The global computer network of the Internet is beginning to
make radical
changes in the way consumers conduct their economic, social,
leisure and
professional lives. Internet-based businesses are being launched for
many
consumer activities --from purchasing homes, cars and college
educations
to planning vacations and finding jobs. These "electronic
communities"
will redefine whole industries, channels of distribution and even the
practice
of marketing. In this issue of Index Insights, James Champy, Robert
Buday
and Nitin Nohria show
managers how to capitalize on the enormous
opportunities
that electronic communities offer and how to deal with the threats
they
present. The key to success is understanding the concept of
"consumer
processes" and the fundamental ways on-line technology
transforms them.
If Bill Gates has his way, home buyers will conduct through the
Internet
most --if not all --of the convoluted steps of purchasing a home. At
the
click of a mouse, the Microsoft CEO will let them see pictures of
thousands
of homes in hundreds of communities. He'll supply an electronic
mortgage
application that will communicate their financing needs to lenders
around
the world. He'll let them buy homeowners' insurance, find a moving
service,
line up inspections ; handle every step of the home-buying
process
that can be performed via a personal computer.
If Microsoft co-founder Paul Allen is successful, sports fans will
indulge
their every whim while sitting at their desks or couches. With a PC
and
an Internet c
onnection, they can already get statistics on games in
progress,
talk to sports fans around the world and sign up for
"fantasy"
games. Eventually, they will be able to purchase tickets to games ;
and even sample the view from a seat before they buy it.
If Bernard Hodes Advertising Inc. continues on its present course,
job seekers
will conduct every step of the employment process on-line, from
getting
the resume written to doing the job interview. And if magazine
publisher
Condé Nast extends its on-line service, consumers will
handle every
phase of the vacation-planning process electronically
; everything
in preparation for the vacation itself.
These and other companies are developing on-line services, each
focusing
on a single consumer activity such as buying a car, purchasing a
home or
planning a vacation. Such "electronic communities" are
forming
around groups of consumers with a common interest. The technology
of the
Internet gives these people an unpreced
ented means of interacting
with each
other, and with providers of goods and services, to
achieve their
goals.
The companies building electronic communities have begun to tap
into the
disruptive power of the Internet: its ability to transform the ways
that
consumers achieve their fundamental interests ; economic,
leisure,
social, professional and others. By design or by accident, these
companies
have begun to discover a whole new value chain made possible in
cyberspace:
the consumption process, or how consumers achieve their interests.
We have studied nearly two dozen pioneering electronic
communities. Their
experiences all point to the same inescapable conclusion: The power
of a
global, interactive computer network lies in transforming the means
by which
consumers satisfy their critical desires. It involves conceiving of a
world
in terms of consumer processes rather than producer processes. A
consumer
process is a collection of tasks or steps that people go through to
achiev
e
a goal. The consumer process of buying a home, for example, includes
visiting
real estate agents, driving around neighborhoods, obtaining a
mortgage and
homeowners' insurance, and getting inspections. Redesigned for
cyberspace,
the home-buying process can be made dramatically more efficient
and effective.
Electronic communities eventually will have a massive impact on
every company
that produces consumer goods and services;not just information
services. They will become vast, new global marketplaces in which
billions
of dollars in products and services will be sold. They will change the
nature
of strategy, the definition of one's business, what it offers, against
whom it competes and with whom it allies. These communities will
redefine
the structure of industries, which have been organized since the
dawn of
the Industrial Age by the production process, the flow of raw
materials
into finished products. And they will eliminate companies that no
longer
add value in an electronic marketplace that dire
ctly links the
producers
of goods and services with end consumers.
Companies that remain in the picture, delivering through these new
channels,
will have entirely new performance standards to meet. These firms
will see
a profound shift of market power from producers to consumers. This
shift
began in the 1970s with the onset of global competition and
customer choice,
and it was accelerated in the 1980s by the quality and reengineering
movements.
Communities of individual consumers will begin to exert the kind of
market
power exercised by technology-empowered retailers like Wal-Mart
and Target
in the '80s and '90s.
Electronic communities are not new. In the early days of the
Internet, academics,
researchers and government employees used the computer network
to form their
own communities of interest.
(See sidebar, "What is an
Electronic Community?"
Page 4.)
Targeting smaller and smaller consumer segments is
not
new, either.
Specialty publications, a ple
thora of cable TV channels, mail-order
catalogs,
database marketing campaigns and other media have given companies
an improved
means of segmentation. In the early 1990s, however, the advent of
the Internet's
World Wide Web (the graphical portion of the Internet that makes it
easier
for unsophisticated users to navigate the complex computer
network) and
the pervasiveness of personal computers in the home have given
corporations
the unprecedented ability of mass customizing their offerings to the
individual
consumer.
The focus on consumer processes represents a natural evolution of
another
type: the next wave of reengineering. In the 1980s, managers
discovered
that PCs, local- and wide-area telecommunications networks, and
other technologies
enabled them to reorganize the work of the corporation far more
efficiently
and effectively. They could organize work not around functions like
sales,
marketing and finance but rather along end-to-end business
processes such
as order fulfillment, concept to market,
and customer acquisition.
The technology
of the '90s now allows managers to rigorously examine the end-to-
end tasks
of their end customers. They can use the Internet to transform those
tasks
and to redesign consumer processes.
In this article, we describe a framework,the consumer process, for
understanding the strategic implications of the Internet.
We explain several ways that the Internet and related technologies
fundamentally
alter consumer processes and, therefore, transform how people
accomplish
their interests. We examine leading electronic communities that are
revolutionizing
the way consumers plan vacations, watch sports, find jobs and
conduct other
key aspects of their lives. We show how the new technology is
already beginning
to reshape industry structure, products and services, and the nature
of
competition. Finally, we offer practical steps to prepare for the
significant
opportunities and threats ahead.
New Ways to Fill Consumer Needs
Determining how the Internet wil
l transform markets begins with an
understanding
of how consumers accomplish their interests, that is, the consumer
process. A consumer process comprises the steps that a person goes
through
to acquire and to use a product or service that fulfills a fundamental
need.
Every consumer process varies by the type and number of steps, the
cost
and time of doing each task, and its complexity.
Yet all critical consumer processes are alike in that people have
several
fundamental needs in the acquisition and use of a product or service
and
that those needs can be addressed and enhanced by on-line
technology.
1 Knowledge.
Searching for relevent information to make
sound
decisions.
This search includes discovering the alternatives, the prices at
which products
and services are offered, and the quality of those products and
services.
Consumers can now tap into a treasure chest of knowledge on-line.
The advent
of the Internet's World Wide Web in 1991 and consumer acceptance
of such
on-line se
rvices as CompuServe, America Online and Prodigy have
significantly
eased access to and lowered the cost of using information. At any
time,
consumers can obtain specialized information (magazines such as
Consumer
Reports) and access to specialists of every type, e.g., lawyers,
career counselors and financial advisers.
2 Interaction.
Needing to communicate with a provider of
goods and
services.
In complex, multiple-task consumer processes like finding a job,
buying
a house or locating a college for one's children, this has always been
critical.
The inability to provide interactivity has long limited the usefulness
of
the mass media in accomplishing consumer processes. The
interactivity of
the Internet turns the new medium into two-way or multiparty
conversations.
3 Networking.
Finding and talking to others with similar
consumption
needs
or experiences. Earlier attempts at networking have included the
buying
cooperative, support groups and alumni associations. One of the
early e
lectronic
forms of networking was the ham radio. In the world of global
computer networks,
networking takes on a whole new dimension because the constraints
of time
and geography vanish. In the early days of the Internet, it was the
capability
of networking that drove its rapid use among researchers, scientists
and
government officials.
4 Sensory experience.
Using sensory input such as sight and
sound to
arrive
at a consumption decision. Technol-ogies such as virtual reality are
advancing
to the point where people will be able to enjoy nearly full-sensory
experiences
on-line. Selling a home through an electronic medium depends in part
on
how well the technology can supplant the in-person visit. The more
we can
see the inside and outside of a house and its surrounding community,
the
more electronic browsing we can do, and the less traveling we need
to do. Eventually, some electronic experiences will surpass real life;
virtual
reality technology, for instance, would let car buyers take a test
d
rive
far beyond the dealer's neighborhood.
5 Ubiquity.
Having the things you need at the time and place
you need
them
rather than at the provider's convenience. The Internet and on-line
technology
are making accessible all sorts of information and services at
convenient
times for consumers. For example, sports fans no longer have to
wait for
tomorrow's paper to get the box scores on tonight's game. Having
access
from one's home to a global computing network greatly accelerates a
trend
in which information technology has been improving consumer
access for years,
as with automatic teller machines and phone banking.
6 Aggregation.
Bringing together a number of required goods
and
services
in a consumer process. When city dwellers in the United States
began their
exodus to the suburbs in the 1950s, they at first found the process
of shopping
a major inconvenience: The stores weren't located near each other as
they
had been downtown. In response, real estate developers constructed
l
arge
suburban malls, achieving a form of aggregation. Similarly, the
builders
of electronic communities are aggregating products and services
that address
each step of a consumer process. For instance, both Microsoft and
the
National
Association of Realtors
have electronic communities aimed at
letting home
buyers conduct this process on-line. Until the advent of the Internet,
the
products and services that addressed each step of a consumer
process couldn't
be delivered practically or cost effectively to the home of a
consumer.
This, then, is the cyberspace equivalent of one-stop shopping. Unlike
the
shopping mall, however, there are no space limits on-line.
7 Customization.
Tailoring products to the individual's need rather
than
creating them to be one-size-fits-all. It's the difference between
waiting
for the TV program that broadcasts home sale listings, and then
waiting
for a suitable home to pop up, and being able to find a home on the
National Associa
tion of Realtors' home-buying electronic
community, where
home shoppers can specify 45 criteria, from the number of
fireplaces to
the size of the garage. Consumer processes that pose great
"matching"
problems obtaining a difficult-to-find good or service that
meets a customer's particular needs can benefit dramatically
by the computational power of an electronic community.
These consumer needs are often intertwined and, therefore, difficult
to
separate. By looking at them separately and in combination, however,
one
can begin to analyze the process deficiencies from the consumer's
point
of view. After mapping out all the tasks in the
consumer
process as it exists today, the next step is to understand how the
Internet
and on-line technology can enhance the seven fundamental consumer
needs.
Consumer processes that can be enhanced along multiple needs are
some of
the best candidates for an on-line world. Activities that are
fragmented,
require specialized knowledge, need personalization,
benefit from
firsthand
experience and demand anytime, anywhere availability stand to gain
the most
from the new technology.
The following three electronic communities travel planning,
sports and employment, illustrate how the Internet and on-line
technology
can address these needs and, therefore, transform a consumer
process.
A New Itinerary for the Vacation-Planning Process
The travel industry is a $170 billion business in North America and
Europe
alone. For consumers, the process of planning a vacation and making
arrangements
can be daunting.
A whole industry has arisen to handle aspects of this fragmented,
time-consuming,
complex process. The providers of travel-related services include
industries
that transport, house and feed travelers (airlines, cruise lines,
hotels,
restaurants); businesses that make reservations (travel agents);
companies
that organize and run vacations (tour operators); and organizations
that
advise consumers on destinations (travel agencies, t
ourist bureaus
and media
such as magazines, newspapers, books and TV).
Each segment competes for consumers' attention, but none handles
all aspects
of the vacation process,i.e., the aggregation problem well.
The knowledge capability may be even more lacking. Travel providers
are
known for giving biased information to consumers: Their
advertisements and
tour packages are designed to sell their core offerings, be they
airline
seats or hotel space. Airlines don't generally advise tourists to take
trains;
hotels don't tell people where to camp. Travel agencies, although
once removed
from the ultimate vacation providers, generate their fees from those
providers
and thus are motivated to push that which generates the highest
fees. Magazines,
newspapers and travel guidebooks fill the need for less-biased
travel information but they don't book reservations.
Enter
Condé Nast
,
publisher of one of the industry's most
respected
magazines, the Cond
é Nast Traveler. In the early 1990s, the
magazine's
parent company, Advance Publications Inc., began exploring the on-
line media.
Condé Nast decided its magazines for travel and cooking
were the
best launching pads to enter the world of electronic communities.
The electronic community it established in 1995 on the World Wide
Web is
transforming the vacation-planning proc-ess. Via their PCs,
travelers can
roam hundreds of destinations and lodging establishments in
minutes, talk
to other travelers about the reputations of these places and get
important
travel news before departing. In the near future, they will even be
able
to book reservations all without the help of travel agents.
By taking advantage of the properties of electronic technology and
its media
assets, Condé Nast is greatly improving the quality, speed
and convenience
of vacation planning. One of the most difficult aspects of vacation-
planning
is deciding where to go. The community helps travelers at the outset
to
define and customize their plans by prompting them to indicate the
experience
they desire (e.g., "romantic") and the amount they want to
spend.
By offering at the click of a mouse access to write-ups and
photographs
of more than 250 locations around the world, the community also
helps consumers
become more knowledgeable than they could otherwise become by
reading any
single magazine or book or by visiting any single travel agency.
(Condé
Nast also has access to information from its parent company's Fodor
travel
books.)
To keep track of world events such as terrorist attacks, political
upheavals
and weather patterns that can derail the best-laid vacation plans,
Condé
Nast also has a daily news service. (Its parent company also owns a
major
newspaper chain.) The most heavily used part of the community, it
provides
up-to-date news that travelers can peruse before they embark.
Perhaps most
important, the service allows vacationers to network with each
other and
to compare note
s on destinations and accommodations.
When Condé Nast connects to a travel industry reservation
system,
which it plans to do this year, its electronic community will have
aggregated
and addressed the critical steps in the consumer process of vacation
planning.
In this redesigned consumer process, entities such as travel agents
that
intermediate between ultimate consumers and ultimate producers
can be displaced
; as can other intermediaries, depending on whether Condé
Nast
capitalizes on the networking and interactivity needs of travelers.
Because
travelers can talk to one another, Condé Nast could play tour
organizer
by creating electronic affinity groups. It could, for instance, have a
bulletin
board for all Civil War history buffs who like bicycling and then let
members
electronically organize their own Virginia biking tour.
Condé Nast's service also offers ubiquity, a critical need
after
a vacation is planned. While on vacation, a traveler with a laptop
compu
ter
can dial into the service, using it to get up-to-date news and make
other
"mid-course corrections" in his or her vacation.
While Condé Nast's printed publication is a tiny business
relative
to other segments of the travel industry, the company brings much
power
to the world of electronic communities. It is recognized as being
excellent
at the front end of this consumer process. Its magazine is highly
regarded
in helping travelers decide on destinations to pursue. In the
electronic
realm, it can intercept consumers at the first stage of the process.
Condé Nast is not alone, however, in eyeing the on-line travel
market.
Microsoft, American Airlines, United Airlines and others are
planning or
are already operating similar on-line travel services. American
Airlines'
Internet service, Travelocity, already lets travelers book
reservations.
A New View for the Spectator Sports Process
The consumer process of sports enthusiasts includes getting the
re
sults
of games, watching broadcasts, attending games, talking to other
fans and
betting. In the non-electronic world, different media and means
cater to
those needs. Television news and newspaper sports sections
announce results;
live broadcasts are the preserve of TV and radio; and getting tickets
to
games is done through box offices and ticket agencies. Given the
thirst
for continual information and the size and attractive
spending
demographics of the audience ; the consumer process of sports
fans is ripe for an electronic community.
That's the way Starwave saw it. The Bellevue, Washington,
brainchild of
Microsoft billionaire co-founder Paul Allen focuses on consumer
processes
related to sports, entertainment, outdoor activities and parenting.
In November 1994, Starwave launched the first of four electronic
communities,
a service for sports fans. Allen teamed with cable sports
broadcaster ESPN,
and the following April
ESPNet SportsZone
made i
ts
debut on the
World Wide
Web. Fan interest in the community has skyrocketed since.
SportsZone has
become one of the most popular places on the Internet. Advertising
dollars
are in the millions. A subscription service priced at $4.95 a month
and
offering more extensive content (such as video highlights and a
wider range
of columnists) has 140,000 paying customers, according to one
industry estimate.
Starwave predicts membership will surpass the subscription base of
Sports
Illustrated (3.1 million) by 1998.
What is the key to the explosive growth of this service? The
electronic
community had surpassed all other media in the key dimensions for
sports
fans: knowledge, networking and interaction. In the area of
knowledge, ESPNet
SportsZone is a sports fan's dream. It provides game accounts,
scores and
statistics for 40 sports worldwide, updated continuously. (Allen
also owns
a major sports statistics provider.) A fan, for example, can get a
baseball
player's entire batting history and numbers on how he
hits on rainy
Tuesdays
against certain pitchers. The volume of statistics, updated daily,
can't
be matched by print or broadcast media. In the area of networking,
fans
can engage each other in organized discussion groups and even
"fantasy"
games, choosing teams and then playing each other. And in
interaction, the
service lets fans talk back to the community's host through such
venues
as polls and on-line interviews with leading sports figures.
Starwave's Allen possesses the assets and relationships to improve
aggregation
as well ; that is, addressing many steps in a consumer process. In
a precursor to a future in which the community carries broadcasts,
SportsZone
last September aired the first live radio broadcast of a baseball
game over
the Internet. Significantly, Allen also owns 80% of TicketMaster, the
nation's
largest ticketing agency, which holds exclusive rights at many
stadiums
and arenas. One can imagine that in due time, an ESPNet SportsZone
user
will be able to go on-line to che
ck the night's baseball scores and to
buy
tickets there and then. In fact, TicketMaster is working on a
computer system
that will let ticket buyers view a seating chart and then click on
seats
to try out the view from that part of the stadium.
New Recruits for the Employment Process
There is perhaps no more critical, fragmented and convoluted a
process for
consumers than looking for a job. The industry comprises companies
that
perform executive searches, placements and recruiting; media that
communicate
job openings; government and educational institutions that publish
openings
and help place job seekers; and career counseling, resume writing
and other
services that enhance a job seeker's chances of getting the right job.
This
is a process that suffers from lack of aggregation (it's highly
fragmented
and time-consuming), lack of knowledge (many job seekers are blind
to new
career opportunities) and lack of customization (it's difficult to find
the right company, job and culture).
A number of companies have targeted some or all of the job-seeking
process
for an on-line world. Two companies in particular, Bernard Hodes
Advertising
and Mainstream Online, illustrate how the industry is being
reshaped
around the consumer process of finding a job ; and away from the
internal
processes of separate companies focused on each step of the
employment process.
Bernard Hodes provides a vivid example of how a firm can totally
redefine
its business when it organizes itself away from its old producer
process
and instead around a consumer process.
Bernard Hodes is the nation's largest ad agency specializing in
recruitment
ads. The firm, a $200 million unit of the global communications
company
the Omnicom Group, used to think its business was creating
effective recruitment
ads for its clients and placing them in newspapers around the
country. That
was until four years ago, when Hodes' Palo Alto, California, office
began
investigating the world of electronic employment searches. The
company
initially
discussed with commercial on-line services such as Prodigy a way
to distribute
its clients' job postings. The financial arrangement, however, wasn't
attractive
to Hodes. In November 1993, executives from Hodes' Palo Alto office
got
wind of the advent of the World Wide Web. They quickly built a Web
site
called
CareerMosaic
.
At first it was the electronic equivalent of a
recruitment
brochure, according to Bruce Moore, vice president of systems and
planning
of CareerMosaic.
After adapting the ads and brochures it designs for high-tech
companies
for electronic placement on the Internet, Hodes soon realized that
its Internet
site could do more than just show job seekers the electronic
versions of
paper brochures: It could list job openings, collect resumes on-line
and
match them with openings. More than 400,000 job seekers each
month peruse
CareerMosaic, which contains openings from around the world. The
initial
handful of participating employers has t
urned into more than 200,
including
AT&T, Dun & Bradstreet, Microsoft, Chemical Bank, Dell
Computer
and Arizona Public Service Co.
CareerMosaic is, in effect, reshaping the job-finding process. In its
electronic
community, it has subsumed the tasks of the newspaper (publishing
want ads,
which in 1991 was a $3 billion business in the United States) and
the employment
agency (matching people to jobs, a $25 billion market in 1993). By
combining
the steps in the job-search process, it is enhancing aggregation. By
providing
links to career advice and company information, it is improving
knowledge.
By matching skills against job openings, it is enhancing
customization ;
putting the right people in the right jobs.
Mainstream Online (MOL)
, a
two-year-old unit of a New York-based
outplacement
and career consultant, is focusing on the early stages of the job-
seeking
process. MOL ; based in Kirkland, Washington ; formed an alliance
with Microsoft to be the aggr
egator of a range of employment
services. The
company's on-line career center features content from more than 50
companies
that provide career advice, industry and corporate information,
resume writing
advice and other services. (MOL has other communities focused on
the consumer
processes of employers and entrepreneurs.)
MOL's thrust is improving aggregation and knowledge ; particularly
at the beginning of many people's job-search process, the
identification
of a new career. Microsoft's vision of MOL's employment community
is to
be a one-stop shop "where job seekers have the best and
brightest of
services available," says Dan Cahn, chief operating officer of
MOL.
The Strategic Choices for Managers
These examples provide powerful illustrations of how the new
technology
is altering the fundamental ways consumers achieve their interests
;
as well as how it changes the nature of one's business. Through its
electronic
community, Condé Nast becomes a travel agent and p
ossibly a
tour
operator, in addition to being a publisher. Paul Allen has already
become
a newspaper sports section, ticketing agency and pollster. If he gets
broadcasting
rights to professional games, and if telecommunications advances
permit
him to transmit full-motion video, his Starwave firm could become
another
broadcaster. (This must also have been factored into his alliance
with ESPN,
which already owns the television rights to many games.) With
CareerMosaic,
Bernard Hodes has ventured far outside the ad agency business. It is
an
on-line employment agency with particular strength in helping
companies
communicate effectively to potential employees on-line and off-
line.
Mastering the new markets of cyberspace demands totally new ways
of looking
at customers and how to increase value for them, at the structure of
industries
and competition, and at one's place in the emerging value chains
defined
by consumer processes. Managers will have two sets of decisions to
prepare
for this new electronic mar
ketplace: deciding where to play and how
quickly
to cannibalize ; or even kill ; the existing business. There
are three broad sets of opportunities.
Developing the technology infrastructure.
Building the technologies
and
the networks for electronic communities is already providing
significant
opportunities to technology firms. In fact, the Wall Street darlings
in
these early years have been infrastructure players like Netscape
(providing
access to communities on the Web) and Sun Microsystems (providing
the computer
programming languages and hardware for communities and other Web
sites).
Other opportunities lie in developing the technologies that will be
linked
to or operated through the network. For example, to improve medical
service,
doctors are beginning to use the Internet to transmit X-rays to
specialists
anywhere and anytime. Doing so, however, requires advances in X-ray
transmission
and viewing technology.
Sticking to one's product niche but redefining the performance
standards.
Letting someone else build the electronic community while becoming
superb
in delivering one's product is also a viable strategy ; as long
as the product is still needed in the redesigned consumer process.
The tasks
of the newspaper in collecting and printing want ads, home listings
and
job postings can be subsumed by others in an on-line world. The task
of
providing financing to home buyers can't be eliminated or subsumed
by others;
no matter how well the home-buying process is redesigned,
mortgage lenders
(as well as home insurers and inspectors) will always be critical in
an
electronic home-buying market. Electronic communities will become
a powerful
new marketing and distribution channel for vendors of consumer
products
and services. Such communities will greatly reduce many selling
costs, open
up vast new markets and accelerate marketing processes.
(See
sidebar, "The
Dynamic Electronic Market-place: New Rules for Getting to the
Consumer,"
Page 12.)
Vendors selling through these new channels, though,
will
face
heightened competition and consumer expectations. Competition will
grow
exponentially in marketplaces where consumers are empowered by
knowledge
and can easily find alternatives. The degree to which a community
fosters
networking ; the ability of consumers to talk to one another
; will
provide another big incentive for vendors to improve their offerings.
Managers
will have to ratchet up their performance improvement standards in
cost,
time and quality. For many companies, electronic communities will
be a dynamic,
powerful, yet unforgiving marketplace.
Becoming the community developer.
Over the next 10 years, big
money will
be spent and big battles will be waged by corporate titans in media,
financial,
consumer services, consumer products, retailing, technology and
other industries
to build the new marketplaces of electronic communities. The big
winners
will be first movers that pick their niches carefully, redesign
con
sumer
processes effectively and bring core assets to the community. Many
failed
attempts will have targeted consumer processes that weren't broken
;
or weren't broken enough to greatly benefit from an electronic
community.
The most attractive consumer processes are those in which several
of the
seven consumer needs can be improved greatly.
After careful analysis of the right electronic communities to
pursue, community
developers must redesign the consumer process, not just automate
the way
it flows in the physical world. As with reengineering the business
processes
of a company, redesigning the consumer processes for an electronic
community
involves taking out time, costs, errors and hand-offs wherever
possible.
The best real estate agents know to begin the search for a home
with a trip
to the bank to determine what their customers can afford. An
electronic
home-buying community might begin by having consumers fill out an
electronic
mortgage application, which then would be submitted electronically
to all
lenders in this virtual community. This would save considerable
time and
frustration when consumers find their dream home isn't one they can
afford.
Redesigning a consumer process effectively also requires addressing
every
step that can be addressed on-line. If Bill Gates' electronic home-
buying
community aggregates all the services necessary to complete the
transaction
; the home listings, mortgage, insurance, inspectors and so on
; and the community built by the National Association of
Realtors
provides only electronic home listings, Gates has a major advantage.
Gates
will have won the battle for "breadth" ; addressing
more steps in a consumer process.
The dimension of "depth" is just as important. Depth
refers to
the effectiveness of an electronic community to address any one
step in
the new consumer process. In any consumer process, some steps are
far more
important than others. The builder of the employment electronic
community
that has the g
reatest inventory of jobs and best matches skills to
jobs
will gain the most consumer satisfaction. The most successful
electronic
community developers will bring core (and sometimes proprietary)
assets
to the most critical steps in the redesigned consumer process.
The National Association of Realtors' electronic community has a big
advantage
going in: Its realty members have 90% of the homes listed in the
United
States. Gates and other home-buying communities must find a way
to quickly
build a large inventory of home listings. Paul Allen's TicketMaster,
sports
statistics company and alliance with ESPN are core assets in the
sports
community. His competitors in the on-line sports world ; Time
Warner
(owner of the largest sports magazine, Sports Illustrated), sports
TV broadcasters
and newspapers ; lack the ticketing machine. In a world of electronic
communities, the framework to use for mergers, acquisitions and
alliances
is the redesigned consumer process.
The Rise of the Electronic Com
munity Developer
The reconfiguration and digitization of consumer processes will
create enormous
wealth-creating opportunities for the fastest, boldest and best
capitalized
of companies: those that first and most effectively redesign
consumer processes
for an electronic world. The most successful developers of
electronic communities
will wind up building huge businesses ; ones through which billions
of dollars of goods and services are marketed and, in some cases,
delivered.
While they will not necessarily have to handle physical distribution
of
any product sold through the community, they will become big-time
brokers,
collecting a toll from anyone who sells through the service.
From the experiences of the early electronic communities in
business-to-business
markets, we know that such services are major opportunities.
American Airlines'
Sabre Group, which processes 44% of U.S. travel agent bookings, is a
$1.5
billion business with operating margins of 24% in 1994 ; many
times those of th
e airline itself. Bloomberg's 15-year-old electronic
community
for financial traders is a $600 million business whose market
capitalization
approaches that of century-old Dow Jones & Co.
The early signs indicate that some of the biggest players in
consumer electronic
communities will come from outside their targeted industries,
particularly
technologically sophisticated firms like Microsoft and
Starwave. The
most lucrative communities will be built around consumer processes
that
are the most critical, costly, fragmented, broken and time-
consuming. Thus,
we see major opportunities in health care, employment, and home
and car
repair, among many areas.
Those who choose to develop electronic communities may be
confronted with
the dilemma of having to cannibalize their existing businesses. The
newspaper
business illustrates this issue most dramatically. To understand the
impact
of electronic communities on its business, the paper would analyze
its readers'
consumer processes. What are
readers of classified ads trying to
accomplish
when they read this section? They are attempting to find homes,
cars and
jobs. Are there many steps other than reading the newspaper that
job seekers
must take to accomplish their interests? Clearly, the job-seeking
process
would benefit from aggregation. Do job seekers need specialized
information
at certain steps of the process? If they do, there's a knowledge
problem.
In going through this type of analysis , newspapers will
see
that they must build electronic communities in employment, home
buying and
used cars to at least protect their classified advertising business
; which
can represent one-third of total revenue. In doing so, they will take
on
many of the duties of recruiters, real estate agents and used- car
dealers
; thus potentially putting their business relationships with
these
entities at risk. In the long term, however, newspapers have no
choice but
to create electronic communities or to ally with community
developers if
they wan
t to protect their classified ad revenue ; particularly as
other players such as Bernard Hodes, Microsoft and the real estate
agents
association dramatically improve the way people find jobs, buy cars
and
purchase homes.
Many other businesses will face the same stark choice ; either
to make their existing products obsolete through the development of
on-line
communities or to watch as other entities do it for them. The time
to explore
the options is now. The number of Internet users worldwide is
projected
to soar from an estimated 10 million in 1995 to 170 million by
2000, according
to a recent study by Morgan Stanley & Co. Well-capitalized
companies
such as Microsoft are moving quickly to stake out territory in
consumer
markets. And technological breakthroughs in such areas as
communications
bandwidth are just over the horizon. The ability for consumers to
have a
nearly full-sensory experience on-line promises to transform
critical consumer
processes like finding work, buying cars and homes,
and others that
depend
on seeing and experiencing.
In light of these developments, executives and their companies have
three
imperatives: 1) to move into action by rapidly exploring this
powerful new
channel, 2) to be ready to cannibalize or redefine their products and
services
and 3) to change their market orientation from producer to
consumption processes.
This applies to every organization whose products and services will
touch
the consumer processes redefined by the digital world.
While most of today's electronic communities involve information-
intensive
processes (and processes whose output is information), the longer-
term effects
of the consumer process revolution will be much more pervasive.
Eventually,
electronic communities will redefine the shape and delivery of all
consumer
goods and services. Everyone will have to reorient around consumer
processes.
Copyright 1996 CSC Index, Inc. All rights reserved. James Champy
is chairman
and chief executive officer of CSC Index. He is the author of
Reengineering
Management: The Mandate for New Leadership and co-author of
Reengineering
the Corporation: A Manifesto for Business Revolution.
Robert Buday
is a
principal of CSC Index. For the last year he has been researching
electronic
communities and new media. Nitin Nohria is an associate professor
at the
Harvard Business School and co-author of the Harvard Business
Review article
"What Ever Happened to the Take-Charge Manager?"
Champy and Nohria
recently co-edited the book Fast Forward: The Best Ideas on
Managing Business
Change (Harvard Business School Press). Errol Yudelman, Mark
Bamford, Robert
Morison, Linda Peters, Eric Marcus and Ryan Jesser of CSC Index also
contributed
to this article.