumer contests like McDonald’s recurring Monopoly promotion and Tim Hortons’ Roll Up The Rim contest, the boom in digital technology has made it easier and more intuitive to “gamify” different kinds of marketing methods almost overnight.
In particular, smartphone growth has allowed brands to incorporate gaming elements directly into shopping and points-tracking apps, says Emmie Fukuchi, who runs digital strategy for the Air Miles Reward Program as associate vice-president of digital and new media with marketing firm LoyaltyOne. And gamification is rapidly transforming both long-established loyalty programs such as Air Miles and newer ones such as the Scene program.
Marketing took an in-depth look at the different flavours of loyalty in Canada, and how the shift toward gamification has helped and changed each of these programs for good.

STRATEGY 1: DESIGN A REAL GAME

Cineplex’s TimePlay app is a great example of a straightforward way of introducing game theory into a brand interaction, and that’s building an actual game. In the minutes before movie previews begin, audience members use the app to play a movie trivia game. The app asks them to check into their specific theatre so they play against other moviegoers in the same room, in real-time. That gives the game a sense of immediacy and personalizes the experience.
Building a traditional game into a brand’s smartphone app is an obvious draw, but marketers should use caution here. Many of the apps with the highest download numbers are games such as Candy Crush, so adding games to shopping apps would seem to be a good way to boost download numbers. In-app games sound interactive and fun, and often get the attention of the client.
They also go wrong just as often, says Sep Seyedi, CEO of Plastic Mobile, an agency that handles app development for the likes of Air Miles and Rogers. When they were tasked by Pizza Pizza to build the first complete food-ordering app in Canada in 2010, they researched what their competitors were up to—and knew what not to do.
“It’s very important to have this game layer fit closely with what the business is,” says Seyedi. He gives the example of one app offered by a multinational pizza chain a few years ago. “They had thrown in a car game that was accessible from somewhere in the menu. You could drive a car and avoid hitting pizzas. That’s where it shows a bit of a disconnect. It might be a great game, but [the restaurant] is not known for delivering games, but for their food.”
Because Cineplex customers are already at the theatre to see a movie, answering film trivia questions is an organic game extension of their experience.

STRATEGY 2: BUILD A PRACTICAL APP WITH A CHALLENGING TWIST

For most companies seeking greater customer engagement, an in-app Bejeweled knockoff game is not going to appear convincingly integral to their brand or product. For Air Miles, the most intuitive way to gamify their mobile experience was to give members what they expect from the app—a way to check their points balance—and then layer on an extra incentive to return to the app again and again.
Before they partnered with Plastic Mobile, Air Miles had a functional app—it helped members track their points—with a very high number of downloads, says Seyedi. But the loyalty program was looking for a way to further increase user engagement.
Taking a page from Foursquare’s playbook, Plastic developed a new location-based version of the Air Miles app in 2012 that redesigned the user experience from the ground up. Just like the earlier version of the app, customers could still check their points balance and look up retailers where they could earn more. But now they could also play a game called the Check-In Challenge. If members physically visited stores where they could earn points, they could check in to those places using the app. There were approximately 10,000 locations included in the app.
The game was competitive: at the end of the month, the 50 Air Miles members with the most check-ins would have their points for the month doubled.
“Immediately, there was an incentive to check in,” says Seyedi. “There was a surge of check-ins that happened.” There was also an instant transactional lift of 5% to 20%, says Fukuchi. The Air Miles app has now been downloaded more than one million times, and users have logged 13 million check-ins.
A key reason that the gaming element was such an effective incentive to users was that it integrated intuitively with what they would be doing anyway. The activities of checking in and shopping were designed to feed into one another, explains Seyedi.
“In order to check in, it was location-based, so you had to be at the current store,” he says. And since users were already there, they made purchases. “They’re at the Metro, so they might as well shop.”
Finally, the prize of double points was an incentive to get as many Air Miles through the month as possible, just in case. “If you’re not shopping, then you’re doubling nothing,” says Seyedi. “It tied in well to how their business worked.”

STRATEGY 3: GO SOCIAL

For Aeroplan, taking inspiration from a social website’s user engagement strategy also made sense, but in a different way. The collector program introduced a gaming element this year for the first time in a bid to increase members’ engagement with more of their participating retailers in their coalition.
In a promotion called “Star Challenge,” users collected stars by visiting new coalition partners, and a certain number of stars could be exchanged for Aeroplan miles. This year, participants on Facebook could also earn stars by watching promotional videos and answering questions about them.
Not only did 2013 see a 30% increase in the average number of partners visited during the promotional period, but Aeroplan found that members who earned stars through Facebook were more engaged in the promotion as a whole than non-Facebook users, talking about it and spreading the word as they registered.
“Close to 10% of members who registered for the promotion registered on Facebook,” says Klein. “Not only were they registering, but they were engaging in it by talking about it on social media.” The number of coalition members Facebook users interacted with was higher than the number for non-Facebook users, and they did better overall in the game.

STRATEGY 4: INTEGRATE WITH CONSUMERS’ OTHER SHOPPING HABITS

To design a loyalty program that actually keeps customers loyal, marketers should find out as much as possible about an audience and know what their motivational trigger points are. Do they want rewards? An enhanced shopping experience? Do they like the feeling of winning a game more than they care about the reward?
Many, like film fan Restivo, don’t want to wait long—“people need to at least feel they’re getting a reward sometime in their lifetime,” she says—and value the prize more than playing the game. Most loyalty cards would love to have members as devoted as she is, but it’s not easy. What Restivo’s addiction demonstrates is that it’s important to know your customer.
For other kinds of customers, such as the most dedicated, active Shoppers Optimum cardholders, a longer wait before getting a bigger reward may be exactly what keeps them coming back. For them, it’s more about the challenge of piling up the points and getting a big payoff than getting regular, smaller rewards.
Psychologists have known for decades that some people inherently prefer immediate, small rewards and others prefer to wait it out and get a larger payoff later—and develop that tendency long before they reach shopping age. Consider the famous “marshmallow tests” performed in the 60s and 70s at Stanford University. Researchers would place a marshmallow in front of a child and tell her that she could eat it right away—or, if she waited for 15 minutes, she could eat two later. The kids who waited successfully (about 30%) ended up doing better at school and getting higher SAT scores later in life.
There are many kinds of customer and many ways to use a reward structure to draw them in. The secret is in knowing their buying habits as well as you can, with a high degree of what analyst jargon terms “granularity.”

THE NEXT WAVE OF LOYALTY

Rajat Paharia, the founder of tech innovators Bunchball and author of Loyalty 3.0: How to Revolutionize Customer and Employee Engagement with Big Data and Gamification, argues in his new book that the more companies pay attention to and analyze the torrent of information on demographics and buying preferences being produced every day by customers, the stronger they can make the bond between buyer and brand.
“We’re all walking data generators,” says Paharia. “Every time I post an article, I share, I buy, I rate a movie—all those things can be considered the raw material and can be used in these next-generation loyalty programs.”
While traditional loyalty programs can incorporate gaming elements, Paharia argues that most of them—Air Miles and Aeroplan included—aren’t realizing the concept of loyalty to its full potential. He says rewards-centred programs still keep the focus on the prizes, rather than on building any affinity for the brand itself. Most loyalty programs are “mercenary,” he says, “complex discounting schemes.” Members only stay members as long as they’re getting a good deal, not because of any true loyalty to the brand itself. That means they’re susceptible to getting stolen by rival loyalty programs.
But according to LoyaltyOne’s Fukuchi, miles programs really do build traditional brand loyalty. Various studies performed by LoyaltyOne over the years have shown that after the deal is over and the transaction with a loyalty brand finishes, a “halo effect” remains around that brand. Consumers who have shopped there to earn points exhibit an increased spend there after the promotion ends, she says.
Paharia believes that “loyalty” as a concept will change. It will become more widespread through every company, not just traditional points programs. He believes every brand in the future will likely have some loyalty or gaming component as data becomes a more powerful tool.
More information is likely a good thing for regular loyalty cards to gather, too.
“I think that loyalty programs should start to personalize things a little more,” says Restivo. “For example, if you have a passionate shopper who buys so much makeup, maybe they get certain rewards based on the fact that they only buy that.”
Programs are moving in that direction. And if Restivo hadn’t found her ideal loyalty program based on what she’s passionate about—going to the movies—she’d likely still be telling her friends that their loyalty cards were a big waste of time.

Thursday, January 26, 2012

Restaurants Will Offer Facebook Credits Incentives: Plink


Will meals taste better when accompanied by a side of free Facebook Credits? Loyalty program Plink intends to find out, with the help of several national restaurant chains.
Plink will announce a Facebook Credits-based loyalty program tomorrow, partnering with chains including Dunkin’ Donuts, Quiznos, Red Robin, and Taco Bell.
To earn Facebook Credits, users join Plink by logging on with their social network credentials and securely registering their credit or debit cards.
The more people purchase at participating restaurants and retailers, the more Facebook Credits earned.
Plink added that the process is simple at the point of purchase, as neither the customer nor the salesperson must perform any additional tasks.
The company said:
The program requires no point-of-sale integration; no paper coupons to be collected; no staff training; no interruption or slow-down to the normal customer transaction process; no tracking conducted by the restaurant or offline retailer; and no setup fees, print costs, or other merchandise to purchase. Restaurants and offline retailers simply pay Plink a percentage of the sales generated by Plink members.
And Co-Founder Peter Vogel added:
Facebook Credits is the missing ingredient that’s been needed to connect social media to offline sales. Now, with the glue of Facebook Credits, our national restaurant and offline retailer partners have a way to tap into the nearly 800 million users on Facebook, motivate them to become loyal customers, and reward them.
Our take: Why not? With approximately two-thirds of Americans on Facebook, and many of them playing games or using other applications that accept Facebook Credits, it can’t hurt, especially when no additional steps are added to transactions.