For Customer Experience Professionals (Length: 16 pages)

September 9, 2008

MP3 Player Manufacturers' Cross-Channel Experience, 2008

An Industry Look At This Year's Best And Worst Of Cross-Channel Design

This is the seventh document in the "Best And Worst Of Experience Design, 2008" series.

by Adele Sage

with Andrew McInnes, Bruce D. Temkin, Vidya L. Drego


Executive Summary (This is a document excerpt)

As part of a larger analysis of 16 firms, Forrester evaluated the cross-channel experiences of four large US MP3 player manufacturers — Apple, Creative, iRiver, and Sony. As an industry, the MP3 player manufacturers received dismal scores compared with the other industries we evaluated. While each firm suffered from a variety of problems, our analysis also uncovered a number of good practices, such as Apple's clear Web site feedback, Sony's detailed interactive voice response (IVR) content, and iRiver's helpful phone agents. To improve multichannel experiences, customer experience execs at consumer electronics manufacturers should conduct regular reviews of their own channels, focus on the specific needs of target users, and establish a voice of the customer program.

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TABLE OF CONTENTS

NOTES & RESOURCES

itemExamining The State Of Multichannel MP3 Player Manufacturer Experiences

itemOverall Results For MP3 Player Manufacturers: Very Poor

itemWhat Issues Plagued The MP3 Player Manufacturers?

itemSome Good Practices Emerge

recommendations

itemImprove Multichannel Experiences By Designing For Target Users

Forrester evaluated the cross-channel experiences delivered by 16 firms — four large airlines, banks, department stores, and MP3 player manufacturers.

Related Research Documents

itemBest And Worst Of Cross-Channel Design, 2008

June 13, 2008

itemHow Consumers Research, Buy, And Get Service

March 31, 2008

itemExperience-Based Differentiation

January 2, 2007

itemExecutive Q&A: Cross-Channel Reviews

September 19, 2006

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Analyst: Adele Sage
Technology: Channel Design Strategies, Customer Experience, Design & Usability Processes, eBusiness/eCommerce
Industry: Computer Hardware Industry, Consumer Electronics, Consumer Industries, Consumer Media & Entertainment, High-Tech, Media & Entertainment, Music, The Mobile Channel
Geography: North America