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SONY AIBO - product and brand management
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SONY AIBO
Camille Le BianDhruv Bhatia
Niranjana NarayananSaswath Suresh
Srinithi SSundeep Allamraju
Umakanta Sahu
Group 4PPBMSection A
+Introduction of the AIBO
1999
• Introduced the Sony AIBO ERS -110• 5000 initial AIBOs sold out• 30000 additional AIBO’s sold in Feb 2000, demand mainly in Japan
• Priced at $2500
2000
• November 2000, second generation AIBO (ERS 210)• Sold 50000 units worldwide, with major demand from Japan
• The markets did not know how to categorize the product• While there was a hard core AIBO owner base in America, a large chunk still do not understand the need for the product
• Need to build a bigger customer base
+First Generation AIBO
Independent manner
Remote control for
commands, but had it’s
own personality embedded on an 8MB memory
stick
Showed emotion through musical
tones, eye color and
body language
AI software made AIBO learn about its owner,
recognizing rewarding
vs. punishing
pats
+Consumer Reaction
Hit with Japanese market Lived in small apartments where real pets were not allowed
Consumer AIBO communities were formed, such as AIBO enthusiast website, birthday parties etc.
AIBO Town magazine a cross between a parenting and technology manual
Popular among elderly population letters of appreciation from senior citizens
Robots as heroes in Japan, hence highly popular in Japan
Americans highly skeptical about robots distrustful of the AIBO
+AIBO 2nd Generation
Lowered price to $1500
Voice recognition
Greater variety of emotions
More realistic movements
Personality modules (with varied functions)
Sold 50000 units
Created a new division – Sony Entertainment Robot Company
+Increased Applications
Development of Wireless system to communicate with PC AIBO messenger software AIBO Navigator Software AIBO Master Studio
Unveiled ‘entertainment architecture’ Open R architecture Planned to allow third party developers to create
applications for the AIBO Ultimately, AIBO owners would be able to customize
the AIBO
+America’s Reaction
American adopters were just as passionate as Japanese counterparts
Most consumers however did not understand the need Introduction of cheap knock offs flooded the US toy
market
Customer base: Children below age of 12
Competitors were working on developing robots, but based on utility such as household chores etc. Honda’s ASIMO Matsushita, Toyota, Hitachi
+Problems
American Consumer market: Educating US market about AIBO
Ability to sell it to the mainstream market
Positioning AIBO as a companion/pet OR a functional product
Potential threat from major technology companies & cheap knock offs
Choice between way of promotional activities
Optimized
Strategy?
Publicity & subsequent
WoM
Mass advertising
+Challenges with the AIBO innovation in US market
Characteristics Challenge for AIBO
Relative Advantage• As a functional ROBOT, AIBO lacks relative advantage• As a companion ROBOT, it has an advantage (Only advanced
product in the industry)
Compatibility• Often considered as an evil, fighting against mankind• “Dangerous & Threatening”
Complexity• Uncomfortable with the idea of loving something which is not
alive• “WHAT DOES IT DO?”
Trail-ability• Expensive product due to huge R&D investments• Can’t be tried in phases
Observability
• Low observability due to the fact that the product is mostly used indoor & less prone to get noticed unless there is a party or something
• Relatively less penetration in US currently
+Alternatives
Don’t Enter American Market
Enter As functional ROBOT
Enter As an Entertainment ROBOT/ Companion
+Criteria
Sony’s overall strategy & competencies
Potential of the market (Buyer’s prospective)
Competition in the market
Profitability of the business: Short term & Long Term
+Evaluation: Alternative 1Don’t Enter American Market
Criterion Decision Rationale
Sony’s Overall Strategy & competencies
Wanted to put entertainment ROBOTs worldwide
Potential of the market(Buyer’s prospective)
There is a huge market base
Competition in the market NOT Applicable
ProfitabilityShort Term & Long Term
Without tapping the market, we lose the potential market share and increase in bottom line
REJECT
+Evaluation: Alternative 2Enter As functional ROBOT
Criterion Decision Rationale
Sony’s Overall Strategy & competencies
Wanted AIBO to be a part of the family as a companion/ pet
Potential of the market(Buyer’s prospective)
Main stream America wanted robots to assist in serious household tasks
Competition in the marketAlready established big Names in the market
ProfitabilityShort Term & Long Term
Short Term: Good, as the product matches what consumers wantLong Term: AIBO not designed to be functional product; to add new functionality, Huge cost & time requirement
REJECT
+Evaluation: Alternative 3Enter As an Entertainment ROBOTor Companion
Criterion Decision Rationale
Sony’s Overall Strategy & competencies
“Want to see AIBO playing with the kids or family in every living room”
Potential of the market(Buyer’s prospective)
Effort required to change consumer perception is high; however potential for ROBOT market is high (Unique Product)
Competition in the market
Unique high end product; but competition from Cheap knock-offs
ProfitabilityShort Term & Long Term
Short Term: Medium, as we have to change consumer perception and it requires time & marketing effortLong Term: Good, as we have the required competencies & are the pioneer of this market
ACCEPT
+Marketing Mix
ProductKeep the product as the same
Price1. Price it at $1500- $16002. Skim the price to $1000-$1100 prior to launch of later models
Place1. Launch in electronic retail chains where people can observe and experience the emotional attachment2. Retain online format as well
Promotion1. Through publicity and subsequent word of mouth: Help in forming and changing attitude Interpersonal Channel2. AIBO events like a pet show
+Promotional Mix
Advertisements in Print Media,
TVCs
Brochures & Materials in
Online Stores
Ads in Movie Halls, Shopping
Malls
WOM - Approach Opinion Leaders
AIBO Web Sites, Bulletin boards
AIBO Events
E-mail Campaign to
Leads from Early Adopters
+
T h a n k y o u