July 2008

Make That Drawing Work For You

 Keeping customers actively engaged in grading any organization takes some planning and creativity. As we’ve written in the past, a smart, well planned enter-to-win drawing goes a very long way in this regard.

But don’t let this little promo stop working for you once it’s done the job of getting customers to grade you. One of the things we love to see is when our clients really do a great job of making hay with the process ofawarding the prize.

goshensign

Hats off this week to our friends at Skyline Chili in Cincinnati. They used an enter-to-win drawing to spread the word that they were looking for customer grades. At the end of June, we drew a winner for them and they had a great celebration with the winner, Mrs. Cathy Headworth of Goshen, OH.

The pictures — and a genuinely touching thank-you letter from Mr. and Mrs. Headworth — will do a great job of creating excitement among Skyline’s franchise community. We wouldn’t be surprised to see Mrs. Headworth’s picture show up in future Skyline enter-to-win drawing collateral materials, either!

Great work, Skyline and Congratulations to Cathy Headworth!

Is The Recent Pew Internet Study Your Wake-up Call?

 A recent study published by the Pew Internet & American Life Project is serving as a wake-up call for many American companies who seek relevance among America’s youngest generations.

 

The study, based on nearly a thousand interviews with teens over 2007, validated the increasing extent to which the web and its derivative technologies in cell phone technology have become a central part of American young peoples’ social lives.

Some 93% of teens are internet users – and the vast majority expresses a knack for giving and receiving feedback via the web. Perhaps more compelling was the extent to which young people themselves are content creators and consumers of web-based feedback. Nearly 2/3 of teens are online creators, and the majority gives and receive feedback on the web.

Think about this in the context of any enterprise seeking to engageAmerica’s younger generations. People tend to gravitate to those relationships and institutions that mirror their own preferences for communication. Without a web-based means of listening to these customers’ feedback, how can any organization expect to be perceived as genuine by them?

All the marketing and PR in the world won’t convince a younger customer that you’re genuine if your feedback mechanism doesn’t reflect their sensibilities.

Next week: The consequences for employers. Does your organization give feedback in a way your employees can absorb?

New Research Highlights Mystery Shop Pitfalls among Young Employees

 Young people overwhelmingly view the web as the center of their social interactions – including giving and receiving feedback – according to the recent study by the Pew Internet & American Life Project. This should sound warning bells if your organization relies on hiring, retaining and developing young people. Do you have a feedback system that is relevant to them?

As we wrote last week, Pew found that some 93% of teens are internet users – and the vast majority expresses a knack for giving and receiving feedback via the web. Teens are also prodigious creators and consumers of web-based feedback. Nearly 2/3 of teens are online content creators, and the majority gives and receive feedback on the web.

The implications for employers hoping to use customer satisfaction information to guide employees couldn’t be more important. America’s youngest generations are uniquely able – and they prefer – to receive live customer feedback given to them via the web. They trust it, and they’ll act on it.

The inverse to this is a resistance to receiving feedback that isn’t perceived as genuine. We see this time and again in interviews with clients hoping to buttress existing mystery shop programs with live feedback. As willing as young people are to receive live feedback directly from your customers, they seem resistant to anonymous feedback or mystery shop feedback from hypothetical customers.

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